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Everything posted by MoxyWoo

  1. Weapon focus i usually prioritze over everything else due to the 6 accuracy vs 5. wood elf.. same reasons. bows have crappy interrupt on their own, plus paranoid of own interrupts so resolve > per. lvl 1 crippling. 2x hobble = 2 more sneak attacks for range too. Stunning bow is prolly better. 20 dex.. multiplicative > dmg. Ranged rogue to me is no maintenance = no weapon switch. YMMV but i found them boring as a main PC and maxing mechanics is best on a npc
  2. This build can still spell spam cast if need be, just can use some of the better gear with some more speed. I did note the levels of the weapons of choice at the beginning as ranged alpha or spells since it does take lvl 5+ to feel good due to equipment options or similar.
  3. So always interested in the Melee Wizard, here are the relevant changes for 1.05. Tidefall or Tallgrass are the main weapons later on hence the TnT reference. Patch Notes: Wizard and Cipher's base endurance has been raised from 30 to 36, and per level from 10 to 12. Wizard and Priests health multipliers were raised from 3 to 4. Citzal's Spirit Lance will now do 50% more damage, is faster, and has an increased AoE Minor Arcane Reflection base duration is changed to 60 seconds. Llengrath's Displaced Image gives 50% hit to graze conversion on Deflection and Reflex. Wizard's Double now grants +40 Deflection against a single attack. Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit. Ilengrath's Safeguard's bonuses are now unified. Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection. All Spell Holdings are 2/encounter. Sanguine Plate's Retaliate mod has been replaced with Spell Holding: Frenzy. Some global rules: Self buffs and weapon ones beside Minor Blights, all cast ridiculously fast. Arcane Assault is Raw damage and useful up to level 5 or anytime for quick AoE. Player Notes: -Spritlance is a Pike weapon, which is also Weapon Focus: Soldier. This contains Greatsword, Arbalest, Arquebus and Warhammer. Unfortunately, reload animation is not shortened by Alacrity so Arbalest/Arquebus are great beginning weapons from 1 to 4, and then peter off at 5+, which actually coincides with when you get Tidefall or Tall Grass. -Llengrath's Displaced remains in theory the same, but really, the hit mechanic was from 51 to 100 result, which is overall 25 increase and still means the wizard gets hit by grazes. This is fine as we used all 3rd lvl slots for the other good buffs, most notably Alacrity that has 50% speed increase, but also means its not as good of a defense buff as before. -Health and endurance bumps helps us stay in melee longer. -Retaliation seems to have been bumped down a bit for effectiveness. -The Scion talents are supposed to work as intended, so Fire God-like and Burning Lash should do double duty as of 1.05 -Arcane Veil is now 1 talent deep instead of 2, due to how much deflection it gives. Weapon Choice: Levels 1-4: Arcane Assault x2 > Arbalest > Arquebus > Justice. Level 5+: Tidefall or Tall Grass Level 9+: Citzal's Spirit Lance as needed. Build: Race: Fire God-like (now that Scion of Flame works properly). -Early levels this race choice doesn't seem that great, but later on with +8 might from Transformation spell, its one of the rare classes that can actually deal a lot of damage with the retaliate. You can use lighter armor as well due to the +4 DR bumping you up when needed. Specifically, the Eder's Second chance armor is good at the beginning, and later on the new Sanguine Plate will allow you to face tank most things AND get Frenzy. Stats: Dex > Might > Res > Int > Con > Per -Dex is multiplicative for damage as well as action. Might is just nice for damage. Spellswords need a bit of INT but not as much due to the long nature of the buffs, but RES is always important for concentration. Arguably, you can bump CON up for priority for petrification attacks or similar saves, but the Safeguard spell can also work. Deflection on demand via Arcane Veil or your other buffs will allow you to dump Per fine though. Talents: 2. Weapon Focus: Soldier 4. Arcane Veil (or see below). 6. Scion of Flame (Fan of flames damage was lowered, but you make up the gap this way and can deal ok damage with Fire God, also Sanguine Plate is now a spellhold: Frenzy, which will bump up the Fire retaliate damage AND help attack speed.) 8. Vulnerable attack (Paired with the above, you have negligible attack speed loss per encounter) 10. Two Handed Style 12. Bonus 3rd or 4th level spell -Main thing is Arcane Veil now only takes 1 talent to be good. The 12th lvl talent can be just about anything really, same for the 10th, its just nice to have those. Spells by level 1. Eldritch Aim*,Parasitic Staff* or Spirit Shield*, Wizard's Double*, Chill fog. Sideboard: Fan of flames (most of act 1), Slicken * Denotes a self buff spell, so instant cast basically and NO RECOVERY animation. -Spirit shield is here because the 4th lvl slot that has Ironskin conflicts with Essential Phantom. -Eldritch Aim can be dropped later on for Transformation as it doesn't stack. -Fan of Flames and slicken is good for Act 1 before you get your other slots for CC. -The staff is a good contender as well for a weapon focus, even tho its level 1, it got the buff too. -Wizard's double applies until you get hit. This is a great boost at any time then. 2. Merciless Gaze*, Infuse Vital Essence*, Bulwark against the Elements*, Mirrored Image* or Bewildering Spectacle -As always, you can play like a typical mage, but Bulwark in particular is amazing vs shades in act 1. Later on, the slots can be used for Merciless Gaze and critting with Tall Grass and prone enemies. Infuse will also get you to the endurance of a same level fighter easily in a fight as well. Mirrored Image could be handy with the new +30 deflection it gives. 3. Alacrity* -I'd like to think I was using something else, but Alacrity is just too good for action economy. Cast this first and then your other spells to see the true spell spam. 4. Ironskin*, Essential Phantom, Flame Shield* -Ironskin for emergencies in practice (but usually not needed), but Essential Phantom and Flame shield are your usual goto spells depending on if you lead the charge, stand in a chill fog, or just need more spellbind item use (worn only). -Phantom also has your DR from armor worn, which means using Sanguine Plate they can face tank most things as well. Base accuracy is 81 for them and they attack reflex by default, and can benefit from party buffs too for higher accuracy. 5. Citzal's Spirit Lance*, Llengrath's Safeguard* -Not sure what the new Safeguard will be, but a faster Spirit Lance with AoE is a good thing. 6. Citzal's Martial Power* - +8 to the stats you care about, and 20 accuracy/deflection. Just remember to use Alacrity first, and this one last.
  4. Always fun and easy to enchant with accurate or damage too. Heck, I even got Hoedelen (?) the NPC rogue on an opening shot with a crossbow to deal 31 one time.
  5. Also, I remember from another spell thread that the animation for spells was faster, hence with recovery being roughly equal, the casters always pull ahead due to the literal spell spam being possible and a ceiling the rogue can never break. Adding in Alacrity for chunky spell spamming is hilariously good for a wizard too. Edit to add link: https://forums.obsidian.net/topic/77511-spell-speed-by-frame/
  6. I think lower int is viable, but I thought most of the encounters didn't warrant a ~8 second increase at max int. And its still long enough even at the lowest int due to the duration of Inspiring. The main thing that suffers flooring INT is actually Flames of Devotion > Fires for Darcozzi I noticed. You initially only have 15 seconds of the Fires, so for longer fights, the INT comes in handy. Finally, I used Moon race so lay on hands was a puzzler to me.... I mean... I actually need to use some animation to cast a heal? WAH?! Where as Flames was still instant and a hit of a weapon and fire shield and produced no recovery time for the swinging.
  7. The description is off for Flames of Devotion. Its basically a lash effect of 50% and possibly DoT (but I never tested this, just went through hacking stuff). Enduring Flames (Goldpact Knight) is the weird one though for sure. That does leave behind a burn DoT but impossible to tell.
  8. Good discussion - My view wrt Act 1. On Hard or lower, Wizards, Rogues and Ciphers rule the roost, because damage output is generally pretty reliable. I never really got along with monks but I'm probably playing them wrong. As you amp up difficulty, Ciphers need to generate more focus and Wizard spells need to be considered more and Rogues can't rely as much on having a 100% chance to sneak attack through all of a tough fight. That said, they all remain excellent. Chanters are probably a top tier class early game, since they provide utility options no other class does (move speed chant, phantom summons) and fall off a little late game as the chants become less relevant and the summons take much longer. Rangers are reasonably strong early on, since they come with the animal companion and their high base accuracy and vicious aim lets them hit things a lot. Don't underestimate the fighter-brick-wall. It may not be all that interesting but by god, it's powerful. Darcozzi Paladins are an excellent solution to specific tough early enemies, especially if you go with a Pale Elf, but otherwise I don't think they're really top tier compared to a defensively built fighter. I do think other Paladins are alright, particularly Kind Wayfarers. Bleak Walker flavour seems interesting but I don't think Frightened is a top tier effect and I don't know how long it lasts. Shieldbearers would be alright if their effects lasted substantially longer. I just realized I keep spelling Dracozzi (Darcozzi) wrong yet again. I agree with your points. Just some clarification, monks are moon god-likes for ease of play, same for the Darcozzi paladini. The other paladins are ranked Tier 4 for a reason, they can in a meta sense be fine solo and seem to perform well, but without the much earlier access to retaliation that D-pals get, they're not getting bumped up a tier easily especially when you get triple synergy from a moon monk as a tank choice. In a bigger sense, those paladin orders are trying to do something close to the other roles they are trying to fulfill but have a) either a tough time doing it via on kill effects. b) the effects are very limited, c) are limited by the flames of devotion or lay on hands use. d) all of the above. I've had my Darcozzi Paladin (Moon) just walk in and face tank like 4 shades and be fine due to their low hp, where other classes I've mained I've struggled with the same room. Chanters are a weird case to me, they're cool if the fight goes south, and stacking them up with a bunch of Come Come Swift at the early game is actually quite funny/viable/powerful BUT I'd say at the act 1 time, 2 wizards with arcane assault just nuking things for RAW damage is hilariously good too and the wizards front load the situation so much in their favor versus the chanters, the latter never gets to the 18+ seconds or need even more multiples to be as good.
  9. Sounds about right. The bow rogue I liked for the auto attack alpha and less micro, but they thrive on having faster attacks to keep up since they have so much %dmg modifier. Hence why I think the reach weapon rogue might be the best due to the reckless assault nowadays and melee weapons tend to swing about 2.5x faster than bow usage. Keeps em out of harm and lets them use all their talents, and ranged is still an option if they need it. OTOH Wizard has versatility for AoE and Alacrity. That 50% attack speed alone will make up so many gaps for damage, not to mention their basic arcane assault at the beginning of the game with 2 wizards = most of act 1 mobs dead or nearly so even with Aloth. When others are dealing with 5 to 12 DR and the blasts or similar are just ignoring that much for basic attacks and their encounter is RAW damage, it starts to rack up.
  10. Mmm... reminds me of my build. Went for Liberating and Inspiring at 5/6 since the paladin was starting to lag behind the other people who could deal more and do more with that accuracy.
  11. Camping is not limited except by your loading screen.This is why the rest system gets annoying once you figure this out. ^_^
  12. ^What Mad said. The thing is Paladin does shine at low levels due to having the Fires Talent, but even then it has some issues like needing to hit unlike an auto hit of the retaliation. Its always fire damage at base 10 dmg so is quickly outshone later. Even with Vulnerable attack up, it just barely let's you eek through most of the DR of the low to mid level mobs. Later on, expect it to do minimum damage as the paladin really has no way to increase it easily. The pros it has though during Act 1 is good though, the 5 freeze DT means shades hurt less which are the most annoying monster and it targets reflex which is nice. Later on, every class brings more to the group though and the paladin just feels sort of flat. Maybe the thread should be titled.... "Paladins are not that bad, but they're not that good either, so why bother taking one," which would be the most accurate way to describe them as most of their support is overwrriten, and tanking duties for a retaliation build are actually much better on other classes.
  13. Most classes are great after level 5, which also happens to coincide with much of Act 1. Which I think gives the first part of the game an inflated difficulty if you're not sure what you are facing or similar. For trash encounters, wizard can use arcane assault which is RAW damage and on hard this is pretty handy for a spamming. I played a main wizard on hard and was amazed at how easy it was just because most of the damage racked up by AoE was so handy, while having more single target or similar was redundant with everyone else. The only other class that compares is Cipher really for ease of play and aoe resource but the wizard quickly caught up and had more impact for difficult encounters as needed. Due to this, I ranked the classes for Act 1 in the following manner. Tier 1: These classes can deal with all kinds of threats, not care about resources, and the resources they do have are game changers. Cipher (Use a spell every encounter, even for trash mobs and have a 40% dmg increase is amazing) Wizard (Arcane assault spam and spells that game change) Dracozzi Paladini with Fires Talent (they get retaliation ridiculously early and target REFLEX with it so the act 1 shades are easy with them.). Tier 2: While not as versatile as Tier 1, they do their job really well and have some cool spamming abilities or similar that can turn the tide in your favor. Monk (Torment's reach with Moon God-like means free healing and wounds to power them.) Rogue (alpha strike is still handy to take down one mob. They can enable their own sneak attacks if needed via crippling to take down another or two.) Druid (spiritshift, despite the accuracy issues is a decent resource and they can game change via spells) Priest (lower end of Tier 2, they have support spells that do game change for the group but not as much damage) Tier 3: They're good at their task, and though don't have game changing mechanics like the Tier 1 or Tier 2 classes, they're 'good' enough. Barbarian (Frenzy is amazing along with Carnage, they just take a little bit to mature and Fire God-like + retaliation isn't available early). Ranger (They could be Tier 2 if not for the bugs, ranger's grief, and similar issues plaguing them. The bear tank does provide a great off tank for a single or 2 targets with resilient companion though, so I view them as versatile, just not 'great' until they get all their talents they want as build choices force them behind a rogue until 5+). Fighter (Limited experience maining this one, from what I saw of Eder they could last forever but didn't have game changing mechanics). Chanter (Only placed down here due to their slow ramp up, overall, they are effective once the 18+ seconds are up.) Tier 4: The job they have, they can be okay at with extreme optimization but most classes do it better or easier. In a bigger meta sense, why take them over the other classes? Paladin (any other besides Dracozzi) Of course, after level 5 all classes get more powerful, or their game changing skills, or resources via potions and similar are readily available to anyone. Basically, the game becomes easier for any class.
  14. ^Mad said it right. Ranger is also decent because the priest spell takes time to cast so the initial alpha strike with a vicious aim modal up is awesome. If it wasn't bugged, they also get an additional +10 via wounding shot, but it currently only works with the HOBBLE (WTF?)
  15. Paladin sworn enemy and inspiring exhortation and zealous crit can provide some. Tho wont stack with priest for zealous. Ranger vicious aim, stalkers link and if it wasnt bugged accurate wounding could too. For a self contained stunner. Wizard with merciless gaze, eldritch aim and alacrity has 30 in crit stuff and 50% attack speed. Self buffs cast super fast too.
  16. Yeah. Would be interesting if it did. With the 75% lash possible would also give the good initial alpha too.
  17. Hmm, this got me thinking. Does it work with the Goldpact talent then? Burn DoT on it and if its similar to wounding shot for mechanics, would actually be a decent hit via Blunderbuss.
  18. Ah was curious if it stacked on with Wounding shot DoT since sometimes things get overridden or if the other threads on the Blunderbuss + Envenomed have been off. 1) Envenomed stacks with all the other DoTs 2) Envenomed procs 6 times but only 1 DoT is applied 3) Envenomed procs 6 times and stacks. Mainly wondering if 1, and 2 or 3 apply.
  19. Highly recommend the melee wizard, but keep in mind that going the melee route doesn't diminish their CC or Dmg abilities. Buff spells have NO RECOVERY time and cast quickly. You're still a wizard Harry! So CC, dmg, etc is all there. Essential Phantom rocks for spellbind item usage. (worn only, but rot finger glove usage is so handy... pun intended). More tactical options with impact, while much of the solo play boiled down to figurines or similar summon usage, it is nice to have options. Cipher is prolly stronger up to level 4, but the gap closes at 5, and then gets demolished at 9+. So gives a much more satisfying feel.
  20. Playing on the attack speed google docs for what a wizard can cast/use. ~~Two weapons~~ Talents: Two weapon fighting + Focus + Vulnerable attack Accuracy: 6 focus 20 buff 12 superb Dmg Mod: 24% (18 base Might) +6% (+2 Might item) +24% (+8 combat buff) +45% (superb weapon) Dexterity: 30 (20 base dex for elf or godlike with background + 8 combat buff +2 item) Attack Speed + Recovery Mods: 0.7 (2 weapon style + alacrity) Elemental Damage weapon bonus: 0.25 (lash) Damage Reduction Debuff: 5 (situational wizard spell) 12 DR: Dual Stilettos: 40.89 dps (which most monsters are at) 20 DR: Dual Sabres: 27.57 dps Damage Reduction Debuff: 10 (+Vulnerable attack, and attack speed mod dropped to .5) 12 DR: Dual Stilettos: 41.84 dps 20 DR: Dual Sabres: 29.23 dps ~~Estoc~~ As above but not special talent picks, just focus, no vulnerable attack. 20 DR: 26.44 dps As above with Two handed instead of Two weapon, no vulnerable attack 12 DR: 36.19 dps 20 DR: 28.99 dps +Vulnerable attack (-.2 speed mod) 12 DR: 30.16 dps 20 DR: 32.99 dps ~~All those calcs with lower than 1.9 dmg modifier~~ Estoc is ahead. ~~Figuring the Slash DR for hard creatures~~ Sabre is ahead specifically, the later harder monsters have equal DR to everything, but less DR in the case of Adra dragon to slash. Conclusion: Wizards have attack speed more than any other class. Sadly, this translates into the very endgame for viability of sabres which tend to be a much better all around weapon usually. This is mainly because the recovery is so effected for the slower weapons vs the dual wield as they get like a 10-15 frame benefit, vs a 30 frame benefit and yet they were scaled mostly the same. The bonus is despite the slight power drop way at the endgame, the Weapon Focus: Adventurer helps for the Minor Blights casting. Arguably, combust wounds would scale the wizard higher too for the dual wielder, but its sort of represented by the vulnerable attack being added on and would definitely swing it much faster to the dual wield side but its one more spell/talent in an already tight build to me.
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