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About Sanctuary

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    (3) Conjurer
  1. The hammer is the most powerful (per hit) weapon in the entire game. It's also odd that some are saying it doesn't have a high DPS when it still has the highest DPS in the game. 11K damage or higher per swing divided by the time it took per swing and to get to enemies is still more than anything else in the game. You should be using the hammer's power attack, not doing the normal swings if you want to see its real damage potential. That being said, it's also overkill and not the most efficient way to mop up the screen. The mind control gun is simply OK, but it's better on a companion
  2. Did you really need to bump your own post by starting an identical thread less than fifteen minutes later? Regardless, I had a similar suspicion that fights would just drag on unbearably long, especially trash fights that eventually don't really need that much player input when using RTwP and cutsom AIs.
  3. You don't have to move. You can just force that character to stop and then cast the spell again, even while paused. Unless you literally mean hitting the stop button, for certain spells (especially personal AoE spells like Returning or Relentless Storm), simply trying to recast doesn't work. But if hitting stop allows them to actually cast when you try it again, why was this an issue in the first place? There wasn't even really a target, since it's just a radius around the caster anyway. I've had this also happen with stuff like Arcane Veil and a few other buffs. It's pretty rare f
  4. Pretty sure you just don’t know how to use the system Dude. This never happens to me. Hasn’t since my first playthrough. Watch a YouTube video or something. Seriously? I've been playing off and on since launch (200+ hours at launch), and I've set up plenty of fully automated fights that work pretty well. The problem--that has been here since launch--is that certain buffs ignore that they are already applied, especially those that don't have the "has inspiration XXX" with the "not" checked. For example, Disciplined Barrage used to cast, and then the AI would not recast it if you put
  5. Until they fix the issues with cooldown timers simply being ignored, and the AI just chain casting the same buffs, fully automatic is going to be problematic unless you simply decide to not use any buffs at all. These have been problematic since launch though, so I doubt it's going to get fixed.
  6. Late reply, but thanks for this. When the game was first released, I finished it twice without a single crash, and then stopped playing in June. I restarted once all of the DLC was released, and it's been a crash fest left and right and always on a transition. The way I "solved" it before was that if it crashed when going to a specific area, I would just go to a different area first, then try to zone back to the area I originally wanted to go to and it would work. I was just stuck in the Hall of the Unseen, so I couldn't do that (of course it crashed when I tried to leave). Deleting the t
  7. Sort of off topic maybe, but how exactly do you get up to "five" Death Rings with an Arcane Archer using Watershaper's Focus? At most, it only jumps once, giving me two (Driving Flight doesn't seem to be granting an additional Imbue with it either). Twinned Shot doesn't seem to allow you to use an imbue with it either. Now that I'm level 15 in my current game, my Nature Godlike Evoker is pretty far ahead of my Arcane Archer, who is using a fully upgraded Essence Interrupter and Spearcaster, with everything being dumped into Metaphysics and Arcana. That's not counting the pet damage, but my
  8. Ooh, could you be more specific? I have an Evoker that I could turn into a Spellblade, but I wasn't sure if it would work, or how it might work. It works how you think it would. You're an Evoker that gets the passive bonuses from the Assassin. Trickster/Evoker is another option, but Assassin/Evoker is pretty much the glassiest, glass cannon there is. "it works how you think it would" *video is full of mistakes* Not trying to be an ass, but I want to know EXACTLY, SPECIFICALLY what makes this multiclass work. Sorry I guess. Haven't played them since la
  9. Ooh, could you be more specific? I have an Evoker that I could turn into a Spellblade, but I wasn't sure if it would work, or how it might work. It works how you think it would. You're an Evoker that gets the passive bonuses from the Assassin. Trickster/Evoker is another option, but Assassin/Evoker is pretty much the glassiest, glass cannon there is.
  10. It also looks like they never bothered to fix (a seemingly simple fix, since pet damage just reads as your name in the combat log) the log tracking pet damage. So my ranger is probably equal to the Evoker right now.
  11. While it seems like it's obviously one of the best, how is it better than Essence Interrupter or Spearcaster? Anyway, right now my hireling Nature Godlike Evoker is dealing about 10% more damage than my Arcane Archer. That's not a whopping amount more, but still more. I don't yet have access to Driving Flight, Twinned Shot, Fireball, and obviously not Death Ring, so I'll more than likely equal, or surpass him later, but not right now. Right now I'm trying to find a way to justify the class over simply being another Wizard.
  12. I don't know if this is supposed to be a direct response to me or just a general statement, because I never implied anything of the sort. I've already played as a Berserker/Ranger and was going to wait until the Arcane Archer issues were patched to play one. I was only asking if the problem was significant enough to not bother with them until after it gets fixed, that's all. If the class is currently functioning worse than intended, then it is weaker than it's supposed to be. And FWIW, I am a firm believer that subclasses should be stronger than the vanilla forms: for specific builds wi
  13. I really want to play the class, but is it really worth bothering with over just playing a Wizard/Ranger or even just a Wizard with a bow for whatever reason before the imbue scaling gets fixed? Do the accuracy bonuses and the potential multiple jumps more than make up for the currently incorrect scaling?
  14. My opinion on this is heavily biased, but I did not play a single class Ranger. I played a Barbarian/Ranger, and so I had to split my skills a bit more. Because of that, the pet well and truly sucked most of the time. I don't know if heavily investing into the pet passives would increase its durability and damage enough to make a dent, but bonded grief is awful and this was when the game was considerably easier on even Veteran than it currently is, while also only scaling the critical path up. The only way to get around that was to either always be storing two emergency bond for the pet re
  15. Agreed. I tried the new monk sub with blood mage and dumped str and maxed res. That was the most boring half hour I've ever played. It wasn't tanky enough to survive and brought little to the table other than just a body with hp. If you're going to build a character at least make it better than the mediocre companions. The fury/blood with str and con as the strong suits does more than half the damage of a full party and soaks half the damage of the full party. I'd say that's a bit more effective. You're taking it to an extreme. We're talking about having Might at 10, not dumping it. And cert
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