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dudex

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Everything posted by dudex

  1. most soulbound weapons are crappy anyways because u cant enchant it with durgan
  2. this weapon seem too powerful.. firing 90% faster and stealing buffs while also stunning on crit.
  3. steals attack speed... good god.. +90% attack speed when i land a hit on my rogue. is this intentional?
  4. its only available if u got the white marches installed. vanilla 2.0 does not include the changes. basically at level 3 u can start selecting talents from other classes. they are weaker versions of it.
  5. i just downloaded white march and well it only offers 1 talent from each class. Its a weaker version of a class talent. its not a true multi-class system. Most classes will play almost the same. basically regen from fighters, sneak attacks from rogue, frenzy from barbs, wounding shot from rangers, etc.. dont really remember them all.
  6. is there a list of all the new talents and abilities somewhere? also when does multi-class ability become available
  7. early game its great but mid to late game u have so many accuracy and deflection buffs and debuffs that it becomes way less useful.
  8. how does this work? is it by the day u first enter each zones? or is it the day u actually open the chest? the explains why im getting so many crap gear.. is the loot table universal though.. i have my doubts because i was follow the same routine with all my new characters and have gotten different items from the inn upstairs.
  9. i had trouble with my melee rogue at the beginning when i was just learning the game. After a few runs I find that having max constitution is amazing for potd playthrus that doesnt abuse a ton of consumables, lots of reloads, choke points, or poor enemy ai. my advice is wait for your tank to engage then u go in for the attacks. go for accuracy boosting talents early game when they are most useful flank and pick off targets when they are engaged. even if they turn to attack you can kill them fast without them doing much damage. early game you will be bad since low accuracy prevents critical but after act 1 u should be spamming those crits. my rogue was stats was like 267 hits and 104 critical after finishing act 1 at level 4. After a couple levels in act 2 its now 1318 crits and 1018 normal hits at level 7. enemies barely get to blink before blowing up when my rogue engages it. u will be hit its unavoidable so i think having a good amount of endurance and hp is the best unless u dont mind rest/reload spamming. Also shod of faith and draining weapons help. so yea u can go safe and play from range but the big damage is in melee.
  10. by level 12 weapon focus insnt really that good. Its only really good early on when your base accuracy is so low as it increases your accuracy by nearly 20% to your accuracy at level 2. u can just go with another talent.
  11. it works fine for me. maybe enemy accuracy are too low to score crtis on your fighter on hard mode. In potd it triggers all the time on my rogue, monk, and barb
  12. thats the same as using choke points and cheesing enemy ai.. anyways if u have to abuse choke points or poor combat ai where they split up after chasing then you are probably under leveled or need to rethink your builds. im not saying you shouldnt play like that but when u ask the a solution to tackle the battle headon and then decided the solution was to retreat to the door right when it starts isnt really any different.
  13. potions, summons, scrolls, traps, etc if you want to do stuff early instead of holding off a couple levels or using choke-points. i dont like using choke-points or consumables so i usually come back level 5 or 6 and face-roll him in all my playthroughs.
  14. again discipline barrage doesn't stack wit other spell effects unlike stalkers link this bonus. If u want accuracy go with rangers. With stalkers torc u get 20% damage also.. so yea there isnt any reason to go fighters unless u just want something different.
  15. speed modifiers dont work on weapon so those dont stack. speed bonuses either apply to recovery or reload. so if u using swift aim + gunner + sure handed chant u get 1.9 bonus on reload and a 1.4 bonus on recovery they lower your reload and recovery times by dividing it by 1.9 or 1.4 correct me if im wrong though.
  16. i never take deep wounds because of this topic.. it just seem so awful http://forums.obsidian.net/topic/78400-deep-wounds-tested-damage-over-time-ticks-timedmg-int-value-influence-and-how-toolip-is-wrong/?hl=%2Bdeep+%2Bwounds and u dont need to rebuild your rogue for sabre since its the same weapon group. this same build works with sabres also u can kill the guard upstairs of salty mast for 2 free exceptional stilettos at the start of act 2. Enchant them with lash and slayer and u got a pair of good mid game weapons.
  17. then dont take it then im speaking from my experience all my main character have been rogues, monks, or barbs on potd. I find that having high con lets u join the fight faster, stay in fights longer, go armor less, and maneuver the back lines safer (you eat a couple spells and arrows and bullets but your guy can take it.). all this increases your damage contribution so I look at constitution as a melee rouge third dps stat as intel do very little for them since they dont have aoe like monks and barbs.
  18. my build is kinda unconventional but im finding that it does amazingly well in potd. herth orlan max str, dex, con Dump intel Then either.. dump perception rest into resolve for dialouge options and higher will saves(opens up a lot more ways to complete quests) dump resolve rest into perception for interrupts (more effective in combat) Ill go into reasoning for these stats later Talents for first couple levels should be focused on accuracy since it begins so low 1 blinding strike (-20 deflection is big early game) 2 weapon focus 3 reckless assault 4 two handed style 5 dirty fighting 6 vicious fighting After that its up to your play style you should have a good idea of what direction you want to take by level 6. want the ability to jump to backlines or out of engagement? take escape. want more offensive burst powers? take crippling/finishing blow I went with ruffian because of nice choice of weapons and rocking dual sabres with annihilation mods does massive damage considering that most of your hits will be critical mid game and on. I run with cloth armor for almost the whole game. To survive the occasional hits and spells you rely on high hp/endurance from max constitution and using draining weapons or shod in faith which triggers quite often. Its a high risk high reward role but it quite satisfying when played right.
  19. bows/guns are really underwhelming in terms of damage output compared to melee and magic and need all the help they can get. Fighter class doesnt really offer much talents and abilities. 10 acc is nice ability early game but is overridden by other spells if u are in a party. confident aim is a great talent imo because its the only ability that modifies base damage of weapons however due to lack of damage/speed modifiers on the fighter it feels like its being wasted. Also u barely graze after early game due to all the deflection debuffs and accuracy buffs flying around in battles. if u want to play dangerously try using running a half endurance human with guns/bows full time instead of dangrous implement. havent tried it so not sure how well they do in game. I have tried multiple times to make a ranged character do good damage but they just always feel too weak compared to other roles. Weapon swapping rogue is the only one that offers good damage but thats only the initial burst after that its very meh. In POTD where there are often a dozen enemies attacking you having 4 shot burst just isnt enough.
  20. these points kinda contradict each other.. dual wield stilleto with 2 weapon style + swift strikes > Quarterstaff with swift strikes or is it equal? but from playing monks i noticed that torment's reach seem to be its own unique weapon with its own attack animation + recovery frames regardless of weapon choice/style.
  21. borresaine is awful and not worth the gold. the stun isnt that useful i rather find or buy an exceptional bow and enchant it with lashing and kith slaying (or carry multiple bows for different enemy types) for mid game. in late game u can stick with cloudpiercer once u upgrade it. hit into crit is useless early game when your accuracy and debuffs arent that good. Enemy deflection are way higher then your accuracy for the most part in act 1 so those crit talents are wasted. Go for accuracy first. also that hearth orlan bonus isnt worth the 5 accuracy, -1 str, and -1 dex compared to elves. in melee i think its worth it but not ranged
  22. high int/might/dex human barbarian are strong and easy to play u get level 3 really early and just have savage defense. Pop it whenever fighting spirit triggers. easy win.
  23. its actually not that hard.. at first i kept playing ranged and extended reach also. After i learn to play better and understood game and spell mechanics i found that melee rogues are the way to go for big damage. unless u solo keeping melee rogue alive in potd is pretty easy. Some things and tips about playing melee rogue.. - when enemies engage u in melee u can usually kill them so fast that they only get like 1 or 2 hits - dont use choke-points or fight in doorways because it doesn't give room for the rogue to maneuver - always let ur tanks run in first and engage as many as they can then u maneuver around and pick targets off - u have 3x disengage abilities per encounter talents if u find urself taking too much damage (tho i havent really found the need for em so far) - use aoe ccs which help u survive and kill faster - Do not dump con u need to be able eat hits and spells occasionally.. i would either dump intel + perception or resolve - movement speed is very very useful i tried out saguine plate (even more damage with frenzy and only -17 recovery) and shod in faith on the rogue and its very good for surviving long times while dealing amazing damage. Problem is the rogue's abysmal hp leads to frequent resting if u dont try to always avoid damage. I would love to see them get x5 modifer for HP but it probably wont happen. I run around with plain cloth 99%. k back on topic range rogue i would go wood elf max dex and might (rest dont matter) Talents/abilities 1- Blinding strike 2- Weapon focus/Marksman 3- Dirty Fighting 4- Weapon focus/Marksman 5- Crippling Strike 6 - Viscous Fighting Rest is up to u since game gets much easier after level 6. U can customize and try things out.
  24. It is still not lasting the full duration properly or is it suppose to lose its effect after a single hit? Also weapon speed mods on weapon still do not work. Weapons like hold-wall and forgiveness are nearly useless
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