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Elric Galad

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Everything posted by Elric Galad

  1. Early : probably barbarian Caster are still limited by their spell selection. Against low DR, Chill Fog is incredible though. Mid : Wizz or Druid You start getting a lot of good AoE spell. Late : chanter, the melting machine. Wizz are excellent too, but a bit less convenient (never tried freezing rake in a corridor ?). Barbarian Heart of Fury still has an edge for spike AoE.
  2. Well, there have been a ton of discussions about which class is balanced or not for a bunch of time. The point with Rogue is that they don't have enough Pros to make up for their Cons. Boeroer himself has been a great advocate that the right builds and fitting your playstyle is more important than the raw power of a class. However, for me the general consensus about endgame class balance has been the following (which seems to be not only my opinion, but what is heard the most frequently) : - Vancians are a bit Overpowered when Rest Spamming OR during Boss Fight (where you've usually freshly rested). - Priest are hard to replace, but are totally replaceable. - Rogue is a bit behind the other classes, for the reasons stated above. Patch 3.04 reduced the gap, but not enough. - All classes are currently far more balanced than in the beginning, and the gap between classes is not that big. Side note about Rogue : Early game, they are really great as #1 Single Target DPS, rivalled only by Druid. However, given the tediousness of early encounters, Spiritshift is likely to not last long enough. Rangers don't have all their goodies early game. It's true many people (including me) focus on endgame, and forget how great is Rogue's early Game. Increasing Rogue's Single Target DPS a bit more (endgame) would be good. But they don't need that much to be great. In my opinion, Rogue's emphasize on Spike Single Target using dirty tricks (like Backstab, Feint, Poison, Combos) would be better than adding AoE capabilities (which other classes already do).
  3. Hehe I was actually planning a mixed Striker and Support. For example, the +10 Party Deflection bonus from Shieldbearer seems more attractive for me than a twice +25% Lash / +50% DoT Lash from Bleak Walkers or Goldpact's. ------- Island Aumaua Shieldbearer Backrow Support and Ranged DPS Might : 21 Con : 10 Dex 13 Per : 10 Int : 16 Res : 8 Abilities : 1 FoD 3 Zealous Endurance 5 Sworn ennemy (Puts Paladin on "Cipher level of damages" against 1 target, planning to use this for constant DPS with wand) 7 Reviving Exortation 9 Coordinated attack (So good with all these marking weapons) 11 Lay on Hand 13 Sacred Immolation (still good if you position on second row, especially with a rather high Int.) 15 Inspiring Triumph Talents : 2 Shielding Flames 4 Marksman 6 Quick Switch 8 Penetrating shot (Good for Wand, Switching weapon bypass recovery anyway) 10 Arms bearer 12 Scion of Flame 14 Intense Flame 16 Deep Faith Planned endgame Weapons (from various categories, which explains absence of Weapon Focus): 1 Dulcanale (alpha strike, quick switch to pliambo) 2 Pliambo (beta strike, marking) 3 Cgadob's Hazel (dual damage types, marking) 4 Shame or Glory + Outworn Buckler (backup melee, marking) (I guess any 1 hander or Blade of Endless paths would work too) The idea is to use FoD Twice with the gun powder weapons, then switch to Wand. Wand enables more DPS over time and allow supporting any ally with an instant +20 Acc bonus from range. Against very high DR target, you might prefer using Pliambo instead. I don't know if it's optimal, but I believe it's a good mix of Support, Pike Damage, Constant Ranged DPS and even AoE with Sacred Immolation). I like my builds to be quite versatile. The good thing with Paladin is that they can do many things at the same time. They are beasts at action economy. Many of their support abilities is passive or triggered. Sacred Immolation is Passive once cast. They even have an almost instant revive ! Dirty Bonus Trick : Pause, switch target, the Marking/Coordinating bonus is instant ! It applies to the nearest "ally attacking the same target". Not to "nearest ally" "if attacking the same target". So it's quite reliable, and switching between supported allies is very easy.
  4. Sure, though instant-cast no-ressource +20 Acc is great, rogue has probably better potential. However, Deathblow is not that easy to trigger. Well, it's not hard neither but it's probably won't be up 100% of time. To be honnest, my idea was that fighter can do this job in a more convenient and reliable way for my own tastes. After all, "reliable" is fighter's second name. Basically my idea was to use items like White Crest (and Swaddling Sheet). Even 1 per rest, the idea of a 30+20 "base" Acc Overwhelming Wave feels pretty crazy. Especially because positionning a Fighter on a frontline wearing a Full Plate is far easier than doing it with a Rogue. I'll try and share my results ^^
  5. I'm currently tending to think Fighter would make an overall better scroll and charge item users (even if inferior for pure damages). Disciplined Barrage has crazy potential with Paralysis or Confusion scrolls. I'm currently planning such a Build for my next run ^^
  6. What happened to rogue? It used to be the best single-target DPS and therefore very useful on a team.In addition to what Boeroer says, ranger and his pet were tremendously buffed. Ranger got an ability to shoot 2 arrows at once. Ranger and his pet currently do damages on par with melee Rogue in optimal conditions (deathblow). Pet is now quite sturdy and its master has nice crowd controls. Rogue don't have all this, can't do as much damages from distance and their positionning is risky. Basically, ranger fills rogue role more reliably and with more utility. Rogue is a one trick pony whose trick is equaled by an another class. However, the gap is not that huge...
  7. "Are you going to take this gun ? - Yes ! - But can you aim ? - No. That's why I use a shotgun !"
  8. Read might be a bit more accurate. Polish is bloody difficult to pronounce.Well, I would say it's probably not the worst eastern language for this. Sure there are some three consonants in a row (noticeably the dreaded "shtsh"), and my wife's godfather's first name sounds a bit like a lightsaber noise, but I feel there are still a tolerable number of vocals. The 7 cases declensions give me a bit of an headache though... By the way, it is fun to consider CRPGs are one of the few stuffs consistently translated in polish. And it seems to date back from before the Witcher...
  9. Agreed with Kaylon. You may hire a priest henchman with the right level. It's not it would ruin your solo run...
  10. "This one is a white cat. This one is a labrador. This one is an archlich."
  11. Neh... Level 16 is too high. We've already killed 2 of the most powerful archmages. There are no room left for progress. (apart something like lvl 20) Playing a demi-god is not as interesting as in D&D setting. No room for political depth when you can basically crush an army. The next power increase will put at the level of Aedyr army, and it will turn the game into DotA vs RTS mode. IMHO there's a valid alternative : play the NEXT incarnation of the watcher, with a couple of abilities inherited from previous life. That would perfectly fit the lore, allow keeping a link from previous game and enable starting from scratch.
  12. Why fireball, fireball when you can shadowflame, shadowflame ? 6 Freezing pillars. 6 Blackbows + Alacrity (rangers are so cute) 6 freezing rake (say hey to god of death, but avoid it in corridors !) Ahah 6 wizards ! Almost as steamrolling as 6 druids casting relentless storm.
  13. You want a legendary sea monster based on sheer number ? Try Red Tides. For more "big ones", sea snake, sea dragon, island turtle. Why not giant sea worms, Lovecraftian lampreys, abyssal fishes ? And of course the delicious titanic lobster ! And the mesmerizing giant chromatic sea slug. Flying stuff like Rukhs also works for boat adventures.
  14. Yeah, I am not saying Crown should be made Single Target or Jumping. I am just saying that if you really want to limit number of buffed target, these are better design choice that a small AoE. Making these changes for Crown would require a big rework of the spell.
  15. Hehe no I tend to play with 19 Int priest ^^ I guess it would be more complicated with poor Durance. I play with 6-7(pet) party members. I admit clumping them at the start of boss-like battle to apply Crown is a constraint but I almost always manage to buff everyone. For buffs, I tend to think that small AoE is more annoying than tactical. Something like Crown could have been a Single target buff (or more crazy : a 3 target jumping buff) if they intended to balance its effects with its number of targets.
  16. I never had practical problems to use Crown on my whole party. Sure, you have to do it before other buffs, but it works (too) well like this. Devotion Accuracy buff has always stacked with anything apart : Borrowed Instinct, Reckless assault, Vicious Aim.
  17. The point was not about a Priest's functionality. But what possibly be done to distribute more of the support skills over the other classes so to lessen the need of a Priest. As some of the previous poster said, unbalance breeds flexibility and creativity. I think I agree with you. In my opinion, Paladin's and chanter's buff should be made stronger. Chanter should have (more convenient) equivalent of prayer spells (their versatility limited by chanter limited selection). Druids could get one or two more strong party buff too (they already have form of the Delemgan and Moonwell which are really great). Even then, Crown and Devotion are sligthly accross the board in my opinion. Crown's Resolve buff could be halved (maybe its AoE could be bigger to compensate). And Devotion Accuracy buff (and debuff) could be halved too (maybe be fast casting in exchange ?). The rest is OK. By the way, it could save priest from their "buffbot curse". They have good offensive spells too, and it would certainly cool to use them a bit more...
  18. Hope eternal : hope until you get your lvl 8 Eotas spell. Eotas talent is indeed lame. But his ultimate spell is the best. Skaen talent might be the best. I had a Skaen priest in my last party. However, at high level, you will barely swing your weapon from time to times, when battle is already won. Priest talent are eventually irrelevant.
  19. I would consider picking Disciplined barrage to get maximum benefits from your fun abilities. Charge + ectopsychic echo from cipher should be fun too. It would basically be a charge that would leave a psychic damage trail. Avoid AoE spells with friendly fire if you like being in the fray. I would say a wizz might not be ideal for this group. The top friendly AoE damages class is Chanter (dragom trashed). Your group needs a second tank apart paladin if you want your fighter to live his lives without constraint. I would consider bringing one, perhaps instead of rogue...
  20. To be honest, priests don't break the game by themselves. Devotion + Hard CC break the game, but you need another class for this. Priest + Wizard or Priest + Druid is what really break the game. With cipher, it works well too. And if you need to raise the accuracy of 1 single character, a marker paladin can probably do the job. And Cipher and Wiz may also raise the own Acc after all... Once the above is considered, I would still miss Crown of the faithful. As a side-note, Eotas ultimate spell is incredibly powerful too. I would rank it in the top 3 major buffs while also doing damages...
  21. I'd be tempted to say Cipher <=> 9/10 Rogue + 1/2 Wizard. Not false, but mainly because Rogue could be buffed a bit. Cipher <=> 1/2 Ranger + 1/2 Wizard would be more eloquent IMHO. Rangers are currently the most solid choice in terme of constant single target DPS.
  22. Not I'm even more confused. Do you mean it's not the base damage? To make it simple, most damage bonus provided by Abilities, Magical items or spell buffs stack additively. When you already have +100% from various sources, an additional +20% bonus is actually a +10% increase from your current damage. Base + 100% = 200% Base Base + 100% + 20% = 220% Base Confident aim min damages change basically multiply your damage by 1.08 (+8% increase, trust my maths) whatever damage bonus you already have. Compared to various other abilities, it's actually pretty solid.
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