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Everything posted by Elric Galad
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The main issue of priest for offense is the lack of non-fire based offensive spells. Magran Priest gets even more of them. Symbols are crazy strong, but your Symbol is also Fire-based ! SC Magran Priest does not feel versatile enough for Solo play. (In a party, you can use support spells instead, so it's workable). But yeah, you'll always find some guy on Youtube who did it (unless speaking about Ultimate). In general MC are more versatile, so tends to be better for solo play.
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Serafen is nice as a SC tank. You can't go wrong with Driving Roar SC Barbarian. But this isn't very original. Maybe Dazing Shout instead ? Basically a free win vs everything not resistant to MIG afflictions. Mirke has High CON for a tank and can be SC monk. Safe choice then. I have a Whirling Strikes Stalker right now and she is working fine as a dual tank with her bear. The build isn't based on BPM specific features but I must admit it helps every time Whirling Strikes doesn't feel optimal. I've found a significant number of bugs with Ranger in general (from the not so significant Whirling Strikes PL scaling to the super annoying pets not getting Camouflage/Defensive Bond and of course, the crème de la crème : Hunter's Claw Save/reload stacking). She has high Arcana and History for Giftbearer Cloak and backup use. I tend to specialize the less versatile characters in Arcana (and you'll want High MIG and INT for Whirling Strikes anyway).
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SI feels good for 2 zeal (but not too strong) on my fanatic. Committing to cast, but still brings a lot of value. This character has 15 Resolve and normal Con (but is a Fanatic with a couple of items to boost it). Also, with BPM mod, Mage Slayer gets -25% Beneficial and Hostile effect duration instead of the random spell resistance (that does not work on many things that would otherwise qualify as magic...), which helps SI too. I didn't have to dedicate my ring slot to Voidward either. It is still a significant blow to your HP and spamming White Flames FoD is usually a good idea after casting SI. My fanatic almost killed herlsef vs Menzzago and his clique yesterday... But since it was almost, casting SI was the right choice, ney ? (Note that Moon Godlikes have a special 25% raw damage resistance with BPM mod too. This is noticeable for SI) The fact you don't cast it every encounter is indeed a big plus in term of design.
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, { "$type": "Game.GameData.AttackAuraComponent, Assembly-CSharp", "Duration": 9, "VisualEffect": "", "EffectAttachMode": "Position", "EffectAttachPoint": "Ground", "Scale": "false" }] Mmm, Should be this value listed in the attack. Circle of protection has an AttackAuraComponent of 10s (and works). Well, if it's there and it doesn't work, it looks like a hardcode bug. Note that Sparkcrackers are a different kind of beast. Sparkcrackers are basically THE thieving item. If duration is changed, theft may become too easy.
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Well, yes, but there is a huge opportunity cost to be able to use SI without too much inconvenience : you play with High CON (so less points for offensive, a bit less a problem for Main character with Berath Blessing, but still) and one of the tankiest MC. Also, you want to use zeal mostly for offense. Well, that means you don't need zeal for support abilities. How to spam exhortations, beacons then ? Basically you don't need zeal because beyond Tier 1 (which are cheap and possibly refunded - again choosing specifically Goldpact makes the whole build more sustainable), most paladin active abilities are bad. SI is overcosted, but at least does something fairly significant. Sacred Immolation does respectable damages to foes (with good PEN), that has never been the problem. Additional Zeal costs Ability points, equipment slots, Brilliant support etc... Also Zeal overcost is much more a problem when going Single Class. Unless playing with Divine Retribution and the right party, but then reducing zeal cost isn't significant anymore (especially since SI can't be cast unless previous one is over). About PL cap : No cap, but active effects are not supposed to cap. I'm saying "supposed" because Saving/Loading apparently makes food bonus stackable...
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You know that Spiritshift is a modal that you can deactivate when you want, right ? So you can activate, use Flurry, deactive (a few seconds later, one cannot activate/deactivate a modal instantly) and you'll have flurry in human form. That's why I usually say that Shifter has literraly no real drawback.
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You can only have one "summon" (or pair/triple/qudruplet of the same spell), doesn't matter which comes first. You can mod a summon spell so it doesn't count for the limit. My issue is that I want to implement weapon scaling for this particular summon, and the way I implement it is by checking that the creature has been "summoned". Maybe I won't be able to do both.
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This is one my question to myself : how much better for defense is Spiritshift armor compared to a robe AND a shield (preferrably small) for casting ? (If you're attacking, then Spiritshift armor is overall better because dual wield is better than S&B.) Note : stag all defenses bonus doesn't stack with similar bonus. It is considered as active. Anyway, you can keep cat flurry after turning back to normal, so...