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Boeroer

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Boeroer last won the day on January 16

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  1. Unfortunately Farcasting does not extend the range of summoning spells. Maybe there are a few summining spells that are implemented differently and which do get extended by Farcasting, but the ones I tried with it in the past (all Druid and Chanter summons, Monk & Priest) did not work with it. Summoning spells have a variaty of ranges, Chanter summons usually have a range of 8m, Lashing Vine (Druid, Gaun) even has 10m. Most Druid summons have 6 and so on.
  2. That is correct. Maybe... in this case because it is so easy to trigger Heating Up at will. On the other hand Assassin also applies to the first cast from stealth - that alone can already turn the tides for you. I think it really depends on what you want to do with your Spellblade. If you want somebody who deals great weapon damage and doesn't want to bother with stealth and invisibility too much then I'd pick Streetfighter. Assassin needs more planning and setup imo. Bloodmage/Soulblade can be very powerful in combination with Citzal's Spirit Lance and Wall of Draining. You can keep all the great buffs (and healing over time) for a long, long time with Wall of Draining (including the +10 max focus on kill the Soulblade gets). Spirit Lance applies raw damage of Soul Annihilation to all enemies in the AoE (not the full number though, that's only for the initial target - still every enemy gets some and that's very good). And of course you have two resource pools that are potentially limitless and lots of great spells to pick from: very versatile combo. Psion is great for pure casters, it's not good for melee characters. I think SC Trickster is pretty cool. Gambit with enough Guile (Devil of Caroc Breastplate adds +2 Guile) has over 100% crit conversion and with any dual wielding setup (includes Tuotilo's Palm) you can use it many times - because the 4 refund is almost guaranteed (if you don't miss or graze). Combined with Wall of Flashing Steel (+10 deflection on crit - that's almost always with Gambit), some deflection gear such as Gipon Prudensco, Casita Samelia's Legacy (maxed Intimidate) or Nomad's Brigandine and Bracers and Cloak of Greater Deflection, also Mirrored Images or Llengrath's Displaced Image as well as Riposte you will have a very sturdy Rogue who still dishes out crazy single target damage with Gambit. And if Guile starts dropping so that Gambit isn't refunding reliably anymore you can use the remaining Guile for hefty spells such as Kalakoth's Freezing Rake. I think that is one of my best liked SC Rogues because you don't have to worry about dropping dead and can still be a deadly Rogue (with spells).
  3. Assassin/Bloodmage is excellent as a debuffer/cc caster. But you need Arkemyr's Brilliant Departure for it to be really great. That's no problem though, you just have to finish Arkemyr's quest line to get one of his grimoires that contains the spell. Or you kill him... The trick is that Brilliant Departure makes you invisible - but that invisibility does not break on your hit rolls UNLESS you (personally) damage somebody directly (this includes Blood Sacrifices bc. you're damaging yourself directly). Walls and summons don't count. So all CC and debuffing spells you cast let you stay invisible and profit from the +25 acc the Assassin provides. This leads to a combo that lets you take on encounters (like bounties or ships for example) that are usually way above your "pay grade" - because you can disable and debuff them rel. easily for your party members. Even pulsing spells like Pull of Eora, Sicken and so on will gain +25 acc for all their pulses because you stay invisible. Wall of Draining can be used to uphold invisibility almost indefinitely. The only thing that breaks it then is your own Blood Sacrifice - when you run out of spells to cast and want to get some back. You can still cause damage with all damaging wall spells and Essential Phantom: cast Concelhaut's Draining Touch and then summon the Phantom. In the meantime you debuff enemies' Will defense into the ground with Miasma (-40) and Dazzling Lights (-10). The Phantom will hit like a truck with Draining Touch (bc. it targets Will instead of Deflection), drain health and apply weakened. And the Draining Touch doesn't disappear on it like it would if you used it yourself. If carry a shield or Kapana Taga or something else with +engagement, the Phantom will also have it. Then it can even dish out powerful disengagement attacks occasionally. Like when you cast Ryngrim's Enervating Terror on the poor enemies and they crawl around, breaking engagement. Since you are invisible it's also pretty safe to use the Grimoire of Vaporous Wizardry without the need for Rekvu's Fractured Casque. If you don't care about Wall of Draining and other Conjurations too much: this also works very well with an Illusionist instead of a Bloodmage. You can get to +5 Power Levels easily with Illusion spells that way which are great for debuffing. And you can use empower to either gain back some spells or empower an illusion spell out of stealth/insivibility with +10 Power Levels and +25 accuracy (which is bonkers). --- Streetfighter/Bloodmage can be an insane single target damage dealer if you use club+modal in the offhand and use Concelhaut's Draining Touch with the Grimoire switching trick in the main hand. The trick is to NOT learn Draining Touch but cast it from a Grimoire and then switch to a Grimoire that doesn't have the spell. That way the draining touch weapon will stay on you until combat ends. It has insane base damage wich works very well with all the Streetfighter's damage bonuses: Sneak Attack, bonus Sneak Attack when Heating Up (bloodied or flanked), Deathblows, extra crit damage when On the Edge (bloodied and flanked) and so on. The offhand club + modal will reduce enemies' Will by 25 points automatically, Draining Touch in the main hand targets Will: perfect combo. Most draining touch hits will go over 150 damage with auto attacks, you will be lightning fast because of the -50% recovery of Heating Up. This recovery bonus can also be used to cast spells a lot faster. Especially if you combine it with action speed bonuses (Del. Alacrity of Motion etc.). And it's so easy to trigger Heating Up: just spam Blood Sacrifice until you are bloodied. If you want to trigger On the Edge right away, too: fire a blunderbuss with modal. --- So, in my case those are two very dissimilar playstyles even though the class combos don't seem to be so different.
  4. Hi, I don't think there's a mod that does this exact thing (but I could be wrong). You can make Grimoires equippable by anyone with the console. But I don't know if this will give you access to the spells (never tried this). And if it does make the spells accessible I don't think the spells would scale with Power Level (because you will have 0 PL as Wizard). Trickster "spells" are copies of wizard spells that then got altered a bit so they cost Guile. Then they got added as direct character abilities to the Rogue class. They scale with Rogue Power Levels. I think doing a mod for this would be possible - but not trivial.
  5. Uh, it didn't even occur to me that players might look at abilities' tooltips for info. I'm set in my ways...
  6. That shouldn't be the case if you raise Resolve but don't raise INT at the same time (Duality of Mortal Presence (INT)/Turning Wheel). If you re-apply the curse while it's still active (using FF while still cursed) that will also prolong the overall duration of the curse stacks considerably. I've done runs with a Forbidden Fist where it was possible to lower the curse's duration to about 3 secs even with decent INT. So usually high RES etc. works with the FF curse. Also note that Clarity of Agony should work, too and shave of a decent amount of the curse's duration while active. Maybe try that out - to see if the duration is still unaffected. If so it would seem that something is wrong with your game (or a mod).
  7. Do we know for certain what "against enemies with low endurance" means in this Death's Usher case? For Bloody Slaughter for example it's 10% endurance left, not 25% as in Deadfire. I don't know if you checked and already altered that (if needed). 10% would be bad. I like that it scales with level! I cannot say though what will be a good scaling. I think a test run would really show how to balance the scaling properly. Keep in mind that something like +70% dmg additive might not be so much with weapon attacks, but for spells it would be very strong.
  8. @Kaylon was that the reason? Or could there be another problem with Empower + Inner Death in the vanilla game that I might have missed?
  9. Omg how did I forget about Edér? He was even in the testing party (WITH a pet). Too bad Amanita comes so late, a corrosive lash in the mix would be cool and the one element that's missing. Something like Baby Boar near Tikawara isn't hard to get and gives the party a 5% slashing lash for melee weapon attacks - which would add to the lash of Hylea's Talons. Overall +10% slash dmg, nice.
  10. The problem I have with Death Godlike is that I would lose the Horns of the Aurochs. +10% freeze isn't as good as +3 PL (and maybe even +20% dmg on top), but it's very convenient to trigger at will with a Monk - and as human I could also gain some ACC and damage via Fighting Spirit. Maybe I could trigger Lord of the Forest (from Lance of the Midwood Stag) and then switch to Xoti's Lantern before using Inner Death in order to get that 1 Mortification back? But does Lord of the Forest stay if you switch away from the Lance? Don't remember... I guess it's worth losing the +1 Mortification refund if I can gain +2 PL for it. Potion of Ascension would def. work for me though.
  11. Yeah, Recall Agony would be very nice. Inspired Beacon (+40%) and Takedown Combo would also be nice things to add. Also thought about Shattered Vengeance. But they all require separate hit rolls against the enemy. I was looking for dmg boosts (I might have overlooked) which can be applied to the Monk themselves - in order to profit from that Empower + Empowered Strikes combo (+100 bonus ACC) as much as possible. Stuff like Shared Flames and Aefyllath require a separate character, but no additonal hit rolls. This seems to be an advantage when you go against bosses. But yes, Recall Agony would add quite a lot of dmg.
  12. Huh? I def. empowered it in the past - even before CP existed. I mean it's like Inner Death was made with Empowered Strikes in mind (or the other way round). But to be sure I tested it again 5 minutes ago. No mods, new char, new playthrough: Inner Death + Empower in the vanilla game works fine for me. See the little vid I made just now: Maybe this is your problem with Empower + Inner Death: one cannot empower any ability that got added with the console. Instead you have to level up manually and pick the ability that way. Then you can empower said ability (if it works with Empower in the first place). I just give the char in question enough XP to level up to 20. Then I set their class level to 19, do the last level-up manually and pick the ability I want to test with Empower. Yeah, I also eyed Vrer Chiora and Mouth Char. They should stack just fine bc. one is universal crit dmg and the other weapon dmg. Will test later...
  13. For the 1000+ dmg strike I used Empower + Empowered Strikes (and the relevant Empower passives) to guarantee a crit. This gives me the +300% dmg from Inner Death which does the heavy lifting - and the +100 PEN for Overpenetration from Empowered Strikes. And with Community Patch some dmg bonuses are a little bit higher. Let's see if I can remember all (didn't save the test character): Original base damage: 40-80 crush. additonal base damage: Prestige (+5%) Empower (+25%) sum: +30% base additive: Inner Death (+300% from crit) Might 35 (+75%) Overpenetration (+30%) Critical Hit (25%) Precognition - Tails, You Lose (+25%) Potent Empower (+20% CP/+15% vanilla) Improved Critical (+15% CP/+10% vanilla) High Harbinger's Robes - Accelerated Decay (+10%) Infamous Captain (+5%) Ajamuut's Stalking Cloak - Bushwack (+5%) sum: +510% additive CP/+500% vanilla lashes: Turning Wheel (+20% burn) Lightning Strikes (+15% shock) Horns of the Aurochs - Winter's Touch (+10% freeze) Hylea's Talons - Raking Grasp (+5% slash) Belt of Magran's Chosen - Linked in Flames (+3% burn) Fjord pet (+3% freeze) sum: +56% multiplicative I think that's it. Lashes had no issue with individual ARs in this test. It was obviously a good, high roll not too far from 80. I think Stone of Power's +1 PL would be a better choice than Precognition because the 5% added base would work nicely with the +475% dmg bonus then - and Precognition only works for the first 2 crits of combat. The cloak isn't really necessary but I wanted to try an be an Assassin without being one. Shared Flames and Aefyllath would be a really nice addition to a party with Inner Death (when CP is installed). If you guys have additional ideas to raise the dmg further please share. I guess there's consumables I could use - and there might be items that are better than what I used in this test.
  14. Right, without CP Inner Death is treated like a spell and not a weapon attack. Most of the lashes won't work then. I guess one could use one or two items that increase overall dmg instead of adding lashes (maybe stuff like Griffin's Blade would work - didn't try, Harley pet instead of Fjord and so on) and raise the non-lash damage a bit more that way. It would still be like roughly 500-600 dmg. It's quite nice with Xoti's Lantern because it gives you 1 Mortification (and 1 wound) back if you kill with Inner Death (which costs 3). If you use Takedown Combo with a allied Ranger and/or Inspired Beacon the results should be impressive, too. Still not as powerful as lashes though. With the Community Patch (which only transforms Inner Death into a weapon attack) it's hilarious. Whispers of the Wind is still better over all, especially in combination with Resonant Touch - but Inner Death is something different for a change and very fun to use. You don't see those numbers every day.
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