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Boeroer last won the day on January 28
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@thelee behold Terrorimmolationzilla (huge gifs, will prob. load forever...): against some dummies (just to show the dmg numbers) against some tigers (just to show the healing) This is a Shifter/Kind Wayfarer with 18 CON + RES and only 12 MIG. I only used Nature's Terror + Sacred Immolation mostly as spells during this test. White Flames + Inspiring Triumph is a great combo in general imo (if you are offensively capable). The added lashes provide solid melee damage, Ring of Focused Flames raises FoD and Sacred Immolation ACC, Helm of the White Void raises Nature's Terror. Scion of Flame and Heart of the Storm add some PEN, too. Could also so Bleak Walker and go for +2 PEN for FoD with Spirit of Decay, but I think the White Flames are so much more useful. Also thought about Steel Garrote, but that only profits me and I like it that White Flames could also heal my allies while I'm shifted. Edit: I just realized that I forgot to use Cat Flurry while recording, rofl...
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I think I don't value the things a fighter brings to a caster that much because a lot of it is already covered by the party's Priest and they are also rel. short-lived. Armored Grace doesn't do much while shifted. The stances are somewhat comparable to the Paladin's auras but only good for the Fighter himself. Who takes Rapid Recovery? Tactical Barrage is nice though. Hm... nobody wants to touch my Nature's Terror + Sacred Immolation it seems. You don't get that from a Rogue or Fighter, just saying... Maybe I'll make a gif when I'm back home on the weekend.
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I disagree - partly. It's indeed bad in PoE (where it only works against <=10% endurance left) and it doesn't do much in synergy with anything and just overkills. But in Deadfire you can combine it with Barbaric Smash to get a (significantly) higher chance that your Barbaric Smash does indeed kill a near death target and thus triggers the Rage refund - as well as it will then trigger Blood Thirst (and Bloodlust and other on-kill stuff such as Engoliero's Ghost Blades or whatever) in one go. That's why I gave the Barbarian/Ranger example with Survival of the Fittest in the first place. You can achieve lots of Barbaric Smash kills with awesome accuracy and very high crit chance if you hunt near-death enemies. Of course Bloody Slaughter is not universally great for all sorts of Barbarians - but it can def. be useful in Deadfire. And why is having more speed not useful? Speed bonuses have linear returns. More speed is always beneficial. I don't quite understand the part about Captain's Banquet and Rapid Shot. I also disagree that it's a problem if you cannot pick certain abilities of a class that are popular (Marksman, Driving Flight etc.). It's not proof for a bad combo if you don't take certain (otherwise nice) abilities. With that argument one could claim that a ranged Shadowdancer must be at a disadvantage because he cannot pick several of the Monk's melee abilities. Which isn't the case. Imo it's only important whether the things you can take work well together or not. And a Barbarian can profit from the Ranger's melee capabilities (which is mostly accuracy boosting and animal companion) without gimping himself. I noticed I haven't mentioned the synergy of Blood Storm+Predator's Sense or Spirit Frenzy (+Body Blows)+Takedown Combo.
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I do not agree. Combining Paladin with a Druid makes the Druid a lot more sturdy and way easier to play. To keep yourself alive you don't need to use your precious spells. For a Fury it may even be the only early way to emergency-heal (Taste of the Hunt, Second Wind and items aside). SC offensive Druid (like all glass cannons) may be more impactful in theory and if you are good with controlling crowds, but they do zero offense as soon as they go down. If players are struggling with such kind of things, this combo is a good pick - because you don't sacrifice a lot of offense while gaining a lot of survivability and potential versatility. I value it (way) higher than Fighter/Druid. Tactician's Brilliance aside, what would that combo do better? If the paladin side had no tools to help the Druid's offense (while "only" adding a lot of sturdyness) it would maybe be a lame combo. But the fact that you can easily (and early) add +20% additive damage via Sworn Enemy (and even get that Zeal back) and +15% lash damage means you don't lose much offensive spell impact while gaining massive improvements on the survivability side. And that doesn't even take added versatility into account. And I think you guys never really tried a melee Paladin/Druid with combined Nature's Terror + Sacred Immolation (and lots of healing) who walks into enemy groups and casts Inspired Beacon (that's not mandatory, it's just fun and it works). Paladin's defenses + Moonwell + Hands of Light allowing to tank while two pulsing AoEs (plus lash) melt surrounding foes. It is great and fun, especially against mobs. Also the point about summons is not correct imo. If you wanted to focus on supporting your summons you can use Lay on Hands, Shared Flames, Exalted Endurance (or Ex. Focus). How's that not supporting your summons? If you'd made all those points against Rogue/Druid or Fighter/Druid I would understand them better.
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Huh? Arcane Knight on the weaker side? I think Paladin/Caster is pretty nice, especially because you can not only combine Sworn Enemy with spells, but also Eternal Devotion's burning lash which gets attached to direct damage spells, too. There are not many things that boost spell damage so that's nice. In certain cases even Inspired Beacon (+40% dmg) can make sense. Paladin/Druid not only can use that synergy but also can do very well with Spiritshift. The DR bonuses of the Paladin buffs up the decent armor (with 0 recovery) and FoD stacks with Wildstrike. Goldpact Knight/Shifter for example is very sturdy but does decent melee damage. And last but not least: combining Nature's Terror with Sacred Immolation before going into melee is pretty good, too. Paladin/Priest I can get behind. Not because it's particularly bad - but somehow it seems particularly boring to me. The longer I think about paladin the more I'm inclined to vote for Paladin/Fighter as worst multiclass for me personally. Very solid actually and a good combo for beginners - but little room for creativity and not very versatile. But maybe somebody can convince me that that's wrong.
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I still don't understand the take on Barb/Ranger, even when talking about the vanilla classes. A multiclassed Ranger hasn't that many abilities that are ranged only - but enough good ones that work in melee, too. All active abilities the multiclass ranger gets work in melee, except Evasive Fire. Together with the passives, the only things that don't make sense for a melee ranger are Evasive Fire (Evasive Roll however does make sense), Marksman, Driving Flight, Gunner and Shot on the Run. But there are more than enough nice abilities to pick from if you leave those out. You cannot pick them all and have to skip lots of abilities in a multiclass anyway. The name is "Ranger" all right, but the class is neither particularly bad in melee nor do make a sacrifice if you are not going ranged. Usually my reason to go melee ranger is the easy and early high melee accuracy - and getting an animal companion. Barbarian/Ranger isn't bad at all in my experience: very high accuracy synergizes very well with Barbaric Smash (extra crit damage) and Bloody Slaughter (extra crit damage) and if you use that to deliver killing blows with high maneuverability in melee, you also profit from a free Barbaric Smash, Survival of the Fittest, Bloodlust and Blood Thirst. It's actually a very nice combination imo. I even found ranged Barbarian/Ranger not bad (if you don't use reloading weapons maybe) with the same recipe. You lose Carnage and One Stands Alone, but the high shooting speed and targeting bloodied/near death enemies works nicely with the Ranger's ranged stuff, too. Somebody already mentioned Frostseeker on a Mage Slayer/Ranger. The reaction sounded like that was only a gimmick and has no value besides the spell disruption. But that disruption is an instant on-the-fly bonus on top of an otherwise well performing single-target damage combo, not a one-trick pony imo. You can shut down a caster almost immediately, but you can at the same time do a lot of damage if you pick your targets wisely.
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Nope, the parts are not there. That's just your starting gear and nothing else. You can find the parts in your captain's cabin (inside a cabinet) after you get your ship back floating from Maje Island.
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