Jump to content

Boeroer

Members
  • Posts

    22482
  • Joined

  • Last visited

  • Days Won

    347

Everything posted by Boeroer

  1. The post he was referring to said about weapon choice: 0-recovery variant: Blade of the Endless Paths (comes late) Hulk Smash variant: Abydon's Hammer (comes even later) Lord of the Crits variant: The Hours of St. Rumbalt (early) The original weapon choice of the LoP was Tidefall (early). Andrea didn't know that the wounding lash on that great sword scales with Might - and since the LoP build has very high Might it may actually be the highest dps variant overall, despite the Blade of the Endless Paths having higher speed. I personally would settle for Tidefall or the Hours of St. Rumbalt because you can get them rel. early which means you can play with your preferred weapon for a much longer time. It doesn't really matter because he only picked Aumaua because of the Might bonus. So either will do. What you like better. You could also go Dwarf - I think Andrea didn't pick that because it also gets -1 DEX which means a little bit less potential dps. But then again Boreal Dwarfs get +15 ACC against Primordial and Wilder which can be a huge dps raise in certain fights, for example against Lagufaeth in the White March, Xaurips in the early game and so on.
  2. Wasn't today but the last weekend, but I made a dead(wood) hedge. I had to get rid of all the cut-off branches and stuff we removed from the neglected and overgrown neighboring property (which is now ours since new year) and thought that this might be a nice way of dealing with it:
  3. No DoT (Plague of Insects, Insect Plague, Infestation of Maggots and similar) makes attack rolls after the initial roll. But pulsating spells like Wicked Briars, Venombloom or Tanglefoot do. They reroll attacks every few seconds. Those spells work very well with Energized/interrupts indeed. For a Berserker/FF Rooting Pain would also work (best if not confused): it interrupts by itself already, but Energized would add another interrupt - which can be nice against enemies with (refreshing) layers of concentration.
  4. Or - if you plan to use Clarity of Agony anyways I would try to upgrade to Enlightened Agony and cast that right after Frenzy before Rooting Pain even has a chance to proc. You will not become smart because it cancels the confusion - but you will get +1 wound. And the rest of Clarity will work as usual (helping to reduce the curse duration and the duration of Hylea's Talons should you have picked those). If you go with INT resistance/immunity instead (Devil of Caroc, food etc.) you will not get a wound from frenzy's confusion and not trigger Crucible of Suffering - and that's a bit of synergy not happening... which makes me sad. Of course any other source of INT inspiration on the char (like a Priest Pryer for the Mind or so) could also be used. But since a FF might want to pick Clarity of Agony anyways... And Rooting Pain + Blood Storm or Spirit Frenzy is quite convenient to have for sure.
  5. A Berserker/FF with high RES isn't confused for long (confusion duration and frenzy duration are not tied) and gets +1 wounds once the confusion ends. You can also use Hylea's Talons in order to give yourself the DoT. Again the self damage won't give you wounds - but the duration will be rather short with high RES (and Clarity of Agony) and once it ends you get +1 wound. Both times you also get a little health back. Also Crucible of Suffering will kick in both times. So you'll have two sources of hostile effects in addition to the FF curse. So Berserker/FF isn't that bad wit wound generation as it appears at first glance. Rooting Pain will hit yourself while you are confused. The confusion won't last very long with high RES etc. - but it's still incredibly annoying when you interrupt yourself (and party members) with your own Rooting Pain (and won't even get a wound from the damage it causes). You can circumvent that with Enlightened Agony (cancel the confusion with smart right away after casting Frenzy). Or you use Modwyr in the second weapon slot to remove the confusion. Both ways you'll still get the wound and Crucible I believe. If you use Devil of Caroc's Breastplate with resistance you will prevent the confusion from coming over you alltogether - but you won't get a wound and the crucible bonus either. Hm wait a sec... could it be that the debuff from Engoliero do Espirs (-2/-3 to some stats) is listed as hostile effect and could you generate wounds by switching to and from the weapon? Never tried.
  6. Yes, applying elemental lashes to attacks doesn't give them any keyword. Turning Wheel, Lighting Strikes, Shared Flames, Wildstrike etc. don't work like that. They don't alter the keywords of the underlying attack but only add an additional layer of elemental damage. Mith Fyr's lash also doesn't do this. So even if a confused Chanter could apply Mith Fyr to enemies their attack would still not be keyworded with fire. Instead, Mith Fyr acts as "benefical effect" on the enemy and that effect has the keyword. And because the enemy would carry that keyword and gets hit by a water or frost attack (properly keyworded) they won't get harmed (as it happened with your skeletons vs. Grave Calling). But the nature of their attacks against you won't have changed at all. I don't know any way how you could put a blanket keyword over all enemies' attacks in order to achieve what you described above. You cannot do it with your party's attacks either. There's no way to alter the keywords of your party's attacks during an encounter. At least I cannot see one. You are right that with some of the elementally themed weapons such as Dragon's Dowry, Essence Interrupter, Frostseeker and so on the attacks themselves are keyworded "manually" (no matter which damagve type is actually used). Some abilities are also keyworded explicitly with an element (or more than one). Spells are most obvious, but also stuff like Flames of Devotion (fire - Bleak Walkers' version also get the addititonal corrode keyword because of Black Flames). In case of fire those will get countered by stuff like Moonwell. Fun fact: Tekehu is immune to fire - that also means that if he gets buffed with Mith Fyr his immunity will remove that buff. So: no Mith Fyr lash for Tekehu.
  7. Yes, Skald/Soulblade might be a nice combination with WotEP/Offensive Parry. I did Shattered Pillar/Soulblade once because of those reasons. If you feel you cannot gain enough deflection to get enough parries you can always use Nomad's Brigandine or Gipon Prudensco with their immunity to disengagement attacks. That will turn all disengagement atacks against you into misses which will get parried then. That way you can be a very mobile melee character (no fear of disengagment attacks, always best position for cone AoEs and so on) and profit from the parries on top.
  8. Two priests can be very benefical - especially early in the game - because their Inspiring Radiance (+10 accuracy in an AoE) will stack with everything, even with each other. That's either "free" and stackable +20 ACC for a shorter time or 2 times +10 ACC (twice the duration). Also a problem of a priests can be the time it takes to put out multiple buffs at the start of an encounter. Two priests speed up that process immensely (for example one is casting Blessing while the other casts Devotions for the Faithful). And of course after a certain level priests also become offensive powerhouses.
  9. That is always the case with the Skald's phrase generation from crits: he gets +1 phrase maximum for an action (spellcast, ability activation etc.), NOT attack rolls. Offensive Parries from Whispers of the Endless Paths do generate phrases on crit iirc. I think it doesn't generate focus but I might remember that incorrectly. It's been a while since I used the weapon on a Skald or Cipher.
  10. You can test the bounces and the damage mechanics of bounces (afaik bounce dmg malus gets displayed in the combat log) with the help of enemies of the type "CRE_Dummy". They cannot move and so you can put them where you like (use "SpawnPrefabAtMouse CRE_Dummy") and try chain lightning on them for maximum bounces. Keep in mind the double inversion of dmg maluses.
  11. PL bonuses get applied to the base damage roll (that's a multiplicative dmg increase), unfortunately you cannot see them in the combat log. There you will only see the additive damage bonuses. The roll of 61.6 damage is well within the bounds of 54-91 which the tooltip suggested - so everything seems to be in order with this roll.
  12. I haven't tested the summons from Dragon Pendant - I think some summons from items "die" properly like with leaving a corpse and all - and some just disappear like the summons you call with your abilities. Iirc the summons from Essence Interrupter also leave corpses. I tested and wrote about items that work for a Corpse Eater in the past but unfortunately I already forgot which ones I tested successfully. If Dragon Pendant worked that would be great.
  13. There are some items that summon creatures that are beast or wilder - and when those die they won't disappear but you can consume their bodies as a Corpse Eater. For example the wurms from Dire Talon (chance to summon wurms on crit). That way you can bring your own food to any Flesh Communion.
  14. Yes - and if you get hit twice you will not have two stacks of Gaping Wound but instead you'll get an additonal "Major Injury". When hit a third time you will get another "Critical Injury". After that you will die instantly if you get hit again by the Sigil. So it's very dangerous. Animal Companions cannot have injuries, cannot die and cannot be destroyed - so there's no danger of permanent Bonded Grief.
  15. It's weird that the accuracy bonuses of both weapons get displayed in one window frame. Like... two times the same Weapon Focus bonus and all that? Something's not right.
  16. I guess the Monk is actually a Priest? Did you by any chance go to Crägholt Bluffs?
  17. I think Sympetrum meant the consumable poisons such as Razorgill Dust and so on. If you apply a poison to your AoE weapon - like Fire in the Hole - will the poison get applied to all enemies in the AoE?
  18. As Kaylon said in some other thread, Eager Blade, enchanted with Battle Unending used by a Berserker/Forbidden Fist is a good combo. You'll get an alternative crush dmg attack with the Forbidden Fist attack. With its Enfeeble you prevent the enemies from getting occasionally healed by the blade - while you still profit from the healing on crit.
  19. Is great sword the only option or would estoc also be okay? I personally like defensive builds with Whispers of the Endless Paths (and Offensive Parry), especially Steel Garrote/Bloodmage but also Soulblade/Trickster and such - but the estoc Engoliero do Espirs is maybe best suited to "smite wave of foes". Engoliero with a Paladin/Forbidden Fist plus Sacred Immolation is pretty dope imo. Berserker/Troubadour, too. Reason is that the enchantment "Blade Feast" gets triggered by any kill, not only weapon kills. And the Ghost Blades that come out do not only profit from all sorts of weapon damage bonuses etc. but also heal your character with the damage they cause - countering the self damage of Sacred Immolation or Berserker Frenzy. Maybe Whispers of the Edless Paths with a Devoted/Helwalker using Clear Out. Devoted provides Clear Out with high PEN and the Helwalker awesome MIG and INT (for bigger AoEs). The AoE cone of Clear Out "stacks" with the AoE cone of the weapon, giving you a ton of attack rolls if you manage to target several enemies at once: every attack roll of the Clear Out cone triggers a cone attack from the weapon. That's also smiting waves of foes I'd say. Well... Soulblade/Trickster with Whispers of the Endless Paths is maybe also fitting the description. The Soul Annihilation attack gets dispersed over the whole cone and Riüoste + Offensive Parry do stack. Also pretty tanky and versatile because... Cipher. Some call it boring, but a Crusader (Fighter/Paladin) can deal a good and steady amount of single weapon damage with something like Voidwheel or Effort - and at the same time be sturdy as hell.
  20. Yes, but as was said before: it's not correct that all of Tekehu's shock spells get +5 Power Level from Deltro's Cage + Lord Darryn's Voulge. Only Druid spells that carry the keywords "electricity" or "shock" and "storm" will combine +2 PL from the armor AND +3 from the Pollaxe. Those are in this build's case Returning Storm and Relentless Storm. Spells that are storms but no shock will get +3 PL, spells that are shock but not storms wll get +2 PL. That's still good but not as good as +5 PL of course. A SC Druid Tekehu could get +5 PL on Avenging Storm and Maelstrom. +5 PL on Maelstrom is very impactful as it boosts an already very powerful spell. If you combine that 5PL with the additonal 5 Power Levels you get from using an Empower point you can wipe most normal encounters right from the start, especially if you combine that with some of the passive abilities that can boost Empower further (like Accurate Empower). However, the build presented here is very versatile - which is a great quality in itself and often more useful than being extraordinarily powerful at one particular thing (like electric storms).
  21. Maybe because they often come with lots of totems/wards. Also most Naga fights in Hasongo have lots of barrels standing around - which gives you Thunderous Blows in every fight. I think the random mind affliction on 50% of crits can be pretty cool.
  22. Maybe because it also interrupts. Having multiple attack rolls can make sure to actually interrupt the target. And in case that target has (multiple layers) of concentration, multiple attack rolls might remove those, too. Huh - interesting find!
  23. Oh - I used it on a Berserker/something (don't remember) and just lived with the occasional healing of enemies - I only lowered that a bit with Effigy's Husk. That wasn't too bad actually. I didn't think about going one step further and use a Forbidden Fist to prevent that healing completely - what a nice idea.
×
×
  • Create New...