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Everything posted by Boeroer
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You mean Lord Darryn's Voulge. Vatnir maybe isn't an example of extraordinary valor, but his story will make you understand why he is who he is. Usually players will pity him instead of holding a grudge after they had a deeper conversation. Anyway - his subclass is mechanically more interesting because it has plenty of non-fire spells. Usually Priests' damaging spells are themed around fire (except maybe Breath who has some alternatives as well). Thematically I find it interesting because .
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If you are looking for raised defenses and damage reduction alike then have a look at Cadhu Scalth. High AR with higher attack speed at the same time can be achieved with the Reckless Brigandine. High defenses and decent AR with Magnera's Chain. Another way to boost non-deflection defenses a lot would be Giftbearer's Cloth with maxed History (that collides with Cadhu Scalth though). I would also recommend Gauntlets of Greater Reliability. Nobody else seems to recommend those bit I think they are extremely good when soloing - especially against the really tough enemies. They stack (not additively though) with food and weapons which have the same effect. Last Word's enchantment collides a bit with the -8 ACC of large shields, but I think it's ok with 19 base PER. Another good weapon for tanking is Bardatto's Luxury I think. Dagger modal stacks with Refreshing Defense (and the Paladin passives of course). Also Marux Amanth is bindable to a Paladin. It can be very useful against bosses and is a good slashing weapon overall. Gladiator's Blade is nice if you are looking to raise your defenses further and still deal okay damage (it has an enchantment that raises deflection when used with a shield but also +10% damage and - more importantly - +1 PEN). I don't have much in-game experience with a Crusader though (except maybe with Great Swords on which I did some hours of testing to show it can deal good dmg).
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If you use the Mask of the Weyc and the Cape of Magnificent Escape and combine it with Wall of Draining you could add +100 (or +80, depends) to your deflection (Mask used to not stack with Arcane Veil but Mirrored Images) iirc. For the Cape-Escape-bonus of +50 (which used to stack with everything but the original Escape) you need to become bloodied first - but no poblem for a Bloodmage I guess. I did that late game with my Steel Garrote/Bloodmage with WotEP/Offensive Parry because I lacked a shield obviously.
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Don't know about the fire shield. It may be that it doesn't scale with PL at all. It is correct that you keep the basic version of LoH. It's because it only costs 1 Zeal while Greater Lay on Hands costs 2. This was done so you wouldn't have a disadvantage but can decide (for example if you only have 1 Zeal left or don't need the upgraded version). Lower level abilites usually only get replaced by the upgrades if the upgrade is strictly superior - Greater Lay on Hands is not because it's more expensive. Maybe something is wrong - but it may also be that you confused the ticks of Robust with the initial healing ticks of Greater Lay on Hands? Greater Lay on Hands will give you two healings over time: first the "normal" healing which should be as high as the one from the lower level version and the additional Robust inspiration. It lasts longer than the initial healing but has lower healing numbers per tick. Don't know about the colors (black/green) though.
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Exactly. Inspirations counter afflictions of the same attribute (MIG, CON, DEX, PER, INT and RES) and vice versa. It doesn't matter how "strong" an affliction or inspiration is: for example if you are Paralyzed (DEX affliction tier 3) a simple Quick inspiration (tier 1) is enough to remove the paralyze. On the other hand if you are Swift (DEX tier 3) and get hit by a Hobbled effect (tier 1) your swiftness is gone as well (but you will not be Hobbled either). It's a whole (simple bc. not gradual) system of bonuses and maluses that counter each other. It's not as important in the lower difficulty settings and especially not in the mid game. But on Path of the Damned it's very helpful in the later game especially since even the high defense chars can get grazed by nasty afflictions that take you out of the action for quite long. Best if you can prevent or counter that. Yet buffs like Devotions (+10 ACC which stacks with PER inspirations such as Aware to a nice +15 party-wide ACC bonus) are also very useful - and that is true for the whole game. A bit of healing on top and very good damaging spells in the high levels. It's a well rounded package imo. It's just not superexciting - for my taste. That's why I seldomly play a Priest as main character. Most of times I just bring Xoti or make a beeline for Vatnir (who has the most interesting subclass imo).
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1. Or maybe Powder Burns gets rolled first and takes the Assasinate bonus and the actual bluderbuss shot gets nothing - don't remember how its done. Anyway only one part of the attack will get the bonus, not all of it. A great AoE opener for an Assassin is the special attack "Thunderous Report" from the unique blunderbuss "Kitchen Stove". Also most AoE spells like Fireball etc. will work well (all hit rolls in the AoE will get the bonus).
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I don't agree on your assessment of the value of the priest class - but if you don't like it (which I understand, I'm not overly fond of them either): you won't miss anything important by playing something which is more to your liking. Besides that, Priests have the biggest portfolio of inspirations. That means a Priest can always - with the right spell selection - cancel any affliction (party wide). Or just prevent afflictions from happening if the inspiration is cast first. Besides that there are certain mechanics (for example Brilliant + Salvation of Time + Barring Death's Door) that can make a Priest extremely powerful (that's why most successful Ultimate runs used this class). But that's why I personally don't like them so much. Yet I always bring one in a party playthrough. Stuff like Devotions for the Faithful is just too impactful and being able to nullify any affliction is very useful. Healing can be done better by a Druid, right. Even a Paladin can be a better healer. But inspiration-wise (can be seen as buff but also as countermeasure against afflictions) there's nothing similar. Also one of the classes that works well as single class as well as multiclass. The whole class portfolio makes it hard for me to play them as main character though. No idea why... They always feel a bit... boring(?) to me.
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Blood Sacrifice has one of three damaging outcomes: low, medium and high self damage. It's random. You can use Concelhaut's Corrosive Siphon to heal you back. If the chunks of damage are too big I would look for an Amulet of Health. If you need to get rid of wounds quickly in order to minimize self damage you can later use Thunderous Blows. Helwalker + Blood Sacrifice is a bit risky, yes. If it's too tricky maybe try more CON - or a Nalpasca.
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I would start with a quarterstaff and a pike as proficiencies so you get both weapons. It's safer to attack from reach and later you want to use the Spirit Lance anyway. Might as well gather some experience how to best use reach weapons in the early game. Concenhaut's Parasitic Staff is nice. You can cast spells from grimoires (no need to learn them if you have a grimoire with that spell in it). In fact I'd recommend to mainly take passives and actives from the Monk side and only spells which you want to have access to at all times.
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May I interest you in a variant I played long time ago and which worked quite nicely with the Devil's stats and "armor" etc.? Shield: Badgradr's Barricade. It's a Bashing Shield that procs Thrust of Tattered Veils every time (!) you land a crit with the bash (bash counts as an active ability and thus gains +1 ACC per char level - so it keeps having decent accuracy). The nice thing about this is that spells work with Deathblows (+100% dmg). Main weapon: Godanstunyr or We Toki or whatever weapon causes prone or stun on crit. This will help with unlocking Deathblows on the enemy (e.g. by doing a crit with Blinding Strike: blind = first affliction, stun = second affliction -> Deathblows). This means the Devil will be pretty sturdy because of the shield - but at the same time the offense doesn't suffer that much because Thrust of Tattered Veils will get triggered so often. Alpha striking: arquebus most of times. Against soft targets (low DR) a blunderbuss. Don't forget a lash.
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That would work. I personally would reduce RES to 3, CON 10 (and first use some +CON items and wear an Amulet of Health/Greater Health and later pick Tough) if you have some healing capabilities in the party (Paladin, Druid, Priest...) and don't use Blood Sacrifice too frequently. It's more risky with mediocre CON but I prefer it that way. Maybe you want to play it safe(r).
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I'd recommend Sage. With Stunning Surge (and Citzal's Spirit Lance) you effectively have three renewable resource pools for most of the fights. Add Swift Flurry and later Hearbeat Drumming. Nalpasca or Helwalker would be my pick. Helwalker especially if you also want to cast damaging spells frequently. With those two subclasses you can use Deleterious Alacrity of Motion to not only speed you up but also to gain wounds in a controlled way (via moderate self damage). You'll also gain wounds from Blood Sacrifice. Monk's Turning Wheel (up to +10 INT) is just awesome for wizard spells. Also the Monk side has more benefical effects than a Rogue. Stuff like Swift Flurry or Lightning Strikes, Crucible of Suffering, Clarity of Agony and even Blade Turning can be prolonged with Wall of Draining. Stats aren't that important and depend on how you play the character and also on the subclass. For example a Helwalker can get away with 10 MIG since he'll get up to +10 from his wounds - and that will also scale up the self damage of Blood Sacrifice etc. - you don't want to kill yourself. Maybe also don't lower CON too much. Gear will come together while you play, some nice items for a Sage could be Hylea's Talons (more wounds) or Healing Hands (nice in combination with Wall of Draining), the Abraham pet, everything that boosts INT further (for example Heaven's Cacophony and Charm of Bones = bigger lance AoE). Certain abilities (besides Stunning Surge) are really fun with Spirit Lance: Efficient Anguish, Skyward Kick and Instruments of Pain (which lets you stay of of melee range and allows you to wear lighter armor).
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Yes, of course Chilling Grave with skeletons is bonkers. Ghost Blades also take their (GPU) toll, but they only have one single visual effect so you don't get hundrets of overlapping pulses that fry your GPU (or maybe it's the CPU which suffers most). I only see a few very short stutters, not the fps drop (or even crash) I see with Grave Calling. Recntly I also had a few crashes from WotW with mortars + Powder Burns if gunpowder barrels were involved. With Avenging Storm on top: nearly 50% of times.
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I guess I found my "tank" for the Single Class only playthrough. With Abraham, a Kind Wayfarer and a Chanter in the back this should be sturdy enough until I get Twin Eeels? What other single classes to bring? Hm... initially I wanted a SC Streetfighter with Mortars and Gambit - but maybe that's too boring. SC Wizard, Monk and Priest I did a lot of times already. SC Ranger? Fighter? Eh... Any unusual yet cool ideas?
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Other fun options are for example: Amra: no healing but Riven Gore kills skeletons on the spot and with Abraham you can at least keep yourself healed - its party-wide effect also procs off of skellie-kills. Also Tempered Fury will def. proc soon and it stacks with Berserker's Frenzy. Lord Darryn's Voulge: same basically, very effective Engolerio do Espirs: with Blade Fest of course. Ghost Blades will proc off of Carnage-kills as well and heal, too. and I guess many more.
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Hello again! Always annoyed that Berserkers go down so easily? And the Berserker really should hit much faster with two handed weapons anyway 'cause it's cooler? Easy: just have Carnage with friendly fire (or in other words: be confused af) and "accidentially" kill your own skeletons (or whatever summons - Many Lives is very convenient) with Twin Eels. Its healing effect also triggers from Carnage-kills (actually it heals from any kills, no matter how you achievend them). So every time a skeleton falls from your Carnage you'll heal your surroudings (including yourself), trigger Bloodlust and Blood Thirst which lets you attack with 0 recovery which leads to more ded skeletons which leads to more healing and so on and so forth... A bit like a Kind Wayfarer on speed with unlimited healing. Of course you could also do that with a Berserker/anything (hello Berserker/Paladin with Sacred Immolation?) and let somebody else summon creatures. But that's less cool imo. Before getting Twin Eels and stuff you will still be a Howler with all the goodies. Howlers rock anyway. Quick vid: --- Then, take the same character basically (Berserker/Skald is best though) but instead of Twin Eels give him Blightheart. Summon some Ancient Brittle Skellies, frenzy up and use Her Revenge. You will kill several skeletons accidantially and trigger Bloodlust, Blood Thirst and get phrases from the kill(s) which lets you cast another Her Revenge right away and so on and so forth. No healing but unlimited casting and brutal casting speed. Just don't let party members stand where you cast... Quick vid:
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I think it's fine. There are some fights in WM2 that are quite tough - lvl 12 isn't too high.
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? I don't know how it's implemented internally, but the enemies get a hostile effect named "Hunter of Hunters" and their defenses get lowered directly in the tooltip. Maybe it's just UI - but if you check the log there is no hint that you get an accuracy bonus. The enemies' defenses show the malus: (ignore Razor's Edge, it's a consoled multi-multiclass ) Since everybody profits from that debuff I think this is the only implementations that makes sense. The other way round (accuracy for everybody who attacks that enemy) would be unnecessarily complicated, wouldn't it? Like Cap of the Laughingstock's aura this just seems to be a direct, auto-applied debuff? But yeah, Ngati's Tusk is very nice, especially Hunter of Hunters. Also you can get pretty high survival values with items and Galawain's boon and such. By the way the Cap's deflection debuff and the one from the Pike modal do stack which is nice for a Berserker/Skald with Brute Force who can just attack the lower defense (Fortitude or Deflection - and both get debuffed).