Everything posted by Boeroer
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Let's talk Underused Class Combos
For example Blood Ward of SC Furyshaper (it works with all kinds of damage, even DoT-ticks) can turn otherwise squishy damage dealers into sturdy ones. Add some Old Siec phrase from a fellow Chanter (less potent but still works with spells and stacks with the Blood Ward) and the Bloodmage in your party can go totally bonkers with non-stop nuking + Blood Sacrifice. Add some Triumph of the Crusaders from a Priest for good measure... --- Beckoner with upgraded Ancient Weapons + Priest with Spark the Souls of the Righteous. Ancient Weapons gang up on enemies and each will have a shocking AoE. --- A Ranger with Essence Interrupter putting the transform-effect on an Ancient Brittle Bones Skeleton and then another party member kills said skeleton with Grave Calling ("Calling"). You will spawn: a random summon bc. of Essence Interrupter a grave imp because of Calling two skeletons because of Ancient Brittle Bones (which also could get the same treatment which would result in 2 random summons and 2 imps all not counting towards the summoning limit. You can add some Many Lives Pass By skellies, too. --- Bellower summoning the Dragon (for a quite a long duration) and an Ancient putting Wild Growth on it. Wild Growth lasts forever - so as long as the Dragon's summoning durations isn't over he will be robust (+2 AR and healing every 3 secs) and also be gigantic. --- My favored stuff is a Priest casting an ACC buff right before a high-ACC Wizard (e.g. Assassin/Wizard) casts Miasma for some buddy who shortly after targets the Will defense of enemies (e.g. Furyshaper's Fear Ward, Cipher, Chanter or Priest or so). If one character had to first buff himself up, then debuff enemies and then attack it would take so long. WIth three party members it's a matter of a few secs.
- Let's talk Underused Class Combos
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Let's talk Underused Class Combos
Often solo-builds perform less well in a party compared to party-friendly builds. Because a solo build has to be self contained it tends to have worse action economy or an overall more balanced setup in terms of offense and sturdyness than a party setup - where two or more characters can do stuff at the same time or focus on different roles. So it's less important for party chars to be able to do it all (deal damage and stay alive basically) but they can focus on doing one thing especially well.
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Cheese builds. What are your favorite and/or most fun?
Fun fact: if you are confused and trigger some Chilling Graves by killing skeletons (which will kill all other skeletons, leading to the Chillfog chain of paralyze-death) and THEN switch to Modwyr or take some Svef suddenly all Chillfogs are foe-only again. The friendly fire is not fixed (at casting time). It will change immediately (on still active spells, too) as soon as you are no longer confused.
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Trickster + ?
Unbroken/Trickster wit maxed out engagement and stuff is also neat for "offensive tanking". If you have engaged a ton of enemies and have enough of tanking you use Ryngrim's Repulsive Visage, scare them off and deal superhefty disengagement attacks.
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Pollaxe discussion
There's no mystery there I think. Just pick what sounds good and it will most likely be right. With Berserker/Devoted you'll get an enormous amount of crit conversion and awesome Penetration. And if you use the Devil of Caroc Breastplate you cvan even shrug off the Berserker Confusion. Helm of the Falcon for the looks and the higher attack speed. Voidward Ring for the Berserker self dmg and so on. Pick Stalwart Defiance or else the self damage is hard to manage at some point because Unbending doesn't get triggered by self damage. I personally would feel more comfortable with a Berserker/Paladin though. Maybe Steel Garrote or Kind Wayfarer. Eternal Flames will get a +20 ACC bonus which is nice for the crits, Lay on Hands counters Berserker self damage, all the AR passives are good for survivability. With Spirit Frenzy your attacks will stagger foes which will unlick the Steel Garrote life drain - or you heal by Kind Wayfarer's White Flames. Imo a good mix of offense and survivability. You can maybe just plan something out and post it here and we could comment - if you want.
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Interesting builds involving melee Ranger?
Stalker/Helwalker can get up to +4 AR if he must. That's plenty if combined with a heavy armor. But I don't consider this to be a tanky character and I also didn't play it as one. You could take the bear and let it tank damage for you I guess. As Stalker not only you but also your Animal Companion gets +1 AR (and +5 deflection). The bear already has +2 AR to begin with so it's +3 AR for him. And if you take Resilient Companion the Bear has stellar +5AR (for an AC anyway). Use Hardy Companion in situations where it might go down and it will regain health and get another +2 AR for a short duration (maybe enough to finish off the attacker). Actually it's not too short with Tuning Wheel I guess. I played this more like a flanker though. Animal Compaion and you apply flanked (-10 deflection, -1 AR) which also works in your favor (Swift Flurry/HBD etc.).
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Interesting builds involving melee Ranger?
Neat indeed. Yes, Scordeo's Edge is very good (too good imo). I rarely use it though because you have to side with Aeldys and often I don't feel like doing that. And because every power build and their animal companion use it.
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Interesting builds involving melee Ranger?
Yes, no shield. Also works with shield of course (especially small shield + modal) but I wanted a build that uses one handed style (since there are so few where it makes mechanical sense). The reasoning is that the +12 ACC and the additional crit conversion from one handed style will help you to proc crits and crit chains with Swift Flurry/HBD more often which leads to recovery skips more often. Also fun with Sungrazer. The one-handed usage makes sure you kill with a crit quite often which triggers its very strong AoE on crit-kill quite often, too. And of course the good old Sun & Moon. But I preferred Stalker's Patience. First because of the name (I mean Stalker wearing Stalker's Patience come on ) and the also because I wanted to double down on that recovery skip because its fun once it works. I used one if the flails against pierce immune foes though.
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Interesting builds involving melee Ranger?
Thank you. I will take the liberty and link directly to the post in question (less searching):
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Interesting builds involving melee Ranger?
Yes, if you put a melee weapon into your offhand and a blunderbuss (for example) into your main hand and attack from range it will use the ranged weapon. And since that has 4 projectiles you can get 4 stacks or more with Driving Flight. With Fire in the Hole it's even more because AoE + bounce + Driving Flight. I once achieved a full stack (20) with only one use of Hunter's Claw on a tight group of enemies. I didn't test if Hand Mortar's Blinding Smoke also counts as hits (as it does for Resonant Touch and Avenging Storm). If so it would be even better.
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Interesting builds involving melee Ranger?
No, because Whirling Strikes requires you to wield at least one melee weapon. As soon as you equip two ranged weapons (or one single handed ranged weapon) you won't be able to use the ability (greyed out). If you want to do huge amount of damage as an SC Ranger with mortars alone then pick SC Ranger (whatever subclass) and skill Arcana so that you can use scroll of Avenging Storm and then use Serafen's Hand Mortar with the enchantment Blinding Smoke. Use Driving Flight and Twinned Shot and you will destroy most enemy groups with one Twinned Shot (because Blinding Smoke hits will trigger Avenging Storm). But that's not a melee build anymore of course. No, because the cone shape of WotEP doesn't work very well with the circular AoE of Whirling Strikes. You will actually hit not that many enemies. You can use Keeper of the Flame though. Its flame AoE attack will hit you, too - but you can either raise reflex really high or wear Edérs armor (has an enchantment that makes you potetially immune to reflex attacks) or wear Rekvu's Scorched Cloak with an injury (in that case the flame AoE will even heal you). I also liked Stalker/Paldin with Bear or Boar. Brand Enemy unlocks Predator's Sense for cheap, Exalted Edurance raises AR of you both, AR and deflection bonus of Stalker stacks with Paladin's passives, Lay on Hands can heal the animal companion, Flames of Devotion + Ring of Focused Flames has +20 ACC which stack with Ranger's ACC bonuses and so on. Also cool imo: Stalker/Druid if Animal Companion and Spiritshift Form are the same animal. I prefer Stalker/Ancient I think.
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Interesting builds involving melee Ranger?
Indeed. And because of the AoE of Fire in the Hole and Driving Flight and Fire in the Hole's build-in bounce (Chain Shot) you will do 3 AoE blasts for every target in range It's a ton of attack rolls... try with Avenging Storm... And one attack to each target with Scordeo's... St. Drogga's Skull instead of Scordeo's is also nice. It has a chance to trigger AoE dmg, too.
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Interesting builds involving melee Ranger?
I played a very good (imo) solo Stalker/Bloodmage with a Morning Star (Willbreaker). The idea was that I would lower enemies' Fortitude and Will with the Morning Star and Miasma, my Bear did Takedown Combo on the enemy and my Essential Phantom with Draining Touch weapon could then hit easily (because Drainng Touch targets Will instead of Deflection) for high damage. Rinse and repeat. With WIllbreaker's enchantment that grants 25% miss to graze (awesome) and Gauntlets of Greater Reliability (again 25% miss to graze) and the general high ACC of Ranger/Companion it was always so easy to hit even the toughest bosses (excluding Megabosses, didn't do those). For example I soloed Neriscyrlas on PotD without any resting bonuses or consumables. The two additional sturdy bodies were great, too. My Geomancer went for high AR and not too bad deflection. In combination with the Wizard buffs he was very sturdy. Another fun concept was Stalker/Helwalker with one-handed Stalker's Patience spear in combination with Swift Flurry/Heartbeat Drumming. It has a nice enchantment that removes recovery after a crit (20% chance). With Ranger's high ACC and some crit chains with Swift Flurry etc. the recovery skipping went pretty great. Best against low defense enemies like casters and so on. SC Stalker with Fire in the Hole + Scordeo's Edge using Whirling Strikes (+ Driving Flight) is wild. It's more like a melee/ranged hybrid, but the combo is great because it also allows to use Hunter's Fang etc. with the blunderbuss which gives you plenty of stacks with just one shot (if enough enemies in range).
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Pollaxe discussion
I tried to do that but I couldn't make the AoE size fixed then - as I described above. Else that would have been one of my preferred solutions, too. As I also described in one of my former posts. That pulling/bouncing was just born out of desperation. I knd of like it but it has some minor issues (like the bounce still being able to leave the red AoE). I now tested all abilites I thought might cause trouble (even Instruments of Pain and Whirling Strikes and whatnot) and so far I didn't run into broken stuff. Besides Swift FLurry/HBD which is probably too strong with this against low defense mobs. If you know how to make the "normal" AoE size non-scalable that would be great. I would then only alter the description: remove the "up to 3 targets" and be good. Because it looks really confusing if you have a yellow circle around a red one (because friend or foe) and still get firendly fire from the yellow area.
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new player with some questions on builds
Citzal's Spirit Lance is very good. Don't think you can do better as Wizard. In the late game a fully enchanted two haded melee weapon with a lash and durgan steel can outperform Firebrand despite its high base damage. Tidefall for example does more dps - but its wounding doesn't generate focus... Hours of St. Rumbalt also works well. If you stack a whole lot of dmg bonuses Firebrand will be good for a long time - just because its enormous base damage works very well with dmg bonuses. But its ACC and speed will be rel. bad compared to fully enchanted stuff.
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Principi: Lose Reputation Fast?
Which links exactly?
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Pollaxe discussion
<sorry multipost>
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Pollaxe discussion
<sorry multipost>
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Pollaxe discussion
It does. It just doesn't make much sense to me to have a weapon that has a whirling animation, says it hits up to 3 targets and then hits 1 with puny dmg. I find my solution to be better atm. It's somewhat unique and imo also interesting. Of course dmg etc. can be tweaked.
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Pollaxe discussion
Not quite, it's like that (with my mod): intial attack: 9-13 dmg slash/crush with 0.75 range at 9 PEN + 1.5m pull effect secondary effect is an AoE of 1.5m which procs the additional attack (an invisible projectile) once to a random target in the AoE. The AoE itself does not pull. It does nothing besides triggering the additional attack. additional attack: 9-13 dmg slash/crush at 9 PEN + 1.5 pull effect, a delay of 0.1 secs, two bounces: bounces happen in order of range (nearest gets the bounce) bounces have no dmg malus, 0.5m reach I could lower the additional attacks' dmg again (or make the bounces lose dmg per bounce or whatever) - and also remove the 1.5m pull of the initial attack in order to remove the wonkyness with Clear Out and other push effects like Forace of Anguish. It looks really yo-yo like and makes not much sense. Maybe there's a more elegant solution like using the mortar-style AoE without scaling (couldn't make that work, always scaled with INT) or something else. This was what I could come up with which somewhat does what the description says - in my first little modding project. Without my mod it's just the initial attack at 9-13 dmg (same values as above otherwise) - and then the 1.5m AoE triggers one additional attack to a random target at 5-9 dmg. That's it. By the way @Elric Galad: where the heck do I find the description text for "Reckless Cyclone"? I find the name of that item mod in the stringtables and I also found the general item description for the bottom - but not the text for the item mods. Where it says "up to +3 targets, friend or foe"...? 🤔 Edit: Apparently it's only Clear Out that's wonky with the pull/push. With Force of Anguish the push just overrides the pull which is neat. Clear Out's pushing is always wonky with AoE weapons anyway (enemies jittering around like crazy) so maybe I'll just leave it like this. Thinking about giving Whahai Poraga 1.5m reach in order to make the initial attack range fit the AoE size. Doesn't make much sense that the initial attack has to be done from 0.75m range while the additonal work at 1.5m.
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Pollaxe discussion
5? I thought it had 6. Checked in game: it's 6.
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Pollaxe discussion
Exactly. It was the only way I could think of that avoids the short bounces to just cancel - despite enemies being in range of the 1.5 AoE. A longer bounce would reach targets way outside the AoE - so that wasn't a good option imo. Especially since it would also jump to your own fellas. I also thought it's a neat "tanking" effect. Pulling enemies back into engagement - or keeping them close if you haven't much engagement in the first place. I even think it's so useful that the additional attacks could be lower base dmg like before (5-9) and still be useful just because of the pull (and other on-hit effects of course). The pollaxe looks quite odd and has a lot of hook-shapes with which you could pull somebody towards you - so I thought this even makes sense from an aesthetical as well as and "in-game-logic" point of view. Two handed tanking weapon. The enchantments point in that direction, too. So why not?
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Pollaxe discussion
Carnage only procs from the initial attack. Also Carnage doesn't stack if there are multiple triggers simultaneously. It then days something like "effect with longer duration already applied" which doesn't make a lot of sense but I guess that's just the generic description if some effects suppress each other. Clear Out with Barb/Fighter is great with LDV. Also because Clear Out hits the initial target twice and the initial target is pushed into the Carnage area and also gets Carnage dmg. So it's not only a good AoE too but great against single targets even. LDV also has devastating potential when a Berserker/Monk uses it. Because Turning Wheel lets the Carnage AoE grow and more importantly because sometimes Swift Flurry and Heartbeat Drumming can cause a chain reaction which results in a while series of critical hits. LDV with a SC Barb and Heart of Fury can also be lots of fun.
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Pollaxe discussion
I tested with Carnage and only the first attack triggers which is good. Clear Out is especially weird because initial target enemies will get pushed and pulled several times which looks funny. I thinkt I can fix this by removing the pull effect from the initial attack (which has to be done at 0.75m anyway so it isn't part of the 1.5m AoE. The AoE*AoE with Clear Out is always bonkers (see WotEP and mortars) so that's not too special for this solution I think. Good thing that the weapon's AoE doesn't grow in size. I tried Heart of Fury with Avenging Storm and it wasn't as wild as some combos with mortars or blunderbusses or Frostseeker. Clear Out with Swift Flurry/HBD was extremely devastating. I think I really should make the additional attack non-melee or find another way to proc Swift Flurry stuff.