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Boeroer

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Everything posted by Boeroer

  1. Yes, a pulsing spell will lift your invisibility (no matter which one) with the next pulse (that pulse gets +15 ACC and extra crit damage - but those pusles are usually small so it's not that great) - which make them not suitable for an Assassin/Caster IF you want to go invisible while the pulsing spell lasts. In RTwP an Assassin/Druid can apply Plague of Insects which is a pure DoT and then vanish with Smoke Veil and stay invisible (DoTs don't break it). He can't do the same when castng Wicked Briars or Venombloom - because those are Pulsing spells. But a pure DoT, cast with Assassinate is not as impactful as a direct damage spell because while the DoT cast will get +25 ACC it can't profit from the increased crit damage of Assassinate. That's why you see a lot of Assassin/Wizards but not that many Assassin/Druids. Although Sunlance with Assassin/Druid is pretty nice. Ah, forgot: the initial attack roll of a pure DoT will also lift Smoke Veil (any any other invisibility) - only the ticks will not.
  2. Absolutely what Haplok said. I made some tests recently to check which invisibility effects breaks on which action and the advantage of Smoke Veil is that it doesn't break from pure DoTs. Shadowing Beyond however does break. That means while you can use Gouging Strike, Toxic Strike, Lover's Embrace and so on with Smoke Veil and remain unseen while they tick, you can't do it with Shadowing Beyond and also NOT with Arkemyr's Brilliant Departure (which doesn't break on pure CC/debuff hits unlike Smoke Veil and Shad. Bey.). Most invisibility effects are implemented in different ways as you can see. Which is weird but that's what we got. You have to separate direct damage from damage over time (DoT), even if it "pulses". I mean sure: semantically/logically Chillfog also does damage over time. But as Haplok already pointed out stuff like Chillfog does a new attack roll with every "pulse" and then applies direct damage as a result of that attack roll. DoTs just do one attack roll and put a damaging effect on the enemy and then the "ticks" just keep coming. There are some key features that separate the two: DoT abilities: - one attack roll at the beginning - applies a hostile effect with a duration on the enemy - that effect causes damage with every tick (usually every 3 secs but there's also ticks of 1 or 6, even 12 secs) - can be shortened with high RES or dispelled with stuff like Clarity of Agony and all other stuff that reduces hostile effect duration. - you cannot get rid of them by simply leaving the area. Pulsing abilities: - an attack roll with every pulse - usually applies the effect on the ground (Chillfog for example, Binding Web, Slicken, Wall spells...) but may also be anchored to an enemy or ally (rays or beams). There's nothing on the enemy (except of course if the pulses themselves cause a secondary effect like Blind - but that's not the original pulsing effect). - that effect on the ground/in the beam also causes its effects to get applied with every pulse but with a new attack roll. - cannot be shortened with high RES etc. since the effected is not places onto the enemy directly. - you can leave the area and thus stop it from hitting/pulsing on you Because this has several mechanical implications (e.g. Combusting Wounds gets triggered by pulses but not ticks, interrupts while being Energized can happen with pulses but not ticks) the terms "DoT", "ticks" and "Pulsing spells/ability" with "pulses" have been kind of established - at least here in the forum - so that we can distinguish between them rel. easily. The same is true for Healing over Time (HoT) and Healing pulses really. Lay on Hands is Healing over Time, Consecrated Ground is Healing pulses. Just no attack rolls here in general. But HoT can be dispelled (Arcane Dampener etc.) while Healing pulses cannot. But for healing pulses you have to stay in the AoE while with HoT you can go anywhere one it's applied. And so on. Big excursus, sorry - maybe overkill - but maybe also interesting.
  3. I also found this: Seems to be a problem that affects all dragon fights.
  4. That is an enchantment on St. Omaku's Mercy (warbow). I don't think a charm could transfer it to an enemy. I guess it just coincidentally has the same name. Either the effect on the Dragon has nothing to do with Galawain's Boon that the character might have or it's a proper hostile effect that just accidentally gets listed under beneficial effects or it's really a bug where the dragon gets what you should have. No idea what of the above it is though. I guess one needs more testing - or somebody could use the console to add the effect to a char to check out what it actually does. Maybe I'll have time for that later...
  5. Paladin/Evoker can use Eternal Devotion in order to give his damaging spells a 10% burning lash which is not bad at all. In terms of damage that's nearly 2 Power Levels. So the damage with spells can be better than with several other multiclass combinations. I don't know how Delayed Fireball works in TB mode but maybe you can time Inspired Beacon (+40% dmg to enemies) with Delayed Fireball? You will not gain access to some of the best evocation spells of the Wizard at PL 9 though. I'm talking about Meteor Shower and/or Missile Salvo.
  6. Phew... depends a bit on your party. But generally I would maybe say 1. Sigilmaster Auranic 2. Belranga 3. Hauani O Whe 4. Dorudugan None of them is easy. If you manage to stay alive for longer you will see that classes with resource refillment (Monks, Chanters, Ciphers, Bloodmage etc.) have a huge advantage in those fights because the fights are horrendously long. Even better if their resources refill automtically (Chanter, Psion). Newbs will be having a horrible time.
  7. Don't the Glittering Gauntlets do daze on hit and getting hit (besides +9 deflection)? Maybe you could look up the unique spell Zandethus' Draconic Fury from Zandethus' Dragon-Scaled Grimoire - I believe it terrifies on hit and getting hit. That might be the exact same implementation you need (only with daze instead of terrify). Avenging Storm has something similar but iirc it only works with weapon attacks (hitting enemies with a weapon and getting hit by a weapon) but maybe that's easy to remove. Then Offensive Parry (WotEP) dazes on hit. Maybe you can use that part as well. If it's a problem that it's gloves that have to do this and not the carried weapon then maybe look at Hylea's Talons and/or Boltcatcher and Gatecrasher gauntlets who all apply an effect on hit. They do it with a certain chance and not with every hit - but I guess you could easily set that to 100%, right? I can imagine soulbounds' level-up conditions being hard to mod.
  8. Deltro's Cage Helmet is too cheesy for me personally. For the same reason I don't use Barring Death's Door and Salvation of Time which are excellent with a Bloodmage: if you can't die you can do Blood Sacrifice all day and night and can drop CON to 3 while raising MIG to 20. My normal routine (admittedly not in TB which I don't play) is to have the tank exposed and then first start buffing/preparing with the other stealthed party members. That means Dire Blessing, then Devotions etc. while Assassin Wizard would do Arkemyr's BD, Infuse wVE and so on. The Wizard can then switch Grimoire no problem (no idea how long that takes in TB). Everybody except tank is still stealthed after that. Usually the tank is completely surrounded by enemies by now. Then I start CC'ing and debuffing which usually would drop stealth. And that's why I like Arkemyr's BD so much: first of all l'll get the party buffs as always and thus I'll be able to hit way better with the debuffs/CC which will increase my nukes' efficiency a lot - but on top of all the buffing I'll be having constant Assassinate (which stacks with all that for all the CC/debuff you're doing). Which then means my final nuke that will lift invisibility will have enormous impact and the best possible damage. It's a bit like chess to me I admit and I play the game slowly because of that (even if it's RTwP). I can't get no satisfaction(r) from casting Shadowflame from stealth at the start of every combat while my buddies just stand there watching. But on veteran it may indeed be the better solution in terms of time investment/result ratio in nearly all cases. As I said: I'm not doing Turn Based so I don't really know if that's working there. Also stuff like Death Ray is crap for Assassins in RTwP and Smoke Veil better than Shadowing Beyond. And honestly when I wrote my last answer I already had forgotten that you wanted to play TB mode, heh. So take it all with a huge grain of salt. But it's indeed so that I only get little enjoyment from doing stuff like casting Chain Lightning on myself to get a huge lash (you don't need high CON for that if you have access to Barring Death's Door and Salvation of Time as I said - to make the cheese completely round ;)) and then blasting the enemies with Shadowflame (presumably while wearing Engoliero do Espirs to maximize the overkilling ;)). But it's also so that everybody is different and enjoys different things - so I guess all different angles mentioned here may help you to find a character that is fun to play for you - just don't feel pushed into a certain direction. It's def. saver to have high CON and not too high MIG and that can prevent frustration. It's certainly no fun if your char is dropping in every fight.
  9. No, but you can take all the folders that now lie in the override folder and put them into one subfolder, for example ..\override\community_patch\ Don't think that's the trick but it won't hurt to try it I guess.
  10. Blackened Plate comes fairly late though. I mean you have to kill some powerful fampyrs to get it. The Bloody Links with the enchantment "Crimson Steel" gives +2 Armor Rating when bloodied and thus gives the same base AR as plate armor - and at the same time gives all-stackable +5 to all defenses which is great. And it comes quite early (buy it in Fort Deadlight from No-Nut Ned). Devil of Caroc's Breastplate has a somewhat similar enchantment (+2 R when bloodied, but limited to 2/encounter) and will give you more resources (+2 Discipline and +2 Mortification). Reckless Brigandine has "Into the Breach": more melee weapon dmg as you lose health (but max +20% damage). AR increases as you lose health (max +2 AR). So it works a bit like the Bloody Links - but this requires to beat the Deathguard in the Forgotten Catacomb (which is a lot easier than killing the Fampyrs in Splintered Reef though). With "Constant Rebound" and "Bronze Juggernaut" as enchantments I also guess the Patinated Plate is great in TB mode (since the recovery penalty doesn't matter that much). Which you can also get quite early. Another heavy armor that could be nice for a damage oriented Brawler in TB mode is Kāhako Nihi. But also late ad it's best used with unarmed attacks.
  11. Have you put them all into that folder directly or in a subfolder (e.g. "community_patch")?
  12. Assassin/Bloodmage is fun. The+25 ACC from stealth/invisibility is great. With Arkemyr's Brilliant Departure you can cast non-damaging CC and debuffs without lifting the invisibility, which means +25 ACC for impactful debuffs all the time. If you have decent healing you don't need lots of CON. I personally really like to pile regeneration gear on a Bloodmage: Trollhide Belt, Rings of Regen., Three Trolls Stiched, Fleshmender... just to be self-sufficient. But of course a strong healer at your side is very helpful, too. Especially once you get Wall of Draining you can prolong all healing over time on you (Blightheart's shots, Lesser Lay on Hands from gloves, friends' healing spells and so on). You can also heal yourself with Concelhaut's Corrosive Siphon. An Amulet of Greater Health and "Tough" can help if you feel you went too low. I mean if you can spare the ability point. And there's always +CON gear and food. I personally even like to play around with the risk of having high MIG and low CON. Like it's a challenge to overcome that danger of killing yourself with Blood Sacrifice. I don't remember if Voidward reduces Blood Sacrifice's damage...?
  13. Great Maelstrom for me. Scrolls all have 1.6 secs casting time and 3 secs recovery in RTwP I believe. Edit: now my scrolls say 4.5 secs recovery - but I don't know if that's a vanilla nerf or if Community Patch nerfed that.
  14. I'm also not a huge fan of summons (except Essential Phantom and Watery Double) - but Call to the Primordials is so good because some of the Oozes have special abilites, several of them with unlimited uses. For example the Bog Ooze can cast Plague of Insects once and something like Overbearing Wave unlimited times. And the Greater Black Ooze has Divide and Conquer so if it gets "killed" it splits into two smaller oozes which can merge back again, giving enemies a really hard time. It also can do a corrosive AoE attack unlimited times. And besides that they always come as three and each has resonably high health. So those are the reasons I think that Call to the Primordials is a top spell. But I almost never use it.
  15. Venombloom is quite powerful (unless poison immune foes). It's like Chillfog but with raw dmg and weaken + frighten instead of blinded. Garden of Life is an excellent healing spell BUT there have to be corpses on the ground. You want to deactivate gibs in the game option menue though - because gibbed enemies don't leave corpses. If there are corpses it's great really. Sunlance is one of the highest dmg single target spells in the game. It has a huge, huge range (20 m). It also comes with high PEN. I like it a lot on Furies where the range and PEN are even higher. Funnily enough the spell works with Instruments of Pain (Monk) and thus gets a range of 120(!) meters. You can basically cast it across the whole map (in theory). Fun with a Helwalker/Fury. I somewhere had a thread where I tested everything that works with Insturments of Pain, maybe I cvan find it again. IIRC there were more druid spells that did. Rusted Armor can be very good against high AR foes. -4 AR for 15 secs base can make a huge difference. Some players really like Rot Skulls. I'm not a huge fan but it's certainly not bad at all. Call to the Primordials calls some pretty powerful oozes. I think it's a top summoning spell. Way better than the other stuff a Druid can summon.
  16. This monk doesn't strike me as crowd controller. Let your party members handle that. Your very high INT will result in a huge cone AoE for Torment's Reach.
  17. I personally would pick Torment's Reach over Force of Anguish in this case. The 50% crushing lash works really well with that high base damage so your wounds will be spend well. Also it's cheaper to use iirc.
  18. Maybe you can look up how stuff like Mantle of the Seven Bolts was done? It procs a circular shocking AoE on unconscious.
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