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Boeroer

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Everything posted by Boeroer

  1. You really have to look at the Penetration. Casters' biggest nemesis is underpenetration. I'm having lots of fun with my Troubadour/Psion offensive non-stop caster. I didn't use Soul Shock a lot before but with this class combo it's one of my favorite spells atm.
  2. Might sound counterintuitive but I think a Lifegiver would be the best partner class for a Helwalker Boar. Lifegivers gain +5 PL for Rejuvenation spells once shifted and for HoT it also works if you cast Moonwell etc. first and then shift. The ticks will adapt to the higher PL. You would have insanely high healing numbers because of PL bonus * MIG bonus from Helwalker on top of the Boar's regeneration and I guess you wouldn't need to get healed a lot while pummeling enemies with Wildstrike. Ah and sorry: I forgot to answer the question about Hylea's Talons earlier. While shifted all items except armor and weapons will work. You could add the Belt of Magran's Chosen for another small burning lash and wear Rekvu's Scorched Cloak so that the summoned Flame Blight even heals you should it attack you.
  3. Since you will have very limited casts of Great Maelstrom you might want to squeeze every bit out of it. From stealth the recovery is -85%, so...
  4. They do stack. +5 PL for Great Maelstrom. As a Nature Godlike with Prestige and Stone of Power you'll have +8 PL which not only does awesome dmg (40% multplicative) but also prologs the duration (40%) and raises PEN by another clean 2 points on top of the Fury passive and Scion of Flame etc. Overpenetration works really nicely in combination with the boosted base dmg. +8 PL is something. You'll only get +5 when you empower an ability, so... You can even stack those 8 with empower and cast with +13 PL.
  5. That is correct. Helwalker/Bloodmage can be fun - but can also be over very quickly.
  6. @Elric GaladJust wanted to confirm that you were absolutely right: it doesn't matter whether CP is installed or not - Great Maelstrom profits from Secrets of Rime in any case (both effects, the pure freeze dmg proc + the burn/shock proc as well).
  7. Ah - I didn't know Secrets of Rime also works for water because we have specific PL bonuses for water, wind and frost in the game - so I just assumed it's the same with the PEN talents. I just guessed that CP added 1 PEN with Secrets of Rime because it added the frost keyword that was missing before although the spell does lots of freeze dmg. Might check later if Secret of Rime still applies to both dmg effects when I turn the mod off - just to be sure. Yeah, the SpShift table in the wiki is misleading. I never looked at it before.
  8. It always works and is not connected to the Spiritshift. This makes SC Fury an excellent elemental nuker: Great Maelstrom with Scion of Flame and Heart of the Storm (and with CP also Secrets of Rime) is absolutely devastating because you gain +3(+4 CP) PEN for the shocking/burning part of the procs; and +1 (+2 with CP) on the freezing part - they seem to be completely separated effects but still: ouch. Normal hit at PL9 has 17 PEN, crits do have 25.5. Overpenetration is not common for spells, but here it happens quite often. The wiki doesn't list it as a Spiritshift bonus, it took the wording 1:1 from the game: Those are separate bonuses. One can misinterpret it if those bonuses are put into one single line of text (like the wiki did) though - and it also really doesn't help that it's structured like: - Spiritshift stuff - general stuff - further Spiritshift stuff - spells Would be less confusing if the passive came fist and spiritshift stuff after.
  9. You mean Furies lose their passive of +1 PEN and +20% range with elemental spells once they use Spiritshift? Since when is that?
  10. Megabosses are an awful grind. It doesn't matter much whether you pick Lightning Strikes or Swift Flurry. You just need perseverance.
  11. Notepad++ is probably a good choice since it's rel. lightweight.
  12. Don't know how Kvellen does it, but if you create a project for an IDE (such as Visual Studio, Eclipse, PhpStorm or whatever) from such sources you can search for strings of text in all files easily.
  13. Community Patch turns the Stag's ability into a passive Carnage effect like Barbarian's (but a bit weaker). It stacks with Barb's Carnage.
  14. Depends on the boss. Stuff like Beast of Winter can be critically hit rel. easily. Others like Dorudugan and Belranga not so much. Even random stuff like guards in Drowned Barrows won't receive crits a lot.
  15. Yes, Lightning Strikes is better against tough foes on PotD. If you don't crit a lot Swift Flurry does almost nothing - while Lightning Strikes always delivers a 15% multiplicative dmg increase (unless you miss or enemies are immune/very resistant to shock). Of course Swift Flurry is more spectacular once it chains. If you have a build that's focused on crits (lots of ACC and crit conversion, maybe also lowering defenses with the help of party members) I would pick Swift Flurry. Else Lightning Strikes.
  16. While I will only pick Swift FLurry for very special builds I will nearly always take Heartbeat Drumming (I mean as long as I'm playing a melee Monk - else it doesn't make sense) - because even if the chance is not very high it's still good for a passive. Works well enough against low defense foes.
  17. Iirc Spiritshift was very potent in the beta because the lashes of Wildstrike were higher (same with Flames of Devotion, Mith Fyr and other lashes). So maybe they first nerfed the PL scaling and later also all the lashes but forgot to un-nerf the missing PL scaling? Maybe... no idea...
  18. I just checked in game: rod's Blast still works with Concussive Tranquilizer, making Watershaper's Focus + Driving Flight the perfect tool for removing buffs from whole clusters of enemies. Fire in the Hole: same. Tested against a flock of 20 Xaurip High Priests who ALL did cast Holy Power as their first official act after spawning.
  19. Concussive Tranquilizer with Watershaper's Focus and Driving Flight used to remove beneficial effects with the Blast AoE as well - which triggered thrice and thus removed 90 secs from most enemies in the AoE (those who got hit thrice of course). Don't know if that's still the case but might be worth checking.
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