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Boeroer

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Everything posted by Boeroer

  1. Same argument could be made for Transcendent Suffering/Monastic Unarmed Training - but isn't made. Of course summoned weapons wouldn't be useless like fists aren't useless for multiclass characters. You compensate for a lack of weapon scaling with multiclass synergies. Sounds totally balanced. The current approach is what isn't balanced. Giving a Bloodmage/Assassin the same scaling for Cobra Strike as an SC Conjurer is just not right. SC Conjurer could be made a viable weapons user if his weapons scaled with PL. He would gt +3 PL just from being SC + Prestige and +2 from his subclass. If the weapons scaled like Monastic Unarmed Training that wouldn't even mean full two quality tiers. That's not too much compared to stuff like added lashes, damage bonuses, Driving Flight and what else you can combine with multiclassing.
  2. Yes, those would be nice as well. Also Insect Swarm. That's why I said "and so on". I don't know how many concentration layers the dragon starts with. Because the abilites above (insect stuff and chant) all target fortitude or will (same goes for some of the abilites I noted) - and those are the two defenses which are highest on that dragon. Deflection isn't even half that high (see Concussive Shot). Reflex is not that high as well (see Slicken). Keep in mind that he is tryng to hit with those at level 10. So it might be better (depending on the number of concentration layers) to use stuff that is sure to hit. Another case for Morning Star and Club I guess. Of course the chant has a high chance of hitting at some point eventually - so if you have it you should most def. use it, I agree.
  3. @Walden: The only damaging Chants are Damage over Time effects (DoTs) - and both items do nothing for DoTs. So unfortunately: no. Invocations: yes, they both work with stuff like "The Thunder Rolled" and so on. They are only additive dmg bonuses though so the impact isn't breathtaking. However, you can combine them with the follwing: What does work for a Herald (for his invocations and also his other offensive abilites like Sacred Immolation) is Eternal Devotion (10% burning lash to all direct damage abilities, inluding spells) and Shocking Prelude from Sasha's Singing Scimitar (shocking lash that's based on the number of your phrase count and also applies to all direct damage abilites). Lashes are multiplicative dmg bonuses and thus work nicely with additive ones. So you could use the ring and wield Griffin's Blade with Sasha's Singing Scimitar and get all the dmg bonuses (additive and multiplicative) for your invocations. Which is a noticable difference. I would prefer Scordeo's Edge over Griffin's Blade because of the accuracy bonus though, but that's another story.
  4. They didn't remove those items from the non-preorder game version so I guess they also left them in for the console ports. But it's just that: a guess.
  5. Level 10 is low. Use interrupts. Use them wisely. Don't just wail at the dragon with brute force and spend all your resources on damaging abilites. Rather time your interrupting abilites. Once he wants to cast something: interrupt him. You must remove all his concentration layers first though. You can do so with Slicken, Rooting Pain, Mule Kick, Concussive Shots and so on. Just keep enough interrupts to cancel his spells once he starts casting them. IIRC you can use shock damage (e.g. Essence Interrupter bow) since his shock AR was very low. Interestingly my go-to-method with bosses (Combusting Wounds + multihits) doesn't work too well because his burn AR is quite high.
  6. It's not understandable why summoned weapons, summons (and animal companions, too) don't scale with Power Level but character level. For example: what good for is the Conjurer subclass if its PL bonus does nothing (besides prolonging duration) for most stuff it conjures? And why make Transcendent Suffering/Monastic Unarmed Training scale with PL but not the other scaling weapons? I'm still puzzled: what's the rationale? I know I keep bringing this up... but I just... can't...
  7. Console is not accessible from... console (uhhh consoleception). Can a console player import characters that were exported by PC players? I guess not - but that would be a way to transfer items.
  8. The Magnificent Escape Cape has a 1/encounter Escape (Rogue ability) iirc. But you have to get bloodied to be able to cast it. Rakhan Field Boots have a 1/encounter ability named "No Quarter" that works kind of like Flagellant's Path (Monk ability). Bounding Boots have a 2/rest Leap (same as the Barbarian ability). Okura's Kettle (helmet) has "Hearth and Home" which lets you teleport to an ally. I think it's 1/rest but am not 100% sure. Those are the ones that I can remember from the top of my head. And of course you could think about Boots of Speed. No dashing but +25% stride.
  9. As was already said: the limited editing function of the new forum software prevented updates of the build list for quite some time. Afterwards there were two, maybe three new builds and the interest was quite low. So the list would look kind of sad even if it were up-to-date. If you think you can compose a comprehensive list of builds for the current version and are motivated to do so then feel free to open a thread. If you then send a PM to a moderator (e.g. @Amentep) in order to pin the thread then they will usually follow. The old list could get unpinned then and allowed to sink down into the depths of the forum. All builds that were posted so far can still be found via forum search. Nearly all of them use [class build] or [build] in the title so it's easy to filter.
  10. This was changed with a patch some time ago (don't remember the version number) - maybe right after you stopped playing. I made a quick screenshot: You can still use Avenging Storm with a Multiclass: with the unique helmet Heaven's Cacophony (works while shifted) and/or scrolls of Avenging Storm. Not quite the same of course, but possible. In my opinion if you want to focus on Avenging Storm you should build a dual mortar Stormspeaker anyways. Nothing stops you from using a Fury with Lord Darryn's Voulge (and Deltro's Cage) and not shift while casting Relentless or Avenging Storm with +5 PL and the +1 PEN from the Fury's passive. It always applies. Of course: no Rejuvenation spells. Taste of the Hunt works though. Livegivers with Spine of Thicket Green face the dilemma that they could get +2 PL from the staff but will get +5 PL while shifted (and nothing from the staff). But it's a good thing to dampen the hefty -5 PL debuff after Spiritshift ends.
  11. Unfortunately the Storm Blight's weapons are not super good. At least they got changed from two handed to dual wielding which is good for FoD. And they have an auto-jump which is nice. I think it even jumps whem there's only one target (simply hits twice then). At least it used to. Eternal Devotion works with all spells and abilities which deal damage, that's cool. With Ring of Focused Flame and Acina's Tricorn as well as Marksman Ring and Scion of Flame, Spirit of Decay and Heart of the Storm (like dgray62 said) you'll have +15 ACC and +4 PEN for your FoD attacks (on top of the +10 ACC which FoD already has). That's not bad at all. Plus the several lashes of course. If you wear Deltro's Cage Helmet and manage to somehow get hit by lightning (e.g. a Wizard in the party, shocking lash as high as the dmg you received) or wear Horns of the Aurochs (+10% freeze) and the Belt of Magran's Chosen (+3% burn) you can add even more lashes. Paladin/Fury doesn't have a lot of damage bonuses. Sworn Rival might help a bit. Also Improved Critical and maybe Killer's Gloves since one tends to crit quite often with the +20 ACC (or even +25 with the Tricorn) of FoD.
  12. No, only the FoD-attack of Bleak Walkers itself has two lashes. The following attacks (during Eternal Devotion) have the same 10% burning lash like any Paladin would have. But Blightheart adds a 10% corrosive lash to spells.
  13. I also don't know about any further effect. Maybe it was planned as part of some quest but got cut.
  14. That bug I know as well. But I can simply fix it by using the "x" command that cancels all action and also resets that stupid loop. So it's not game breaking. Just annoying. For me that loop bug only occurs with individual characters. Eitehr they have it or not (like a genetic disorder). In most playthroughs I don't have it at all and in some one or two characters suffer from it (which is annoying). Turning on AI also gets rid of it. It only occurs (for me) when I'm turning off AI.
  15. 1. no uniques, for a closer look see: 2. you can often pickpocket keys from merchants which you can then use to steal unique gear from chests rather early in the game (when you don't have the mechanics skill to open the chest yet).
  16. I don't understand the question. You can use any grimoire you find, put several ones into the trinket and belt (quick) slots and switch them at any time. You can't learn from them like in PoE. If you avoid the ones with a lot of Evocation and Illusion spells you are good. I would put as many ability point into passives as I can and build an assortment of grimoires that has most of the spells I like. That way you can cast your favorte spells without spending ability points for them. Especially you don't want to learn Concelhaut's Draining Touch but cast it from a grimoire. Then, before attacking with it, switch to another grimore that doesn't have the spell. That way it will stay with you for the whole fight. It's a very powerful weapon and also great to use with an Essential or Substancial Phantom.
  17. It's unreal that some players stumble over nasty bugs so frequently - while I never had anything gamebreaking happen in so many hours of playtime.
  18. That depends on the subclasses. E.g. a Steel Garrote/Bloodmage is superb with Whispers of the Endless Paths/Offensive Parry. Offensively as well as defensively. Casting while at the same time dealing dmg and draining health via parries. A Bleak Walker I would either play as sturdy offensive caster with Blightheart/Eternal Devotion for the corrosive/burning lashes on spells - or as sturdy melee frontliner with Spirit Lance.
  19. Ah - it sounded as if you thought the final fight of the Endless Path happened at lvl 7 - not the final fight of level 7. By the way: as you are not too high of level currently - what about the DLCs? I mean the White March I and II? Lvl 7/8 is about right to start those.
  20. Yes, prefabs are Unity's usual way of storing game objects I believe. What Godot's scenes are (I'm only using Godot for my personal tinkering with games). I looked into Unitiy briefly and even took some courses, but that was some years ago and I forgot most of that. Anyway: if you can have seperate progression tables, abilities and even separate items than all is fine. No need to alter the base stats. I was just wondering if one could make a hard copy of creature X --> X1 and then (besides altering scaling and base stats) alter that creature further - like tinting its model or make certain parts of the model invisible and stuff like that. It works with weapons and character models...
  21. Can't one just make hard copies of the creatures and then use those copies for summoning?
  22. Maybe this should go to the technical support subforum where all the other bug reports are?
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