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Everything posted by Boeroer
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First it basically is like a Withdraw or Beetle Shell. Only that you'll be out of the game shorter (6 base) and afterwards you will be invisible (10 base). Both durations scale with INT. Smart rogues will be knocked out longer than dumb ones. Or in other words: it's like getting knocked out, then revived and then becoming invisible.
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Nope. Lance and WotEP (and also rod+blast) do the initial attack first and then the AoE follows a fraction of a second later (sometimes I manage to pause in between). By then the stealth is already gone. It's different with AoE spells like Fireball where all targets get hit at the same time (basically). With such a spell Assassinate works for all hit rolls.
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If you take a Tactician/Assassin and do fights solo you can trigger Brilliant via Brillant Tactician nearly every time you go invisible. You don't need Devoted so bad since you already get +4 PEN from Assassinate. The additinal crit damage is nice but not stellar anyway. Yes, but that's only one half. The other one is piling up lashes (from weapon, Hylea's Talons, Belt of Magran's Chosen etc.). Bleeding Cuts is also nice - but the DoT can take some time to kill an enemy and that might be the time he needs to strike you down before the Slippers kick in or you can cast Smoke Veil etc. Fortunately stealth provides you with a 80% recovery bonus that almost nullifies the high recovery from Bleeding Cuts. It's still noticable though. An Assassin should always try to strike and then go invisible (via kill-->slippers or Shadowing Beyond or Smoke Veil) in order to end the encounter so that his resources refill. Then it can be very powerful and fun (if you like the sneaky "Thief™" playstyle). As Tactician/Assassin you can skip the "end combat" thing often enough though and still get Guile back. The best assassination weapon is Dragon's Dowry because of the combo of high base dmg + highest lashes. And also because guns don't have recovery. You can shoot twice (stealth reload bonus of 80%, shoot again) and then vanish. It's a bit frustrating that the best weapons for Assassins are the biggest guns - used a point blank - in general. Spearcaster with the lash enchantment is also good. If it has to be a melee weapon then Chromoprismatic Quarterstaff is also decent because of its lashes and because it has the additional advantage that you don't need to go into engagement once unstealthed (reach weapon). Oathbreaker's End does good dmg with Bleeding Cuts. Effort with Maiming isn't too bad either (raw dmg doesn't stack like Bleedig Cuts though). Engoliero do Espirs: also nice. Less base dmg but if you manage to kill with the opening backstab you'll send out Ghost Blades with all the dmg bonuses of the weapon. Basically just use a two hander with lashes on it (I'll count Bleeding Cuts as a lash since its also a multiplicative dmg boost like elemental lashes are). A suprisingly good assasination weapon is Whispers of the Endless Paths with the Run-Through enchantment. It has very high base damage. But of course you can't combine that with Power Strike because it's its own ability (but you can use it with Takedown Combo if you play an Assassin/Ranger). After a lot of testing with an Assassin some time ago I think I came to the conclusion that the best melee backstab weapon is Concelhaut's Draining Touch (of course only usable by a Spellblade) followed by Chromoprismatic Staff and then Oathbreaker's End (+ Bleeding Cuts) - iirc. If you find it stupid that Backstab favors heavy weapons you can check out the Community Patch in my signature: it changes Backstab from a additive dmg bonus to a flat raw dmg bonus (same numbers for all weapons) which scales with Rogue's Power Level and will generally be a tad higher than a vanilla Backstab with a two handed melee weapon after some PLs (but less than with Dragon's Dowry).
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It was an arena-like DLC because that's what player feedback wished for. You can hardly blame Obsidian for giving players what they wanted. If a combat-focused DLC isn't your cup of tea that's one thing, but that does not mean it wasn't a good move. Also it seems that SSS could reuse a lot of assets of the original game. There are few new enemy models. Then the simple story arc means that the writing might have been less expensive. All in all it seems to be a DLC that didn't cost as much to make as BoW or FS. And if it sold not considerably worse than the other two one could consider the release of SSS a smart move even. I personally enjoyed it. I could agree however that a combat-heavy DLC would make more sense if it started right with the beginning of the game (where you could start with easy fights and slowly climb the ranks) and you could use the nice loot you get from winning arena fights much earlier.
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First things first: drop some summons crom figurines in the path of the dragon to buy some casting time. Next cast Prayer against fear (Durance). The Dragon terrifies with an aura and no defense (unless super maxed out Will) can prevent you from getting grazed at some point. Terrify will lower your accuracy a ton (-20) which is especially bad against bosses with high defenses. Buff ACC with Durance. Devotions + Inspiring Radiance asap. Then: Adra Dragon is not immune to mind control. I find the Adragans (are there any on normal diff.?) more annoying than the dragon itself. If you charm her she will not only destroy them for you but also Charm is a hefty debuff. In order to charm you can cast Tactical Meld onto Edér while he's attacking the Dragon and then use Whisper of Treason or Munacra Arret (if you don't have enough focus). This should give you +50 ACC (Devotions or Borrowerd Instinct + Tactical Meld + Radiance) for Grieving Mother's Whisper of Treason (which itself has a +10 ACC if I'm not mistaken). If you use Tactical Meld on Edér you can also prone the dragon rel. reliably. Same with Zahua with Force of Anguish - althoug it might be better to use his dichotomous summons to distract the dragon. One thing that works very well in that fight is the Long Pain. It has tremendous ACC values which helps a lot against targets you want to hit hard and reliably but don't want to get too close. All active monk abilites (including Force of Aguish) can be used with the Long Pain. Maneha can be used to care for the Xaurip ads etc.. Against dragons Barbarians aren't particularly helpful but hey can clear trash really quickly. Oce you can reliably charm and later prone the dragon when you need to it's a cakewalk. Marking weapons on Edér (Shame or Glory or Cladhaliath or Blade of the Endless Paths or Spectacular Spetum) will give Grieving Mother another +10 ACC for her charms. I think you lack a bit of CC optios for all the ads though. A Wizard or Druid would be nice to have. Grieving Mother can do the same with Amplified Wave or Ringleader and such (very good powers) - but not if she's constantly trying to charm the dragon and will struggle with focus gain anyway. In my optinion the Alpine Dragon is harder than the Adra Dragon. But since the place is more crowded you can often manage to place enemies between you and him. The problem with lpine Dragon is that he has Sneak Attack + Deathblows. So you don't want to get hit by two afflictions and then tank him... Also here charm + prone work very well. The only dragon who can't be charmed is one oth the two bog dragons (can't remember which one). Which isn't a problem because there's another one and as long as they fight each other you can smile and clap. If you haven't already done it I would start with the Sky Dragon since that's the easiest one of the bunch.
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Cool. I also voted for trinkets because I guess(?) it's very easy to just copy the grimoire stuff and alter it than coming up with something completely new. I also have to say I like to think we would somehow "finish" the work of the devs who wanted to introduce trinkets for every class but couldn't. I think you could do so much nice stuff with them without messing with the game mechanics of (sub-)classes directly.
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So in order to not make it identical I opted for less broad spell choice but other features instead (like completely new spells or spells from other classes or specific PL bonuses) instead - in order to give the trinkets more flavour and story than simply being trinket a, b and c - like most grimoires are. Reason is that the underlying mechanic of grimoires (broadening spell choice) is exactly what Priest as a class needs (and Druids, too - but to a lesser exend). That was my whole motivation for trinkets: to stop the level-up-railroad of Priests.
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Wow - every time? You must have done something wrong then. Do you think that 3 points of PER will significantly increase your companions' chance to hit?
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@Phenomenum: I'd say it leeds to Power (Level) creep (e.g. Illusionist/Ascendant getting bonus PL for all spells from Illusionist subclass, bonus PL from Ascension, bonuses from passives AND longer duration from Lingering Echoes etc.). Which will lead to broken combos with certain multiclass characters. And last but not least it gives every ability a reeeeeeally long list of keywords. I actually like the current CP solution: it's more systemic and makes more sense but it doesn't lead to completely broken edge cases. What I wanted to do with trinkets was giving Priests and Druids more spell choices without having to use ability points. So basically I wanted to mimic grimoires which do exactly that. Also because trinkets were originally planned to be given to all classes but were cut because of "no time and money left". So trinkets (for priest, druid, later also fighter, rogue etc.) would kind of be a "spiritual" continuation of the original development progress. Just to make them a bit distinct I wanted to give Priests less spell choice (since Wizards with their "scientific" apporach and books full of spells should have the biggest portfolio) and compensate that with other bonuses. Everythig else was just for flavour etc.
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Other synergies: Debonaire/Cipher can charm + 100% crit-disintegrate. Also quite nice. No enfeebling but a nearly guarateed crit on disintegrate is great, too. Helwalker/Cipher changes enfeeblement for higher MIG. It's usually more fiddly and less overall dmg with DoTs but the higher MIG is also useful for a bunch of other powers and weapon dmg (= more focus) so this might be preferrable to some. Forbidden Fist/Assassin or Debonaire with Toxic Strike and also Deep Wounds and Ring the Bell (maybe even adding Bleeding Cuts) is also a great way to combine high dmg DoTs with prolonging mechanisms (enfeeble + high INT + crits). Since Toxic Strike can climb to enormous tick rates the longer it lasts this can be very good on bosses if you manage to lower their RES first (like with a Miasma + RES affclition for example).
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Only if you look at "Into the Fray" as a dmg tool. But the main part of the ability seems to be the CC/pull effect (especially in TB mode I reckon) which will remain untouched. The change he suggested would simply shift the focus away from damage and towards that aspect of the ability. Since the ability would do less dmg but keep its pulling effect it needs to be cheaper then. Thus his "problem-creating+solving" is necessary. I have not tried to contact @MaxQuest besides tagging him like so. PS: Hey!
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DoTs can be boosted additively with MIG (and some other obscure things) and multiplicatively with duration. That combo can be pretty strong. Duration can be prolonged via Power Level (base duration!), lowering enemies' RES (affects hostile effects on target), own INT, crits (+50%) and Enfeebled on the enemy (+50%). Maybe even Lingering Echoes (Cipher passive), didn't test it with certain DoTs. Maybe only works with proper afflictions. So for example if a max MIG Forbidden Fist/Cipher at PL 7 with Turning Wheel (+10 INT) casts Psychovampiric Shield (-10 RES) and Secret Horrors (-5 RES) and then enfeebles via Forbidden Fist ability and will then crit with Disintegrate he will do tremendous damage per focus point spent because the Disintegrate (any DoT really) will last a really, really, really long time. Also good that FF-Monks can stun as well. Together with the enfeeblement you'll lower enemies fortitude by -20 from that alone. Add a Morning Star as usual for another -25 and a crit for Disintegrate is nothing that's out of reach. That's the strongest synergy I know around DoTs. One of the strongest single target combos I know. Just not that Forbidden FIst doesn't generate focus in the unmodded game because Forbidden Fist lacks the "weapon" tag (and thus also doesn't work properly with Swift Flurry, Heartbeat Drumming and Enervating Blows). THis was fixed in the community patch (again - see my signature) which also contains unique icons for every passive ability. It is easy to install and is no powergaming mod - just balance adjustments and some bugfixes. Oh, that and the fact that charmed enemies will not flip back if you hit them with a DoT-only (I mean if there's no additional physical hit roll involved like with Rogue's strikes or Necrotic Lance). Cipher's Disintegrate and lall other which are pure DoTs and can be targeted on allies will work: you can charm an enemy and still cast Disintegrate on them whithout them even noticing. Bye bye! Here it's also no problem that DoTs take a while to kill because the guy's fighting for you anyways. You'll get a thrall which will dispose itself once its usefulness expired.