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Boeroer

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  1. Ok, now Priest trinkets. THey will be switchable like grimoires so you are not stuck with one during combat, you can use the trinket slot + Quick Item slots. Here are some ideas that I wrote down. Some of those spells are copies of other classes' spells, but they'd get their own icons and names and sometimes even altered effects. The intention is to make it less "cheap" to "steal" spells from other classes. But we have to widen the spell choice a little bit. Else you could only do 3 or so trinkets since the original spell choices of a Priest are not that numerous. Anyway here is what I came up with. Feel free to comment and post your own ideas: --------------------------------------------------------------------------------------- Name: Dyrwoodan Prayerbook Why: Widen spell portfolio. Promote the use of the prayer spells which most Priests don't pick at level-up. Description: This small book contains simple and catchy prayers and litanies. Variants of those are used in most churches throughout the Dyrwood. Although the different churches all have their own interpretations they mostly have the same effect on the common believer. Contained spells: 1. - (maybe Blessing?) 2. Prayer for the Body 3. Prayer for the Spirit 4. Litany for the Body 5. Litany for the Spirit 6. - 7. - 8. - 9. - Additional effects: • +1 PL with Inspiration spells --------------------------------------------------------------------------------------- Name: Sermon of Punishment and Redemption Why: Eothas-themed (because the whole game is about Eothas). Widen spell portfolio. Promote punishment spells for priestly DD builds Description: Saint Rumbalt was among the first of the Eothasian pilgrims to take up the Emperor's offer of resettlement in the distant territory of Readceras. A dedicated priest of the Shining God, Rumbalt was regarded as a leader in his community, known both for his unwavering dedication to his congregation and his stern vigilance against lapses in doctrine. What survives of his sermons reflects this duality, for he emphasized the redemptive power of the faith even as he warned against the dire punishments awaiting those who rejected Eothas' beneficence. Contained spells: 1. Barbs of Condemnation 2. Pillar of Faith 3. Divine Mark 4. Shining Beacon 5. Searing Seal 6. Pillar of Holy Fire 7. Storm of Holy Fire 8. Symbol of Eothas 9. Light of Eothas Effects: • +1 PL to all Punishment spells --------------------------------------------------------------------------------------- Name: Building on Solid Foundations Why: PoE Nostalgia. This trinket brings back the Priest talents from PoE with which you could buff your Holy Radiance and Interdiction abilities. Implementation can be done differently (e.g. as different trinkets or as passive effects that get unlocked at the fitting PL). Also widens spell portfolio quite a bit (with this implementation). Description: This essay refers to the well known book „Daily Affirmations of Focus and Efficiency“ that is very popular among followers of Abydon. It describes certain excercises and techniques that allow a priest to improve and refine some of their basic abilites. Contained spells/effects: 1. Interdiction 2. Inspiring Radiance (+10 ACC AoE buff) 3. Empowered Interdiction (+10 ACC) 4. Aggrandizing Radiance (+2 to stats) 5. Painful Interdiction (weaken) 6. Brilliant Radiance (burn damage) 7. Intimidating Interdiction (frighten) 8. Reviving Radiance (revive like Revive the Fallen, but AoE) 9. Anathema (disoriented) Effects: • none --------------------------------------------------------------------------------------- Name: Amber Star Why: themed on the Dawnstars - since they play a role in Deadfire. Widen spell portfolio. Lot of non-priest spells now "priestified". Enables to build a party healer as Priest (not Druid). Description: The six-pointed star is carved from amber. Numerous small pieces of violet crystal are entrapped within it. Contained spells/effects: 1. Restore 2. Light of the Dawnstars (The Moon‘s Light, Restoration) 3. Consecrated Ground 4. Aurora (Moonwell, Restoration, Protection) 5. Rays of the Morning Sun (...And Evil turned away from the Sun, Restoration, Protection) 6. Sunlance (Punishment) 7. Storm of Holy Fire 8. Hand of Weal and Woe 9. Light of the Midday Sun (Light of Pure Zeal, Punishment, Restoration) Effects: • Favor of the Dawnstars: +10% healing done --------------------------------------------------------------------------------------- Name: Sentry Figurine Why: Widen spell portfolio. Promote the use of the unloved seal spells, make something for "tank priests". Description: This small figurine of an armor clad sentry is made of soapstone. A miniscule engraving on its back says „The guardian of our faith will let no heathen pass“. Contained spells/effects: 1. Halt 2. Repulsing Seal 3. Warding Seal 4. Wall of Flame (Punishment, Fire) 5. Searing Seal 6. Spiritual Ally 7. Shields for the Faithful 8. Sigil of Ardent Faith (Minoletta‘s Piercing Sigil, Punishment, Condemnation) 9. Incarnate Effects: • +1 Engagement --------------------------------------------------------------------------------------- Name: Feathered Monstrance Why: Widen spell portfolio mostly. If you get this trinket you don't need to pick those spells at level up which makes room for more circumstancial spells or for more passives. Hylea-themed because not much else is in this game. Focus on support. Description: This monstrance is made from colorful feathers and displays a central, opalescent tail feather of an unknown bird. Every time you look at it you feel uplifted. Contained spells/effects: 10. Holy Power 11. Holy Meditation 12. Holy Sh!t Dire Blessing 13. Devotions for the Faithful 14. Champion‘s Boon 15. Salvation of Time 16. Shields for the Faithful 17. Crowns for the Faithful 18. Soaring of Hylea (Light of Eoaths, but Swift for 30 secs instead of +50 health, Inspiration) Effects: • +1 to Inspiration Power Level --------------------------------------------------------------------------------------- Finger of Death Appearance: a skeletal finger Why: Because you want to play a Deathguard, duh? Description: A remnant of Lord Raedric VI, the thayn of Gilded Vale and devoted follower of Berath. During your rule in Caed Nua, a peasant brought you this piece of finger bone and insisted that it's the finger of Raedric who turned into a Deathguard after his death and was finally slewn. Contained spells: 1. Death‘s Cold Grasp (PL1, Kalakoth‘s Sunless Grasp, keywords: Freeze, Punishment, Condemnation) 2. - 3. Necrotic Lance (PL 3, keywords: Acid, Punishment) 4. - 5. Death Ring (PL 5, keywords: Acid, Punishment) 6. - 7. Touch of Death (PL 7, keywords: Punishment) 8. - 9. Cloak of Death (PL9, keywords: Punishment, Condemnation) Effects: • Apparent Deathguard: -5 CON, +3 RES • Champion of Berath: gives the wearer the passive ability "Come Sweet Winds of Death" (aura, 2.5 m radius, no phrase counting, no scaling)  --------------------------------------------------------------------------------------- Name: Cadegund‘s Powder Horn Why: PoE Nostalgia. Brings back the arquebus as a chosen weapon. The scaling makes sure it's best with Magrinites, but other priests can also use it. Also brings back the special ability every priests got with that weapon talent in PoE. Description: Not much is known about Cadegund, a battlefield Priestess of Magran. Her name is engraved on the side of this battle-worn powder horn which she used to reload her trusted arquebus with. Sometimes you hear a faint crackling sound from inside of it. Contained spells: 1. Inspired Flame (Lesser Burst of Summer Flame, less base dmg: 14-22, keywords: Fire, Punishment) 2. Spiritual Weapon Arquebus (burning lash scales up with Aggressive/Clever and down with Passionate/Diplomatic dispositions; model: Arquebus_Superb) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Additional effects: • Magran‘s Drill: -20% reload speed with firearms (note that this will not stack additively with Maia's armor or Sure Handed Ila. So -20% and -20% --> NOT -40%) -------------------------------------------------------------------- Sabhan‘s Rat Skull Why: PoE Nostalgia. Brings daggers as a chosen Skaen weapon. I tried shackles (Ball and Chain ingame model without the Ball) but it is not possible. Skean already got stiletto and club like in PoE, So I had to come up with something else and daggers seems to be a good fit. The scaling makes sure they are best with Skaenites, but other priests can also use them. Also brings back the special ability every priests got with that weapon talent in PoE (in this case Lesser Sneak Attack). Description: This skull of a rat is white and polished and has eyes made from blackstone. You have the impression that it squeaks in your backpack from time to time. Better to put it near you, that poor thing. Contained spells: 1. Insinuation of Rebellion (PL1, Whipers of Treason, Keywords: Condemnation) 2. Spiritual Daggers (dual, corrosive lash scales up with Cruel/Deceptive and down with Aggressive/Benevolent; model: Dagger_CRE_Animat ) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Prey on the Weak (Lesser Sneak Attack: +10% dmg, scales up with Cruel/Deceptive and down with Aggressive/Benevolent - note that this will stack with other additive dmg bonuses, e.g. when multiclassed with Rogue or Fighter and so on). Debateable if a Skaen/Rogue with perfect dispositions would be too good. Maybe remove the scaling? Or maybe it would just be like a Single Class Rogue's Sneak Attack. Also depends on the intensity of scaling of course. ----------------------------------------------------------------------------- Name: The Golden Bulla Why: PoE Nostalgia. Brings Morning Star as a chosen weapon for Eothas. The scaling makes sure it's best with Eothasians or Gaunites, but other priests can also use them. Also brings back the special ability every priests got with that weapon talent in PoE (in this case Hope Eternal - but adopted to Deadfire). Description: A gilded and sealed bulla. There are ornamental suns all over its surface and no visible weatherin marks. No matter how hard you try you can‘t open it. Yet when you touch it, you feel encouraged. Contained spells: 1. Soothing Warmth (PL1, like Lesser Lay on item Hands_Healing_Hands but with PL scaling) 2. Spiritual Morning Star (burning lash, scales up with Benevolent/Honest and down with Cruel/Deceptive; model: Morning_Star_Superb) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Hope Eternal: Resistance against Resolve afflictions (passive) ---------------------------------------------------------------------------- Ivory Key Description: A key made from the tusk of an unknown mammal. The head is carved into the form of a human skull. Once you hold it all those distracting emotions get damped down a bit. Why: PoE Nostalgia. Brings Macer as a chosen weapon for Berath. The scaling makes sure it's best with Berathians, but other priests can also use it Also brings back the special ability every priests got with that weapon talent in PoE (in this case the Pallid Hand). Contains spells: 1. The Pallid Hand (PL1, lesser Concelhaut‘s Corrosive Siphon, 5 base dmg instead of 8, keywords Acid, Punishment, Restoration) 2. Spiritual Mace (corrosive lash, scales up with Stoic/Rational and down with Cruel/Passionate, only main hand; model: Mace_Exceptional) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Undying Gatekeeper: melee hits drain 10% of the damage dealt as health ---------------------------------------------------------------- Name: Dried Ear of Grain (before you ask, an "ear" is not the thing with which you hear - in this case) Why: Due to the other nostalgia weapons. Couldn't let Xoti down. Description: Despite its fragile apprearance, this ear is surprisingly hard and resilient. It emits a soft warmth when you hold it in your hands. Contains spells: 1. Burning the Stubbles (PL1, lesser Torrent of Flame, foe-only!, 15-25 Burn damage, keywords: Fire, Punishment) 2. Spiritual War Scythe (weapon proficiency Pollaxe, burning lash, scales up with Benevolent/Honest and down with Cruel/Deceptive; model: Lord Darryn‘s Voulge) ◦ OR Spiritual Hayfork (weapon proficiency Pike, same otherwise; model: Lance of the Midwood Stag) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Bounteous Harvest: +1 spell use of spell level 1 per kill ---------------------------------------------------------------- Name: Ice Shard Why: Due to the other nostalgia weapons. Couldn't let Vatnir down. Description: An ice shard from the White March which radiates cold. It is said that it was taken from the Russetwood crater. Oddly enough, it doesn‘t melt - even under the hot sun of the Deadfire Archipelago. It‘s really convenient to put it near your food supplies… Contained spells: 1. Glacial Gust (Druid PL1, Winter Wind, keywords: Freeze, Punishment) 2. Spiritual Battle Axe (two handed, freezing lash, scales up with Honest/Rational and down with Benevolent/Diplomatic; model: Beast of Winter "hammer" -which looks like a huge primitive wilder axe, but scaled down to kith size - if possible. Else Amra or Oathbreaker's End model) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Enigmatic Cold: while afflicted, Freeze damage heals for 10% instead of dealing damage ----------------------------------------------------------------- Name: The Executioner‘s Hood Why: Due to the other nostalgia weapons. Couldn't let Woedicans down. Description: This torn and burned hood can‘t be worn anymore. But every time you touch it you feel a surge of righteousness. It helps you to make all those hard but just decisions. Contained spells: 1. Guillotine (PL1 like Blessed Harvest) 2. Spiritual Executioner‘s Sword (Geat Sword, raw lash like Woedica‘s Spiritual Fists, scales same; modal: Great_Sword_CRE_Naga) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Coup de Grace: +20 health on kill ---------------------------------------------------------------------- Name: Glass Eye Why: PoE Nostalgia. Brings Quarterstaff back as a chosen weapon of Wael. The scaling makes sure it's best with Waelites, but other priests can also use it. Also brings back the special ability every priests got with that weapon talent in PoE (in this case Incomprehensible Revelation adapted to Deadfire). Description: This doesn‘t look like the usual glass eye. Actually it looks like a real eye floating in a glass sphere together with some glitter. And you could swear it winks every time you look away. Contained spells: 1. Sparkling Glitter (PL1, Arkemyr‘s Dazzling Lights, keywords: Condemnation) 2. Spiritual Quarterstaff (like Wael‘s Spiritual Rod, model: Quarterstaff_Superb_Fampyr) 3. - 4. - 5. - 6. - 7. - 8. - 9. - Effects: • Incomprehensible Revelation: gain the Smart inspiration for 10 secs every time you confuse an enemy -------------------------------------------------------------------- That's it for now...
  2. You have to find Rynhaedr's fractured soul in the White Void and reforge her soul (not flesh) from some fragments. Rynhaedr is a former champion of Rymrgand and an NPC in the DLC (once her soul is reassambled).
  3. I'm pretty sure I speak for the others as well when I say that nobody thought about Aloth's scepter when redoing keywords. We were more concerned with PL creep than "lore" issues that might pop up. Finishing Blow getting reflected is indeed a tad weird, but on the other hand the alternative would be to remove the Punishment keyword entirely just because of this slightly weird (but not too bad) edge case. But from a lore perspective this keyword fits the ability in general. Those problems you mention are minor (if there are additional ones in the first place) compared to the benefit I think. What I liked about "cross class keywords" is that you could use items that were designed for other classes for your Priest. E.g. you could use Spine of Thicket Green to boost Xoti's Plant spells. But all in all I think the keywords were just a complete mess. I would have liked if devs simply made a copy of the "borrowed" ability but give it proper priest keywords, a new name and a new icon. For example Finishing Blow could have been named "Prey on the Weak", have a slightly altered icon, do the same as Finishing Blow but get the Punishment keyword. I'm trying to do that with the trinkets atm: copying existing druid/chanter/wizard/paladin abilities but rename then and give them another icon - sometimes even altering the values a bit. Just to widen the narrow spell choice a bit. For example I could take The Moon's Light and rename it as "Light of the Dawnstars", give it another icon and description and Restoration+Protection keywords. Makes more sense for me than just giving the priest an unaltered wizard spells with wizard keywords. Then those questions don't even rise up because players assume it's a genuine priest thing and not some cheap copy from another class.
  4. We are doing trinkets for Priests atm and several of them contain PL bonuses for certain keyword. For example a Prayerbook that grants +1 to Inspiration spells and so on.
  5. I actually don't know if Ancient Memory stacks with itself nowadays. But if it does I would only use that single phrase with Exalted Endurance. Winds of Death is weak if you are not solo. If it doesn't then I'd maybe combine the dmg shield phrase with Ancient Memory. Tekehu has foe-only Chillfog which targets fortitude. So I would maybe only use the Long Night's Drink with him. It's a strong phrase anyway - and if it overlaps you are more likely to keep most enemies weakened 100% of times. Or Mith Fyr since it's strong as well. Dragon Thrashed is really bad without a mod.
  6. The phrase will be sung for 6 seconds. If it's a support phrase that means its effects will be up for 6+lingertime seconds. But if it is an offensive phrase it will try to hit enemies within those 6+x seconds. And once it hits it applies an effect to the enemy (e.g. Long Night's Drink applies a weaken affliction) which has a duration of 10 seconds base (I believe). I you use an invocation your chant "pauses". It stops where it was and then it resumes there. @Enoch: Hm sorry, I didn't really understand what you were suggesting.
  7. It depends. If you use offensive chants (I mean those who do attack rolls like Dragon Thrashed or The Long Night's Drink) it doesn't matter much if your phrases overlap without a gap. Because the duration of effects that those phrases produce are not based on linger. Most of those effects last 10 seconds (plus INT bonus). It doesn't matter much it there's some gap in between the phrases as long as the durations you apply to the enemies are long enough (and they usually are with 10 secs base). Once you want "gapless" support with stuff like Ancient Memory or Mith Fyr you might either want 30 INT or pick a Troubadour (in order to have 100% uptime with two parallel supportive effects) or stick to one single phrase. Pallegina may be best with Ancient Memory only and Exalted Endurance as Aura for example. I don't remember: is she a Troubadour or vanilla chanter? Haven't used her for a long long while...
  8. You sing a chant. A chant is composed of one or more phrases (the things you pick on the passive/right side of the ability tree at level up). A chant loops. That means it starts with the first phrase you set in your songbook. Every phrase takes 6 seconds and then it's the next one until the last phrase is sung and the chart starts again. Phrases have a linger time of 3 seconds. That means that the effect of the phrase will keep working for 3 seconds although you stopped singing that phrase. Like an echo basically. Since the linger time is only half as long as the phrase time it's difficult to overlap two phrases so that their effects are always active without any gap. Linger time is influenced by INT. In order to keep two parallel phrase effects active without a gap you would need 6 seconds linger time - or in other words an INT score of 30 (3sec linger base*(1+20*0.05)=6). Chants do get paused: several afflictions like stun, paralyze etc. cause a pause of chanting. Also using an invocation will cause a chanting pause. This pause is not affected by anything (neither stat nor armor etc.). Chanters can compose several chants in their songbook and during encounter switch between those chants. There's a pause when switching chants. A Chanter starts combat with a filled phrase counter. The max phrases you can accumulate is determined by the invocation with the highest cost you have(!). So it can make total sense to pick a very costly invocation even though you don't plan to use it. Example: Skalds pay +1 phrases for non-offensive invocations. If a Skald picks a non-offensive invocation which usually costs 6 phrases to cast - and 7 for the Skald - he will set his max phrase counter to 7. He will then be able to collect up to 7 phrase points during combat and start combat with 7 phrase points(!). Not many players realize this since it's unintuitive and obscure. A Troubadour has the automatic effect that his linger is longer. He can easily have two parallel phrases going without any gap. With investment in INT even more. The downside is that his invocations are more costly (+1 phrases). His modal ability "Brisk Recitation" makes phrase time a lot shorter (3 sec instead of 6) and removes linger time completely. This means no parallel phrase effects whatsoever, but double the phrase point generation. It basically means you can switch the Troubadour from "passive phrase mode" into "active invocation mode" with that modal. A Bellower gets a Power Level bonus for his invocations based on the number of phrases he holds, but his chant radius is halved. A Skald works pretty much like a vanilla Chanter when it comes to chanting - but can get additional phrase points by doing melee crits. A Beckoner's chants/phrases are like vanilla Chanter's (even the skeleton summoning one).
  9. I'm not against it. But the focus atm is on Priest and Druid trinkets since there is need. For other classes I would like to do trinkets that don't necessarily have bonuses but that somehow change some ability mechanics. For example a cipher trinket that lets you cast ally-only spells as self buffs (but you'll lose the ability to cast them on allies). Or a Fighter's healing (Constant Recovery + Unbending) would heal in an AoE but not the Fighter.
  10. There are some spells that work with Instruments of Pain (Monk). I think Burst of Summer Flame is one of them. Since IoP gives you range * 6 it leads to ridiculous spell ranges. Ah no,it was Sunlance, not Burst. Too bad.
  11. Interesting. Or maybe it would get +10 if it did a separate attack roll - but since it's an autohit... However this should be moddable. Another proposal for the community patch I think.
  12. So I'm doing another playthrough atm in order to test some things in the community patch. I rolled some adventurers and had no priest. After two hours I ran into the Wild Mare, dropped a Black Jacket/Skald who was designed to be the party's debuffer (and worked well) and rolled a SC Priest. Because I missed the buffing at the start of the encounter.
  13. I don't plan to use all of the ideas I wrote down. Just to have a nice collection. Maybe do a poll... No problems with dual Carnage. They get rolled one after the other (first Carnage, then Stag Carnage) and everything seems to work fine.
  14. Still at it. Have a bit much work atm. Two parallel work projects, uff... I wrote down 13 so far (mostly Priest). By the way I tested Carnage and Stag Carnage with the Accurate Carnage ability (Barb): It is as you said: Stag Carnage is not affected, only Barb's Carnage.
  15. They scale ok. If you like the combo of summons + DoT then I'd say Ancient is your thing. There is no other class that combines thise two parts that well. Also heals very well which is always good. Debuffing is also decent. Chanters are also good debuffers and support, but they have no impressive DoTs and the healing is more passive than "on point". They are very good at summoning though. A Troubadour can passively summon a skeleton every 3 seconds. Those don't count towards the summon limit (usually you can only have one summoning instance on the field). You can even make an Ancient/Troubadour and give all your summons Mith Fyr and other passive support. Wild Growth works on all beast/primordial summons of the Chanter as well (wurms, oozes, shrooms). But you'll lose the high level stuff (e.g. upgraded Ancient Weapons summon which is really good - especially as Beckoner). If you have a Single Class Chanter and a Single Class Ancient in the party you can cast Wikd Growth (Ancient) on a summoned Dragon (Chanter) which is quite spectacular.
  16. FoD of Bleak Walker has two different attack rolls: one for the damage and one for the sicken (it should be the same for Sunbeam). You can check in the combat log if the sickening roll does get the ACC bonus. If not then it's an oversight. Then they forgot the correct keyword maybe. Don't know why Sunbeam's initial attack roll gets +10 ACC as well though. Only the blinding roll should get it I think. But maybe here the whole spell is keyworded as an affliction or so.
  17. I can't think of any side effects besides Static Thunder and Blood Frenzy. Apparently Carnage procs no other weapon effects than Static Thunder.
  18. It's base damage. So I don't think it's expecially powerful. Great Sword/highest base damage: 21 * 0.66 = 13,86 * 1.3 (20 MIG) = 18 raw. In case of a crit it would be 21.5 raw. At PL 10 with 20 MIG. I don't know... it's okay but it's not that OP I think. The good things about Carnage are currently: procs Spirit Frenzy (stagger), procs Static Thunder (Lord Darryn's Voulge). Sadly it can't proc Blood Frenzy because it can't crit.
  19. Doing a "test" playthrough at the moment and everything seems to be fine and quite well balanced. I just realized that my Furyshaper/Ancient (Stag form) can have two parallel Carnage effects going when shifted - which is cool. Doesn't feel OP since both effects are not overwhelmingly powerful. But they add up nicely. I wonder if Accurate Carnage and Barbaric Smash affect Stag Carnage. I guess not but will give it a try. By the way: why does Carnage not crit? Is there a special reason for that? It can miss, graze and hit but it can't crit. That's a bit weird and I always wondered why the devs did that.
  20. Of course it's better if the general healing is handled by somebody else, but in case of SC Berserker it's still good to have Stalwart Defiance - since it counters the self damage effectively in a "self contained" way and you can still get stacking healing from another source (which does not apply Robust but heals directly without inspiration). You don't need to use it in every encounter - but if you see that your Berserker suffers too much (question mark turns orange or Blooded triggers) you can quickly activate it. It is indeed great that it is an instant cast. Lots of other healing abilities take too long to be cast spontaneously but have to be cast kind of predictively - so Stalwart Defiance is a good "oh crap" button for a Berserker. If you have a single class Barbarian you might also have more Rage due to Blood Surge in the later game. Especially when "abusing" Driving Roar you don't run out of Rage quickly then.
  21. MIG can indeed be important for melee Barbarians due to Carnage. It scales its base dmg by PL and then MIG comes into play. For a Berserker it means more self damage, but it also means more healing via Savage Defiance. If you pick Savage Defiance-->Stalwart Defiance and later wear the Voidward ring then the self damage is not a big deal at all - even if scaled. Berserkers do profit from high CON, that's also right. In certain cases (Berserker/Monk) the self damage actually helps since it generates wounds. You can then use all your Rage for self healing and Frenzy while your attacks get fuled by wounds.
  22. Correct me if I'm wrong but I'm pretty sure it's called Ancestor's Memory. I actually almost never use Paladins and Ciphers only seldomly (and then Beguiler mostly). Thing I always incorporate in a party is a Morning Star. Can't play without one it seems. There is no class that I must bring - but if it comes to the class I miss most in a playthrough it's actually Priest. Everything else I can easily substitute with another class(build) to equal effect.
  23. Rogue? Rogue's pretty terrible with the Ultimate I'd say. I know of three people who started an Ultimate run: @thelee, @Raven Darkholme and jesussaysno. The last two seem to have paused or canceled their attempts. At least they don't stream it anymore.
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