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Everything posted by Boeroer
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As I already said: Forbidden Curse last for a very short time if you build accordingly. Around 1.3 secs without Crucible and kind of instantly with it. You can just keep attacking with FF or alternate between it and WotW. Don't know if this is enough to kill the Oozes though. But usually the "new" FF has no trouble gaining wounds. Maybe even Hylea's Talons do work: the DoT will be very, very short and once it ends it gives you a wound. Maybe there are other ways to reliably "afflict" you with something? I besides the stuff that HOW puts on you. Maybe symbiote doesn't give you a wound when it expires because it has no finite duration. Can't one use Efficient Anguish to prevent them from merging? And what Jayd said. FF works with Instruments of Pain indeed.
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Forbidden Fist with very high defenses will get missed a lot. Lots of misses means wounds through Imagined Pain. You could even stack Tumbling + Graceful Retreat and use missing Disengagement Attacks as source of wounds. Maybe...? With additional affliction reduction (Clarity + items) your Forbidden Fist curse will vanish almost immediately, giving you wounds. I don't think wound generation will be a problem.
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I don't think it's a good way to get wounds. I'd still say that Forbidden Fist is the way to go. With very high Res the curse is less than 2 sec (close to no dmg) and the expiration of afflictions will heal you (and trigger Crucible). That's free wounds basically. High RES might be desirable anyway.
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Or you cast a Desintegration plus Puppet Master and don't bother at all while the enemy fights for you and binds other enemies. Or you spend 10 focus for a Whisper of Treason to turn him around, remove the threat entirely for 10 focus and deal with him later. In the meantime he engages and damages your enemies and works like a summon. Due to PL scaling he does that for a really long time, too. Haunting Chain would be fine if it had a small AoE. 1.25 m would be sufficient. Then it would have a synergy with Shared Nightmare and I would be pleased. That would be an ok PL 9 ability. Single target Terrifiy is too bad for PL 9. Driving Echoes is great (if you are not solo). Death of 1000 cuts is nice if you use Antipathetic Field. The passives are great. Haunting Chains is not. If you have to pick your PL 9 ability you gimp yourself with Haunting Chains. Or you chain yourself with Haunting Chains. Except if you play solo cipher. That would be the only case where I would maybe take it. Maybe...
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Swift Flurry and Heartbeat Drumming don't stack additively. They simply get both checked one after the other - which in this case means they both can trigger (!). They can trigger themselves. The best generic single handed melee weapon for forcing crits is a Rapier + modal which always has +25 ACC. There's a unique one that even has "Thrusting" (+4 ACC) on top, giving you +29 ACC. This stacks with Enduring Dance (+12) and leads to lots of crits. Another variant is to use Scordeo's Edge. It has an enchantment that gives you lots of ACC during a fight and also Blade Cascade. Shattered Pillar actually is the weakest Monk subclass atm. You will get no wounds from using active abilities like Stunning Surge or Force of Anguish or Torment's Reach. At the same time the wound limit means you won't get past 5 wounds - which is bad for Iron/Turning Wheel and also means you can't immediately repeat Whispers of the Wind like other Monk subclasses can. I don't know why they didn't lift the wound limit back up after they needed the wound generation so hard.
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It's a PL9 ability that terrifies a single enemy for a big amount of focus. The enemy can't take actions against you then. Way before that you get an ability that does the same: it stops the enemy from fighting against you. But it also makes the enemy attack its allies. It's called Puppet Master. This simple comparison shows why Haunting Chains is really bad for a PL9 ability. It's not unfair hate. It's reasonable criticism. It's bad. So bad. It's so bad that it went good from meh overflow, couldn't stop and went bad again. That's how bad it is. I would even say it's worse than Kalakoths Frozen Fishfingers.
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Hah! 14 done, 52 to go. Maybe I can finish till Monday. Take this, subclasses! :shakesfist:
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Hm. A simpler solution would be to create a copy of Minor Missiles/Fireball/Death Ring which has higher PEN right from the start (like if it was cast by a PL9 Wizard). That would be an advantage over the original spells - but only in terms of PEN. Damage, projectile count etc. would still not scale at all. Maybe a simple and acceptable compromise? Would also make a bit of sense: a damaging spell that gets triggered by a fast, piercing arrow/bullet/bolt might have better penetration. Since PEN seems to be the most pressing issue with the damaging Imbue Spells.
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Holy Macaroni! I didn't realize I will have to draw 66 icons for all the subclasses' special passives. That will take a while...
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You should not shoot at your folks with Blinding Smoke since it's friendly fire (Avenging Storm will also hit them then!). But: it's a cone that spreads out behind the target you crit. So your party members usually are save if the stand between you and the enemy. A Streetfighter with Deltro's Helm (who doesn't use blunderbusses himself) actually might want to get hit by it though: it gives him flanked and a shocking lash. Just watch his health if you fire at him often. Items/buffs: everything that gives you bonuses for ranged combat and shock dmg and PLs and PEN (Ring of the Marksman, Heart of the Storm, Deltro's Cage). Nature's Mark is an excellent spell for a mortar user (lowers deflection and reflex and both get targeted by mortars). If you have a Wizard I would use Miasma a lot to lower Reflex by lowering PER which also stacks with DEX afflictions and so on. Also the synergy between Pull of Eora + Combusting Wounds with a mortar firing/Avenging Storm casting Tekehu is nice. Bringing a Priest with Devotions and a Paladin with Zealous Focus helps, too. But the basic concept is just: having fun with mortars + Avenging Storm. Watershaper's Focus also works nice, but the recovery malus for Blast is too hefty for my taste.