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Everything posted by Boeroer
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All styles work with ranged weapons. Two Handed Style works for the two handed ranged weapons, Two Weapon and One Handed Style with the one handed ones. Refreshing Defense is the Upgrade of Vigorous Defense (active ability). The Wall is the modal of the Large Shield Proficiency. Dance of Death --> Enduring Dance is very good. Once you ativate it you will immediately get 1 wound and +3 ACC (after 3 secs you already have 2 wounds and +6 ACC). No problem using moth Mortification of the Soul AND Enduring Dance. Enduring Dance does not count self damage, only damage that gets through attack resolution (attack roll vs. defense and so on).
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Afaik that's not a bug but by design. The goal is to enable you to spot traps by yourself (as player) and disarm them with mechanics. So high PER is helpful, but not mandatory. Nearly all traps are designed in a way that you can see them without highlighting them. Small graphical hints that show that there's a trap. At least there was a video very early in the beta phase with Josh explaining that you are able to disarm traps without spotting them with PER.
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Sounds more and more like Monk to me. Funny: I never read about Cantor in these forums. It seems to be a very unpolular multiclass. But it has two renewable resource pools (out of three), can call summons with both, has self buffs, passive healing, AR debuff, PEN buff, AR buff, hard CC, needs no weapons, could empower an invocation per encounter (Singing Scimitar) - maybe that's helpful in some cases? What it lacks is Resonant Touch and WotW. But is has good passive heals and resistances and whatnot...? Another point: Do you also think that Turn Based mode might be easier than RtwP? Think about dumping DEX and being able to "cheese" a bit more in general due to less playtesting (and thus less patched out OP-ness). For example a Black Jacket is very nice in TB as I read: You can switch to an offensive setup before attacking (like dual fists) and switch right back to full tank mode (Large Shield + Dagger or Hatchet). This is great even without any use of Discipline. You could use Monk/Black Jacket and use Monk's wounds as resource mainly and Discipline in emergencies? Like pulling Vela back with Out of Fire or so... Just an example - the per-rest Discipline might be too harsh. But I guess there are more of those gaps in TB mode now than there are in RtwP mode - where most of those things got patched out (remember Soul Blade + Whispers of the Endless Paths and such).
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If you are a melee wizard, even more a "tank" who want to draw and crontrol a lot of enemies it's the best. Don't waste your time attacking with weapons. Just cast something while enemies just vanish after hitting you and then get substancial DoT while they are away. Once they pop back up they are too stupid to stop hitting you... and it repeats.
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Oops. I forgot that my parents in law will be visiting us over the weekend. So I will most likely not be finished on Monday...
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Maybe it's 30/24 now? Maybe I will test later... By the way: last time I checked Whispers of the Endless Paths and Spirit Lance generated wounds with their AoE dmg. Whispers otEP works well with INT bonuses like from Turning Wheel or Enlightened Clarity because the cone will grow. The cone attacks do not proc Swift Flurry or Heartbeat Drumming though. But WotEP has its own speed boost that stacks with Swift Strikes.
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@Phenomenum and @MaxQuest: maybe this is also a case for the Polishing mod? Since it won't get fixed - but seems to be easy to fix?
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It depends on how many instances of TS you can stack. It jumps and every jump will cause a stack. So make sure you cast it on tight groups so that it can jump often. Also bonus PL increases jumps. The weapon shouldn't influence how high you can stack it. Maybe it was just a coincidence or you thought Red Hand wasn't sped up much because it skips one reload anyway?
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He can use a shield and buff himself up no problem. The starting deflection is low but you can make it work. The biggest problem though is if you get hit by Arcane Dampener and such. Suddenly you are stripped of your whole tankyness. That being said: some high level stuff is very nice for "tanking". For example Cloak of Death. Also Minoletta's Piercing Sigil.
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No you are not. At least that's the impression you get when you read the devs' comments. Read Josh's tweets and you'll get a (fuzzy) impression. It sounds as if exploiting bugs will get you diqualified. But they will not tell you why they disqualify you. So better play it save than wasting lots of hours.
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Icons for Fighter, Barb, Monk, Rogue and Paladin subclasses finished. Cipher and Druid next...