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Everything posted by Boeroer
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Can also show a SC ranger with Whirling Strikes moping the floor with some dummies. SC Fighter: Clean Sweep has an enormous AoE. But unfortunately there's no indicator. But its huge (for a melee attack). Can also post a gif about that. "A gif is worth a thousand words". Besides Devine Retribution I find Paladins to be the only class which hasn't a real killer ability at higher levels. Sacred Immolation + upgrades is just meh. If only Light of pure Zeal wasn't Vessel/Spirit only...
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A lot of builds are from enthusiastic players of the first hour (right out of beta or release) who then left and won't come back just for uppdating their builds I guess. Maybe we should just throw out some stuff. Oh, I missed the Thaumaturge I think. Will have to add that.
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Annd by the way my single class dude Serafen (who's nowhere near optimized for this): Note the beauty of Blood Thirst + Driving Roar combined with Blood Surge (kills set recovery to 0 and give me a 25% chance to get +1). Look at my rage pool... He's my no-two damage dealer in that party (only second to the Whispers-of-the-Wind Mortar Monk).
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I didn't say that. I said they tend to be stronger at higher levels. I mean just because most of the highest PL abilites are very strong. Look at Gamit/Vanishing Strikes/Resonant Touch/Whispers of the Wind/Whirling Strikes/HoF/Driving Roar/Meteor Shower/Maelstrom/Clean Sweep an whatnot. And they have +2 PL in general which means +10% more base damage, longer base durations, higher base ACC with abilites. On the other hand the multiclasses have more resources, start stronger and can have great synergies. It's not balanced in every case, but all in all I'd say the balance between single class and multiclass is there. I personally find most single classes more useful in a party than multiclasses in general. There are exceptions of course. But for example it's better in my opinion to bring a Berseker with Grave Calling and a Beckoner than to bring a Berseker/Beckoner. Same functionality but more power levels and way better high level stuff - adn they can act in parallel. You lose a party slot though. By the way single class Rogues and his high level problems (3 attacks: all dead): I guess most people don't realize how good certain abilites are because they never play single classes till the end. Gambit and esp. Vanishing Strike are very strong (the invisibility doesn't break - no matter what you do).
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It's spell levels, not spells. That should mean it can reflect a lot of Thrust of Tattered Veils (spell level 1) but only two Killing Bolts (spell level 7). I never use those though because they only reflect targeted spells - those are spells that you have to target directly on an enemy. AoE spells won't get affected.
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Huh? Why less hp? Afaik the starting health of each multiclass gets added and devided by 2 = multiclass health? If you mix a Barb (higher health) with a Wizard (lower health) you'll have lower health overall than a single class barb - or not? And yes, the single class is a but weaker at the start of the game because of the frontloaded multiclass - but I donÄt see that as a problem since the single class usually is stronger at the higher levels. Multiclass: start strong, flat progression, single class: start weaker, steeper progression. So overall I don't see a fundamental balancing problem. The only thing is that players who dabble into builds and have restarteritis could get the impression that multclass is generally better. Which is not the case if you look at a complete playthrough.
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In my description of the Beckoner in Pt-Br, it says that the invocations have 50% of the original life and are smaller (visually). Just say that, nothing to last less, this is the invention of the people. Note: The cost of Beckoner invocations is -1 (I think in this case they are cheaper), if the default is 4 the Beckoner would be 3. What game version do you have? Because Beckoner Summons are actually one point more expensive (4 instead of 3 in case of skeletons) and the description of the Beckoner passive clearly states that the summons are smaller, have less health and less duration (actual game version 4.1): So it's def. not "the invention of the people".
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Figurines have charges. If you use them too often they are empty and you can throw them into the trashbin.
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If you know that they get the equal amount of points, why do you complain? Even at the start of the game (the first few levels on the beach + wilderness) the single class gets acces to PL 2 at lvl 3 while the multiclass has to wait for lvl 4. THis is all fairly well balanced. Multiclass chars start a bit better usually because they are front-loaded with lvl-0-passives but the single class catches up pretty soon and then is ahead when it comes to higher lvl abilities and PL scaling but lacks resources. I can't see where this is a problem. Most likely because it isn't. And then we even haven't talked about the higher levels where single classes get access to PL 8 and 9 which are generally better than ,ost stuff multiclasses can unlock at those levels.
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It doesn't do a Full Attack on everybody in the path, but at the target. With mortars that means some crush damage on the path (plus additional effects when upgraded) and an AoE Full Attack once you reach your destination *boom*. The good thing is that Flagellant's Patch has its own recovery and overrides reload. That means you can do Stunning Surge + Flagellant's Path with zero recovery/reload in between. Two Full Attacks with zero pause in between is great. And also after Flagellanth's Path was done you have a short recovery and no lenghty reload. You an spam it pretty much until your Mortification is gone. You can build up tremendous amounts of Resonant Touches with that in short time - and since it doesn't use wounds you can always use it as backup for Whispers should you be short on wounds. As mortar Monk you have to use it in my opinion. It's a must-have.
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Beckoner summons had the same duration as Troubadour summons when I checked 5 min ago. Did they change that? Because the description of the Beckoner passive still says shorter duration. But in my case they were all the same - just smaller and less durable.
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Many thanks ^^ can’t wait to try it out. I think (at least from paper) , this suit my play style very well hehe . :D I just tried it out with an Ancient + Streetfighter and it's pretty great. Drop sporelings as distraction, cast Insect Swarm, Plague and Infestation on the crowd (all foe only), cast a Moonwell and then run into their midst, get flanked and finish off the last ones standing with with Sneak+Deathblows + Boar's raw DoT + Deep Wounds + Greater Wildstrike Corrode. Ring the Bell left and Right - but only attack every enemy once - they will die soon enough from the massive DoTs and you want to keep the flanked status. Cripling Strikes doing 160+ direct dmg + DoTs (Deep Wounds and Boar wounding). Didn't even use Hylea's Talons. I guess Trickster would also work well - more defensive, less dmg.
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Erm... Obsdian specifially asked for feedback and suggestions on the new Beta Turn Based Mode. So if somebody plays the turn based mode and has some ideas how to improve it: how is she/he a "minmax anal fool"? And how exactly does one minmax anal? So... didn't you take your happy troll pills for breakfast or what's the matter?
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Since the purpose of godlikes is to store essence for the gods as "backup battery" - and since the gods can most likely also draw the essence from Rathûn and Eyeless(?): maybe... Though I guess technically godlikes (born kith) and constructs (made vessels) are quite different. I don't know if Rathûn are made or born... But they seem to have a free will.
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I tested this and it's not that great compared to a Troubadour with the same items. Just because the Troubadour lets out invocations nearly twice as often. More jumps on Eld Nary's Curse are great, but it's also great if you can dish it out nearly twice as often while not losing chant AoE size. Also the Bellower PL gain is borked somehow. My Eld Nary's Curses don't jump more often with a Bellower's PL boost than they do with a Troubadour. Also offensive chants that hit enemies and apply effects (Soft Winds, Dragon Thrashed, Weakening Chant) don't care for missing linger time. They still have 10 secs base duration on the enemy.