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Everything posted by Boeroer
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Let's say 24 seconds and forget the casting time for a bit: Troubadour: generates 8 phrases --> can cast 2 skeleton invocations that cost 4 each --> 6 skeletons Beckoner: generates 4 phrases --> can cast 1 skeleton invocation that costs 4 --> 6 skeletons So in 24 secs the troubadour summons the same amount of summons - but they are sturdier and bigger. At the same time he can produce a skeleton every 3 seconds whith "Many Lives Pass By" while the Beckoner can only produce eone every 6 seconds: So in 24 seconds the Troubadour summons 12 skeletons while the Beckoner summons 9. 6 of those are whimpy. The advantage of the Beckoner is that all 6 come out at once and do damage right away - and that you can profit from killed summons. Which is easier if they die faster.
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Yes, max MIG and INT. For max AoE DoTs use Spine of Thicket Green (can be stolen early), for weapon DoTs use Battle Axes. Or hey: the Boar form also does wounding DoT. So maybe Spine when casting Dot's and shifting to Boar form when going melee? Kepp in mind: Hylea's Talons and Belt of Magran's Chosen will stay on you when shifted, giving you even more melee lashes than Wildstrike. Those work very well with rogue's dmg bonuses. Use Persistant Distraction and/or other PER afflictions or spells with two afflictions (Venombloom for example) to immediately unlock Deathblows later on.
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They omit the fact that the Beckoner pays more phrases for an invocation AND can't generate phrases as quickly as a Troubadour. That means he usually can't keep summons on the field all the time. He will be busy only summoning if he wants to do that. Nothing else. It also means that the Troubadour can summon more creatures in a given time. Because he can generate twice as fast (so twiche the summoning frequency) while his "Many Lives Pass By" will produce a skeleton passively ever 3 seconds!
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It seems that the godlikes are more based on aspects of the gods, not that there's necessarily "the" standard godlike for every god. That could mean that there's not only Endings Godlikes touched by Rymrgand, but also Frost Godlikes or so. Basically we could see Rathun's as a different form of Magranite Godlikes, couldn't we?
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Jeez - why not? Speeds things up so profundly.
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Watch out when testing: since the scaling is messed up (still) it may be that one summon you call is scaled differently (and thus has different health) than a second one. You will have to check if the compared summons are of the same level.
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Seems more danish to me than vailian. The original name is "Börör", but umlauts could annoy english forum software back in the days, so I circumvented them.
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They have half. They are whimpy. michel.montenegro is right: they die more quickly but deal more damage. They also have more CC potential since there are mory bodies on the field. For example skeletons have engagement which stops all rushers. Double Skeletons = twice the engagement slots. There are also some tricks where you profit from killed summons since they count as allies and you get on-kill effects if you kill them yourself. Look at Paladin's abilites or the Grave Calling sabre.
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The best Herald (in my opinion) comes with Goldpact Knight/Troubadour. You'll have tremendous staying power while being able to keep up two active phrases OR speed up your invocation frequency by 100%. If you go for Shared Flames and Exalted Endurance (Paladin part) + Ancient Memory only (Troubadour part) and dish out invocations like there is no tomorrow you will have a less boring and very powerful Herald who heals the party passively and gives them armor, gives them a lash for offense, doesn't die and actively casts invocations a lot (which includes summons).
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Yes, I didn't mean the concept of Blood Mage isn't cool (it is) - I just wanted to say that it maybe isn't such an OP thing for some people (like me). @Luvsucklonewolf: Honestly I do not see a lot of special synergy between Ancient and Arcane Archer. You could do the same with any rogue or ranger + Druid. If Arcane Archer only could get Caedebald's Blackbow... But I don't see where it would be a gimped combo - so why not? In my opinion an Ancient is best when single classed. Because the beast and plant spells (Insects, Venombloom etc.) scale well with Power Level. Used a Nature Godlike Ancient with Spine of Thicket Green and a Stone of Power (+6 PL to beast and plant spells) and it's pretty awesome even without summons. I can see some synergy with Chanter because Wild Growth can be applied to drakes and spore summons while Mith Fyr can boost the dmg of all summons. Or with Kind Wayfarer: use Inspiring Beacon + Lay on Hands and give them healing and lashes via Shared Flames.
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Heyho my busy QA-crowd, we had this problem already a while back - then it got fixed. This time it's back - with a vengeance! All weapon with AoE capabilities (Whispers otEP, Citzal's Spirit Lance, Hand Mortar etc.) suddenly don't apply the effects of certain abilites (Crippling Strike: hobbled, Blinding Strike: blind, Stunning Surge: stun and so on) in an area anymore. Since this was not mentioned in the patch notes (at least I didn't see it) I thought I should bring this to your attention. Also because in this thread where we talk about the problem it was reported that: Certain effects like dmg bonuses from Finishing Blow and lash from Flames of Devotion etc. still work with the AoE attack rolls. Can you give us an info or two whether this is intended or not? Thanks a bunch!
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Well you can still do awesome stuff with Flagellant's Path + Citzal's and so on. And of course for Shattered Pillar it is still the go-to weapon. But Stunning Surge will not AoE stun anymore and it seems (did not excessively test this though) that the refund doesn't happen on AoE crits. Maybe it's a bug. Maybe not. I guess I will post a bug report and see what happens. Since it wasn't in the patch notes... Stuff like FoD lash and DMG bonus of Finishing Blow etc. still work in an AoE by the way. It seems only to affect afflictons mostly (and stuff like DoT from Toxic Strike and other strikes like Arterial etc.). Deep Wounds still works as long as the AoE does pierce/slash/crush.
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** My team (What I plan):[Me] GodLike Moon - Herald (Beckoner) Might 18, Intelect 19, other 10 Note: Basically the "Healing Wall" build I saw here on the site, I LIKE a lot of invocations (I like to see volume). Note2: But I'm afraid to do something stupid, because they keep complaining about Backoner and at the same time praising ... My other favorite RPG classes: Druid, Ranger, Priest, (Wizard or Rogue) Note: I have not added Monk since I usually use it as main, never secondary (Helper). And I'm not much of a fan of Barbaro. I wanted them to release 6 slots: / So far I do not know which RPG character I could compare with Cipher, nor do I have any idea of the character's proposal. Was it a "Mesmer"? What is "Wild Growth"? It still exists, how does it work? Is the effect good? What is ACC and Rel? How could this help my team? True, casters (Wizard / Druid / Priest) in the beginning are sad, basically no option. "With a Chanter you need to pick at least one invocation that has the highest possible phrase cost. Your phrase counter will stop at the amount of the most costly invocation you have. If you only pick cheap ones your counter will not go above them which is bad. It can be very beneficial to have a phrase counter of 6 and then dish out two invocations in a row that only cost 3." - Backoner would be good in this case? *Because God is a Morning Star who's dual wielding Hand Mortars. - Did not I understand. Chanter subclasses don't matter when it comes to my above hint. It's the case for all of them. Troubadour is widely considered more powerful than a Beckoner and can also dish out summons very quickly. Beckoner summons twice the amount of summons but they are smaller and have less health. They also cost more. You decide what's best for you. I would say generally for beginners the Troubadour is better since it's less niche/more versatile. That part about the Morning Star was just a little inside-joke.
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To be more precise: reloading weapons have zero recovery time but instead have reloading time. This is important because you can't skip recovery time (cancel recovery,do something else, resume) but you can do that with reload. That means that reloading weapons lead to increased reactivity which can be crucial to casters. Or when you switch weapons. They usually are also slower to reload than recovery is. So you trade reactivity for weapon attack speed. Usually all attack speed and recovery time bonuses also apply to reload (Frenzy, Streetfighter's Heating Up etc.). But there are a few (Gunner for example) that only affect reload and not recovery. There are some tricks where you can skip reload: mostly it's Full Attacks that work with reloading weapons but have their own recovery. That recovery will overwrite the reload and you can fire again and again without reloading (but with recovery). Example: Heart of Fury, Flagellant's Path, Whirling Strikes (works with guns etc. if you have a melee weapon on offhand), Whispers of the Wind... That also means you can do "shot which would reload" --> "ability which uses its own recovery" (1-n times) --> "shot which would reload" an only then you would have to reload. Example: Stunning Surge into Flagellant's Path into Stunning Surge would give you three attacks without any reload in between. Who would want to use fists? Seriously? Since they scale with Power Level instead of class level a lot of people should use them. Free mythic weapons with fast attack speed but the base damage of heavy one handers - why not? Also every Devoted who picks a non-crush weapon should use them as backup since the proficiency is for free.
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Don't fall for the "Herald is god" blah.* I mean unless you like to have boring, passive party members. Your initial idea about going with Wizard/Priest and Druid was totally fine. A herald can be very useful, but in my opinion it's boring to use too many of them. What a herald can do for your party and all summons is quite nice though: they can combine Shared Flames (Upgrade of Flames of Devotion) and combine it with the chant "Mith Fyr" and the Zealous Focus aura. Both will stack and give all party members +30% (afaik) burning lash for their weapon attacks. Then he could switch to "survival mode" and deliver bonus armor and healing with Ancient Memory and Exalted Endurance. Both can be done parallel with two Heralds, true - but as I said that's also quite boring since it's very passive. Paladins can't buff as good as Priests, Paladins can't heal as good as Druids (except single allies) nor can they deal that amount of damage nor can they do CC as well nor can they summon anything. So the statement "Paladins can do everything better" is utter nonsense. It's misleading and totally subjective. They can do SOME things better than others. But what a crappy class it would be if that wasn't the case, right? The most powerful summon overall is upgraded Ancient Weapons, not the Dragon. But the dragon is more impressive. Also the dragon (and drakes and spore) can be affected by Wild Growth (Ancient Druid ability) which is fun to use. It makes your beast/primordial summons bigger, gives them more armor and heals them. Priests can be very helpful since the can provide a ACC of +15 for the whole party rel. early and also can prolong all positive effects (how short they may be) with Salvation if Time. This can be very powerful. All casters (Wizard/Druid/Priest) start a bit weaker because they simply lack spell uses in the lower levels. But that gets better with each level. Wizard's and Priest's summoned weapons are not like the Chanter's. They will summon them into their hands and fight with them. With a Chanter you need to pick at least one invocation that has the highest possible phrase cost. Your phrase counter will stop at the amount of the most costly invocation you have. If you only pick cheap ones your counter will not go above them which is bad. It can be very beneficial to have a phrase counter of 6 and then dish out two invocations in a row that only cost 3. *Because God is a Morning Star who's dual wielding Hand Mortars.
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