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Boeroer

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Everything posted by Boeroer

  1. 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.
  2. They never did with the AoE of weapons like Citzal's (-10 deflection). They still do with AoE abilites like HoF or Clear Out. Those are not weapon-inherent AoE "splashes" but real primary attacks done to all enemies in range.
  3. 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.
  4. 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.
  5. 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.
  6. 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!
  7. 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?
  8. Hey if you like to combine single target damage with DoT and AoE DoTs then maybe do a Rogue/Ancient? Pick Battle Axes, Arterial Strike, Gouging Strike and Ring the Bell for single target raw DoTs you can stack and Insect Swarm, Plague of Insects and Venombloom for AoE DoTs. Those will all stack.
  9. 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.
  10. 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.
  11. But they introduced this one instead: https://forums.obsidian.net/topic/108136-bug-41-aoe-weapons-no-longer-apply-afflictions-in-an-area/ If it's a bug in the first place...
  12. 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.
  13. 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).
  14. 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.
  15. 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!
  16. See the post above my latest one. They are loking into it and it wasn't ready for this patch.
  17. Put stuff about turn based mode here: https://forums.obsidian.net/forum/136-beta-feedback-for-turn-based-mode/
  18. There is a special subforum for turn based feedback: https://forums.obsidian.net/forum/136-beta-feedback-for-turn-based-mode/
  19. 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.
  20. ** 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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