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Boeroer

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Everything posted by Boeroer

  1. Good report. I guess you are the only one who uses that ability.
  2. Yeah - it's really annoying when developing software that displays lots of numbers and then having to localize it. Especially since in some countries they even mix both variants up (looking at you, Liechtenstein & Swizerland!). Good thing is that nowadays usually somebody else did that work for you. Still confusing though. But in no country there are 4 zeroes between separators!
  3. Yes, it's a nice combo. But Swift Flurry doesn't work with Scepters. Instead use Lightning Strikes. Also speeds up focus generation. The scepter modal is nice in theory, but its self dmg doesn't matter much at higher levels (when you want to spam Disintegration etc.). In the early game it's risky but works well. Here are some faster ways to get to 10 wounds and become ascended faster at higher levels (especially when you're past lvl 16 to get Disintegration): Get wounds: +1 wound from Helwalker --> 6 wounds at the start of battle start encounter with Enduring Dance of Death and immediately gain 1 wound and 3 ACC (gain +1 wound and +3 ACC every 3 sec) --> 7 wounds at the start of combat trigger Mortification of the Soul --> 9 wounds after recovery of Motification is over you'll have 10 wounds from the second tick of Enduring Dance (at high levels you will even start with 7 wounds) Become ascended (scepters are poor here because they only do single target dmg): you picked Draining Whip instead of Biting Whip trigger Lightning Strikes use Thunderous Report (Kitchen Stove) or use dual mortars with Stunning Surge (you have +10 INT which means a tremenous AoE) or use Flagellanth's Path with dual mortars or use Watershaper's Focus: one shot + Blast from stealth (no bonuses on MIG and INT) on a crowded group usually means you can start the encounter ascended right away (focus generation from stealth got fixed). If not: alternatively fire one round from it when you have 10 wounds for more AoE and lashes. Disintegration with +10 MIG and +10 INT is very nice - especially if you can also manage to do a crit with Enduring Dance's +12 ACC - it's not the highest dps in the game though. First of all it's single target damage - so it's intrinsically less damage than a big and high dmg AoE ability that hits multiple foes at once. A Berserker just using Driving Roar + Frenzy + Bloodlust + Blood Thirst does notably higher damage per second on a group of enemies. Just because he combines high attack speed + low to zero recovery while doing 80-100+ dmg per hit (and knocking down foes). With Blood Surge he can usually do that all encounter long. And secondly Disintegration doesn't have that much damage per second (dps) in the first place. It has very high overall damage though (for a single target spell). Great on bosses. The best if you can overcome the fortitude defense. Amplified Wave with +10 MIG and +10 INT is really bonkers. Not only because of the damage - but of course also because of it. It's rel. low level (good base dmg * PL scaling * MIG bonus) so it does great damage per hit (poor PEN though - you really need Thunderous Blows but will still have no PEN problems - better have a single class cipher in the party who casts Driving Echoes on you, right? ) and the prone effect helps a ton to control crowds - especially if you can spam it while ascended. However - I consider Witch (Berseker/Ascendant) with Frenzy/Bloodlust and Blood Thirst to do better dps with Amplified Wave in the end. I may be wrong though. Didn't directly compare. Helwalker/Ascendant is def. a great multiclass. (Have a Priest to provide Salvation of Time for your ascended status - because if you don't it's over rel. quickly even with +10 INT).
  4. No. Not without mod. But I know none that skips Maje or if it's even possible.
  5. I would seriously think about a single class Devoted with a Morning Star. With max INT. Why? Because once you get Clear Out (and then upgrade to Clean Sweep) you can do Body Blows in a huge AoE (Clean Sweep's AoE has no indicator but it's huuuge with high INT). Why Body Blows? a) it's a great debuff to Fortitude that lots of party members can profit from, especially in an AoE. b) Clear Out/Clean Sweep itself targets Fortitude. You will generate tons of crits after debuffing Fort by 25 and then keep on using it. While doing AoE melee damage (better than any Barb) in the meantime. If you have party members who can weaken in an AoE (lower Fort even further by 10) and cause frighten (for Willbreaker's Enchantments) then single class Devoted is a great pick. And Body Blows starts to be useful from lvl 1 on because Knockdown/Mule Kick also targets Fortitude. This is a good way of doing CC/interrupts reliably in the early game. It really starts to shine after getting Clear Out and then Clean Sweep though. Another superpowerful (and momentarily broken) variant is to pick Great Swords and then use the Whispers of the Endless Paths. Atm using Clear Out or Clean Sweep with it results in instadeath of all hit enemies (even if it's only a single one) because it creates an endless loop (AoE triggers AoE and repeat). I expect this to be fixed asap - but AoE * AoE will stay being awesome even if the loop gets fixed. Even if fixed (like it was before) it's like a nuke on mobs - for only 2 Discipline. Wearing Gauntlets of Discipline will give you one more use of Clear Out/Clean Sweep which is better than most other gloves can give you. In these two cases (Morning Star and WotEP) it's not clear which is better: Tactical Barrage (more INT means bigger AoE means more foes means more crits + 1 PL) or Disciplined Strikes (25% crit conversion). I tend to pick Tactical Barrage to be honest. I think overall it's better in these "AoE" cases. More PL also means more base dmg. I'd use Cleaving Stance. It works very well with Clear Out/Clean Sweep. Also try Chopping Wood (only if you like to use Empower). 100% crit conversion with an empowered Clean Sweep is great. Really. You can add those other abilities for Empower-improvement. Only use Clear Out/Clean Sweep and Mule Kick as active abilities (maybe Penetrating Strike for really high fort enemies). You don't want many actives to compete for Discipline. Choose passives instead. If you like Empower pick Great Soul (+1 uses) and later use the Mask of the Weyc (another +1) for 6 Empower uses per rest. Together with Chopping Wood... bonkers.
  6. Yes, but that's not Forgotten Sanctum. He sends two imps to FS who function as shopkeeper and inn in the antechamber of FS. How can he do that if he's dead? I'm asking because in at least 50% of cases I will also murder this arrogant douche. But not if the imps won't show up in FS. Also the letter to Fassina made me softer towards him.
  7. You know... sometimes I really think you are Gromnir in disguise.
  8. Sorry - but 50.0000.0000? That's not a proper format for a number. Is it 50 million (going by dots) or 500 million (going by zeroes)?
  9. Yes. It's rel. cheap and you can avoid a hangover with that one ring. Just put it on before resting and remove it after.
  10. Yes. Also heals over time. It will affect the same things as Wall of Draining. And that's pretty much everything you can think of that is beneficial for you and has a duration. All buffs and healing mainly - no matter the source.
  11. They said they'd nerf it because the double scaling was unintended. If they indeed removed the scaling of Monastic applying to the summoned fists you could simply skip Monastic and just summon the fists once you meet immune foes. They have a raw lash which is pretty neat.
  12. Devoted/Berserker is interesting because you'll get a high crit rate and +4 PEN from Devoted's bonus and Berserker's Frenzy while the Devoted's Constant Recovery and Unbending help to manage the Berserker's self damage. You need to find a way to get rid of the confusion though (get Devil of Caroc's Breastplate or Modwyr or eat Captain's Banquet or Luminous Lobster while resting). If it's not Modwyr I would pick Monring Star. Morning Star is great on a Brute because Body Blows + Staggered from Spirit Frenzy means - 35 Fortitude for your enemy. And Mule Kick targets Fortitude. Also you'll get Brute Force at some point which lets you attack the weaker defense (deflection or fortitude). I am playing a Devoted/Skald atm. The best part is Clear Out. It will generate many crits if your INT is high. Many crits = very quick phrase generation for invocations. Also here Morning Star is great. So if you want a Devoted/Berserker with sword(s) (Modwyr) then this fellow could grab a Morning Star. But Troubadour is also great. Devoted/Wizard (no subclass or Blood Mage) would go for Pike. Citzal's does - as all pikes - only pierce damage. BUT Citzal's AoE splash does crush damage. So you are not entirely screwed. if you meet pierce-immune foes. If you struggle against a single target summon Concelhaut's Draining Touch, then a Phantom and let it attack said single target. Another advantage of pikes is that you can lower enemies' deflection by 10 with Clear Out. Also Clear Out + Citzal's is like a nuke because it's AoE hits * AoE hits which generates a ton of damage. Devoted/Sharpshooter with mortars would be my pick. Just because Penetrating Strike + Devoted's Bonus + Sharpshooter's Bonus is nice. They do the same as Citzal's: the initial dmg is pierce only, but the AoE splash does slash damage. A nice alternative would be Devoted/Streetfighter since Powder Burn triggers his awesome "Heating Up" passive. Devoted/Nalpasca would be my pick. Wound generation via damage, drugs and Enduraing Dance of Death is awesome and easy. Instead of melee you could also try to use this one ranged (front line gets kind of crowded already). Stunning Surge and especially Flagellant's Path are great with AoE weapons like Rod (+Blast) or dual mortars (best pick imo). I personally wouldn't go without a Devoted/Priest (I know by now we are at 6 party members ). Subclass doesn't matter that much, but maybe I'd pick Priest of Woedica and do sabre + Monastic Unarmed Training - because that Priest gets pretty awesome summoned claws as spell which sclase with level and Monastic Unarmed Training. Also here you'd have the advantage of two weapon proficiencies.
  13. In all cases of self damage Power Level increasess the base damage and high MIG will increase it further. That's why Berserker's Frenzy is so harmful at high levels. But in the other hand: if it wouldn't scale it would be totally neglectible after the early game - while the advantages would keep scaling up. In case of Forbidden Fist it's a big issue though.
  14. Does he still send the resting/shop imps to FS and writes a somewhat sweet letter to Fassina if he's dead?
  15. Afaik there are no other equipable items than Modwyr, Ring of Mule's Wit and Devil of Caroc Breastplate. But I didn't memorize the items from Forgotten Sanctum yet. You can put Modwyr in the second weapon slot and switch to it when casting Frenzy, then switch back. Bit tedious though...
  16. Iirc a multiclass cipher only gets Disintegration at lvl 16? But if Ywdin is a single class cipher in this case (OP doesn't mention class) then this is also a great way, yes. Ydwin might have trouble getting enough focus quickly enough though - since there are not that many ads.
  17. In marked contrast to your off-the-topic recommendations - which we will get as soon a new thread opens. Also: +8 PEN against a slash immune enemy = zero dmg increase. In general putting +8 PEN on a Devoted is redundant. A Devoted should be able to penetrate because he's a Devoted. You'd better spend +8 PEN on somebody who has trouble penetrating - in most cases a caster.
  18. Power Level base dmg scaling of any offensive weapon ability also works in favor of the raw lash, not only for FoD's.Several abilities have a +10 ACC bonus (Knockdown, Bkindig Strike etc.). So a Watcher's Blade will have a free 20% raw lash, Power Level Scaling and +10 ACC when using a resource point and a free 20% lash with auto-attacks. Besides that I only compared the two because the numbers are equal and FoD is considered a good dmg tool. Nobody stops you from using FoD with Watcher's Blade and get both. Speed bonus of Modwyr with Watcher's: Watcher's in main hand, Modwyr in offhand. Full Attacks will omit Watcher's recovery but have Modwyr's speed bonus. Also inherent speed bonus of 30% and 15% via dual wielding/two weapon style. Plus (and that's the biggest point): OP said he's dual-wielding. I can't see any encounter where dual swords would be 'really underwhelming' compared to a single sword. And besides that: nobody stops you from switching to the single blade temporarily if you must apply stuff with higher ACC or to build up hits or whatever. And switch back for some Full Attacks. For example...
  19. You def. need no Cipher to deal with high PEN in the late game. Just completed my xth PotD playthrough which had no cipher whatsoever and didn't miss one. Also +8 PEN is pretty useless on an immune enemy. A nice combo is also Devoted/Monk with Stiletto/Fists. It's very high PEN with the Stilettos as well as with the fists and you'll have both weapon proficiencies. You'll cover pierce and crush with high PEN. A Devoted/Barbarian or a Devoted/Chanter or a single class Devoted should use a Morning Star. Debuffing fortitude is very helpful on PotD. And with Clear Out etc. you can do that on an AoE. Morning Stars have two damage types and good PEN. Generally I would advise to pick dual dmg weapons (sword, hammer, morning star, pollaxe, great sword, bows, hand mortars, Kapana Taga) or pick Monastic Unarmed Training for backup. Devoted/Wizard with Pike becomes strong once Citzal's is up. As backup you'll have spells (and Essential/Substantial Phantoms who don't suffer the penalty). Devoted/Sharpshooter with dual mortars and Evasive Roll (zip in, fire a Penetrating Strike, zip out) is quite the show. +7 PEN on mortars is... convincing. Driving Flight and the build-in jump from one of the mortars make this a little nuke. Add Heaven's Cacophony for the tough encounter...
  20. - Only the Azure Blade. But for me it's active all the time (had it on Edér recently). Doesn't seem to matter who's around. Even if Edér charged into mobs completely alone it's on. - Yes. I think even the pets. But doesn't matter 'cause see above. I exactly used it with Rust's. I think Azure Blade is an excellent weapon because permanent +15 ACC - come on. That's huge. Whether another weapon like Grave Calling is better in tandem depends on build an enemy.
  21. No, just the duration. Longer duration with (most) DoTs automatically means multiplicative increase of dmg in theory. But often with DoTs "additive" or "multiplicative" make no difference because there are only MIG and INT/duration as influencers. INT increases your dmg by 5% with a DoT while MIG only gives you +3% per attribute point. BUT: higher MIG means more dmg per tick and this helps with overcoming DR (which is usually 1/4th of the enemies DR during calculation of tick damage). If you install a mod like that from MaxQuest that gives you +20% dmg increase for the ticks via Scion of Flame and you have an additional dmg increase from MIG (let's say 30%) then both of those additive dmg bonuses will get multiplied by the longer duration. Thus multiplicative. With Dragon Thrashed (and most other DoTs) the rule of thumb is: stack as much MIG and INT as possible and also try to do as many crits as possible. If you want to max the dmg output that is. Always remember: knocked out chars don't do damage.
  22. Yes. White Worms is one of the strongest effects in the early game. Mostly because you can reuse corpses over an over again and pile them (with kiting and luring) for ridiculous AoE dmg. You should deactivate the gib option in the game menu though (gibbed enemies leave no corpses). Also the phantom is very strong in the early game and works completely decoupled from your stats, talents and gear.
  23. I do not agree. Take for example Watcher's Blade: nobody talks about it, but once it's upgraded it has a 20% raw lash. That's more damage than doing Flames of Devotion (20% burn) with every strike. You can get it very early and it stays good throughout the whole game. Modwyr is very nice (also 20% lash, elemental though but with additional attack speed). Those two can carry you through any playthrough easily. For a second weapon slot pick up Hel Beckoning + Whispers of Yenwood for fighting spirits.
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