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Everything posted by Boeroer
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Yes - didn't mean that the game gets overnerfed as a whole. I think overall every balance pass did improve the game. I was indeed speaking about isolated nerfs of certain abilities. As Josh stated himself (some time ago) he'd rather do one big nerf and then rebuff if necessary instead of incrementally nerfing an ability. Thinking about it some more: Josh's approach may be better because it only hurts once.
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Does not work with AoE weapons except with rod+Blast and mortars. No Wahaī Pōraga and no Whispers of the Endless Paths. Citzal's works but obviously you can't get it without cheating for a single class Monk. Special procs like from Oathbreakers End or Watershaper's Focus does work though. It's very easy to group enemies: use Sparkcrackers or Arkemyr's Dazzling Lights from stealth or use Pull of Eora. I'm playing it for a whole Playthrough ATM to verify its viability through the whole game and it's great. For solo you'd need to "despecialize" of course. This is not a solo build.
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Crits are very good with DoT attacks. Since you get a 100% crit conversion against charmed targets Debonaire/Cipher sounds like the perfect combo. Charm,then place a crit-disintegrate. Or have a Debonaire/Priest with Shining Beacon and a Chanter or Cipher who group-charms and then put a Shining Beacon on them.
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Can you elaborate? Example: Whitleaf's drug crash reduces all defenses (except deflection) by 8 with 1 in alchemy and this penalty will decrease with every point you have in alchemy (I think it will be -2 instead of -8 at 20 alchemy). A nalpazka monk can even have a positive effect for drug crash (+1-2 bonus instead of penalty). It's funny. The "problem" with Nalpasca though is that he has other, more severe disadvantages form a drug crash - so it's not really abusable.
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If it removes all health is doesn't matter if it's a graze or a crit, having underpenetrated or overpenetrated, does it? As the description of Disintegrate says "Targets that have their Health reduced to zero disintegrate into nonexistence." If your health wasn't reduced to 0 you found a bug. Check that you don't use the Grog pet by the way.
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It is intended. I got direct confirmation from the designer. As I said: he also stated that Imbue should scale like regular spells. Bloodmage is good, Tactician is good, Furyshaper is good, Priest of Woedica is good, Steel Garrotte is good, Ancient is good. Others are ok but niche. The ones that need some work are Arcane Archer (fix PEN), Forbidden Fist (balance the ability), Psion (alter the focus-interrupt on getting hit), Bellower (improve the bonus). So I don't think that "Most of the new subclasses aren't good" is warranted. It's hyperbole. As stated several times before: they are not supposed to be better than the others or their vanilla class. Doesn't mean they can't be improved of course. Ancient's scaling issue annoys me for example.
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If you want to support your party with a decent burning lash you'll need Flames of Devotion and then its upgrade Shared Flames - plus Mith Fyr (chant). With high INT Shared Flames' duration is quite good so you won't use too much Zeal on it. I'd also use Zealous Focus then. If you want to go the healing route mostly you don't need it - but Exalted Endurance.
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Depends. Getting some key abilities a lot earlier is an advantage. Higher Power Level is an advantage, too. Having less resources is a disadvantage. Combining two classes which are front-loaded (like Rogue, Paladin or Ranger) is usually good. Other classes work quite well as single class throughout the whole game.