-
Posts
23115 -
Joined
-
Last visited
-
Days Won
385
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
Hi, I'm playing with Aloth. He's lvl 20. When I summon an Essential Phantom it has 34 accuracy: 25 base and +9 from level. That can't be right. Before that it had really high accuracy. I noticed the same with another character I played solo before (Geomancer): loaded up the savegame and the same problem there. I had similar problems with an Ancient whose unique shroom summons would not scale their stats correctly - don't know if that's related. Find my savegame here: https://www.dropbox.com/s/tcwpf6g07ik0k5t/Hyleon%20%28f9c897b3-bd46-4c0e-9148-d236ebfea8c2%29%20%28LAX-123ABCDEFG%29%20quicksave.savegame?dl=0
- 15 replies
-
- 1
-
-
- bug
- essential phantom
-
(and 1 more)
Tagged with:
-
Flagellant's Path can be used as well. It might seem like a melee ability - but it's not. It works perfectly well with guns because it has its owns recovery but omits the reload. So you can do like Stunning Surge --> Flagellanth's Path into the crowd (triggers Full mortar attack on target). This is like having a free "skip recovery after shot" abiliy: supergood (until Whispers comes around). It just drains your Mortification quickly, so watch out.
-
What I don't get though: Why can you only cast one Wall of Flames/Thorns etc. (a new cast wall will replace the old one) but have multiple Walls of Draining in place? This seems to be an oversight. And once it gets patched...
- 46 replies
-
- 1
-
-
- poton of the final stand
- blood mage
-
(and 2 more)
Tagged with:
-
While it's not the most efficient use of spells, I like playing an Assassin/Wizard who uses Arkemyr's Brilliant Departure a lot (for increasing the number of invisibility uses). - sometimes I summon Concelhaut's Draining Touch (has highest melee weapon base damage) - I sneak up and do an Assassination + Backstab + Sneak Attack + Sash of Judgement (+10% dmg) + Pregognition (+25% crit damage) + Hylea's Talons. - Usually I turn invisible because of Slippers of the Assassin + kill Powerful weapons for an Assassin are also Dragon's Dowry and Chromoprismatic Staff. Guns have the huge advantage that you can immediately cast stuff after the assassination while with a melee weapon you'll have to wait for recovery to be done. That's why I would argue that the perfect weapon for a backstabbing assassin is the arquebus. WHile being fun it is totally counterintuitive - and I still don't know why the devs didn't change the mechanics of Backstab from a percentage-based dmg bonus to a flat one (see Soul Annihilation) so that light weapons won't face a disadvantage anymore. Wael knows we've been suggesting that a lot of times now. I guess nobody's reading it... Now I'm thinking about Assassin/Bloodmage because I could use Blood Sacrifice to regain Draining Touches and Brilliant Departure while the Assassination/Backstab + Draining Touch would give me back plenty ot health. Hm... actually that' exactly the char I want to try next.
-
swift flurry, heartbeat drumming all have been severely nerfed. i'm not even sure why are they not being outright removed.Because they were crazily overpowered and led to an endless crit-chain with the right weapons. Now it's 33% on crit with Swift Flurry (which makes it less good than Lightning Strikes with a normal build but better with the correct build) and 25% with Heartbeat Drumming. If both are on you'll have a chance of ~50% that a crit will trigger an additional attack. Which is pretty good.I never tried if it works with Inner Death + Empowered Strikes. That would be crazy single target gambling.
-
I was using Watershaper's Focus (has its own jump) + Driving Flight + Wild Barrage which means 1) initial hit + 2) own jump + 3) Driving Flight + 4)&5) Wild Barrage. Last time I checked Imbue spells triggered with every jump and that's in line with the statements from the designer of the Arcane Archer. Pull of Eora has a decent foe-only area if you INT is decent. You can use Bindig Roots to first root enemies in place and then Pull of Eora to pack them tightly together for even better nuking (use Spellshaping with your casters to raise PL and still hit all tightly packed enemies. @TheMetaphysician: Ha, you are right - I forgot the initial hits and only doubled the jumps with Twinned Shot.
-
Sure - if you can replenish spell uses with Blood Sacrifice I order to cast Wall oD over an over you don't need Brilliant. I was just thinking about another Tactician multiclass that could do the same Unbending trick. Priest with Salvation + Searing Seal for example?
-
Oops, sorry. Yes, that makes a lot more sense. I edited my post to not confuse people. A last attempt to save my sorry a$s: what happens if you trigger Unbending multiple times manually? Does it stack as well?
-
I like Single Priest because it's most effective as supporter because the key abilites come earlier. And because it's no hassle. Also Symbol of Eothas is pretty great. As is Spark the Souls (especially if you have a Beckoner in the party - holy moly...) Helwalker/Priest is also no big hassle but more squishy. AoE is bigger and healing/dmg as well. But support suffers a bit because you get the cool stuff a lot later. Ascendant/Priest is powerful especially in terms of offense/CC with spamming cipher powers for no focus - but it's also a bit hectical to time and manage all this. For the most relaxed playthrough I would choose Priest. But some people don't like to only support as MC. They want to deal damage. In that case I would pick Helwalker/Priest of Eothas I guess. Shining Beacon +10 MIG and +10 INT is pretty great. And Salvation of Time +10 INT +10 MIG makes healings over time really powerful. Also buffs will last a long long time. With Devotions and +10 INT you usually not only buff your party but also reach a lot of enemies with the additional debuff. And so on. Stats are ok if you don't walk the front line.
-
It drains 1 second of benefical effects from the enemy and gives you +1 sec of benefical effects for you per tick. Unbending is kind of special since it can be stacked with itself. So each time you trigger Unbending creates a short instance of an "healing over time" effect everytime you get damaged. So: every hit = one additional instance. With Wall of Draining you can make it so that the Unbending instances don't end (if you hit/crit with it often enough). Usually this is limited by your Discipline: you can't trigger Unbending so often because it's expensive. In this case however the Tactician Fighter gains Discipline with his Brilliant Inspiration that is triggered by the Chillfog on Belranga. This means he can trigger Unbending a lot of times with endless Discipline while he can cast Wall of Draining over and over again because also his spell uses get refilled by Brilliant. This is an endless loop: Wall of Draining makes it so that Unbending never ends and Brilliant makes it so that you can stack more and more Unbending instances AND cast more and more Walls of Draining. You wouldn't even need Blood Mage - but it's convient as a fallback in cases where Brilliant doesn't come up. Edit: stroke some nonsense.
-
Driving Flight doubles nothing. It just adds one additional jump to a projectile. If you use Watershaper's Focus with Wild Barrage you get 1 initial attack and 3 jumps. With Driving Flight you get 4 jumps. Twinned Shot doubles that to 8 - and that means with Blast you get 8 AoE shots out of one attack. If you can hit 4 enemies you will generate 24 hit rolls. With Frostseeker you have 2 jumps from Wild Barrage and +1 from Driving Flight. So 6 with Twinned Shot. Since you have 3 projectiles you will generate 18 hits. If you do a crit you will most likely generate more crits than with Watershaper's Focus.
