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Everything posted by Boeroer
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Grab a Morning Star and the thickest armor you can find (usually Patinated Plate), raise AR further with items and abilites like Thick Skinned. Pick Weapon Proficiency Morning Star (granting Body Blows), Frenzy, Bloodlust, Savage Defiance, Blood Thirst, Dragon Leap, Brute Force, Heart of Fury, Barbaric Retaliation among others. If nobody else wants to use them, keep Serafen's mortars in your second weapon slot and use them for Heat of Fury. They also work with Barbaric Retaliation. Barbaric Retaliation is also very good with Battle Axes and Bleeding Cuts. It doesn't work against ranged attacks.
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Magistrate's Cudgel's instakill only works on kith I think. Would fit somehow. I believe Cipher's can't target allies with most of their damaging powers...? ALso ciphers get no focus from hitting charmed enemies. Debonaire/Devoted could make sure that there's decent crit damage. Also a rare case where "Improved Critial" might be ok. So far Pernicious Cloud is the only ability I found that can (crit) damage charmed enemies without flipping their alliance back to hostile. A problem is that you will also hit your party members OR will have to suffer Cowardice (since Pern. Cloud is centered on the rogue).
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[4.0] Debonaire's Hit-to-Crit conversion behaves weirdly
Boeroer posted a question in Patch Beta Bugs and Support
Hi, I did a quick Debonaire/Wizard test and brough a Cipher as well for charming. Everything works as advertised as long as I have Dirty Fighting. Then all charmed enemies (no matter who charmed them) receive crits from me (if I hit in the first place). But the combat log seldomly states [Debonaire] as reason for the conversion - but nearly always says [Dirty Fighting]. Especially with weapon attacks it always says [Dirty Fighting]. With spells I see [Debonaire] every now an then. This can't be because Dirty Fighting only has a 10% chance to trigger. If I have no other source of conversion chance then the Debonaire conversion doesn't seem to work at all. Combat log says "[]" sometimes. Could you investigate? Also since people find the Debonaire quite underwhelming so far you might consider to add "dominated" to the qualifiers for the crit conversion. So far it only works on charmed enemies. Maybe that's not too powerful? -
I don't know how you tested it, but I just tried Debonaire with a fellow Cipher: Cipher uses Whisper of Treason: Debonaire crits. Ringleader charmed 5 enemy xaurips. 1 dominated, 4 charmed. Debonaire cast Pernicious Cloud: all 4 charmed xaurips received crits. The combat log says hit -> [Debonaire] -> crit. Also they didn't flip back and kept their charmed affliction... So it is indeed possible to use the crit conversion on all charmed targets, no matter who or how applied. I didn't check spells yet. Pernicious Cloud was a first good test because it has firendly fire (else you couldn't hit the charmed). My first impression is that a Debonaire/Cipher would be pretty neat. Against kith you can always use Rogueish Charm if you don't have focus - against all others use your other charm powers. Or simply bring a Debonaire and a Cipher. Remember that the conversion does NOT work if you graze! Only hits get converted. Also with melee attacks the combat log will always say it converted due to Dirty Fighting. I guess that's just a cosmetic issue. So far I got 100% hit to crit conversion on charmed enemies as promised. Now I have to check if spells will work and which abilites/items do something special on crit. Guaranteed crits are nice...
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Alex Scokel said on Twitter that Obsidian would be stupid to try to compete with Prey (when people asked if the game is inspired by/related to Bioshock). Maybe that was a joke - but in my opinion a better hint than that vague and rather baseless internet article that some incorrigible factclaimer called "evidence"...
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Only on paper... These spells aren't guaranteed hits, don't affect all enemies on the screen and the length of the buff is given by the shortest duration of the flanked affliction (high defenses or resolve will easily screw this). It might give more reliable results on a rogue/tactician who can engage/distract all enemies left. And the cipher/tactician doesn't need brilliant - you can just use mind lance to restore discipline. I don't know. With tricks like Grave Calling (and a Beckoner) you can produce a lot of overlaying foe-only Chillfogs that blind (and flank) all enemies rel. reliably. And that's only in addition to the Discipline regain through interrupts. Use a Battlemage-Tactician for Slicken and you will have Disciline overflow - or not? Or even a Bloodmage/Tactician who has strong self healing but can always dish out a Slicken or Trhust of Tattered Veils plus Mule Kick here and there. I didn't try yet, but it all sounds rather powerful. I already find Knockdown/Mule Kick with Body Blows pretty good without any additional discipline coming from it.
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v4.0.0 is now available on the Beta Branch
Boeroer replied to Cdiaz's question in Patch Beta Bugs and Support
No, is clearly a disadvantage. As intended. You lose Persistant Distraction, for one. Well Boeroer is making it sound like a non issue...who do I believe?! Boeroer's point is that not being able to engage is only an advantage or disadvantage depending on the build you're actually trying to make. Making a melee rogue? Losing engagement could be a problem for you, depending on what skills you want to use. Making a ranged archer rogue? Engagement is useless there anyways, and you'd probably never want to be close enough to engage anything in the first place. Exactly. That's what I meant. If you want to use Persistant Distraction you really shouldn't use a Debonaire. If you want to roam the enemy backline and take out priority targets you really shouldn't use a Debonaire (at least not if you'r not planning to multiclass with GHost Heart or something else that remomes Cowardice). By the way: some afflictions you put on enemies deactivate engagement anyway (for example terrify). In those cases Persistant Distraction is useless as well. -
[4.0 beta] Arcane Archer's Imbue <whatever> with Blunderbuss
Boeroer replied to Boeroer's question in Patch Beta Bugs and Support
Same case with Frostseeker by the way: only one projectile gets fired. This is not good. Also: bump! -
Yes. An iirc that's explained in the description, isn't it?
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Even with a single target spell it would be too powerful. Minor Missiles on 5 enemies with one shot for 2 Bond is deadly in the early game. Too deadly. And AoE weapons already offer substancial advantages over single target ones - for example when applying afflictions or when using AoE abilites (see WHispers of the Wind or Heart of Fury). No need to make them even more desirable. Also the whole point of the Arcane Archer seems to be to create a ranger who has some more AoE capabilites (DMG and CC). Devs already said that this OP AoE-stacking will get fixed, BUT that Driving Flight will still allow to trigger spells multiple times with one Imbue shot. That's good enough for me and still pretty powerful. We have to remember that a subclass should not be more powerful than the vanilla class or the other subclasses.
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Blood Mage is the perfect Wizard subclass for all the folks who despise Empower. You turn per-rest Empower into per-encounter spell regain. On top you get a passive self heal. Do a Blood Mage Sage and you will be happy. Do a Blood Mage Warlock: same. Do a Blood Mage Battlemage: oh, also good. Very nice subclass concept. I agree that the randomness is a bit wonky. I also would be happier if you would get a Blood Sacrifice "Spell" in each spell tier that costs 0 uses and that reduces health by an increasing amount (based on tier) and gives you back a spell use of that tier. On the other hand - since this would be more powerful than the current random mechanic - I think it would be very cool if not only actual health got removed but maxhealth as well (lesser amount, but until combat ends). So healing can't be abused that much.
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Arcane Archer's imbue abilities will still trigger multiple times with jumps - like Driving Flight (and I guess weapons with inherent jumps WS's Focus or Fury's natural weapons). Said Nick Carver. So you can still trigger multiple spells with one use of an imbue that way. Also Essence Interruptor, Blights etc. work exactly as intended: they don't get an ACC penalty because they do elemental damage. But only the imbues get an ACC bonus. Like Kaylon said. And how is the Arcane Archer weaker than Stalker, Ghost Heart and Sharpshooter? People discuss it as if it's a Prestige class that somehow has to be better than the vanilla ranger. But it's a subclass. The imbues open up some AoE and CC options for a ranger who usually is limited to single targets (except with AoE weapons) - and with the right weapon he has no disadvantage over a vanilla ranger. How is that bad or weak? Did anyone check if the Debonaire's 100% hit to crit conversion on charmed enemies also works a) on enemies who were charmed with other abilities? b) with spells? Because guaranteed spell crits can be good. Also increased crit damage from other classes (Barbaric Blow or so) and items could be a good way to exploit an attack or even a Backstab on a charmed enemy from stealth/invisibility further. Does Covardice get removed by a pet, an animal companion, a summon or a familiar?
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Tanking with a rogue is tough in the early game. Later on it's okish. As shield aim for Badgradr's Barricade in Durgan's Battery. Perfect shield for Riposting. I would also focus on items with spell bindings. Look at Bitter it, Flames of FaƮr Rhian, the White Crest and so on. Then you don't need that many scrolls all the time.