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Boeroer

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Everything posted by Boeroer

  1. I can't remember all the Rymrgand gear from BoW that does something when you are afflicted. Wouldn't this be perfect for a Forbidden Fist?
  2. Doesn't matter at all if you are either ranged (no engagement anyway) or if you don't want to bind enemies in melee like tanks want to. You can always attack enemies without engagement. You just won't be able to stop their movement and do disengagement attacks.Actually a lot of enemies don't have engagement (e.g. Tigers). And most classes also start off with no engagement.
  3. Hm... I added the abilities to Serafen with the console without altering his subclass and other abilities. Maybe that's why?
  4. Hello, in addition that the Imbue spells get triggered multiple times with AoE weapons like rods, mortars and Blights (see my other report) they also get triggered multiple times with Driving Flight. While this isn't game breaking in itself it really goes out of hand when you combine it with the AoE weapons. If you attack 4 dummies with a rod and have Driving Flight you might apply Imbue: Death Ring 8 times with one shot...
  5. Imbue: Missiles and so on of the Arcane Archer has some issues. Blunderbuss omits the additional pellets to prevent multi-triggering the spell - but hand mortars and rod's Blast trigger stuff like FVireball or Death Ring on everybody in the AoE (very OP). In addition Driving FLight also lets you trigger the spells twice. Combine Driving Flight with a hand mortar and use Imbue: Death or Imbue: Fireball and things totally explode.
  6. Hi, If you use those abilites with any AoE weapons like hand mortar, rod with Blast or Minor Blights the triggered spell will get applied to every AoE attack roll. So for example every enemy in range of the mortar's AoE will get hit by Minor Missiles if you use Imbue: Missiles. With Imbue:Deathl it's a real game breaker... Imbue: Eora creates multiple instances. And so on... May be not intended.
  7. Hi, it seems that if you use Imbue Fireball (or whatever version) with a Blunderbuss then the first hit with a pellet will trigger the spell (Fireball). No additional Fireballs from additional pellets will follow. That's good. Multiple triggerings with multi-projectile weapons would be cheesy. But the additional pellets get omitted completely. So you only deal the pierce damage of the first pellet and that's it. The rest gets canceled. Expected behavior: first pellet triggers the spell, rest of the pellets hit as usual.
  8. Hi! The Furyshaper's Ward of Fear only has a base accuracy value of 30. This doesn't get influenced by anything the barb does/has (Power Level, char level, whatever). You can buff its ACC with Devotions from a Priest and other direct ACC buffs, but NOT inspirations like from Blessing. Is this all intended? 30 is very low. Given that the duration of this particular ward is only 30 sec and it costs 2 Rage...
  9. ===================================================================== Furyshaper --------------------------------------------------------------------- Cons:-15 Will (generally, not conditional) -1 to all PL when ward destroyed (see below) you cannot have more than 1 ward active wards count as summons (meaning you can't have a summon active while yopu have a ward) --------------------------------------------------------------------- Pros:+10 ACC against all spirits wards' benefical effects also apply to the Furyshaper Gains Shape Ward: FrenzyPL: 1 Cost: 1 Rage Cast Time: 3 sec Recovery Time: 4 sec Range: 4 meters Duration: 60 sec Noise: quite Effects: Summons Frenzy Ward+10% Action Speed to all allies in range of the ward (stacks with Frenzy and other speed bonuses like Alacrity) 5 meters radius (I guesstimated) Defenses: -15 (all defenses - yes, they are negative) AR: 0 Health: 50 Description: Shape a ward on the battlefield that inspires rage in your allies, granting them action speed while the totem persists Testing: The wards look like the wards enemies can put up (which emit Curse of Death and so on). Gains Shape Ward: FearPL: 4 Cost: 2 Rage Cast Time: 3 sec Recovery Time: 4 sec Range: 4 meters Duration: 30 sec Noise: quite Effects: Summon Fear WardTerrify roll against Will to all enemies in range of the ward ACC: 30 (only! it doesn't seem to get affected by anything. However terrified enemies have lower will. You can also buff its ACC with direct ACC buffs like Devotions - NOT inspirations; I filed a bug report) 5 meters radius (I guesstimated) Defenses: -15 (all defenses - yes, they are negative) AR: 0 Health: 50 Description: Shape a ward on the battlefield that invokes horrific visages, terrifying nearby enemies while the totem persists. Gains Shape Ward: BloodPL: 8 (! single class only) Cost: 3 Rage Cast Time: 3 sec Recovery Time: 4 sec Range: 4 meters Duration: 60 sec Noise: quite Effects: Summon Blood WardAllies in range get +15% draining (=receive health) with all (!) damage they do 5 meters radius (I guesstimated) Defenses: -15 (all defenses - yes, they are negative) AR: 0 Health: 50 Description: Shape a ward on the battlefield that inspires bloodlust, granting allies health based on the damage they deal. ===================================================================== Ward of Frenzy and Ward of Blood are pretty nice. Ward of Fear would be great if it hadn't such a low ACC - but you can malke it work with Miasma, clubs with modal or something else that lowers will. Then it's very powerful.
  10. I think/hope the "Wards" he produces are more like the wards thar enemies have - those that emit sigil of Atrophy or Death and so on. Edit: downloading beta atm. Will report what exactly those wards are.
  11. When you wake up and stumble into a complete mess... Forbidden Fist. Well... I guess that's... ambiguous...? Crucible and Clarity for the win I guess.
  12. Don't know. Normal spells still work though (had a Warlock recently and stuff like Fireball staggers). So I guess this hasn't changed.
  13. The Liquorist! The Spirits-Shifter! The Puked-over Jacket! The Soul-Sommelier! The Rummy (half Rogue, half Mummy)! The Boozed Bawler! The Blitzed Bombardier! The Hooligan! Only the Steel Carrot and the Priest of Lasagneface are the party poopers.
  14. Blood Thirst does not do anything for reloading weapons (like Arbalest). Frenzy and Bloodlust do work. Can't remember if Bloody Slaughter is melee only or not, sorry. It may be that you can trigger Blood Storm with Thorny Roots (never tried).
  15. And High RES + Clarity + Lone Wolf (see Sacred Immolation's self dmg getting nullified by that combo). I played a Berserker/Nalpasca the other playthrough and the wound generation through Frenzy was so powerful. I predict that Sages are going to be even more awesome than they already are.
  16. I did execute HoF and it used melee weapon and gun. But that was some time ago and it might well be that a) this got altered or b) HoF is special since it's not the usual Full Attack animation and all I think I also had the same behavior with Flagellant's Path and Whispers of the Wind. Maybe I'll test that today when I have some minutes free time. My days are horribly jam-packed atm.
  17. Yeah, when you're not the "real" blue orlan. Down with those impostors!
  18. You mean all nine are Drunken Monk? Wonder how that works as a Wizard subclass... "Fan of Rum-infused Flames!"
  19. I would love a Firefly RPG made by Obsidian (there's already a tabletop version). But those ads are more "fallout-ish" - meaning they combine futuristic elements with the vibe of the 50's. I still like the overall vibes of those ads though. The looks, the sound, the rustles... Looks promising to me.
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