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Everything posted by Boeroer
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Hm... I don't understand the question. I can unfold the AoE hit rolls, sure - but I don't know if that is what you mean. However: I can count the hit rolls. And if Evoker's passive does trigger it's always (in every case) twice the hit rolls. That shows that the whole spell is repeated once - and not that singular projectiles trigger it. But of course an Empowered Bounding Missile spell itself already has lots of projectiles - if the passive kicks in and doubles this it can be very impressive.
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What exactlt are you talking about? "Flawed comparison"? I think you didn't understand what I was trying to say. I was just comparing two seperate effects that give you higher attack speed while paying for that with lower defenses. Sneak Attack is not part of the Streetfighter's Heating Up as Carnage or Bloodlust is not part of Frenzy. Frenzy as a standalone ability was depicted as bad - while nobody says that about Heating Up. So I compared those two distinct abilites and showed that Frenzy is at least as good as Heating Up (leaving aside that you are even slower if you're not heated up). Where is the flaw in that comparison?
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It still procs off itself but it rarely happens with a 33% chance. It also got nerfed further by limiting it to melee only. Citzal's Spirit Lance or Hand Mortars are insane with Stunning Surge or any ability that does AoE by itself (Heart of Fury, Whispers of the Wind, Clear Out and such). Also stuff like Scordeo's Edge's 0-recovery phase + Salvation of Time. Or Crave Calling + Beckoner's Skeletons: triggering a foe-only Chillfog for every skeleton you strike down by yourself...
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If you want low micro, low babysitting and high dps then stuff like Holy Slayer or Swashbuckler is perfect. Monk without micro is wasting a lot of his potential. I never use AI, so that's fine for me. AI is just too dumb to position your monk perfectly well while it has no problem with single target abilites. Votary is just not a very dps-heavy combo: now additive dmg boosts but lots of lashes. But lashes are best when combined with dmg boosts. Votary has only few (Retribution and maybe Two Handed Style in addition to quality enchantments and MIG...). Only thing I personally would consider for a Votary led by AI (for offense) are Efficient Anguish + Enervating Blows + Swift Flurry and Heartbeat Drumming - with a Morning Star and always-on Body Blows. It wouldn't do as much dmg as a Holy Slayer, but the constant interrupts and CC are very useful. It also lowers Fortitude by -35 without any resource cost which is VERY handy against a lot of foes. Another thing that a Votary can do is go high RES and use Clarity of Agony to completely remove the raw self damage of Sacred Immolation. That will do nice AoE damage (use Magran's Favor and Sun&Moon for +4 burn PL) while it will not damage you. But that is lateish game... So, I guess Holy Slayer is your best pick.
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That's what I always say: it's not as good as some people claim. It's great, no question (especially on my Assassin/Priest of Skaen), outright awesome against vessels of course - but it's not that crazy powerful compared to what you can do with several other unique weapons - or summoned ones. Uniques aside - melee dps is usually higher than ranged one. Also because you have to move around a lot more and this has to be balanced out with higher dps (when standing ready at the target) - to achieve the same overall dps. And also to make up for the higher risk (of getting hit).
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Then show me how the Holy Slayer can spam an AoE-attack that stuns all foes behind the initial target or how he gets +12 ACC for all his attack rolls. Rogue's Devastating Blow has very limited uses by the way and tends to either overkill or not doing a lot of damage for its 2 Guile. A Crippling Strike will do more damage for its cost most of the time (also see PL scaling of offensive abilites: 5% base damage per additional PL). The reason why the Holy Slayer does higher per hit damage is that the lashes from FoD and the dmg bonuses from the rogue work very well together. You could even better though with a Shadowdancer (Monk/Rogue) because he can have higher attack speed, +10 MIG =+30% additive dmg in addition to Sneak Attack, Deep Wounds and Deathblows as well as a big AoE attack with Torment's Reach (with profits from Turning Wheel's +10 INT), +15% shocking lash and +20% burning lash. You can even take Swift Flurry when you go into melee and later Heartbeat Drumming. An additional attack from a crit - which alsio causes weakened with Enervating Blows (Flurry + Heartbeat = overall 50% proc chance on crit) is like a 100% multiplicative dmg boost for that attack. The Holy Slayer doesn't have good AoE attacks (as long as he's not using an AoE weapon). But he makes the multiclass a lot sturdier and less micro-intensive. Monks are not low micro. They need a lot of positioning to be good - but in my opinion they are one of the best martial classes then. Stunning Surge alone... Also monk's fists scale very well with Powel Level. There's no weapon in the game that can get +26 Accuracy and has that high base dps (fast attack speed but high dmg per hit). And their biggest advantage: they don't have a single fixed resource pool but can spam their stuff. Holy Slayers are rel. easy to play. Monks are not. I think that's the main reason why some people think monks are not that good. I would always prefer a monk over a paladin or rogue. And then there's this: I call that pretty nice dps.
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You are right. I would like to be able to bake (it's quite fun to do with my children). Unfortunately everything I bake either tastes like a sponge or has the consistency of a brick. Cookies may work sometimes. It's funny because I'm doing quite ok when cooking. If you don't like the game (or that types of games) that's totally fine. I nearly only like these types of games - limits my options somehow.
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Afaik you can even trigger those Chillfogs with Grave Calling in the offhand while shooting at your skellies with a ranged weapon in the main hand? Is that true or am I imagining this? Yeah, you could also grab some gear that makes you resistant to perception afflictions (to avoid the Blind which is really nasty) and pick a Pale Elf as you said. The thing I don't like about the Berseker is that his self damage becomes a really dangerous thing at higher Power Levels. Combined with the Chillfogs that are friendly-fire... I don't know.
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True, but the Barb cliche is also about: "Go all-offense and don't care about getting hurt". So trading speed, MIG and CON for Deflection somehow fits. To balance this a barb can stack a bit more AR than some other classes and has more health. A single class Barb even profits from lower deflection because of Barbaric Retaliation - which is very powerful. On the other hand the Streetfighter (if you are not going to use Blunderbusses but getting flanked by actual enemies) has -10 deflection AND -1 AR - and on top of that he's not as meaty. -50% recovery time is nice but the downside is severe. Still his passive is considered to be powerful. For me Frenzy and Heating Up (when getting flanked) are on par. Edit: not talking about stuff like Spirit Tornado or Blood Storm etc. as upgrades of Frenzy.
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Hm.. Barb's Frenzy: Pros: +25% attack speed (influences action time and recovery time which is good for most casts) +5 MIG (= +15% dmg and +10 Fortitude) +5 CON (= +25% health and +10 Fortitude) Cons: -10 Deflection Streetfighter's Heating Up (self-induced with Blunderbuss modal): Pros: +50% recovery timeCons: Distracted (-5 PER = -5 Accuracy and -10 Reflex) Flanked (-10 Deflection and -1 AR) Directly compared: +15% dmg, +20 Fortitude, +25% attack speed, -10 deflection vs. -50% recovery time, -5 ACC, -10 Reflex, -1 AR Looking at those numbers Frenzy seems to be in a good place - also if we consider that nobody complains about self-inflicted Streetfighter's Heating Up... Also when talking about the power of Barbs we shouldn't forget: It's not a bug, it's a Barby!
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Yes but speed bonuses that are designated to recovery also get applied to reload. That is why it has doubled up. Yes it is a clear 100% bug. I can prove it is a bug because only ranged weapons with reload get the 40% bonus. Bows, sceptres, rods ect only get 20% Good find actually. Did you file a bug report?
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And that's totally fine. I'm pretty sure some of those just got forgotten. For example I can't believe that chanter stuff like Seven Nights should be keyworded with freeze. Even if it already profits from Secrets of Rime is should also make this clear with the proper keyword. Else every new player has to test and find out by himself (or search in forums). That can't be the proper way.
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As a melee caster you can wear Rekvu's Fractured Casque and give yourself a harmless injury (like a Severe Burn or an Acute Rash - can be done outside of combat after resting with some fire spells or Necrotic Lance o something similar). Then you can't get interrupted at all - very convenient. You can also pick Combat Focus and wear the Upright Capain's Belt. That will give you 2 layers of Concentration right at the start of battle - but the Casque is better. As a Skald you need to go melee and you also want to cast Invocations. But conveniently most offensive invocations have a very short cast time (0.5 secs), so interrupts are not even an issue. BUT: calling summons takes forever in most cases - this is prone to interrupts. Also some of the good AoE invocations (Seven Bolts and Eld Nary) take a bit longer to cast. But if you mix them smartly with short-cast CC I think you can get away with Combat Focus just nicely. OR: use a reach weapon. WotEP can be used from behind your front line as well as all pikes and quarterstaffs. A great option for a lot of melee crits is Wizard/Skald with Infuse wVE, Merciless Gaze and Spirit Lance: great phrase generation. Howler is awesome with Grave Calling + Summons (preferably skellies from Beckoner). Kill your own skellies and cast numorous foe-only Chillfogs that also profit friom weapne enchantment and weapon related passives. Until you get "Many Lives pass by" you really have to watch out for interrupts though. The skellies can be summoned rather quickly, but it's a real bummer if you get interrupted while doing so. Also a Howler with skellies can be made in a way that he looks like a Draugr from Skyrim who's followed by skeletons. The Casque fits really nicely.
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@AoE: You mean while shifted? I don't know if per-rest abilites from items are also blocked when shifted. If not you can use trinkets and per-rest-abilites from other items to cause AoE effects. Besides that you can always do stuff like Relentless Storm or Moonwell etc. before/between shifting. Also the Stag form has a Carnage-like AoE ability. There are scrolls and bombs, too.
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Battlemage: Citzal's Spirit Lance + Clear Out + Cleaving Stance + Disciplined Strikes = epic damage. Also stuff like Mirrored Image + Vigorous Defense is great. Nice tanks who can nuke can be build out of that.
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Priests are totally fine. As party buffers and removers of afflictions they are unmatched. Devotions + Blessing + Salvation and your party has +15 ACC for the whole fight. I can't see how this is overrated. Makes every fight a lot easier. I have the impression that some players simply don't know how to use priests properly. Using them as primary healers is not the way. By the way: powerful, long lasting healing over time (HoT) is a lot better than instant healing. With instant healing you have to be on the spot, timing your recovery and the health loss of your buddies. It's nearly impossible to find the right time to cast an instant healing spell in a way that it's most effective (doesn't overheal for example). It requires a ton of micro and is frustrating if your buddy drops a second before you can finish the spell. Just cast a healing over time spell right at the start of battle - or have those passive chats/auras (or both, even better). Then make sure the healing over time never stops. In the meantime you can do other stuff like nuking around or whatnot. That way you don't have to concentrate on healing. You don't have to watch out for low health party members all the time (because there will be less - or even none) - and if one squishy gets pinned down he/she will lose health less quickly than without HoT. So there's more time to react. If you want to use a lot of instant healing you should use reloading weapons: you can always skip reloading and cast a healing spell right away. You can't do that with recovery weapons. Now, with only health left (and no more endurance/health) just look at healing as if you had a much bigger health pool. And who would turn that down?