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Boeroer

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Everything posted by Boeroer

  1. We forgot Mage Slayer: he passively puts a spell disruption chance on a target with every hit which stacks. That's the closest thing to "silence" (together with Last Word) you can get I guess.
  2. The suggestions were all good. I personally think Bleak Walker/Chanter is the best combo for that because it covers "Knight" and you can't go much darker than Bleak Walker. And the Chanter has some pretty dark and "necromantic" stuff as well. Other classes that have "dark" abilities you can choose from: - Wizard (mostly acid, necrotic and draining themed spells) - Priest (of Skaen, Berath, Woedica or Rymrgand - the last two need a mod to unlock the subclass for players) - Druid (mostly "Decay" spells) - Barbarian (Corpse Eater) - Monk (Shattered Pillar likes to inflict pain) Rogue (all the toxic stuff and some other abilities with DoTs and fear and so on But since you ask for "Knight" as well I think Paladin is the best fit for the first class option and Paladin/Chanter is just awesome in general. Arkane Knight (Paladin/Wizard) with the goal of getting Spirit Lance and using some dark spells would be very fitting as well.
  3. Sure. But the crit when doing SA won't produce any focus except when using WotEP (which generates focus even when doing SA with its cone).
  4. Soul Annihilation as the actual attack can crit - I'm not sure atm of the raw dmg is unfluenced by it though...? I know it profits from stuff like Sneak and Deathblows so I assume crits also help - but I'm not 100% sure/forgot.
  5. If that also gave you points in clever it would be an awesome joke.
  6. Trolly-troll got his intervention after all Maybe he's the CEO of Microsoft?
  7. That's right! With Fire in the Hole and Driving Flight you'll stack 3 AoE Tranquilizers on top of each other which is very nice. Interrupting and stripping them from all buffs while targeting reflex and all...
  8. Berserker/Helwalker for the win (and the quick suicide). Actually I used a Berserker/Nalpasca in my last playthrough just in order to test the wound generation from Dance of Death + drugs + Berseker Frenzy's self damage and was pretty amazed by the Fists + Carnage combo. I also was a Death Godlike (since low health is quite common with Berserkers) and that also helped Fists as well as Carnage (both scale with PL and +3 PL is pretty decent).
  9. Also note that an Essential Phantom (Wizard) will have your whole equipment, including stuff like Ring of the Marksman and the unique blunderbusseses you are using at the moment of summoning. Let's say you are a Black Jacket/Wizard and want to use Combusting Wounds + lots of missiles and blunderbuss pellets you can summon an Essential Phantom to help with that. Also nice when using mortars because then you have additional AoE attacks flying around. The stats of the phantom aren't bad, too. It doesn't inherit any abilities though. But it can also help to proc special effects from weapons (more attacks = higher chance).
  10. Wounding Shot doesn't work with the AoE of mortars but fine with normal blunderbusses. With normal Blunderbuss I'd also make a case for Black Jacket/Wizard. Combusting Wounds + 4 Penetrating Shots with 24 projectiles is nice - and nowadays you can script AI to switch. Devoted/Sharpshooter with Fleshmender and Giftbearer's Cloth and Quick Switch is also nice. I think the best option will always be something with Streetfighter though (as long as Distracted triggers Heating Up). How about single classes? Mortars are very strong with single class Monk as soon as you get Stunning Surge and Whispers of the Wind is a bomb (currently playing some class Helwalker with mortars).
  11. It's not really busted. Build works still fine but is not as OP anymore - now that Ondra's Wrath is not working like a ranged projectile anymore. Hand mortars are a nice alternative. I think I mentioned this in the starting post.
  12. If you want to damage a certain enemy with raw dmg from carnage you have to attack an adjacent enemy. All offensive abilities get +5% base dmg from additional Power Levels. If you are a single class Nature Godlike (+1 PL) Corpse Eater at PL 9, use Forbidden Flesh Pie (+2), Prestige (+1), Stone of Power (+1) you will be at PL 14 which means +70% base dmg. Carnage also works with MIG bonus. There must be some other kind of bonus too (which I didn't bother to discover) or the math is a bit weird because with such a setup I'm actually doing more raw dmg with Carnage than the base weapon dmg roll. Weapon base dmg roll also gets higher when you use an offensive ability like Barbaric Blow. It's not the holy grail of raw damage. I just wanted to add it since it is raw and not so bad if you build around it a bit. Unfortunately low base dmg weapons which do raw dmg are a bad pick for Carnage. Fists are good.
  13. Erm... It should be completed. Sounds like a glitch.
  14. Nope, no penalty/punishement as long as you don't move away.
  15. Just watch out: triggering Disengagement Attacks is kind of wonky and not very reliable. Did I mention that Scion of Flame works with FoD (+1 PEN; for a Bleak Walker even Spirit of Decay works on FoD, giving it additional +1 PEN)? Since you have no AoE heals except maybe the passives from Paladin/Chanter: Kind Wayfarer maybe?
  16. All Barbarians have the same Carnage. But Corpse Eaters can get additional +2 PL with kith meat food (Forbidden Flesh Pie).
  17. Oathbreaker's End is a Battle Axe by the way. Another source of raw damage is Carnage. It scales with Power Level so you can push it over 100% weapon base damage as raw dmg.
  18. They are a real chore if you take them on when underleveled. Red Hand also doesn't destroy then. Otherwise they are not that much of a problem.
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