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Everything posted by Boeroer
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Because of double inversion the dmg loss is even more severe as soon as you have dmg bonuses (like from MIG and/or crit, abilities and so on). -50% --> -75% if I'm not mistaken? The "good" thing is that if you have a lot of dmg maluses like that (graze, jump, another jump and dual wieldig full attacks) the accumulated malus is not as bad as one might think. But dmg bonuses get eaten up like nothing.
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Exactly. Besides this funny appliance (which can't be done too often unfortunately ) the enchantment is pretty good with any empowered AoE attack (Clear Out, HoF, Whilring Strikes) because most injuries come with nice debuffs and they stay forever. Another way to exploit this could be to get 4 empower uses, sneak up on an enemy, use an empowered (AoE) attack, then use someting like Shadowing Beyond to end the encounter and repeat. THat way you should be able to kill enemies with 4 strikes (and then rest). Maybe the injuries on enemies even persist when you rest? Edit: just checked: injuries persists after rest. The perfect weapon for a (solo) assassin - as long as you can make sure you can escape the fight.
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I'm playing one (single class) Black Jacket debuffer with Morning Star (-25 fort), Flail (-25 reflex) + large shield, Club (-25 will) + Mace (-1 AR) and Pike (-10 deflection). Single class because I wanted Clear Out asap for AoE debuffs. I'm wearing Fleshmender because it's the only black jacket in the game. And because I don't need to take Arms Bearer then...
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Because I always wanted to conquer enemy ships with some firefarts of course. I mean without the need to eat tons of peppers before...
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Why is he not flexible? He's a fighter after all - just with lower stride (who cares) and lower Reflex (there are worse disadvantages). The +1 AR usually means -25% dmg and the +10 PEN on disengagement is a nice bonus on top to keep engaged enemies from rushing. Glueing 4-5 enemies in place where they can't do much harm is like a very effective hard CC effect. I don't play with backline glascannons (it's just ineffective) so I don't have any problem if some enemies rush past the tank once he took 4 or 5 enemies. 4 or five less is crucial. It's also crucial because I can use AoE attacks way better if a lot of enemies surround a character. I find all fighter subclasses to be useful. Unbroken is no exception.
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Although I was one of the more vocal critics of the ship combat I actually came to like it after some time. Simply because it's so much faster than boarding and you can take super overleveled enemies (and their loot) quite easily. You need some upgrades though. By lvl 7 or 8 all non-member ships where done last playthrough. And all I needed was a Voyager with Palm Sails, Long Guns in the front and a flamethrower in the rear.
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Hehe. The thing that bothers me most is that rel. long summoning time. If you have a party that "prepares" at the start of every fight it is no problem, but it's not a nice setup for rushing into battle. For stuff like Combusting Wounds and everything else that requires to overcome fortitude you can use weakening stuff. I even had a Troubadour with that weakening chant and -2 MIG, a Warlock with Sprit Frenzy (causes Staggered -5 MIG in an AoE with spells) and Brute Force and a single Black Jacket "debuffer" with Willbreaker and Clear Out (and also flails and clubs and pike). It is so beneficial and makes the game so much easier to reduce fortitude in an AoE because every second enemy and its dog have 100+ fortitude and the best spells go against it. And this combo of characters does that job awesomely well: -25 from Body Blows, -10 from weakened, -10 from Staggered...
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Terrifying worked to trigger disengagement attacks. Thus an Unbroken/Wizard was pretty great. It got patched because it was too powerful. "Is useless for players"... meh. Biased hyperbole I'd say. I recently played an Unbroken/Trickster and it's hot. Enemies will leave engagement if disengagement poses no threat. As Unbroken with good dmg per hit your disengagement attacks will be a threat. Thus once-engaged enemies will stick to you. Which is great for a tank. See the +10PEN on your disengagement attacks as "glue" and not as a dmg tool. Add up engagement slots bit don't use Defender Stance but Mob Stance. Passive +1 AR is great. Stacks with everything. At the same time the Trickster part adds defenses and dmg potential as well as engagement and causes Persistent Distraction on all engaged targets which triggers Deathblows and Sneak Attack. Riposte with Akola's Apex Ward (adds another Riposte) will make sure you hit passively often enough. Now you are a tank whose disengagement attacks are crazily powerful (+10 PEN, Sneak Attack, Deathblows, improved ACC and dmg on disengagement anyways) but who also hits pretty fast with constant Sneak Attacks + Deathblows (Mob Stance + Reckless Brigandine works pretty well) while also doing Ripostes with Sneak + Deathblows and suddenly enemies want to leave because every kill also triggers Cleave. While doing so they get pulverized if you also took the passive for more disengagement damage. It's a nice combo. Great tanking (which includes being sticky) as well as great offense. And it wouldn't work as well without Unbroken. Reflex malus and lower stride don't matter much once you trigger the Wall modal.