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Boeroer

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Everything posted by Boeroer

  1. Yes, I also tried a monk when I was testing Soul Ann. with it. I think a high lvl monk is actually better with it than a Soulblade because of bigger AoE, the additonal lash and the additional attacks that frequently proc. However, you can use Soul Annihilation right away from lvl 1.
  2. I just rechecked: The initial hit gets the normal raw damage of SA. Not reduced. in my case 101 raw. All other targets got 23.4 raw damage. I suspect it's the raw dmg with minimum focus (5) for SA. I managed to hit 6 dummies with decent int. Also every hit with the AoE adds one stack of Blade Form so you'll quickly be at -20% recovery time. Then WotEP has +1 PEN compared to a normal Great Sword. And it has reach. With Run Through you can fill up your focus completely (at lvl 15 that is). All in all I think it's superior to dual wielding if you have decent INT and maybe some Overseeing. By the way: Clear Out + WotEP is a great damage (and interrupt) tool!
  3. No problem. This "bug" gets reported every now and then. But there is also a real" bug where companions die when falling unconcious - without using that special pet. However, those players did have the pet at some point but switched it out - still the perma-death on knockout persists. I hope you don't run into that one.
  4. No, it does not unfortunately. And I know excatly how traps work. I think you didn't understand what I was trying to say: My character is immune to burn damage (even gets healed by it). How can a trap that causes burn damage give me a "Serious Burn" as injury? I mean I know how - from a mechanical point of view - I just think it makes no sense and is an oversight. So I suspect (didn't test) that if I lure an enemy who is immune to pierce damage (some kind of skeleton for example) into a trap that causes pierce damage - how can that skeleton get an injury from that? It makes no sense. How can I bath in my own Wall of Flame and get healed by it while a burning trap gives me a serious burn? Why can the skeleton be poked woth a pike until there's no tomorrow - but suffers an injury from a piercing trap (best would be if it gets "punctured lung" as injury )? I hope I made it more clear now. Sorry if my previous post was fuzzy.
  5. If I remember correctly it started high and then declined a bit with every AoE hit in the log - but then at some point it rose again. Very weird. Maybe the attacks in the log where not displayed in the same order in which Soul Ann. computed the damage. But combined it was a LOT more raw dmg that a single hit would have done.
  6. I don't understand the question. *Finger of Assumption got interrupted by a Concussive Poke.* There is no game info on that and as far as I know it's totally random. But it's always a fitting injury - so no severe burn or acute rash or so. Instead it will apply broken ribs, strained wrists, swollen eyes and the like. The injuries - once applied - get displayed in the enemies' tooltip. I never tested if a double or triple attack from Swift Fkurry/Heartbeat Drumming from an empowered attack would poly multiple injuries... hm...
  7. Well you're not adding a lot of sunshine as well... :\ Anyways: good point with the Deep Leap. But there I made the guy so squishy that you really have to place you initial shots carefully (with Dazzling Lights and so on). So once you managed to set up the perfect opener it was cheesy - and if not you were screwed. That gave me bit of adrenaline every now and then. Also I didn't know that it would be so powerful when I did my playthrough with it.
  8. But what about 35 RES + Lone Wolf and other stuff like Cabalist's Gambeson and Strand of Favour and that reduce afflicton duration? Are they multiplicative and you can never get to 0 (except with Clarity of Agony) or are they additive? Clarity + Crucible should be a great combo - increased defenses when an afflicton expires. Well they expire instantly as soon as they get applied.
  9. No idea, didn't test it with WotEP for a long time. However: post 1.1 Spirit Lance still applied Soul Annihilation to the whole AoE (but every hit has a different raw dmg number - no idea what's going on there.
  10. As with Citzal's Spirit Lance, Soul Annihilation applies its damage to all AoE hits of the cone. The big advantage of the WotEP is that you don't need to be a wizard in order to use it. And it comes a lot earlier, too. AND you can be rogue of course. I like Assassin/Soulblade as well because of Run-Through... Not the most powerful stuff over the course of a whole battle but fun to do.
  11. Twinned Shot + Driving Flight + Frostseeker + Combusting Wounds (from a fellow wizard) is very, very good. Although the freeze damage should in theory quench the burn damage - but it doesn't, so... Avenging Storm is only an ok backup for this. The Offensive Parry of WotEP has its own dmg and mechanics by the way. It doesn't do AoE but the base dmg is not as low as that of the normal auto-attack if I recall correctly.
  12. I like the combo overall. But I think the double scaling (summoned hands that scale with level + Transcendent Suffering that scales with Power Level) is too strong for my taste. It feels cheesy and therefore I can't enjoy it that much although Woedican Priest/Helwalker is an appealing combo.
  13. If I had to decide which spell of each level is the "best" (although that really depends on what you want to do with your wizard) then I'd say: - Slicken (casting it two times makes one of the strongest hard CC effect in the game) - Combusting Wounds (best boss killer wizars spell I know - combine with Wall of Flame) - Ryngrim's Repulsive Visage (Terrified is very strong) - Essential Phantom (because you can do great things with it and your item choice: try Spirit Lance + Phantom) - Llengrath's Safeguard - Arkemyr's Capricious Hex - Thayn's Chaotic Orb - Wall of Many Colors - Minoletta's Missile Salvo This is without the grimoire-exclusive spells like Cobra Strike, Shadowflame and Brilliant Departure and so on. I would not pick them in this collection though since there are better choices for certain build directions. For example I really like Cloak of Death on a melee single class wizard better than Missile Salvo. It is hard to keep yourself out of the AoE and use the AoE effectively when you are surrounded by enemies.
  14. Oh, wait, that was wrong. I just recheked and they were Cloaks of Greater Protection, not Deflection. Sorry
  15. I already found 3 Cloaks of Greater Deflection in my current playthrough. Yes, there are lesser version of the cloak - but nor for the bracers. There are Rings of Minor Deflections though (but non of Greater Deflection).
  16. Yes, but Whispers of the Wind is not. Thanks for the correction. I typed "Helwalker" so many times now that my "smart" phone auto-corrected Helwax into Helwalker and I didn't even notice.
  17. Well now I really know what I want to duplicate once the Helwax Mold gets back into the game.
  18. 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.
  19. 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.
  20. For what it's worth I checked the dmg malus of Driving Flight. It's -50% or in other words: it works like a graze in terms of dmg. The effect is called "bounce" so it maybe that all jumping effects suffer "bounce"/-50% but I didn't check that yet.
  21. Weird. I had this idea a while back and also identified Whispers of the Wind as only ability which could possibly apply 4 injuries on a target. But once I wanted to empower Whispers of the Wind I couldn't. It think there was a patch in between...

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