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Everything posted by Boeroer
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Avenging Storm works just fine: every enemy gets a lighing on his head once he gets hit, yes. You can combine that with Combusting Wounds for a lot of AoE DoT damage. Fists for monks are generally great when it comes to single target dps. Also: Monks have some attacks that target fortitude - a Morning Star with Body Blows modal is also a good idea if you want to reliably apply Stunning Blows, Force of Anguish and such.
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Yeah you are right. But I had to bring the buffer overflow - you have to understand! Martial Power is actually quite meh in my opinion. Better keep some CC spells at hand (Pull of Eora, Call to Slumber, Gaze of the Andragan for example) or to refresh a self buff or so - this seems to be more effective/versatile - but maybe that's just my impression. Warlock is so fast with casting that it's a pity if you can't cast anymore while Frenzy & Bloodlust is up.
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I think it's undisputed that Full Attacks are a lot better with dw setups (and that there are a lot of them) and thus dw has an advantage over most other setups in general - which is not good. If you play a rogue/ranger/barb with a great sword/estoc etc. you feel a bit gimped and rightfully so. I think that's what we all agree on - and that something has to be done. Doesn't matter if it's actual 90% or 60% or "felt" 90% or whatever - so let's move on and focus our attention towards nudging Obsidian to do something about it (that isn't a nerf). @OBSI: *nudge-nudge*
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Last time I tried it did. Was maybe one week ago. WotEP's cone doesn't work like the AoE circle of the Spirit Lance in some ways. For example it will not proc with Clear Out and also not apply Soul Annihilation or work with increased range (Instruments of Pain) but will do the cone based on your position and the normal primary attack at range (same with Wahai Poraga). But afaik it will use Savage Attack - while the lance's AoE doesn't work with the -10 deflection modal (I forgot the name of that thing). All in all Spirit Lance has the most "AoE interaction" of all melee weapons. Edit: just rechecked in game: Taste of the Hunt still works with the AoE of Spirit Lance.
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Yes, Red Hand only skips reload on every second shot - it's not like Twinned Shot or something. That's hyperbole. Full Attacks: Flames of Devotion Penetrating Strike Crippling Strike Blinding Strike Wounding Shot Finishing Blow Strike the Bell Withering Strike Gambit Vanishing Strike Whirling Strikes Barbaric Blow Heart of Fury Vengeful Defeat Cleave (Cleaving Stance) Stunning Blow Flagellanth's Path Shared Pain Launching Kick Whispers of the Wind Primary Attacks: Knock Down Mule Kick Torment's Reach Sap Concussive Shot Twinned Shot Clear Out Power Strike Sundering Blow Force of Anguish Skyward Kick Taste of the Hunt That's hardly 90%... and surely not a "fact". Why do so many people use that term for anything but actual facts nowadays? But it's also more than 50% - so the basic direction of your statement is right.
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Citzal's Spirit Lance is the best melee weapon in the game. And I mean it. Seriously! It scales perfectly well. Maybe the tooltip had a hickup. However, the biggest bonus point is that it transports nearly all on-hit/on-crit effects over to its AoE. That isn't too powerful for a single class wizard, but very, very good for multiclass wizards that get some special attack abilites: Rogue:Arterial Strike/Gouging Strike/Toxic Strike - raw DoT in an AoE with only one attack (besides the afflictions of course which also get applied to all enemies who got hit) Deep Wounds in an AoE Sneak Attack and Deathblows in an AoE AoE Riposte Fighter:Knockdown and Mule Kick in an AoE (hilarious) Cleave with AoE Clear Out: every hit of the AoE attack that Clear Out does will trigger another AoE attack of the lance = HUGE damage (and also everybody gets pushed and goes prone) Monk:Swift Flurry & Heartbeat Drumming: I don't think I have to say a lot - more chances to crit which might trigger another AoE attack wich is more likely to crit than a singel target attack and so on. Still produces chain reaction that one-shot low-defense mobs Stunning Blow & Surge: Stun in an AoE. WIth Stunning Surge you almost always regain your Mortification. In 1.22 you even get more Mortification than you spend (nearly always) - thus you can spam it endlessly Force of Anguish: I think you know what happens. It's like a grenade filled with human bodies as shrapnell. Skyward Kick: like Mule Kick basically Instruments of Pain: the lance becomes a ranged weapon with a range of 10.8 meters but unlicke Long Pain you can still use all melee abilites with it, including Swift Flurry & Heartbeat Drumming. Paladin:Flames of Devotion in an AoE. THat's is basically. Nothing too wild but still nice Druid:Taste of the Hunt: big raw DoT on everybody and usually full heal Cipher:Soulblade: Soul Annihilation applies its raw damage to every enemies it hits in a weird (but powerful) way Ascendant: Draining Whip + Spirit Lance means you always get maxed with one attack if you hit enough enemies Barbarian:Barbaric Blow in an AoE: the crit chance and damage translates, but Carnage does not proc off of the AoE hits (in general) Blood Frenzy/Spirit Frenzy apply their effects in an AoE (additional to Carnage) I'm sure I forgot something. I did a lot of testing around the Lance and can't remember all stuff because there are so many cool synergies. Unfortunately Ranger's Wounding Shot does not transport its DoT to the AoE rolls. Also the pike modal doesn't. Concussive Shot and Tranquilizer do work though. WotEP does translate afflictions and stuff to its cone, but it doesn't work with Clear Out and INstruments of Pain, its base damage is a lot lower and its AoE is smaller. It has some nice enchantments though Wahai Poraga only hits 3 additional foes around you - you have to be surrounded by foes and its base damage is lower. It also doesn't work with Instruments of Pain, but with Clear Out. Both cost huge amounts of money to bring to legendary status. This can be done earlier than Spirit Lance reaches legendary, but it makes you spend a lot of moey that you could put into stuff that gives you more advantages than upgrading your weapon from superb to legendary That's why I think that Citzal's Spirit Lance is the best melee weapon in the game. This also works with mortars, Minor Blights and rods with Blast of course, they are no melee weapons though and thus don't work with several melee abilities. I personally think that wizard/monk is the most crazy combo (because of Flurry+Drumming and Surge), but rogue and fighter are also supernice. Soulblade, too - you just won't use any cipher powers... Now I will get toasted because I most likely caused a nerf.
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The most unforgivable sin of Deadfire is that it summoned some 5 year old Rumpelstiltskins directly into the forum.
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It has to be a change that is easy to implement (e.g. doesn't need animation/graphics changes). Because this simply would lower the chances that our wish gets fulfilled. I also don't think that weapon and shield needs a special Full Attack. It's a defensive setup and doesn't need to be on par when it comes to damage dealing. It's a pretty powerful setup already. For Full Attacks with a shield there's stuff like Tuotilo's Palm.
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The tree says passive and active. It's that simple. Passives stack with everything, including actives. Actives are not supposed to stack with each other if they address the same stat. However, there are a few exceptions. For example an active ability that does +20 to all defenses can stack with one that does only +20 to deflection so that you get +40 deflection. It's not a lot, but they are there (Circle of Protection, Vigorous Defense, Llengrath's Safeguard...).
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They are looking. I have the impression that they are looking more than ever. Which is good! They are answering a lot more questions from the forum in the streams now, they mention stuff from the forums in the streams. This might sound evil but maybe the pause that Josh is taking from PoE does us good. No more Somethig Awful and Tumblr questions in the streams means more place for our suggestions/questions, hehe. Still wish that he comes back pretty soon though.
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Yes - nearly exactly as I played it. With one exception: why not Clear Out? I loved it with my Morning Star Berserker/Devoted. It does really nice damage on clumped mobs - because Carnage will trigger on every hit of the AoE attack. And it will apply Shaken and Body Blows to all enemies you hit with it. It will apply prone and push the enemies around as well. I mean the latter might not be desired sometimes, but still... For the levels before getting Brute Force you can make great use of Knockdown and then Mule Kick: both target fortitude and Mule Kick even gets +10 ACC. Those are pretty darn good attacks for a guy with a Morning Star (and Barbaric Yell). You can retrain as soon as you get Brute Force.
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Confounding Blind does -2 deflection on hit. A blunderbuss should only do -8, a Full Attack with Blunderbuss -16. Dual wieldig might have two chances of refunding Stunning Surge - but the one handed style still has a higher overall chance to crit/refund. Only two handers will have a disadvantage in this case - but to be honest: it's only Stunning Surge and Gambit. I can live with that.
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A Spellsword is a Wizard/Rogue. I guess you mean Arcane Knight (Wizard/Paladin)? You have to become the Herald of Berath in the opening scenes. If not you will be returned to the wheel, reborn as a rodent and the game is over. Arcane Knight (Wizard/Paladin) is strong class combo. Try Citzal's Spirit Lance + Bleak Walker's Flames of Devotion.
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That is not correct. If you deliver a Full Attack with dual weapons the main hand strikes first, its recovery is omitted and the second weapon strikes second and its recovery counts, So if you put a faster weapon in the offhand you will have a faster recovery with a Full Attack than doing it the other way round. So it's smart to put the faster weapon into the offhand and the slower one into the main hand when doing Full Attacks.