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Boeroer

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Everything posted by Boeroer

  1. Haha - ok. But I wonder why you were able to start casting that summoning in the first place. The button should have been greyed out/disabled and you shouldn't have been able to start to cast the stuff in the first place. Maybe that's the real bug here...?
  2. Fun fact: in its first iterations the Sanguine Plate had the Retaliation enchantment instead of the "Spell Holding: Frenzy" enchantment that it has today. When it got changed I thought "Aww man!" - but after countless playthroughs I really don't know why I thought that in the first place. Stupid past me...
  3. You... are? You gullible? You firkraag888/master guardian/no1fanboy?
  4. So either you get interrupted all the time - or you ran into a bug.
  5. Nope, but maybe I just missed that because I usually switched the modal off as soon as an enemy was affected.
  6. I really like the circumvention of the stationary "debuff" with Escape. I would suggest Rakhan Field Boots: they work a bit like the old Charge (but shorter range): Full Attack on everybody in the path. It's 1/encounter and also works while you can't move (e.g. from large shield modal).
  7. Ah ok. That's new. When I did a playthrough with Xoti-Monk right after release it didn't work like that - or at least that's how I remember it. But since I'm old and may have Brain-like-Swiss-Cheese-Syndrome... That's nice actually. Great for Shattered Pillars to gain wounds without the need for auto-attacks I guess.
  8. He has a unique armor - that you could see in the stream. But nothing is known about it so far (besides the looks) afaik.
  9. Well - maybe if you can still use Barbaric Blow it's not that bad. +20 ACC will lead to more crits and so on. It's just not my kind of buff - just because of the disabled spell casting.
  10. 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.
  11. 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.
  12. 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*
  13. 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.
  14. 5 seconds? Every fast buff of the wizard takes 0.4 sec base casting time and 0 recovery. Faster with some dex or if you're smart and cast Alacrity after Infuse. So you cast 13+ buffs at the start of every combat? I'd say that's buffer overflow.
  15. 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.
  16. Have a look here: https://forums.obsidian.net/topic/104298-top-2her-reviews/?do=findComment&comment=2079803
  17. Afaik Stunning Surge only refunds mortification and doesn't give wounds.
  18. 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.
  19. The most unforgivable sin of Deadfire is that it summoned some 5 year old Rumpelstiltskins directly into the forum.
  20. 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.
  21. It's 43 dmg per 3 seconds. And if you use Sacred Immolation and then Lay on Hands on yourself it is easy to survive. Voidward also helps to reduce the self damage (-25%).
  22. Noticed the same thing today (1.22). This seems to be rel. new.
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