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Everything posted by Boeroer
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I agree on everything except Ring the Bell+ with one handed weapons. Because that stacks its DoT just fine with Arterial Strike's, Gouging Strike's and Toxic Strike's DoT. Two times Gouging Strike for example doesn't work because t)the DoT won't stack.
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Only works if enemies have buffs running u can leech time from It has actually zero effect on Barring Death's Door (just checked on Rotghasts + Broodmother who casts Devotions on them). Salvation of Time is obviously bugged: if you apply it for the first time it gives you +20 secs instead of +10. Only the second appliance will give you +10 secs. So for the second time it's actually better to cast Barring Death's Door again because its duration is usually 10+ secs at higher levels while Salvation doesn't scale at all.
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Sacred Immolation isn't that bad: if I use Voidward, cast Sacred Immolation and then put Greater Lay on Hands on me I barely lose 88 health after all (at lvl 20 - no special healing bonuses). Singing Her Courage Thick as Steel also helps a lot. With Brisk Recitation it will take away 10 damage of each pulse away. Then my paladin only loses 47 health. With Courage, Physiker's Belt and Practiced Healer I lose 30 health overall. Other damage reductions that mention "incoming weapon damage" (like on Nerian's Ward) don't work against the self damage. Maybe others that don't use that restriction work?
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That's because all that "Instruments of Pain" does is to increase your melee weapon's range by 500%, nothing more. It works wonderfully well with reach weapons and is especially beautiful with Citzal's Spirit Lance (because you can then use Swift Flurry and Heartbeat Drumming in combination with Stunning Surge at range AND in an AoE). Because +500% weapons range is more impressive when your weapon range already is 1.8 meters and not just 1. And what's one players downside (doesn't work with Driving Flight) is another's upside (monk's and other classes' "melee only" abilites work with Instruments of Pain).
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Berserker/Sharpshooter is quite the crazy combo for Frostseeker. You'll miss the Twinned Shot but Tenacious + Bloodlust + Bloodthirst means very high attack speed (to compensate for the Sharpshooter's malus). Also Tenacious, the higher crit damage of Berserker's Frenzy, the crit conversion of Berserker combined with the conversion of the Sharpshooter and Barbaric Blow make this guy crit a lot an really hard. Another nice variant is Geomancer. Essential Phantom will also get Frostseeker (and all other items you wear). The phantom will not have your abilities, but it's fun enough to attack groups with two Frostseekers. I still didn't try out if Combusting Wounds works with Frostseeker or if the ice quenches the burn.
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I don't get that one. The UI is there (you can most likely open it with the console). Can't they just add a simple button to the char sheet that opens it? Also: why can't I see my [current engagements/max engagement slots] in the char sheet or somewhere else?
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As I already said in the "strongest/weakest class" thread: rangers have really useful abilities. It's like in PoE: first people complain that wizard and priest are useless, years later wizards and priests are considered the best - although they got a major nerf in between. The reason is that in the beginning, a lot of players judge classes by description and do not try them out. After some time they maybe did and change their minds. That said: the Ranger's animal companion is so much weaker than in PoE (where it got buffed with a patch after it started into the game as weak as now in Deadfire) - it's no fun to build around it. Stuff like Master's Call, Stalker's Link and Takedown Combo is fun, but the stuff that boost the animal Companion itself, like Predator's Sense just makes you cry if you look at the puny base damage + 50%. Like in PoE, they attack superslowly. If they'd just give them a bit more base damage and also scale base damage with level (instead of giving additive dmg bonuses that scale badly with a pet)...