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Boeroer

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Everything posted by Boeroer

  1. If the fighter has high INT: the fighter You can titally do without scrolls on PoTD with a full party though. Also without any other consumables...
  2. Is this screenshot taken during encounter outside of combat. I'd double-check if it works once encounter starts.
  3. You can only put one proofing on an armor. If it's already corrode-proofed then that's it. You can't remove or overwrite it.
  4. Yes, Finishing Blow works with ranged weapons. Still sucks though if you want to one-shot somebody. But at least it will give you +0.5... I think a Runner's Wounding Shot would be way better in this case. It's multiplicative and 80% and likes MIG as well. Backstab bonus is additive, yes. But you forgot Sneak Attack. Deathblows adds 100% on top of Sneak's 50% as far as I know. Aaand you forgot lashes on the weapon. @firkraag888: Stacking DR bypass on a target with 0 DR is moot. But I guess you meant 0 DR after DR bypass is applied. The problem with blunderbusses is that lashes (your best friends when it comes to damage) don't profit from DR bypass.
  5. Yes, having less crits than a paladin and chanter is really weird.
  6. Fighter with Take the Hit on the front line is not optimal because he will get damaged by Take the Hit AND the enemy which will lead to massive health loss. In the second one row however he can heal the damage from Take the Hit and dish out nice reach weapon damage and single target CC with Knockdown and Overbearing. The synergies between healing, Take the Hit and things like Zealous Endurance and thick armor on the front line is great. Chanter's first level phrase that lowers slash and pierce damage is also good with this. Later the 30pt damage shield is even better. Party will get very little damage. But the fighter should not get pummeled too often. And also mind controlling enemies breaks this idea so hard: Take the Hit will apply to charmed enemies and won't go away after charm runs out. So you will kill your fighter when you kill that once-charmed enemy. Or you have to move the fighter out of range or turn off Take the Hit all he time. Very annoying. Without Take the Hit a fighter with a pike is pretty straightforward I think. And in the front line I would give him dual weapons.
  7. Yes. A fighter can also focus even more on regeneration with Constant+Rapid Recovery and the Cloak of the Tireless Defender + survival 8 or even 14 and a Belt of Bountiful Healing. Then go full offense with the rest. I like Hours of SR on a fighter because his very high ACC with Disc. Barrage leads to a lot of crits. But I like dual wielding on fighters even more because of Knockdown's Full Attack and also because of Charge (does an invisible Full Attack at the target additional to the crush damage). Paladins with a two hander are ok, but because of the Outworn Buckler (its herald enchantment stacks with everything) I usually end up with two arquebuses or two blunderbusses and a weapon & OW Buckler setup. Also, dual wielding sabres does more damage with FoD on most cases than using a two hander. A barb with a reach weapon on the other hand can place his Carnage perfectly well in the middle of a mob. And when he kills stuff his recovery is 0 which is great with a two hander. Also, try St. Ydwen's Redeemer + Blood Thirst on a group of vessels... Edit: damn phone... Had to correct some weird sentences...
  8. I find build descriptions only useful if they do something special that you wouldn't expect or if the class itself is complicated (like casters with a ton of spells). A melee guy with a two hander is really straightforward. If you want extra sturdyness without sacrificing too much offensive potential then take Veteran's Recovery and other self heals and survival 8 as well as an item like Fulvano's Amulet. Tidefall on a barb is nice because the endurance draining as well as wounding work with Carnage.
  9. He shouldn't have such low numbers when it comes to crits. Something's not right. I mean he will not keep up with Dragon Thrashed and SI anyways, but at least he should do reliable and high single target damage and stun at least 50% of all shots at higher levels.
  10. Hi, it's simple: barb with Tall Grass, Hours of Saint Rumbalt or Tidefall (best damage, needs high MIG), Frenzy, Bloodlust and Blood Thirst. Rest is straightforward.
  11. Why not a melee wizard with Concelhaut's Staff and later Citzal's Spirit Lance? Not much micro to summon a weapon. Use your spells for self buffs. I once had a fighter with maximum regeneration and high MIG, CON and high INT, Tall Grass and a focus on "Take the Hit". It's pretty awesome if you mainly get damage from Take the Hit and cut your your party members' damage in half. Also good with Triggered Immunity later on I guess... It obviously works best if you combine it with defection and DR buffs for your front line so that only MIN damage gets through. The only thing is that it's totally bugged when mind controlled enemies are near. So if you want to use any form of mind control then don't do it. If not then I'd recommend it. It's an improvement in sturdiness for the whole party with zero additional micro. If you feel health is a problem then you can take Wound Binding (only build where I took it). Due to the higher ACC of fighters I would give the fighter Tall Grass and the chanter Durance's Staff and Llawran's Stick. Another alternative is a barb.
  12. So he has 85 with Marksman und Distant Advantage at lvl 10 which should be good. Also you get +10 ACC when using strikes and Runner's WS. Didn't you enchant Borresaine with exceptional or so?
  13. With Tidefall: yes. But even better with weapons that have higher base damage like arquebuses or blunderbusses or Concelhaut's Staff and so on - but with Tidefall it's good as well. Wounding itself does noting for Runner's WS though.They just stack. It's not that great with fast weapons that do low damage on hit like Persistence or Drawn in Spring. I played a rogue with 1 INT/1 RES + Tidefall + Runner's WS as No. 1 attack ability and he was really nice.
  14. Depends. Actually I never go the implement mode. They are just not very good with implements. I want to give good implements to my wizard or ranger. The more spells the priest gets the more often I will give them a hatchet + shield because he will spend less and less time fighting. Sometimes I like to give my priest a two hander like Firebrand (works with every priest - Skaen is nice with the Sneak dmg bonuses) or Tidefall or Hours oSR (Berathian Priest) or Llawran's Stick for a priest of Wael.
  15. Don't know the reasons of mosspit, but with durgan steel a shield makes your main hand faster - which can lead to higher dps than with a two hander which hasn't reached low or 0 recovery (for example if the main hand wields Drawn in Spring). And maybe because of Sacred Immolation, too. Chanter can get "The Champion braved the Horde alone" and it might be more fun to fight with a really speedy two hander (with 0 recovery best dps).
  16. No he cannot. Also because Tidefall is not the best option for FoD. Maybe something like 250 to 260 is possible with Tidefall with a good damage roll and all the dmg mods you can get. Doing that would require a lot of ifs and a lot of fuzz and is impractical, while it's "relatively" easy to get to 1000 damage with Disintegration (you just need a crit and very high MIG and INT). The dps of Tidefall is better though. The damage per hit or crit is not. You have to remember that Disintegration takes a long time. It's not an instant kill. The damage per second is not that breathtaking - it's just nice that you only have to hit/crit once when the time is right - and then the thing just does its work.
  17. Run towards them, hit them or wait until they start with their detonating process and then run away quickly. Preferably with Boots of Speed. They will explode after a while once they start making that "Ohhhh - I will explode soon!" noise. and you will be far away. Alternatively cause prone or other hard CC.
  18. It's a bit annoying - but why do you bother? His summon will work if the skull's near you or not. So it's function is not impaired. I wouldn't waste that much time and efford for a cosmetical thing (skull actually following).
  19. Fires of Darcozzi Palace is pretty weak. I never tried if it stacks with Potion of Flame Shield though. If you can stack a lot of retaliations then an approach with Combusting Wounds becomes interesting even if the retaliation itself is weak - due to the sheer number of hits you generate when you get attacked. Battle Forged on a paladin (would stack with Fires oDP) is also not too great because a paladin has few things that can boost retaliation damage - like monks (Turning Wheel, Blood Testament, Rooting Pain), barbs (One Stands Alone, Blooded) and rogues (Deathblows) have. In itself Fires oDP is not worth a point in my opinion. Don't know why they made it weaker than Flame Shield. Even the original spell is pretty lame.
  20. Cleansing Flame has higher dps because it only lasts 5 secs and has 80 base damage, but the overal damage is still lower even with +8 MIG and +8 INT I think (but I don't know for sure). Does the +100% damage over tick rate work for its own damage, too? Never tested this to be honest. And of course Shining Beacon and similar spells can potentially do more damage, but distributed among several enemies and not to a single one. I believe Disintegration is hard to beat. Also because it's raw damage. The great thing is those DoTs keep on working even when you charm the enemy - or cast Statis Shell on them or so.
  21. I think. That's because it has very high base damage (240) and profits from attributes twofold: Might will increase the base damage (additive dmg bonus) and INT will prolong the duration (multiplicative dmg bonus). And a crit will add 50% duration rather than 50% to base damage - which is much better (not for dps, but for overall damage). So, with 240 base damage, 20 INT and 20 MIG you get over 600 raw damage with a crit. I can't think of any other spell or ability that does that much single target damage. But maybe there is...? Maybe Holy Radiance + Aggradizing Radiance + Brilliant Radiance does more crit damage to vessels when the dispositions are right? Can't say. I only know it does a ton of damage with high MIG and INT, one-shotting most vessels. But it's not raw damage so against immunities or very high burn DR it is not that powerful.
  22. What do you mean by "limited skill types"? Like that rogues get more mechanics?
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