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Boeroer

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Everything posted by Boeroer

  1. It seems that hazards are like characters on their own.
  2. I like orlans a tanky characters. It's funny when the smallest guy in the party is the toughest one.
  3. Before complaining, look at MaxQuest's signature! He made an excellent webapp. Far better than crappy spreadsheets.
  4. Yeah. Like plate: it has 12 base DR in general against everything - but slash and pierce are higher and shock is lower. And watch out: the bonuses/malus are percentage based (like a plate with 12 DR has -50% shock DR: means 6). Those percentage based bonus/malus also applies to your own proofing enchantments that you put onto your armor.
  5. I would give more points to PER. As I said: the accuracy bonus of the Long Pain isn't used when you are attacking with Force of Anguish, Torment's Reach, Stunning Blows and so on. It only works with auto attacks. And since the base damage of tLP is very high, you want do do lots of crits.
  6. You can just add the oroginal item via console and then enchant again: additem <name_of_the_item> 1 <enter> For example: additem hide_armor_blaidh_golan 1 (hope the spelling is right) But this is not optimal if you already put durgan steel or things like adra dragon scale on the original armor.
  7. Items with bonus to RES help, also Potion of Spirit Shield, later maybe Celebrant's Gloves and the Lost Periapt of the Winding Path. And if you don't surround yourself completely with enemies and use your CCs then interrupts are not a big problem. You don't need to min/max everything though.
  8. The Long Pain has high base damage that profits a lot from high MIG. At the same time its ACC bonus doesn't work with special attacks (like Transcendent Suffering), so you need some PER, too. Good INT let's you keep the Long Pain for quite some time and its also beneficial for all the cc abilities as well as healing over time. DEX is nice to speed up the casting animation of the Long Pain (which is rather long) and also speeds up the attacks. RES and CON are left - CON is quite useful for monks because they have high endurance and health pools. I would totally dump RES to 3 and use Vet. Recovery, Shod-in-Faith and healing bonuses from items and survival to counter the damage I receive. My priorities would be MIG>INT>PER>DEX>CON>RES
  9. Maybe it's considered a hazard? If yes: do all hazards work this way?
  10. The Long Pain is awesome. It also works with many of the monk's abilites which would otherwise only work with melee weapons. You can read the following class build for information about the Long Pain since it completely evolves around it. It's not a heavy armored or tanky build, but the info about the Long Pain is still viable. I think you can easily adapt that stuff for your build idea: The Witch Doctor Sanguine Plate's Frenzy does not stack with Swift Strikes if we talk about the attack speed bonus. But the +4 to MIG and CON will work. And you can spare your wound for Swift Strikes for the time when the frenzy weares off. So it's not a bad pick. Don't know which Kana chant you mean atm, I guess Shure Handed Ila. This does indeed stack with Frenzy's or Swift Strikes' speed bonus while you are using the Long Pain.
  11. Painful Interdiction is nice - the size of the AoE always amazes me. But if I choose Painful Interdiction I always make sure I have Inspiring Radiance first. This way you get +10 ACC for both interdiction rolls (dazing & weakening) without using a single per-rest spell. Since Interdiction's duration is rather short, it's good to do crits with it to get longer durations or to make sure it really hits.
  12. I decide that when I got my rings, belts, boots and stuff. Then I enchant my armor with the stat that's left. I like high INT on most of my chars, also monks, barbs, paladins and fighters. And since those classes often wear gear that has different enchantments (+deflection/protection and so on), sometimes my armor will give +2 INT for example. I forgot that Sanguine Plate's Frenzy does work with the Berserker's Belt by the way.
  13. It gives everybody in range +10 accuracy and that stacks with every other accuracy buff. It is very useful if you cast it early in encounters and then use debuffs on the enemy (to make sure they hit). Rule of thumb is: buff (your accuracy), debuff enemies' defenses, deal damage.
  14. Sadly, the -10% recovery penalty enchantment of the Colored Coat doesn't stack with durgan reinforcement. Wicked Briars generates a quite big AoE (2.5 radius base) in which enemies are damaged every 3 secs with pierce damage (10-15 base) and lasts 20 secs (base). It also causes hobbled every 3 secs for 3 secs (base). It works a bit like wizard's Chillfog. It's good with high MIG and INT and also works with Blooded last time I checked. If you kill enemies with it it also counts for Bloodlust and also Blood Thirst. Last time I used the Colored Coat its special version of Wicked Briars was foe only. Frenzy on Sanguine Plate is nice, since it needs no casting time. BUT if you catch the first crit the first use will trigger, which will lower your deflection even more and you will quickly catch a second crit which will trigger the second use of Frenzy which just overrides the first Frenzy since they don't stack. But still: two uses of Frenzy are better than one. Same problem with Shod-in-Faith. However, you can work around that problem: put on the Cape of the Master Mystic. You will catch a crit and trigger Frenzy, but at the same time also trigger invisibility. Foes will stop attacking you and you can navigate into a great position for you carnage without getting attacked, then start hitting. This will put some more time between the two Frenzy triggerings. Just note that Frenzy from Sanguine Plate doesn't work with Greater Frenzy.
  15. Since you are Fire Godlike, check out The Colored Coat. Wicked Briars is nasty - nice combo if the barb also has Apprentice's Sneak Attack, too. Another thing would be Coat of Ill Payment, because retaliation stacks with Battle Forged (and Barbaric Retaliation). Besides that, I think Blaidh Golan and Wayfarer's Hide are very solid picks for a barbarian. Not only the enchantments are good, but the looks also fit a barb perfectly well.
  16. Glad I could help. The staff itself is good. But since priests of Magran don't get special accuracy bonuses with quarterstaffs (only longsword, arquebus and soulbound or summoned weapons) I would give it to somebody else like a barbarian, a monk or a melee wizard - or whoever can make better use of it. Sadly, Brilliant Radiance is one of the worst talents in the whole game. I would never use it.

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