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Everything posted by Boeroer
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So true. Although... I like breaking the released game with a char build and then see OBS fix it with a new patch release. RIP Backlash Beldam and friends...
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No. 1 priority: Scroll against fear. Will give you +20 ACC because terrified aura will not work. Then scroll of valor. Then scroll of confusion, paralysis and whisper of treason. If you manage to confuse or charm the dragon you don't have to tank him. If you manage to paralyze him: same. If you manage to confuse or charm those around him it's the same because he will attack them instead of you. Dragons are only resistant to prone, not immune. If tou manage to apply a Force of Anguish he will go down for a good amount of time. Don't use fists for this! Transcentend Suffering's ACC bonus doesn't get applied to FoA. Instead, use a single weapon for FoA. This will give you +12 ACC (which is badly needed because the dragon's fortitude is superhigh), plus the enchantment bonus of the weapon plus the ability bonus of FoE plus valor. It makes a huge difference to fists! If you have, put a marking weapon into a char's hands who is also attacking the dragon. Only this one and the monk will attack the dragon! This way the monk's FoA will receive another +20 ACC from marking and flanking (if you attack in melee from opp sides). If your paladin has Coordinated Attacks, then use him to wield the marking weapon. This would add another +10 ACC to the monk. Every now and then, try to charm the dragon with cipher's whisper. Even if you manage to charm him only briefly: use FoA with the monk! Charmed enemies have crappy defenses and that gives you more chances to land the initial FoA hit. Same if he's paralyzed. Once the dragon is disabled by prone or paralyze, attack with everything you have. The trick is to defend yourself against afflictions (prayer scrolls), boost your ACC a lot (valor, marking, single weapon use and so on) and then disable him. Since you don't have a priest you have to be creative. With Coordinated Attacks + marking + single weapon + scroll against fear + exceptional weapon + FoA + flanking + valor + weapon focus + your monk's FoAs should attack with +108 ACC on top of his base ACC. It should work from time to time...
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Ouch - sorry. I read your post again and realised that I totally misread it the first time. Maybe I accidentially skipped a line or so - whatever, shame on me. You are absolutely right of course. I just wanted to point out that all the ACC stuff stacks - which is pretty neat. Yes, Inspiring Radiance stacks with everything. It's absolutely great. In fact, with Devotions, Inspiring Radiance, marking and Coordinated Attacks you can buff a fighter with +50 ACC and his Disciplined Barrage will stack, too - giving him +70 ACC. It's a supergood trinity setup against dragons. None of them is immune to prone. And fighters can prone bosses all day long with Knockdown and an overbearing weapon like Tall Grass or Hours of St. Rumbalt - turning dragon fights into a child's birthday party.
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Coordinated Attacks (+ a marking weapon) is also good if you have a priest. Because it stacks with every other ACC buff. That way you can give an ally +26 ACC via Zealous Focus, Coordinated Attacks and marking plus +30 from a priest's Inspiring Radiance + Devotions of the Faithful. That one character will have +56 accuracy which is really enormous.
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Mourning Gloves can still give you lots of interrupt power, endurance per kill and so on. They are still a very good pick. And the 10% speed will kick in as soon as Swift Strikes runs out. Blood Testament are quite good but come so late. If you can find Gauntlets of Swift Action then I'd take those. They stack with Swift Strikes. Also nice: Archer's Gloves as long as you don't have the Cloak of the Frozen Hunt yet.
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You skilled your paladin mostly like a tank. But then you didn't take Weapon & Shield Style. Your offensive potential is quite limited, so I wouldn't have picked Sworn Enemy. You don't need Untroubled Faith if you don't plan to violate your dispositions. Also, in my opinion Deep Faith is not worth the point, but that's a matter of taste maybe. You shouldn't need stealth at all. I would strongly advise to put those points into survival. There is a Kind Wayfarer build somewhere hidden in the forums named "damaging healbot". It's strictly skilled for offense and killing and tries to trigger Strange Mercy & Sword and the Shepherd very often. You would play it a lot more offensively but it sounded like a lot of fun. Once you reach lvl 13 with Sacred Immolation you will heal everything around you all the time. If I'd use that approach I would probably use a Great Sword or Estoc. Another way to skill a Kind Wayfarer is to use the Counselor Ploi build ( https://forums.obsidian.net/topic/89995-class-build-counselor-ploi-charming-paladin-supporter-tank/ ). Originally it's a wood elven Shield Bearer, but it's also well suited for a human Kind Wayfarer - instead of the Shieldbearer talents you take the ones for Kind Wayfarers and it's done. It's a very supportive character (can give your main damage dealer or cc guy a lot of bonus accuracy for example), good CC options via mind control and with good spike damage but low DPS overall. He has to be played more actively than a pure tank. You could even combine both ideas and use Counselor Ploi with a special Pollaxe (Spectacular Spetum from Vincent Dwellier in the Salty Mast, Ondra's Gift, Defiance Bay) and later switch to the Blade of the Endless Paths (Estoc). Instead of Weapon & Shield Style you would take Two Handed Style and you would skip guns and the related talents and use Savage Attack instead. Although it's really hard to drop the Outworn Buckler.
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The pollaxe from the Club of RPG (Spectacular Spetum) is not bad at all. But it's not that great for a barb. More for a fighter with Overbearing Guard or a paladin with Coordinated Attacks. The CRPG has some really nice hidden treasures, like the Vile Loner's Lance and the Sword of Daenysis.
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With Quick Switch + the Coil you can still skip recovery, yes. Also the reloading phase of crossbows, guns etc. can be skipped with that trick or bug. So you could fire two arquebuses all the time without recovery & reloading. But the superhigh micro you need to do that doesn't make it interesting in my opinion. You'd have to micro that char so excessively that it's no fun at all. That and the feeling that you cheat makes this bug a very minor issue for me.
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I did a whole playtrough with that barb and rushed to get the shield as early a possible. I played with it for several hours (rest of WMII, Act III) and it always triggered Taste of the Hunt more than once with HoF. You didn't even need to look at the combat log. The barb got healed from low to full endurance a lot of times. Only possible with multiple procs. Also, as I said, the sound effect of TotH looped like crazy. Another hint it got triggered more often. Maybe there was a fix between our testings. Unlabored Blade now also procs correctly.
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Yes, but don't forget that their ACC bonus doesn't get applied to special attacks! This is a big disadvantage of monk's fists. The Long Pain don't have this problem, they are as fast as fists (I mean they are fists), do more damage because they have huge base damage and don't get that weird bonus and their ACC bonus is higher and works correctly. I think most monk builds are way better off when they dual wield or use a bashing shield. Torment's Reach is the main reason: full attacks (meaning two cones instead of one for the same amount of wounds) and the cone doesn't care about your weapons' damage. So summoned 2handers don't make a lot of sense in my opinion.
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Absolutely right. That would also make Backstab more useful. Although I still think that Backstab should add a fixed amount of damage and not +x%. Since the number of attacks you can do with Backstab is very limited (usually one or two) atm it's best to use heavy hitting weapons - which contradicts with my idea of a sneaky "back"-stab. With a fixed amount of damage it wouldn't matter if the weapon is light or heavy. Things like Envenomed Strike and Avenging Storm already do it this way. A fixed dmg wounding DoT effect would be nice (profits from MIG). And with feign death and unbreakable invisibility the fast weapons would be even better than the slow ones because you could do more fixed damage backstabs in a given time - and that's how it should be in my opinion.
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If you use a monk and want summoned weapons I would strongly recommend the long pain. Also works in melee and has great base damage and ACC. Way better than fists because those have low base damage + a bonus. Only the base damage gets influenced by things like savage attack, crits and so on. Also the normal fists ACC bonus doesn't get applied to special attacks like Force of Anguish and Torment's Reach. Long Pain's (even higher) ACC on the other hand works perfectly well. Firebrand for monks is kind of meh. It's cool on paladins, fighters, rogues and barbs - until you can get durgan steel. Then unique greatswords are better.
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My experience with DMS + HoF was that it clearly triggered more than once. Sometimes the stacked sound effects of all the Taste of the Hunt procs lasted several seconds after HoF was completed. Damage was good and healing too. Look at my Golden Dragon build. I played it with DMS in a PotD playtrough. No issues with carnage or HoF. Good on a barb, but I wouldn't put it on a fighter.