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Everything posted by Boeroer
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Pin Link is supercool. If you want you can use Sura's Supper Plate, Potion of Flame Shield (also gets prologed by Spelltongue), Garodh's Chorus and Barbaric Retaliation and use Combusting Wounds with The Ring of Searing Flames. Because of Pain Link + quadruple retaliation via shield + helm + potion + barbaric ret. foes will absolutely melt when they strike you, catching 5 hits when they hit you. And your carnage with Spelltogue is pretty fast, too, adding more hits. Not to speak of HoF. This trick also works with March Steel Dagger. You'll lose one retaliation out of 5, but 4 is still great and your attacks will be much faster and HoF will be executed twice. Dragon's Maw is good - also with HoF. My Golden Dragon build used it and carnage/HoF works really well with Taste of the Hunt. It's good for survival as well as for damage - while Badgradr's Barricade may be better for damage, but doesn't add any survivability besides the usual deflection/reflex. And to be honest once you have HoF attack speed doesn't matter that much anymore because most foes are dead after HoF. With HoF it's best to reach the highest possible damage per hit while dual wielding. After HoF with Spelltongue while being surrounded by mobs your durations will be so long that it will last for the rest of the encounter by the way. I think it's more a matter of taste which setup you choose. They are all good, fun and viable.
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Character's left hand of course. Glad it worked out. If you already have the March Steel Dagger (should be very easy to get if you didn't give it to the kid named "Gordy" already) then try out dual wielding. If you don't mind that dual wielding two rapiers looks kind of funny then you could also buy the Sword of Daenysis from Vincent Dwellier in the Salty Mast. It has speed + rending is is one of the best rapiers besides Spelltongue in my opinion. And it doesn't look too weird if you dual wield with it because it's a bit shorter then Spelltongue - looks a bit like an offhand weapon then. The speed enchantment + Two Weapon Style will make sure that you will hit even more often with Spelltongue. Another nice option would be Mosquito: it has draining and a nice, long interrupt. Draining with a barb is always nice, even if it's low because of low weapon damage. Later on the Unlabored Blade would be nice. It's proc got nerfed to 3%, but now it works properly and combined with Carnage or even HoF it's great. Or Drawn in Spring later on. Plenty of options there. With durgan steel, dual wielding, the speed buff of Spelltongue and Frenzy + Bloodlust you can achieve 0 recovery in plate and with Vuln. Attack on. This means you could use the Sanguine Plate and skip Frenzy as an ability, sparing one ability point and use it for something else. The Frenzy from the plate not only gets prolonged as the rest, but it also takes no time to cast. Using a durganized shield is also a good option. Especially if it's Badgradr's Barricade.
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For me, fortitude is the most important defense - generally speaking. Nearly all of the most dangerous disables like paralyze, stun, prone and petrify target fortitude. Then comes deflection, then reflex. Last one is will for me. But it also depends which classes/builds you use. For example you don't want that your Dragon-Thrashed-chanter or your Sacred-Immolation-paladin get charmed or dominated. Because that's very painful for your whole party. And if you have a priest most afflictions are less threatening and suddenly deflection is my no. 1 concern.
- 16 replies
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- Deflection
- Pallegina
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Thaos is most likely killing you with Cleansing Flame. Give your pure tank Aila Braccia, let Durance buff his deflection and attack Thaos - this should reflect his own Cleansing Flames to him. Use your wizard as CC machine first, then as damage dealer. The statues can be controlled with prone effects. Don't forget to buff your ACC with Durance: Devotions of the Faithful + Inspiring Radiance (also damages statues) + class skills like Eldritch Aim. And use prayers against afflictions. The barb is not very effective in this fight since there are only three enemies and you will most likely not reach them all with carnage. Put him in fat armor and use food and survival bonuses to buff his DR even more, then use him to distract and drink healing potions. If you have St. Ydwen's Redeemer then use it on the statues, there's a chance that they will get destroyed instantly. If you paladin uses Tall Grass (why a pike paladin?) then use ACC buffs and flanking to land prone-crits with Flames of Devotions on the statues. The most important part is accuracy. Buff it first, then use the high ACC to disable the enemies, then deal damage. Don't try to deal damage without using buffs and disables, you will graze or miss all the time.
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But don't they just pause & quit the game if the fight goes south? So no problem if you screw the buffing I guess. Also, with Fast Runner and later Alacrity you can run away a bit and buff yourself while undisturbed until the first enemy arrives. But true: self buffing is a bit of a risk. Same with priests I guess.
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It works with wood elf's Distant Advantage. It's a good choice, too. There are three reasons why I chose boeal dwarf: 1. It's one of the char models which doesn't look too stupid with the Maegfolc Skull. 2. Do you remember the annoying little fast bushfolks in Diablo II? I wanted a char that looks like those. 3. I wanted to combine the racial ability of the boreal dwarf (+15 ACC against wilder and primordial) with the Bartender's Ring (+20% damage to vessel & spirit) and some hatte talents (+25% dmg) so that I have bonuses against all enemies (except kith) no matter if I'm ranged or melee. Because I switched a lot from melee (no wounds) to ranged (enough wounds for Long Pain and some special attacks) Distant Advantage (wood elf) and also Marksman would not always apply. But the main reason was the looks.
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Kind Wayfarer with 3 guns is cool. Use 2 FoD shots with Intense Flames, burning lash and Scion of Flame and one Runner's Wounding Shot before switching to melee. Independend from class choice: If you still like hatchets you can use Hearth Harvest. It's obtainable quite early and it already comes with a burning lash and has rending, which is good for a fast, light weapon.
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You missed The Dragon Thrashed chant (lvl 9). It turns Kana from the least damaging party member into the most damaging one. Tanky is good then. Just chain Dragon Thrashed phrase and nothing else. If you buff him with Durance (Devotions of & Crowns for the Faithful, Champion's Boon) he will finish whole encounters alone.
- 16 replies
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- Deflection
- Pallegina
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It is very cool. It turns 100% of ranged grazes into misses and reflects them. Outworn Buckler is also very good. No. 1 paladin shield.
- 16 replies
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- Deflection
- Pallegina
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Ranged attacks are all targeted attacks which travel over a distance. This includes Necrotic Lance, Missiles, arrows, gunshots, cleansing flame and so on. It also includes the annoying Lagufaeth blowguns. AoE spells like Fireball which you cast "on the floor" don't count. With Pallegina, Aru Brekr and Aila Braccia you will reflect a lot of such attacks back to the attacker. For example the Lagufaeth paralyze themselves and Thaos will cast Cleansing Flame into his own face. It's a very nice setup for certain encounters. I'm pretty sure it stacks. Elusove Quarry is a passive and should stack with everything. Look at the combat log when Pallegina gets attacked by a shot. You can even do it yourself. Her deflection in that roll should be 20 higher than on her char sheet.
- 16 replies
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- Deflection
- Pallegina
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Paladins can even get 120% lash for the arquebus shots: Flames of Devotion (50%) + Intense Flames (25%) + Burning Lash (25%) + Scion of Flame (*1.2). It's devastating. Another advantage would be that with Zealous Focus and the +20 ACC from FoD he will not likely miss even when he doesn't take a Weapon Focus for the arquebus. However, a paladin doesn't really fit thematically when I look at the image you posted. If I take that as a basis, I'd say rogue or ranger. The rogue can even take Backstab and do +200% base damage when opening from stealth at point blank. A ranger can reload significantly faster than any other class if you don't like Quick Switch. Later on he could use Powder Burns. Those are the classes that work best with arquebuses inmy opinion.
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Use the cape of the cheat then. One reason why I like builds with Tidefall, Hours of Saint Rumbalt and Tall Grass or Sword of Daenysis + March Steel Dagger and so on is the fact that you can get those weapons quite early but they are so good that you can totally keep and use them until the end. Sadly, the most amazing abilites come at level 7 or even later. You can't rush them like you can with some items.
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You don't need special stats for Spelltongue. Ok, 3 DEX might be a little slow, bit Maneha's stats are good wnough. With prolonged Frenzy and the speed buff yoi get from Spelltong you're fast enough. You can also dual wield with Spelltongue and for example March Steel Dagger and take Two Weapon Style. You will be very fast and it absolutely works with her. Turning the druid into a caster-tank still works. It's also possible to take the boar form and skill around self heals (max MIG and INT, Veteran's Recovery, boar's regeneration, Nature's Vigor & Balm, Moonwell, 14 survival for +60% healing) and wounding damage (boar tusks with max MIG). You will be very sturdy and can to a lot of Shapeshift damage, but you will have to rest from time to time because of low health. Fighters are great with charge nowadays, operating behind enemy lines and taking out high priority targets. For a wizard I used 4 blunderbusses + Pen Shot + Ryona's Vambraces + Quick Switch + Expose Vulnerabilities + Combusting Wounds just to do something different from the usual Blast thing and it was surprisingly good. You can also aim for Sprit Lance and pair it with Knockdown from Girdle of the Driving Wave and Glittering Gauntlets and so on. The Lance turns those things into AoE effects. It also used to work with Envenomed Strike, but I read somewhere that OBS secretly nerfed this, so maybe all the lance AoE thingies I mentioned got nerfed.
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It's debatable if druids are the weakest spellcasting class. They have some of the best spells of the game. Besides that, they also have the best deflection of all casters and better ACC than priests and the same as wizards. Other defense values are always the same for everyone. So it's not true that they have poor defenses. Actually the deflection of a druid is pretty good for a caster even without buffs like Moonwell and so on. However - if you don't ever use the spells because you want to spare them (don't do that) then you're always better of with another class - see the cipher like the streaker said. Thing is: if you don't spare spells the game is way easier. The druid has some great low level spells, including summons (blights) which make most early encounters a lot easier. If you're lucky and the right blight forms that is immune to the damage the enemy does - for example a flame blight against xaurip spear wielders - you'll have an invincible summon. Shapeshifting is very powerful, too. But you should take Wildstrike if you want to use it. Just don't rush into battle, you're still too flimsy. Cast spells from afar and shift if an enemy attacks you in melee. So if you like druids in general you can definitely stick to him. If you tend to spare spells and don't like to rest then all casters who use per rest spells are wasted. You will have to rest because of low health anyway at some point - so why spare spells?
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The scroll casts an AoE spell that gives everybody in range +2 mechanics. You have to place the char with the 10 mechanics into the AoE when casting this. Now, he has 12 mechanics. Then, try to disarm the trap with this guy, not Durance or Aloth (unless they are the ones with 12 mechanics now). You can also select the whole party and then try to disarm. The char with the highest mechanics score will usually go and try it.