Jump to content

Boeroer

Members
  • Posts

    22864
  • Joined

  • Last visited

  • Days Won

    370

Everything posted by Boeroer

  1. Barbaric retaliation only works when you get hit in melee. Breath Attacks and other AoE thingies won't trigger it.
  2. Not only does the phantom stun on hit, it also has sneak attack which is a nice addition to stun. It's like auto +50% damage. White Worms - one of my favorite abilities of all time. Basically breaks the game if you are patient, don't reload or leave the map and turn off gib in the game options. Seven Nights is very good if you stand right before an enemy. It will hit with 3 bolts for ridiculous damage. But you will have a chanting pause after any invocation. If you run with dumped DEX and plate armor it may be that your dps on higher levels is better if you just keep on chanting the Dragon Thrashed and don't use any damaging invocation at all. Of course, at some point White Worms will just vaporize anything if you only have piled enough bodies. The Torn Bannermen made this experience more than once.
  3. Shields too. For example the Last Tower will give you +1 move speed whoich stacks with everything. Or Little Savior and Outworn Buckler will give you +5 to all defenses which stacks wiuth everything, even with themselves. Some special abilitites and talents that count as "passives" have bonuses which stack with everything, too. I'd like to mention things like Inspiring and Aggrandizing Radiance (Priest), Flames of Devotions, Coordinated Attacks and Inspiring Exhortation (Paladin) and so on. It's quite the list if you search for all of them. Most of the time it's talents that alter an ability. For the rest everything that Jerek said is totally right.
  4. Not Little Savior was nerfed, it's the Unlabored Blade. It now only has a Spell Chance (Firebug) of 3%. Little Savior is still as aweseome as it used to be.
  5. Most of the time a boss is surrounded by a lot of ads. I can't remember any tough boss who is alone on the battlefield. And if there are more than 4 enemies in range then Heart of Fury is also very good to severely damage the boss while killing the ads. The rest is hitting the boss paladin-style. But with a lot more speed because usually Frenzy and also Bloodlust are still on.
  6. Prone also works on every dragon (they only have resistances). If you have a priest and/or a paladin who raise ACC a lot and a fighter with Knockdown or a monk with Force of Anguish most dragons can be kept down all the time. Also note that all dragons except one (one of the bog dragons is immune) can be charmed. This is (in my experience) the most easiest way to take them out. Give any character with high ACC Munacra Arret and then push his ACC even higher with priest and/or paladin. Even a paladin itself can be pretty good with it if he has Swon Enemy and uses it on the dragon. Most of the time the dragon gets crit-charmed. Besides his flipped alliance, charmed also is a hefty debuff.
  7. Yep. You increase the BASE with Confident Aim. Again: you increase the base itself. All the other dmg mods (Savage Attack and so on) will be calculated with that base. That's a good thing. Like Eric said you will have a 1.08 multiplier for your whole damage.
  8. Hm, no idea. I guess you will have more luck with finding an answer if you ask that queston in the General Discussion subforum. There are more active people there - also from OBS.
  9. After lvl 9 it's def. chanter for me too. Even if you are not supertanky you can kill everything with Dragon Thrashed while kiting. You only have to make sure your radius is very big (Voice of th Mountaintop + Overseering + maxed INT). Priest is very difficult at the start but later it's a lot of fun. Triumph of the Crusaders in solo game is really powerful. Since you have to do all killing by yourself, you get healed up to 100% all the time. With enough potions of Infuse with Vital Essence you are near unkillable after some time. You will have immunity spells against all afflictions, too, which is very helpful. What you lack is disabling spells, but you can put on Munacra Arret and Ring of Changing Heart and later Spirit Spiral and have 8 mind control uses per rest - which is quite nice combined with the ACC buffs a priest has. I just realize that I never tried if Spark the Souls of the Righteous works on charmed enemies...? Wizard is good enough from start to end. At first you can have Arcane Veil + Wizard's Double which makes you untouchable to most early enemies and later you can have cool summoned weapons like Citzal's Spirit Lance for trash fights and CC and hefty nukes for everything else. I also had a lot of fun with barbs. One was max MIG, max INT, max CON and totally offensive meatshield, the other had max RES and was a shield tank with good offensive potential. Barbs have carnage, so they are not as tedious to play as paladins in the early game. And later on they get Heart of Fury which is the strongest anti-mob-ability there is. But alltogether it's more difficult than chanter. Druid and cipher I can't say, never tried those solo. Fighter is as tedious as paladin - just without Sacred Immolation. And I really don't want to talk about rogue.
  10. The important part is that it's the weapon's base damage that gets altered. It's not a mere additive bonus like all the others but multiplicative.
  11. Very stupid that it doesn't get influenced by INT though.
  12. The best part of Confident Aim is the raising of the MIN damage. It translates to a multiplicative increase of dps. Have a look what Kaylon said: http://forums.obsidian.net/topic/87721-comtessas-gage/?hl=%2Bconfident+%2Baim
  13. Yep - but did you notice that the belt's benefical effect (which gets triggered once you shift) can have a different duration than your shifting itself? I didn't investigate further but I think it's most obvious when you have a lot of (or very low) INT.
  14. Yeah sorry, I used the wrong term. What I meant was a single attack and therefore it doesn't do anything special for you if you are dual wielding. It has also nothing to do with your weapon (as you said). Like "Into the Fray" if I'm not mistaken. The upside of Clear Out is that its base damage is higher than that of weapons, it gets an ACC bonus per level (Knockdown also gets this) and that you can execute it with any weapon equipped - even ranged ones.
  15. Haha - I imagine Concelhaut's Crushing Doom 6 times on a dragon's head.
  16. Since in this game it's all about accuracy vs. defense a priest is very helpful. No other class can raise the ACC of the whole party that high while at the same time buff the party's defenses a lot. And his damaging spells are also quite nice once you reach a certain level. But you don't need a priest to go the PoTD. You can use scrolls and potions to substitute most of his spells for example.
  17. The rogue would be really powerful with it. Can't imagine what barb's HoF would do in combination with the blast. Maybe melting Eora or something like that.
  18. I think Infuse is not a bad pick for 2nd level mastery. Combusting Wounds is also not bad of course. And the Siphon is also very nice for a melee wizard. Until you reach lvl 11 you will see which one you use more often. That one I'd pick for mastery.
  19. If you're wearing plate it's one of the best. But I also like Clear Out a lot. If I remember correctly it's only a primary attack though. With Siegebreaker Gauntlets you can have one additional Clear Out per rest.
  20. I think if you have three melee wizards you don't need a dedicated tank. With their defensive buffs those three can turn into good enough tanks anytime. The only exceptions will be dragons and some later bounty fights. Here a wizard with total focus on tankyness and survivability might be crucial to make those fights easier. And most of the time it's not only deflection but fortitude and reflex which save the day against dragons and such.
  21. Well if you did 125 pre DR and 105 after DR and 80 lash damage (for example) then the difference for the lash would be near 64% (more like expected) and not 76%. I also don't know how much DR gets substracted from Wildstrike+Greater Wildstrike+belt. 1/4? Or more?
  22. If I only had the time. Maybe in summer - if anyone is still interested in PoE then.
  23. *1.2 is the same as +20% by the way. Wildstrike + Greater Wildstrike + belt should lead to a 50% lash which should get multiplied by 1.2 when using an elemental talent. Which should lead to 60% lash. No idea where the additional damage might come from. But it might be that your target had high pierce DR and low corrode DR. Elemental lashes are calculated with the initial pre DR damage as base.
  24. +25% damage with the very high base damage of Rot Skulls is very good. But the nerf of envenomed strike is a hefty blow. Does anybody know if they also needed it for Blast and Citzal's Spirit Lance?
×
×
  • Create New...