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Boeroer

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Everything posted by Boeroer

  1. 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
  2. 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.
  3. 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.
  4. Haha - I imagine Concelhaut's Crushing Doom 6 times on a dragon's head.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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?
  11. If I only had the time. Maybe in summer - if anyone is still interested in PoE then.
  12. *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.
  13. +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?
  14. Actually, using summoned weapons + defensive buffs leads to lesser rests than using damaging spells all the time instead. You don't need to use Arcane Veil in every fight. You will have things like Wizard's Double for example which can be very effective against weaker trashmobs if you combine it with a shield. It will last forever if you only get grazed. All in all I'dI'd say it doesn't lead to more resting. Also because you normally don't get targeted as much as when you are a squishy back row wizard. In my playthroughs the reason I rest is low health, not spells.
  15. I can do that. I'm at the other end of Germany at the moment but when I return home at Friday I might find some time to write down that druid. Already finished the playthrough before I started Tyranny.
  16. Nopedynope. Not last time I tried with The Dragon Thrashed on a chanter.
  17. I did nearly the same - but I took Novice's Suffering for the times I'm not shifted and it worked out well. I also ended up with using Heart of the Storm. Although Scion of Flame is not too bad when you choose some fire spells as mastery at lvl 1 and two.
  18. For the barb: go for max CON and dumped DEX - worked for me (with dual sabres though). With HoF you don't need DEX most of the time.
  19. I sometimes take it - but I always forget to cast it later in the game because most enemies die too fast anyway. Well, against bosses it should be worthwhile.
  20. Oops - I missed that line with the gloves and ring. I guess the flanking bonus works with the same spells which also work with Penetrating Shot: direct damaging spells that you target on a single enemy, not AoE spells. But it's only a guess.
  21. You forgot the gloves which give you +10% spell damage. With the bartender's Ring you can add +20% damage against vessels and spirits. And a chanter could add a burning lash to a lot of your spells, too. Nope, I never build my wizards like this. Maybe because they are already nuking everything into the ground without optimized spell damage. Or mabye it's because I like the summoned weapons of a wizard too much - so I don't entirely focus on the damaging spells. Funnily though I did exactly this with a solo priest (because he can use champion's boon by himself and so on) - and I have to say it's a lot of fun to see those high damage numbers. So I suppose it will be the same with a wizard. I really don't know if the hater talents work properly with all spells though. DoT's don't work, but I suppose the spells that do direct damage will.
  22. That would be new to me. As far as I know it summons an exceptional staff with +8 ACC. There are summoned weapons which scale with level (Long Pain for example) but I don't think the wizard's weapons do this. Once you can cast Citzal's Spirit Lance you can throw away Tidefall.
  23. Dammit - I never realized that Marked Prey did this. After all this time...
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