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Everything posted by Boeroer
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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.
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*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.
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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.
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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.
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It should do better dmg than Concelhaut's Staff. It has wounding and can have a lash. Both alone (and combined) will do more damage than the staff which can't be enchanted. But the staff has higher base damage and therefore also drains more endurance for you. It also works better with Savage Attack and other DMG mods for that reason, but still Tidefall should do more damage. Tidefall's wounding makes it one of the best DPS weapons, but wounding damage doesn't drain endurance. And it doesn't feel that powerful if you have high INT, because then the wounding dmg gets spread out over a long period of time. If you have low INT, it behaves more like an elemental lash. The staff is exceptional (+8 ACC), the great sword is superb (+12). So the sword should give you more ACC. If you have weapon focus soldier that is.
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Mountains Dwarf's "Hale and Hardy" is very useful. I used it with the Bilestomper build and (besides the nice side effect that yoi can stand in your own poison/disease AoE) things like Galvino's Hut and all the Lagufaeths became a lot easier. A lot of paralyzing and sickening or weakening attacks seem to be based on poison/disease. And lots of vessels and primordials have poison/disease attacks. Death Guards can be found at Crägholt Bluffs (around the entrance of the tower, north of the map), inside Crägholt Tower (cave in the east) and also level 8 of the Endless Paths (guarding the throne of the fampyr who wears Argwe's Adra). As far as I remember they didn't do any poison/disease attacks. They have something called Finger of Death though. Not sure what that is.