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Everything posted by Boeroer
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It's not that easy to kill upscaled Magran's Faithful with Shining Beacon, even if you use all your ACC buffs it tends to only graze and then has to work against the burn DR. If you add Cleansing Flame it gets better. The symbol spell (in my case Berath) also helps. And Storm of Holy Fire is also not bad if you use a potion of Bulwark first and have a shield. But atm I always get killed because my health runs out (not my endurance, with Triumph of the Crusaders + other healings I manage to stay up until health is zero). But I didn't put too much efford into the test (no resting bonuses, no prost. bonuses, no story talants and such things).
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After seeing your vid about the solo unarmed guy who used mirrored image I restarted my own char (not solo) and skilled him for max offense + Mirrored Image. That spell is so good for a melee guy. I combined it with Rampage (Power) and most of he time the damgerous guys are dead before Mirrored Image runs out. There's also some nice synergies like Know your Enemy (Verse) + Evasive + Mirrored Image: IF you get hit your dodge goes up while Mirrored Image goes down. Evasive always lets you use dodge instead of parry. She has a +20 dodge stance - and in the early game you can even give her the Fatebinder's shield which gives you add. +24 Dodge. She becomes more tanky the longer the fights last and usually is the last one standing if you take out casters first (which you should). Tyranny encourages you to specialize. The more skills you use/train the faster you will level, which is bad because the enemies scale while your many skills are still not very high. It's better to use only one or two skills and max them out. This will prevent faster leveling while still giving you power. To be honest: the game is fun so far but that leveling system + scaling is total crap in my opionon. Very obscure and couterintuitive. Also, some talents seem to be really useless. Of what use is it to have a small chance to hit twice or thrice with basic attacks when the game encourages you to use as many special attacks as possible? Other talents on the same tier seem to be very power- or useful. Well maybe I'm just not proficient enough to see the sense in it. @Arena: fast casts are not very helpful if you get grilled after a few seconds. So either you kite or pull (which will prolong the fight) or you try to tank (which means you can't put all your efford into offense & fast casting). But I agree that a wizard has a big advantage because he can pile up some really nice defenses while casting very quickly with Alacrity. It's just quite touch to cast all those self buffs before they obliterate you.
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Some are pretty awesome though. For example Verse's talent that lets her gain +2 Dodge and Parry every time she takes damage (stacking). Combine it with Mirrored Image and she becomes very tanky without loosing her offensive potential. And the Fatebinder's Power talent that will give him +15 ACC on kill (stacking) is quite awesome, too. You can build the party in a way that the others are mainly tanks/supporters/healers and the Fatebinder does most killing with (AoE) spells/talents. After killing a few squishies he's doing crits only. If you have enough healers who keep you above 35% health to avoid wounds you can't go down because there's no health mechanic like in PoE.
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I don't know if they changed something sice you played your fighter, but read again what I wrote. It doesn't use weapon damage for the AoE effect (by AoE I mean the line from starting point to target). But when you arrive you will do an additional Full Attack. It doesn't say that int the description though. This combo severely damages the target or kills it. The rest of the enemies you cross "only" gets damaged by the charge's crush damage. This makes it one of the best "caster slayer" abilities there is. Operating behind enemy lines is fun with such a fighter (if he's also sturdy enough). I used it in my last playthrough with Tall Grass and it was aweseome. However, it's even better with dual wielding because of what I said.
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Dual wielding war hammers is good. You already named the reasons: great uniques, two damage types. Take Charge later on. It's superawesome - especially when dual wielding. When arriving at the target you will not only deal the "AoE in a line" crush damage of Charge, but also deliver a full attack. Most normal foes die instantly.
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Spiritshifted Boar with maxed self heal can tank quite well while dealing tons of melee damage. But he needs more resting because of health issues. But since he needs to rest anyway because of spells that's ok. The other shifted forms also work, but the boar adds a bit more regeneration while doing additional wounding damage, too. But maybe the boar isn't exactly the type of animal that you would associate with hunting (ony as prey), so maybe the cat, bear or wolf fit better. With a weapon and shield approach (like my Batsh!t Crazy build), combined with the caster-centered CC like Returning and Relentless Storm and Moonwell (+10 to all defenses) a defensively build druid can actually tank like a boss. Druid's Starting Deflection is 20. That's good - for a caster. A druid with Hunting Bow (WF Peasant) when not shifted also works well. Of course the main source of damage will be his spells of his shifted form. I even did an unarmed approach (Novice's Suffering). I didn't want to waste Durgan Steel on weapons you only use when not shifted. It worked out pretty well. Since the druid doesn't have very high melee ACC the bonus from N. Suffering helps - and if he grazes he almost does the same damage as if he would hit or crit because of the weird mechanics of unarmaed damage + unarmed bonus damage. The bonus damage gets applied AFTER graze or crit modify the base unarmed damage (5-8 ). So your damage is very consistent. And you can take the same talents for both: fists and claws.
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MIG also works for the dmg bonus of Transc. Suff. and Sandals by the way. Is unmodified unarmed damage 10-15? I thought it's lower. Like 5-8 or something, can't remember. You have to take into account that crits don't do as much damage with fists. The +0.5 crit modifier only works with the base damage of fists. Same is true for grazes. In the later game you will do more crits than grazes if you're not solo. They are crush only, while Bittercut has two damage types. But the biggest downside is that fists's ACC bonus don't apply to most abilitites of the monk: Torment's Reach, Flagellanth's Path, Force of Anguish - those will not get the ACC bonus. WHich is lame. They are still very good weapons (maybe the best for monk) for early and mid game.
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Since the monk doesn't have that many dmg mods (like rogue, cipher or figher) the sabre nerf makes not much difference. And the lashes don't care if the overall damage comes from base damage or dmg mods. Fists have some accuracy issues - for example the ACC bonus of Transc. Suffering doesn't work with the AoE cone of Torment's Reach.
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YOu can use potions of Infuse with Vital Essence to restore health without resting.
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Cape of the Cheat only gives you Escape. If you plan to build a character around stealth/invisibility I would suggest a rogue with the Cape of the Master Mystic (1* inv. per encounter), with Shadowing Beyond (2/rest), Nightshroud (1/rest) and Feign Death (1/encounter). If you combine that with Backstab (+150% damage) and Sneak Attack (+50) you an deal some nice damage when attacking from stealth or invisibiliy. With this setup it's best to use heavy hitting weapons like an estoc or a great sword, not daggers. The number of attacks you can deal out of steakth/inv. is limited, so you want to hit as hard as you can with your weapon, not as fast as you can.
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A melee wizard is viable and powerful, too. But if you want lower maintenance, then a ranged wizard is the better choice. Most of the time you will use different stuff for late game crafting - and you will also have plenty of it. So craft all you want. Amplified Thrust hits your ally without any check and bounces off to the nearest enemy - then the usual hit roll will occur. I don't consider it to be a very useful spell. Whisper of Treason for example is a lot better. Athletic only gives you a 1/encounter self heal which is kind of lame - esp. in the late game the healing is not noticeable. I ALWAYS skip it.
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Will, Fortitude, Deflection and Reflex are "only" defenses. Your ACC + dice100 roll has to overcome those defenses. A roll can result in miss, graze, hit or crit. There is only one accuracy and it's the base of ALL your attacks. This is influenced by class and PER. It can get bonuses from using an ability (usually +1 per level, some abilities have additional bonuses) or from using a spell (usually +10 or +15) and also improves per level. And of course you can take talents that boost it for certain things - like weapon focus, marksman and so on. Whatch the combat log in the lower right of your screen and hover over things like "MySuperChar misses Xaurip Skirmisher". You will get more info that will tell you the ACC that was used for this roll as well as the defense it was rolled against and the damage reduction (if there was DR involved). So, tl;dr: there's only one ACC value and it's based on class, PER and level. Will, fortitude, reflex and deflection are your defenses.
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Yeah fair enough. I also like to theorycraft - else I wouldn't have put that many builds into this forum. Let's emphasize on "too much" theory crafting. By too much I mean the point where you get frustrated because you can't figure out the optimal build for you and don't start to play at all. Caster + Sword & Board: if you don't plan to use ranged weapons on a regular basis (implements with Blast can be VERY strong) then yes: it's a good setup without drawbacks IF you choose small shields and don't mind the talent point you normally put into weapon & shield style. Small shields have no ACC malus. So they won't lower you hit chance of your spells. All other shields will cut your ACC by 4 (medium) or 8 points (large). You can use Quickswitch and use a large shield for max defense and switch to a small shield when casting - thus getting the best of two setups. But it's a ton of micro and usually not worth the hassle. About implements with Blast: note that certain things that normally only work on single targets work in an AoE if you use Blast. Those are spell chances on hit/crit like from the soulbound sceptre or The Golden Gaze, on-crit effects like stun on crit like The Rod of Pale Shades has, the Glittering Gauntlets daze in an AoE, Kalakoth's Minor Blights has a cascading effect with Blast and even Envenomed Strike turns into a very powerful AoE poisoning attack. That is one of the main reasons why most people choose an implement+blast setup with a wizard. It's powerful even if you don't use spells. Those things also work with Citzal's Spirit Lance by the way - it has the same AoE mechanic like Blast. But melee wizards (be it with a dual wielding or shield setup) can be a lot of fun because you have awesome self buffs and also some great spells that work best in melee or reach weapon range. After some levels they can also be very good tanks (as longas the buffa work), too.
