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Everything posted by Boeroer
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How can Azureith's Stiletto be abused with a rogue (I know how a monk can do it)? I always thought it's inferior to Bleak Fang. By the way: Jolting Touch, since it's a melee attack, works with the monk's lashes (see monksterlasher). That's quite cool. Does anybody know if it would also work with a paladin's FoD? Like when you score a crit with Azureith's Stiletto while you use FoD, will th Jolting Touch also get the burning lash? I don't think so, but who knows? Sorry for being offtopic.
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Or have Twinned Arrows - or Cranage - or implements. How do those works anyways? The list is endless - please don't let us do discussions around realism. And I didn't mock non-min-maxing. I mocked using realism as a argument while discussing a fantasy game. By the way I posted the short info that a gunslinging wizard in general might be fun and that it's viable - with those in mind who might be interested if it really works after all the theorycrafting. It also works without quick switch - but you want to fire as many multi-projectile-things as possible while Combusting Wounds and Expose Vuln. are working - hence the quick switching. If you don't like quick switch you can take the Coil of Resourcefulness... kidding! You could substitute blunderbuss switching with more missile spells and spell binding items: last playthrough I found several cloaks of Minor Missiles...
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It wouldn't make them that much stronger. You always have to "pay" as a cipher - in focus. You you'd have to decide whether to use Psychovampiric Shield OR Painblock for example. When you decide to use both you'll lack the focus for CC or damage. To be honest: if the cipher wouldn't have such cheap mind control spells soloing would be a lot harder. They are the main reason it's easy. I can't see why wizard can have a "free" Iron Skin 1/encounter if he wishes, but the cipher can never cast Pain Block on himself. You could say that the wizard's buffs have limitations, too: they are only working on himself - while the cipher buffs are only for others - as a kind of principle. And that's a fair point. That's why I suggested a talent or the power I decripbed above. You'd have to pay for this "extension" - in talent points or focus.
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There is no balancing reason why the cipher shouldn't be able to cast things like Pain Block or Going Between on himself. Wizards or priests can buff themselves into the sky and go melee, a druid has spiritshift and a few buffs/healings that work on the party AND on himself - only the cipher has this limitations. It's not that those powers are especially powerful if you cast them on yourself or something. There may be some arguments against it if you refer to inner game logic (using the souls of others and whatnot). That may be the reason why all other self buffs of the cipher (like Psychovampiric Shield, Wild Leech and Time Parasite) need an enemy to be cast onto. But one could introduce a talent or ability that allows self buffs without using the souls of others and name and describe it accordingly. Ha - you could even create a power where you could project your soul into enemies (a bit like Thaos can) while your body is left in a kind of stasis. You could then cast your own powers on yourself. That would be funny and would also work around that inner game logic.
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OK - tested the firearm-wizard with 4 blunderbusses, quick switch, combusting wounds and expose vuln. aaand it's awesome. The best part is that you can use this little trick early. At the time you find your first blunderbusses you'll have lvl 3 spells. Only thing that comes a bit late are the vembraces. But it also works nicely without them. The focus on single targets with a wiz is a fresh approach for me and quite effective - because you never lose the potential to nuke things, but you can also snipe an annoying for in no time if you need to.
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Fighters are more fun if they can run fast. At least that's my opinion. That way Knockdown is also more useful and more fun. Once you can get Clear Out and Charge the fighter is not as passive anymore and can do a bit AoE damage - but the best part of it is Charge's instant teleport across the battlefield. And they are sturdy enough to run behind enemy lines without dying quickly, even without shield. Nice disruptors!
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Well it does a lot less damage than Battle Forged. Battle Forged scales with level, so at higher levels you can clearly see the difference, esp. because Turning Wheel's +50% bonus works way better with higher base damage - to overcome DR and such. With the Monksterlasher I saw a lot of 100+ hits from it. Scion of Flame does it's part, too. It raises both Battle Forged AND Turning Wheel's damage. With normal retaliation you need high DR bypass (from Ryona's Vembraces, Vuln. Attack, maybe even Effigy's Resentment) to make it worthwhile. And even then it's damage is still a bit whimpy. But you don't have to be at 50% endurance, which is a plus of course. I forgot if Enervating Blows works with retaliation. If it does, it would be a nice plus. You could wear that Lavander thingy and use retaliation to apply both sickened and weakened if you get hit. This will help a lot with Force of Anguish and such things.
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Hi! v3.03.1047 PX1 PX2 -steam, on Linux: Let's pretend you have a wizard with that soulbound scepter and a fighter with "Take the Hit" in the party. Now, if you dominate an enemy with the soulbound scepter - in my case a troll - then said troll will profit from Take the Hit if he is in the fighter's range. So if you hit the troll while he is dominated, you will hurt your fighter, too. "Ok" you might say, "then don't touch the troll unless dominate wears off", and right you are. Only that Take the Hit still works even if the troll is no longer dominated - meaning you have to switch off Take the Hit or move your fighter out of reach or he will die from raw damage while you try to kill the not-any-more-dominated troll. Maybe I'll upload a savegame later. I have to find a proper situation where you can reproduce this issue without too much fuzz... I can't say if this also happens with other types of enemies or with charmed. It was really obvious with trolls because of their high endurance. I had to put aside the soulbound scepter and take another one for the current playthrough. Now I'm a bit sad...
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Maybe they also nerf it in a way that the AoE of Torment's Reach no longer triggers on-hit and on-crit effects like barb's carnage does - because that' very powerful, too. Especially with Full Attacks. It doesn't work with Enervating Blows, but with weapons like Godansthunyr or We Toki you can stun- or prone-lock whole groups if your ACC (compared to enemies defenses) is high enough. This also doesn't change much for this build, because it doesn't use such weapons.
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Only wounding and wounding shots are "better" with low INT. Meaning the overall damage is not influenced by INT at all. So with less INT, you deal the damage in a shorter time. All other DoT effects get stronger (deal more damage) with more INT . For example Envenomed Strike, Deep Wounds, DoT spells and so on. So, a ranger with 1 INT may be possible and his wounding damage from Persistence or Wounding Shot will be applied nearly instantly compared to a ranger with 18 INT where it will be applied over several seconds.
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Good question. No idea actually. Other things like AoE buffs do work on charmed or dominated foes. So we can't be sure. I guess the answer to this question would also answer the questions "Does the coordinating enchantment work with charmed/dominated enemies" and "Does marking and Coordinated Attacks work with...". Minor Threat is really hard to test - but testing marking and coordinating with charmed enemies should be easy.
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A rogue woul fit best in my opinion. He can scout, search for traps, open the fight with a sneak attack, maybe even a backstab and then retreat to the group. He needs high move speed for this. So either Fast Runner and/or survival bonus and/or Boots of Speed or another item with move speed bonus seem to be important. Else he will get caught while returning to the group.