Everything posted by Boeroer
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Current wisdom concerning Melee Wizards?
For a wizard tank (don't know if you're aiming at that or want a melee wizard who doesn't have to be at the front row) Arcane Veil + Hardened Veil + Wizard's Double is a nice combination. The later doesn't disappear as long as you don't get hit, which won't happen with +115 deflection on top of weapon + shield and all the other usual deflection boosters. Citzal's Spirit Lance is a nice weapon and would be my no. 1 choice for a non-tank approach. But you might want to spare that spell for tougher encounters, so using Concelhaut's Parasitic Staff for trash encounters is still good. It's high base damage works well with all damage bonuses like Two Handed Style, Savage Attack and so on. You can even think about Firebrand from Forgemaster's Gloves. With Deleterious Alacrity of Motion + Citzal's Martial Power + Two Handed Style and so on it also should be pretty good and also works with Scion of Flame (if you like this for your fire spells it's a nice synergy effect). But it's hard to beat Citzal's Spirit Lance's carnage-like AoE attack. You can also look at Llengrath's Blunt Wisdom Warding Staff. It's way better than it looks! They all wprk with the same Weapon Focus and Two Handed Style anyways.
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Maneha?
That also works. Go for the Blade of the Endless Paths and try to reach 0 recovery with it + Spelltongue.
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Non-PotD Chanter.. need info on the exact role in party.
Then you will shoot instead of swing? I don't see where the chanter is so much more passive than a fighter for example.
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Non-PotD Chanter.. need info on the exact role in party.
Why that? Nearly all his chants also affect the party, not only the chanter - and also Ancient Memory + Beloved Spirits do. That's a big indicator that they are meant for party play. Same with the paladin. The thing that makes them both good for solo play is the combination of great defenses plus great dps at the same time.
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Non-PotD Chanter.. need info on the exact role in party.
You'll see epic when The Dragon thrashes... aaand wails.
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I can't deciede for my Main Character.
If you have a lot of Full Attacks - like monks have with Torment's Reach, Fighters up to 3 knockdowns per enounter and so on, dual wielding will always give you more damage with those Full Attacks because you'll get two attacks instead of one. After patch 3.04 I guess it depends on the enemy. Against high DR foes two handers are better. Against "softer" targets dual wielding should be better. With weapon & shield you'll have a lot more defenses and more staying power though. That sometimes means you can do more damage because you don't get knocked out. A nice compromise is full attacks with a bash shield - especially with full attacks where the damage is not determined by the weapons' base damage. Because bash has crappy damage, but for example Torment's Reach doesn't care. It deals AoE crush damage that is not influenced by the weapon damage.
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Non-PotD Chanter.. need info on the exact role in party.
You can give them things like Aspirant's Mark or Prestidigitator'S Missiles or Outlander's Frenzy. Then you'll have per encounter abilites. Or give them 3 or four guns an do quick switching. Other than that - yes, they can be the most passive class. I think it's great because micromanaging 6 party members can be a chore. Take a chanter and you'll only have to micro 5. Using White Worms to its full potential requires a totally othjer playstyle of course. Heavy micro involved.
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Non-PotD Chanter.. need info on the exact role in party.
... aaand is guarded by a pack of tough (elder) lions, so beware.
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Maneha?
Yeah - an interrupt build with Maneha is a bit meh-neha because she only has 9 PER. For max damage with HoF you need dual sabres, all dmg mods you an get as well as Vulnerable Attack and a Ring of Searing Flames (or a wizard with that spell). Combusting Wounds + all those hits from HoF are devastating, having the potential to kill even tough bosses if there are enough adds around. With 5 enemies in (carnage) range yoiu will generate 25 hits on each target - that means 25 times Combusting Wounds on each target. Death Sentence... Bittercut and shield is also a good setup, if you either choose Badgradr's Barricade or Dragon's Maw. Both special attacks while bashing work with HoF. I'm currently playning such a barb tank (not Maneha, but close, at least stat wise) and used both. I consider both to be great options for HoF, but Dragen's Maw seems to be better, esp. with a barb who doesn't crit a lot (see Maneha's PER) because Taste of the Hunt has a 25% spell chance on hit and crit and Badgradr's has 100% on crit only. It makes you more tanky because of Taste of the Hunt and the additional use of Savage Defiance and deals raw damage which is also nice. Badgradr's Barricade may generate more hits for Combusting WOunds though. I don't think Taste of the Hunt counts as a hit for COmbusting WOunds when it gets triggered. I really can't say which is better overall - it would require some testing, dealing HoF to the same group oder and over again - I didn't do that. At the end I chose Dragon's Maw because it becomes superb without any resources and looks kind of cool. Other on-crit effects like prone on crit or stun on crit don't seem to work properly with HoF. Same with draining. There are way to few CC effects and not enough draining - it seems those effects only procs once per HoF. Didn't test this excessively though. And honestly you don't need that because in 90% of all cases there's nobody left who could suffer from an affliction after HoF. The few who might survive normally have like 10% endurance left and then die from the ongoing combusting wounds' DoT effect. So, tl;dr: dual sabre + HoF = max damage. Weapon + Badgradr's Barricade or Dragon's Maw = also great. Fun Fact: HoF gives you a 20% damage bonus for a few seconds. If you use Spelltongue for HoF you not only get+15% attack speed for like a year or so (sadly only until the encounter ends) , but also that HoF damage boost gets prolonged a lot so that it will last until the end of most encounters - like all the other buffs you had on when using HoF. It will not do as much damage as a sabre, but it's also a very powerful setup. And Spelltongue + Badgradr's Barricade also don't look too bad together.
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Non-PotD Chanter.. need info on the exact role in party.
Yeah, I know... but it's not how I intend my Skald to be... let's see if I can clarify this for you guys: https://s-media-cache-ak0.pinimg.com/originals/95/4e/49/954e49337938de5c35324f02a0d3c7b1.png Hope it works.... That's from a fantatstic (maybe Pen & Paper RPG) background though with a lot of interpretation from the realm of "freedom of arts".
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Non-PotD Chanter.. need info on the exact role in party.
Chanters have that as a chant, too. And an invocation that terrifies. I mean Skalds are basically lore keepers, wayfaring poets and storytellers who also could and would fight. Can't see any other class that fits better than a chanter here. Although skalds didn't sing a lot but did more recitations and storytelling. But still. There was something like rune-singers in finland/estonia - a kind of skald (who were located in Norway and Island mostly) who sings songs which were called "runes". Same thing as skalds just with more music I guess. Rune-Singer also sounds more mystical I must say.
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Soloing Radiant Spore POTD Upscaled - Wizard
Torment's Reach is also nice for a tanky monk because the AoE cone's crush damage doesn't rely on the damage of the weapon. So with Torment's Reach + Weapon & Shield Style you should use bash shields. Higher defenses plus Full Attacks with Torment's Reach are a nice combination. For me it'S on of the few setups where bash is a good thing. Also I think that Badgradr's Barricade triggers Thrust of Tattered Veils with the cone, too - like barb's carnage does.
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The Big Sabre Nerf 2016 – Views?
Too lazy? By the way: does Sacred Immolation count as spell? If it does, I think it would be better to use the hand slot for the bracers that do +10% spell damage and use arquebuses or dual sabres for FoD damage instead of using Forgemaster's Gloves.
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The Big Sabre Nerf 2016 – Views?
Absolutely excusable because of all those little changes that won't be mentioned in the patch notes... or the wiki.
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Are the barbarian and Rogue now Playable?
Barbs were and still are one of my favorite classes. No frustration for me. They alwys were great meat shields if you provided enough healing and good AoE damage dealers (>500 endurance and 3000 health at lvl 16, CC with carnage, Barbaric BLow was good when dual wielding). Since HoF is 1/encounter the barb wins every mass encounter on his own just by jumping into the fray and trigger HoF. If you have Combusting Wounds even bosses melt from all the hits it generates. Bloodlust and Blood Thirst are also very nice additions. When frenzy runs out you normally get a speedup from Bloodlust and when you kill one foe after the other with carnage the 0 recovery from Blood Thirst kicks in after every hit - at least it feels like it. And Blood Thirst (=0recovery after a kill) also works with spells or things like retaliation. Did a PotD solo run with a 2 DEX 3 RES barb and it was viable. Rogues' defensive abilities got buffed a bit. Escape gives you +25 deflection for quite a while. Now you can use it to dive INTO the battle with a deflection buff. With that, a shield and the newly buffed riposte he can be tanky enough to be a good offtank now. With Adept Evasion an the reflex bonus from shields he's nearly untouchable for enemies who target reflex. Then he can feign death and get up invisible which grants him sneak attacks and even some Backstabs for more than 6 seconds. I'd still say he's one of the weakest classes.
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Fastest caster alive!
As far as I know they apply to recovery universally - like DAoM - and they stack with everything.
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Fastest caster alive!
Wizard can use Citzals Martial Power and use spell bindings or scrolls then (still work). He will also have +8 DEX. Only 2 less than the priest. Not "strictly" worse. And you can factor in that he could call a duplicate which also could cast - doubling his casting speed sort of... for a short time.
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Fastest caster alive!
A cipher with Time Parasite can be as fast as a wizard - but later in the game and you have to pile up some focus first - it lasts longer than DAoM though. He can also pile up his DEX into the sky with Wild Leech if he's lucky. It stacks. Had a MIG value of 56 at one point while I was only casting Wild Leech while my team mates had my Reaping Knives - should also be possible with DEX, but it's all random. So I think a cipher can be the fastest caster out there. By the way you can add Spelltongue (+15%) and Gauntlets of Swift Action (+15%) to the mix. A priest could also add Aggrandizing Radiance. And A Nature Godlike priest with Aggrandizing Radiance under 50% endurance could even add another +2 DEX. But in theory a cipher could still be faster if he's lucky with Wild Leech. A barbarian with 9 fireballs from spell binding (2*Flames of Fair Rhian, 1* Taluntain's Staff) and some scrolls can quickly get into a 0 recovery frenzy. After some fireballs or Fan of Flames he starts to kill enemies and once that starts there's no holding back. It's still worse than dual wieldung + HoF + Combusting Wounds though.
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I give this game a 6/10
Have a look at the build forum - first sticky thread.
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I can't deciede for my Main Character.
Actually, fighters can do a lot of damage with the right abilities and talents. Disciplined Barrage alone leads to a big increase of damage. Combine that with Savage Attack, Knock Down, Appr. Sneak, Weapon Spec & Mastery and Armored Grace and you'll have a really good single target DPS guy with lots of standing power (for a DPS char). But I still consider monks to be more powerful.
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The Big Sabre Nerf 2016 – Views?
Yes, it targets deflection like any weapon. Was kind of a nerf some time ago. Killstealer paladins don't need any weapon for endgame because of Sacred Immolation.
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The Big Sabre Nerf 2016 – Views?
Especially in the early game I find more ACC to be way better than more damage - at least when playing PotD. And it has other drawbacks compared to great swords: As I said you have to use up a per rest spell, it runs out after a while and is only has one damage type compared to the usual great sword which has two. I also consider it to be better than the usual great sword of course, but not better than a Hours of St. Rumbalt with a simple elemental lash for example.
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The Big Sabre Nerf 2016 – Views?
Right. You can't enchant it and it comes with not too powerful bonuses. That makes it less valuable than the good uniques. A main reason why a lot of people say the soulbound weapons are not powerful enough by the way: no enchantments. For example a fully enchanted Hours of St. Rumbalt is also annihilating (+0.5 crit damage), cuases prone on crit, has less base damage but has an elemental lash (which is way better than having just +25% damage) and also has the better ACC enchantment. Then you use durgan steel on it and it has +0.8 crit damage and also gains speed. That's way better than Firebrand. And if you nerf Firebrand you have to nerf most other summoned weapons, too. Rot Skull for example is a lot more powerful than any implement you can find or buy. Citzals Spirit Lance is more powerful than any pike. And rightfully so, because they disappear after a while and you have to sacrifice a spell use for it. In the case of Firebrand you also have to sacrifice an item slot if you're not a druid. So why should Firebrand - which is less powerful than some unique great swords, get a nerf then?
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I can't deciede for my Main Character.
Then why don't you put a weapon in the monk's hands? The char you described would be a fighter or monk. Paladins are not very good dps characters until lvl 13, but sturdy and great supportes as well as good burst damage appliers. Monks can do tremendous single target damage as well as a lot of AoE damage. They don't need to go unarmed. All their abilities work with weapons, too. They get stronger with every hit they take. Barbs are better at dealing AoE damage and become great meat shields after some levels. Fighters mainly do good single target damage and are very sturdy. Rogues do great single target damage but fall apart when enemies look at them (you can build them more sturdy though).
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The Big Sabre Nerf 2016 – Views?
Why? I think it's not overpowered at all. A fully enchanted Hours of St. Rumbalt or Tidefall are way better - even when you take Scion of Flame to boost Firebrand's damage a bit... Other summoned weapons in comparison: Concelhaut's Parasitic Staff is on par with it, and Citzal's Spirit Lance is way better. The Long Pain is much more powerful, too. Firebrand is very good in the earlier parts of the game though.