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Boeroer

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Everything posted by Boeroer

  1. Does it stack with a Potion of Flame Shield? If not, I wouldn't take it. If it does, then I would test a full retaliation Fire Godlike Darcozzi Paladin tank who is a Potion of Flame Shield addict. Scion of Flame works with Battle Forged and the potion, so I assume it also works with Fires of Darcozzi Palace (edit: sorry, you already wrote it does, nice). It also works with Sacred Immolation and Flames of Devotion. Use the sabre "Flames of Fair Rhian" from the Endless Paths, wear the Amulet of Summer Solstice, a Ring of Searing Flames and put on the Sun-Touched Mail and you will be a really nice fire paladin. You will have 3 Combusting Wounds and 3 Fireballs plus 6 Sunbeams per rest, even 6 Fireballs if you later put Taluntain's Staff into your second weapon slot. Once you get surrounded use that potion and use Fires of Darcozzi Palace. Once you hit 50% endurance Battle Forged will also kick in. Add Sacred Immolation and nothing will attack you in melee morethan a few seconds. A lot of interrupts (5 retaliations with Battle-Forged, 4 without) and also good retaliation damage plus Sacred Immolation. Sounds really nice. Might as well work good enough without Battle Forged - that 50% endurance is annoying and you don't want to go there all the time. When you use Combusting Wounds on your surroundings foes who attack you will get up to 6 CW instances, each doing 100 base damage over time against 0 DR (5 per tick against 1/4 burn DR for 20 secs, MIG and INT bonuses work, stacks). This should be a great mob tanker!
  2. That's why I mentioned Wall of Flames. The wall spells generate a ton of hits in a short time - many more than those periodically triggered spells like Chillfog and even Sacred Immolation. And you want low burn DR anyways with Wall of Flames because it's damage is so low. So Expose Vulnerabilites will be good together with CW (and Wall spells). Does anybody know if Ryona's Vembraces work with Wall of Flames? Or Effigy's Resentment: Devil of Caroc?
  3. Hello again, Wall of Flames! Chillfog and Malignant Cloud, you're welcome, too... Ectopsychic Echo should also work, but targets die in seconds anyways. That means that the Backlash Beldam can have a rivival: up to four different retaliations with Pain Link and Recall Agony means a lot of hits for enemies every time you get hit. Please tell me CW works with Pain Link and Recall Agony...?
  4. Cool - report how it works for you. I didn't take the "retaliation road". I tried it but the loss of Full Attacks with Torment's Reach and the whimpy retaliation damage weren't worth it - or so I felt. Maybe I was wrong.
  5. That's definitely not my experience. It totally depends on the type of build and party composition (if any).
  6. In fact, Heart of the Storm does work with Spark the Souls, but only if the receiving ally has it. I also want to point out that Scion of Flame does not work with Shining Beacon and therefore might be a waste for a priest. As far as I know there's only Flaming Pillar and Searing Seal (and maybe Seal of Magran) which do direct fire damage.
  7. That's right. They are a bit bugged. Sometimes the raw lash doesn't get applied and then you have to reequip them.
  8. Although Heart of Fury (1/encounter) now cries out for dual wielding. A Firebrand rogue does pretty aweseome damage by the way.
  9. I agree to all of that. I made a dual cipher build - because the cipher's buffs (that he can't cast on himself) are awesome on a cipher. The reaping knifes trick with dual ciphers is enough reason to take two of them. You get +100% focus that way.
  10. Dex is the least important stat for a dual wielder - but for casting I still wouldn't dump it completely. Low CON + healing can prevent you from going down in a fight, but you will have to rest more often because of health, that's true. As I said I would go the second way I mentioned above and don't dump CON. You can do with a bit lower PER if you use you first power to paralyze or prone you target. Very high RES is also not needed. That's enough spare points to max out MIG and INT without dumping any stat.
  11. I don't think so. Ciphers can get +40% damage bonus with Soul Whip alone. Add +20% from Savage Attack and you're doing good damage without any might bonus. You can also put on an item with flanking bonus (stalking boots or whatever) and concentrate your skill points on survival: +damage vs. flanked targets. Then abuse Phantom Foes: I think you can stack a bonus against flanked of +55%: +10% from the item, +30% from camping bonuses, +15% from Apprentice's Sneak Attack. All in all that's +95% bonus damage. +20% against flanked with survival is more realistic though and can be achieved quite early. So I'd say +85% MIG doesn't play that major role here, so it's ok to leave it at 10. More PER will be more effective than more MIG. It will let you crit more often (also with spells). But if you want to take a more tanky path and trade a little bit dps for a lot more survivability, I'd take Veteran's Recovery, max MIG and INT and go for 14 survival in order to receive +60% healing - plus a belt of bountiful healing. With 20 MIG and that your regeneration will get buffed by +115%, meaning it will be more than twice as strong. Great in combination with any Potion of Regeneration. Your self heals will be very powerful then. This way you can even wear thinner armor and still survive most melee situations without retreating at all. It's easier to play since you don't have to watch out so much and you don't have to reposition yourself all the time. Then you can of course dump RES and CON and max nearly everything except DEX (which will be around 16) and have a perfect glass cannon. This will provide the highest dps and it even still works with Veteran's Recovery as decribed above, but your health and interrupts will be a problem - so you'd have to watch out like a hawk: getting surrounded means instant KO, eating disengagement attacks can be your end. But if you have a good frontline and manage to disable your current target all the time with Mental Binding and stuff it's also doable. I personally would go the second way, but that's just me. The first approach feels mor like a rogue and might also be a lot of fun to play if you're a bit more cautious.
  12. The ranged monk is much more powerful after lvl 7 and less squishy though - without any special equipment. But he requires more active play and micromanagement, whereas the ranger requires nearly none in comparison (as long as you don't want to micromanage the pet too much). Blaster wizards with an implement with on-crit-effects and Kalakoth's Minor Blights and Llengrath's Blunt Wisdom is also a very powerful ranged character. Speaking of blast: after you get Rot Skulls with the druid (spell level 6) I would completely retrain to a pure ranged druid with implements and Envenomed Strike. Very powerful!
  13. The link I posted... ? Or do you mean the Stormcaller Ranger? It's a normal hunting bow ranger with Heart of the Storm talent and Stormcaller as the main weapon. It's nothng special talent- and ability wise. Stormcaller itself makes it so powerful. Key abilites besides the usual bow related things are Twinned Arrows and Driving Flight in order to proc Returning Storm as often as possible.
  14. The best ranged chars (in my opinion): - The Long Pain Monk - Stormcaller Ranger - Blaster Wizard There's a class build in this forum for a monk like that. Fortunately, it was written by me. http://forums.obsidian.net/topic/87160-class-build-the-witch-doctor-mid-ranged-dps-monk-disabler/
  15. That was also one of my favourites. We should make a sticky thread...
  16. Don't be disappointed by the early game chanter. You can really make him worthwhile with chokepoints + Come Swwet Winds and then White Worms. After lvl 9 he will be great. Stormcaller ranger + shock based druid like Batsh!t is a good combination. Sagani and Hiravias can do this good enough. Remember that in the early game (that's the hardest part) the official companions are one level above hirelings. This makes a huge difference because they have more ACC and defenses as you can get with simple stat minmaxing. So from early to mid game it's more easy with the officials. Pallegina can be made into a pretty nice, tanky ranged burst shooter before she switches to weapon + Outworn Buckler. Take Wrath of the Five Suns and two arquebuses or blunderbusses (if you want to hit targets with low DR like casters mainly) and focus on FoD and on kill effects as well as on supporting with Lay on Hands, Exhortations, Coordinated Attacks + marking and buckler after shooting. Later, with Sacred Immolation, she will be good enough for high AoE damage as well.
  17. I laughed so hard when Direballs (Deathblows with Fireballs) came out.
  18. Might doesn't matter too much, with +50% from Sneak + 150% from Backstab (and maybe +100 from Deathblows later on) the puny effect of might is neglectible. Constitution shouldn't be too low, but I guess 10 will be ok if you kill single foes quickly enough and don't run right into mobs. Dexterity is not as important as you might think. Dual wielding itself gives you a 50% speed bonus, Two Handed Style another +20%. Then you can have things like Outlander's Frenzy (+25%) and durgan steel for your weapons (+15%). So a bonus from DEX doesn't do as much as for somebody who's wielding a two hander or a bow and so on. Perception is always nice for a rogue. The more crits the better. And interruots help you to survive. An enemy that gets interrupoted all the time can't fight back. Intelligence is more important if you're solo - in a party others can provide the afflictions for your sneak attacks and deathblows. But you don't want to gimp your invisibility's duration too much, so I wouldn't dump it. Resolution (for me) is more important than most other stats on a dual wielding melee rogue. I hate to get interrupted. You dps suffers and you will probably get killed. Too many critical hits are also very bad for a rogue's whimpy endurance. Always remember: a dead rogue deals zero damage. So, as you can see, I think you an have a fairly balanced stat spread without gimping your character. If you want to take Veteran's Recovery (which can be pretty nice on a dual wielding rogue to prevent knockouts) then I would raise MIG and INT after maxing PER. Then put points into CON and RES and then DEX.
  19. Not the same, but it got better. Dual wielding sabres seems to be a good choice - because they have high base damage and it seems that you an hit more than once with backstab out of stealth. And with Feign Death dual wielding gives you more hits in 6 seconds because you will hit way faster than with a single weapon.
  20. px1_rapier_spelltongue That's the name you have to use in the console: 1.: iroll20s 2.: additem px1_rapier_spelltongue 1 It will appear in the first free slot in your characters' inventory, not the stash (except there is no free slot in your inventory).

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