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Everything posted by Boeroer
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Together with a chanter's Sure Handed Ila you would get from 150 to 53. That's only a third and pretty nuts. If you have such a short reload phase it also makes sense so lower recovery. With a durganized speedy pistol like Forgiveness, Gauntlets of Swift Action, Swift Aim and Sure-Handed Ila your recovery would be at zero (if I did no misstake - and you could use Penetrating Shot without slowdown). So your reload would be 53 and your recovery 0 - with a DR bypass of 11. Isn't that sweet? I assume it's also nice with any other speedy ranged weapon that has to reload (Hold-Wall and Wendgär). Edit: just checked: Sure Handed Ila's Reload buff gets suppressed either by Gunner or Swift Aim. Attack Speed buff works though.
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But isn't Steadfast's Champion's Boon AoE? I think it's a very good enchantment if you try to steal kills anyway (for whatever reason). Imagine you casting Champion's Boon for free and thus boosting all your friends' MIG around you by 10. It's the only way to boost a chanter's The Dragon Thrashed for example. And I don't think it's hard to kill for a rogue with Steadfast. Sure, only 25% is a bit meh - but on the other hand the healing and the chances for paladins are quite underwhelming. The worst part is that you have to kill with Steadfast itself - so dual wielding or bash are bad for you. What I wanted yo ask: does it count if your monk kills foes with the crush AoE of Torment's Reach? Edit: Ah! I totally forgot about Sunlance. I thought paladins also got healing when getting hit. Sunlance is of course the best enchantment on it. Too bad paladins can't have carnage.
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On a fighter/chanter/wizard it can be really good. Most of the time the will defense is lower than deflection. And if you also play with a Brute Force Barb (which requires the same debuffs to be effective - most of the time weakened an sickened - and some of the wizard's and preist's stuff that lowers RES or INT directly) it's a nice synergy. Also: on a druid tank (as I sucessfully played one) it's nice to trigger a healing spell from time to time. Not gamechanging, but nice to have. I used a hatchet nevertheless in the end because I never ever used my weapon to attack. However - i think it's best on Monk, Rogue, Cipher, since Champion's Boon in kill is so great and all of those classes tend to kill a lot.
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That's not true - if we talk about a whole party. I played a lot of parties without fighters, monks and paladins and so on but used repurposed casters, chanters and so on. And what it does is making the game more easy to be honest. Casters are just better at adapting to every situation because they have a much higher variety of speciall effects they can let loose. A tanky wizard for example can have similar defenses to a fighter () but do a lot more damage at the same time. One of the most easy playthroughs (I think I mentioned that before) was with a party of a chanter, druid, rogue and priest frontline and a wizard plus ranger in the back ranks. Priest and rogue were sturdy but let the two others engage first. I mean a priest alone makes every playthrough more easy if you don't sit on your spells.
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Only indirectly: speed helps you to interrupt more, not DEX. PER however directly helps you to interrupt more. On the other hand - if you'r planning to go into the fray (like with One Stands Alone and such) your DPS will profit enormously from high RES (also indirectly - it's more concentration that counts). Catching interrupts can slow you down a lot more than low DEX would. THis also depends on the type of enemy you're facing. Here also DEX can help: shorter actions/attacks are more likely to be finished before they get interrupted. A 3-DEX guy with low RES won't ever manage to sip a potion in the middle of a mob with high PER. You can work aroundthis with the Belt of Chimes, Holy Meditation or Spirit Shield - but more RES is always better. So RES can have a huge impact on your DPS.
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Wait... what do you mean exactly? Of course it always affects the values with the same percentage. But what counts are the flat numbers. If you have two values that are effected by DEX and take one of them away (by reducing it to zero) - the effects of DEX will be lower overall. What I mean: if you have 100 seconds of recovery and 50 seconds of attack animation (exemplare numbers - with 10 DEX), there's a delay between two attacks of 150 secs. Now - if you reduced recovery by 100% (with dual wielding, durgan steel, frenzy or whatever) then the delay between your attacks will be 50. Now - if you reduce DEX to 3 it will only have an effect on your attack animation, not recovery. It will slow your attack animation down to roughly 60. So you're only 10 seconds slower. If you didn't reduce your recovery at all you would've been at 180 instead of 150. Now you're at 60 instead of 50. raising DEX would give you three times more benefit if you had normals recovery. In reality it's even more drastical because the ratio "recovery:animation" is usually higher than 2:1. If you put the points from DEX into MIG and PER, you will cause more damage per hit (better against any enemy that has DR), will hit/crit more often (=more dps) and also interrupt more. BUT all actions besides attacking will be very slow - which is bad sometimes.
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By the way: Turning Wheel and Enervating Blows now work with retaliation. Lightning Strikes doesn't. Enervating Blows, Sura's Supper Plate and that Lavender thingy or Binding Rope make a great retaliation debuff: apply sickened/stuck and weakened when getting hit is quite nice. Enemies' will and fortitude will drop a lot. Good synergy with Force of Anguish: lots of prone-crits.
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However - if you have already reached zero recovery DEX does nothing for your recovery time any more. Then it only shortens your attack animation. That can be a bit of a difference, but it's not so crucial any more. I made a DEX-3-Fighter with dual Gaun's Share and zero recovery. He casts his scrolls really slowly and needs forever to gulp a potion - but his attacks are very fast. Not as fast as if he had 10 or 20 DEX, but DEX hasn't this huge effect on his weapon attacks any more. You gain more dps if you just dump DEX and put it all into PER and MIG (and INT - for longer prones, Constant Recovery and stuff).
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Sure. Blood Thirst gets triggered when you kill an enemy. It doesn't matter how you kill him. Scrolls, spells from items, weapon attacks - it all works. St. Ydwen's Redeemer on vessels with Blood Thirst is really great. What I'm not 100% sure of is if it also triggers if you kill somebody with an DoT effect like wounding (Tidefall or Drawn in Spring) or Insect Swarm or something like that.
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The best thing about Iron Wheel is (in my opinion), that it's like adjusting DR during the fight: when you need wounds fast, you have low DR and gain wounds quickly. When you're full with wounds you'll have high DR - which lets you live longer. It' better to wear lighter armor then. Not only will you profit from this "first wounds fast, then lower damage" mechanic, but your speed will also be much higher. In my opinion it's one of the best monk's abilities - if he doesn't plan to spend his wounds asap. But even then it can be great if you get CC'd. While you are paralyzed and can't do anything - your Iron Wheel will keep you alive. Great Synergy with any kind of healing over time.
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A freaking lot. You will get grazed a lot. But you can try this: stack Fast Runner, Graceful Retreat and a cape of Withdrawal or another item with +15 defense against disengagement attacks. This will give you +35 against disengagement attacks. Then run around the enemies and catch disengagement attacks (which will miss quite often). It's very good to blind or terrify them first. THis way you can provoke a lot of attacks/misses in very short time - meaning your riposte will happen more often in a given time. When you get knocked down your preservation comes in handy then.
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Blood Thirst resets your recovery to zero after a kill. It works independently from your recovery. I tried it with Firebrand and Bloody Slaughter - it's nice if you are slow but hit very hard. Also works with scrolls and so on. So, a good way to trigger it often is to lower the endurance of enemies with an AoE spell and then send the barb with Unlabored Blade and Dragon's Maw. Since the maw's doing raw DoT with Taste of the Hunt (while also healing you) and Firebug is doing a lot of damage you should kill things in quick succession. Bloody Slaughter will make sure that enemies with low endurance will die quickly. You can combine this with on kill items (Tempered Helm, Mourning Gloves and such) and with Bloodlust (+20% speed after 2 kills) - which indeed stacks with frenzy.
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Sword an shield for a rogue is a bit underwhelming because you can't use the full potential of all your full attack abilities. But that's only true if you don't use Badgradr's Barricade. Man that setup is so good - especially if you use Godansthunyr as main weapon. And it looks good, too. First hit of the full attack will apply the affliction (e.g. blind) and may also cause stun (this will instantly unlock deathblows) - then comes the bash which will likely crit because of the affliction(s). Then Thrust of Tattered Veils will proc twice (don't ask me why). The thrust works with deathblows and has good base damage. If that also crits (also likely) it's instagib most of the time. I will post a build in some days. It's a great mix of offense and defense. But I also didn't use Riposte. It's just too bad. I combined that with Aspirant's Mark in order to generate more crits. Great opener, that thing.
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Then use Blaidh Golan and Ilfan Byrngar's Solace (medium shield from the drake in Endless Paths lvl 5). It also has preservation and since it's a weapon it stacks with the armor's preservation enchantment. When you go prone with slicken your rogue will have +100 to all defenses. Should result in lots of misses. I wonder if you also do riposte attacks while prone...? It's a nice setup for a chanter with THe Dragon Thrashed because you keep on chanting while prone.
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Hm... since Riposte is a full attack it should work with bash. I did lots of testing with a sword & shield riposte rogue and found it to be bad - even with double retaliation with Supper Plate and so on. But I never tried it with Badgradr's Barricade. This could be worthwhile. Add as many full attack abilities you can get and gimped attack speed shouldn't be a problem. I find it still stupid that Riposte only triggers 20% of all misses. OBS! Please add grazes!