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Boeroer

Members

Everything posted by Boeroer

  1. Edited the original post and added two pics for the variant "Suicidal Genie" and "Eternal Candle". Turns out that Aumaua can't have mustaches.
  2. Andrea, I think I can say that the Immortal Martyr is not viable for solo play. I think you can exchange "Untested" with somthing like "No way!"
  3. You are right! Never thought about that - but now that you mention it I can clearly see it. I should make another screenshot as a blueish bald pale elf with a black mustache. I will try to work out an alternative background story that fits the genie theme and add another picture. Hopefully I can edit my initial posting then.
  4. Yes - the paladin's ability ends when you revive. However - the enchantment "Martyr" that is on the tidebringer armor and that amulet from a legendary stronghold quest (forgot the name) is a different thing. It is an AoE speed buff that lasts for 30 sec. Doesn't matter if you revive or not. You can of course cast Behold the Martyr when you can't revive any more (no uses left, priest/chanter also ko or whatever).
  5. "Some kith kiss me, some kith hug me..." The song is Madonna's "Marterial Girl" - of course without "kith" but with "boys". And instead of marterial it's martyrial. And Burl instead of Girl. Or the other way round? I'm really surprised nobody noticed. Well maybe I'm just too old... https://www.youtube.com/watch?v=DNSUOFgj97M It's a really bad earworm, I can tell you. The second part of the initial quote is from Karl Marx actually. Not that I expected anyone to recognize that.
  6. Yes. And a rogue that flanks can automatically trigger Distracted with a special ability named "Persistent Distraction (lvl 7)" -> which leads to Deathblows (because flanked + distracted). So you just have to be the flanker to trigger Deathblows. Watch out though: if the target is already flanked and you come as "second" flanker, this doesn't work. You have to be the first to flank to trigger Persistent Distraction.
  7. I don't know about the enemy part, but it stacks with Belt of Chimes, which is of course awesome. +55 Concentration prevents even the 3-RES-guys from being interrupted too often.
  8. I find all these bounties to be pretty easy if you have two or more caters - especially a Wizard, a Cipher and a Priest: First of all it is great if you can find some kind of a chokepoint or an area where the can't surround you at once. 0. combat starts, someone throws summons into the midst of the mob or someone goes in as bait (like a barb with Dragon Leap or whatever). Doesn't matter if he's ko after a while. 1a. Priest casts Inspiring Radiance while 1b. Ranger casts Nature's Mark or Aspirant's Mark and 1c. Wizard casts Binding Web 2. Priest casts Painful Interdiction while 2b. Cipher casts secret Horrors 3. Wizard casts Pull of Eora 4a. Monk or any fast char runs behind that area or is there from the start while 4b. Cipher casts Antipathetic Field on someone in the Pull Of Eora area 4c. Wizard casts Wall of Flame 4d. Priest casts Shining Beacon 5. Wizard casts Chill Fog 5. Cipher casts Ectopsychic echo on the monk or whoever ran past the mob 5. Priest spams Iconic Projection from now on 6. Wizard casts Combusting Wounds 7. Wizard wants to make sure that Binding Web and Pull of Eora don't expire. And while the casters are doing this your other members should use scrolls (paralyze, confusion, whatever you have) and spellbind items like crazy and pick off the ones that escape that Blender of Death. You can also use the monk to push other enemies back into that Pull of Eora with Force of Anguish or just use Torments Reach at the edge of that Pull while being the anker for the Ectopsychic Echo. That should be enough. Of course this is when the plan works out. Most of the time it doesn't and you have to improvise. But the key thing here is to buy some time (send in bait) and keep the enemy in one spot (bait + Binding Web + Pull of Eora) and then drop everything you have onto their heads while making sure you can hit them (buffing and debuffing first.) Because most of them will be stuck in the web and Pull of Eora (which also interrupts a bit every time it whirls them around and which will also force a hit check for Ectopsychic Echo every time) you will have time to cast some spells without being overwhelmed. I like those spells that do something in pulses (Pull of Eora, Binding Web, Chill Fog, Mal. Cloud, Wall of Fire) because it not only ensures that most of the time at least some enemies are hit but it also works great with Combusting Wounds. Giving the enemy bait at the beginning is a good thing because there is no defense against that. If you throw a squishy target into their midst at the beginning of a fight - while all others are stealthed and that target could cause lots of damage - that's like having a very strong CC effect that lasts for some time. All enemies will turn towards that bait and you will have some time for buffing/debuffing and then casting CC like Binding Web and Pull of Eora. My Immoratl Martyr was build with that in mind. You toss him in as decoy, he does some serious damage even if he goes down (and up because of second chance) and meanwhile you can buff/debuff an prepare everything while you feed the foes some summons when the bait is going down for good. In fact it's one of the most powerful CC effects I know. There's no defense or accuracy involved. You just turn the behaviour of the AI against it. YOu just have to sacrifice a team member. Best to use one which is of no special use in a specific fight. For example you could use Kana in this case. He will draw a lot of attention if he goes in first with Come Sweet WInds or THe Dragon THrashed - or any other offensive chant.
  9. Yeah - but if the target is larger it eats even more hits. Right atm that spell is totally overpowered.
  10. Yeah, that's the basic idea. You can also add Aspirant's Mark which is pretty good on a rogue because of all the ACC and and Prestidigitator's Missiles because it works with Deathblows and Penetrating Shot. And Deep Wounds works with any spell that does pierce, crush or slash damage.
  11. I am eagerly waiting for that "Rogue that plays as a mage build" Boeroer mentioned somewhere in the forum sounds like fun I'm on it. Next one is a "Mopher" - I leave it to you to guess what that is. And then comes the Rogue/Wizard (don't have a special name for that yet).
  12. Thanks, it's an honor. Pretty weak. I mean even normal barbs are weak in the early game. But you can start him as a normal barb and then - at lvl 9 - retrain for this. Or you give him a pike and hit from the second row until lvl 9. That works well.
  13. Not in very difficult fights. You forgot the Maegfolk Skull by the way (triggers Unbending if your endurance drops under 50%).
  14. Regenerating Abilities just extend your Endurance Pool. They are especially good on high armored tanks who get a lot of mob grazes and would slowly die from that withoput healing. Regeneration keeps them at 100% health - so if something really powerful hits or even crits them, they won't go down. It's also good for sturdy classes that chosse a very offensive build. The loss od defense can be compensated with this extra endurance. There' a reason why enemy fighters are the hardest to kill - in bounties for example.
  15. That's the main reason I keep it on all the time. Too bad there are no earrings in the game... When I was very tired I also had the idea that the Crossed Eyepatch AND the Rugged Wilderness Hat would look good together... and I tried that... for a while.
  16. It gets even better with more than one chanter and Ancient Memory, Beloved Spirits and Veteran's Recovery plus the items you mentioned (except the cloak of course). Or just add those to your recovery fighter. Actually, my Engineer Fighter used exactly that setup you described above (other stats though) - but back then there was no bonus from camping. Worked great even without that.
  17. One addition: If you are concerned about deflection and reflex and your ACC doesn't have to be superhigh, I would always take a larger shield and shove some points from RES to PER to make up for the ACC loss. That way you will have higher deflection and reflex while your ACC stays the same. Just don't forget concentration.
  18. That is not normal and must be a bug of Silver Flash. Normally blunderbusses only hit the foe you're aiming at. Does Silver Flash damage your allies or does it only blind them?
  19. I also want to add that your endurance is capped by health. If your health is 1 your endurance also is 1 - no healing will help you then.
  20. Isn't Maggots doing more damage if the target is (badly) injured? It's a bit like a baby finishing blow with DoT.

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