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Boeroer

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Everything posted by Boeroer

  1. Yes, only for the priest - also stacks with Minor Avatar for a nice +10 bonus to all stats.
  2. Two rangers rock. I didn't know the Plague from Twin Sting does only single target damage. Weird stuff...
  3. Well the Drake's Ambassador was one of my two full tanks - and he was sturdy enough. Of course not tanky enough for dragons, but who besides paladins is?
  4. Has this build idea been played yet? I'm really curious how it performs. Any reports?
  5. Good questions which I don't know the answer of. Didn't play this thing post 2.03 - so feel free to test and report.
  6. If I remember correctly you have to console "px1_durgan_iron_igot_refined X". If you forget the _refined, you will have to travel to the White Forge and transform the normal" iron ingots to refined ones first - which is kind of... not so smart?
  7. Yeah - also Aggrandizing Radiance stacks with everything. The +2 move speed and the +2 to every stat. And you only loose 75% healing for yourself - NOT your friends. They still get 100% healing. Not too bad if you wear Shod-in-Faith anyway...
  8. Guys! I just went to a Fraconian village for a really short holiday - no mobile signal there - and when I return all that [CLASS BUILD]s popped up. What happened?
  9. Yeah - I also recently came to appreciate the Sun Touched Mail and the amulet when I played with Pallegina as Fire General. Definitely a great addition to this chanter. I totally agree. +8 MIG is totally awesome, too. But I guess most of the time somebody else in the party wants to wear Abydon's Hammer. For example I play a max MIG priest of eothas with it (and the Sun Touched Mail) and the damage and healing is just jawdropping. I combined that with the Morning Star that steals spells. It's really nice to cast free stolen DMG spells with 40 MIG.
  10. Sure. What is left of recovery will be shortened by DEX per %. If you already have 0 recovery, DEX does nothing for recovery. However, it also reduces also your attack, drink and spell animations, not only the recovery.
  11. Tried that as soon as I saw The Long Pain. It's really good. I tried to fiddle around with Dangerous Implement to get the wounds by myself, but it takes too long. What you can totally do is combine melee with ranged. First go into melee and get wounded, then zip out with Flagellant's Path and Boots of Speed and start shooting. Turning Wheel and Lightning Strikes help a lot. Atm I try to combine that with Scion of FLame, quick switch and four arquebuses with burning lash: When I hit 10 wounds I turn on Lighning Strikes, switch to my guns and do four quick shots with +60% burning lash + 30% burning lash + 25% shocking lash + 20% raw damage (Blood Testament Gloves), then I summon the Long Pain for the rest. Will report how it goes and if all the switching with arquebuses is worth it or if it would be better to simply stick to The Long Pain. Note that the sandals of the Forgotten Friar also work with the Long Pain (+2 base damage). Nerd Commando did a mistake: Outlander's Frenzy doesn't Stack with Swift Stikes - at least the last time I checked. And Penetrating Shot is not a multipier - it just gets substracted. So maybe it is worth taking. Didn't do any math though. Ok - I tested it and realized that at some point in the past htey made Turning Wheel melee only. Atm you don't get the burning lash bonus if you use ranged weapons - Long Pain included. It only works in melee now. Very sad - there goes my idea...
  12. p.s.: You can raise Concentration with the Celebrant Gloves. They cast Hole Meditation with a 10% chance if you get hit. So as soon as you get those, you could lower RES a bit if you want - without using a precious spell all the time.
  13. LOL! Yeah sure - I meant I'd have to write down that info block 11 times.
  14. Without potions: * 1.25 from Outlander's Frenzy * 1.15 from Gauntlets of Swift Action (*1.2 from Ulabored Blade) + 0.2 from Two Weapon Style which would result in 1.64 (1.93) - you will never reach 0 recovery, but with the Unlabored Blade and no armor penalty and no Vulnerable Attack you will be very close to 0 recovery (=2.0). With potion of Alacrity: * 1.5 from Alacrity * 1.15 from Gautlets (* 1.2 from Unl. Blade) +0.2 from Two Weapon Style => 1.93 (2.27) - with the Unlabored Blade you could use Vulnerable Attack (-0.2) without slowdown OR wear an armour with up to +25% recov penalty.
  15. Sorry, I edited my post above, have a look. Yeah, that would be my way - but you should try out if you like more DEX better. You can always save, retrain and reload to get a feeling for it.
  16. You have to consider that low RES means low concentration - and while you can buff your defelction, ACC, MIG and other things, it's not very easy to buff concentration (if you don't have a priest at hand). Interrupts will occur even on grazes, so a high deflection only helps against interrupts if the enemies comletely miss you. If you want to fight in the front lines you don't want to get interrupted becaue it delays not only your attacks but also your spells - which may be crucial. So a RES of 6 is not optimal for a front line wizard. High DEX, on the other hand, should not be your greatest concern. It does nothing for you except increasing your attack- and casting speed and your recovery. With Alacrity you already have a nice spell that buffs recovery a lot - so 4 points of DEX will not be very noticable if Alacrity is on. Better to avoid interrupts and cast/attack a little bit slower than trying to achieve the max speed and get interrupted all the time. INT 18 is nice, but maybe you could also also be happy with 16 or so? But 18 is ok. CON 10 is also ok I guess. If you are fully buffed it's enough endurance. MIG 15 is ok. PER 14 - also looks ok. The base damage of Conelhaut's Staff and Citzal's Spirit Lance are so high that +15% from Two Weapon Style is noticable. Same for all the other +x% dmg modifiers. I would try to stack as many of those as possible. So I would go for Two Handed Style if I intended to use the summonend weapons a lot. If you don't know which talents pick after 8 levels or so I also would try the "Hate" talents like Primal Bane etc. They add +25% damage to your attacks. If you take all of them (because you don't know what to take else) plus Savage Attack plus Two Weapon Style plus Apprentice's Sneak Attack you will have a dmg modifier of +75% (without MIG and Weapon enchantments, +50% against kith) - which is a lot with a weapon like Concelhaut's Staff. You will deal enormous amounts of damage per hit and also heal (drain) a lot.
  17. Tried that as soon as I saw The Long Pain. It's really good. I tried to fiddle around with Dangerous Implement to get the wounds by myself, but it takes too long. What you can totally do is combine melee with ranged. First go into melee and get wounded, then zip out with Flagellant's Path and Boots of Speed and start shooting. Turning Wheel and Lightning Strikes help a lot. Atm I try to combine that with Scion of FLame, quick switch and four arquebuses with burning lash: When I hit 10 wounds I turn on Lighning Strikes, switch to my guns and do four quick shots with +60% burning lash + 30% burning lash + 25% shocking lash + 20% raw damage (Blood Testament Gloves), then I summon the Long Pain for the rest. Will report how it goes and if all the switching with arquebuses is worth it or if it would be better to simply stick to The Long Pain. Note that the sandals of the Forgotten Friar also work with the Long Pain (+2 base damage). Nerd Commando did a mistake: Outlander's Frenzy doesn't Stack with Swift Stikes - at least the last time I checked. And Penetrating Shot is not a multipier - it just gets substracted. So maybe it is worth taking. Didn't do any math though.
  18. In my opinion FoD-attacks are a bit wasted in melee - be it two-handed or two weapon style (only exception maybe Firebrand). For maximum kill stealing for Strange Mercy - combinend with a fitting "roleplaying style" I'd use two arquebuses for the two FoD attacks (in order to trigger healing and bring down tough enemies near death) and use a Great Sword (Rumbalt, Tidefall, Justice*) plus the Redeemer for the killing blow. Against vessels you will get tons of kills because of the destroy enchantment. Against all others every bit of +dmg mod will do you good. So +15% of two handed style is welcome. I think I'd go for a max enchanted Hours of St. Rumbalt with a burning lash beause it fits the theme. You could try to take Apprentice's Sneak Attack (if there's any more room for that) because it will be nice together with the prone on crit. After lvl 13 it all doesn't matter anyways. If you want to achieve kills by melee damage only I would also aim for 0 recovery and use the Sanguine Plate or Outlander's Frenzy + either: - 2 x Rimecutter - Sword of Daenysis + March Steel Dagger Or do it like AndreaColumbo and use his LoP with BotEP and transfer it to the Kind Wayfarer. You will do less dps, but still a lot. Or max out MIG and use Abydon's Hammer. If you also wear the Maegfolc Skull, you can do a lot of melee damage but also all your heals will be very powerful because of the +12 MIG (+4 Skull, +4 Hammer, +4 Frenzy from Sanguine Plate). Combine that with the +15% healing-done-item above. I'm running a priest of eothas atm with this setup and his Consecrated Ground from Shod in Faith is so powerful. Can't imagine what would happen if he also could do Silver Tide, Strange Mercy and The Sword and the Sheperd. *Justice is maybe not too bad after all: it has a crushing lash (and that's kind of weird), but it also does +10% crush damage. Don't know how it's calculated against DR and stuff, but that can't be superbad against slash/pierce resistant foes who have a weakness towards crush.
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