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Everything posted by Boeroer
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Ahaha! Mix Pull of Eora (awesome spell!) with the fire stag of the druid: Cast that spell onto a mob and send the stag into the middle. After some seconds the enemies and the stag got dragged around so much that there's a circle saturated with flames and nobody can leave it. I love all those red mumbers that pop out of their heads like crazy. Add Expose Vulnerabilities and/or Combusting wounds to speed things up. If you really don't want anyone to leave cast Painful Interdiction or any other weakening spell on their heads and then Binding Web. It's so much fun... With Pull of Eora you can do a lot of weird things actually. I did not test if a fighter with 5 engangement slots whom you put into the circle togehter with enemies will get disengangement attacks all the time when the enemies get pulled away from him. Have to test that out soon. Scared Immolation plus Pull of Eora is also nice.
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Good that you point that out - it's often overlooked. Same with the druid and Insect Plague for example. Not only damages like crazy but also interrupts like crazy with the right stats and talents. Good thing a wizard also has spells that lower concentration - one of the best is Expose Vulnerabilities. You can also get that from The GOlden Gaze sceptre. If you combine that with Alacrity and Blast it will trigger that spell very often.
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Then I would also recommend Tall Grass with max PER and DEX and Hearth Orlan. Take all ACC+ and crit related abilities and talents and you're good. Get boots of speed as soon as you can (there is a non-random place where you can get them: Russetwood in the White March, top right in a landslide - you can sneak there without getting into a fight with Ice Trolls I guess.) Fast Runner, a Cape of Withdrawal and Graceful Retreat can give you +32 defense against disengagement attacks. That can be a live saver. You can exchange the cape with the Cloak of the Master Mystic as soon as you can get it (also White March, +12 deflection and invisible after a crit is an even better life saver). When you get engaged (this will happen): pause, switch to a hatchet plus large shield in your second weapon slot, then decide where to run with your boots of speed and then unpause. This is way more effective than the escape ability or other stuff. You will live and outrun every enemy. Just run to another flanking spot and start attacking with the pike again.
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Not if you just chain your commands at the beginning of a fight with shift+click. It takes a few seconds and you're good for half the fight. I would turn AI on so that he doesn't cease attacks after an enemy in the command chain drops prematurely. But yes - it's still a bit of microing compared to a ranger who can be a good autoattacker.
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If your rogue puts on the Cloak of the Master Mystic (+12 deflection, invisible after getting a crit) and takes Backstab and wears a large shield (rogues can afford that with Reckless & Deflecting Assault) he will be good in the front line. He can reach an absurd reflex score this way so maybe even Adept Evasion is worth it. It's still a good tactic to flank with the other tank of course like KDubya said.
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Not if you can hit one foe after another - like with a bow. I showed in this buils: Mad Hornet that Deep Wounds can be used to boost dps a lot if you're not sticking to one target. It's also great for rogues who are slow. For example a rogue with 3 DEX and a plate. He will hit so slowly that Deep Wounds duration may have expired when he hits again. He will still deal good damage because it's raw and also applies if the enemy is immune to his weapon attack. A slow rogue can still deal a lot of damage with a wounding weapon like Drawn in Spring and Deep Wounds. I mean obviously he will not be that murder machine like a dual sabre rogue - but he will also not go down as fast. It's just not good for a standard dual wielding rogue who wants to kill one enemy as fast as possible.
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Not that again please. Barbs are totally cool. And you can do a lot of different things with them. They just don't excel at soloing and against single targets (but that's ok). But their class ability carnage opens up so many possibilities. For example it's totally cool not to deal a lot of damage if you build an max PER interrupter. You can leave MIG at 3 if you want. Greater Frenzy with max INT will give you +6 for quite some time in return. You will interrupt-lock a whole area after some levels and still deal more (combined) damage than the average fighter can. Or you can build a sturdy barb with Savage & Stalwart Defiance and a draining weapon. You can even build a healer-barb who uses Shod-in-Faith and max MIG, CON and INT and dump RES. Any weapon that has a x% spell chance like Unlabored Blade works best on barbs because it will trigger a lot more often than on any other class. With carnage you can do a lot of weird things, even build an affliction-immune tank like I showed in this build: The Leech (still works in 3.0 by the way). Barbs only need deeper knowledge of the mechanics and a bit of thinking out of boundaries. But a classic apporach like Plate + Shod-in-Faith + Tidefall also works great. I even build one the other day with duplicated Whispers of Yenwood and other +CON items and brought CON to 30 points permanently without resting bonuses or consumables. That means double endurance and health. Together with a fat armor and Veteran's Recovery that guy will not go down so soon, even if his deflection is not top notch. Maybe barbs are not the best class for beginners because at low levels they fall quickly and also don't hit a lot - but they can be shaped into hilarious builds. For example a Fire Godlike retaliation barb with high MIG, INT and CON, stacked Retaliation, Potion of Flame Shield and that new retaliation skill that deals raw damage and Blesca's Labour or Edge of Reason pluas Shod-in-Faith will be working very well as a tank.
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Do you think Grey Sleeper rogue would be a good idea ? Or 5% Twin Stones is too low to be reliable ? I've tried it on my last run, the chance is rather low. Yeah, that's not the way to go. But a Bittercut with 2* Vile Thorns works and also the White Crest armor with Overwhelming Wave. And scrolls of Bounding & Concussive Missiles and Twin Stones. That is especially nice at the beginning of a fight when you let the mob come to you. I'm thinking about a rogue "wizardlike" build who duplicates Bittercut for a total of 4*Vile Thorns per rest.
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That is a rather nice combination. You can get two backstabs per encounter for free if you're willing to eat at least 2 crits. Especially since Backstab got buffed to 150%. And it stacks with sneak and deathblows. At the moment there's still that bug that lets you turn invisible until you reload. That is a total cheesefest. You can just go and murder everybody and everything while you're invisible, dealing backstabs every time you hit.
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For a rogue who focuses on crits you will definitely want a hearth orlan for a melee flanker or a wood elf for ranged. For sturdier rogues you can use wild orlan, pale elf, moon godlike of course and also coastal aumaua. Boreal dwarves are somewhat in between. Nice ACC buff with a bit of extra CON. I think in terms of power Death and Nature Godlike are crap.
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No Problem - could have been the case that it doesn't stack anymore with 3.0 - so testing was not in vain. Trollhide belt and any other regeneration item (He Carries Many Scars and so on) indeed suppress each other. I just noticed that the Mantlke of the Dying Boar doesn't get suppressed by Constant Recovery and the cloak, but by any other regenerating item. The Mantle of the Dying Boar lets you regenerate a lot more enduracne per tick - but it only works under 33% endurance. It's quite nice for any character (like blooded barbs, fire or nature godlike) who gets a bonus when under 50% endurance but doesn't want to go down after that. This mantle can keep you at 33%.
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The engagement limit of a character has no influence on his butt getting flanking - as far as I know. There are certain abilities and items that can increase the number of foes needed to flank you (One Stands Alone, Rupek's Watchful Cloak Mark II). But your additional engagement slots don't do that. You automatically flank if you engage an enemy (that's a must) that is already engaged by one of your team members and you stand on the opposite side (with some tolerance).
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He? The belt does the same as the amulet. So you can have the cloak AND 25% healing multiplier. If you haven't found it yet the amulet is better than the cloak of course. edit: Oh yes, 2/encounter - right. My bad. Still not good against big mobs as in PotD - but great against thick bosses. Maybe Ryona's Vambraces (+3 DR bypass) will be better than Gauntlets of Swift Action. But one would need to do some math (counting frames and so on) to be sure.
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Just did a quick test and it still all stacks: First Constant Recovery entry ist the original one of the Fighter plus Rapid Recovery (modifies Constant Rec.). The second one is from the cloak that also modifies Constant Recovery and gives a bonus of 2 points per tick (in this case 2.4 beause of MIG). Then below you see the armor with 1.2 (also MIG, base is 1). Nothing gets suppressed. The thing is that an item enchantment normally doesn't supresses an ability (as long it's not from spell holding or -binding). And because the cloak doesn't just add a regeneration effect but modifies the ability it stacks with the armor. So altogether this guy with MIG 17 has a regeneration rate of 15 points per tick. With the Belt of Bountiful Healing and Survival bonus he will get 45% more out of this - meaning ~22 points per tick. You can boost that further with the new chanter's phrase that does +100% healing. That would be ~37 points per tick then. And you could also take Ancient Memory and Beloved Spirits for even more healing (around ~46 per tick). That's if you have one chanter. Since Ancient Memory and stuff stacks, you could also add 5 chanters with that talents and have... I don't know how much points per tick but I think about 96 on your fighter. The chanters could also use Veteran's Recovery. They would not be like the fighter but also not bad. Maybe about ~50 points per tick. You see where this is going...
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Not yet, but soloing I can just auto attack and win every battle without really trying at all, or any risk of death. It is only if I am purposely trying to die that details like extending the health pool even come into play. It will probably only matter for the hardest fights in the game like Adra Dragon and whatever waits for me in the expansion. By then DPS will be through the roof with 0 attack speed and sunder blows. If i wait until level 15, it will probably be a cake walk with triggered immunity. So, I really don't think hard would be much different. POTD will be the real test. I am now thinking that sundering blows will be very powerful with 0 recovery attacking. If more endurance regeneration is desired with Unbending ability, the worst Ability is now Weapon specialization. 15% additive damage bonus is quite minor compared to the hundreds of damage sundering blows is capable of. Sundering Blow is just 1/encounter against a single foe. I see how this is nice against bosses and stuff - but how is this helping you with a band of Ogres Druids for example? Or did they buff it?