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Boeroer

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Everything posted by Boeroer

  1. They are not bad, I agree. And you will cause prone on crit. That's also nice.
  2. For DPS, yes. Maybe two Drawn in Spring would be equal, don't know exactly. Their wounding enchantment stack. But somebody else would have to do the math.
  3. The damage of persistence is higher because of the wounding and maybe a lash. But sadly that doesn't generate focus. So I guess as a cipher who doesn't want to shoot only you're still better off with Stormcaller, what do you think?
  4. Of course Twin Sting fires two bolts. If you look into the combat log you will see that it hits twice - like a blunderbuss hits six times. It will give you +6 focus for each attack if you use it on a cipher. That can be really critical if you fight high DR targets. Wengär is inferior to that as long as you don't enchant it with everthing there is. It's also no problem to take an initial shot with Twin Sting for great damage and +6 focus on top and then switch to a bow. It's a soulbound weapon with a universal Weapon Focus after all.
  5. Don't forget the -6 shock DR of Stormcaller. Together with Pen. Shot you'll get -11 DR. One big dilemma of a hunting-bow-cipher against armored targets is the lack of focus gain. Persistence doesn't help that at all. With Stormcaller you don't have that problem any more AND there's a chance it will proc Soul Shock.
  6. To be honest the Blade otEP is totally awesome on a paladin who wants to evolve around on-kill-effects. It has speed - combined with durgan refnement & a durgan reinforced Saguine Plate you will have an attack speed multiplier of ~1.5 in full plate. That's like sipping a potion of Alacrity all the time. You can totally skip Vuln. Attack because of the -5 DR it already has. And while doing all that it also marks the target for +10 ACC for another party member (maybe a cipher for CC, making it even more easy for you to kill the foe). But all in all I think it's just a matter of taste. The Redeemer's bug will be fixed soon. It's not even specific to the Redeemer: at the moment all spell chance weapons also cast their spells at the wielder. Just ask the wearers of Elry's Jacket.
  7. Build a druid tank with Returning + Relentless Storm like this one: Batsh!t Crazy I'm serious, it works and is highly effective. Just make sure he's not the only sturdy fronliner you have and that you start casting before the enemies reach you - because if he get's beaten all the time he will also be interrupted and the casting will take forever. Use another tanky character with a shield like a chanter or a paladin. A monk will also be great if you know how to use him. One single tank will not work anymore. Enemies will just run past him towards your flimsier party members.
  8. Oh yes it can. Fully enchanted it does more damage because the wounding stacks. But I also like monk's fists a lot. Did they fix the mechanic when you are wielding a single weapon in your left hand (fist in the right)? In former times this was not considered dual wielding (fist+weapon).
  9. Yeah it's fun I guess. We discussed that build idea in another threat some time ago. When you get Sacred Immolation and Healing Chain the on-kill-healing will not stop. It may be also worthwhile to use two gunshots + FoD since that really hurts (and can kill even enemies who are at full endurance). Inspiring Triumph may also be an option because you want to trigger on-kill effects anyway. There are also a few items that do things on kill now. You can also wear Sanguine Plate - you want to get a crit anyway because of Shod-in-Faith. Also look out for the Swaddling Sheet: It's a cape that unleashes an foe-only Overwhelming Wave when you get a crit - stunning all foes around you and doing great crush damage. Can also lead to lots of kills. If you want to kill even better then think about using scrolls. Paladins with high MIG and INT are great for that. Fireball Scrolls are cheap and do good damage. Especially if you take Scion of Flame (which you should anyways because of FoD and Sacred Immolation). More kiulls = more healing. Also nice: Aegis of Loyality + Sacred Immolation means you will uncharm every party member within seconds. And now there are also items which will prevent you from being charmed/dominated. Together with your paladin's ability that boosts defenses against that I thin you will come close to immunity. I'd say it will be a great build. edit: also think about using Forgemaster's Gloves => Firebrand. Good for FoD strikes if you take Zealous Focus (meaning +26 ACC with FoD).
  10. It totally depends what role you preist fulfills. But notice that the +10 ACC from Inspiring Radiance do stack with all other ACC buffs. So a Paladin with Zealous Focus and a Priest with Insp. Radiance can boost your party to +16 ACC. Aggrandizing Radiance is often overlooked because people think it lowers the healing the Radiance does. But it only lowers the healing YOU (as a priest) will receive. Your party members still get the full healing factor. I'm running a Priest of Eothas at the moment with Painful Interdiction and Insp. + Aggr. Radiance and Hope Eternal + Weapon Focus Knight (for Morning Star). Since I don't like per rest spells too much I can now cast two per encounter abilities that are really strong. I will lack other talents though. But at the moment (lvl 7) I'm very pleased. Maybe I retrain when I get Spell Mastery - I'll see. I really wonder if Aggr. Radiance stacks with Outlander's Frenzy or Minor Avatar...?
  11. Might be that there isn't an indicator. But there should be, you're right.
  12. Yea the reason I was sceptical about riposte is that it only triggers on 20% of the misses, which is not a lot, if the chance to trigger could be improved later on in the game then probably it would make sense but right now, I guess it doesn't make sense to devote my whole build to a mechanic that has only 20% chance to trigger only if a melee enemy misses me..... Exactly. Tanky rogues are fun. And they do work. But 20% of misses (and it's really hard to boost your deflection that much so that enemies miss all the time) is just lame. With grazes it would be fine. Because a tanky rogue gets grazed a lot. I also tried to trick the system a bit and stacked as much defense against disengagement attacks as I could (good Shield, Cautious Attack, Superior Deflection, Fast Runner, Graceful Retreat, Cape of Withdrawal, Chant "The Fox of the Farmer" and so on). So I had a steallar defense value against disengagement attacks. Then I just took the tanky rogue and ran around a group of enemies to provoke disengagement attacks. They missed a lot - and the enemy mob was like CC'd because they all tried to chase me. But still the amount of Ripostes was so small that I dumped the whole concept.
  13. Torment's Reach is a cone and is influenced by INT. So dumpoed INT = very short cone.
  14. Well technically (and if I didn't do any mistakes) you can't reach 0 recovery with sabres as a rogue by yourself - unless you are willing to drink potions of Alacrity all the time. Even with Gauntlets of Swift Action and durgan refinement you will be at ~1.9 with Vuln. Attack and no armor. With two Rimecutters however you can reach 2.38 even without the gauntles - which leaves room for a durgan reinforced plate armor (or any other armor that has <= 38% penalty) and other gloves that do nice things. It turns you into a sturdy whirlwind of slash & freeze. So I would say in theory two Rimecutters are better. You don't even need to duplicate them. Go to Le a Rhemen, and click on that dial there. Then click "wait" until Azzuro sold you two Rimecutters. Duplicate some other item instead. Like Little Saviour. Having Outworn Buckler and two Little Saviors in your party equals a permenent boost of +15 to all defenses for your front line at least.
  15. As I said in another thread: If you feel like your monk is underwhelming (doesn't matter if Zahua or hireling) you are doing something terribly wrong. Monks - like barbarians - need a bit more knowledge about combat mechanics to get the best out of them. At the beginning of the game I strongly recommend using heavier armor and reduce that step by step. Another thing is weapons: as long as you haven't a specific idea how to use a special weapon with a monk you should stay with fists. They have huge base damage (that's important for all the +x% dmg mods) and are superfast. Later in the game certain weapon setups can outperform fists - but I would say that 95% of the game you are better off with your fists. Especially if you also put on the sandals of the forgotten friar which boost you base damage by +2 (Only +2? Sounds weak? Well it is not). For a tankier apporach choose Shod-in-Faith boots. If you hate micro then drop Torment's Reach and take Swift + Lightning Strikes, Turning Wheel and Iron Wheel plus Force of Anguish and Enervating Blows + Apprentice's Sneak Attack and Two Weapon Style + WF Peasant. Vulnerable Attack is good, too. Also take Duality of Mortal Presence(other defenses). Put on a Ring of Protection. Take Rooting Pain, put on a good armor and use the monk as tank. Set the AI to aggressive and forget about him - just watch him prone whole groups for a long time while also weakening them. If you have acipher, please cast Reaping Knives onto your monk whenever you can. You will be better off if your Rogue uses reach wepons (Tall Grass!) and not your monk. Monks need to get hit all the time in order to unleash their special attacks. If you use him behind the front line it's no wonder he's underwhelming. He's not made for that. Well - unless you want to skill around the Long Pain, which can also be awesome: Skill him towards ranges damage (Marksman and so on), take Swift & Lightning Strikes + Turning Wheel and all the other stuff I mentioned above except the defensive ones. Absolutely put on the sandals. Maybe archer's gloves, too. At the beginning of a fight, shoot your monk in the back and let him cast the Long Pain. Watch him murder everything with superfast flying fists that hit like gunshots. Awesome - and it's a level 7 ability. Ranged monk now totally makes sense.
  16. Lvl 11 is a bit early. I killed him yesterday with a lvl 14 party and didn't even need tactics. 3 levels make a lot of difference. More ACC, higher defenses, maybe better gear.
  17. Sadly, you can only stack 10 wounds. After that you will only get hurt without gaining any more. Regeneration is still great for a monk because you also want to spend those wounds and get hit again.
  18. Looks good. 110 deflection would be enough for me most of the time. You have to play a bit to see if it's enough for you. RES 3 is a strong anouncement - we'll see if that works out.
  19. I really tried to make Riposte work with special builds - it's not worth it. Just keep away. Would be good if it triggered on 20% or 30% of grazes and turned them into misses. But the way it is now it's just not worth spending a precious talent point.
  20. I'm wearing that "25% chance to confuse when post/critical post" glasses.
  21. You can always dual wield "The Flames of Fair Rhîan". I wonder what happens if you duplicate one of those rings that allow you to swap 100 endurance with a party member. You will then have one source ring and two target rings. Will you swap 100 endurance to both targets? Who knows...?
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