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Everything posted by Boeroer
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Keep in mind that the barb is (or was) ideal because he could steal multiple times with one strike because of carnage. I tried this with a 0-recovery-wizard and it's much harder to steal enough duration so that buffs never wear off. Once you get to the WM you can get it. You just have to defeat some Lagufaeth.
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Hey guys. Maybe they nerfed this in 3.0 beta and 3.0. It was quite overpowered on a barb. I didn't test that. With 2.03 it worked like described in the opening post. As I said above Spelltongue also stole duration for your buffs when the enemy didn't have any (visible) buffs. Maybe they fixed that so that it only works if the enemy really has some "active" buffs on and not if they are just plain old trashmobs? I believe that there are always some kinds of "internal" buffs on enemies that give them special abilities but were not intended to count as "real" buffs like priest's spells and so on - similar to all the gear that enemies wear that you can't loot but which gives them special DR or abilities (Ice trolls have an invisibe second chance armor, skeleton fighters have an unvisible armor...). Or did the descpription of the blade also change so that it merely steals attack speed now? However - I will try to test this in the coming days and tell you what happened.
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The max you can have is +19mig (+3(item)+1(Godansthunyr)+3(rest)+2(whore)+10(boon)) Add: +1 from Gift From the Machine, +1 (Effigy's Resentment: Edér) +1 (+4 instead of +3) from non-weapon-items, +3 (+4 Abydon's Hammer instead of +1 Godansthunyr), +3 dragon meat, +1 Galawain's boon - should result in +29 edit: forgot that dragon meat gets supressed by Champion's Boon. So it's 26 instead of 29. You can hold Abydon's Hammer in one hand if you get it via quest. Just put Steadfast in your left hand before obtaining the hammer.
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Yeah, but thos only have an interrupt of 0.35. The new Poleaxe that has this "Zephyr" aura is nice: it does -30 concentration in an AoE and causes 0.75 sec interrupts. While it itself is not necessarily the best weapon to cause interrupts, it is great to have around on some other guy while you wield Mosquito or Vile Loner's.
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Brisk Recitation is gained automatically at level 1 (like Soul Whip for a cipher, Sneak Attack for a rogue and Constant Recovery for a fighter and so on.). You can see it in your character sheet. You can't pick it, it's always there. Abd in my playthrough which I started in 3.0beta the skeletons were still lvl1 and as crappy as ever.
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At the beginning of the game there are no retaliation items - you have to play more like a rogue until you get spells like Psychovampiric Shield that help you to withstand heavy beating and retaliation items that give you focus when you get hit. So at the beginning of the game you need somebody sturdy as a frontliner - like Edér for example. Then you can go and flank like a rgoue would do. Maybe you can skip the shield until you find a really nice small one and go one handed in order to hit/crit a lot - you will need that focus. I would also recommend to get Kana first (just pick him up and then leave Caed Nua) and give him a big shield and fat armor. Aloth should cast Chill Fog right in front of your frontline and then let the bandits come to you. For later, when you aquired retaliation gear - your goal is to have as much DR as you can. That includes Blunting Belt, Paladin's Zealous Endurance, Priest's Armor of Faith and so on. You want to get grazes in order to retaliate, but you don't want to get damaged a lot. The bandits are pretty badass if your level is too low by the way. Just one level more makes them easy. Just try to use Tenious Grasp on one of them at the start of the fight. And start the fight with a gunshot (enchanted Disappointer) instead of running towards the enemy - that will give you a lot of focus that you can use to CC - then go into melee fight. Monks are way easier at the beginning of the game because all their stats are very good right from the start (deflection, ACC, endurance, health). I think they are the class with the highest stat bonuses alltogether. Cipher's stat are quite meh.
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Your deflection will not be that of a fighter, but later in the game it doesn't matter that much anymore and you still have your thick armor to protect you. Then you have all those fancy buffs that also work on yourself that can easily make up for the lack of endurance and deflection. When you hit lvl 9 you can choose which lvl1-spell will turn from per-rest-use to 1/encounter use on top of your normal spells (spell mastery). Same at lvl 11 and 13 and 15 (for spell levels 2, 3 and 4). You may choose spells that fit to your "armored" playstyle then, like Armor of Faith (+4 DR), Holy Power (+3 MIG, +7 RES - and therefore also deflection), Circle of Protection (+15 to all defenses) and Devotions for the Faithful (allies: +4 MIG, +20 ACC, foes: -10 MIG, -20 ACC). Then you can buff yourself every encounter and be a very good frontliner even without per rest spells that you can use like in D&D. Shod-in-Faith boots, like Farncis said, are also great for such a priest. If you get a critical hit they emit the spell "Consecrated Ground" which heals you and alle friends around you. If used right it's one of the best items in the game - and it's perfect for a frontliner that doesn't have superduperhigh deflection but very thick armor (aka plate). Just make sure your MIG and INT are not too low because raising those stats makes Consecrated Ground really good.
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Oh - I forgot: If you want 12 more ACC on top for the total ACC overkill go for one-handed.
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If you really want to focus on heals and buffs only then I'd say dump PER completely. That's one of the few cases where you can dump a stat and it has no negative effect. But there are some offensive priest spells that are really good and with 3 PER you will miss or graze a lot with them - especially in the early game. Also: the priest's special talents that give +10 ACC to two weapons are obviously not boosting your spell ACC. A medium or large shield on the other hand (ha!) however does lower your spell ACC.
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Not more than others. It's always wise to have a backup weapon with a different damage type and a backup CC spell with a different kind of affliction.