Jump to content
View in the app

A better way to browse. Learn more.

Obsidian Forum Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Boeroer

Members
  • Joined

  • Last visited

Everything posted by Boeroer

  1. Hmm, do you expect something to change? Not oercentage wise, but in flat numbers. 21 to 26 frames is not a big difference. You can spare 10 points of DEX and only lose 5 frames - great deal!
  2. So... did a test with twin pale elves. One rogue, one druid (spiritshift stag). Both took the same non class specific talents for melee fight, including Outlander's Frenzy. The druid took all the wildstrike shock talents and Heart of the Storm while the rogue took Deathblows and all the other goodies that are good for dps and also Secrets of Rime because I used two durgan refined Rimecutters. Items: Rogue: superb Rimecutter + superb Rimecutter, White Crest armor plus helm + 2 CON, Ring of Thorns, Ryona's Vambraces, Glanfathan Stalking Boots, Girdle of Maegfolk Might, Lilith's Shawl, Ring of Deflection. Druid: Wildstrike Belt I went and attacked the ogres who stand around Elmshore when you want to do the Nalrend quest. The Rogue, once he flanked, did mostly crits that were about 75 to 95 damage, he had no recovery. Ogre went down pretty fast. The Druid, however, went into the fight with the Avenging Storm and dealt 120 damage with his first hit (not crit!). the next strike was a crit for over 160 damage. The third hit I can't remember because I was all "Holy Batsh!t?" and the Ogre exploded. Druid's attacks had a recovery bar and he was a bit slower than the rogue, but not too much. When the frenzy expired the diffenreces became more obvious - but still that damage per hit was just jawdropping - the rogue - although I had chosen the annihilating Rimecutters - could not deal that much damage even with crits. The two then got surrounded and the druid went down pretty fast while the rouge could survive a few seconds longer due to his armor and stuff. I then went into the log and saw why the druid is doing so much damage: Avenging Storm profits from Wildstrike Shock! Your normal unarmed damage is very high: 50 - 75 per hit with MIG 17 while the rogue only had 21 - 31. On top of that came Wildstrike Shock with 50%. And than came Avenging Storm which does up to 20 schock damage normally - but it also adds a wildstrike shock bonus. I don't know why - maybe Avenging Storm is considered a melee attack and Wildstrike Shock just applies to every melee attack (why shouldn't it). I think that's not intended but it's plausible. This will work with the other wildstrike elements, too, I guess. But the synergy of Wildstrike Shock, Heart of the Storm and Avenging Storm is best this way. Yeah well. What can I say? With this spell the druid spiritshifter is definetly a better damage dealer than a rogue - even one with very good equipment. You might say that spiritshift only lasts 15 secondes and it's true - but that sceptre gives you two uses and that surely is enough because you murder the foes so quickly it's just hilarious. Without Avenging Storm the druid's damge per hit was nearly the same as the rogue's. That's because the rogue did way more crits. The druid is a bit slower so I expect the dps to be a little bit lower than the rogue's (without Avenging Storm). And I also have to factor in the higher freeze DR of the ogres against Rimecutter's lash. Maybe as a cat their dps is even because a spiritshifted cat will hit faster. Stag form's carnage is still 1/rest by the way - but imagine those numbers in an AoE. Avenging Storm comes pretty late - but nemesis205bw was absolutely right when he said that there's no reason to bring a rogue when you have this. If you look at the game from the beginning to the end maybe the rogue will deal more melee damage overall because he starts with Sneak Attack and the druid will have to buy all those talents until he gets really powerful. But druids also have powerful spells! If you are the MC it may be that the rogue will get more out of that: he can side with the doemenels and will get a +0.3 crit damage multiplier bonus. Since he crits more often than the druid that would make him stronger in comparison. Same with Dungeon Delver and Rabbit Fur Gloves and stuff. p.s.: Did I mention that Avenging Storm also stuns on hit? p.p.s.: I don't know how a fully pampered Lady of Pain compares to this (without food and resting bonuses - just abilities and items). Can anybody post some numbers (damage, recovery)?
  3. All the time. And my favorite is Force of Anguish which is supercool because you basically punch someone in the face with a nice, satisfying sound and they fly 10 meters backwards and land on their buttocks where they stay for over 10 seconds.
  4. There's one Nature Godlike - but I won't spoiler who that is.
  5. Yeah - but that's with a slow war bow. What are the numbers with a rapier and a dagger?
  6. Also happens to me: tried to apply the damage buff from the Sandals of the Forgotten Friar two times. And what's Zahua's new ability?
  7. Shame on me - you're right. Totally forgot that the 25% chance also works without binding. A pity it doesn't help here.
  8. Oh sorry - I totally forgot number 3. I think the expansions are absolutely worth the money. But I think that also depends whether you have to turn every coin over twice... or not. What I mean: I can totally understand if people who still go to school or university or don't earn much money for whatever reason think twice.
  9. It doesn't require any talents. It is very strong on it's own and uses the weapon focus that you have - no matter which (like a soulbound weapon). Sure, any melee talent will make it even better but it's not desperately needed. I mean what would you gain from Vulnerable & Savage Attack? +5 DR reduction while getting slower and +20% dmg while you get a -5 ACC malus. Instead, cast Eldritch Aim, Meciless Gaze and Alacrity and you will be good. I mean very good. Later you can also cast Citzal's Martial Power and go totally crazy. Since summoned weapons use any wepaon focus, you can totally skill yourself for two handed melee fight with reach weapon - because you will have Concelhaut's Draining Staff (very powerful) and that can turn into 1/encounter after lvl 9. You can use that every encounter and if things get difficult you can always cast the spirit lance instead. Or the warding staff - that's also a lot of fun. And while you're doing great melee damage you can still let spells rain down on your foes. I mean: you don't restrict yourself.
  10. 1) monk = most fun melee class 2) Hiravias (weird and funny dialogues) & Kana (best kermit the frog imitator and cheerful guy)
  11. Ah - going for the duelist look with the Dandy Hat of the Diseased Yak, hm?
  12. For the Backlash Beldam build you don't need to be a godlike. Every race works just fine. There's a duelist's hat that is enchanted (the only one): The Dandy Hat of the Diseased Yak. It's nice and big and purple and does -1 INT and +2 RES. My dualist monk from Old Vailia used that and it looked awesome with his vailian clothes and his Rapier and dagger.
  13. I say it's no difference. Just recruit no one and charge right away. I also was planning to fire my stronghold hirelings because they only die and stand in the way while I'm steamrolling the battlefield.
  14. They are not weak - it's just that every "good" rogue uses kind of the same abilites and talents. It would be nice if you could choose between more good things. That wouldn't make the class more powerful per se, because you can't fit two builds into one character. So a defensive "dodger" build would be a thing that would truly appreciate - if this will cost you some offensive power so be it. I mean Deathblows is very powerful. If you would offer folks a defensive talent that is as powerful at the same level (like "Master Evasion") people would have to decide if they go for an offensive or defensive route. Still doing lots of damage, but less than an offensive rogue.
  15. Too bad your lvl 13-guy is a rogue. I thought maybe St. Ydwen's Redeemer might be good - but that's not superhelpful if you're of equal level. You have two fighters and a cipher, a druid and a priest. Surely you can find a way to reduce fortitude since they are not immune to weakened. Painful Interdiction might be possible and then use prone attacks (I also see no immunity to that.) Your cipher can cast: - Phantom Foes: there's no immunity to flanked and their will defense is bad - Fractured Volition: causes Weakened and Frightened against will - Ectopsychic Echo: Relfex is bad but DR is high - it will still cause enough damage - Silent Scream: raw damage, will defense, stun: fits! - Mental Binding: Paralyze, Will defense: dito Druid: - Returning and Relentless Storm: Imunitiy to shock, but not to stun! - Blizzard: slows down and hurts - against reflex - Summon Blights: At some point you will summon a blight that is immune to crush and the Eyeless might take forever to kill it - Hail Storm - Overwhelming Wave if fortitude is debuffed - Plague of Insects - Nature's Terror Terrify and Frighten seems so work, that's good because it's reducing their ACC which is quite high.
  16. It's true that you will be very fast. I don't know if you will be faster than a guy with zero recovery. I can run a test so we can be sure. Is the carnage 1/encounter now or is it still 1/rest? It's not that hard to reach 0 recovery. What you need is dual wielding, Durgan Steel, Gloves of Swift Action and Outlander's Frenzy (or any other ability that boosts Attack Speed). If you have one (or even two) speed enchanted weapon like Strike Hard or Unforgiven or Rimecutter then you don't even need the Gloves. Two speed enchanted weapons let you reach 0 recovery while you can use Vulnerable Attack plus a plate armor without having any recovery. Let's see your points: 1) No, Novice's Suffering doesn't work with spiritshift. That is by design, no bug. 2) Since items do not work with Spiritshift it's only the Wildstrike Belt. I tried the Sandals of the Forgotten Friar once to see if the damage bonus gets applied but it doesn't. I will run the test you mentioned - maybe this afternoon - and will report how it goes. What was that soulbound sceptre? Gyrd Haewanes Stenes? And you spoke of another item that gives one additional use of spiritshift. What was the name of that? It's because I can't console it if I don't know the name (roughly). By the way which difficulty are you playing on? This might be interesting because on PoTD fights last longer so the (somewhat short) duration of Spiritshift gets more important. I'm really curious if the boostet Spiritshift that much as it sounds now. Because I alsway wanted to do a build with it but was disappointed every time because although it had powerful attacks the duration was so short that is was not worth to build something aroud it. Another reason why this is becoming better and better is that the unarmed damage scales with level. So at level 16 I can imagine that the damage is quite high. I'll find out if legendary enchantment can keep up with this.
  17. That's right. If your recovery time is already zero then DEX does exactly nothing to your recovery rate. However, it also speeds up your attack animation. But if you want to use the Sword of Daenysis and the March Steel Dagger then your attack animation is rather short anyway because those are fast weapons. So I'd say if you leave DEX at 10 you wouldn't notice any difference to a 20 DEX character. But that's only for melee attacks with those weapons of course. Keep in mind that Sword of Daenysis is pierce damage only and daggers are slash damage only. My ultimate goal would be dual wielding Strike Hard with the Helwax Mold. You wouldn't have to switch your weapons ever because of immunities I guess. That would be 1.33 (Sanguine Plate's Frenzy) *1.2*1.15*1.2*1.15 (dual durgan refined Strike Hard) + 0.2(Two Weapon Style) = 2.73 Enough space to fit in Vulnerable Attack and the plate itself. Even without the plate and Outlander's Frenzy there would be enough room to use Vulnerable Attack and an armor with 35% recovery malus - like a durgan reinforced plate. You don't even need the Sanguine Plate - it would just spare you a talent point.
  18. It's not affecting them if the chant didn't hit them. There's a roll every time a chant's effect gets applied on foes. Because the base radius is already quite big, high INT and also Overseeing (+10%) and The Voice of the Mountaintop (+20%) do a lot for your AoE. Those % numbers apply on the radius, not the acreage of your AoE. So let's say you have 20 INT and an overseeing item and th Voice of the Mountaintop then the radius will increase from 4 m to 6.4 m - which is awesome.
  19. I just read "Who else wants an arian" and my heart stopped beating. Anyway I would love to have an arena - but an arena in which you could fight other players. Not a problem with a turn based system - but what about this pause-thingy we have here?
  20. Sounds good, but I guess you will start with normal stats and retrain when you got those items and abilities, or not? If not the beginning of the game will be so horrible for this Prof. Dr. Rogue. Actually I want to try a build that is a bit of a rogue wizard: high MIG and INT and all spells that cause crush/slash/pierce damage in an AoE - combined with Deep Wounds. Maybe even an implement like this new soulbound scepter is worth it. It deals 15% raw damage after all - should be good with all those damage mods...

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.