Everything posted by Boeroer
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Defender vs Guardian
And the range is pretty awful, too (same with Take the Hit ). What is the worst thing about defender is that it doesn't work together with several other good modals a tanky fighter could take.
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Can't Finalize a Melee Cipher Build
Just try it out I'd say. You can always retrain. It doesn't make a lot of difference anyway when you reach mid levels. By the way I'd always pick Tall Grass or Llawran's Stick or Bittercut + Sura's Supper Plate every time. But I don't think dual stilettos are a bad choice. It's just to risky for my low micro playstyle. And I forgot: for stilettos you can get +4 ACC from that talent "Flick of the Wrist" you get in the Gref's Rest. That's not too bad since it's free and stacks with everything.
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Help with alpine dragon
Never forget your scrolls of defense, scroll of prayer against fear and scroll of valor and scroll of revive in case durance takes a premature nap. Scroll of Wall of Flame also helps in combination with a ring of Searing Flames. Spam scrolls of confusion to turn the adds, then attack the dragon when he's killing his own minions.
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WM II items
Bash 1: 6-9 (ex: Badgradr's Barricade)Bash 2: 8-12 (ex: Larder Door) Bash 3: 10-15 (ex: Dragon's Maw Shield) P.S. Have tested a few more things in regards to shields with bash property: (tested with Badgradr's Barricade shield which has bashing 1 and grants Thrust of Tattered Veils on critical hit) - damage from bash does not generate focus, nor procs carnage hits. - enchants on these shields that "grant a <spell> on hit/critical hits", trigger only when bash hits/crits. Weapon hits/crits do not proc them. - spells triggered this way, do not generate focus, nor proc carnage hits. This is not intended. I've added a bug about the carnage and focus procs with Bashing. We will try and get a fix in for the next patch. Then maybe it's also possible to make it so that two weapon style applies to bash?
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Defender vs Guardian
Exactly - it's a total waste of a talent point. But if you really hate resting it may be ok. It would be good if it healed you completely. Even then I wouldn't take it but it would be more appealing. However - what really bothers me about the video is that it's just theorycrafting without an actual test how this build works in action. I tried to build that exact thing some weeks ago (when there was no prone for disengagement attacks) and it didn't work at all. The mechanics haven't changed since then - and although it sounds nice to have that prone on diseng. attack I really doubt that it's worth to craft a whole build around it. Even if you sum up 5 engagement slots most of the time you won't engage 5 enemies. If you do and two of them leave you there will be the chance to prone them (if they are not immune). First of all you need to hit them, then there's the check against fortitue. Maybe the chances are high - but you just took three to four talent/ability points just to make disengangement attacks viable. I doubt that the outcome is worth the efford - also in terms of micromanagement. That's why I would have loved to see that build in action. Not because I want to see it fail. It's good if fighters could be build in more different kinds of styles.
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[Class Build] The Ascetic: No-Items Solo Monk Guide
Rooting Pain's damage is just too low to make it really awesome with Resonant Touch. That's also a reason not to pick too light weapons when you want to use that ability. Torment's Reach also builds up Resonant Touches in an AoE by the way. Very nice synergy - especially with fists (=high base damage and full attack - meaning two Resonant Touches for each enemy that got hit most of the time - sometimes more if your damage is over 20).
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Paladin 3.0 Build? What would be different now to previous builds?
Wrath of the five suns is really good for taking out casters. It's fast cast (or feels like it) and has 10 DR bypass. I combined that with Penetrating Shot and Ryona'S Vambraces for a total of 18, also took Prestidigitator's Missiles (8 DR bypass) and all the Missile Scrolls and -items (also get 8 DR bypass on top). Then I gave her Arms Bearer and Lead Spitter and an Exceptional Blunderbuss and Bittercut & Outworn Buckler. All weapons with a burning lash. At the beginning of a fight she usually takes out three casters with all those missiles and FoD shots and then switches to the melee set and turns on Sacred Immolation (got that lately). Scion of Flame makes a lot of sense with her.
- Reaping Knives and Monk
- Reaping Knives and Monk
- Paladin 3.0 Build? What would be different now to previous builds?
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[CLASS BUILD] TCS Solo Chanter 2.03/3.0 'Let me tank this for you'
One handed bonus doesn't work outside of melee attacks with that weapon - as far as I know. But shields do indeed lower the ACC of spells.
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WM II items
Really? Oh man - Outmaneuvering on a chanter with the frightening chant plus a barb with Brute Force & Threatening Presence, then a priest with Painful Interdiction and a cipher - ouch! Will will be lowered by 42 points and fortitude by 48 points. And only one active ability needed to raise the crit chance of some good invocations, cipher powers, barb's and chanter's melee attacks... Melee Wizard with Steadfast and that Repulsing Visage instead of a chanter would also be awesome.
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Defender vs Guardian
No, it's great! It doesn't last that long anymore, but the healing is way more powerful now. Just make sure your fights don't last forever and you're good. I build a heavy armored fighter with Constant Recovery, Rapid Recovery, Cloak of the Tireless Defender and a Trollhide Belt and this guy really refuses to die if you combine that with Unbending - even if he's skilled for pure DPS and not deflection. A nice combo of dps and tankyness. You will have to rest a bit more because of health issues - but if you have a wizard/preist/druid in your party then not more often than before.
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Ideal party composition
Wow, there are as many "ideal" compositions as there are players I guess. It all depends on your playstyle and favourite tactics. A very powerful party composition for example is 6 wizards - if you can stand all the micromanagement. 6 Chanters is the opposite: very powerful (but slow) and not much micro. Most of the time a good composition evolves around one or two special abilities: - Threatening Presence+Brute Force+Painful Interdiction+Force of Anguish: hefty debuff of fortitude and will, great for the barb's crit chance, lots of cipher powers target fort and will, monk's special attacks target fort. - Combusting Wounds+Druid's DoT spells+Come, Sweet Windes & The Dragon Thrashed+Predator's Sense: lots of damage! - Ectypsychic Echo + Binding Web + Flagellant's Path + Stag Helmet: run into the mob with your monk so that they gather around him, cast Binding Web on the monk and his surroundings (debuffs reflex, monk's immune due to Stag Helmet), cast Echo(s) on the monk, dash through the mob (lowering defenses by 10) and wtch them all die because they can't get away and theri reflex is severely debuffed. Then add other party members to that who can further contribute.
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Reaping Knives and Monk
Yes, but look at the Reaping Knives which are summoned weapons. This bug could affect all summoned weapons. And since the mechanics for them seem to be the same as for soulbound weapons this bug could also affect those, too. As I said: very few people take two weapon foci so maybe this was simply overlooked. Or maybe not... come on - do some testing, I'm curious!
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Wielding a single weapon
Or maybe get higher crit damage from one handed style? That would suit the higher ACC best. However - as it is now I never used it in one of my builds. I had that idea of max ACC twin ciphers using Tactical Meld, marking weapons etc. on each other. +12 ACC would fit the theme but wouldn't really be neccesary to achieve 100% crit rate I guess. Now if it gave me +0.3 crit damage... that would be a whole different story.
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Can't Finalize a Melee Cipher Build
I think stilettos are not bad for a dual wielding cipher. They are fast and give you 3 DR bypass. It's like adding +3 damage to every hit. That's a good thing for fast weapons. Then there's a rending stiletto in the game (Bleak Fang) which is really nice, although it comes quite late if you choose to wait with Act III. If you like to unlock Act III first and then go do the expansions it's not so late. You could even use the Helwax Mold to duplicate a fully enchanted Bleak Fang. That would give you two Spell Strikings of Touch of Rot (really nice AoE damage for free) and a DR bypass of 3(stiletto)+5(Vuln. Attack)+3(Ryona's)+3(rending) = 14. You can then cast Body Attunement if your target has way more DR than that. But with all fast hitting weapons that don't do a lot of damage per hit you have the problen that a) the +x% damage modifiers work better on higher base damage and b) you really don't want to get interrupted a lot. So dropping RES is maybe not the best option. As Mocker22 said: higher PER is also needed if you want to hit better with your powers. You could lower INT a bit. 15 seems to be sufficient. So with Stilettos and as the main character I would use stats like (race & background included): MIG: 10 CON: 08 DEX: 15 PER: 15 INT: 15 RES: 15 Your dialogue options will be good, your reflex and will defenses also. Fortitude is not so great. You could swap MIG with RES if you feel you don't need the dialoge thing, you want to do more damage with your powers or if you don't get interrupted a lot (depends on your party composition and playstyle). But that'S just my approach. It really depends how you play the game. Luckily you can always retrain if you feel a build or stat distribution doesn't fit your playstyle. Edit: Oh and I forgot: With the buffed Psychovampiric Shield and light armor you should do well if you don't get surrounded and flanked. A nice thing is to have two melee ciphers: Casting Pain Block onto each other is great - as well as using Tactical Meld together and flank one target.
- Reaping Knives and Monk
- Reaping Knives and Monk
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Wielding a single weapon
I would give it a hit-to-crit conversion - that would be nice. One Handed Style is totally stupid at the moment. The +12 ACC however comes in handy in the early game. And maybe a low ACC class like a barb can make good use of the +12 ACC when he's wearing a one handed weapon that has an on-crit effekt like We Toki?
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Best item to use the Helwax Mold on? (Spoilers probably)
Starcaller is not speed enchanted - that's Unforgiven. Sadly, disorienting doesn't stack any more, also not from different weapons (somebody here reported that). Tah would have been so cool - wielding two Strike Hards.
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Let's talk stronghold items!
That's a really nice one if you put it on a monk who has Enervating Blows by the way. Sickened + Weakened is a really sick combo.
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Defender vs Guardian
He's using Wound Binding. Also Guardian Stance is pretty useless if you don't like to fight roman turtle style. 2 meters is a really small AoE. And he doesn't show how it works in action...
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Best item to use the Helwax Mold on? (Spoilers probably)
I would be funny to roll twins who look the same, wear the same gear and also the same awesome weapon. Like two rangers with wolves and both use Persistence with... wait for it... Twinned Arrows!
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Best item to use the Helwax Mold on? (Spoilers probably)
Yes, enchantments get duplicated. So it's best to duplicate an item that you already enchanted. I like the idea of duplicating a one-handed weapon so that you can dual wield it. 2 * Godansthunyr for example would give you +2 MIG instead of +1. 2 * Whispers of Yenwood will give you +4 CON and so on. Two Resolutions would also be nice. Another item that is really powerful if you put it on the right character is Shod-in-Faith.