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Boeroer

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Everything posted by Boeroer

  1. I already voted for a gallery/museum in the stronghold for all the uniques that you don't use but also don't want to sell. Don't say that. We wouldn't have Rodriguez, Buttercut and Wuthering Strike if we had no autocorrect.
  2. What? No, you put it on and then you'll get a new button/icon with the spell in your action bar. Doesn't matter who puts it on - always works the same. If it doesn't show up, save, restart the game und reload.
  3. What's a lava lamp inside of a container supposed to do? Wait... Tactical Melt?
  4. No, they outright complained about how nice they were.
  5. And while you're at it also place some lava and salt lamps...
  6. But it's very, very good against all others. Especially the WM bounties are a lot easier if you have Rot Skulls. Getting invitied to a ghul party is also way easier if you have Rot Skulls.
  7. You can get back to Defiance Bay after you visit Twin Elms. As long as you haven't been to Hearthsong there will be riots in Defiance Bay and you can't go back. Some quests will still be lost since some buildings and people of Defiance Bay are gone after the riots - but the game should have told you that with a "Failed Quest: Blabla" message. For example I think it'S impossible to finish Aloth's quest "Two Sided" if you enter Act III before going to the animancer who can tell you more about his condition.
  8. Yeah, it may have been me not explaining it efficiently. The chant number is still shown, but the bar that shows the progression of a chant is obfuscated by the UI. If you want to see when "Come, Come soft winds of Death" ends and the next chant begins (and watch it a bit like a stop watch) you have to hover the chant icon. It irritates me, but if you are just checking the number periodically then you will be fine. Now I get it. ) You're right - that's different than before. But since I always just used to peep at the counter I didn't notice.
  9. Name your chants, save, restart the game and reload. Sometimes the chant mechanics get messed up. Does this help?
  10. That's right. Now back to the matron! NOW!
  11. Great, isn't it. I like the cast speed buffs the most.
  12. Mind Blades was really weak after the nerf. Now they buffed and nerfed it at the same time. The damage buff is not too high and with the -10% the overall damage against normal foes will not change much I think. It's now more useful against high DR foes if you target them first and then let it jump to squishier adds.
  13. If your main gets stunned or stuff he can't chant. Maybe that's the problem?
  14. No it doesn't. No DoT effect does that. Retaliation and Flame Shield and stuff work great - but not for a ranged cipher. You could try if Prestidigitators Missiles work. The also profit from Penetrating Shot and apply Deep Wounds with a rogue. Maybe they also generate Focus?
  15. Just build Kana into the Drake's Ambassador. It's stats fit pretty well for that. Works like a charm. My main is also one of those. With brisk recitation they rock! In PotD (because of bigger mobs) the lvl 1 invocation that lets bodies explode is quite nice. First you drop a lot of weaker enemies with The Dragon Slashed, then you retreat a bit, lure the tougher ones onto the bodies and Bang! Encountered a certain monk with two elemental buddies who just got pwned by 12 times ~20 crush damage (+combusting wounds - ouch).
  16. The sandals are not new. The rest is quite interesting. Thanks for that. Edit: oops, didn't see Wolken also said that.
  17. All good except the Mind Blades. But it depends. When the -10% are calculated with the previous jump = 100% then it's OK. If it's -10% of the base damage then the last jump will get -50% and that's bad because you always have to overcome DR. So variant 1 (base damage 100): 100 -> 90 -> 81 -> 73 -> 66 -> 59 Variant 2: 100 -> 90 -> 80 -> 70 -> 60 -> 50 Well, not that much of a difference. At least less than I thought.
  18. Would also be great in combination with Ectopsychic Echo.
  19. Don't know about Marking and Coordinating because I never tested it with a barb. If you wear the Girdle of Mortal Protection you receive 27% less damage. Hit = 100, crit = 150. 150 * 0,73 = 109,5. Not less, but nearly the same as a hit. You would need -33,3...% to hit 100.
  20. I love that spellcheck hates you. So much fun! The belt sounds nice. For a backrow squishy it's the perfect item. But it may also be nice for a tank who gets beaten a lot. When all attackers are stuck cast a reflex-based spell.
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