Jump to content

Boeroer

Members
  • Posts

    23030
  • Joined

  • Last visited

  • Days Won

    382

Everything posted by Boeroer

  1. Yeah - sadly they don't stack with durgan reinforcement's -15% anymore. But you can get them quite early and therefore they are not completely useless.
  2. Really? Nice! Didn't notice... I didn't pay much attention to fighters lately, I must admit.
  3. I'm also using Linux (Ubuntu 15.04, 64 Bit, Intel i7-2670QM, Nvidia GeForce GT 555M) and never encountered such problems.
  4. Also: Unarmed (and therefore Novice Suffering) doesn't work with barabarian's carnage. Is that intended? Can't be... You will just hit the initial target, no carnage will be triggered. You know how to ruin a talent, don't you?
  5. ^ You are right - it doesn't work. I just discovered this while I was toying around with Novice's Suffering and forgot to mention that, AndreaC - I will add that to your bug report, sorry.
  6. Also: Durgan reinforcement on cloth (+0% recovery time) doesn't do anything. It says -15% in the item description after reinforcement is applied, but if you test your speed you see that it does not change. So I think AndreaColombo is right. You can spare Durgan Ingots if you wear Pilferer's Grip. It gives -10% armor recovery time but doesn't stack with durgan reinforcement. It is also an option if you are wearing armor that has less than 15% recovery penalty (like robes from berath's priests in Readric's Hold for example), or has less than 15% after taking Armored Grace (everything lighter than scale armor - leather is perfect). Durgan reinforcement would be a waste on such armors (if you took armored grace). *armored grace will be buffed to 20% in the next patch
  7. Maybe it's a problem related to patch 2.03. I played a monk with Iron Wheel when 2.03 wasn't out yet. Sometimes Iron Wheel didn't work - but after reloads it did. Maybe they broke it completely while they fixed the "Turning Whell and Lighning Strikes do not stack"-problem. If I have time today I will also try it out. If it's the same for me, I will confirm your bug report in the Technical Support section.
  8. Nay. I just think interrupts are working ok and you can do something to improve them if you want. Like you can improve your chance to do crits and so on. But I get your point. An active ability that would give you a higher chance of interrupting (like Barbaric Blow does for crits for example) would indeed be nice - but I don't really miss stuff like that. So now I call it quits. Don't want to step on anybody's toes... p.s.: Maybe I'm funny though. p.p.s.: Also: I had two glasses of port wine when I posted that - I can hardly remember...
  9. Novice's Suffering doesn't work with sneak attack, deathblows, Two Handed Style and so on. For all these +x% damage abilities only your puny base damage will be used. That's the reason why the unarmed rogue will not benefit from deathblows and so on. That's... hopefully not intened. A monk's Trancendent Suffering works differently: his unarmed base damage is much higher from the start and therefore works better with all +dmg mods. Novice's Suffering however will only add a flat +5.x mod on top of your base damage. It's not buffing your base damage itself. It's sad. A resolution would be to make Novice's Suffering work like Transcencedent Suffering: that it alters your unarmed base damage directly.
  10. That must be new: with 2.02 it worked for me.
  11. That strongly depends: If you have a priest with Painful Interdiction I would strongly recommend Brute Force + Threatening Presence. That's a really powerful combination, debuffing your foes' fortitude by 42 points, making your barb crit a lot. If you don't have a priest with Painful Interdiction, don't do that. If you want to jump into the fray, take One Stands Alone, Thick Skinned and Threatening Presence and so on. I you have Shod-in-Faith, there's no need to take things like Blooded, because you will seldomly be under 50% endurance for a long time etc... It really depends on your playstyle. I will just assume you want to put your barb in plate, put on shod-in-faith and place him right into the middle of mobs (don't do that until you have the right gear - until then, use a pike and attack from the sides or from 2. row). And you have a priest with Painful Interdiction. Then it would be: Race: Death Godlike Stats (without racial or cultural bonuses): MIG: 13 CON: 10 DEX: 14 PER: 14 INT: 16 RES: 8 Abilities (in no particular order): - Carnage (auto) - Frenzy - Brute Force (with Painf. Interdiction) - Threatening Presence - Bloodlust - Thick Skinned - Barbaric Yell - One Stands Alone If you don't have a priest with Painful Interdiction, don't take Brute Force but take Dragon Leap (nice if you want to jump right into the middle before they swarm out) or something else you like. If you put on Sanguine Plate, you can even skip Frenzy and take something other like Heart of Fury (it's REALLY strong, but only once/rest - however, it makes a great all-or-nothing ability when thiongs get messy. Works really well togehter with Bloody Slaughter (below) and Death's Usher (death godlike)). Talents (no particular order): - Death's Usher (auto) - Accurate Carnage - Two Handed Style - Apprentice's Sneak Attack (with Painful Interdiction) - Weapon Focus Soldier - Savage Attack - Vulnerable Attack - Bloody Slaughter Without Painful Interdiction you could think about Interrupting Blows (but you are a to slow to stunlock mobs - but helps with survivability) or Greater Frenzy or a defensive one like Body Control - because getting Paralyzed or Stunned or Petrified is the worst thing that can happen to you. Your defenses will be low and you can't drain endurance while you're paralyzed. Catch a Ring of Searing Flames (or a wizard with that spell) and start the encounters like follows: barb does frenzy, priest casts Painful Interdiction on top of the mob, barb runs into the mob and yells (+Threatening Presence kicks in), Wizard (or somebody with the ring) casts Combusting Wounds on the mob around the barb, barb starts hitting mobs with Tidefall. Combustin Wounds and Tidefall's Wounding will add a lot of damage to the mobs, even if the barb only grazes with carnage. If you want to go totally crazy, also take a cipher with you that casts Pain Link on the barb before he goes into battle: every foe that hits the barb will get hit by a retaliation that also triggers Combusting Wounds. You can further add a retaliation item like Coat of Ill Payment or Hiro's Mantle - the retaliation itself is weak, but every retaliation hit triggers Combustin wounds once again. The mobs will melt like ice in the sun. In easy encounters you don't need that Combusting Wounds trick. Painful Interdiction + Threatening Presence + Brute Force will make the barb turn into a crit machine. Painful Interdiction + Threatening Presence is also very good for your cipher's spells because it lowers will by over 30 points and fortitude by over 40. Death's Usher and Bloody Slaughter will add up once the carnage lowered the endurance of the mob to "badly injured" - then the bloody slaughter truly starts, fninshing off the enemies very quickly. If you don't like priests or Painful Interdiction then you just skip that part. Nevertheless: debuffing mobs before the barb comes is always nice. This barb is a nice combination of "real" tankyness and dps: because of his low deflection, the mobs will not run past him to reach weaker companions. They stick with you and start to hit you. Your Shod-in-Faith and very high DR should be enough to deal with that. Your immense health will also help - you will lose some every encounter, but you will not need to rest more often than your other companions because your pool ist just much much bigger. Just don't get paralyzed! If you meet banshees or this lagufae... lagufar--- you know what I mean... just wait until these mean buggers started to disable somebody else first.
  12. Novice's Suffering doesn't work with sneak attack, deathblows, Two Handed Style and so on. For all these +x% damage abilities only your puny base damage will be used. That's the reason why the unarmed rogue will not benefit from deathblows and so on. That's... stupid? A monk works different: his base damage is much higher from the start and therefore works better with all +dmg mods. Novice's Suffering however will add a flat +5.x mod on top of your base damage. This mod is not considered when all the other mods are calculated.
  13. OUTLANDER'S FRENZY: 1 per encounter makes this a good pick for everybody who wants to gain some attack speed and has no other low-level-ability to do do this (rogue, chanter, cipher, druid). It's also nice if you want to play a more "feral" char, a Berserker or a crazy monk - whatever, I like it. 1 per rest is totally crap and you know it. 1 per encounter is fair. I wonder if Outlander's Frenzy stacks with Frenzy from the Saguine Plate... at least the stat bonus. I also wonder this: If you're a Nature Godlike druid who puts on Shod-in-Faith and Sanguine Plate and then triggers Outlander's Frenzy, then gets a crit that triggers Frenzy + Cons. Ground, then shifts to his feral form... will the frenzy and healing still work in spiritshift form? I have to try that out... VETERAN'S RECOVERY: I wanted to squeeze the most out of this and combined Veteran's Recovery with a Trollhide Belt, then the Mantle of the Dying Boar and so on - and maxed out might. I don't know how tanky your paladin is, but for me this is just a wasted talent. I understand why it's weaker than fighter's Constant Recovery, but does it have to be so bad? THe fighter's is also not very powerful - and Rapid Recovery is just a joke. However you can make that worthwhile when you combine it with the cCloak of the tireless defender and a Trollhide belt (or any other item with regeneration). I therefore strongly vote for level scaling! I mean: they realised that the DR bonus of the ranger's pet should improve with every level in order to be able to keep them alive - so why not transfer this to recovery? OR: let it heal for x% of your max endurance instead of a flat number. That way it's automatically scaling. Seriously - after a few levels the effect (as it is now) is not noticable at all. Same for the Chanter's Ancient Memory + Beloved Spirits. Does anybody really wastes precious talent points for that? When they introduce a talent that makes phrases shorter - that's very powerful. The alternative is a talent that heals you (and others) for 0.8 end. per tick. Wow! That's really... lame? NOVICE'S SUFFERING: I like that. It doesn't suck. It works with the Sandals of the Forgotten Friar. It's slightly worse than some fully enchanted weapons - but you don't have to do anything to make them better. And like AndreaC & Doppleschwert said: it opens up nice builds that are different and still viable. A unarmend rogue works great - you can soon combine that with Outlander's Frenzy to create a mean berserk bouncer. It's totally sad that it doesn't work with damage bonuses like deathblows and so on. Why not? I mean it affects your base damage - and your base damage should be tha BASE for deathblows and the like. Why did they do that? It's not like fists are superpowerful compared to "real" weapons which work correctly with all the dmg mods. RUNNER'S WOUNDING SHOT is good. I like to put that on a rogue so he can combine sneak/deathblows and the wounding effect and keep his other special attacks for later. For any ranged char that has no special attacks (chanter, priest, cipher) this is a good choice. APPRENTICE'S SNEAK ATTACK: It's ok - but I would like to see it raised to 25%. That would be exactly the half of the original. It's situational and you have to combine it with afflictions. 15% is a little weak. If you combine this with a skaen priest's Prey on the Weak, you end up with +35%. That's two sneak attack talents and you still don't get what a rogue does. 25% Apprentice's + 20% Prey on the Weak would give you +45% - still weaker than a rogue, but not noticable. But I won't be too sad if this doesn't get changed. PRESTIDIGITATOR'S MISSILES Just completely useless. A weaker fleet feet or mirrored image or a disable like slicken or a conjured weapon or something like that would have been nice. But a weaker form of a spell that is already weak? Let's think about this... maybe... NO! RHYMER'S SUMMON: Would have been nicer to allow the chanting of one single (weak) phrase that does not lead to an invocation. Just a slight buff or debuff that's always on. That would also fit the theme. Chanters chant. Summons don't scale and that makes them bad if you don't have the possibility to replace them with more powerful ones. Then there is the 15 sec. Makes this even worse. Every summoning item is better than this talent and only occupies an item slot in your belt. Maybe weak chant and weak summon could be combined: chant a weak 3-sec phrase for a mild buff and after 12 secs you can summon your skeletons for distraction. Like chanters do - just weaker. Then it's ok I think. GALLANT'S FOCUS: It's good. Would be great if one could choose between +2DR, +4 ACC and +1 move speed - but it's ok how it is. The rest I didn't use at all. But I can imagine that the charm is great for a high ACC glass cannon if they get engagend by a foe that broke through. Or just to stack a lot of domination+confusion+charm uses on a non-caster (spell binding itams + Enigma's Charm). Acolyte's Radiance is really useless. Maybe Interdiction would have been nice - but that's also quite weak without the pain. Aspirant's Mark... don't know. I would have liked a weaker (or just shorter) form of spiritshift that basically let's you run away quickly (fox or something). But I think the mark's ok if you can use it 1/encounter.
  14. Troll Hide Belt's and the Lost Meadow's regeneration won't stack (last time I tried, which was 4 or 5 days ago). One will get suppressed. Same with the Mantle of the Dying Boar. Veteran's Recovery + one of those will work. Also: if you have Shod-in-Faith, Savage Defiance and maybe Tidefall, why would you want to spend further talents and item slots for puny regeneration? I also recommend less CON (health of barbs is high enough with 10), less RES (you want to receive a crit to trigger Shod-in-Faith, 10 or 8 is sufficient) and way more INT (longer Frenzy, longer disables, greater carnage, longer/more healing from Savage Defiance, longer debuffs from shouts/yells - I usually don't do it under 16). Max PER to counter the low base ACC and to make carnage hit/crit more often. Items are good. I just would put on Gauntlets of ACC if I could get them and a Blunting Belt instead of Trollhide. Armor would be Wayfarer's Hide. Great piece of armor that. You mean the Ring of Changing Heart (+3 RES, Spell Binding: Dominate) - that you don't get from the burning house. That's Frigid Claim (+5 Burn DR, Spell Defense). I can't remember where you get the first. Also somewhere around Stalwart. So... I would do it somewhat different. But I'm sure this one also lots of fun.
  15. Speaking of interrupts with morning stars: there is also the war hammer Shatterstar that you can buy early. Besides being enchanted with annihilating and guarding, it also has a higher (or longer) interrupt than normal: 1 sec like morning stars. That's like a secret enchantment. It's like a faster morning star and it's one handed. And I think one of the other war hammers also has this - have to check that. This would be the perfect setup for a barb that emphasizes on interrupts. Gie him Interrupting Blows and pair him with a chanter that sings "Thick Grew Their Tongues, Stumbling O'er Words" and uses the invocation "Reny Daret's Ghost Spake, "I'll Catch You, Ben Fidel"" to terrify enemies. That results in -22 Concentration - leaving all enemies very vulnerable to interrupts. You can also use the barb's Barbaric Shout to terrify or any other ability/spell that does this. If you don't want to use per rest abilities/spells for that, you can frighten with the chanter's phrase "Lo, Their Endless Host" or Barbaric Yell for a total concentration debuff of -16. Put Threatening Presence on top of that (sickening) and you will cause -25 or -19 concentration. Chanter tank with concentration debuff phrases and focus on invocations and an interrupting barb make a good team. edit: just looked it up ingame: Godansthunyr also has higher interrupt than normal war hammers, which is 0.5. This one is 0.75 and it also stuns on crit and gives you +1 might. Perfect! )
  16. By lowering concentration. For example with the phrase "Thick Grew Their Tongues, Stumbling O'er Words". Well, that's not really an active usage of interrupts, but it still helps. Edit: Terrifying also helps and stacks with this...
  17. Of course - if you have the feeling they can survive without it. Later you can find superb armors like Wayfarer's Hide that have +6 DR on top of the normal hide armor's DR - that should defin. be enough for the barb (especially with shod-in-faith). If you manage to keep your priest out of trouble he can also wear light armor. But sometimes the enemy just slips through. I remember the fights with returned Readric... If you let the Lady of Pain go without Shod-in-Faith - and the Silver Tide from monk is not enough to keep her alive - maybe you want to try out the Cloak of the Tireless Defender + Trollhide Belt (+6 end. every 3 seconds, +7 if you take rapid recovery - which I don't recommend). Together with very high might that results in a significant heal over time (up to 10 per tick- without wasting any casting time). Dual sabres are viable I think. Edit: if you want a plate armor very early: kill the moon godlike that stands east of the temple of Eothas in Gilded Vale. It will not result in reputation loss.
  18. No, it doesn't. It only prolongs benefical effects on you - buffs and healing. And there's a bug: If you suffer from a monk's Torment's Reach debuff (-2 might), it also prolongs that (which is stupid). At the same time it decreases benefical effects on the foes. That, together with carnage - makes it quite useful against mobs that get buffed. Like xaurips and so on. It also prolongs your buffs if the enemy has no buffs on, but then it's more like a trickle. Attack speed stealing always works and is very useful. I was searching for another weapon that gives you an automatic buff on crit or something like that - and use that together with Spelltongue for endless selfbuffing - but I think there isn't one.
  19. I never thought about Llawran's Stick with a barb - sounds good. The Blade of the Endless Paths is also not bad because of +speed and 5 DR reduction - the only thing is it's so full of enchantments that you can't put a lash on it (if I recall correctly). Hours of St. Rumbalt is also a very nice weapon for a barb: It's does not only cause prone on crit, but also has a 0.5 crit damage multiplier. And if you don't want to enchant it to superb that's also ok, because it also has the enchantment that gives +12 ACC (like superb does). Plus: you can put a lash on it. Another bonus if you choose Weapon Focus Soldier: You can always choose between Tidefall, Hours of St. Rumbalt or Tall Grass if you like AND you can use Firebrand from Forgemaster's Gloves from time to time. That sword has no ACC bonus, but it's damage is just insane - especially if you meet high DR foes that have a weakness to fire. There are whole barb builds around that item.
  20. Absolutely great find. Somebody should write an AI script for this and make it totally awesome. I just imagine an Island Aumaua barb with Hours of St. Rumbalt, Tidefall, The Temaperacl and St. Ydwen's Redeemer: prone-wounding-prone-destroy vessel/desponent blows - repeat. Wait... I should do that - sounds like tons of fun all of a sudden! :D I just found out that (besides rings) all spell binding items don't work on wizard's and monk's duplicates any more. edit: or Lost Tayn's Reach (-5 deflection) and Tall Grass: debuff - prone - debuff - prone :D
×
×
  • Create New...