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Boeroer

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Everything posted by Boeroer

  1. OK then and my apologies - sorry if I sounded rude.
  2. I use two island aumaua pallys with quick switch at the moment. 2 Arquebus and 2 Arbalests for the FoD alpha strikes and then I switch to outworn buckler/little saviour + war hammers for a great +10 in all defenses effect because this shields stack. And it works great! 4 very fast, very high damage alpha strikes and then lots of tankyness while doing OK damage. If you have on-kill-effects that's also great because you can steal kills easily with the FoD shots and quick switch. But I think great swords like Tidefall or Hours of St. Rumbalt would also be nice. Defenses are high enough without shields most of the time. However after Sacred Immolation + Scion of Flame nothing else matters anyway. I have to say that paladins changed from "Narp" to "Yarp" for me. Not only because of their Sacred Immolation, but also because that you can play them more offensively while still beging very sturdy and supporting your party big time while requiring nearly no micromanagement. I also love the chanter now since I use his 2 short lvl-1-chants to boost all defenses (except deflection) and move speed and then use his huge aoe paralyze invocation. Also nearly no micro while adding up defense buffs with the pallies. The fights are slower now because I traded DPS for defense - but I nearly never get knocked out or CC'd to a point where I would be in danger of loosing the fight.
  3. Nay - Interdiction is not a spell. It's the fast per encounter ability of priests that dazes enemies in a huge area. You can pimp that with two talents: Painful Interdiction adds the Weakened affliction, Empowered Interdiction adds +10 accuracy to this ability. So only one action while the barb runs towards the enemy. The main reason I love this ability is because you don't only turn your barb into a crit beast but also your ciphers will profit so much from this synergy: all will and fortitude defended powers will crit so easily. More so if your barb stunlocks entire groups. Many people think of one single char when they talk about a "most powerful build" while that's not even half as powerful as using and mixing the abilities of several party members to perfection. Of course you need more abilities and talents on your barb - but these are pretty straight forward and I don't feel the need to mention them. Brute Force & Threatening Presence are the key parts here. I think I completed the game more than 10 times on PotD and used all classes and several builds - and I can tell you that CC always beats DPS (of course you need at least one guy that does some good damage). If it wheren't so, six rogues would make the most easiest party - which they are not. It's doable, but it's no fun and not very easy. They just lack CC capability - even if you give each one a weapon with prone/stun on crit it's not enough and it's not very reliable either. A good party composition on the other hand turns PotD to Easy Mode after some time. The barb I mentioned above (with some help from a priest) is a very powerful CC PLUS DPS build in itself while contributing to the whole party performace. He may not be top of the notch concerning single target DPS and he's not the most reliable CC char - but he does both at the same time which is great. This barb and a well balanced monk are the most fun and powerful melee chars I ever had (if you judge from start to end and not just judge the build when it reaches lvl 11+). No fighter nor rogue nor paladin came close to that. They have other qualities though. If it comes to pure power, nothing beats casters anyway. 6 wizards are the ticket to an easypeasy walktrough - with a ton of micromanagement.
  4. All the caster classes that switch from spell-per-rest to spell-per-encounter at lvl 9 are a little more tricky to use at the beginning because of their low stats like deflection, accuracy and endurance and the lack of many spells - and the tendency to spare them until that superhard encounter that might wait around the corner. But once you get more spells because you get access to higher tier it becomes easier. Not just because you have more powerful spells, but because you have more spells to cast until you have to rest. Then, at lvl 9, it all becomes a spell spam fest. And the wizard is best in this regard because his lvl 1 spells are awesome while priest's and druid's are just OK.
  5. Tactical Meld + Borrowed Instinct + Coordinated Attacks + marking weapon (from 2 pally tanks) gave my 2 ciphers +60 ACC - leaving Concelhaut no chance on PotD. The animated weapons however where the toughest enemies in the game for me. They seem to be immune to most CC afflictions.
  6. Barb: high DEX, high INT, high PER, Brute Force, Threatening Presence, Interrupting Blows, stunning or overbearing weapons (Hours of St. Rumbalt, Tall Grass, Mabec's Morning Star and so on), Gauntlets of ACC +5, Sanguine Plate, Shod-in-Faith boots, Blunting Belt, Spelltongue. PLUS a priest with Painful and Empowered Interdiction (important). Do it like so: Barb into the fray, Interdiction, one attack with Spelltongue, switch to your main disabling weapon set and keep hitting. Enemies will be stunlocked. End of encounter. Why? Weakened and Sickened add up and lower fort by nearly 40 points. In most cases that's enough for your barb to crit a lot with carnage. If the enemy is afflicted with stun/prone plus sickened and weakened, he is so weak that he's not a threat any more. The chance to crit is even higher now in most cases now. If you're attacking fast enough, you will stunlock all mobs with carnage. Even if you don't crit you will interrupt. A weapon with high interrupt is nice (Mabec's or dual wielding Shatterstar (1 sec interrupt) & Godhansthingy(stun)) or dual wielding Cladhaliath(stun) and Vile Loner's Lance (-5 defl.). Edge of Reason & We Toki is also very nice. Tall Grass is maybe best because you get it early, it's a reach weapon and it has the perfect enchantments. Barb is best when he can proc afflictions and the like with carnage. That's also the reason why Tidefall is so great on a barb: draining with carnage makes him very sturdy while applying "wounded" with carnage is also very nice when you have one or two rangers in your party. Grey Sleeper is also fun on a barb because of all the carnage hits the special enchantments will trigger very offen.
  7. You're spamming this forum with quite unimportant stuff. The real important bug reports are washed away by all your new topics. Why not open a thread named "Improvements" or something like that where you write down all these things in a list?
  8. Whooha - I just realised that I also have that fancy icon. Sweet - never saw that before because I nearly always use the mobile version of this forum.
  9. What? Didn't know that! Thanks a lot for that info.
  10. The fists are the fastest weapons with great base damage AND there are sandals that boost unarmed damage even further (+2 base damage) and they are abolutely effektive BUT you can't have enchantments like lashes or affliction-thingies and durgan steel - and that's the main reason why weapons are better. On the other hand the fists upgrade themselves to superb so you don't need to waste sky dragon eyes for them to get +12 ACC and +45% damage. For wearing heavy armor dual wielding is the best option: the recovery time is only 20 frames when dual wielding. That's 30 in plate armor. A two hander would go up from 30 to 45 frames. So a dual wielding monk with heavy armor is actually a smart guy.
  11. There are whole party builds that rely on running away and shooting - so I don't even consider it cheesing but just beging clever.
  12. Yep - I also always take Turning Wheel - especially because I absolutely love Iron Wheel and that uses the same rules. And you can add the enchantment of the Blood Testament Gloves (+2% raw damage per wound) on top of that, resulting in a very sturdy and high damage auto attacker who can spend some wounds for a special attack from time to time.
  13. Attack with single handed Spelltongue + carnage = +15% speed for over 60sec -> frenzy -> switch to dual wielding durgan refined Sword of Daenysis & March Steel Dagger for an overall speed buff of 103% for both weapons without any consumables or buffs from others. Nearly no recovery, great fun because of the constant interrupts with carnage! Blade of the Endless Paths is also great for less interrupts but a lot more dps. Most fun I had with a durgan refined Mabec's Morning Star and above Spelltongue trick. But I guess Tall Grass would be even better.
  14. You're welcome. Best to give mechanics to another char than a priest anyway because your seals would replace the traps you set up.
  15. Barb with Shod-in-Faith boots (plus moon godlike) gives you a char that can dive into battle, doing lots of damage and withstand even heavy punishment. He will be lots oft fun. I recommend either Tidefall (draining and wounding works with carnage) or a disabling weapon with a high acc bonus like Tall Grass or Hours of St. Rumbalt since these also work with carnage. Despite your comment I would also recommend a godlike monk with Force of Anguish. In my opinion there's no class that's more fun in melee. My melee dream team always includes a barb and a monk.
  16. It's like this: Fine>Accurate>Damaging. Same with the other levels of quality. Since more accuracy results in more damage because you hit/crit more often it's better than a pure damage bonus of the same level. And example for a weapon that you probably shouldn't enchant to fine or exceptional is Hours of St. Rumbalt. It's a very powerful weapon since it comes with Accurate 3 and prones on crit plus 0.5 crit damage modifier. You don't want to lose acc on that one since you want to crit with it as much as possible. They only way to raise it's damage without loosing acc is to apply a lash or superb quality. Since you need 2 sky dragon eyes just for adding some damage to this sword you better use these for some other unique weapon that has a very nice special enchantment but has no bonus to acc and damage (e.g. Lawran's Stick or March Steel Dagger or Cladhailath and so on). Your sky dragon eye(s) will be a better investment that way.
  17. Turning Wheel is a passive ability that doesn't consume wounds. It works best if you don't spend all your wounds at once all the time. So in theory you would get a +50% burn damage bonus if you accumulated 10 wounds and didn't spend them. But in reality you will always spend wounds if you don't plan to use your monk as a pure auto attacker. But the other extreme: spending all your wounds at once all the time also doesn't happen very often because that requires a ton of micromanagement. So you will end up having an average of 3 to 5 wounds all the time, which results in +15% to +25% burn damage, which is still decent, cause it stacks with lightning strikes (+25% shock, works now) and an elemental lash on weapons (+25%). I would recommend it if you don't plan to babysit your monk all the time and especially if you have some other chars in the party that require some micro like casters or melee rogues etc.
  18. Other question: can anybody register and edit the official wiki or do you need to get invited or something like that? Because I would love to update some stuff - like item and ability descriptions that are superoutdated... or just wrong or missing.
  19. First and second weapon slot for me - so that's no pattern. But my paladins are also island aumaua with three weapon slots. Maybe it has something to do with "Armed to the Teeth"?
  20. Hi, what exactly do you mean? You can't leave the map (no compass symbol, no traveling) but you can roam the map itself - or you can't even move away from the lair and get stuck somehow?
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