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Everything posted by Boeroer
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The Backlash Beldam is quite tanky, but not as tanky as a weapon & shield paladin, chanter or fighter. And remember this cipher tank wants to get hit in order to generate focus. Maybe that's too risky for a TC run. If it comes to "best balance of dps and tankyness", nothing beats a properly build monk in my opinion. Have a look at the Juggenaut build from KDubya. A nicely build wizard is always powerful. Doesn't have to be a glass cannon. If you're not sure about spell radius and so on try a more tanky, melee oriented wizard. They are also great and even viable for a TC solo game. And they have some nice foe-only-spells, too. Most powerful offensive build at the moment is still the stormcaller ranger plus wolf or bear with twinned arrows, driving flight and stunning shot, if you ask me. It's all in one: tons of dps, debuff, cc and low micromanagement. Because of the multiple hits from one shot and the high attack speed Returning Storm gets triggered all the time. Rangers in general are pretty strong now. The dps of the animal companions alone is just insane if you know what you're doing. Also: the animal companions cannot die from low health - so it's a good tactic to send them in first if you want to spare camping supplies or want to soak up the first hefty volleys of an encounter. By the way: after the latest patches I always had the impression that the more sturdy characters I had in the party, the easier the playthrough. Encounters last a bit longer, true, but I don't lose. And by sturdy I don't mean pure tanks with no dps. But 3 CON 3 RES glascannon chars that fall apart when looked at get rushed too often. And once the enemy reaches them it's over for them. Every encounter you try so shield them and keep them away from harm - it's tedious.
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I also realised that some time ago when I used a paladin with quick switch and arbalest, arquebus & sword&board . If you time it correctly (like you described it, L4wlight), you will only have very short recovery phase between shots. But I didn't transfer this knowledge to two handed weapons (stupid me). But let's be honest: That's to much micro (at least for me) to be playable. Pause, switch, pause, switch - all the time? Might be great for supertough fights though - to get better equipment early. .
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You can use the paladin if move speed (for ectopsychic echo) is the only thing you want: take Zealous Charge, Fast Runner, Boots of Speed and The Last Tower (large shield in Crägholt, move speed +1). This all stacks to +7 move speed without other stuff (+6 without shield). You will lose a bit of tankyness, but seriously you don't need a deflection of more than 100 in most encounters anyway. And because of the tower shield you will have more than that. And for dragons there are the priest's buffs. A very nice thing is to use an island aumaua paladin with quick switch and weapon focus soldier. He can shoot 2 very hefty Intense FoD shots from an arbalest and an arquebus (both with fire lash), killing most squishy wizards and the like. This can trigger on-kill-effects like Inspiring Triumph or Strange Mercy (Kind Wayfarers) or The Black Path (Bleak Walkers). He can quickly switch from shooting to tanking (and running). Later the high move speed is very nice in combination with Sacred Immolation. Also: you can quickly reach your party members for Lay on Hands OR just run away when you see that an encounter goes down the drain. Pure paladin tanks are so boring (and not very effective after the A.I. got improved) - a little bit more dps makes them better - in my opinion. Their defenses are great anyway. p.s.: In order to get The last Tower early, you can run solo through the Torn Bannermen in Crägholt without fighting them. You just have to reach the stairs of the tower while the Torn Bannermen and Undead fight each other. This is possible with all the +move speed talents/items I described above. You need some summons also to discract the foes that insist to follow you no matter how fast you are. If you are in the tower, just go to the treasue room and lockpick the chest with The Last Tower inside. I think you need 10 mechanics minimum to pick the lock. But in a TC run it's very risky - maybe you have to wait for the The Last Tower until your level is high enough.
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I was wondering if Novice's Suffering suffers (ha!) from other problems as well. Turns out that all the special attacks of rogues don't work with it. I have a base damage of 23-27 crush with my unarmed rogue at lvl 14 (sandals included). But when I read the tooltips of Crippling Strike (and the others), it says Full Attack(7-10 crush+7-10 crush). When I do deathblows with my fists, the damage is way lower than with hatchets (which have less base damage). Seems that NS is totally bugged. Nobody ever noticed because nobody ever bothered to use it. But in theory this counterpart to Fulmineo (monk with fancy hat/rapier/dagger vs. rogue in robes with fists) would be quite good. The damage is that of sabres (in theory, if NS would work), he would hit faster and you didn't have to use any enchantments to make the fists viable. And with a spear and hatchet in the second slot you would cover all three damage types. Can anyone confirm?
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You can put a sabre in the other hand. Or We Toki. Then you would have damage, prone effect and everlasting buffs. Together with a priest this is awesome. Another thing: I just noticed that unarmed attacks do not trigger carnage. I tried out a barbarian with Novice's Suffering, Sandals of the Forgotten Friar and so on - and while the damage is pretty good and he hits very fast, there is no carnage. This has to be a bug.
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Yes - it seems not to be affected by int. Another thing: I just build a barbarian with all the abilities possible that give him buffs for a certain time (Frenzy, Bloodlust, Stalwart Defiance, Wild Sprint and so on) and paired that with Sanguine Plate, Shod-in-Faith boots, Tempered Helm etc. Then I used Spelltongue plus Ravenwing (call the stylepolice!) in the Thorfen Quest. This is what happens: Spelltongue steals 5 seconds duration from each benefical effect of the enemies (also with carnage hits) and gives this time to my beneficals effects. After a few hits my frenzy's duration is so long that it will last for the whole fight. The pulses from Consecrated Ground will go up from 2 seconds to 20 if you're lucky and hit alot of enemies while the pulse is on. Bloodlust, Stalwart Defiance, etc... they all can last forever as long as the enemy has still buffs on. This is really great. And with the mace you do good damage. I also tried Mosquito instead of Ravenwing because that looks better. The carnage-draining is also nice, but dps drops significantly. Same with Drawn in Spring wich applies wounding via carnage: nice effect, but the mace was better. Maybe I should completely skip Weapon Focus Noble, use Gallant's Focus and take a nice Stiletto for the second hand... Next thing I want to try is to use potions and see if Spelltongue also prolongs their durations.
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The cipher drugs that give +x focus per hit are really useful when you do a lot of low dmg hits (Blunderbuss, multi retaliation) or when you have to fight an enemy that has very high deflection and/or DR (dragons). The rest of the drugs is not worth mentioning. If the effects were more extreme maybe...
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Sure! No seriously - it's not overpowered and adds a nice little detail to the item. I don't even know if it is intended that there are no limits to the spell striking. But I think so because they changed it from Pillars of Faith to Thrust of Tattered Veils - which is a lot weaker. That Driving-Flight thing might not be intended. ToTV is a ranged spell with crush damage and therefore counts as "ranged attack" which can be reflected by some items - but it's not a missile. However: this Driving-Flight thing is also not superoverpowered. I mean how often do you crit with the bash? Ok pretty often... It's really funny: the shield has a higher (bash-) accuracy than the superb dagger Drawn in Spring. That's because the shield causes a -4 to accuracy penalty - but still. Another funny thing: since ToTV has +10 ACC it nearly always crits when it gets triggered. If they want to nerf that they should probably do a nerf for Stormcaller+ranger first. Not that I want that either.
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I tested it and the Thrust of Tattered Veils (ToTV) from Badgradr's Barricade only works with Penetrating Shot and Driving Flight. NOT with Stunning Shots and also not with Twinned Arrows. Penetrating Shot only works if you activated it before an encounter. It's strange: when you activate it during combat it will not apply to the ToTV. The melee ranger with Badgradr's Barricade looks promising - Driving Flight wit the ToTV is pretty nice and it'S kind of a mini aoe. But I will have a look if a rogue can make even better use of this shield since he crits even more and since deathblows and so on also apply to ToTV. And then I will try out a spellsword wizard with it.
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I still can't believe it: Ranger's Driving Flight works with Thrust of Tattered Veils from Badgradr's Barricade! I just did a crit with it and two foes where hit by the thrust: the one in front of me and another one behind him. I'm just testing a tanky melee ranger build with this shield and Drawn in Spring. Drawn in Spring doesn't do much damage, but sets up Predator's Sense for my wolf companion with it's wounding enchantment. And it looks ok toghether with the shield since they're both blue (or turquoise). The wolf just did a crit on an Orge Matron (Nalrend the Wise bounty) for >100 damage (all dps+ mods plus Marked Prey). Now I wonder which other "ranged" abilites besides Penetrating Shot and Driving Flight work with that shield. Twinned Arrows? Stunning Shots? Let's find out!
