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Boeroer

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Everything posted by Boeroer

  1. Cool! Maybe they fixed it. That would be awesome and boost the monk's DPS.
  2. We Tokio plus Edge of Reason is good. This dual wielding approach where your first strike debuffs and the second hits harder also works with interfering weapons like blesca's labour as primary weapon: you cause -5 deflection with +5 ACC (club) with the first hit or crit and then the second strike will even more likely crit (and cause prone or stun). That's very good against high deflection targets. You can craft Cladhalidingdong to be stunning AND vicious - thats setting up sneak attack affl. plus 20% bonus in one weapon. Another spear does -5 defl. on hit. This is a great setup for dual wielding rogues and is early to get. Spears also give +5 ACC. The stun effect from weapons is not the same affliction as the "normal" stun you get from spells and special attacks, that's true. It does count for sneak attacks though. So you can combine stunning weapons plus overbearing weapons to cause deathblows without using special attacks.
  3. OK, that one is good because it lowers the shock DR and does shock damage. Together with Heart of the Storm that's pretty good. The rest I didn't hardly ever use because this x% on hit/crit is only good for carnage or low acc chars, you can't enchant them and most of them have this silly class restrictions. P.s.: The warbow that confuses on crit is even better I think.
  4. It's not soulbound. But it shares some characteristics. It causes daze with a 10% chance when you hit or crit if I recall correctly. That's quite... meh? At least it's not soulbound - so you can refine it with durgan steel. That's way better than all that soulbound rubbish.
  5. Heh? Which patch? In 2.01 it doesn't work for me. Either burn XOR shock damage. They never add up for me.
  6. Absolutely. So - the best thing to do in order to get a very long CC duration is to crit (= high ACC) and have max INT. That also counts when you have a weapon like Starcaller that stuns or causes prone on critical hits. In that case you also want to have high DEX in order to strike a second time while the enemy is still afflicted - because that raises the possibility for a next crit which will again cause the affliction, stunlocking the enemy without the use of special attacks like knockout and the like.
  7. Immolation's ACC is not influenced by shields. But it profits from zealous focus etc. It's like an aoe damage and heal spell with your paladin in the centre. 15 MIG without gear is certainly good enough. If it has 85 or 95 ACC - it will hit most mobs and burn them for good damage. I also have healing chain and used it like... once or so? But you can easily see yourself and retrain if you don't like it. I think my pal had 17 mig without gear and no other damage bonuses that count - besides scion of flame. And he had max INT. Every pulse of immolation scorched most enemies around him for ~30 burn damage - and that's without any DR bypass - while healing friends around him. Maybe he critted a lot, I don't know. But it turned him from an alpha strike tank into a really good damage dealer. And you still don't have to micro him a lot.
  8. I did some time ago. But it certainly wouldn't hurt if some other players would do it as well.
  9. I think it's always the case. Never saw them working together. Blood Testament and Turning Wheel do stack though. So it's not a matter of "there are too many damage modifiers".
  10. It's not late game. You can get it pretty early if you want. My paldin with high might and per, scion of flame and sacred immolation is going through the roof - DPS wise. Plus: no dex needed.
  11. Turning Wheel and Lightning Strikes' elemental bonus damage don't stack. Burn gets overridden by shock. True story... Enervating Blows (lowers fort by 20) plus Force of Anguish (targets fort) is a great combo. If you took Iron Wheel you could use lighter armor = gaining wounds faster at the beginning and stop getting damaged when you have plenty - while being faster.
  12. I used some rogues with Hours of St. Rumbalt and Tall Grass and so on and I have to say it's better to pump INT and DEX and drop MIG. Damage is still high enough and the extra duration helps a lot. Anyone noticed that Shatterstar and Strike Hard have higher than normal interrupt durations? Together with the Godanwhatever Warhammer that stuns it's a nice dual wield Combo for disabling - stunning and interrupting all the time
  13. However, with a flail you can reach crazy high rates of graze-to-hit conversion and add 20% hit to crit with durgan steel. Take the fighters talent, one handed style (also works with shield) and add a paladin with zealous focus and you get a 95% graze-to-hit conversion plus a 25% hit-to crit conversion. Together with a shield and not too high accuracy this is a good weapon choice for chars that use a shield and want to avoid grazes while doing CC-attacks like knockdown and so on. Doing a lot oft hits and avoid grazes is also good for weapons that cause afflictions in x% of all hits or crits (not grazes).
  14. Heh? I don't get exactly what you mean but in the combat log you either see turning wheel's burn damage OR lightning strikes' shock damage. Turning Wheel get's overridden if you trigger swifts. It's only visible in the combat log.
  15. You're right. I did Thaos yesterday and it was silly. Repulsing Seal and a Rogue are enough to kill him without getting hit at all. Best thing is to put a seal where he will be standing when the fight starts. But also CC from my wizard hit a 100%.
  16. DEX is not useless. Faster cast is superimportant, especially if you're doing CC. For squishy backline mages my approach is PER>INT>DEX>MIG>RES>CON. Low CON and RES even work in melee mages since your deflection and DR buffs are so good.
  17. I don't know. 2.01 is no beta patch anymore - but feels like alpha. One can get confused...
  18. No. Not fixed. I have the same issue in 2.01. Some of my chars got hit with spelltongue while my barb, who was wielding it, was charmed. The icon sits there forever.
  19. When your comrades get charmed or dominated and then accidentially hit by spelltongue, the "spelltopngue" debuff they suffer will never go away. Restart, reload etc. don't help.
  20. I never saw more than one "Tidefall" affliction on the enemy.
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