Jump to content

Boeroer

Members
  • Posts

    23048
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. On the character sheet you can see your hit/crit ratio. My hearth orlan rogue with maxed per has 50/50. So he has a 50% chance to crit when he's not missing. High acc helps of course, but also every source of hit to crot conversion that you can get. Hearth Orlan gives 10%, so do the two rogue abilities/talents. On top of that you can add the Paladin's Zealous Focus together with his corresponding talent, which adds another 5%. Then there is a nice priest buff that does 20% (that overrides Zealous Focus). So you can get a "passive" conversion of 35%. That helps a lot. Another nice weapon together with the interrupt talent is Mabec's Morning Star (Azzuro sells it), which stuns on crit and has a 1 sec interrupt. That's even better than prone because the debuff is more severe - meaning that you are critting even more if the enemy was stunned the first time. And if you only hit, you still cause a long interrupt. That's also a great weapon for barbs because of carnage.
  2. Yep. That's the best part. Loot Readric's Hold and you've got enough money to either buy Tall Grass or Hours of St. Rumbalt. They improve your performance a lot because of their high acc buffs (+8 or +12) that you normally don't get that early in the game.
  3. An OBS developer said that's a bug and that it's supposed to work. So we have to wait for the next patch I tink.
  4. Dual sabres also have Annihilation and are better dps-wise because of the full attacks that crippling strike and so on provide. But they lack the possibility of causing the prone affliction. So the sabres will go to my monk instead.
  5. Don't know about the Sleeper, but I run a 2H hearth orlan rogue with Hours of St. Rumbalt (Annihilation, Overbearing) at the moment and it's just great. Causing prone and doing +150% damage when I crit is so powerful. It feels better than my dual wielding sabre rogue that I played before. You also don't need that many special attacks to cause afflictions, because the sword does it for you.
  6. So... did you guys know that the wizard's Essential Phantom can use Firebrand instead of it's normal shocking wand? Just put Forgemaster Gloves on your Wizard and after you summoned your duplicate it can summon Firebrand. Against single, high DR enemies that's way better than the shocking attack. If you like, your wizaard can also put on heavy armour, creatin a really tanky duplicate with some nice burn damage output. Also: did you know that when you use Firebrand on your paladin with Flames of Devotion + Intense Flames you get the massive burn damage of Firebrand + 75% as pure burn damage (thats 175% burn damage without other modifiers) against burn DR (instead of 100% slash/pirece/crush against DR and 75% against burn DR)? That's great! You can pimp that with the new rogue multiclass talent, two-handed style and savage attack for a total of 225% burn damage. You may add stellar might bonus and 25% corrode damage from Bleak Walkers if you like.
  7. Right. 2.01. Aw man - I was so looking forward to see my lightning strike monk tunr into a tasmanian devil with the March Steel Dagger and the Sword of Daenysis (both speed, both noble, both fast). Could also be nice on a frenzied barb... but... AW MAN - frenzy isn't working either!
  8. All unique items with the enchantment "valiant" now show: "+10 accuracy when below 50% endurance, +0% damage while endurance below 50%". Apart from the somewhat clumsy wording this 0% damage thing is confusing me: It used to be +20% damage. What happened? Same problem as with the draining enchantment?
  9. Same with Hold Wall (speed enchanted arbalest) and any other arbalest: they take exactly the same amount of time for shooting, recovery & reloading. Where's the speed in that? Seems that in 2.01 the speed enchantment is still not working - although the 2.0 patch notes stated that is does...?
  10. I just did a quick test and compared the March Steel Dagger (has speed enchantment) with a normal one and could not really see a difference. Is this due to the fact that daggers are very fast anyway and in this case 20% is not visible or is the enchantment not working? When I use Swift Strikes (25%) and a dagger the difference is quite obvious though...
  11. Same problem here (Ubuntu 15.05, Steam version). UI is completely messed up in 2.01. On the character sheet the accuracy values are sometimes wrong, DR values may also be wrong... I don't know but the guys that let this patch out of beta must have watched a Bewildering Spectacle or something.
  12. Sometimes it shows the bonus, sometimes not. It depends on the item - I think it works if you enchant item by yourself and it doesn't work if you just looted the enchanted item (not 100% sure though). It is the same behaviour as with the accuracy not displayed correctly. Maybe it's the same bug.
  13. Hey - is it just me or are the enchantments for quality (fine, except., superb) not working? When I put on a fine piece of armour, the character sheet only shows the basic DR. Is this bug related to the accuracy bug (character sheet not showing the correct acc from enchantments)? Sorry, but patch 2.01 is a horrible, bug infested piece of cake. Who put that out? Seriously...
  14. 15% chance to apply some nasty things I great I think. Finishing blow is great. I wouldn't take it as an ability because it's per rest, but this enchantment is not. If you have a decent attack speed it will trigger a lot. And if I recall correctly, Finishing Blow is a full attack. So you better combine this mace with another weapon like Ravenwing to get out the most of it.
  15. I think it got nerfed. I played a barb in PotD and didn't find it to be very powerful - but it was still good. I recommend Tidefall plus Sanguine Plate plus Shod-in-Faith boots plus low defl. on your barb. The draining and wounding of Tidefall applies to carnage as well, giving you enormous healing rates and dishing out lots of damage. This is supported by Consecrated Ground from the boots, which will trigger very often (most of the time it triggers twice in about 3 seconds) and making it very hard to knock you out while you get frenzied all the time by your plate. Your health will be very high and your DR too, so you don't have to rest to often. I combined a priest with Painful Interdiction with Brute Force and Threatening Presence on my barb. That way you can debuff your foes' fortitude by more than 40 every encounter. That's the only way Brute Force is worth taking that I know of. But this way it works like a charm. Your barb will cut through mobs like there's no tomorrow. You can still use Jolting Touch scrolls now and then. Or you recruit a second barb with animancer boots and dual stilettos.
  16. Mages are incredibly good in melee, especially if they get lvl 1, 2 and 3 per encounter. It's just a lot of buffing at the beginning of each fight, but then, for the rest of most fights, they are the best melee auto attacker there is. Especially Eldritch Aim, Infuse with Vital Essence, Merciless Gaze, Mirrored Image, Deleterious Alacrity of Motion and, L. Displaced Image are great things to cast while someone's pulling the enemy towards your group. If all is set up, the wizards becomes one of the deadliest and at he same time tankiest melee characters I know of. Combine that with Tall Grass and switch to the very powerful Spirit Lance in tough fights, and bystanders will get mass confused just by observing your magnificence (no, not ingame). He will still do more damage if he spams AOE spells though. But if you want to do it - it's fun and absolutely rocks.
  17. Dex definitely influences attack speed, recovery and reloading.
  18. Maybe. But why on earth is it different on the character sheet? Shouldn't the combat log and the sheet get their numbers from the same sources? If not: WHY??? And if they do: how can this UI bug happen then? It's really frustrating. They fix one bug and produce two other.
  19. I can confirm the bug. Very annoying! In 2.0 I didn't experience this - but maybe I just overlooked it. Now - with 2.01 it's there and pi**es me off... I have no Idea what you are doing there or how awful your code is, Obsidian - but as a software developer I have to say this doesn't give a very good impression.
  20. That's very unlikely but possible with Shadowing Beyond or indiv. stealth. For solo runs that only works with shadowing.
  21. Another point for Tall Grass and Hours of St. Rumbalt: you can get them very early - after Maerwald if you like. You just need coin. Tall Grass is Exceptional and Rumbalt has Accuracy 3 enchantment. That's a big leap in Accuracy right after Maerwald. You can also get Tidefall very early, but the fight is quite tough when you are of to low a level and impossible to find if your mechanics skill is under 10.
  22. I once had a melee cipher with Tall Grass. That also worked well. He did not need to get into the fray and still got some nice focus and damage. With Tactical Meld and Borrowed Instinct (stacks for +40 ACC) on top of the Predatory enchantment (+10% hit to crit conv.) you get crits all the time that trigger the prone effect. Maybe Hours of St. Rumbalt would also be nice in such a setup because it not only has an Overbearing enchantment but also Annihilation, what would make your crits truly devastating and would give you tons of focus. Mind that you can cast Tactical Meld before combat for free - meaning that focus regenerates in less than 1 second after casting.
  23. Then the 2.01 beta patch would serve you well. That's already out. Does anybody know when the final patch will be relased?
  24. I think it's lame. If you compare it to deathblows that stacks with sneak and special attack it stinks. Especially since you can only use it once and under very special conditions.
  25. It is 150% because of sneak attack plus backstab (or used to be - who knows now). Just the +25% from the special attack are missing.
×
×
  • Create New...