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MasterCipher

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Everything posted by MasterCipher

  1. lvl 1 chill fog - I used a lot early game lvl 3 paralyze iceball (discovery only) - makes me wonder why they nerfed cipher's mental binding when this is far superior lvl 5 torrent of frost, very high damage lvl 6 40 dam hit per second beam that also inflicts stuck fire spells I use lvl 1 fire cone lvl 2 ray of fire lvl 3 fireball , until you get iceball lvl 7 delayed blast fireball lighting spells I'm experimenting with (wish there were more) lvl 3 crackling bolt lvl 6 chain lightning I may end dropping heart of storm for another +dam vs specific race talent; I'm hoping I can figure out how to get some good multi hit wall bounces and back and forth jumps
  2. Weapon elemental type doesn't really matter that much and I think the devs did a good job of balancing this and it's interesting how. This is pre-White March data and I don't the exact number of each type of mob in game. The average DR is 9. Fire for example has the most different mobs in the Bestiary (20) who have low DR to fire, but the average level of these mobs is 5, so it's widely useful but you'll probably have an easy time of the fight anyway. Shock only has 2 mobs that are vulnerable to it, but their average DR is 21, so the vulnerability can be really helpful in those cases. Freeze has a lot of mobs (19) that have a higher DR to it, but not very strongly (DR is only 7 higher than their average base DR of 10). Corrode has the least impact either way, but this makes it generally consistent. My spreadsheet table below doesn't post well # of HIGH Resist mobs High Avg DR DR High Avg High DR compared to Base High avg mob lvl # of LOW Resist mobs Low Avg DR DR Low Avg Low DR compared to Base Low avg mob lvl Count of Burn 7 16 29 -13 7 20 10 5 5 5 Count of Shock 8 15 25 -10 7 2 21 11 11 7 Count of Corrode 7 13 23 -11 8 5 8 4 4 6 Count of Freeze 19 10 17 -7 5 18 10 6 4 6
  3. Spiritual gloves (+10%) and Stalker boots also work on spell damage (+10% vs flanked). Cipher has unique ability phantom foes which is a large aoe that applies flank status without the risk of having to position your melees. Think of it as Cipher bless that stacks with priest bless. +20% to specific fire/cold talents are particularly good for wizards. Squeezing in as many +20% damage vs. beast/spirit/wilder/etc. talents is more effective imo than diluting your build with wand or gish 2h talents, no matter how awesome the lvl 5 spear blast spell is. I took the +20% lightning talent to experiment with lightning bolt and chain lightning. I can't get reliable results, but potential for multiple hits reflecting off walls seems interesting and I *think* chain lightning should be able to jump to between the same targets more than once based on my observation that the pally chain heal does and I'm assuming they share the same mechanic.
  4. crit mod on weapon, i.e. axe and saber, do not enchance spell crit you can hold a 1h hammer for a passive +1 MIG and shield with +1 movement speed (running) that stacks with other sources
  5. Options: Deflection: Paladin with Reinforcing Exhortation: gives you +25 deflection Priest has a buff with 25 Resolution = 25 deflection Priest and druid have a buff that is +10 all defenses which stacks Talent: Superior Deflection +5 Talent: Weapon+Shield +6 (not counting up 18 possible deflect from the shield itself) Weapon: Hatchet +5 Deflection item: +9 ring/cloak/gloves or +12 neck Damage Reduction: Cipher pain block +10 Damage Reduction and small heal over time non-armor gear that gives +3 to +5 Damage Reduction against specific types belt that reduces incoming critical hit damage by 33% You don't have to fully commit to one path or the other; pick and choose what you like. Personally, I like the idea of greenstone staff for a 5% chance to proc petrify if the 2 duplicates from the 8 wound dichotomous ability can proc too.
  6. The more efficient you are in combat, the more the invocation mechanic fails, but the chanter is still probably the highest damage contributor on your team. However, 2 of the damage sources won't record in his/her log. The lvl 3 fire chant boosts all direct damage by 25% for everyone in the party and the damage over time chant is exploitable because it stacks with itself. Canon build chanter: auamua with 4 blunderbusses, armed to the teeth, penetrating shot, bloody slaughter, and quick switch is about 140 damage each shot depending on how many hits/crits and you average 11 damage per second to every enemy standing inside your flame/slash aura radius.The few damage over time spells that deal that much damage have the disadvantage of having cast times. If you have 6 chanters that's 66 AOE damage / second, the first 10s. If something somehow was still alive, it jumps to 122 damage / second the next 10s and so on.
  7. I really like these choose-your-own-adventure style encounters and would love to see more of them. You can save both with 3 CON. Equip the shield with winter wind you can purchase at the Stronghold from Azzuro. You need survival 4 or 5 to duck under the smoke. 20 MIG or a prybar to prop up the ceiling with a beam. Save the guy first because he can walk out. Remove/take the ring before carrying the woman. I had 5 or 6 athletics, which *might* be checked in the background instead of CON. = 'Hero' with a new ring!
  8. Lvl 4 chant is a 30 point damage shield for allies is nice (+25% fire damage to ally melee/ranged attacks and spells, and 10 damage per second passive AOE from lvl 3 are still stronger imo) Fights rarely last long enough to use them, but nvocations are summon a dank spore, self haste, and freeze aoe nuke
  9. Rogue - a +3 MIG accessory, +10% melee or +10% ranged damage gloves depending on your build, armor or boots with +10% damage vs. flanked, +10% damage on crit helm, +MIG accessory or armor enchantment, +DEX accessory or armor enchantment, there are MANY good weapon choices, heaviest armor: padded Wiz - ring of overseeing +10% area of effect to go with the previously mentioned Ring of Selonan, +10% spell damage gloves, +3 MIG accessory, +INT accessory or armor enchantment, +DEX accessory or armor enchantment, +1 MIG hammer (stacks with MIG from other sources), heaviest armor: robes Ranger - Stormcaller (hunting bow), +MIG accessory or armor enchantment, +DEX accessory or armor enchantment, +15% attack speed gloves, +10% ranged damage neck, Stalker's Torc (equip once after taking Stalkers Link ability then remove and keep in storage), heaviest armor: robes +PER item to any of the above classes won't hurt, but not needed
  10. This is getting off topic a bit, but shielding exhort (25 deflection) fast cast 2/enc can be good if your main tank is deflection based, i.e. a riposte rogue. If you rely on said other tank to drink a pot every fight: 1) it can impede time it takes to position 2) I'm pretty sure drinking breaks engagement and mobs can move on to softer targets. Priests can boost deflect, but mine is usually busying throwing buffs/debuffs 20acc, +20% crit, 5acc radiance, aoe weaken/daze, and, bless. Even with 18 base dex and 0 armor recovery it's a long rotation.
  11. Twinned arrows + driving flight = 4 arrows per shot if there's a second target behind the first (driving seems a lot better now - they don't have to be that close). I think it's viable to skip penetrating shot. Bloody slaughter and load up on the +20% dam against spirits/beast/etc. feats or take the +pet damage talents.
  12. Crit conversion, buffs, and debuffs make it so you don't have to rely entirely on the base accuracy of the character. I find myself taking damage boosting talents/abilities ahead of weapon focus. I've also read that White March introduced durgan enchantments on shields that increase the attack speed of your weapon. There are also 2 new shields with excellent damage procs. Pre expansion I liked single handed accuracy for some builds, but think sword and board comes out ahead now offensively in all cases.
  13. I play on POTD. Everyone in my party including Wiz has 3 CON except my tank. It's doable with a highly optimized party build and micromanage combat play style. I savescum a lot to get the RNG to advance stronghold turns when advancing quests/tasks, but not because have problems with my party getting knocked out.
  14. Rogues are good any can deal impressive damage but a cipher can easily outdamage a rogue once you get ecto whatever crush deathbeam. I think riposte rogues are powerful and fun to play, but side by side ciphers get control abilities, buffs, debuffs, AOEs, and very high damage.
  15. Pallies imo are the best melee class for their combination of buffs, utility, damage, and tanking. I'm a min/maxer which isn't your style, so I'll just offer a few general tips. I used liberating exhortation every fight as a Darcozzi pally. It suspends all negative affects on any character, including fatigue and bonded grief (if a ranger's pet dies) and there's a Darcozzi only talent that adds an accuracy buff that stacks with everything (not common). The other Darcozzi fireshield talent is decent too. Pally can main tank even on the highest difficulty by just investing in heavy armor and a decent amount of CON, especially if your party uses controlling abilities and spells with prone/paralyze/stun/stuck. Fights generally don't last very long and are even faster the higher your party's damage output. The point is, it's very easy to have a paladin in heavy duel wield, use a 2 hander, or blend in a lot of offense - on top of their unique buffs - and still tank if you want.
  16. Stormcaller soulbound bow proc (shock damage and aoe stun) on a ranger is so powerful, I don't mind losing Durgan or +25% elemental damage enchantments. Combined with twinned arrow, stunning shots, driving flight, wolf pet, and the pet improvements, I think Rangers actually come out slightly ahead of rogues now.
  17. Anyone know the stats for this leveled on a priest?
  18. Less tedious way to consume food regularly.
  19. Priest and Pally have most additional dialogue options, albeit almost entirely for flavor. The spellcasters have the most variable play possible with the wide array of spells they get. It probably comes down to preference of play. Offense and CC are suited to Wizard and Cipher. Priest are tremendous buffers and have defensive spells for every situation, but have some solid offensive options too. Druids have abilities on on both ends of the spectrum, but aren't as specialized. Rest opportunities are plentiful so I wouldn't let the per rest limitation of spells influence your choice, especially since later in the game the low level spells start becoming encounter abilities and there are terrific lvl 1-3 spells.
  20. Thank you Andrea! That's the first leveled Stormcaller I've seen.
  21. Soulbound Mace for Priest unlocks ? Soulbound Staff for Druid unlocks ? Soulbound Greatsword for Fighter and Barbarian ? Soulbound Bow unlocks for Cipher, Ranger, Chanter ? Soulbound Estoc unlocks for all bindable classes?
  22. Duplicates can use equipped armor, boots, neck, rings, and gloves that have spellbind or grants ability, even if the summoner has depleted the current charges. Also works with he greater essential phantom and monk duplicates
  23. I think/hope the point of this weapon is spike dps rather than consistent overall dps. The 5% finishing blow proc and to duel wield it with a heavy hitting weapon like purgatory. Finishing blow is a 50%+ damage full attack (which should include your offhand). Purgatory max base 27 - savage blows 20% - melee gloves 10% - sneak 50% - deathblows 100% - base crit 50% - superb quality 45% - elemental enchantment 25% - annihilation crit %50 - Might 30% - bard chant 25% - finishing blow 50%+ = +475% in damage modifiers. 1/rest shadowy beyond is a good aggro drop, an additional backstab, or can be useful if you cast Ectoplasmic Crush first. However, if the finishing blow proc doesn't work on the offhand, it's mechanically hard to justify using this weapon other than situationally. Soulbound bow - bow does shock damage and -6 shock DR on hit, if this stacks with regular DR spell debuff like expose vulnerabilites ( -5 DR), and penetrating shot, this could be pretty good on a ranger with stunning shot and twin shot, would like to see rest of stats unlocked Soulbound Estoc - 10% paralyze on hit is always good for any party Soulbound Staff - 5% petrify (monk only) always good, even better if dichotomous soul lets the duplicates proc Soulbound greatsword - 25% slay vessels on hit, situational
  24. Jolting touch does not trigger carnage any more in 2.0
  25. I'm lazy on in game spell names Wizard If you have a priest, merciless gaze gets overwritten with the AOE 20% crit buff Thrust of tattered veil - I'm a fan of fast cast spells. I sec interrupt is ok vs casters, but mainly I use it when I'm out of other damage spells or the AoEs I have available will nuke my own party. I don't care for the other wiz spells listed. Druid I like beetleshell because it doesn't take my party member out of combat for a full 30 seconds like withdraw, but I don't run druids. Priests have very good spells imo. Iconic Projection is terrific, fast cast spammable AOE that also heals allies If Warding Seal is the level 2 aoe knockdown trap, it's also good, very high accuracy long duration prone If you can decipher my spreadsheet chicken scratch, below are the only priest spells I use. ARMOR, BLESS, stuck, withdraw, 15WILL/30CONC, 50vFEAR 3MIG 7RES, KD TRAP, 2.5m burn -25 def, HEAL-DAM COLD BEAM,50vSICK-WEAK, SUPPRESS STATUS 15 DEF 10s, -15 ACC -15CRIT 30s, +20CRIT 30s, REACTIVE HEAL, KD, 50vHOBBLE-STUCK 20 ACC 4 MIG / -20 ACC -10 MIG 30s,10vDAZE-CONFUSE, CH DEATHBLOW, 11DAM/S -10 DEFENSES, BLIND 50vPARALYZE-PETRIFY, 10 Mig/Per 5dt 15s, +10S BUFFS, 25 DEFLECTION 50vCHARM-DOMINATE, +25RES/6INT/6PER, SHOCK AURAS, CLEANSING FLAME 20% weapon damage 8 physical stats, large aoe burn
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