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DreamWayfarer

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Everything posted by DreamWayfarer

  1. My unusual companion builds? Wish I had them . It is just that I find it more fun to place Durance on the frontline with sword and board than keep him as a gunner and buff bot, for exemple. Things like that, when the stats make it better to play the character in a way that deviates slightly from how the class is generaly played.
  2. My favorite line is when you confront the Skaenite priests under Dyrford, and when they tell their plan Edér says something like "Seems too much work for what you could do with just a lynch mob.".
  3. Maybe that way is better. It is just that I have a thing for unusual builds. Actualy, I was disappointed when I first saw the Devil's stats because I expected from what I had heard for her to have at least 17 Resolve and less than 10 DEX. Weird, don't you think?
  4. It is not that I care that much, as I can and do aproach stats from a roleplaying perspective. It is just that Palegina's stats feel so... bland. I would complain less if for some reason they gave her high DEX and low MIG, even if DEX is the stat Paladins need the least. But lowest stat being 11 and highest 15, in a semingly random spread? That just feels uninteresting, in my opinion.
  5. Even against smaller enemy groups, highter INT means you can hit them when they are further apart, while with 3 INT they must be literaly touching one another. And longer frenzy means hitting faster and harder .
  6. Their classes are good, and their personalities interesting. However, Pallegina's stats do make me want to throw a fit. They are neither effective for the class, nor feel really conected to her personality like Durance's or Devil's stats do.
  7. While I wouldn't drop them altogether, I'd limit them to Accurate 1, Accurate 2, Damaging 1, Damaging 2 and Fine. Perhaps highter level quality enchantments could be maintained, if they costed enough enchantment slots to make the choice between lower quality and a lash or slaying enchantment versus a highter quality enchantment necessary. And the hightest quality should occupy so many slots it would be impossible to use on unique weapons, to also make the choice between uniques and non-uniques more meaningful. That is what I want: less progression, more diversification.
  8. It is not the micro that worries me, I am used to pause all the time and always turn off the AI for battles where I am outnumbered. It is more because the on-demand single target healing and revival Paladins provide is better for me than priest healing, since my chars generaly drop one at a time, and the new FoD talent Palegina has could be of good use for my Fighters. However Priests are much more flexible, and my party does not seem to need more frontliners, and I still need to go throught Durance's quest. And while Paladins can buff the accuracy of a single party member at a time with Coordinating Attacks, Priest buffs are generaly area based. Well, I still have quite some time to try out Durance before picking up Palegina. Thanks for the advice, everyone.
  9. No neef for a variation. Monks are already perfect for that, and can dump INT more reliably than Barbs .
  10. Last time I tried to get throught his personal history, it was bugged and a few dialogue options showed up before they should, but that was long ago, before 2.0 even. Is it still happening?
  11. Hey there people. I decided to give PoTD another try now that they decided to cut down on the thrash fights, and now I have a question about party composition for when I reach Defiance Bay. I want to use 4 story companions at a time, and none of my self-made characters is especially minmaxed. I am using a Druid Watcher that has a mostly generic druid stat spread, except he has 8 DEX and 14 RES, because I've found it is the amount of base Resolve I generaly like on my chars. I plan on building him to use shield and hatchet, so he can be an emergency frontliner. While spellcasting, I plan to use a lot of damage over time because of Combusting Wounds from Aloth and interrupts. Further on the backline, I have Aloth who I plan to build for implement use, mostly minor Blights, based on Boeroer's Zeblastian Hurtstacker. On the frontline, I have Edér built as a two-handed weapon user and a hired warrior who is built as a damage dealer with 17 MIG and 16 DEX, but instead of investing into PER like a normal DPS warrior, I left it at 10 and gave her 16 INT. Both will eventualy have prone on crit weapons. As a middle-liner of sorts, I have a chanter hireling whom I will replace with Kana very soon. So, between Durance and Pallegina who will contribute more as a sixth member for my party? Or should I drop Edér and take both? And when I get into the White March, which of my frontliners could be replaced with Zahua or the Devil without changing too much the way my party plays?
  12. Hit more foes with carnage, keep Frenzy and Bloodlust for longer, heal more with Savage Defiance, keep more foes sickened with Threatening Presence, make better use of on-hit/crit effects, use Heart of Fury for massive damage, and in general be more useful.
  13. I have, for a bit. I found it materially worse than a 3 INT fighter or rogue.I think we should talk first about Barbs with only 10 INT and if they need tweeks to be viable and later talk about ones with 3 INT, what about you?
  14. Or a suicide Barbarian with the speed boost skill .
  15. If it hurt the ally you cast it on, it would be a much more interesting nerf than what they did with ciphers.
  16. Yes, this is exactly what I meant. You don't need uniques, and even if you like them you don't need to replace a unique you like with another because it is suberb instead of exceptional. Although I don't really like the enchantment progression anyway. It still smells of gear progression.
  17. I just recruited Edér and an adventurer, and in 3.0 it is +20 accuracy. Which is good, since I like to give INT to my martial characters.
  18. Disciplined barrage for +20 accuracy and passives for further weapon specialization and for -16% armor recovery penalty. And they already start with more accuracy. And they have more starting deflection than barbarians and constant recovery, allowing you to worry less about their survival and focus more on damage. It does not sound like much, but in the end Fighters are much better at being fire and forget single target bruisers.
  19. Awesome ! As a brazillian myself, I will test it when I have time.
  20. I wouldn't recomend that guide, many new players who read it end up thinking you need to minmax and use each class in a specific role to be effective. The builds in this particular sub-forum are better alternatives for someone trying to see what is possible and learn how make one's own builds.
  21. This transformed him from unplayable to awesome? :D They also buffed Lay On Hands, gave the auras secondary effects, and maybe other things I don't remember.
  22. Well, they do at first, but after sometime exploring how they work and synergise with or even enable certain builds, I feel they are quite interesting and stop feeling as bland as they once did. Plus, I don't want unique items to be mandatory. Sometimes a sword is important not because its maker or previous wilder was the supreme blacksmith or swordmaster, but because its current wielder is a great swordmaster. EDIT: And I hate clear gear progression.
  23. 13 INT is not worth it fir your Barbarian then. In the 16-18 range it gives a significant boost to carnage area and durations, but 13 doens't let you hit what you wouldn't hit with less INT. If you really wish a low INT Barb, I suppose you could lower it to 10 or perhaps even 8 and put those points in damage dealing stats. Perhaps you could afford to lower further, I don't know for sure. With a Draining weapon, your Barbarian should be able to hit all foes touching his target and do big damage to them, no matter how low your INT is, and if you decided to lower INT to, say, 3 for a true musclebound brute, and increase CON, you could have a moderately tanky frontliner with good damage that self-heals. But then, a Fighter would be much more effective at that.
  24. The name has little meaning in reality, since people have been calling those of different cultures "barbarians" since the times of Rome. Plus, with the fact they are "fantasy warriors" you can justify praticaly anything, including they using their powerful brains to project telekinetic waves of force from their weapons. I, however, prefer the simpler explanation of careful positioning and disciplined rage. I do not oppose making Carnage independent on INT, I am just trying to point out why making it rely on Int is not stupid. If the class had any name other than Barbarian or Berseker, then I doubt people would care so much about that.
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