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DreamWayfarer

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Posts posted by DreamWayfarer

  1. I like Monks since a tanky Monk is still amazing damage and they can get away with 3 Int and retain most of their effectiveness. Similar deal with Fighters I suppose. Paladins are alright as a support tank too, but you have to lose more since they have more use for Int.

    Well... While Monks and Fighters are extremely viable and can be very powerful with 3 INT, I wouldn't say they retain most of their effectiviness as much as that they can afford to specialize in things that don't need INT more easily than other classes.

     

    I mean, in Fighters with high MIG, which are most Fighters who want to do high damage, INT can do more to make them reasonably tanky than RES or CON, due to their many self-healing abilities, and also gives a boost to Disciplined Barrage, Vigorous Defense and their limited yet often useful CC. But if you want the most passive and reliable character ever, then I suppose INT loses most of its appeal.

     

    On Monks, as a general rule INT decreases your need for wounds for your buffs, either by extending them directly or by making Wounds last more, and helps with Torment's Reach AoE and Force of Anguish AoE. So it is useful if you want to play a Monk that only takes as much damage as necessary to kill or incapacitate the enemy, but it isn't that interesting if you want a riskier playstyle or have a Priest.

  2. After some time without playing anything, I picked Dark Souls 3 again. I decided to create a pyromancer this time, and while I did like my class choice, I am wondering when I am going to find the first pyromancy trainer. Or if I already missed him/her/them/it, considering how easy it is to miss the Sorcery trainers.

  3.  

    They were actually labelled Ferelden Deserters. Which, again, makes little sense. They deserted their homeland to make a suicidal attack on the city guard? Random thugs would have been dumb enough, but that makes even less sense.

     

    If ASOIAF taught me anything, it's that you can't trust deserters anything living or dead.
  4. What is a druid without storms?

    Depends on your build, here are two exemples I like:

     

    Auto attacking monster that puts rogues to shame for 20 seconds per encounter. And also a caster with a wide selection of damage spells, solid CC, and even a couple buffs and healing. Not bad.

     

    A shield-bearing off-tank that can stand in the frontline to cast powerful damage and CC spells with no fear of friendly-fire, and give much welcome healing to those standing close. Not bad at all.

     

    Storms are just the icing on the elemental cake. Nerfing them won't make Druids underpowered.

  5. Sad situation really Druids being set up like this. I would probably rather a barbarian in my party then a druid without storm spells, that's how much they would suck.

    You know, despite Barbarians being arguably one of the weaker classes, they aren't very far from other non-casters, and there are many situations I'd prefer a Barbarian to a Cipher or Ranger, so the fact Druids would be, in your (wrong) opinion on the tier of Barbarians, is actually a good thing, considering how OP the caster classes currently are.

     

    But even then, have you ever used any spells other than the storm ones after you unlocked them? Or tried to play your Druid as something other than a pure backline caster?

     

    Because Druids still have many other cool spells, and while without the storm spells they would be worse pure casters than Wizards, if we compare every class with Wizards there is no reason to build any party other than five Wizards plus one Priest.

  6. But yeah I agree if Druids didn't have storms they would be one of the worst classes. On par with chanters and barbarians.

    No, that is just wrong. First, Rogues are generally seem as weaker than Chanters, specially after Chanters get Dragon Thrashed.

     

    Second, Druids still have Spiritshift, which is more than capable of outdamaging Rogues, high enough deflection to off-tank in human form, and a very big pool of spells that may require more thought than their storms, but are still very powerful. Form of the Delemgan + Binding Web, anyone?

     

    Losing storns would be a big nerf, but they would become as strong as ciphers, instead of being on the tier of Priests and Wizards.

  7. It has the same overall effect regardless of what it affects. It is a smaller frame reduction in the second example but the number of extra attacks is perfectly proportional to the first.

    But what about the delay frames between actions? DEX does not affect them(does it?), and they become more important the faster your actions get.

     

    Not that I am saying they would take all value of DEX, just a small amount of it.

  8. Dex starts kicking in only after you reached 0 Recovery , it then reduces frames needed for your weapon attack ,

    If anything DeX is useless if you dont reach 0 rec as recovery time nulifies any speed you would get from dex , but after you go to 0rec its up to DEX to make you attack even faster , dont get me wrong DEX makes your attacks faster even if you have recovery but , when you need to wait trough recovery bar DEX speed increase of one frame is irrelevant .

    Are you sure?

     

    From what I remember, if you have non-zero recovery, DEX applies to it. I thoughy DEX was based on dividing the final sum of frames an action takes(action+recovery+reload), so in brute frame number, it had more impact with HIGH recovery times. Not that you shouldn't raise it if you reached zero-recovery, since in the end it still multiplied the number of actions you do in a given time by a very close number.

  9. I know I heard disappointment around the game, but I am excited to say that the maiden voyage of my new PC will be Pillars of the Eternity.

     

    Ignore those who say it is bad, it is a great game! Not without flaws, sure, but a great game.

     

    And after your first playthrough(or before, if you don't mind spoilers), take a look at the character builds and strategies forum. You will be surprised at the diversity enabled by the system obsidian crafted.

     

    The advantages of the so hated balance, I say.

  10. Really? No penalty for staying with ranged weapons? Wow, I didn't know that. Here I've been busy giving people bonus back up weapon skills when leveling up thinking it'd help them out when they have to go into melee.

    Well, melee weapons do generally more damage, and let you equip a shield gor extra defenses so there is a reason to keep a backup weapon on some of your chars, but generally you only want to invest into one and rarely use the other.

     

    There are exceptions, of course, like builds that start combat by firing multiple firearms in sucession before jumping into melee.

  11. Only if you intend to keep them throught all the game, as the only true advantages if doing so are less price(trivial after a certain point) and less XP fifference between your hired adventurers and the Watcher and story companions.

     

    Otherwise, Act 1 is completable with a party of four people.

  12. That's sounds workable thanks. Is there any other talents to select for that build besides selecting spirit of decay and using bittercut?

    Well, if Bleak Walkers are your thing, you can also pick Flames of Devotion, Intense Flames, Remember Rakhan Field and Scion of Flame. That is the true monsterlash in all its evil glory.

     

    Or you can have a monk with Lightning Strikes, Turning Wheel and Scion of Flames. Nowhere as much burst, but lasts for more strikes.

     

    EDIT: but then, neither of those are Rogues, so it was not much advice, right?

  13. Good point :p I really meant "in general". Everyone talks about priest buffs and debuffs, no one really talks about their large damage potential.

     

    With that said, the "saiyan priest" style requires you to be already in melee range to work, simply due to the really short range on Priest offensive spells. You need to be literally inside enemy lines to maximize your AOE. I play mine as a tank that mostly melees stuff, and can turn into Goku on a whim to solo a fight that's somehow going south. Which makes it kinda sorta relevant?

    Actuallt, I'd love to play a "Sayan Priest". It is just that you will probably want to nuke/smash people after droping your buffs, and so the other party members will still outclass you in nuking and smashing more often than not.

     

    Plus, immunity on-demand and buffs that render many abilities and even sone attributes redundant just feel OP to me. Would you drop RES to 3 on a frontliner without a Priest or sone unique from stronghold adventures?

     

    Maybe I'd be willing to play a Priest, but only if he was the only caster in the party.

  14. Unfortunately It doesn't sound like the Devil of Caroc is a good choice. With that in mind, which of these options sounds more appealing to go with Kana Rua, Aloth, and Durance:

    • Paladin (PC), Zahua, Maneha
    • Paladin (PC), Zahua, Sagani
    • Rogue (PC) Zahua, Pallegina

    From those three, I'd go with the first. The third could work well too, but IMO it would end with a bit too much micro, since you'd have 2 casters, a Monk, a Rogue, and a striker Paladin (as Pallegina is better built for burst damage, because of her Wrath of The Five Suns talent for Sworn Enemy, which is further boosted by Scion of Flame and Penetrating Shot.).

  15. OK, that makes sense. There isn't any unofficial methods of editing their attributes, is there?

    There are, but with most of them the attributes will end up reverting to the original values next time you load.

     

    I think there is a method to permanently edit them, but unfortunately I can't point you to it.

     

    Assuming that I don't figure out how to edit NPC stats, are any of the new companions weak enough that it would be problematic for PoTD difficulty?

    Depends on how you play them. Zahua has nice stats for a Monk, and despite Manhea's stats not being optimaly distributed, they are probably decent enough.

     

    Devil is trickier, due to mediocre DEX and armor you can't remove, but with her above-average RES and status-effect immunities from being a construct, you could give her a shield and a stun/prone on crit weapon so she could off-tank.

  16. Am I to understand from your comment that you cannot customize the NPCs at all? I thought I had heard the devs were planning to allow players to reset the talents and/or stats when NPCs are first acquired, though I may not be remembering correctly.

    You can now choose their abilities and talents from level 2 onwards. Their attributes and level one abilities are untouchable, however.

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