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Dr <3

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  1. Ok tested a bit tidefall: the results are a bit inferior to double purgatory but are good enough. Apparently the wounding lash have some kind of stack limit, since after a hof surrounded by mobs, everyone of them had only 1 "tidefall lash" icon on status but suffer from 2-3 dots ( Red number upon the head), but not 50+ as expected. So tidefall is strong but not broken.
  2. The only item i try to serch every playtrough is the gauntlets of manipulation, since +2 mech at the beginning is huge and is the only item to boost mechanic. All the rest is random loot for a reason...
  3. Wiz is super strong from the beginning and exponentially with the progression. You just have to rest a bit more in the beginning. Get arcane veil asap. A wizard can be so manly that he can destroy some bounties with his own lance ( citazel) + martial power+ daom+ other buffs. One of the most fun to play solo ( other are monk, Chanter, druid, Priest at High lvls)
  4. I too find hof 1/encounter ok. Also because you have to position carefully and take some risks to use it in the full potential. Would embrace boeroer suggestion about downgrade the full in a normal attack and upgrade 2h talent from +15% to +30% dmg, or alternatively mantain +15% dmg and add also +15% speed.
  5. About tidefall&barbarian: i suppose ehen you hit the wounding lash applies in all the carnage area, right? If i remember good, the wounding lash stack with himself ( so you can get 2 wounding dealing dmg togheter). If you hit with hof ( and deal 50+ hit with carnage ) every one of them process a wounding lash?
  6. My statement was generally about higher lvl, obviously until lvl 9-11 you have to rest a lot anyway, since you don't have enough spell/possibility to realible win fight without using spells. In particolar was also related to the boeroer's bilestomper ™ build, wich use only poison/ corrode spells, that are in lower number vs Ice spells, so with my build i think you can do more consecutive fights. But is also true that on potd in the beginning, you have to rest every 3-4 fight anyway with the majority of char, since you usually lose a lot of health every fight. Unless you are abusing ranged combat and kiting mechanichs obviously, that is a playstile wich let you rest very rarely, since by definition you don't have to tank ( but you will lose a lot of "real" time in every Battle, and i find it quite boring).
  7. The second chance is one/rest or one/encounter? You have to rest after using it? Now i'm running a solo run with my Ice mage build, after that chance are i will try a run with a 2h very upset flamekin barbarian: abusing the flame retaliation, second chance, vegenful defeat, flame shield, burning wounds,should be fun. So you are saying that against armored mobs hof with a 2h do better than dual sabres?
  8. Try a frozen duo: chill Chanter and ice tank wizard ( see my coldhearth build)... Ice overwhelming!
  9. Another thing to considerazione is that all the dmg modifiers are a % based on the base dmg of the weapon. Sabres have the highest base dmg, so get more benefit to that too ( althoug i agree is a small effect after all ) Anyway thks for your testing-job!
  10. Don't have time to answer properly, but on this point: you can buils Cladhaliath also in solo: you need to mantain 1 or mobs Alice, when they attack you, summon 3 shadows or 3 scarab, send 1 for tank and the other 2 on the symbols, this will activate the procedure also in solo. For General porpouse: in my solo Chanter run i liked to max int e might , dump dex for abuse dragon chant. And i took all the defensive talent: cautius attack, sword& shield, bear fortitude, +5 def , ecc. It rocked.
  11. Except that dual-wielding doesn't double your attack speed. Again, take the example of Sabre with 30 frames attack time and 36 (DW) / 54 (1H) frames base recovery time. Assume -20% recovery time from Two weapon style and -80% from other sources, for 0 recovery when dual wielding. This makes the attack duration 30 (DW) and 40.8 (1H) frames. So the actual comparison you would need to make is 1 attack at +12 ACC and +15% HtoC conversion versus 1.36 attacks; it's not remotely a 1 : 2 ratio. I also don't see why the utility of greater accuracy or HtoC conversion would be limited to the early game; the general point throughout the game is ultimately to hit things, no? It's ultimately a trade-off between attacking more often vs doing more damage per attack. DW boosts the attack rate, whereas both 1H and 2H in different ways boost the damage dealt. Which one is better in terms of DPS or some other criterium isn't nearly as obvious as it is sometimes claimed to be. Though dual-wielding seems to be considered obviously superior by many, the mathematics just doesn't back that up. Sorry was writing from my smartphone ( now also ) so i was not as accurate as i wanted. Your argument have a flaw: actually 2w style give you +50% attack speed simply from dual wielding, and with the talent you get another +20%. So you can choose between +70% attack rate with 2w ( + talent) OR +12 acc, +15% hit to crit with 1 h style( + talent). IF you manage to reach 0 recovery from both styles, unless you use full attacks 1h style will come up as a winner, but actually reach 0 recovery with 1h style is Pretty difficult ( you need more or less no armor ( or at max a durganized hide), speed weapon (+20%), durganized (+15%), gauntlets of speed ( +15%), potion of daom ( +50%) --> total of 100%. On the other side, while dual wielding , you start from -70% recovery, so with 2 durganized weapon and gauntlets of speed you are already at 0 recovery. Adding more speed bonus ( frenzy, spped wepon, daom,... ) Gives you space to add a better armour or vulnerabile attack. So i think that is better. Also if is a totally stupid comparison , you can think that dual wielding is like a perennal drink of daom potion, 1 h style is a "lesser" scroll of valor + a merciless gaze P.s.: I know the value should be multiplicative and not additive but take it as it comes :D.
  12. Dual wield is much better since you can easily reach 0 recovery and do full attacks with heart of fury and barbaric blow. Maybe just in the beginning of the game the +12 accuracy bonus and the 15% hiy to crit can help, but in my experience double wielding was better for dmg and hit chance, since you attack more often. 2 attacks >> 1 attack with +12 accuracy. The barbarian usually suffers for low accuracy and can need some boost if you are playing a crit build ( es Godansthunyr permastun) in wich case you can find 1h style helpful for the hit to crit conversion rate, anyway after duganization you don't need it anymore. If you want, you can just try a simple test: run 2 equal charachter 1 with 2w and One with 1h style and send them alone to kill some mobs. In 99% of the times you will find to have an easier time with the dual wielder
  13. Or you can just read the "lady of pain build" from Andrea Colombo.in that build there is write everything you need to know about how to optimize dmg
  14. Actually i tested again: rymgirand mantle + chill fog actually does NOT heal you. #sadmoments
  15. I admit is more fun, but in solo i prefer to not get surrounded if possibile ( using walls or obstacle) so at that point you just don't have a reason to cast chill fogs exactly on yourself. But crossed pach is sure a cool way to go @sfrzx: actually mantle heals also 20% dmg you inflict also to yourself, but it is calculated before applying DR. Let say you have 20 cold DR. So if chill fog roll 20 dmg vs yourself, you get healed for 4, and chill fog dmg you for 2 ( 10% of minimal dmg). So actually you heal yourself for 2 every wave.
  16. Yo listen up here's a story About a big guy that lives in a blue world And all day and all night and everything he sees Is just blue Like him inside and outside Blue his castle with a blue little window And a blue armor And everything is blue for him And himself and everybody around 'Cause he ain't got nobody to listen I'm Blue da ba dee da ba daa - Adra 65, famous band from the living-landsr - Coldhearth came from an ice region of the living lands, everything around him is always surrounded by a chill fog in wich is impossible to see clearly, his opponents (beacause he doesn't have any friend) can only see the blue surround them before freeze to death. =================================== Coldhearth =================================== Difficulty: PotD v. 3.03 - solo -------------------------------------------------------------- Class: Wizard -------------------------------------------------------------- Race: Costal Amaua (official) (for +20 to stun/prone resistance) or Pale Elf (for +10 ice-fire res) -------------------------------------------------------------- Background: Living lands - Background : settler (+2 survival) or whathever boos mechs or survival -------------------------------------------------------------- Stats: MIG: 21 CON: 16 DEX: 05 PER: 10 INT: 16 RES: 10 -------------------------------------------------------------- Skills: Stealth 0, Athl. 3, Lore 2 (wizard), Mech. 10, Surv. all the rest (around 9-11 endgame) -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) n.b. : order is not important Arcane Veil Weapon and Shield StyleHardened VeilSecrets of Rime Bear's Fortitude Veteran's Recovery Body Control Gallant Focus Bonus story talents : Gift from the machine; Second skin ®; dungeon delver; Rymrgand Boon for RP reason (or Galawayn boon for powerplay reason); song of the heaven; toss Manhea in to the poll for more Str & Prone-Stun resistance Abilities Towering Physique(a) Arcane Assault (a) Second Wind Mastered Wizard Spells Chill fog (!) Vital essence Daom Shadowflame 1st Level Wizard Spells Chill fog (!) Slicken Spirit Shield Fan of flames 2nd Level Wizard Spells Burning wounds ® Infuse vital essence (!) Concelhaut corrosive siphon Merciless gaze 3rd Level Wizard Spells Concelhaut's Draining Touch Deleterious alacrity of movement (!) Dislocated image of Llengrath ® 4th Level Wizard Spells Confusion ® Essential Phantom ® Shadowflame (!) Pull of Eora 5th Level Wizard Spells Bitter Mooring (!) Blast of frost ® Call to Slumber 6th Level Wizard Spells Citzal's Martial Power Adragan Gaze Minoletta's Precisely Piercing Burst Freezing pillar (!) 7th Level Wizard Spells Ninagauth's Killing Bolt Substantial Phantom Wall of Draining ® 8th Level Wizard Spells Freezing Rake (!) --------------------------------------------------------------- Items (*=additional echantments by me; !=important, r=recommended): Weapon set 1: Captain Accio Anger (*Exceptional, *Ice Lash, * Durgan Reinforced), Little Savior (*Durgan Reinforced) [before a normal hatched and a normal small shield will do the job. Scath Gwannek if aviable for RP reasons] Weapon Set 2: whatever Boots: Shood of faith Head: Maegfolk Skull (i'm addicted to this item in solo, it just add so much survivability). Before : garoth chorus, +2 int helm Armor: White Crest Armor for RP reason, Sanguine plate for power play (*Superb, *Piercing-Proofed, *Durgan Reinforced, INT+2) Neck: Rymgirand Mantle or Father's Teeth (non 100% solo approved) Belt: Chime belt / Looped rope (non 100% solo approved) / blunting belt Rings: Ring of Deflection, Iron Circle (+4 CON ring) Hands: Bracers of speed (+15% action speed) or Gloves of mechanics Quick slots: Food, figurines, whatever --------------------------------------------------------------- DISCLAIMER : when i "solo" i like to actually hire the official companion of the story to use them for the stronghold related quest and get the relative items because i like them. If you are a solo purist, and don't want to hire anyone for achivement reason there are some sobstitution to do in the item-department This is my personal spinoff from the Boeroer Bilestomper wizard guide. I was very impressed by it, expecially by the "high fortitude approach" for avoid being hit from your own spells and from the vast majoirty of affliction. But i was also disappointed by the general lack of good corrode/poison spells in the game (you run out of good spells after 1-2 battles and i hate to rest a lot), so i decided to take the "ice route", since the ice-based wizard spells up to now are among the strongest in game and there are a good number. I tried to maintain as high as possible the fortitude, but in this case is a bit less critical, since some ice spells are enemy only (Freezing pillar, freezing rake, Ice Blast) and anyway without the +20 def from hale and hardy (dwarf talent) i could not reach the perfect untouchability of the original build. Anyway is high enough to make enemies miss most of time. Why Aumaua ? BECAUSE HE'S BLUE !!!! ( A totally secondary reason is because when i solo the thing i hate most is to be perma-stunned/disabled, so i rate for the +20 def higher than +10 ice res of the pale elf. He is a good alternative anyway.) Like the Boeroer build, here the main business is go straight in the battle, and start spamming ice based AOE spells until we are the ony one still alive. High CON helps in the latter. Since DEX is a bit sinked (and we wear heavy armour) i took the speed gloves and the belt of chimes to help in casting speed and to help against interruption. When i play solo i hate to kite and splitting mobs, and with this guy you can do most encounter without use these tactics. You can chill yourself in the middle of your(s) freezing pillar(s) or at the border of yuor(s) chill fog(s) while waching hopeless mobs freezing to death. ICE SPELLS: Chill fog : bred and butter from lvl 1. Mastered asap at lvl 9. This remain a bomb trough all the game. Blind yoursel is obviouly a very bad thing, but you can avoid quite easily aiming good the spell and with the help of a wall (so you are not surrounded). If you have a bad aim you can always resort to the crossed pach for blind immunity :D. Stack 2 or 3 of these is enough to win most battles. Shadowflame : another bomb: good dmg and paralyze for everyone. Paralyze do 2 things for you : avoid tour death and lowers opponent's reflex, so other shadowflames, fireballs, freezin pillars, freezing rake hit easyer and harder. Bitter Mooring : death sentence for single mobs and very powerful in choke points. Kills fast, very powerful spell. Blast of frost : actually i seldom use it since it is in the same slot of bitter mooring, that i think is stronger. I use it mainly when i need a burst of dmg to kill something at istant speed. Freezing pillar : the empowered version of chill fog. No need to add other things Freezing Rake : our endgame blast of frost. Huge dmg in a good area, is a bit difficult to aim sometimes N.B. : for who is not aware: multiple chill fogs/freezing pillars STACK WITH THEMSELF, so you can create around yourself a huge area of ICE DEATH for everyone Typical spell chain: - Essential spectre / figurine/ eventual confusion - Daom (!) - Shadowflame - Chill fog x 3 / Alternate between chill fog and freezing pillar - At the end of the fight infuse vital essence for regenereate lost health Other interaction : - Abuse wall of draining for extend your buffs (arcane veil+ daom+ veteran recovery + merciless gaze) for 60+ sec helps A LOT - Use infuse vital essence to heal yourself before fights end (this regenerates the total health pool, not only endurance) - Use Concelhaut's Draining Touch for lower enemies fortitude before use chill fog - Using burning wounds after trowing 1-2 chill fog/ freezing pillars greatly enanche the dmg (and our 2 lvl slot have not many other powerful options) Item to get ASAP : the rymgrand mantle in the first Inn (day 2 if i remember good) and the mechanic gloves in Roedrics Keep (day 5 if i remember correctly); plate from moon godlike backer Other TIPS : if you want to slay the caravan at the beginning swap CON for PER, without it is very hard to kill the boss of the caravan. With a chill fog and a fan of flames (and a bit of luck) i was able to kill everyone.
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