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MaxQuest

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Everything posted by MaxQuest

  1. I was under impression that act 1 ends with the "Never Far From The Queen" quest, when you enter the Temple of Woedica from from Defiance Bay Catacombs. And thought that act 2 starts with "Undying Heritage". That's how IGN playthrough guide notes it at least. But there is no message, no popup that would write "tada, you have entered act 2".
  2. Endless paths 1-3 is easier than act 1 quests from Defiance Bay. Endless paths 4-6 is easier than encounters from Russetwood and Durgan Battery areas. Undying Heritage quest (from the start of act 2) feels way too easy after coming from WM1. Just sayin'
  3. Same. Gave two of them to Pallegina and sent her on a hunt. 7 deers and 50 hits later, not a single proc was registered in the combat log.
  4. I've ran some tests. Basically you are both right. The less speed and damage enchants your weapon has - the better bash is. Against 0 DR enemy, and with no speed buffs or enchants, dps of [1h + shield_with_bash] will become worse than [1h + shield_without_bash], once weapon damage becomes by ~63% higher than the damage dealt by bash. (for daggers at least). While with zero recovery [1h + shield_with_bash] will be worse from the start, if your weapon deals higher damage than bash. Spreadsheet can be found here. P.S. The fact that 1h+shield recovery is not longer than that of pure 1h a bit surprised me... The old 'diagram' seems to be quite obsolete.
  5. I was level 7 when I've run through Temple of Woedica from Defiance Bay catacombs, and received the letter from Steward. So.. I've headed there at that level. Also I've got a message that I "have completed WM:I" moments afterI have unlocked the White Forge, and a notice that I can rest outside of WM:I to unlock WM:II. So you don't need to kill that spoilered creature to progress further. Although I am afraid that act 2 of main story will be too easy now.
  6. Because of durgan enchants, possible speed enchant on offhand weapon itself and +20% aspd from dual-wield talent)
  7. A mildly interesting thing about dragon chant is that it's dps is not really affected by the fact of grazing. With default: 8s duration and 4s linger At lvl 16, with Brisk Recitation and 20 INT, we have: 4s duration and 6s linger on graze: 41.3 (slash and burn) dmg over 7.0s = 5.9dps on hit: 53.3 (slash and burn) dmg over 10.0s = 5.35dps So if you chant only that single chant, your dps actually increases if you graze But yeah, if you run 2 or 3 alternating chants, it will be harder to keep the dot at 100% uptime (and at the same time without overlaping), unless you explicitly expect it to graze and also take a rank 2 chant (because of 3s duration).
  8. Wanted a pure dps cipher too. And in the end I've arrived to running two of them - one pure dps: 19/10/19/19/3/8 - other for cc/dps: 18/7/12/19/19/3 (high might because atm I use a warbow and like double echo | but be it arquebus or arbalest would likely re-spec to 10/8/19/19/19/3)
  9. Pretty much it Yeah, re-spec comes very handy. At some point you will notice that you use some spells over-and-over again. Which? depends on your playstyle and party composition, so you'll just adjust the stats to maximize the effectiveness of precisely what you need.
  10. Regarding Reaping Knives and Carnage, if it wasn't tested already: have just checked it and confirming that cipher gets focus from carnage hits. And that focus gain also fully benefits from the draining whip talent.
  11. Yes, slightly. It would shift the importance of INT higher (and maybe dex too); and since you will get + 15 acc from aim, dropping 2-4 points of PER won't be that hardly noticed. (higher int would be needed just for those buffs to last longer) (and higher dex: to not spend a lot of time in self-buffing only; but to fully utilize their duration)
  12. "if the paladin hits a teammate under one of those effects, the attack does minimal damage and cancels the affliction." part was never useful at all? --- Regarding chanter: - Brisk Recitation is amazing. Basically makes linger longer than initial phrase duration! Ah and it allows to get to invocations up to twice as fast. 10/10 - "Mercy and Kindness Followed Where'er She Walked" can have it's uses. But not that many. Since if you need to restore so much endurance, you will probably have health problems soon enough. 6/10 - "With All Your Strength Slay the Beast": +20 acc, + 30% dmg against beasts. That's just boss. 10/10 As for invocations not sure, haven't tried them yet. (Prior to brisk) Used to think of them as pleasant but unexpected surprises.
  13. Int is not only for cc. It also increases radius of your AoE spells and duration of buffs. You could take a look here.
  14. With just 3 con, better be extremely careful; not only with your positioning but also with the distance to enemy spellcasters. Some fast cast ST-spells can one-shot you. (for example Ogre Druids just love snipping with Talons' Reach). Also need to note that I've stumbled upon quite a few 15 dex and 17 per conversation checks. 17 mig, 6 con, 15 dex, 17 per, 18 int, 5 res could be a viable alternative.
  15. Imho it is. As a wizard you want your casts to reliably affect the enemies. Be it control or damaging spells. For a more classic wizard, int is definitely a must. But wizard has way to versatile spell-set to be bound to a single playstyle. I believe there are several wizard 'archetypes' that require different stat-spread. Something like: - Classic wizard: 18 mig, 8 con, 4 dex, 19 per, 19 int, 10 res wood elf. Squishy wizard, versatile in that he can throw both damaging and cc spells, but somewhat conserving in his spell-usage (low dex). His main con is that when he casts cc-spells, his maxed might is of no use; as well as high int when he casts single target spells. - Minoletta wizard: 19 mig, 8 con, 14 dex, 19 per, 10 int, 8 res wood elf. Single-target dps spellcaster. Maximizes the usage of: all Minoletta Missles, Ray of Fire, Ninagauth's Bitter Mooring, Ninagauth's Killing Bolt and Tayn's Chaotic Orb. - Kalakoth wizard: 19 mig, 5 con, 19 dex, 14 per, 18 int, 3 res wood elf. Wizard focused on using ranged summoned weapons, namely Kalakoth's Minor Blights wand and maybe the Blackbow. (Per is lower a bit, because that wand adds +20 acc anyway) - Citzal melee/reach wizard: something like 14 mig, 7 con, 19 dex, 19 per, 12 int, 7 res pale elf (or maybe coastal aumaua). A bit gimmicky melee fighter, wielding summoned quarterstaff. - Llengrath control-freak: 2 mig, 10 con, 18 dex, 20 per, 19 int, 9 res wild orlan, in plate and with a small shield. This little bastard is focused exclusively on cc-spells. He doesn't need might. And since he gets some attributes to spare, he takes off-tanking/blocking those who passed the frontline as a second duty.
  16. Melee wizard with Morning Start anyone? Interesting will it work on other classes... - Update - It does! - ------ - And some more uniques:
  17. For a dps warrior, indeed it is. AI hardly disengages from damage-dealers in this game. But for something like 2/15/3/20/18/20 wild orlan it could be found useful. On a pure tank you don't care for might anyway. Thus we can invest in other 'areas'. With higher int, figher has increased duration on all his buffs (like Disciplined Barage, Vigorous Defense, Triggered Immunity). And with higher Perception, he can finally (reliably) land those knockdowns, prones and Clear Outs. With that starting acc, high per, disciplined barrage, and high int, you can not only stun for longer, but make a great use of paralysis/confuse scrolls, various gloves with cc-spells binded to them, Aspirant's mark, and maybe even from Starcaller.
  18. Yeah I remember you mentioning that. P.S. Have checked 2.01, 2.02 and 2.03 patch notes. No clue. No reference... It must be some undocumented change. P.P.S. Damn I miss old Borresaine. That attack-speed steal was so much more useful... - update - Re-checked, as usual: (thrust even healed me once via drain enchant somehow; although couldn't replicate it on next 10 tries)
  19. I am more than 100% sure that Amplifying Thrust was NOT generating focus in v2.00
  20. Hmm. That could be useful for a taek-wanding wizard who wants to master both Deleterious Motion and Kalakoth's Blights...
  21. And it can be applied to ranger's animal companion ------ Have tried new chanter's phrase (+100% healing). I think it can be especially good if you have Kind Wayfarer paladin. (added Strange Mercy to Pallegina via console) And that's with only 14 might and even without +healing bonus from survival. Gotta test new "The Sword and the shepherd" too. ------ P.S. Exact stats of new summoned weapons: Caedebald's Blackbow: Reaping Knives: (and yes it can't be cast on self)
  22. Fighter also got Overbearing Guard talent - a passive which will kick prone disengaging enemies. Pretty good stuff.
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