
Dorftek
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Tank - Trickster/Unbroken with Riposte, defensive stance, Warhammer from sandswept Ruins, reckless brigandine armor and a decent shield. Offtank - Wizard/Monk with spiritlance and defensive buffs Support/Dps 1 - Ascendant/ghostheart with Frostseeker or the red hand Dps/support 2 - singleclass priest of magran Dps/CC - Rogue/Helwalker with Handmortar (like The Howitzer Build) or Rogue/Wizard with Blights. Maxed Int
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If anyone would be willing to help me figure out good ways to get blackened plate as early as possible I'd be very grateful, my playtime atm is extremely limited and I really really want that armor on my next build. The character is a Troub/Druid(animist most likely) solo Potd upscaled (no mods) Ideal lvl would be around lvl 15 but maybe that's asking too much? Please, if u guys enjoy breaking challenges help me out with ur tips tricks and ideas. If anyone recorded a video I'd really enjoy watching it.
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I used Lord Darryn's Voulge in my 1.02 game - I'm not sure how badly the changes they made to it affected it, but I'd love to use it for this character too, since it's really fitting. I also saw there's a more battleaxe looking pollaxe in the DLC, so that looks cool. I like the idea of axes, battleaxes especially, as a pirate weapon. The Obnoxious Medieval Combat Nerd in me feels the need to point out that it's realistic, too! Axes and pikes were staples of seaborne warfare in the Age of Sail.Awesome! Have any good book recommendations on this topic? Quite far from seaborne warfare but I very much enjoyed the Temudjin books
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It was on the 2.0 beta. I have no idea what caused those numbers because they didn't show up in the log but things died rapidly with this weapon, also like I said I couldn't replicate this with Cipher/fighter so I suspected it had some weird behaviour with deep wounds. I had the staff on legendary and "out with the bad" enchant. I had reckless brigandine on my chestslot and the rest I can't remember Ur not getting any weird results?
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I was not a barbarian, I was not a fire godlike. Risen armsmen hit me with 18 pen in sealashed crypt. Possibly a crit Point was tho that I had stacked whatever armour I could on my unbroken/trickster and the mobs in sealashed crypt still laughed at it and shot me down in seconds. I might as well have been wearing a robe and there wouldn't have been a difference, wich is what I hate with the current armor system
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I was toying around with this weapon a couple of days ago and I enchanted it with "out with the bad" wich removes 10sec worth of affliction on hit wich made me remove the afflictions I put on enemies (lol). First I was on a rogue/fighter and when I hit an enemy two big dmg numbers would pop up (100dmg and 70dmg for example) and only one showed up in the log, almost as if the "out with the bad" would force several deep wounds to trigger right away. So I made a cipher and tried the theory with disintegration but that wasn't working. On the cipher I wasn't able to trigger the two dmg numbers at all. Anyone have a theory of what's going on? Or rather does anyone with a more active brain have any interest in running some tests with this thing?
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Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring. The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example. And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them.Yeah tho armour feel pointless were it matters also, I slapped on the platinated plate enchanted to legendary and drank an armour potion in the sea lashed crypt and the nasty risen armsmen were still shooting me down in seconds. Hitting me for 70-80 dmg. This was on an unbroken/trickster with 150ish deflection and rocking unbending trunk as well lol. I swear they have done something to splintered reef recently! That place is so nasty now. Wich is horrible because I want the black armour!! Maybe a bug? Best to know, how much ACC the armsman got. With platinated armor, you got a pierce armor of 13, when the wiki is right. And if spirit shield potions still nets +3 AR, you have 16. If you play a berserker, you get even 18. I m not sure, if there is a enemy, that has 16 pierce penetration, because as far as i know, if you have -3 pen compared to the armor rating (like 15 pen versus 18 ar), you can not really damage the enemy. They have very high Pen, 18 pen pops up in my head. Tho I also had -1 armor from flanked. Dont think berserkers extra armour from hardy stack with the potion does it?
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Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring. The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example. And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them. Yeah tho armour feel pointless were it matters also, I slapped on the platinated plate enchanted to legendary and drank an armour potion in the sea lashed crypt and the nasty risen armsmen were still shooting me down in seconds. Hitting me for 70-80 dmg. This was on an unbroken/trickster with 150ish deflection and rocking unbending trunk as well lol. I swear they have done something to splintered reef recently! That place is so nasty now. Wich is horrible because I want the black armour!!
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Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.To be sure I'll test this when I get home in about 2h, I'll let u know Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway... ok i just tested 2 identical rogues on lvl 11, one with 3 int and the other with 19 int, the rest was exactly the same. The high int rogue was insanely more effective with dots, the dmg of tics and the rate of tics was exactly the same on both but the high int rogue produced way more tics then the low int one. Also Toxic Strike was completely worthless on the low int rogue while it was a monster on the high int rogue. So, more dot tics and longer afflictions and also with how toxic strike works id say a smart rogue is a much more effective rogue. Haha. Smart Barbarian, too! Alright, high Int it is. And I can address the low Deflection in other ways too, right? Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring. The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.
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Everything u listed except unarmed training work with spiritshift. Also all equipment except weapons and chest armor still work while in spiritshift. The first game was harder then deadfire no doubt, so go POTD and put lvl scaling on. As for the DLC I can't comment because I haven't had time to play it yet