dgray62
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Everything posted by dgray62
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Since shifting comes with a big malus for shifters, it would be nice if shifting for them was more like a modal (with a cool down). You could go back and forth as much as you want, but would have to wait before re-shifting. Since you'd likely be casting a spell or two when you leave the spirit shifted state this wouldn't be a big problem.
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The great thing about shifter is that the druid has a fair amount of spells that disable and weaken foes over time, like Plague of Insects, Relentless Storm and Nature's Terror. It's worth casting one or two of these spells before shifting and diving into melee. A number of tough encounters become much easier if you soften up the enemies first in this manner.
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To follow up on question 4, shifter is a lot of fun IMO. Shifter gets some great damage over time (DoT) spells for free, which is great because they are among the druid's best offensive spells. You can cast a few of those, and then shift and wreak melee mayhem as your spells weaken your foes. Shifter is particularly good for multi classing with melee classes such as rogue (trickster or street fighter), barbarian, monk or paladin. If you want to go with SC you're probably best off with an ancient or fury.
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Another odd feature of the spell is that if you cast it successfully on a foe and the foe is gibbed, you lose the imprinted spell. This can be avoided of course by turning off the gibs feature in the game. It thus seems to work like cipher powers such as borrowed instinct that are linked to the body of a particular enemy. Perhaps you could add a timer to the imprinted spell, like the cipher powers all have? The lack of a timer may be the root of the problem. Of course, if you added a timer, it could potentially be extended indefinitely with SoF..... I like the idea of making grimoire imprint a special ability of the enchanter subclass. Perhaps it could be a special ability useable once per encounter? On the other hand, this really should be IMO a cipher ability. The idea of psychic theft seems very cipher-like.
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Thanks, Boeroer. I remember reading how the freeze effect works particularly well against some of the mega bosses; I guess this is only the case with those that are not DEX affliction immune, but only resistant. Thanks for the suggestion regarding the Harbinger build,@Constentin Lévine. I imagine that this would work well for a street fighter/skald if you had a priest companion to help keep you alive. As assassin build might be great for a solo run too. I just wish you could cast invocations from stealth/invisibility.
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I recently came across an interesting "wit of entropy" spiritualist interrupter build posted two years ago by Constentin Lévine, which didn't seem to get any attention at the time. It uses Thick Grew Their Tongues and Long Night's drink to continually interrupt foes, Her Revenge and Sasha's to get the Tier 3 inspirations, and food and gear to make one immune to afflictions (and hence keep up Energized without interruption). It has a lot of interesting symmetry in gear choice as well. I'm trying it out now, but instead of Beguiler/Bellower I am going with Soul Blade/Skald. Since the build is melee focused I think Soul Blade will work a bit better, and for the same reason skald has nice synergy as well. So far it is very powerful but not OP in an overly cheesy way. It's a great build for a party. Not sure how well it would work solo.
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I look forward to reading your Arcane Roquefort the Cheesing Archmage build when you're ready to report on it. I'm planning on playing a solo BM again myself, but not until I finish my current game, as a Thrice nuking, heavily debilitating Spiritualist (Skald/Soul Blade) who will ultimately immune to all afflictions once I acquire all of the needed gear. It's fun but not quite as OP as a BM.
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I have done exactly what these recommends, tweaking the remade scripts, removing the abilities that I don't want to use, adding new ones, or adding additional abilities. For example, I have found that the remade "Barbarian Aggressive" script for some reason cause the barb to continually activate the ability, apparently because the timer doesn't work, in my game at least. So I set the additional condition that they should only use it when not having a STR inspiration. Due to the non-functional timer, my forbidden fist monks would kill themselves by stacking too many curses. So set the AI to have them use it only when their health was above 90%.
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I'd recommend Corpse Eater/Skald. As Boeroer mentioned you don't need Zerker since you'll get energized from the chanter side. The nice thing about Corpse Eater is if you eat Forbidden Flesh Pie you'll get a PL boost to your barb abilities. I presume that this would boost spirit frenzy's accuracy and make you more likely to crit/interrupt with it, right? Or is there no attack roll for spirit frenzy's staggered effect? I must admit I'm not sure how this is implemented in the game. At the very least, the frenzy effect would last longer.