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AeonsLegend

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Everything posted by AeonsLegend

  1. Quick calculation. 60 deflection. Wizard base 10 + 5 Superior Deflection + 9 Ring of Deflection = 24 - 60 = 36 /3 = 12. This means you're level 12?
  2. Yeah I did the Sserkal bounty hunt within 6 seconds with just my fighter with two charges a knockdown and some basic attacks. But charge did most of the work.
  3. Yes. You arrive there as you travel there for the first time. When you travel you open the map, click on the white march icon on the top right and a new world map opens in which the white march expansion locations are listed. But you'll have to speak to the chairlady (what's her name again?) in your keep to be able to travel there in the first place. Ignore Craghold Bluffs until later in the game. I think enemies there are level 12+ fixed.
  4. Well that changes things. Still it's upto you if you want to restart. I'm not sure what the starting level of WM is. But I think it's good to know that the village you arrive in has two easily gained passive buffs for your main character through two minigames in the tavern. One is a +4 acc when using stilletos or daggers and the other is 5% of crits converted to hits on your character.
  5. White March has scaling so you should be able to do it at different points in the game, but it is required to do it before end game. Cross talents are so so. Some are really good others really bad. If you've already have a character that completed the entire game I can tell you you missed out on 2 extra levels of experience. I'm not actually sure if you can reach level 16 with just WM. I don't think you need to start over though, unless you want to try something completely different. You could always respec your character and replace some of the talents you have with cross class talents. Which ones are useful to you depends on the type of character you are playing.
  6. I've never played a melee wizard, but it seems the spells are a necessity. Isn't their limited use kind of annoying and doesn't it take time to set up (casting spells at start of battle)? I guess because of their lack of class specific talents means that you can take superior deflection as well. But honestly with all the buffs and base stats at higher level those 5 extra points won't mean much. As for resolve, it feels like they are better spent on intelligence so your buffs last longer. But that's just me. I'm nitpicking though, the setup looks fine and I've used similar builds.
  7. Depending on the fight the monk can fare similar to the fighter, but after you get charge, which for me is before WM and Burial Isle you can take down enemies of your choice at the start of battle. So yes Flagellant's Path is similar in your character teleporting from a to b, but you can't use it to get to that wizard or druid or other cc-ing enemy at the start of the battle and instakill him. Also Charge hits everything between your starting point and your destination and then uses 2 auto attacks on arrival on top of the ability damage (i think it's not supposed to do that, but yeah 250+ damage on arrival is nice. In a choke point your monk is stuck beating up a tank while the enemy backline throws pain onto your party with spells. Fighters are the only class that can prevent that from happening with absolute certainty. Also wounds time out after a while during battle and as far as I could tell lashes don't benefit from crit so base damage should be more useful, but I could be wrong. My main character is a DPS monk, but I've been seeing much higher damage numbers on my fighter with a similar setup. In Crägholt Bluffs the jumping ability was annoying because it prones your entire party. That's not a monk ability though.
  8. I have also played as a DPS paladin. Really strong and can easily solo. Bleak Walkers get some nice damage buffs and enemy debuffs on kills. The accuracy aura with extra crit chance is nice too. Like the fighter min maxing is very forgiving because of their passive and high basic stats. They have a lot of really useful extra support abilities, but I found their damage a bit lacking when comparing them to the top tier classes, but they're definitely viable. They also have no innate cc abilities, which is a shame. one-for-one the fighter has more damage output right off the bat because of their damage buffs. Buffs that monks do not get. Torments reach is great in debuffing and AoE damage, but the output is very similar to the Fighter if you count the passive buffs. Plus a fighter requires nothing to get going. I think they're very similar overall, but the ability Charge on the fighter just puts the monk to shame. The monk has nothing in his/her kit that can destroy 3-4 enemies in the first second of combat. And even though I enjoy the monk immensely I can't get passed the fact that their passive wound generation is completly counter intuitive to what an actual assassin style character should bring to the table, which is to decimate enemies without them being able to respond. That doesn't make any sense, Charge is not early game. Monk has torments reach, fighter has what? Knockdown? Please. I didn't say early game when I mentioned charge, I said it is a unique ability. Torments Reach requires a wound so it's not an off the bat use in a battle. Depending on the circumstance knockdown is much more useful than Torments Reach. It's an extra damaging cc ability that allows you to hit an enemy that cannot fight back and has lowered deflection. Torments Reach requires someone to hurt you and then you just have a bit of extra damage to fight back. I'm not saying it's bad or isn't useful, it's just not the same thing. For me, Knockdown is a much more useful skill than Torments Reach.
  9. one-for-one the fighter has more damage output right off the bat because of their damage buffs. Buffs that monks do not get. Torments reach is great in debuffing and AoE damage, but the output is very similar to the Fighter if you count the passive buffs. Plus a fighter requires nothing to get going. I think they're very similar overall, but the ability Charge on the fighter just puts the monk to shame. The monk has nothing in his/her kit that can destroy 3-4 enemies in the first second of combat. And even though I enjoy the monk immensely I can't get passed the fact that their passive wound generation is completly counter intuitive to what an actual assassin style character should bring to the table, which is to decimate enemies without them being able to respond.
  10. I'm not entirely sure if a melee wizard is a good idea. They have some self buffs that allow them to withstand some damage, but their stats are so low that they will get popped on the front line very quickly. Plus the spells are limited use so resting is probably a frequent occurrence. Wizards also don't get their own special melee attacks or passive damage buffs. Also I don't see how 10 resolve is useful. You're probably want to lower that to put it elsewhere. If you want to increase durability you'd want to pick Constitution anyway because your deflection will be low anyway. Their base is 10 and max level (16) will be 58. Having 58 or 54 at the end of the game will make no difference. Superior deflection talent is probably wasted as well.
  11. Probably the most versatile melee DPS class is the Cipher. Aside from big damage boosts on normal attacks they also get a plethora of cc spells, raw damage spells and siphoning spells. Works great alongside a tank on the front-line. I second the fighter. Early on might be a bit linear in terms of gameplay, but even if built squishy they can be very sturdy with a few abilities and talents. Plus they have the best base stats in the game so building them squishy is very forgiving. They get a lot of great abilities late in the game, such as Charge, which decimates enemies in a line towards the squishy target you wanted to go for. No class in the game can do this. Monk is very much like a fighter. Similar abilities. A bit lower on the damage end overall and takes a while to get going, but a very sturdy and versatile pick in the later stages of the game. The only trope with them as a DPS build is that most of their abilities require receiving damage before you're able to use them. So they can't use them at the start of battle.
  12. Traps are not really strong and highly situational. Small area of effect and the damage and added effects are lacklustre.
  13. So I've been playing this game for a month now and I've been trying different classes and builds. First off I tried the Rogue and Cipher as they have a good buff to damage, but the rogue gets out-positioned and has little to no defenses in the fray. The Cipher is really strong (stronger than rogue in my opinion) and brings a ton of cc to deal with enemies. I also tried Paladin and Barbarian, but their lack of cc is kind of annoying. After a bit I decided to give fighter a swing, because well, their base stats are really good, they have cc and they also have some damage buffs. In my experience it fared much much better than any of the other classes and synergizes well with a party in the back-line. I went with: Mig: 18 Con: 8 Dex: 16 Per: 16 Int: 14 Res: 6 I haven't tried in on PotD, but on anything below that this character can be played as a front line. HP is decent and with full plate gets over 30 DR. Using dual wield sabre currently at level 14 starting The White March and this character almost completely solo's every fight. The most broken thing is Charge which decimates any squishy in one hit, followed by Amplified Wave and the fighter can go to work dealing over 100 damage per hit. Now the charge ability is something that does something no other class in the game can duplicate. Massive damage in a line towards the backline of an enemy team instantly. In a choke point any other class is just stuck having to rely on ranged damage. Although the ability is probably bugged right now because it seems to insta hit my dual sabres on impact on the target dealing well over 250 damage to it. The thing with most of the other classes is that they become really squishy when built this way, but the fighter has such high stats it's actually fine tanking the enemy team for quite a while. The added cc and mobility just turn it into a monster.
  14. Specs are in the zipfile. He's running Windows 10 Home 64 bits.
  15. Don't really know how to read the output file, but I compared it to my own and I found this in yours that I can't relate to mine: "Can not play a disabled audio source". After this is the line: "Crash!!!". Perhaps look into the audio on your system. Driver update or just reinstall. What does the eventlog on your system say?
  16. Just did this quest again. After Sul died due to the bug I decided to press on. I went to the area where she is supposed to spawn and told them Sul wasn't the rightful champion so I killed her entourage. After that Oernos and his buddies spawned at the entrance as normal. I went to the entrance and told Oernos he isn't the rightful champion and killed him too. When I went to turn in the quest Desthwn told me Sul was the reigning champion. Hah, little does he know. I'm outa here.
  17. I've been trying your suggestion with mixed results. I need to at least re-equip them on every area/game load and it even seems I need to re-equip them after each fight. I found it to be so cumbersome that I'm going to decide against using them.
  18. That's just circumventing a bug. The only real solution would be to strip the enemy of player party buffs once they switch back and vice versa. Some Buffs have a duration for instance the chanter aura, so they should simply time out. Persistent AoE buffs like Paladin buffs don't time out, they simply apply and remove when you move into or out of the area of effect. Since it is a persistent party aura it should not apply to enemies, and it doesn't. It just doesn't get removed when they switch back.
  19. I've had this happen as well, but reloading before entering the area seemed to fix it. It started happening after I exited the area after entering it and then going back in.
  20. Hi, I've been using the Monk gloves and have seen them not trigger the raw damage. Now I don't really know why they didn't trigger in the screenshot attached. I have seen them trigger before. Perhaps it is because there is another bonus damage (shock or burn) that overrides it? As you can see in the screenshot my Monk has 7 wounds, but the damage calculation shows nothing. And yes I have the gloves equipped. Anyone else have this happen? output_log.txt
  21. The game seems to be very disk intensive. Perhaps check that out.
  22. That's true I noticed the same for enemies that switch sides. I have a plethora of buffs on my party from chanter and paladin aura's and use charm and dominate quite often, but the persisting effects can be quite annoying depending on the type of enemy you have dominated.
  23. Thanks, I was half assuming the (MIN) after the calculation indicated a minimum amount of damage. But because the calculation showed the exact difference (negative damage) between damage dealt and the damage reduction I thought it might have been something else. Later I saw a different calculation in an attack that showed the same, but with numbers that support what you are saying. Thanks for the response!!
  24. So I'm wearing full plate exceptional with DR 22 vs Crush. I headed to an early level area and an enemy hits me for 18.3 damage and the resulting damage is 3.7 rounded up to 4. Calculation shows: Acc:61 - Def:61 = 0. roll:61 + 0 = 61 (Hit). 18.3 - DR:22 = 3.7 Crush (MIN). The result is 4 damage (endurance and HP went down by 4) even though the calculation shows it shouldn't hurt me.
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