
SaruNi
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First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
Yeah. Though last I checked they still hadn't even gotten the Drake working... hopefully on release it won't be "summon dragon... dragon can do nothing but move around." -
First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
He does show the resource cost for Twinned Shot, it's only 3 bond despite being tier 8.... -
First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
Gambit: Full attack When scoring a critical hit: +2 of each Rogue resource (of "each"? there's more than one? huh?) +20% crit damage per Guile possessed, +10% hit to crit per Guile possessed At power level 9, 11 Guile, that's +220% crit damage and 100% hit to crit Murderous Intent passive: 100% of Hits converted to Crits with Empowered attacks against <= 50% health targets, +100% Crit damage with Empowered attacks against <= 50% health targets Not bad for a passive. Trickster might get Wall of Many Colors ( in rpg codex leak), which looks pretty good. Coordinated Positioning seems like it should be a lower-level ability. And range is only 2.5 m.... -
First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
"Touch of Death Destroyed Accuracy vs. Will" But: "This spell may only be used on those that are Near Death" Bad for my St Elga Death Godlike though. -
First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
The nice thing about vanishing strike is that you can get a full attack without ever leaving invisibility---you immediately become invisible. Still vulnerable to AoE though. It's okay for a high-level ability. Multiclass with Bloodthirst seems better. Death Godlike St Elga scroll user with 4 assassin caster nukers was fun (before the assassinate nerf). A bit like Sacred Immolation.... With Paladins having all these revive with full health and revive ally with Tenacious abilities, and Chanters, Druids, and Priests having similar revives, Destroy / Petrify could be great.... -
First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
As I said above, revive is limited to 5 times because of wound. You are dead and game over if u have full wound. Also are u sure death won’t cancel SA? Well, it restores you to full health, and you'll have a ton of health by that point, as well as good healing. Not to mention St Elga's death prevention, priest Barring Death's Door, etc. (Is there definitely no way to heal wounds during combat?) Seems like a much more interesting playstyle than spamming boring old FoD. -
First impression on full ability tree
SaruNi replied to dunehunter's topic in Backer Beta Discussion
The concept with Sacred Immolation does seem to be that you may die but you get revived---either through the passive that activates if you have a certain amount of zeal left or with the upgrade to Immolation that revives you with full health. Either that or you need to use defenses and self-healing. You also get potentially unlimited zeal from the zeal-on-kill ability (well, unlimited if you kill your own summons). Paladin seems like a great way to utilize Blooded / Near Death benefits safely.... -
Why would depositions make the game more difficult? Do you think there will be many situations where you cannot avoid benelovent or diplomatic choices? Well, cruel actions will lower your reputation (as well as force you into fights that could be avoided). Perhaps some companions will leave or attack you. Perhaps you'll be forced to slaughter the entire village. Perhaps you'll miss out on some quests and XP.
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Lash, and particularly Bleak Walker lash, seems like more of an issue there than Might. Bleak Walker has great defense and a huge multiplicative lash bonus at minimal zeal cost. It's unbalanced. But their defensive bonuses do depend on making the right dispositional choices... and perhaps those make the final game more difficult?
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Can you not subclass them when you multiclass them? Nope. I'm hoping I can use the console's "Add Ability" command to add a subclass -- it seems to show up on the character sheet as a passive ability, so I'm hoping that's all there is to it. I've asked on a few threads if anyone has tried doing that (since I don't have the beta), but haven't gotten a reply. Seems to work. There's typically a generic "ability" for the subclass, but you have to add other subclass abilities separately. For example "Assassin" is an "ability" that applies the subclass penalty, but the "Assassinate" ability has to be added separately. Incidentally, addability appears to have two main functional limits: - Resource type. Each class has its own type of resource (for example, Zeal for Paladins) that its active abilities require. So while you can add an active ability from another class, you won't be able to use it. - Spells/powers/invocations are organized on the action bar by level, and anything higher than allowed by character level can't be cast (so you can use addability to gain higher level spells, but won't be able to cast them until you're high enough level). But this doesn't apply to non-caster abilities (rogue/paladin/fighter/monk/barbarian/ranger) or iirc to chants.
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As a greek person, 50% of my math teachers were named Thanos or Thanassis, my best friend has the female version of the name hahaha it's true, the name is very common. The English equivalent https://photos.google.com/photo/AF1QipPm_y68iksdKINKG21BiJFvp075dkrocGOdmimj You have that link in a few posts now, but it doesn't go anywhere (404 error). 50% Is this a spoiler? No, it's safe. The joke is Thanos is a super common name in Greek, sort of like the name Fred or Ron in the US is pretty common. So it would be like a huge, thundering Titan striding towards our heroes, and they whisper his name.... "Chad..." ... if "Chad" were a shortened form of "Deathless"... as "Thanos" is of "Athanasios".
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Do you mean mirror image was stacking with Llengrath's displaced image, or reflexive mirror was stacking with Llengrath's displaced image? If reflexive mirror counts as a passive and therefore stacks with Llengrath's Displaced Image for +55 deflection that's pretty nice (better than Conjurer or Rogue's +50 deflection). Though it seems like it could be unintended.... If you actually did mean regular mirror image and Llengrath's displaced image deflection bonuses were stacking... that would probably be a bug. The reflexive image / mirror image interaction you describe definitely seems bugged, you should post it in the bug reports forum.
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Your Tiers List [Base Classes, Subclasses]
SaruNi replied to theBalthazar's topic in Backer Beta Discussion
Thought I read that Courage Thick as Steel no longer stacks? Or were they mistaken? Heals are much better than the damage shield; they're like a shield for each ally in range, plus they replenish lost health. So with 3 melee characters that 40 vs. 30 is more like 120 vs. 30.... -
Can Reflexive Mirror be interrupted? Can it be stopped by the Mage Slayer effect?
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I get that there are still some advantages. It being reactive and recovery free is nice. However,just off the top of my head, it is still: 1:) The only wizard subclass ability that does something that is not unique 2:) The only wizard subclass ability that can be easily replicated by a spell (at the same tier or others) and I'd argue extremely likely to be so. A show of hands everyone that is going to cast, or depend upon, mirror image over displaced image in PoTd or harder fights in hard when getting mob'd. 3:) Does not benefit from empower (enchantment has the same issue but to my knowledge there isn't an ability that straight up frees you from a dex affliction so it doesn't suffer from 1 and 2, at least) Some other issues but those look to be the most glaring. Almost all defensive buffs can't be cast outside of combat---with the exception of Llengrath's Safeguard, which only applies its buff after the caster is Bloodied (so a one-shot assassinate backstab, or Wizard Slayer initial attack, won't get stopped). So it is pretty unique. And in terms of deflection a higher bonus than Llengrath's Displaced Image (which is useful for the reflex defense bonus). Imagine if enemies can ambush from stealth to initiate combat.... I don't understand what you're saying. Mirror image, both as a spell and as an illusionist subclass feature, can't be cast outside of combat. Just like, as you said, other buffs. What are you saying is unique about it? When attacked, the illusionist automatically and instantly gets the effects of Mirrored Image applied to that first attack, right? So it's equivalent to having it cast outside of combat, and applies to ambush scenarios. Whereas Mirrored Image has a cast time (0.4 seconds iirc) and a fast enough enemy (say, Wizard Slayer barbarian) could hit you first (and possibly interrupt the cast, etc.).
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One other issue with illusionist---by losing Enchantment spells (Infuse with Vital essence etc.), there's no good way to gain Fortitude defense (or will defense for that matter iirc). Llengrath's Safeguard and Iron Skin are also enchanting. So while Mirrored Image (and several other illusion spells) are geared towards tanking, single class illusionist fails against fortitude attacks. All the Wizard subclasses (except maybe evoker) could use a boost. Maybe either give illusionist a way to deal with fortitude attacks (for example special verison of Mirrored Image that causes attacks to target Deflection instead) or add an offensive element (Mirrored Image *and* Arkemyr's Dazzling Torment). Or let illusionist cast enchantment spells....
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I get that there are still some advantages. It being reactive and recovery free is nice. However,just off the top of my head, it is still: 1:) The only wizard subclass ability that does something that is not unique 2:) The only wizard subclass ability that can be easily replicated by a spell (at the same tier or others) and I'd argue extremely likely to be so. A show of hands everyone that is going to cast, or depend upon, mirror image over displaced image in PoTd or harder fights in hard when getting mob'd. 3:) Does not benefit from empower (enchantment has the same issue but to my knowledge there isn't an ability that straight up frees you from a dex affliction so it doesn't suffer from 1 and 2, at least) Some other issues but those look to be the most glaring. Almost all defensive buffs can't be cast outside of combat---with the exception of Llengrath's Safeguard, which only applies its buff after the caster is Bloodied (so a one-shot assassinate backstab, or Wizard Slayer initial attack, won't get stopped). So it is pretty unique. And in terms of deflection a higher bonus than Llengrath's Displaced Image (which is useful for the reflex defense bonus). Imagine if enemies can ambush from stealth to initiate combat....
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In the beta, Fighters actually have more fun active abilities than Barbarians. (Leap could be fun but it's badly implemented last I checked---recovery is too long. And there are the Yelp spells if you want to do CC....) Fighters also have better AoE (Cleaving Stance). The Mage Slayer spell resistance / reduced duration applies to beneficial effects, including Barbarian modals like Frenzy and Wild Sprint, or Paladin Eternal Devotion....
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Your Tiers List [Base Classes, Subclasses]
SaruNi replied to theBalthazar's topic in Backer Beta Discussion
Is it limited by max wounds? (And if so can you spam Swift Strikes or similar to keep from reaching max wounds?) -
Your Tiers List [Base Classes, Subclasses]
SaruNi replied to theBalthazar's topic in Backer Beta Discussion
Maybe it will work if you can trigger an infinite damage loop Like the soul mate/heal undead combo in DOS2 Pain link on enemy (should be able to cast when Confused) + pain link on ally who can't die could be an infinite loop, though in mathematics it would only add to x4/3 damage (= 1 + 1/4 + 1/8 + 1/16 +...). But maybe with Combusting Wounds added in?... On second thought, damage from Pain Link might count as damage from the caster rather than the target?... -
I was thinking of alternating between guns and backstabbing. But I haven't checked much the Beta, so I'm not sure what works best. I don't want to be a rogue with a greatsword. I want a more pirate-like character with guns, a shortsword or stilettos. In fact, my character was a duel wielding stiletto priestess of Skaen (one of Boeroer's builds ). So I can backstab with an arquebus? It doesn't work with dual wielding? Sorry for my ignorance. I have a lot to consider to choose my character... Backstab with a stiletto is pretty bad, but i guess you are not a min-max player so do whatever you like Also has less base damage than other fast one-handed weapons, and the modal adds penetration---which assassin doesn't usually need---in exchange for longer recovery time, which defeats the purpose of a fast weapon to begin with....
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I was thinking of alternating between guns and backstabbing. But I haven't checked much the Beta, so I'm not sure what works best. I don't want to be a rogue with a greatsword. I want a more pirate-like character with guns, a shortsword or stilettos. In fact, my character was a duel wielding stiletto priestess of Skaen (one of Boeroer's builds ). So I can backstab with an arquebus? It doesn't work with dual wielding? Sorry for my ignorance. I have a lot to consider to choose my character... Yes, you can backstab with ranged weapons, but you have to be close (within 2 m of target). If you're going to go backstab with stiletto -> smoke veil -> backstab -> smoke veil -> backstab -> switch to guns... quick switch would make the switch to guns slightly faster, but beyond that it doesn't add much. You wouldn't be switching weapons between backstabs most likely... unless you wanted to use the immediate switch to shield and defensive weapon while waiting out recovery (weapon recovery time is long) to use smoke veil again.
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One nice Ranger/Wizard synergy for casting spells---major issue with pre-casting spells (before combat starts) is low accuracy. And most self-buffs can't be applied to most pre-cast spells. But ranger gets a passive which provides an accuracy bonus against any enemy being attacked by the pet. Multiclass won't get it until level 10 though. And while Marked Prey can't be used before pre-casting, is also an okay spell accuracy boost that stacks with it.