
Lampros
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I don't ever recall seeing Helm of the White Void; but this is likely because I am used to playing a melee-centric group and do not really pay much attention to caster items. But I will look it up online and remember to get it ASAP now. As for Ben Fidel's invocation, I am still level 11, so not yet!
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Just a quick question: Why come, come soft winds? It seems like the chant doesn't do enough to justify the chant slot. Otherwise, very instructive. I wish you had posted before my playthrough with a Druid/Chanter! Indeed, Chanters have so much group utility I am tempted to run 2 of them in the future. Or perhaps I should have simply stuck to my original plan and made my main tank a 2nd Chanter. With just 1 Chanter, I don't have enough slots for all the cool chants and invocations!
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Not precisely on topic but sort of related: I am struggling in terms of whether I give my Druid/Chanter the full Relentless Storm gear (the Cage and the sounbound poleaxe you mention) or have her use a nice shield and the Sasha's scimitar. I guess this decision was forced by the decision to combine Druid and Chanter (which I am not regretting); and I did not think about end-game gear. So what do you guys think? Does the 5 PL from the full Relentless Storm set-up justify giving up the Sasha's scimitar and the benefits to Chanter the latter provides? Or vice versa? Edit: I am also wondering whether the Cage will be worth the extreme loss of casting speed - or does the 2 PL justify it?
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So I am at level 10, and I've so far stolen in terms of end-game gear: Grave Calling, Karaboru, the Red Hand, Scordeo's Trophy, Patinated Plate, Devil of Caroc Breastplate, Iridescent Scale, Magran's Blessing, Outworn Buckler, Tuitilo's Palm, and perhaps a few others I've forgotten. I stole most of these before I hit level 8, and they've obviously made the early-mid game so much easier. Thanks, guys!
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I now have stolen everything I can before level 10, and I must either buy or kill to get more high-end stuff! On Gouging Strike trick: I thought of the same, but I am not sure if it will work on turn-based. More specifically, I am not sure if the game will let me run away - and if it does, I am not sure if mobs will keep taking damage and not re-set. It seems like a lot of things work differently. (I can't split pull, for instance.) Also I had a question about companions whose alignment differ from yours: If I hire a custom Bleak Walker (and want to keep him) in the future, then will his Deep Faith numbers tank if I am a good guy?