
Dreamsickle
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Is spell mastery just a hold-over from an earlier version of the game before they introduced per encounter spells for wizards? I don't understand the point of spell mastery when I get the entire spell level refreshed after every fight. At least the first two spell masteries (level 1 and level 2 spells) become entirely useless after level 11. Am I missing something?
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Yeah, I was fully expecting to require utilizing cheese to get through parts of the game, but one of the things that really pulled me to this build was how well laid out this guide was and that it seemed to be capable of running headlong into fights and winning at end game. In my experience that was not the case. Of course I did upscale everything, so maybe that was where I went wrong, but it seemed like this build could pull it off. As far as damage goes, I followed this guide to the letter. I have all the same gear, talents and abilities. Looking at your monksterlasher build, it seems to be a LOT more damage oriented. I will reload a previous save and respec to your build and see what the different is. How does your build compare to Dr <3's as far as fights like Magran's Faithful and Brynlod bounties? I was looking at Jojobobo's Gunslinger build, but it seems to be focused more around the gun aspect of the character rather than the chanting part (high DEX). Yet the build still seems focused around doing a lot of damage with Dragon Thrashed (with only 10 base MIG)?
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Well, after 70 hours and countless reloads I finished the game! Although there isn't a terribly large amount of content, the depth of character creation makes you want to try new things. This build seemed to perform really well, but the game was very hard throughout; there were very few fights that I would say were easy. The vast majority of them required split pulling, choke points, figurines, etc. and that was true from start to finish and I was level 16 before I finished Act 2. I felt like combat bugged out quite often as enemies would just stand around and do nothing when they weren't even trapped anymore. Many times I would get wrecked only to reload and have half the pack twiddle their thumbs while I slowly punched them to death. There were several fights that I felt like I should have been able to take, but couldn't. In my experience, fights went one of three ways: 1) I would have my 600+ endurance wiped away in the time it takes to chug a potion, 2) the mobs wouldn't be able to beat my passive regen and so I'd never get to battle-forged territory and would just literally walk away from my keyboard until they (painfully slowly) died to rooting pain or 3) the fight was winnable but took every cheese tactic and resource at my disposal. In other words, there were few fair fights. I beat Magran's Faithful with 4 health left. Battle-forged never did more than 80 damage per hit (I'm guessing because of DR?) and rooting pain were pot-shots for 10 or so. What's worse, towards the end of the game during the higher level bounties battle-forged was straight up missing. I never saw any retaliation damage in the combat log. Torment's Reach did about 33-50 a hit depending on the enemy. I'm sure I'm doing something massively wrong, but those were my numbers. Thank you Dr <3 and Boeroer for all your help along the way! PS: I'm going to try another playthrough on TCS, Any suggestions on a class that, win or lose, ends fights quickly? Wizard perhaps? I got very frustrated spending so much time getting my ass kicked only to reload. If they're going to beat me, they could at least have the decency to do it quickly.
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Should this build be able to tank Magran's Faithful? Doesn't seem possible as the priests can out-heal our damage output, and we aren't that tanky. To put into context, I'm level 16, have everything but Ryona's Breastplate and the Iron Circle (can't beat Eyeless Hammers). Trying to work on the dragons and bounties. I still have to split pull, use figurines and utilize choke points to handle large packs.
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I'm a bit confused why the build uses boots of the long march; at what point do boots of the long march become better than shod in faith? With resting bonus, shod in faith are restoring way more than 15 endurance per encounter. I guess at some point you want to actually get to 50% endurance quickly so you can start burninating all the people? Edit: Also, by "weakening blows" you mean "Enervating Blows"?
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I'll take note of that. It appears that IEMod enables soulbound weapons to be enchanted by default as I've been told in the bug reporting part of this forum. I will have to do some further testing as I have yet to get Champion's Boon to proc and am curious if it has anything to do with IEMod/enchanting soulbound items.
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Enchanting Soulbound Items
Dreamsickle replied to Dreamsickle's question in Patch Beta Bugs and Support
Ah, thanks! I was not aware that IEMod did that. I will just ignore that feature as long as it doesn't negatively affect the normal function of the game. My concern was that it "appeared" to disable certain items from working correctly. -
Enchanting Soulbound Items
Dreamsickle replied to Dreamsickle's question in Patch Beta Bugs and Support
I do. I have only used it for giving myself the "gift from the machine" talent. If I replace the modded "Assembly-CSharp.dll" file with the original will it fix the issue? -
So it would be advisable to only have Steadfast equipped, as if you had Whispers of Yenwood in your offhand half your attacks would be with it instead, potentially reducing your chances of killing with Steadfast? Especially considering that spirit slaying and reliable enchants on whispers of yenwood only apply to itself and the damage it does itself?
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Playing v3.8 on Steam with WM1 & 2 expansions and Deadfire pack, I am able to enchant soulbound items: https://ibb.co/kjb5HG Interestingly enough, Champion's Boon doesn't proc ever, even when I don't enchant it.