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Everything posted by Hulk'O'Saurus
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This is what I know, dude(which is to say that there probably are better ways): Do all the ship battles as soon as you finish with the first island. That should net you roughly 100 k in gold with no more than 15k of that spent on upkeep and cannons to make some of the later fights consistent wins. After that rest in the Wild Mare in Neketaka for +1 to all skills, visit Irwena(if that was her name) in Dunnage for +1 more skills, Drink Adra Potions for +2 all skills and start doing quests around the map as a pacifist and open/loot as much as you possibly can. Once you're done, respect into fighting mode, apply no rest buffs--Nature's Resolve, food of choice, Dawnstar's Blessing, perhaps even the elusive Ngati's Blessing(+2 con, btw), Alchemical Shenanigans from Outsider's Respite(again, name?). Then do all ground Bounties and move into late game.
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Hello, how's it going, guys? I was having this feeling that I want to stomp the game a little bit, so I thought about making a Thaumaturge of Wael. I do run a few other characters, too, but they end up being either a bit too slow or too straightforward...I thought that Thaumaturge's variety will be a nice change. I will do just a solo run with a few God challanges on and then after a break probably do a full TCS with as many Challanges on as possible. The strongest nuke the build will have will be Maelstroms from scrolls, though the build won't be using that all the time, for sure. Basically, buff up, apply two time extensions, then nuke yourself and everything else with Maelstroms. Having either Deltro's Cage equipped, or any item that gives us Fire armour will make the Maelstrom hit us with Lightning damage only, which means it will buff up Deltro's Cage Helm several times--I don't know how much it can add, but I've seen as much as 80 % additional Lightning damage, which ends up being quite a bit. When speced well the Maelstrom with hit for about 150 lightning, have roughly 140 accuracy plus 15-16 penetration. That should take care of a vast portion of the game. In addition, the build sports a 50% graze to hit conversion which can last roughly for 45 seconds, or much more, if we're using the priest's version. That means that the build will be hitting itself consistently. One question I have to you guys is, how can we stack as much Will as possible, because we really don't want Arcane Dampener to hit. Concelhaut will be an interesting fight and I will be giving it a few tries to see which trick sticks better. Any fun things you think the build can do? Give me a shout .
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I was doing this before Eothas' Challange was on. Kinda got bored out of it, though.... Also, bear in mind that you can very easily beat the game without a single fight... Actually, only one fight. At the very end in Ukaizo. Just apply metaphysics and free the Water Dragon. Then when you do a faction's quest in the end he will appear to fight the Guardian. https://forums.obsidian.net/topic/105832-helwalkerbeckoner-with-all-challanges/
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Empower is a one per combat mechanic that either recharges your resources if you cast it on the selected character--a character can only self-empower, or empower a skill so that it will make it being cast as though it were 5 levels higher, which will increase that skill's power level. Power levels of skills are derived from your class' level, so that multiclassed characters have lower power levels of skills. There are other ways of increasing power levels, such as Magran's Favour(already mentioned) which will make all Fire skills more effective. Power levels generally increase everything concerning the skill--it's Accuracy, Duration, Penetration, Damage, number of missiles, ect. Naturally, some skills won't increase some of their statistics with power levels.
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I've done it literally two times with no pause, but the timing needs to be impeccable, and it doesn't consume as many crackers as it does in the vid. It's a bit of a push-over to be frank. It's a mock test for a few challenges without Magran's. If I'm missing something or you have some tips to share, please, don't hesitate :D. I will put a vid without Area of Effect highlights, as well.
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Ok... sorry... to OP: There is a small variety of foods and consumables that you can check for additional penetration bonuses. It needs to be said that you can only stack one active and passive variety. So for instance your devoted already has a passive +2 pen, so he can check some other type of bonus instead of going another passive armour pen. Check the enemies' deffences--it also show their armours, try to target an armour type that they are weaker to. OR try to target a deffence type that they are weaker to--for example some enemies have much lower reflex than deflection and that way you can do some damage with critical strikes, which increase your penetration. Some unique weapons can stack penetration--read all of their possible effects and choose something that fits you. There is an unique plate that reduces armour. There is a small variety of spells that reduce armour. You can reduce the specific defense that these spells target--for instance Fortitude and Will, with weapon modals like Clubs and Morning Stars(hairy hard flails--since we're talking about penetration). Speaking of modals, there is a Mace modal that reduces armour. Increasing power levels of skills and spells naturally increases their penetration, as well. Check your available skills to see if some of them come with a penetration bonus. Maybe respect your characters if you find none. Check for party buffs or self buffs that increase penetration. Flanking a target decreases their armour by one, so always do that if you can. There are effects that put your target into flanked mode--like Blinding them. A pure Cypher, Fighter and Chanter have some rather easy skills that can deal with high armour values.
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Thanks for clarifying, dude. I never argued if Frostseeker was doing AoE effects of the Rogue strikes... I was actually wondering if it did, as I say in my post . As far as Blunderbusses are concerned, I am just wondering if the multiple projectiles apply the effects of Confounding Strikes multiple times.
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That actually reminds me of something. Why not combine some amount of debuffs and some amount of dps together?... Frostseeker fires multiple projectiles, that each reduce deflection with Confounding Strike. They also have AoE, although I don't know if that applies the effect in AoE. If it does, a Wizzie/Rogue can open up with Confounding Strike applying Deflection penalty to multiple foes... The damage will not be as great as guns or Blights, but will have greater synergy with the rest of the party. Can't really think of a great way to buff CC in this situation, though. PS: anyone know how Confounding Strike and Blunderbusses work?
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A Wizard is never squishy... neither do they arrive late. I don't really know what setup your party has, but if you want a Wizard for his CC mainly, then perhaps you could look into a Cypher/Wizard, no subclasses. You only really need Borrowed Instincts from the Cypher side... although there are a few other skills that may interest you, like Mental Binding. Have one of your tanks carry Kapana Taga--a great front line weapon, as it can make you immune to Flanked and gives you more armour. The modal of Kapana Taga, or any club for that matter, reduces Will. A Cipher Passive gives you more Accuracy when you target Will. Now your Borrowed Instincts has +35 accuracy almost from the start of the combat, but for the most part you can actually find an add that has pretty low Will, like dogs and imps. Once you cast it, all the rest of your CC will have +20 accuracy. On top of that Cypher has some weapon damage bonus, so you can experiment. If ranged auto-attack is a must, then why not carry both dual pistols and scepters, see which one you prefer. Also, Blights being available, you will have a way to generate a lot of focus, despite the somewhat mediocre damage, so you will have a lot of things to do after you've spent your Wizzie spells... although I doubt you will need to. You can also carry a Ring of Focused Flame, that together with your Borrowed Instincts will give your Fire Spells +30 Accuracy, which is never a bad thing. Furthermore, you will have some way of reducing enemy Reflex and armour, so those Fireballs may actually end up doing good work for you .
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Gotcha, man. Thanks.
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They look cool, but you can't do anything with them and your post only confirm this, what the point to use Bow which 2x time worse than any other legendary Bow with immediately recovery on Crit ? You know... I am thinking you might actually enjoy the other PoE--that's Path of Exile. Over there you really need to do much more power building than in here, and I am just getting the sticky suspicion you might feel at home there more than here :D.
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Pobably pushing towards a more nieche design when it comes to newer items, which should have been the case from the beginning, btw. While I can't speak for all of the items you've mentioned, Sun and Moon is one that I use a lot. And I can tell you that it's kinda universally good among a wide variety of builds... that's probably the reason. Personally, I wouldn't use a +2 Perception Helm(when I just recently found out about Nature's Resolve,) but it's nice to have variety, plus there some people might like it. It does come with a nice charm effect, which could make it very good during a TCS run.