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Everything posted by djinnxy
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No. Each pet would have to be tested in both spots. Some that don't even have the same effect are overwritten while others are sometimes double posted in the watcher effects on the character page. The general rule of party-wide do not stack with each other or personal applies over all, but clearly the devs desired effects of 2 pets are bugged in many cases.
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The personal pet buffs stack with everything except another pets party wide buffs. The party-wide pet buffs stack with everything except each other and personal pet buffs if you take the berath's blessing for an eder pet. i.e. if you take zorro and pozzi which are both reflex party wide, only the watcher pet bonus applies. if you take trixie which has a 25% personal stride bonus and eder takes epsilon which is 10% party wide stride bonus, the party wide bonus cancels out the personal bonus completely and you only get 10% stride bonus. There are odd instances where the watcher gets double the bonus for one but not the other when stacking pet bonuses. Pretty sure that's not as intended.
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I'd have to agree with this. I've played as ranger main and also mostly used ai with hireling rangers. With just the ai and a little adjustment here and there a hireling will pace your best dps mains out there. With a main ranger and micro you'll outpace everyone else in the party. It may not be the absolute best dps in game, but it is close and has the advantage of mobility and distance along with an animal companion you can move or call for a meat shield. If you use that animal companion just to pick up the scraps that make it past your linemen or the random teleporter it works just fine. Don't expect it to do the job of your main tank.
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And they make shifting the auto default on the ai. It's like they said lets make them shift so they die unless they change ai. The absolute worst is the shark, though. That just is a pure death sentence if you don't delete that line from ai. The only reason to shift is if you can get out of the pack and use it for a quick heal and then shift back.
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My first full play through was with a goldpact/unbroken moon godlike. It was full tank. Next to nothing about it was based on damage. If you build that and go in first it pulls nearly all the agro while the other 4 can get away with murder. It really makes things much easier. I wouldn't worry about moving toward damage dealing unless of course your main tank is something like that. If you have that for a main tank then you may as well focus nearly 100% on damage along with a few heals and buffs for the main tank. The ideal off tank would be a chanter/pally combo with lots of passive aoe heals. With your current stat distribution I'd move away from the tank aspect and go damage or change the stats more towards tanking and make it full tank. As it is it just falls in the middle of the two and is just ok at both rather than great. That said... PotD is still fairly doable with a full party even if they all are mediocre so if you aren't terribly concerned about min max, you should be fine.
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Wood Elf AA/ Trickster 12, 12, 18, 19, 10, 6 Essence Interrupter (Secondary weapons Frostseeker or add single weapon fighting and Thundercrack pistol) All points in passive to metaphysics In my current play I needed a trapper so I went mechanics. If you're looking to optimize I'd consider arcana or alchemy. Dirty Fighting Fast runner Marksman Rapid Shot Two Handed Style Evasive Roll Protective companion (bear) Resilient companion Escape Shadow Step Crippling Strike Arterial Strike Finishing Blow That's the list to level 10. Note that after this point currently the aa abilities don't scale penetration and will fall off till it is patched. The Strategy is to be as mobile as possible and pump out as many and as accurate of shots as possible while falling back on control to stay away from the pack. Honestly I let the ai do most of the work while I crank out wiz and druid spells on the main character. Some fights I need the movement skills of one or the other class. If you are truly focused on this with a main I'd take a debuffer companion to put afflictions on. I'd list what I think should be the full build past 10, but i'm sure you can figure it out. For gear Head: Blackblade's hood Neck: Precognition or Protective eothathasian charm Cape: Mirrorback Hands: Gauntlets of Accuracy Rings: Ring of the Marksman and Ring of the Solitary Wanderer (also chameleon's touch for those tough to get traps and chests) Boots of Speed Belt: Upright Captains Belt or Gwynn's bridal garter Armor: Devil of Caroc or Miscreant's
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I wouldn't say the other subclasses aren't good either by themselves or in dual class. No sub has it's uses too and is probably the best pure monk. It's still strong otherwise. There's more recent videos floating around showcasing monk pure in particular. It's still a good class. What I will reiterate is that I personally would not take nalpazca after the nerfs. Other opinions may vary.
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I loaded up the old save with my nalpazca that I abandoned after 1.2. No there is no increased potency from alchemy, only time. I don't recall when it changed. Probably was why I abandoned it. It went from the best monk class to the worst in 1 patch. Not to mention it was dual class with wizard focused on poison keyword spells. I haven't used it much since. I put a point or 2 sometimes on companions and often don't even use that companion so... I'm sure someone will argue it's the bees knees, but as i'm concerned alchemy is a waste of space when you can take arcana. I would consider any nalpazca combo a flavor or rp class (i.e. not very good.)
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From 1.2 Patch notes Consumables are no longer affected by Might, Intellect, or Perception bonuses Consumables now only scale up from their respective skill and status effects that modify Power Level (they are longer affected by character level). Consumable effects were also re-balanced to scale from base level 0 upwards (to match skill advancement from 0). This will also prevent penalties from appearing when using higher skill items. Alchemy Skill no longer affects "Poison" keyworded spells and abilities. (It still affects applied poison consumables) From 2.0 Patch notes Halved the bonus PL poisons receive from Alchemy and status effect damage scaling has been reduced from +10% / PL to +5% (in line with other damage scaling bonuses). (Hidden change: Potions potency is no longer changed by alchemy. The length of time is still changed on potions that have a timer. Drugs scale the same as poisons for time and bonuses iirc. I don't recall which patch it was in for certain any more.) TLDR: The effect was cut in half after nerfing player level and preexisting buffs and it no longer effects spells. Healing pots are now the same no matter what alchemy is. Other pots potency isn't changed, but the length still has half the bonus. Note that anything not taken directly from patch notes is from memory and I haven't much used alchemy since the 1.2 patch because it kind of sucks compared to Arcana now.
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I did not abandon the blood mage/ fury shaper. It's level 12ish. I just got an idea to try the blood mage/ ancient to see how a pure caster with massive variety and limitless spells would do. In that play I needed eder as pure fighter tank and pellagina as a tank which left a hole for a mechanic type rogue. I wasn't in a position to get Ydwin that early in the game and I'm greedy for those locked chest items. So the trickster/AA was born. My last spot is xoti as pure priest. As always PotD. I can't imagine a reason to play any easier. The blood mage fury shaper is tough to beat. I'll try a play with both the blood mage/ancient and blood mage/ fury shaper (perhaps the aa/trickster too) side by side at some point so I can play my "favorite game. Who's the better killer." (Chronicles of Riddick) https://youtu.be/B_g54fbKEsk
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Serafen -barbarian + streetfighter or debonaire Xoti -monk + lifegiver Pellagina perfect Eder fine tekehu soso, but can't think of an upgrade Edit: As long as he never ever transforms into a shark that is... Maia - rogue + trickster, - wiz + transmuter, or - either +devoted Sidekicks the only thing I'd change is that they're sidekicks. They're better overall than companions, but they don't have a quest line.
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Another combo of blood mage that's working for me is blood mage/ ancient. Stat distribution 14, 18, 14, 13, 13, 3 on a dwarf (fill in the blank on race.) It's early on and I did not console it in to work out the details, but so far so good. It has a lot of health and practically limitless spells and spell options. I'm focusing strongly on picking up aoe dots, with some other essentials mixed in. Along with that I grabbed a hireling that is probably going to outpace the main in damage. trickster / arcane archer with 12, 12, 17, 18, 10, 6 on a wood elf. I took the essence interrupter. Any weapon without a penalty probably works. The pistol with single weapon is probably as good if not better. The object was to pump as many shots out as possible that hit every time while not completely sacrificing damage. I grabbed the bear and buffed it for some alternate face tanking for the start of each fight. I plan on taking both classes movement abilities. Add that in with the control aspect of both and wow it's a lot of damage and almost untouchable. Both of course are party animals on the path of the damned and not misanthropic soloists. Neither (of course) fit the bill melee, but the blood mage could and both are what I would consider nukers. I'm just throwing some alternative ideas out there.
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Probably. But but it sounds a little tedious. You'd be relying on low damage dot's or low damage weapons. It sounds more interesting to go theurge or sorcerer to me and not dump str. Much bigger dot's and better heals and you can still hide behind plate and large shield. To each their own though. If that's how you like to play then try it.
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Agreed. I tried the new monk sub with blood mage and dumped str and maxed res. That was the most boring half hour I've ever played. It wasn't tanky enough to survive and brought little to the table other than just a body with hp. If you're going to build a character at least make it better than the mediocre companions. The fury/blood with str and con as the strong suits does more than half the damage of a full party and soaks half the damage of the full party. I'd say that's a bit more effective.
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I'd take fleet feet instead, but it messes up the multiple use of the staff in long fights. The damage is negligible. I'm currently at +70% hp and fit from rage makes it 85 with regen items to boot. The only time I need to watch is using blood sacrifice under 25%. It gets a little iffy even with darkest before dawn heals kicking in. Edit: and +5% from gift from the machine++
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I'm currently on a furyshaper/ blood mage. Base stats on mountain dwarf. 17, 18, 11, 13, 13, 3. The bread and butter for the first ten levels will be to start each fight like this... 1. rage 2. deleterious alacrity 3. fury totem 3. concelhaut's staff 4. pull of eora 5. concelhaut's siphon 6. in case of emergency fear ward and... 7. savage defiance. The next ten levels you can start to drop the melee focus and take aoe dmg and control spells. It's an absolute beast. One of my top 5 favorite builds out of several dozen so far. I'm actually hurrying to finish by the 2nd in case of nasty nerfs.
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I'm not going to hijack the post, but I'll answer the question and leave it at that. Yes. I prefer crusader (at least before the new subs. The verdict isn't in yet with the new ones.) Herald is good though. I usually run at least one in a party situation for tank/heals with a few summons for tipping the balance on the worst fights. The long answer is I like running one of each with another healer of some kind and a mixed bag for the last spots of rogue, healer, dps, wiz. They are the staples while the last 3 spots are situational.
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I tried it and it didn't stick. I'm sure it works it just wasn't for me. I'm liking my mountain dwarf furyshaper/ blood mage. I think when they nerfed the alchemy and killed my nalpazca/wiz I lost interest in playing monk no matter what exploits were left. It felt kind of like there were still basketballs to shoot with, but they made it a point to kick mine over the fence.
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Blood Mage/Fury Shaper Warlock is a fairly strong combo so far. I'm early in game with it. Nothing greatly exploitative. No real hidden surprises. Just lay down a fury totem, rage, summon concelhaut's staff and throw in some of the usual suspect enchantment or illusion buffs. After trying a number of combos with the new subs it's my current favorite. It's advantage so far is haste, haste, haste, and massive hp to make up for the blood sacrifice along with lots of spell options. I imagine a Fury Shaper/Steel Garrote would be a close second. I'm thinking with bardatto's luxury for the 10% chance to sicken or resounding call with the 50% chance to cause a random mind affliction on crit added in with the few barb debuff status effect abilities. Again a large part of the advantage is a huge hp pool and some self healing which is better than the warlock. The obvious advantage of the warlock is a huge bag of tricks while the Fanatic is kind of limited to a few repetitive tricks.