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Constentin Lévine

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Constentin Lévine last won the day on May 13

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About Constentin Lévine

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  1. They only proc on Acolyte's Frostbite attacks, nothing else, but Frostfall can be a good thing : Dispersed Suffering work on any kill, and this attack (vs will) is a Frostfall attack however, Encroaching Frost enchantment (chance to freeze on crit) work on any Frostfall attack, including Dispersed Suffering. Also, you can find a mod to unlock the Tekehu's druid subclass with the foe-only frost spells. Of course you are enable to choose the spiritshift as you want in this case..
  2. With a cipher and Time Parasite, you can stack another -25% action time malus, and the cherry on the cake should be to sing Thick Grew their Tongues (+ Eld Nary eventually), since every interrupt will add a malus to the action speed. Of course, switching the Thundercrack pistol in loop is turning the cake for the cherry to a cheesecake, but the regular use of the slowing enchantment (i mean without fast switching) is also a good malus for the armored enemies.
  3. This is an old topic that give you all the unlearnable spells, beside that most of grimoires have a subclass flavour, it is a good ay to categorize them.
  4. Of course they do, but the coast is more relevant in most of fight for 1 Pull of Eora or 1 Confusion spell. I like Dimensional Shift as imprited spell (with Major Grimoire Imprint trick).
  5. Most of the transmutation spells are very impactful : Sliken, arduous delay of motion, Pull of Eora, Ninagauth's Bitter mooring (especially if you have a FF monk in the party), Arcane Dampener, Call to Slumber etc. Dimensional shift is pretty well too, but the coast of 1 ressource make the spell rarely used in my concern. However with a wizard who have access to transmutation, illusion and conjuration, you can have a lot of possibility.
  6. I tried with Thundercrack pistol mini-maelstrom ability, that refound focus too, and benefite from rogue's passives like deathblow. And, of course, with Chilling Grave. The +12acc wasnt applied -- i dont know for the crit convertion. Indeed i didnt find in the gamedata file the +12acc bonus, but the crit conversion is applied to weapon as source with no specific range. These abilities work when the source is notified as None. Red Flag etc work fine as weapon like a regular weapon attack. For 2 handed is another thing : the code say twohandedweapon, and no just weapon. The sanguine Greatsword have Weeping Woods that work like Red Flag but I dont know if the bonus is applied, since the bonus to the DoT damages is not transparent.
  7. No it doesnt, exepted for abilitres figured as Weapon attacks (abilities listed in the Swift Flurry and Driving Flight topics).
  8. Bonus from items should stack with others effectively : as rogue with Seeker's Fang, you can add another +50% stride. In other hand (or other foot actually) this weapon on a wizard (After applying a Dexterity Affliction, become Immune to Engagement for 3.0 sec) work very well with the Footsteps of the Beast.
  9. I already know that SF-hbd are also emporered when they proc from empowered attack (and so profit from Empowered Strikes on Whispers of the Wind chain) but with Inner Death it is monstruous too! What about, added to SF- Mohora's cascade, does Crushing Blow, Accurate Wounding Shot, Hunter's Fang and of course Concussive Tranquilizer? Some other abilities, if the effects also work on Red Flags attacks, should be interesting too : Confounding Blow, Devastating Blow, Flame of Devotion (Kind Wayfarers especially) etc.
  10. Entropy is really incredible spell but is disapointing with direct damages. The 100% crit conversion is not fading with CC / pure DoT effects. It is the same for Charm or Sleep effects, they dont fade with CC / Pure DoT. For this reason Entropy and Call to Slumber are together completely mad (but not cheesy thing because there is always a risk). I made a topic about Entropy and every attacks that work well with it, and before that another about sleep effect if you want to know more about this.
  11. The ability Spellbane is attached to the Spellbane ranged attack, that deal 10-15 corrode damage (4pen) and inflict (vs will) the status effect Spellbane, that proc on spell cast the Spellbane melee attack (melee is not meaning that cause a melee attack but more than a self cast thing like a modal) that seems interrupt but only with 50% chance. This last effect is weird : about the effect, this is a similar code for the Mage Slayer status effect (but with a TriggeronEvent thing, so only one time for Spellbane, and for 0.25chance *4 at max for the Mge Slayer Spell Disruption vs 50% chance only one time? for Spellbane). But the effect of the Mage Slayer proc another Status effect that proc the similar MeleeAttack (interrupt as self autohit on launching spell) while the Spellbane is writed differently - the status effect proc the meleeattack without the intermediary of a second SE. I dont know wh but the Engwithan hierarchs only appears 1 time so maybe their spell disruption attack dont work and nobody saw that before you?
  12. Venombloom do 3 hit rolls per pulse, it is very good while energized. With enought arcana, scrolls of Fan of Flames and Hand of Weal and Woe are pretty useful in this purpose too, 1 possible crit per 1s for everyone in the path is a cray CC for enemies.
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