-
Posts
719 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Constentin Lévine
-
There are two kinds of DoT that can proc from this weapon, but with different behaviors : Spider's Patience (Cipher, stage 2) : Deals Raw Damage per 1.0 sec for 16.0 sec on scoring Crit (Damage scales with Cipher's current Focus) (wiki description) In the fact, the DoT interval is not per 1s, but 3s*. The effect doesnt stack with itself, and the duration is refreshed when re-applied. The "cipher's current" focus mean Dynamically, for 10% of current focus per tick. With a Soul Blade that can be potentially the higher DoT in term of damage. Aspect of the Spider (Cipher, Wizard, Rogue) 5 Raw damage per 3.0 sec for 8.0 sec on scoring Hit against targets affected by an affliction This time, the DoT stack without limit with itself, but with a 8s (base) duration. Like the Battle Axes modal, all the accumulated Tick proc when the effect is applied, so on scoring graze, hit, or crit. for example, with a multiclassed Monk for Swift Flurry and HbD or SC cipher with Time Parasite, that can be really significant. * : for BpM or CP, it is really simple to match the effect with the description (per 1s), replacing the IntervalID in the "LAX01_Spiders_Patience_SE_Damage" from "25acc41f-26a4-4ef7-9b7d-0f1bf0ddfe9f" to "03ac1cf3-40d3-44ee-a9ae-9f3ee81b22fb" (1s)
-
Withdraw absorb every damages taken, included DoT : it is not possible to be hurt or to die under this effect. Take the Hit (Furrante's Breastplate or SC fighter) redirect 50% of the damages taken from allies to self, even under the Withdraw effect. The combat log mention " Withdraw absorb ... damages". The effect last until the beneficial effect on allies is over, and can be extended to match with the Withdraw duration. -50% damage taken for the party can be a big deal sometimes, so I share this little trick!
-
- 3
-
Yes I just see that, the energized inspiration for self last until the duration end, and other buffs from invocations do also ; the buffing chants (like Ancient memories, Aeffylath or Sure Handed) are working as the same way, that mean some characters could stack every bonuses from chant (with a chanter who retrain at the tavern of course). But that take a lot of time!
-
Yes, the game freeze while using Scordeo's Edge or Sun and Moon but that rarely happen with the set I finally present (Rannig's Wrath is the only sure way to crit chain when dual wielding, the Blade of the Endless Path is the only sure way with two handed weapon (but the killing AoE is restricted to Carnage AoE)). If there is too much enemies, this weapon is better for the safety of the game. Edit : my game doesnt crash anymore since I equip the first barbarian with the "bouncing" set and the second with the Blade of the Endless Path.
-
I dont think Soul Annihilation is affected by other things that current focus (and inspired Beacon, maybe Sworn enemy, fighter Spirit). Pain Link should proc 25% of Soul Annihilation damages on the enemy. I dont know about PL interaction and Might, but the weapon bonus and passive that only give bonuses to weapon damages (Sneak Attack etc) dont affect Soul Annihilation. It is not a lash but an effect that dont depend of the damages dealt by weapon.
-
This build is in reality an "end-game party composition" because a priest is needed, and it is about not one, but two builds of hired SC Barbarians who behave as one entity. Most of time, it is easy to estimate the DPS, but in this case, I dont know how many strikes are done per second. Classes : 2* Barbarians (Berserkers, because of Tenacious) Races : Humans (+7acc, +15% damage) Stats : Might high Constitution very low Dexterity low Perception very high Intellect very high Resolve very low Needed abilities and passives : Carnage (default) Blooded Accurate Carnage Bloody Slaughter One Stands Alone Bloodlust Uncanny Luck Improved Critical Leap Brute Force Blood Thirst Spirit Tornado for one, Blood Storm for the other Barbaric Retaliation Prestige Equipment (for both of them with Import, otherwise the grey item as alternative) : Serpent's Crown - Heaven's Cacophony Torc of the Falcon's Eyes -Charm of Bones - Baubles of the Fin, Strand of Favor Violet Redemption - Cloak of the Theocrat Glove of the Dungeon Warden - Gauntlets of Accuracy (same effect) Harmonie (only for one) / Kuaru's Prize (for the other) - Ring of the Marksman - Ring of Overseeing Boots of the Stone - Sandals of the Waterlily Effigy's Husk with Eye of Blackstone , Aloth's Leather Armor (without Fire in the Hole) Food : Mari Crudia - Crusted Swordfish Pet (watcher) : Atlas/Harley (or Blinky / Nikky, see below) Weapons: The reached point with the equipment and weapon choice is to have +100 from deflection value in accuracy, to get 100% crit chance at melee (see below). Dual weapons, the melee crit part : Rannig's Wrath (Flanking and Redoublement): +20acc (modal), +5accurate, +4 Thrusting >>> +29acc The damages-to-enemies part : Fire in the Hole (the bounce, the modal AoE (with Perception immunity) or, optional, Keeper of the Flame (the fire AoE vs reflex, +4acc with Sweet aroma) >>> +33acc or Current's Rush or the Weyc Wand Also, nice alternatives with this build are Estocs, with a damaging effect to enemies limited to Carnage (excepted for Eager Blade). Estoc modal (-15 defl, +2pen) dont stack with frenzy, so -5 deflection, translated into +5acc) Eager Blade (Vehemence (+8acc) and Bounding Strike (pierce AoE vs reflex))>>> +13acc Blade of the Endless Path (Seeker's Prize (+10acc), Marking (-20 deflection)>>> +35acc Engoliero do Espirs (for Cruel Blade)>>> +5acc Concretely Barbaric Retaliation trigger a full-attack on crit that doesnt have neither action time neither animation. The retaliation can obviously also crit. With their stats and legendary upgrade for weapons, so considering a base acc of 105 and a base deflection of 67, these traits become in fight : 105 +7 (human spirit)+ 5 (Dire Blessing) +10 (Devotions of the Faithful)+10 (Serpent's Crown) +29 (for Rannig's Wrath, see above) +3 gloves : 169acc 67 -10 (frenzy) = 57 deflection That mean the couple of barbarians, when attacking each other at melee, have 100% chance to crit, triggering a cascade of full-attacks and carnage in ping-pong that cause vertical lignes of damage to close enemies. The bounce from Fire in the Hole (and his AoE from the modal) or the AoE from Keeper of the Flame proc each time, also carnage do. Without the Harmonie Ring, to immunity of intellect for both barbarians, the other party members can die immediately. And without immunity to perception (Effigy's Husk), barbarians loose 10acc (-5 Dire Blessing, -5 per), but that can be adusted by the Serpent's Crown (+10acc on crit). Because of Spirit Storm 's staggering effect on hit (downgraded to nothing with the Boots of Stone for barbarians), enemies will suffer to -10 fortitude, and Carnage and Fire in the Hole's bounce (vs deflection) can target the fortitude with Brute Force. Carnage is affected by PL, Accurate Carnage, Serpent's Crown, Perception, Dire Blessing, and Devotions for the Faithful. Without Priest and Barring Death Door, the barbarians are insta-killed. A brilliant priest can indefinitely prolong that, but for most of the fight, +20s from double cast of Salvation of Time is largely enought. Salvation of Time is mandatory because sometimes, the couple of barbarians have to go nearby other enemies (at carnage and bounce range) with Leap, so that require time. Without Dire Blessing and Devotion for the Faithful, Blinky or Nikky as watcher's pet allow to reach the difference of 100 between deflection and accuracy. (157acc) With BpM, carnage can crit, so can trigger Hemorraging from Effort, and Avenging Storm. I mention that because it is a double-chain, but the Rannig's Wrath / Fire in the Hole combination is already a big deal.
-
The potion of Refuge look like an alchemical version of Withdraw : +10 Health Restored per 3.0 sec Untargetable Paralyzed The paralyzed effect is not a truly one, I mean it is not an affliction that cause -5 dex etc, that just dont allow to do anything. The variance with Withdraw is the missing of Invisible : a character "refugied" can be targeted by the party, but not by enemies, cant move or do something, and is healed. So, with Wall of Draining for self, or Salvation of Time from the party, a character can stay "invisibly" at melee range, echoing Cipher's spells or receiving some friendly beams, Dimensional Shift, or just chanting* (many lives etc), lowering enemies's defenses with aura*, etc. It is less powerful than Martyr's Memories from the Tears of Saint Makawo (basicaly a per-rest combat-only version of Temporal Cocoon) but that can be nice to play. The potion is cheap after all. If during the refuge effect, the character (from friendly attack or DoT) and is reanimed, then the Paralysed effect disappears. The character is still untargetable and healed : it is like for Reforge the Flesh, but for the combat only. * Passives aura effects also work under Withdraw effect. Not chants since there are "actives".
-
This is the first thing I tried, but that dont do anything : on the animal, the damages are dealed by himself, so nothing ; on a fighter or any character wearing Furrante's Breastplate (Take the Hit) nearby the animal, nothing either (maybe some damages are returned to the animal but he is already dead). The best think to know is IMO the potentially +4 res and +8 might from Burden and the Crown.
-
In the facts, this Animal companion ability doesnt feign the Uncounscious appearance, that give 9999 damages to himself and a timer after what he revive. Animal companion is not a summon, so his death trigger the Rightful Vengeance (+1 might and resolve until combat end) from the Crown of the Exiled Queen, and Grieving, Denial and Guilt (+1 might and 5% beneficial/hostile effects duration, until combat end or switching weapon) from Burden. Each effect stack 4 times, and with everything. Animal can be reanimed by "classic ways", so it is possible (but tedious) to use a similar thing that the Strand of Favor trick in fight : 4x the animal companion Play Dead with a quick reanimation, or 4 animals play dead in the same time and revive, then switch and switch back to Burden (wit Guilt), and animals play dead again. Another good thing about play Dead is when there is a Fighter (enemy) able to cast Take the Hit. While confused, he redirect 50% of damages from allies and enemies who have the Take the Hit status to himself. In the case the Animal Companion success to be near a confused Fighter when he cast Take the Hit, Play Dead redirect to him 5000 damages on Play Dead. Spark the Souls of the Righteous still deal this aura shock damages when the allie (here, the animal) with the effect is uncouscious. I dont find other nice usages of Play Dead, but maybe there are some others!
-
And like has said @thelee, Heart Seeker can be very powerful : with a weapon that have 3 or 4 projectiles, instead of 3 or 4 Heart Seeker proc with the attack, that spread a kind of Enfeebling Wave, each projectile having this own enfeebling line. But it is expensive. A good alternative for (or in addition) Concussive Shot is Thrust of Tattered Veils, it is auto-hit and interrupt for sure. For Concussive Tranquilizer, the war bow Veilpiercer should be a good weapon for the ranger you are planning to do : -10% beneficial effects on scoring hit or crit, 50% chance to recover immediatly on scoring crit, your potential amount of accuracy, and enemies beneficial effects are strongly menaced.
-
I easily imagine that Belranga, with a simple graze of Toxic Strike at the beggining of the encounter, followed by a Tunderous Report (with Frostfall in the other hand) on the multiple baby spiders, is condamned in two attacks. I mean, maybe With AoE weapons that can be nice when there is a lot of enemies, too. I dont think "ever" make sens for the enemy! For the rogue, Brilliant or just ressource economy, it is only 2 guiles.