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Constentin Lévine

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Everything posted by Constentin Lévine

  1. All spells and abilities with a duration can be Refreshed by a newest cast of them. For most of them, that doesnt really matter at first view. It is important mainly because the effects can be suspended. Counfonding Blow deflection malus is preserved when the affliction is refreshed, and in the other side, Beetle Shell when refreshed dont restore the shield part, only the duration. It is the same for Wizard's Double, Ironskin and Dance of Death, and all other spells/abilities like that. The refreshed duration depend of the initial duration, so a Troubadour who chant in first time in regular modal and after that, switch to Brisk Recitation, is going to refresh the chant duration for the initial longer (with the same chant in loop). That was find by Boeroer. * Suppress Affliction (or Liberating Exhortation and Stelgaer's Restraint (Slayer's Claw) for paladin) for hostile effects and Arcane Dampener (or Shattering (Glacierbane)) for beneficials, suspend (of course) the effects for a duration. All Afflictions/Inspirations suspended are refreshed instead of overwriting the Suspended effect ; that mean, when hit by Chillfog and Blinded, casting Supress Affliction prevent for his whole duration to be hit by the pulsating blind effect. These suspending spells/abilities follow the same rule, a newer instance of them when they currently work will refresh them (and so not suspend all new effects since the first cast). * Another exemple is against Fampyr, if they want to dominate a character. The first Dominate effect can be suspended, then every Dominate Attack they perform during Supress Affliction (that can be prolonged) have no effect. By the way there is another strategy against them, to Dominate by self ally with the lesser Will. The character is always under control, and even if the Dominate Attack from the Fampyr do another Dominate effect, the character is still playable (at less during the Friendly Dominate timer). Amaliora is nice for that, the Dominate ability is not enemy only and not combat restricted. That is possible because only the first dominate effect is take into account. Some weird things can happen when an effect have two components (one hostile, one beneficial) : a berserker's Frenzy have the confuse effect as hostile, other inspirations and raw DoT are Beneficial. If the berserker suspend this part (confused) and refresh the Frenzy, then all the effects are going to be listed in Hotile effects. He cant prolonge them with SoT and a new Suppress Affliction (when the other is done) suspend all the Frenzy parts. Certainly that can be used at advantage. That can work also with Hostile effects that have a beneficial component, but with Arcane Dampener/Shattering, to turn they into Beneficial effects (and making them extendable with SoT/WoD). I dont see any example for the moment.. Edit : based on the same model that the Supress Affliction work on frenzy, with Shattering (Glacierbane) it is possible to turn as Beneficial the Confused affliction : when berserker frenzy is activated, suspending Beneficial effects on scoring a crit with Glacierbane on the barbarian suspend all frenzy parts except Confused. At this momnt, refreshing Frenzy adjust the effect for the game itself. When the Shattering effect fade, all parts of berserker's Frenzy are Beneficials, including Confused. Now that can be extended by regular way. This topic is the sequel of the topic about the Unlimited effect for Least Unstable Coil without SoT.
  2. This is why this spell is the better for this tactic (I mean without Effort) : PP can be cast at will, and every time an inspiration proc, that cause an adustement to his duration, or if the inspiration is countred by an affliction, the inspiration come back after a while.
  3. That work with Infamous Captain but I dont know what is Bloody Mess (the Karaboru enchantment?)
  4. Absolutely, I forgot to mention PL and I didnt think about Hunter's Fang, I edit the post!
  5. Natural things are weapons (not sure about projectiles from bats, in vanilla game the fury spiritshift weapon is not considered as weapon, but claws and tusks are).
  6. Nope Yesterday I was using an empowered PP to spam over and over Venombloom on enemies and create a wonderful deadly field of flowers (really deadly, env. 15 rolls per 3s that interrupt on crit) and I was stationary. My rogue was bodygarding my druid, and take damage from a ranged enemy away from the flowers, and regenerate his health each 1s (nobody in my party was moving during the test) because of the PP. I think by the way the pulsating spells like Venombloom, Nature's Terror, Chillfog etc and Moon's light, Moonwell or Concecrated Ground are really good to stealth with Grimoire imprint.
  7. I tried just now and I was wrong : enven while stationary, the Pollen Patch give some health to nearby allies and self, every second.
  8. DoT, as status effects, are not affected by crit for their damages but their durations. They are affected by Might however. Even if they come from weapon or spell, they are not affected by bonus damage to weapon or spells. Because their damages cant crit, bonus for crit damages are useless too for them. Only generic damage bonus,PL bonus and Pen bonus (see in comments) can work, for exemple : High Harbinger's Robes provide +10% damages (for self's DoT) Thaos' Headdress give +5% damage vs flancked (self) Crucible token , 15% vs designed enemy (self) Xoti's Lantern (Threshing Aura), <20% damage (everyone) Baubles of the Fin, +3% (everyone) Shattered Vengeance (Shards of Woedica) up to 25% taken (multiple effects can be obtain with summon by the way) (the list of items giving some PL bonus is below) Maybe I forgot some other items, and some others are specialized : Dire Talon : Tooth and Claw ( +10 cc and damage against beast) is universal Aamiina Legacy : Slayer of Beasts (+10 Accuracy and damage against Beasts) is universal Wicked Beast : Wild Heart (+15% damage against Beasts) is universal Amaliorra : Ash and Dust (+10 acc against Vessels) is universal Amaliorra : Innevitable Decay (+20% damage against Vessels) is universal Whispers of Yenwood : Soul Cutter (+20% Damage and +15 Acc against Spirits) is universal Bane Spirit (+20% damage against spirits) is universal (from the Spoil of Caed Nua Mod) There are also some abilities and passives that can increase the DoT damages : Takedown Combo (ranger) give +100 damage until a new direct attack that deal damage (for everyone's DoT) Hunter's Fang (ranger) < to 20% vs the enemies race (self) Sworn Enemy (and upgrades, paladin), +20% damage vs designed enemy (self ) Inspired Beacon (paladin), +40% damage (everyone ) Blooded (barbarian), +25% damage when bloodied (self ) Wilder Hunter (barbarian), +25% damage vs wilder (self ) Fighting Spirit (human), +15% damage when bloodied (self) Death's Usher (death godlike), +20% damage vs near death (self) Infamous Captain (Watcher) +5% damage (self) Ascended (Ascendant) +3 cipher PL, +20% damage (self) Resting Bonus : Bloody Mess (The Kraken Eye, if you choose violence for resolve The Better Man) +10% damage (self) Cleansing Flame (SC priest or scrolls) +100% tick rate during the effect All these bonus are working on current and further DoT, and are not anymore effectives when over (Blooded, Fighting Spirit, etc) For PL bonus, there are many way to gain some PL, from subclasses, races (godlikes), weapons, trinckets, ect. Considering only Generic PL, I made previously a topic about this, that take into account the scaling rules : https://forums.obsidian.net/topic/126420-prestige-enchantment-the-scaling-transcendant-suffering-overview/ For Keyworded PL, every bonus stack on top of generic PL but not from two same weapons (2 Sun and Moon allow +2PL, not 4, and 1 Sun and Moon + 1 Magran's Favor allow +4PL). By the same way, Acute and Brilliant from items seems to stack 1 PL with "ordinary" acute and brilliant. I'm not really sure because, when these effects are stacking, in the Character menu the second inspiration mention only the name of the inspiration, not the bonus (like ordinary). Lance of the Midwood Stag (Lord of the Forest) +2PL (generic) while under a plant status effect (self) Wicked Beast (Wild Heart) +2PL for Beast KW The Spine of Thicket Green (empowering Instincts)+3PL for Beast KW or (empowering Lifeblood) +2PL for Plant KW Magran's Favor (Fiery/Blazing Core) +2PL for Fire KW Sun and Moon (Celestial Attunement) +2PL for Fire KW (day) The Weyc's Wand (after empowering something) +3 generic PL Spider Silk Robe (Poison Master) +2 Poison KW PL (require BPM to work) Mask of the Grotto Deep +2Poison KW PL (Require BPM to work) Some pets give +1 Fire KW PL I'm not speacking about other KW PL because I dont see any DoT as Wind, Tempest, Electricity, Ice KW. Alchemy increase the poisons (consumables) effect as well do generic and poison KW PL bonus. Arcana increase the scroll PL as well do generic and correspondant PL bonus.
  9. Ryngrim's Repulsive Visage can be casted several time in the same moment, to increase the chance to proc. Of course, an enemy already terrified will see the Terrified affliction refreshed, it is not bad because the effect has a short duration. You can take, as a shield, The Best Defense : the enchantment Terrifying to Face work on any weapon kill and, well, terrify nearby enemies. As Bashing Shield, that can be useful for you. I dont know why, but I thought Riposte only proc a primary attack.
  10. 50% healing from electricity is cool! A druid (brilliant needed) or a SC wizard who has stolen the spell can cast several Nature's Terror in the same time to dealing a lot of damages for enemies and healing the Deltro's Cage wearer if nearby (with a resolve resistance or immunity). Note the BPMod cancel the friendly fire. But it is out of subject!
  11. Or Engoliero do Espirs, the constitution malus (or bonus) restaure the healh to the character when switching, even if enfeebled or drug crashed for Nazpalca monk.
  12. This is really simple, at conditional I took "always true", and choose the 2 weapon slots I want to switch. In this configuration, when I active the AI (I remplace the default AI by this one), the weapon slots switch over and over. With only one weapon slot in the script (you can delete or ad a ligne like you want) the weapon set just change. Then you can return to the No AI condition.
  13. I use it only for Fast-Switching purpose, and this is how I have found that!
  14. For versatility of range or diversity of damage, to have some backup weapon set in fight can be useful ; there are two items that give a weapon slot when equipped. The Giftbearer's Cloth and the Fleshmender armor give, together, two weapon slots ; when desequipped, the weapons in the slot are like suspended in the game dephts. Via the inventory or in combat, they are unavailable. But for the AI , the restriction doesnt matter and it is possible to switch to the weapon set desired with the script. So, with these two items, the whole party can get 4 weapon slots and using them in combat. The AI can be scripted for using consumables, it is possible to get every scroll and potion slot for the fight too.
  15. By the way I find the thread you speak about, with a Berserker-FF walking and generate wounds ; in the fact that doesnt work, this is theorycrafting at the release of the new subclasses. The post mention one wound/healing per 1.5s but the icy patch trigger potentialy every 0.3s (1sec because of the hobbled walking effect) and refresh the Hobbled duration every time. (the post is on 9th position)
  16. Pearhaps you dont need a Monk to reflect the beam, any character with Mirrorback could work ; also maybe another wizard with Arcane Reflection (wich can also cast a beam) could work. But Monk reflection is concerning Ranged Attack, and these ones reflect spells, so maybe that reflect only some damage proc, not the beam itself. The Brooch of Inevitable Winter and the Belt of Magran's Chosen, in combinaison with the Rekvu mantle, should be nice ; also multiclassed with Assasin or Hellwalker, with the Furrante's Breastplate to take more damage so more healing from fire can be cool too. Maybe, with Effort, the Okura's Kettle (10% chance to proc Boiling Spray on enemies on crit) ; the High Harbinger's Robes DoT on hit seems always target enemies , and if you cast Flame Shield the Effort's roll can give another fire damage on yourself, maybe. With Effort and Avenging Storm, wearing the Deltro's Cage (Shock Shield) and the Boltcatcher could give you more healing.
  17. Beasts get some nasty bonus in this challenge (Prowling, Vangeful, Bullish etc) but in the Magran's Fire design, that concern only the enemies. If a druid or a chanter summon some beasts with invocations, they have no bonus. It is the same for the ranger's animal companion. But some beast we can summon are not considered like party member or allie (even if they are not hostile), it is the case for the second drake (from the upgrade) for the chanter, beasts from Figurines, beasts from Items (Dragon Pendant) and Weapons (Wicked Beast -Pack Leader- and Dire Talon -Drake or Wurms on the crit upgrade) and also the littles spiders from the Belranga Trinket. They get the bonus from the challenge. This is certainly not extraordinary but the hazardous buff frome the Galawain's Challenge in our side is pretty cool in my opinion.
  18. You have to move for healing purpose, exactely like the Footstep of the Beast effect or the DoT from Arterial Strike ; but every second, whatever you are moving or not, if allies or self are healed, the LuC trigger one inspiration. The swift inspiration (in combinaison with the Form of the Delemgan for immunity) help a lot for moving and healing. About the Pollen Patch itself, the patch stay for a while, and it is very effective, but when a party member is KO (that doesnt concern summons who dont really die) nearby the patch, the effect is over. But druid (especially Lifegiver) are able to provide a lot of health to "prevent" death on allies (Cleansing Wind on emergency case is great for a melee character near death, healing them and pushing enemies back, for example). Because of the good healing a SC Druid can do, he can also be offensive with a certain tranquility and dont have to constantly heal the party.
  19. I think the same thing and, even if Effort cheese work like a charm with Chants and invocations, I prefer Effort for druid and Sasha's sabre for chanter, which benefice more from this weapon I think. I very like Effort with Mage Slayer in other hand. Yes, at less with the classes mentionned in the list ! I mean without SoT or WoD. I got the idea when I read your post about the healbot ! Maybe Obsidian should recrute all his beta-test group here.
  20. Yes it does, like every spells listed above (A. mercurial Madness is on enemy) still count as Empowered when refreshed!
  21. As a lot of people here know, it is often annoying that current hostiles effects, when reapplied, dont create a new effect (stack) but refresh the duration. That wotk in the same way for beneficial ones. There are some spells that trigger the Least Unstable Coil for a duration. These spells are listed here : Flame Shield (paladin, priest or wizard) Zandethus' Draconic Fury (wizard) Arkemyr's Mercurial Madness (wizard) Cloak of Death (wizard) Spark the souls of the Righteous (priest) Avenging Storm (Druid and Tekehu subclass) Pollen Patch (Druid) For example, a SC druid with an empowered Pollen Patch get one inspiration every second (even while stationary) and, because of Brilliant from the Least Unstable Coil, can recast Pollen Patch before this last is over. The spell is always considered as Empowered and the druid become the best healer/damage dealer I played. Note I equiped him with the Weyc Wand that really often skip the recovery. The only problem with Pollen Patch is, when an ally is down, the spell reanime him and is over. * The best character I tryed for this topic is Tekehu as SC stormspeaker. Empowering The Ranga at the start of the fight, with Sasha's sabre and the Weyc Wand give him the status of half-god of the storm : Energized and Thick Grew... is already a nice synergie Sasha's sabre refresh 3 phrases and one Empowering Point on weapon hit (The Ranga) On scoring crit with the Weyc Wand, the seal proc per 1s The Ranga in AoE The Weyc's Wand Follower of the Obscured skip very often the recovery for spell or weapon. The Ranga have a correct duration and can be refreshed when needed. ect Of course, Avenging Storm with Effort can Chain-lightning the enemies also and for the combat duration when refreshing the spell. This is some topics related : https://forums.obsidian.net/topic/126433-list-of-abilities-ans-spells-triggering-the-least-unstable-coil/ https://forums.obsidian.net/topic/126859-the-weycs-items-and-pulsing-spells/ https://forums.obsidian.net/topic/126845-encore-and-refreshing-finale-for-tekehu/ https://forums.obsidian.net/topic/126689-effort-avenging-storm-the-tempest/ By the way, for the list of abilities that trigger the Least Unstable Coil, I found another two but cant edit the topic (too old) : Eliminating Blow (Rogue) trigger this effect per bullet/ target in weapon's Aoe and work with a full attack. This is possible with a rogue to gain every inspirations with this ability. A paladin with Shared Flame could do potentialy the same.
  22. There is a way with the shield Outworn Buckler equiped on self or allie : switching with the AI (so very fast) between 2 weapon sets (1 with the shield) will reduce hostile effects probably under the 2sec cap. If the second weapon set contain Lethandria's Devotion you can heal the party by the same way. In other hand you can reduce hostile effects by potion, drink and Inn rest. Apparently @Elric Galadjust find that the Inn resting bonus are stacking active effects (in opposition to food and drink that no stack with other actives). Between the potion, the Inn resting (Tikawara and in SSS), resolve and Clarity of Agony, maybe you dont need a Switching-Shield character with your monk.
  23. And, later, with Imagined Pain, can occasionally provide some new wounds for occasionally again, interrupting with Rooting Pain. About this passive, that could be life-saver when there are more than 1 enemy against the monk, since you are going to gain already 1 wounds / 2 or 3sec. This is not 100% chance to proc an interrupt but can make the difference I think.
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