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Everything posted by Constentin Lévine
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There are some options for a low accuracy perspective : for melee two-handed, the Rannig's Wrath benefice from +5acc (rapier bonus) and +4acc (Thrusting enchantment) and potentialy +20acc from the modal ; The Magistrate's Cudgel, give +10 generic acc with Maked on hit, and you dont need to soulbind the weapon to get the bonus ; But with your MC you cant get the Suberb enchantment ; Fleetbreaker have an enchantment that give for the weapon 30% of Misses converted to Grazes, +4 Accuracy and +10% Damage ; The Blade of The Endless Paths provide some acc during the fight for the weapon (Seeker's prize) and can lower the deflection on crit ; The Sanguine Great Sword have 2 enchantments that can help for the acc issue : Thirsty Blade and Parched Blade (the upgrade) give 20% and 30% misses-to-grazes that is universal (work also with spells and chants). Debuffing enemies is always a good way to lower their defenses, ciphers or wizards are excellent in this purpose. As a chanter, you can also debuff and there is a chant, The Bride..., for +5Per and +5 dex. Cipher and Priest can give you Aware instead of Insightful that can help.
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For solo perspectives, rogue-cipher can be nice to play too, beguiler to debuff and charm the enemies freely, or Soulblade to prevent interrupt and Soul Annihilation. Good melee damages, versatility, goos draining self buff (borrowed instinct on top), but wizards have better damaging spells and can target also reflex.
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Paladin get Hands of Light for 2 zeals and as solo character, Virtuous Triumph can help to regen the 8s base of courageous. * By memory, sometimes (didnt test deeply that phenomen) the courageous inspiration stay until combat end, so after the buff itself is over. That work with Effort, maybe also with other sources of courageous like Hands of Light.
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Summoned creatures doesnt seems affected by additional durations, like int bonus or SoT. I dont know about int bonus if that concern only combat buff or if the summons are limited secretely to their base duration, but I'm sure for SoT that doesnt prolonge the invocation timer, contrarely that we can see in their beneficial windows. The question is is that only concern my game, so a really persistant bug since several years and with/without mods, or is it a general bug that need a little correction? What do you think?
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And because Arkemyr's Capricious Hex is Enchantment and Jernaugh's Equalizing Burst is transmutation, the spell alternative is useful for some wizard subclass (a transmuter cant cast Arkemyr's Capricious Hex). The other "difference" between these spell is the AoE size, really big for Arkemyr's spell, regular for Jernaugh's one, but this last apply some affliction per target (sometimes, 3) when Arkemyr's spell only apply one.
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If Swift Flurry proc or another attack from an ability (no auto-attack) can proc HbD or another Swift Flurry , then a riposte attack should do the same. I cant take a look for the moment, but I think about that : In the first screen, 1 auto-attack with Sun and Moon, 12 Swift Flurry procs ; in the second screen, 1 Torment Reach (so active ability), 6 Swift Flurry procs, only for the first target -- no Heartbeat Drumming proc. HbD and Riposte are passive abilities, but I think they work in the same way.
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Oh this is what I name a seducing idea : the spiritshift suffer in my opinion to a great lack of taste, in comparison to the items that you are "turning off" while transformed. But the interest to use the forms if they was "classchanging" would be determinant. Each animal forms can be related to a martial classe : Stag form as Barbarian Wolf form as Fighter Cat form as Monk Bear form as Paladin Boar form Rogue Blight form as Ranger If, while transformed, the form could provide some benefices from the associated classe, like some abilities /encounter (I speak about some, not only one) , on top of the inherent form bonus but enhanced a little, I mean if the spiritshift form would have the imprit of the corresponding classe gameplay more than only the vague similarity that appears at the form choice, then building around spiritshift would make sense, like take the Shifter subclasse by the way. (the only reason to do that, Shifter as druid, seems (to me) RP reasons.)
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The spell work like that, two lines (like cipher's Mind Lance) that proc an explosion when hurting a wall or something else that is solid surface. Explosions are "new but same" spells, I say that because I tested it for Least Unstable Coil topic. So unlike Stag's Horn that cause damages and penalty to the first target in the spell's path, Twin Stones can hit everyone in the double path and potentially can ending in a little explosion. Damages are lowest than Stag's Horn and the spell is slowest too, and both are not foe-only, so Twin Stones can be hard to manage in a mixed melee situation in my experience.
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That doesnt work because weapons's effects only work when the weapon is equipped, but it is not senseless in a way : Equip SSC (dualwielded with mortar), empower The Ranga, use mortar to get full phrases back ; Then, equip Effort, cast spells , when needed switch back to first set to use mortar (phrases back), return to Effort. The chain lightning will be interrupted when you switch to SSC set, and the refresh effect will ending when you switch to Effort, but because The ranga have a duration (that can be extended) this tactic can be really useful.
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Only crits (and hits) that target deflection trigger Counfonding Blind, Hemmorhaging is against fortitude, and Avenging Storm, reflex. Death of 1000 cuts is only triggered by Shred spells ; neither Hemmorhaging or Avenging Storm can help for this. Combusting Wound will work on Avenging Storm lightning, but not with only Hemmorhaging : only damages cause wound. And because of chain lightning (so really often) the number of wounds can be quickly very high!
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To me the most effective use of Sacha Singing Smitar with Tekehu is : Early in the game, or for variety, some other spells are nice with the sabre : Her Revenge... (each lightning will trigger another empowered spell) White Worms... and Their Putrid... (the corpse explosion cause another empowered spell per enemy, like Cipher's Detonate) Her Tears... (Each bolts trigger an empowered explosion) Boil Their Flesh and upgrade (near death enemies will trigger an empowered explosion, like Cipher's Detonate too) Because each time the spell cause another empowered spell that trigger the sabre abilities, that mean you can empowering everything for a fight, and refresh every empowering point the next one with one of these spells. Later, with the Least Unstable Coil, every of these spells (especially The Ranga) give you the chance to get many tiers 3 inspirations on empowerement. More later again, the Weyc's items will work on the same way. 10 per is not big but with Aware or Intuitive (Least Unstable Coil) it is better, +5acc + bonus ; Ben Fidel's Neck cause a 10 malus to all defenses (+ defenses malus from Frightened), like +10acc . It is like 25 per (only for acc I mean). Tekehu is not a Skald and have tools for being effective in despite of this 10 per. And Because of The Ranga and Refreshing Finale, the "skald" effect (phrase on crit) is "stormspeaker" effect (3 or all phrases on hit), one handed or dual wield will both work I think.
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Confounding Blind is -3 deflections per hit vs deflection with no stacking limit. With high intellect, or by refreshing the effect with another Confounding Blind by cycle, or with Enfeebled or Frostfall tactic, so with management, the ability is superior to Gouging Strike I think (personally). Confounding Blind can mean 100% miss-to-crit vs deflection with some micro (against no per-immune).
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Actually, I was looking for the possibility to switch the weapon's set when paralysed (to shut down the effect) and I also watched fot automatic effects , in this topic https://forums.obsidian.net/topic/126636-paralysed-and-stunned/ Using an arquebuse (high damages) with the modal (+20acc) without any Attack and Reload time is nice, I thought about that when you spoke about Beetle Shell few post ago.
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Since you plan to play Konstanten as SC Barb, when he will have acces to Barbaric Reliatation, casting Beetle Shell on him with your main (or Tekehu) is great : the stunning effect is not a truly on (no might malus if I remember correctely) and even if he cant do anything, the reliatation effect still work on crit. This reliatation work with every weapons, and because you need the lowest deflection possible to take a lot of crits, switching to an arquebuse with modal before the Beetle Shell shield is nice in the middle of the melee! Psion focus generation grow with PL ; if you play with the Community Patch, the focus generation is paused on crit instead of on damaged.