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Constentin Lévine

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Everything posted by Constentin Lévine

  1. And Fassina can reduce AR like for Sunder Armor with Rusted Armor (-4AR)
  2. Her high AR come from Llengrath's Safeguard (+5). With Aloth you are probably able to summon the Caedebald's Blackbow, that terrtifie on hit, I forgot to say. If after summoning the weapon, you summon an essential Phantom, he will get the bow too, like an insurance to leave frightened the dragon. Aloth can also Arcane Cleanse Necriscylas when he is safeguarded, to purge the +20 all def. and +5 AR.
  3. With Muse of Mystery from the Robes of the Weyc (since you use the Weyc Wand I suppose you got also the robe), after empowering your phrase, Thick Grew... is going to hit every 2s (or crit and so interrupt). Ennemies' recovery time is rarely quickly than 2s, then (if the chant crit, vs will) they are generally fully disabled. I like to use a MC troubadour - druid because on top of that, I have 3s' pulses spells targeting every kind of defenses, from Tanglefoot (reflex) to Wicked briars and Venombloom (deflection) through Wall of thorns or Retentless Storm (6s)(fortitude) or Nature Terror (reflex and after, will). It is also easy to use the Least Unstable Coil with a chanter-druid, and the cat form provide a +33% action speed non-restricted to the cat form itself ; Druid get 2 spells with "immunity to concentration" targeting fortitude in the case where ennemie will is superior. My best interruptor personally. As well, it is fun to spawn 1 skeleton every 2s., and it is protective, when the Thick Grew chant doesnt work for any reason.
  4. Divine Terror only Frightened, decreased to Shaken, so not the desired effect that you want! But you can use some weapons to inflict similars effects : I think about Last word and Vielpiercer. This one is the perfect bow for two problems : that reduce beneficials effects on hit AND Disruptive arrow disable actives abilities for a few time. Street Sweeper' Out with the Good is cleaning 10s of beneficials effects on hit, and Glacierbane from this DLC suspend them for 6s on crit. It is a minor version of Arcane Dampener, and like for this, suspended effects will resume when the spell is over. If you find the Skaen Effigy's husk, on bloodied that prevent healing for ennemies and I think there is no hit-roll (not sure). Combined to Weakened that can help too. Aloth and Fassina are multiclasses? If they are not, as Wizard they can petrify, downgraded in Paralysed. If Fassina is multiclassed with druid, she have acces to Embrace of the Earth Talon wich petrify also. I have no idea to Enfeebled Necriscylas with your party.
  5. With Aloth and using Ryngrim's enervating terror (or inflict Terrified by another way), because Necriscylas is resistant to Resolve affliction, he will be Fightened and then cant use hostile spells like corrosive siphon. Necriscylas is not immune or resistant to constitution affliction, so if you find a manner to Enfeebled him, no healing. But Weakened is good otherwise (-50% healing) and you have a chant for this (Cons. afflictions are often vs. Fortitude but no in the case of Ryngrim's enervating terror, vs will) . So dumb his will can be determinant for the fight and with your party you get some useful tools for that. Because with fightened he stay able to cast Llengrath's safeguard, Arcane dampener or other things that reduce beneficials effects are really good also. Arcane Dampener is against will, too. I hope I help you
  6. In other purpose, equiping Scordeo's Trophy in first hand give an "immediat" great bonus to recovery time with Whispers of the wind Edit : I see you already posted something about that
  7. You've probably seen in older topics that Whirling Strike is fairly amazing while equiping a ranged weapon in main-hand (like a mortar) and a melee one in off-hand. Most of the other Full-Attack do normally a simple attack according to the target range, using either ranged or melee weapon. Actually, Mob Stance' Full attack is regardless of the weapon range while equiping ranged weapon in first slot and melee one in second, like Whirling Strike. But the star of this kind of Full-Attack is SC barbarian : Heart of Fury is basically a barbarian version of Whirling Stike, and the Barbaric Reliatation and Vangeful defeat trigger both some full-attack using melee and ranged weapons (but only if the ranged one is in main). The monk Whisper of the Wind use also both ranged and melee weapons : Full attack Abilities with the mention Range : melee or 1,5m around the caster work like this. I personally prefer than the mortar the Weyc' Wand, the seal have "just" 50% chance to proc on crit, but with good perception.. There is no weapon that synergise better with Combusting Wounds and Avenging Storm IMO. I tried first with a SC Furyshaper dwarf with high con-, high per-, low dex-, 46 deflections and high AR. I nammed him The Susceptible Peaceful Dwarf because he killed everyone with the Weyc Wand and the Aldris Blade without did an attack to anyone. And I finally looked for the SC monk : Whispers of the wind leave a trail of seals, in one use all the ennemies get 10-20 stacks of Resonant touch, increasing each second. The weyc wand was dualwielded with Sun and Moon (2 chances to produce another Wand attack (because Main hand) with swift flurry and heartbeat drumming, so another potential seal). Because ennemies health, I couldnt use Resonant touch while Avenging storm turned on.. I havent enough imagination to choose a name for this one. Maybe just Wind. Edit : I just retry with just Swift Flurry (and Heartbeat Drumming) attacks in melee with sun and moon on Offhand, and when that proc another attack, this is from the Weyc Wand in main hand. That mean even on multiclassed monk, that is working. Little note : about Gambit, there is no limit range so the weapon used is depending of the ennemy distance, but the seal or other Grave Calling-like weapon procs will refound guiles when crit.
  8. They arent totally spells attached to weapon since they are not affected by (for exemple) the +20% damage from Captain's Banquet. But I understand that they have their own "rules".
  9. I suggest to you to consider at level 19 or 20 to pick Prestige instead of Bear fortitude, you will benefit from the acc. bonus for some abilities and Eder already have a nice fortitude. Also, Cadhu Scalth' Soul Smite with 20 Metaphysics is great : Of course, with Eder, the duration will be shorter than.
  10. Hello, I didnt try with skeletons, but I'm sure that dont work with charmed or dominated foe, and if the fire stag is kept alive with Bdd, he is not downed !
  11. As you probably know, the Flame Keeper burn AoE is treated as Ranged, and benefit from the Ring of the Marksman and Alcina's Tricorn. And, if someone can agree, that can bounce with Ranger' Driving Flight. That is not restricted to the Keeper of the Flame : EVERY weapon with a similar effect is also tagged as Ranged. I think they are implemented in this manner to prevent multiple Carnage, Swift Flurry or Mob Stance. But they shoulnt tink about Driving flight. (for this, again, I need to someone confirmation). Weapons concerned are : Magran's Favor (Burning Burst) Oathbreaker's End (Found Guilty) Slayer's Claw (Aspect of the Stelgaer) Amra (!) (Gore) Marux Amanth (Corona of the Soul) Eager Blade (Bounding Strike) Engoliero Do Espirs (Cruel blade) Keeper of the Flame (Magran's Wrath) Sungrazer (!) (extinction Event and Meteoric) Karaboru (Bloody Slash) Acolyte's Frostbite (Solitary Fate and Vangeful Cold and Freezing Gust) Frostball (Dispersed Suffering and Shattering Head) Lord Darryn's Voulge (Static Charge and Thunder) Chromoprismatic Quaterstaff (Soul Storm) Seeker's Fang (Spider's Flurry) Grave Calling (Chilling Grave) Hell Beckoning (Noxious Hel) Note : Im not sure at all for the Driving Flight bounce, but that seems trigger on my tests.
  12. Yes but you need to be careful with Paralyse effect from Grave calling, that coud clear the Petrification (downgraded to paralyse) effect you extended before! That is why I dont pick Encroaching Frost but Shattering Head for Frostball. Killing by Shattering Head trigger Dispersed Suffering I omit to say (but Carnage dont).
  13. I dont try yet against him, but that may work! For grave calling, it is for damage, Frostabll is to prolonge hostiles effects like paralysed, so once this effect is enough long, you can switch for grave calling Yes you need to import the weapon, and with the Mythic upgrade on the weapon you export, if you export another character from this save with also this weapon, you can get 2 Mythics Frostballs easily!
  14. This abilitie-test-around-build is made to answer to the problem posed by Thelee, when an high-resolve ennemie is affected by somes hostiles effect but for a short duration. The effect of Dispersed Suffering from Frostball add 20% hostiles effects durations to all ennemies in a 4-5 m (not totally sure) radius around the caster. That cant graze, but fail ; it is acc. vs will and benefit from weapon enchantement. After some test, I saw that the +20% is not just depending of current durations of hostiles effects, but also for how many time you influence the affliction. (if the duration decrease to 9s after you hit it several time, another one hit from dispersed suffering will grow the duration to 18s in a try I made.) Dispersed Sufferng is traited as Ranged, and gain eventually the acc bonus from the Marksman ring and the Acina' hat. As a Fighter, you get 3 abilities that enhance this purpose : Disciplined barrage, because of Intuitive of course, Penetrating Stike, because it is a full attack and you need to hit twice (see below) without lost of time, Mob Stance, to chain-kill. As a Beckoner, you can get 6 mini skeletons + 1 weak one every 6s. Them from invocation have 66 deflection and 43 health. 85 health and 21 deflection for the Many live's ones. An easy method to dispose them around you is to order them to attack you. That will not "trigger" Flancked, tactician is not a good choice. Skeletons dont make you restore discipline on interrupt, like they dont make you generate focus even while confused (but they count as killed for max-focus-soulblade). Devoted is a nice choice because of the +25% crit damage. Criticals hits are the surest way to kill them in one attack (+25% crit multiplier and +10% from Improved Critical in addition). The pen bonus doesnt matter against their armor (0, and 1 for the chant's ones), you are assured to overpen., +30% damage. You get also +15% from Weapon Mastery, and +60% on legendary upgrade. For the might, that depend of the playstyle : with one-handed Frostball, your benefices are +12acc and no damage malus. You need >30 might to shot them surely in one critical hit (at least 43 damages). Not a good option for me. with dualwield Frostballs, you gain +30% and +15% recovery bonus for your second Frostball (first is skipped by full-attack) but suffer to -35% of damage. You need env. 15might to shot them when crit. Mob Stance benefit to +8acc (capacity level) and +10acc (Power level : fighter), and without any buffs except Intuitive, at level 20 with 20 perception (19 elfe+1culture) your acc is 109 (20base + 17per + 57level + 15 legendary). You need 166 to be sure to crit. littles skeletons, but only 121 for the chant's ones. It is possible with buffs, items and food to go to 160 (178 for mob stance) with dual wield ,and easily if the fighter is not also the beckoner but a monk or a cipher. Then, you are able to do 30-40 damages per crit, *2 (full attack) : if skeletons from invocation are well posted, and the hostile duration is at 6.0s when the first one die, when the last (of the 6) is at this time dead, the duration is between 17 and 18s. The many live skeletons are more resistent (85 health), you need crit them 3 times : when you did the previously massacre, one or two of them emmerged from the limb. If one take the mob stance full attack, you just have to hit one more time to proc another full attack on a newest skeleton. Once another one pop, kill the first, to again a time proc the full attack on him. During this time, you could call another 6 mini-skeletons. etc. 15 skeletons coldy assasinate for the cause, and the 6.0s duration is around 70s. After that, the numbers rise very highly. At this moment you used only 3 Disciplines (2 penetrating strikes on mini-skeletons and 1 Disciplined barrage) and between 12 and 18 sec (in game) since the first kill. You need to be Confuse to proc Mob stance on skeletons, and because of dispersed suffering, your confusion is extended too, for vanishing on Set to their Purpose ( you need a 7th level chanter invocation to have 6 phrases, to summon skeletons quickly the second time) when you want to stop that. Note : Clear out is really bad to do the Dispersion, because even if you kill skeletons with it, you will push the aimed ennemie out of the dispersion range. About skeletons, you cant engage them, to provoc a disengagement attack, too bad..
  15. I think it is about coherence, the priest faith protect him and tis allies, but he can comdamn who he want, a cipher can reveal an allie potential, echoing with this mind, because he know him, but he can also desintegate them if he want, where a druid can call lot of insects to disturb and sting this ennemies, like in ancien Egypt, ect . Sometimes I would to target someone whith a spell I cant, that was boring me, but this was not as a lack of consistency in my opinion. No? Edit : the Relationship system could have an impact in this sens I think, an allie with a very negative relationship also targeted by On Ennemies spells could give a very consistent dimension to the dialogues options!
  16. I'm preparing a build on the Tactician confusion inspiration who potentially add in one Clear Out + Mob Stance 6*20% of hostlies effects durations for everyone in 5m radius (tactician + Beckoner + dual Frostballs + Flancked)
  17. I see in the thread taht Elric Galad had the same idea Yes, the shield absorb damages from eveything. Absolutely!
  18. When confuse, a druid can cast Beetle Shell on an ennemy without consentement (there is no hit roll) independently of they resolve (just your int (-5 because confuse) influence the duration, that can be extend by a confuse priest by the way (beneficial effect). The stunning effect is unconditional. While stunned, the ennemy's insidious shield absorbing some 200 damages before shattering, but he stay targetable. This is a good way to debuff him (already -10 fortitude), preventing him to do some hostilities during this time. Good tool for megabosses in my opinion.
  19. The Cat Flurry +33% action speed for 10 s (base) is not limited (when active) to the cat form : if you cast this and disable your Cat form, as a conjurer you can extend it. The effect is not cleared after the end of combat, if you like the strand of favor cheese taste. You cant stack many Cat flurry in same time (I tried ).
  20. Since you can get multiples beams actived in same time and because Antipathetic Field doesnt damage the target, an enemy afflicted by Death of the 1,000 cuts caught in the path between you and the target take already +100sec duration/ beam (and associed damages), but with 100 Screaming Souls it is indecent!
  21. Is it you who added the riposte effect to Blessing of Wael or I missed something? And I see that you buff a little bit your version of WoD (Nerf Mod), sound better
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