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Everything posted by Constentin Lévine
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Yes it is the reason, Blade Turning redirect 100% of melee attacks but not others. For example, if you attack a Blade Turning monk with Frosteeker, he take the 3 projectiles but redirect the AoE-on-crit because that is melee. A blade turning monk redirect also the projectiles from Concelhault's Crushing Doom, the Frightened effect from Venombloom, the hostile Wall's damage (at 10m range ), and Worthy Sacrifice full attack. That mean it is possible to get 2x the +2all ressources if 2 near death enemies are nearby.
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Usually, the spells or abilities that destroy Near Death on hit require at less to graze with the spell for Destroy : Death Ring (vs fortitude), Boil their Flesh (vs reflex), Worthy Sacrifice (deflection), etc, ... and Detonate (vs fortitude). But this last is not like the others : in first, the spell is not foe-only, and the destroy effect is a separated thing than the first raw spell that trigger that on hit. Like for the other spells that is right, but only this Destroy effect is Melee. So the Destroy effect is redirected to another Near Death target with Blade Turning. * So the magic trick is to spam Detonate on a Near Death monk with Blade Turning and BDD (or Martyr's Memories). The AoE crush damage will help to reach the Near Death level to enemies around the Monk, and every Near Death (including friends and excepted the Monk) in a 20m range (like Sunlance) will be destroyed without hit-roll (the monk take the roll with the detonate hit) one after the other. A transcendant can make by himself this exploit, with a priest for example to keep Blade Turning and Bdd for some times. Mortification of the Soul allow to him to loose quickly his life. An Ascendant can spam repeatedly Detonate. To summarize, Detonate on a Near Death monk with Blade Turning cause to another Near Death to be destroyed "freely".
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On top, after several crit that refresh the duration of Freezing, enfeebled can cause an "instant" high freezing duration since that take into account every applies. I tried but that was difficult because, you know, enemies die before the FF touch. But with high int and Chilling Grave, after env 5 or 6 crits, a Writ of Mending (vs will) can contribute to a nice effect! Also, Concelhault's Draining Touch weaken on hit without roll.
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By the way, if you DW Mahora Tanga with Magistrate Cudgel, you dont really loose the +12acc from one handed weapon equipped, once you have scored an hit with the mace. The +10acc from Judge is universal, so work either for Mahora hit and Red Flag Flying. You need to have the mace equipped to get the bonus. On top the mace modal is also a kind of universal debuff since it is not +1Pen for the weapon but -1AR for the target, then +2Pen (Harpooning, Rending Smash) on Swift Flurry chain!
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If you launch a "spell" from Amira's Wing (or others like Crushing Depht etc) and then switch to Frostfall, or Engoliero do espirs (for example) between the end of the attack (icon) and the hit from the spell (there is a little dealy), the effects of these weapon are applied (on-kill here). I mean, I launched Wilting Wind and immediatly goes to EdE, and that was impressive. Of course EdE work on any kill, but here my character had no spell. And Frostfall (dispersed suffering) work only on weapon kill, so work with these "spells" from weapons.
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These weapons work better than I supposed in first instance for every not-monk-classes by the way, provided that they have a high accuracy. The damage are coming from Boltcatcher or Avenging Storm in this case : my SC druid with maxed Per give an additional 362 damages on chain-crit from Mahora's Red Flag : I dont know what is the MC with the potential higher acc.
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Most of druid's spells are ranged, and work with the Acina's Tricorn (+5acc)(godlike) and some pets (the celestial wurm give +3acc vs +4m target, and later in game, Boras give +5acc with spells, for the party). The Cog of Cohh (Aware on ally kill) can be nice for him, since yor melee characters are going to kill some enemies. Enhancing spells by PL bonus give them also acc bonus (+1/pl) so that can be also a way to improve his accuracy. The best way is to debuff enemies's defenses (druid spells target most of the time reflex and fortitude). -10 to the associated defense for an affliction, that mean while staggered and weakened, an enemy have -20 fortitude (translated into +20acc for spells vs fortitude).
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If there are a lot of weapon that cause an affliction on hit or crit, Min's Fortune with Fortune's Folly is a little special : The random tiers1 affliction on crit have not hit-roll, so there is 100% chance to proc on crit the affliction (excepted if the enemy have some resistances of course). Other weapons have to make a second roll for applying their effect generaly. This is like the Blind effect with Sunbeam, you only need to pass the reflex roll from the fire attack to cause blind, or with Spirit Frenzy (or Blood Frenzy) that stagger on hit : there are auto-hit and are not affected by graze or crit for their duration (since they cant graze or crit). At the contrary, it is possible to crit with the weapon using the ability Criipling Strike (or others) and miss for the ability's effect. This is why Fortune's Min is a good weapon for rogue : that unlock sneack attack or deathblow fore sure if applied.
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High con. and high AR can highly reduce the damage you take, and you can daze them with Leap to reduce their Pen also. (For constitution, you dont take less damage but reported in % to your health bar, you are more resilient). If you want to move freely (to protect your casters or to aim another near target), then Spirit Frenzy is nice : Staggering on hit (so also with Carnage) prevent them to engage your barbarian, and if it is not enought (might resistant or immune foes), Wild Sprint make you immune to engagement. For survivability it is very good.
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They dont are immune to resolve afflictions right? Frightened make them unable to cast WotW. The ability from Veilpercer Disruptive Arrow or the Silence from Last Word can also work. If you have a wizard in your party, I didnt try this but the form of the Helpess Beast should work as a Last Word effect. Maybe, for Frightened affliction, that can unable also their passive Barbaric Reliatation and Heartbeat Drumming.
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Are you speaking about Tornado ? I don't think it is really powerful (but I might be wrong indeed). I think the consensus is that it is not that much for a Tier 9. Actually not, I was thinking about your version of Entropy : because of auto-hit and duration (12s base!), you are able to One-Shot everyone including Dorudugan. You only need Mohora Tanga, or Effort, good Per (enought for at less always hit) and Avenging Storm or Boltcatcher. You dont need swift flurry for that. (I didnt mention it in the related topic to not ruin the Entropy's BPM users 's experience). About Tornado, I suggest to you somethink that can make sens : the Vertical Launch duration (here :0) can be made in function to the height of the effect. (Mule kick 7m, 1.5s ; Skyward kick 10m, 1.5s (>>2.2s) ; Launching kick 10m, 0s (>>2.2s) ; Tornado 15m, 0s (>>3.3s)) Entre Parenthèses some value scaling with int that take into account the height on the Mule Kick model (/4.5). But that can also climb by spell's level. Maybe, instead of a Similar Classes comparison (3 spellcasters, 2 spell-regen, 3 martial offensives, 2 martial support/tank) another question can be posed : "is Maelstrom above the curve of Druid power?" I mean, Pollen Patch can be increased to env. 20 heal/sec/patch (staying immobile count for 1 patch) for the whole party for an extendable duration. (PP and Entropy (unmodded, because as you said, knowledge is power) are my favorite and most used spells with my druid). Touch of Death destroy any Near Death vs will, in addition to Constitution debuffs from Venombloom or Plague of Insect (-25% base health) a boss fight can be quickly done. Speaking about megabosses, that can be more significant than Maelstrom. Druid's Insect DoT spell at tiers 9 could be, in the spirit of the curve, an empowered version of Plague of Insect with a good natality for them, so like Toxic Strike in AoE (scaling with Beast and Rejuvenation KW) ; or a spell version of the IRL locust cloud, I dont know. In the fact, the tiers 9 spells that are unpowered for a druid are summons, but all the curve is low, and Tornado (Tornado seems to shine for the 15m launch in the code, but that have no effect so..). But that is only my opinion, yours is not less valuable even for me!
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But not Maelstrom? Symbols (tiers 8, so 2 regular casts) deal at the base 245-350 in a medium AoE +affliction or buff. They are foe-only. Their duration scale with a similar influence for their damage : +50% base pulses per +10 int (7 at 10int, 11 at 20int (385-550 "base"damage), 21 at 35int(735-1050 "base"damage)) I know you are speaking about AoERandom but it is not out of subject. I dont really understand why do you want to nerf Maelstrom but recommand some other OP spells (and also why do you tweak some powerful stuffs to make them OP but that is out of subject). To make them equivalent maybe? This is not a reproach but a simple question.
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Also for Clear Out, even if you miss with the first Fortitude roll, the AoE attack is launched. So morning Star is not optimale : the attack is a Primary attack using a melee weapon only for the first hit (fortitude). The AoE is also a Primary Attack but using the first weapon slot (no matter the weapon range). Here, a Ranger-Fighter with Xefa Empirical Explication - Frostfall (and avenging storm) on a Clear Out (first roll with melee miss because Out of Range):
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Blade Turning redirect all melee attack including abilities, and some spells : if you are into a wall of Flame or a wall of Many Color, you are not affected by these per 1s attacks and redirect them to a closer enemy (or ally). An enemy wit Cloak of Death or Piercing Sigil will take is own reliatation when attacking him with Turning Blade!
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Superposed : the 4m range limit to the Animal Companion invocation (around the character on the left), and the Leap AoE without int bonus (int never influe on the base AoE but the "friendly" one , at less positively) (BlastSize : Medium). It is the same AoE (also for the "friendly" supplement from int which I removed for clarity) for Leap, Eye Strike, Secret Horrors, etc. So I really dont know what does mean the Blast Radius Override you mention. BlastSize String (BlastSize) Preset values for blast size. Characters within this distance will be affected by the attack. "Medium" BlastRadiusOverride Single Overide raidus for blast size value. from https://eternity.obsidian.net/game-data-formats/components#statuseffectcomponent.
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The Blast Radius Override is not the real radius I think, that is determinate by the Blast Size (medium mean 4m I think, there are some same Blast Size with different Radius Override like Eyestrike (medium, override 5), Mental Binding (medium, override 2), Secret Horror (medium, override 0). For Magran's Might, the Blast Size is Override, with an override : 0.5, since only the target is concerned. I dont know how that work, but Eyestrike is not larger than Secret Horror. Concerning Great Maelstrom, the Pulse Aoe (freeze/crush) is Large (like the Whiting Wind) and the other AoE (fire/shock) is Medium, like Leap (Blast Size Medium, blast radius override 2.5). There is 4m between Birta and me, for example. Great Maelstrom is bigger.