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Constentin Lévine

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Everything posted by Constentin Lévine

  1. Also, the Maia's armor is nice (-20% reload time for Spearcaster). Since you invest in Arcana, the scroll of Avenging Storm work very well with this weapon and your acc : Forceful Impact, the missiles from Arcane Bolts, Pinning and even the ability Skewer bounce with Driving Flight. Forceful Impact and Pinning dont deal damage but as weapon effect, they proc Avenging Storm. They can proc themself their effects, with a new bounce (The missiles cant, they are auto-hit and proc on crit). The scroll is expensive but for fight with a lot of enemies, maybe you will love this thing.
  2. And about Azure Blade (Wrong Place Wrong Time, 25% chance to interrupt on any hit), that work only when there is 3 allies within 2m from self and when the target is alone (also 2m further away their allies). The interrupt is a melee attack (vs fortitude) and proc Avenging Storm.
  3. In vanilla game (not BPM) they dont stack, like potion. Passive bonus always stack! Also, most of the effects from weapon (or equipment) dont stack with themselves, ex : if you have 2 Cadhu Scalth with, on each, Soul Smite, and strike the same enemy with these abilities then the duration of the effect is refreshed. In other case, with one shield with Soul Smite and another one with Soul Strike, these two effects are applied : (With the good classe and the good equipment/potion/bonus, Soul Smite/ Soul Strike can cause -35all defenses (-70 with two shields on the same character). The attack is vs. Will).
  4. It is great for Helwalker, didnt know that (I always pick FF or Nalpazca (I found a trick to stay bloodied with this last)). If you have 2 Willbreakers via Import, and use them on your two weapon's slots, each of them proc their own debuffs. In the case you havent Phantom or Illusions on your character! (this why I said /weapon).
  5. Because all active bonus and malus never stack together, things like Duality of Mortal Presence (+10 int) and Enlightened Agony (smart) dont give +15 int but +10. Miasma of Dual-Mindedness (-10 int, per and res) and correspondant affliction give also -10 for the stat. But equipment and weapon's bonus and malus are passives (like Echoing Horror as pointed by @Elric Galad) and stack with active bonus (but not with the same active bonus). For example, Blind an enemy with Chilling Grave (grave calling) while he is Miasmed make him loose -15 Per (-15acc and -30 reflex). In other hand, Chill Fog instead of Chilling Grave and Miasma make him loose -10 Per (actives dont stack). Tenacious from Resounding Call and Helwalker +10 might give +15 might, but only +10 might with Thunderous Blows.( see in first comment) Chanter's invocation Each Kill Fed His Fury stack in the same way Duality of Mortal Presence etc since it is not Inspiration but only +5stats. In picture, with a hired druid with every tiers 3 inspirations from the Least Unstable Coil, under the Each Kill... effect, and with Engoliero do Espirs (Ravenous Soul Devourer): so +13 might, +13con, +8dex, +5per, +5int, +10res + other bonus from equipment (out of fight : Each Kill and Least Unstable Coil prolonged, Soul Devourer have no limit of time). Here, the 75 fortitude of Birta is reduced by The Long Night (chant are not passive) for -10 (weakened) and -4 (-2might), and by Daze from Spearcaster (-10). With regular Daze (I mean by spell or ability) instead of from forceful Impact, the -2might would have been overrided by the affliction. That work also with, for example, the Keeper of the Flame aroma (-8will from weapon) and Arkemyr's Dazzling Lights (-10will). Combined with Barb of Condemnation (-10 all defenses*), Miasma (-10int, -10res>> -40will), Ryngrim's Enervating Terror from the Whitewitch's Mask (Terrified, -10will) , Sweep you off (Street Sweeper, confused >-10will) and on top Ngati's Tusk aura (Hunter of Hunter, -4 all defenses, up to max at -12 or -13, so env.10), the enemy Will is now decreased by 98. It is more with Retentless (The willbreaker, -3will on hit with 5 stack/weapon). *-10 all defense is not the same effect than -10 will, they stack. Same for bonus (Circle of Protection +15 all defenses stack with Shields for the Faithful +30deflection). This topic is made because stacking rules are not really explicit in-game, and otherwise they are easy to understand with some practice.
  6. Yes it was also returned in comments, but I cant edit the topic anymore (it is not possible after some weeks past). When I tested Orbit Return, I had Scordeo's Edge in offhand so I didnt realize at the moment.
  7. This is why I wrote : I dont think modding the ability is a solution, I mean modding Screaming Soul for making the spell to work as intended by the description is good, but for alterate the effect is an other thing. About GM, as a "skip combat" button or "last hope" spell, the spell work. Like @patronkussaid before : "I don't think Maelstrom needs changes, it's a bit overtuned but I think the druid kit is designed with it in mind power budget wise. I wouldn't change it and leave people like myself who aren't the biggest fans of it to decide for themselves whether they'd like to use it or not. I'll compare it to BDD, a spell that is pretty broken but I wouldn't change it, instead I'll just limit my usage of it and only use it in absolutely necassary dire scenarios. "
  8. Yes this is why this weapon is so good for Whirling Strikes, Whispers of the Wind or SC cipher (Shared Nightmare) : https://forums.obsidian.net/topic/128831-class-build-the-high-dispersed-tide/
  9. Well, are you suggesting Wizards are fragile ????? Maybe @patronkusdont know about Temporal Cocoon About GM, the thing is there is 2 pulse effects : the first is Freeze/Crush and the second is Fire/Shock. Like for Storm Rune (thundercrack Pistol pulse ability), the first (freeze/crush) pulse per3s for 6s, with one attack per target in the AoE. This attack proc (or : is completed, I dont really know) the second attack (Fire/Shock), also pulse for 6s, but with 6 attacks at random per 3s. My guess is every proc from the first pulse could proc the second pulse? Storm of Holy Fire, Meteor Shower etc proc only a pulse like the second one : only the duration and the number of random hit per pulse change (Meteor Shower trigger a burn DoT on hit on top, and have 16 hit at random per pulse).
  10. Judge (Magistrate's Cudgel) +10 accuracy bonus applied by Magistrate's Cudgel hit work on any attack (spells ect) at the condition to have the weapon equipped. Dont need to Soulbound however.
  11. Yes, by repeating casting before the effect is over. Dispersed Suffering work on skelies kill, and from any weapon kill ( Thunderous Report for example, with Frostfall in the other hand, proc potentially a lot of Dispersed Suffering attack (vs will)) Spamming FF but with a very short Enfeebled effect, because the affliction is refreshed when applyed a second time. When this effect is over (Enfeebled), a new Enfeebled effect cause a new +50% of the duration, but not only the current duration (the totale duration since the prolonged effect began, taking ito account how many time it was refreshed too : I dont know if I am clear). If you want, I made builds based on Dispersed Suffering and an other based on Enfeebled (not for copy the builds, I made them only for sharing these powerful discovering)
  12. X is the first value 1., listed as "concelhault's Crushing Doom". the 15s duration is affected by int and PL but not from crit since it is an auto-hit. This effect can be refreshed by another casting of the spell, or Enfeebled (especially with the Low-Int FF monk technic) or Dispersed Suffering. The two other hostile effects are 2. the %damage and 3. the +xacc for the spell. They are triggered by the pulses (every 3s during the first effect) that is vs deflection. They also are affected by Int and Pl but also crit (15s base too). This is not these effects you refresh with a new cast during the spell effect. The first effect end by an immunity (for the effects 2 and 3) to the target, that mean if the spell end (I mean the first effect), all the spell is over (2. and 3. too).
  13. Active effects (inspirations, monk Dualities, food, drugs, potions, etc) doesnt stack. It is a general rule working for everythink, like PL (Acute/Brilliant and the Potion of elevation dont give +3pl but +2). They stack with passive effects, from items, weapons, etc. All passives stack excepted with identical active or passive ( ex : the +50deflection from Escape (cape of evasion) stack with everythink excepted Escape from Rogue or priest). Like said by @dgray62there is some tricks about active effects, and you can find the order (drugs) in the topic about Ultimate part2 I think. Tomorrow I will make a post about it (not intended by the way!)
  14. But Great Maelstrom is more like a "skip combat" button for regular fights, it is not like using a combination of spells to win the fight. With Entropy wich doesnt break on pure DoT spells, or with CC spells, the SC Druid is cheesy too but with an other taste. More sadistic maybe but malso more strategic. Excepted 2 or 3 times when several mobs was like annoying for my purpose, I never used Great Maelstrom, in over than 3500h. And for testing some stuffs of course.
  15. In the same way, refreshing something like Arcane Reflection only affect the duration, not the taken-spell account . So it is not a good idea.
  16. By the way, I finally understand how that work : It is not "enemy confuse now enemies on hit" >> his enemies? our enemies? who knows, but striking an ally or an enemy with perplexing sap make them all the time confusing the -Allies of the Rogue- on hit. The only way to turn the ability at the advantage is to make the rogue dominated or charmed by enemies (only) and then, even if the charm effect is cleared, the ally or enemy under the Perplexing Sap status confuse now the -Enemies of the Rogue-. I think the problem into the code is the "boolean friend etc" is not concerning the target but the rogue. Or maybe the ability work as intended, namely to make perplexe and confuse the player, I dont know. That said, Infestation of Maggots is nice, especially vs group of mobs who take a new raw DoT layer.
  17. According to the in-game description : Target: 20-30 , +20% Damage taken from Concelhaut's Crushing Doom attacks, -5 Deflection against Concelhaut's Crushing Doom attacks for 15.0 sec | Accuracy vs. Deflection But in reality this is very simplified : The spell trigger an Auto-hit that cause an effect that cause per interval a Melee (not weapon) attack (vs deflection) that cause a stacking damage and deflection malus for the attack. That mean if the doom can graze or miss, the effect that proc this attack cant. It is important because this is this last effect you can refresh with another Concelhault's Crushing Doom spell on the target before the end of the duration. * Then, with some refresh for the effect (or Enfeebled with low-int monk, or Dispersed Suffering), the stack can reach some level, making all enemy at his mercy : Here, I target my own character to keep the effect for some time with Barring Death Door. In the hostile effects list, the first CCD effect is the auto-attack that cause the doom attack, a new CCD adjust his duration. (Empowering the spell at first keep it empowered when refreshed ; trigger the Least Unstable Coil each Tick). The two followed effects are the deflection malus and the incoming damage malus (for CCD). Also, their duration are refreshed on a new tick, but with a new stack. There is no limit for the number of stacks, and they proc even on graze from the pulse (vs deflection). These screen was made 1minute after I launched the spell the first time , with +400% damage and -100 def for the spell. At 2 minutes and 30s, it is +1000% damage and -250def ! This spell work fine with Sungrazer (Blunt Rock, -1 Crush AR on any hit), Claim, and vanilla (and modded) Turning Wheel. As Illusion spell, the Whitewitch Mask and the Eye of Wael both grants 2PL. The Concelhault pet give also +1PL. Also, Boras pet (+5acc with spells for the party), Blinky (+5 melee acc for the party) or other melee acc and damage pets (not melee weapon) help to hit with the first dooms. Damage from melee or spell can be improved by food too. Edit : Shifter's Boar form apply his DoT on CCD hit. Of course the spell have to be launched before the spiritshifting. Also, with the Weyc's Wand, as wizard, the columns have 100% miss-to-graze, that help a lot for the beggining. Then, Hauani o Whe (3790 health +20% from a mod I forgot to unable) first form killing blow: In-game, env 93sec after my first CCD launch. I did not obtimized my character for damage, because it is a test.
  18. Like for Leap, there are also some abilities that can teleport without any cost if the "jump" is cancelled before the impact on the target. Free teleport can have many advantage, like moving in despite of an immobilizing effect on self, survivability, ect. That doesnt break Blade Turning or other effects cleared on move. That work with this list : Leap and upgrades (Barbarian, Bounding Boots) Flagellant's Path and upgrade (Monk) No Quarter (Rakhan's Field Boots) Hunter's Pounce (Ngati's Tusk) Stelgaer's Lunge (Slayer's Claw, Barbarian, Fighter, Paladin) Others like Escape etc doesnt work for free since their effects are instant.
  19. I forgot to say, about Judge (magistrate's Cudgel) the +10acc bonus work, for the wearer, only if the weapon is equipped but with everything (spells, etc).
  20. Woedica Priest is very strong as debuffer, the unique spells have not equivalent from other classes and the second effect from them (cant cast spells, cant use hostile abilities, ect) are not cleared by a resistance to the affliction (first effect). For exemple, at PL1, the writ of engagement is like you are swift (no engagement). The pl9 unique spell, Writ of Mending, Enfeebled in AoE, is for me the best PL priest spell. As SC priest, Spark of the Soul is potentially stronger than Symbols, for exemple if all allies are around enemies (5* the Shock AoE per 3s on them, more with summons or pets). Hand of Weal and Woe is also very strong with the Aloth's Scepter ( 20%chance to reflect Punishment spells for the whole party) : targeting an allie heal him (targeting an anemy can kill him before the end of the spell), and because the spell is KW as Punishment/Fire/Restoration, he can be returned by the ally (or allies) and then create a new beam. The healing and damages both profit from Restoration and Fire PL bonus.
  21. Sometimes, a negative effect spawn in the Beneficial effect list of enemies, with a great advantage for their duration : the enemies cant reduce them (not affected by resolve). But you can prolonge them! It is easy with a Tactician-Priest, and more again with also a rogue in the party : In first, using the Blunderbuss with Powder Burns will Blind the priest (>>Confusion because of Tactician), and he can cast 2 Salvation of Time on enemies. Once, casting Disciplined Barrage (or upgrade) will clear the Blind effect, triggering Brilliant by the way if the target is flancked (Hand Mortar Distract on crit, Mule Kick disoriente). Repeating this Attack-and-clear trigger brilliant each time, and refresh the spell list each time (so not every 6s but in 3 or 4s). After refreshed, a new Powder Burn confuse the Tactician Priest which can cast again SoT on the enemy. With a rogue (persistante disctraction) it is really easy to trigger Brilliant in chain, with Engaging-disengaging "dance". That seems tedious but it is because my explanations are unclear. In practice, it is simple, and the effects concerned are enought good to think about a Tactician-Priest in a party composition : No Quarter (Rakhan's Field Boots, downed (2s) without resistance or immunity) Run Through (Whispers of the Endless Path, Downed (4s) and DoT, ...) Bring Low (Rust's Poignard, -10 all defenses) Brittle Frost / Deep Freese (Tarn's Respite, -1 deflection / action speed on hit, 10stacks) Prepare the Offering (Sanguine Greatsword, -15 deflection vs melee, -2 slash AR) Judge (Magistrate's Cudgel, +10acc vs the enemy) Debauchry (Pukkestabber, "false" stun effect (without resistance or immunity against) on crit vs kith or wilder) In picture : This is certainly the harder CC strategy vs all bosses. By the way, Preparing the Offering bounce with Driving Flight, and Run Through DoT is affected by weapon enchantment and Deathblows etc.
  22. The weapon effect like Wounding (Lacerating, Maiming, mortal Wounds) are not a separate roll, and dont benefit twice from SA/DB/Backstab! But it take into account every weapon damage bonuses including Lashes (Soul Annihilation excepted) in the %. Like Soul Whip, Draining, Battle axe modal etc. and Wounding Shot. But these 4 weapon effects are not applied again when already on the enemy (you need to wait the effect fade to reapply it), contrarly to Wound Shot or Boar attack, etc. So graze are a double penalty when applying the DoT.
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