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Lokithecat

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Everything posted by Lokithecat

  1. I didn't even bother with plate, the only character using heavy armor, was my melee tank who had the Reckless Brigandine, with the bonus's to being Engaged and being injured. Used 1 Medium (Hearth Defenders Scales) for the +2 Armor, 8 Resist all for the rest of the party. Everyone else was in Leather, and they had 3 points (or less) Armor from what they wore, than Legendary plate with 20% recovery vs. 55%. Agree though, if the heavy armor had Deflection (and useful buffs) would have probably used more of it. Side note, Assassins shouldn't be getting punched. They have a weakness to take 15% more damage and bonus to attacking out of stealth. Sneak in to engaged people, stab, vanish, repeat.
  2. 1 Ability basically counters the Penalty to reflexes. Weapon + Shield Style. It adds Deflection to your Shield, and then Applies the 'new' Shield Deflection to your Reflexes. In many games I'd agree that a highly Mobile Tank is handy, it is here as well, but if you go for the Tower Shield Modal (The Wall) then you are not moving anyway. Intelligent pulling, having the mobs aggro your tank and locking them in, with a significant 'punishment' if they decide to go play with your back rank, makes a great tank. Plus there are the 'Get over here' moves out of Mortal Kombat. I'm not really a fan of Corpse Eater, but given the food they can eat (Kith Meat, Forbidden Pie) for basically permanent +Power Level, might be enough to balance the class into an interesting niche build. Berserker is still going to be the choice of Min Max builds. Wizard (Non Evoker) Yup, garbage. Its like they took multiple 'penalties' they could think of for multi classing wizard, and then applied them all. Lock Out 2 schools, Recovery time penalty to all Non specialized schools... Maybe if you auto unlocked all 'in school' spells, they'd be worth considering. For the Fighter build / gear MercBeast mentioned, there is also a great tank ring (Entonian Signet Ring), which gives +3 All defenses per Engaged enemy, stacks 5 times, and +2 Diplomacy just for flavor. For a xxx / Rog tank, that's a pile of enemies you have added flanking to and getting sneak attacks from, pinned in place, and received impressive defense buffs from. If you add in Riposte, even at only a % triggering it, its going to be very high damage done to the mob, and you can always hit area attacks onto the clump, your tank won't care, if you can't manage the 'Intelligence' circle to avoid.
  3. It almost feels like there are two relationships going on during this. Her relationship with the character, and her relationship with her God. Depending on how she feels about you, she might decide to ignore what you're trying to get her to do. Anyone ever try to keep her from gathering Souls at all? I'd guess the quest just sits in your log, unprogressed, with her not freaking out.
  4. Stunning Strike is supposed to Refund Mortification cost on a Crit, but it was probably easier to have it just give you 2 Mortification (vs actually refunding the 2 you paid with) and the game seems to let each Crit from the attack give you 2 Mortification. Shouldn't be getting Wounds from it, unless you're a Shattered Monk and you're getting them through the damage you are causing. The game seems to have issues where the original and the 'extra' work the same way, the only case I've heard of where they have split it up is Backstab with regard to Multiple Projectiles, where the 1st gets backstab, and the rest from the volley don't. Its like they designed everything with single target in mind, added in Area effects, and bounces later on, and never 'tidied' up the holes.
  5. I always helped them out, the 'send your sickest person over and we'll check them out'. Give them supplies, get a gift (some are nice), get the plague a bit later. You get multiple morale hits doing this, but just get into another sea fight, and share the coin. I had a priest (Xoti, priestess of Guan), never had the Intercession option, guessing you need a specific spell, not just 'praying'.
  6. My main was a Monk / Berserker, so didn't need more melee, wanted her to level up cleric (buffs and heals) faster. That level 1 Spell she has (unique to her) is crazy damage though. If you were going to Monk with her I wouldn't lose the Sickle, it will outdamage Monk fists (especially with the +25% Action Speed buff that it has when near a corpse).
  7. I went with Godlike Nature, and used Fists; the additional Powerlevel raises Transcendant Suffering, which ups your Accuracy, and Damage. I had similar Stats (18/15/15/10/10/10) and didn't find the stats to be a drawback. In combat, with Frenzy, and Swift Flurry at Endgame: Might 37 Con 23 Dex 22 Per 10 Int 14 Res 14 Unarmed 36-49 Damage, +50% Fire, Interrupt on Hit, Weaken on Crit, 50% Knockdown on Crit, 2 Elemental Copies... all in all stompy. Speed: 26% Dex, 20% Frenzy. (20% Swift Flurry speed not showing on tooltip, not certain that its stacking with Fenzy) Accuracy 100 You'll definitely want a dedicated tank, Palle as Paladin works, as does Eder (I had him as Rog/Fight and that was more than enough, he has my record for Highest Damage hit, and he uses 1h and shield). Xoti I had as cleric, for more buffing (Make her evil for +Damage lantern), and quicker levelling in that field, you don't need more melee damage. Had Aloth Wizard, Maia is great range DPS (despite getting her late in game she has my 'record' for Most Crits) although I always forgot about her silly bird. Serafen I barely bothered with, and the Shark guy makes a decent Druid. Wear some armor in the beginning part of the game, once you start getting the nice 20% Recovery stuff use that on hard fights, can go with Robes (there aren't really any good ones) if you want. The 20% recovery is pretty meaningless with how fast you attack (Miscreants Leathers has a +15% speed which almost cancels the 20% slow). I wasn't on PotD difficulty, so not sure about the Accuracy, but I'd only use weapons if I was having issues hitting without them. That said there are loads of good ones, by End game your Transcendent Suffering will give you more +Acc than a Legendary does, but you get Legendary quality weapons much earlier than that, so maybe switch to one in the mid levels. If you don't mind wasting some of the effects (the caster parts) and have Metaphysics skill, Chromastaff is pretty crazy. Tutolio's Palm, from the Metalsmith in Overlook is nice at low levels if you need some more defence. Modwyr gives a pile of Action speed, and elimates the Confusion effect. Gatecrashers are great (2 Might, 50% Knockdown on crit), and Baby Boar gives you Interrupt on Melee hits.
  8. Just a starting point / Jump off build for a effective Wizard, with a few options as to play style. Wizard / Monk (Helwalker) Difficulty: PotD Solo: Untested Race: Godlike (Nature) Helwalker Monk, to provide access to a few Monk Passives, and attacks, but primarily for Turning Wheel, and the Might / Wounds portion of Helwalker. Once you are buffed, you should be looking at +2 Power levels, +10 Might, +10 Int, +25% Action Speed, +70 Deflection, +50% Melee damage as Burn and a Large +Accuracy Bonus. Due to the nature of these spells / effects this will take about 1 second. (Set up your buffs using the shift button, so you can have them all go off, use any +Int Buff first, to increase other buffs duration). Con and Resolve are fairly safe to Dump, how low really is up to you. Since Duration based damage is going to generally be better for this build I would prioritize Perception, Intellect, Might, Dexterity. Bad Save (Con - Fort, Resolve - Will) are balanced by over the top Str (Fort) and Int (Will), and Resolves - Deflection is entirely negated with Wizard +Deflection buffs, if you do have something get into combat with you. Perception (Especially on higher difficulty) will make a huge difference as to how much of your spells actually land solidly, and there aren't any great self buffs for that stat within the build. Infuse at level 2 gets you +5 Con and Int, and should last the entire fight with one cast, and triggers Wellspring of Life. Dexterity is the other tricky one 'in class' but we want that solely for the +Action Speed, which Swift Strikes provides. Pick up the Proficiency for Arbalest, early game it can reliably knock anything on its back; and Scepters, for if you feel like generating Wounds safely, the Modal will burn you and help that way. Dance of Death, Monk 2 is great, since I would plan (at least pre - end game) on using this as a back line character, will Generate Wounds for you, and give you an Accuracy Buff. If you're using this, don't burn yourself with Scepters. Blade Turning, Monk 3, is just funny when you have 30+ Intelligence. Who needs Deflection when every swing the bads make at you, hits them instead of you, the Intelligence makes this last quite a while. Duality of Mortal Presence, Monk 4, give you +Int = to your Wounds, and upgrades at Monk 6 to add +5% per Wound Burn Damage. Monk 7 has Dichotomous Soul, which give you 2 Elemental versions of your Massively statted character. ​For Skills, I would push as much as you can into Arcana and Metaphysics. Aside from getting you access to more spells (Scrolls) including Tier 8 and 9 ones, that you can't cast normally, this is the stat for Gear for this build. Spearcaster (Arc) from the Brass Citadel, and Chromastaff (Meta) from Nemrock the Super Imp. Spearcaster is just incredible damage and Crowd Control, and Chromastaff will allow you to really start beating on things, while also giving you multiple +Powerlevel for your Evocation type spells. End game you can easily choose between a Wizard style character that just does way more Nuke than a pure Wiz could achieve, or a Monk style character, with more Offense and Defense than any normal monk, by using the Wiz side to Buff.
  9. Well, if you're playing this stupidly, no wonder you think the class sucks.
  10. If you're 300m away from the boat, and it turns so its not facing you, or it has its back to you.... what do you expect to happen, you teleport your ship over 300m distance, so that you're miraculously in front of it?
  11. Key thing with Xoti, enchant her Sickle with Urgent Harvest. +25% Action speed for 30 seconds, for being near a corpse. She doesn't even have to get the kill.
  12. Intelligent Keywords make it simpler... having issues like Spell Resistance, and Spell Resistance which act differently (Read the description, some affect 'Hostile' Spells, if it doesn't mention that, then its all spells) make the system painful.
  13. Backstab only applies to first pellet in a multishot, anyone try seeing if the area damage all benefits from it? As for limiting your Chants to buffs only, you could have 2 sets of chants, but that is kinda intensive both in skill usage, and always swapping around. Late game though, there are enough 'good' ones that you'd be fine with buffing only... although if Heal pulled you out maybe not.
  14. Make sure you have Eder as Rog/Fig tank, with Persistent Distraction, so that everything he's engaged is Distracted (Sneak attack for you)
  15. I don't find multi classing Wizards to be bad, its just a matter of finding something with good passive / non time wasting abilities. Helwakler Wizards are hilarious. Unhittable with a few level 1 - 3 spells (With mass Int they're going to last the fight, and they've got basically no cast / recover time), +10 Intelligence, +10 Might. Dance of Death, from the back ranks. Chromastaff can actually wreck things, Spearcaster if you feel like going a different direction. As for missing out on the 'Ultimate' Spells, scrolls of Meteor Shower, with this build will outdamage a vanilla wizard. Scrolls, really shouldn't be overlooked, in the class discussion.
  16. Haven't specifically built it, but Ranger has the roll, upgrades to free Ranged attack...
  17. Fury Adds Range and Pen to Elemental Druid Spells, not everything... unless its bugged?
  18. Was meeting with the Queen for the Coming Storm, when it became clear I'd lose Maia, told the Queen I wouldn't ally with them. Received a Major Positive Reputation hit with Huan. Quest log says I've made an enemy of the Royal Family of Huan. Maybe they respect the fact that I'm screwing over their country for love? Or its supposed to be a negative change.... either or.
  19. I don't know if a Non Wizard can get their Deflection up high enough on PotD to get this working... maybe maxing out downgrade (graze to miss) might help.... I heard Riposte was 20% trigger though, so not something to build around, more just a nice bonus.
  20. With the exception of 'quality' (Fine, Superb...) the majority feel like they are or effects. You can sometimes guess by the name, but just be careful, Save before doing any enchanting, in case your choice locks out something else. Usually the OR enchants are related, and have similar names... Spearcaster: Elemental Bolts add +5% of each (Corrorde, Freeze, Burn, Shock) Damage; Force Bolts have 15% chance to cast a Spell on hit. Shimmer Scale; Mirrored Scale +10 Defense v Gaze and 50% reflect Gaze; Warped Scale for Immunity to Gaze.
  21. Spearcaster (Arbalest) is another good toy for Casters (yeah, not a Robe). Its fairly high damage, and the 5 + Arcana Skill (+1% per) to Accuracy is really Handy. Modal for Arbalest is Prone on hit; it has a 50% Knockback + Daze on regular attacks.
  22. Uninstall, and while its redownloading you can Right click on the game, select Properties, Update Tab, and you can turn off Automatic Updates. You'd probably want to find where your save games are, but Steam usually leaves them... Might not be the best option, but only way I know to do what you've asked.
  23. I've had to reload a few times after picking a class for a companion, and realizing their stats (and provided gear) do not support my idea. That said, reloading is usually only a minor time loss.
  24. The power level lost from Multi is pretty minor and can be made up through various Races (Nature Godlike). You'd have a fairly solid Melee when not in Shift, lots of good Druid Buffs. Barbarian would work fine, I like Berserker, the benefits massively outweigh the penalties, and in situations where you're worried about not hurting your friends (confusion) don't Frenzy. idk much about Chanters, but really, most combo's work wheter or not they are 'the best' combos. Soulbound you pick which class you 'activate' for the weapon on binding.
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