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1TTFFSSE

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Everything posted by 1TTFFSSE

  1. Pure Wizards are basically uncatchable in terms of the damage they put out once they get those level 8 and level 9 spells and empower them. Before that, though I find Berserker/x combinations to be very strong - be it witch, shaman or warlock (though warlock is basically cheating because you are half wizard lol). And yeaj all of those builds supplement their melee or martial damage with spell damage so they are still mixed classes.
  2. If you are making an offensive fighter/x combo it is the best sublass like say when you are making a devoted/streetfighter or a devoted/berserker or even devoted/monk. The other class chosen adds a lot of hit to crit conversion that way to stack the bonuses and increase the damage done. Anyways I think it is the best fighter but you should plan weapon use carefully. But you can't really go wrong with sabers though for damage if you are at a loss for what to choose.
  3. It is an ability I use pretty high on ai priority list on a troubadour healer/support toon because it heals your toons and does some damage on the side. It is better indoors however since the projectiles can bounce and also I think it does better damage against vessels.
  4. It was easier to calculate per combat hour rather than by combat second because the records shows hours/minutes spent in combat and not seconds.
  5. You can probably make it through if you just go generic monk/berserker and pump constitution to 20 though the start of the game up to the point you get legendary equipment can be rough. People soloed the game with marauder which is very squishy too or at least as squishy as monk (generic)/berserker so it should be possible. But with upcoming nerf to dual wielding it makes it harder because those build like marauder or ravager got by by having very good offense especially offense and just enough defense to survive. Paladin and fighter multi is kind of the easy choice because of the defensives. on solo zerker /multi I'd go might: high to max con: high to max dex: base 10 or 8 with blessings, you can get away with 7/8 total actually) perc: high to max res: base to high int: whatever is left
  6. I don't know how you tested it but it's not true at all. You have recovery with the scepter in the OH or reload if the pistol is in the OH. Don’t make assumptions, TEST it. He means scepter in mainhand and pistol in offhand. In this way since full attack abilities use offhand recovery time and firearm has no recovery only reload. You actually CAN spam full attacks without recover. Imo it is a bug and should be fixed. Don't you have to reload the pistol in that case for the next full attack or is there a bug that ignores you reloading between full attacks?
  7. I thought about this and I think a fair solution would be to increase the resource cost all of full attacks when wielding two weapons by 1 resource point and not nerf the damage - that way they still retain their purpose of delivering bursty damage when needed. Would be better than a -35% reduction in damage.
  8. Would rather see something like full attacks with dual weapons cost more resources, rather than a nerf to damage. Dual wield full attacks have a purpose of delivering burst damage and sure - spamming 1 resource full attacks with crippling strike, penetrating strike and flames of devotion is silly (those 1 resource abilities should cost 2 resources if dual wielding) , but some full attacks with expensive abilities like withering strike 3 guile should probably not be touched.
  9. in this case nerf to dual wield full attacks is just a lazy solution. -15% fine but -35% is stupid. what they should have done is dual wielding = -5 accuracy or something. or better yet full attacks with two handed weapon = +15% damage and don't touch dual wielding. this is like a nuke nerf which penalizes rogue and paladin. The cape with 1% brilliant on the other hand makes a class like wizard or barbarian even more powerful than it already is.
  10. If you are at 20+ perception already casting something like combusting wounds is more worth it. Against a boss target/ fight sure you want as much accuracy as possible so you might as well get merciless gaze so your main nukes hit harder.
  11. pre buffing too much/debuffing the enemies too much = loss in actual dps. so combusting wounds/ wall of flame shenanigans are actually a loss of dps in an encounter compared to straight up missile salvo. Like for instance, a shaman is better off just going frenzy->lion's sprint (instant casts)->nuking , skipping minor avatar cast A wizard/evoker is better off doing deleterious alacrity of motion-> infuse with vital essence->nuking, skipping any long buff casts like merciless gaze etc. I used avenging storm scrolls and 20 arcana on the ranged blunderbuss / or watershapers rod builds (scrolls are instant casts) but they still did not out dps aoe spellcasters generally. Given in the tests I treat each build equally - it's basically a rat race who accumulates most damage done through a run through several dungeons I think the results are accurate in relating one class vs another - in that context, it is not about how much absolute dps a class would do when the context changes ie. is the only dps in a party or playing solo, but how efficient a damage dealer it can be - like what would you be giving up if say you decide to play x class in a playthrough instead of y class. The game is balanced anyways that you can beat it in PotD almost with any combination, the exception being naked solo runs.
  12. Yeah pretty much ai set to target most enemies with missile salvo priority over wilting wind being second. If the evoker runs out of those they use delayed blast fireball. And I don't even bother with empower because no one is using empower in the tests just a quick run through of combat. It's pretty sick how much better the evoker is compared to anything else. But it is also really boring playstyle as you just buff yourself with alacrity and vital essence and proceed to nuke stuff. - and those spells are so strong that it is a snoozefest. I don't know know if I have a favorite dps build but Shaman of Woedica / Berserker is very effective and pretty badass looking, because the woedica spiritual weapons is raw damage claws which look like vampire/reaping knives claws and work with and enhance monastic unarmed training. So it is a very elegant hyprid caster/melee striker build, because after getting speed from frenzy and casting storm of holy fire you summon the spiritual claws and claw people in melee with a pillar of holy fire thrown in on occasion - at least it feels more dynamic and varied compared to a nonstop spell nuker. Witch is strong too like the bashee build I posted but unfortunately, it is a pain to level up as it only hits its high power level really late.
  13. Test 7 Evoker 31,930 dph Cipher asc 12,851 dph Shaman Woedica/Berserker 13,306 dph Wanderer Helwalker/Gunhawk (with Watershapers focus) 6,443 dph
  14. Can someone quickly double check if skaen priests get that passive "apprentice sneak attack" at character creation or has it been cut?
  15. you have to have both high deflection and high ar on a tank because you want to avoid getting crits from an enemy otherwise high ar means nothing. I think once you are above 130 or so deflection you are good (in a party main tank). 160+ if you are soloing some fights though. as for ar getting around 17 ar is good. 17/18 ar and 150+ deflection and you are pretty safe. like if you are running with a healer a more offensively tuned tank with two weapons (no shield) 135-145 deflection and 16 or so ar should be good. that is at levels 19-20.
  16. Don't torture us! What leak?? Is it about Ydwin? :aiee: Ydwin will go rogue and turn everyone in the party including the watcher into thralls.
  17. What are your thoughts/experiences on Brute compared to either of those two? Brute is really strong too but Brute is more crowd control/aoe damage dealer than the other two. Marauder is pure single target burst and is very good at that. Swashi is kind of in the middle and adaptable. Like if I run a marauder I will always set them loose at the enemy backline as a pure striker against dangerous squishy foes like enemy mages priests and druids. Swashi and Brute would be better in classical off tank role cleaving the targets the main tank gathers with another dedicated single target damage dealer like a scout, (red hand) wanderer or said marauder striker dedicated at attacking the enemy spellcasters. So if you run a brute in the party I would recommend another damage dealer specifically dedicated to single target burst. If you run a swashi offtank you are more flexible but they are paired well with wizard dps or cipher/multi dps. You can probably get away without another single target burst dps if you run a swashy in the party. for solo Swashy is definitely the strongest and most reliable of the three, with Brute in the middle in terms of gameplay ease and marauder the hardest. Hmm, alright. Marauder and Brute both make the best use of all of the Shock damage. So then I guess it comes down to whether I'll be dealing with AoE or single target situations more often. The one thing I do like about Rogues in this game is that they evoke duelists just as much, if not more, than the cunning/sneaky assassin types. I mean "optimized" if you go with LDV as you main weapon just go brute. Mara, unfortunately, feels gimped if you are not using dual weapons because of all of those full attacks.
  18. I mean if you set a mindstalker vs a harbinger in an arena I am pretty sure the mindstalker would win when ai is set. Now take mindstalker vs marauder or mindtalker vs swashbuckler and we have a very interesting fight. can the mindstalker keep the mara or swashy cc locked because otherwise they are k-o.
  19. What are your thoughts/experiences on Brute compared to either of those two? Brute is really strong too but Brute is more crowd control/aoe damage dealer than the other two. Marauder is pure single target burst and is very good at that. Swashi is kind of in the middle and adaptable. Like if I run a marauder I will always set them loose at the enemy backline as a pure striker against dangerous squishy foes like enemy mages priests and druids. Swashi and Brute would be better in classical off tank role cleaving the targets the main tank gathers with another dedicated single target damage dealer like a scout, (red hand) wanderer or said marauder striker dedicated at attacking the enemy spellcasters. So if you run a brute in the party I would recommend another damage dealer specifically dedicated to single target burst. If you run a swashi offtank you are more flexible but they are paired well with wizard dps or cipher/multi dps. You can probably get away without another single target burst dps if you run a swashy in the party. for solo Swashy is definitely the strongest and most reliable of the three, with Brute in the middle in terms of gameplay ease and marauder the hardest.
  20. sabres - check half swords - check warhammers - kinda check greatswords - we need 2 more quality ones the ones in the game so far are meh estocs - there are several very good ones I would love one more with a citzal's spirit lance effect but in an estoc Battle axes - need 1-2 more cool ones with elemental damage clubs- would be cool to get a "throwing club" unique morning star - need 1 that offers a spin to win move mace - would love a mace that offers elemental bonuses kind of like the chromo quarterstaff now but a mace flails- make an animancer whip type flail please people would love it hunting bows - make one that fires two shots at once (just kidding-that would be op but still a nice idea) war bows - you really need to make a unique war bow that gives driving flight effect on shot because as is right now war bows can't compete with hunting bows crossbows - fleetbreaker is one of the best weapons in the game but comes late I think, make another crossbow that sunders armor rating and we are good arbalest - again, the one unique spearcaster is really strong I guess you can make another one that fires a unique powerful bolt that deals more damage but also damages the user. pistols - check but a "melee type pistol would be nice that has limited range but is limited to a powerful point blank shot arquebus - check blunderbuss - check pikes - ??? does anyone use these??? halberds - just let us upgrade Lord DV to legendary and everyone is happy.
  21. Basically, Marauder will be more powerful in terms of dps at very late levels - thanks to blood thirst. Until than they will be pretty close but the swashi will be more durable.
  22. This is a very solid melee combo - very good dps and survivability. Yeah and Espirs is great but too bad you get it basically right before you finish the game.
  23. It is easy in the sense you give the ranger a ranged weapon, pick some talents intuitively and it will pewpew....nothing special. It is very straightforward and intuitive in that sense. It is not the strongest class but for someone just starting the game for first time it is actually a much more straightforward class to play than wizard or something.
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