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About guildwriter

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    (4) Theurgist

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  1. I don't know what scenario Kaylon or you tested, but I just recently tested a fight in the Old City where I hit a Greater Earth Blight with a Gouging Strike and retreated. There were enough enemies of varying distances to "ping pong" constantly between the hostile and passive state. Differing move speeds also contribute to this. I have gotten the scenario that Kaylon describes to trigger in other areas like with the Bardatto quest in The Hole. There the distances are short enough that enemies can ping pong back into place and deaggro to cause Brilliant to proc. It is more accurat
  2. So after some testing I think the reason why Brilliant and Invisibility can work together the way they do has to do with a peculiarity in certain fights in this game. There are some fights where once combat starts, it cannot end until all hostiles are cleared from the map. Examples of maps like this are ship boarding, lots of SSS fights, and certain fights in FS. Even if the enemies can't see any hostiles and deaggro, you are still in "combat" mode and can't reset the fight and your resources. (I can think of a couple of reasons why someone might design an encounter like this inte
  3. This is part of why playing Assassin solo is so much fun for me: finding the limits of every encounter and trying to maximize the efficiency. The way fights feel can change dramatically based on approach wheras a lot of the other solo approaches can feel incredibly facerolly due to the way they create degenerate value. Smoke Cloud shooting is definitely safest overall, I just can't play like that for long without getting bored.
  4. Brilliant triggered by invisibility? Well now I have a new build to play after my SC Assassin! Great find. I'm really curious to see what the limits are on this. One of the biggest problems I ran into with the Assassin/Skaen was extracting every bit of value from limited resources. I'd probably consider the following changes if going through a full run through: Pernicious Cloud in the build somewhere to avoid fatigue if you're going for a serious playthrough. You can clearly potentially every fight by shooting once and going invisible but it will get super tedious. You're goin
  5. I'd personally like to see some method of resource generation for each class for longer fights. And some love for the Assassin class.
  6. Having played both substantially I'd say that Evoker just isn't worth it. Sure it's cute when the double fireball lands but it's just a bonus. I value the flexibility a lot more as I've found the +2 PL on evocation spells doesn't significantly change the math on fights. Yes it will do more damage, but not enough to change the fact that you're likely going to have to cast twice anyways to blow out the target. As far as the viability of Assassin/Wizard, the class is plenty strong and frankly can clear most of the game+DLC solo potd upscaled if it really wanted to. You'd be surprised what
  7. Rep shouldn't be an issue. Not everyone on that party is going to get along as Pallegina won't get along with Xoti or Teheku. But it shouldn't be too much of an issue. The setups depend on how you want to play. Personally I run something like Eder as Swashbuckler, Pallegina as Herald, Xoti as Cleric and Aloth as Wizard and Teheku as Chanter. Personally I think you have a lot of support and would consider some kind of auto attacker that can help carry damage, but if you're going Assassin/Wizard then you can carry damage by yourself if needed. I think my character has 80-90%+ of damage an
  8. Bleak Walker/Assassin still probably has the highest damage alphas in the entire game. What changed is the difficulty of things and how much HP/Armor enemies have in general. On PotD upscaled at level 20 it's not uncommon to see enemies that have 800+ hp putting them well outside the one shot range. That's why that build is nerfed, it can't trade as efficiently as it once did. It could probably do normal PotD solo but I digress. It's totally viable for party play though on any difficulty. Since you like doing massive damage let's talk some other options: If you don't mind babysitting
  9. You can either right click Modwyr and click on the "Talk to Modwyr" button at the bottom where Bind Soul used to be. Or click on your main character and click the talk icon on the action bar while she's equipped.
  10. If you need to group up people on ship battles here are the some locations I recommend to force enemies to group: A corner near the enemy helm Stairs If you're still using the starting sloop, a corner next to the door leading below decks The first is good because if you kite the enemies correctly, the LoS issues will force enemies to either path right up onto the same deck as you or cluster on the stairs. Stairs are great because there aren't many ways up to you and hit detection gets super wonky on inclines allowing you to oftentimes hit many more people than you might think. The corner ne
  11. I actually value Dex and Int as the highest priorities on my Rogue builds. Dex allows for more actions to be taken and makes the character feel much more responsive as a result. There's a fair amount of ways to buff Accuracy as well so dropping Per isn't that much of a big deal. Most people like to shortchange Might. But if you can swing a +30% additive damage bonus that's pretty huge. Especially as it helps DoTs. It really comes down to what you're trying to do and what you're trying to maximize as a result.
  12. It's a case where Infamous Captain fires at the start of combat and when you start ship boarding you are already in combat. Typically the enemy sailors are stuck in some sort of emote sequence that is timed to end as the camera panning stops. Infamous Captain seems to short circuit this causing the emote sequence to break. As the fear generated by Infamous Captain isn't long and the camera panning takes something like 10-15 seconds, it's enough time for the enemy to exit the fear and start taking combat actions. It's not uncommon for the enemy crew to be able to finish 1-2 spells/attacks b
  13. You miss The Willbreaker, Shining Bulwark, Blackblade's Hood (Aeldys) or Fleetbreaker (Furrante). I suppose you could stealth steal the first two. The rewards on the other hand . . .
  14. Stop I have PTSD. [it is a good idea though - I think it will suffer a lot more though in instances where your movement is constricted. See SSS fights and pirate ship boarding fights.]
  15. I wouldn't run it solo until they fix the penetration scaling issues with imbue spells as Fireball is going to be one of your primary methods to trade efficiently. Once they do I don't think this will have too many issues on PotD but upscaled might be a bit much in some cases. I don't think it's capable of taking on megabosses at any point. Here's some basic theorycrafting: AA + Goldpact or Wizard/Blood Mage Either one works well for different reasons. Goldpact gives more armor and defenses and healing. Wizard will give more summons, damage, CC, and buffs. I'd probably go with Wizard pe
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