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JESUSSSAYSNO

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About JESUSSSAYSNO

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  1. I guarantee there's enough if we path for it, and not all encounters need them. Last I remember they're craftable, so we just need to have enough gold to buy the materials we cant harvest on our own. The small window might matter, but as has been said before this is a RNG heavy marathon run, the run can randomly end even on the best pathing. I genuinely don't believe withdrawl count will cause us problems. You might think its impossible until one of us goes out of our way to get as many as we can get our hands on. We should only need about 20 over the course of the run. We dont even need them all at once, which gives time for vendors to reset between activities.
  2. Scroll of Withdrawl is always the answer. The big fights aren't the problem, pathing for every kill target within the time limit is the problem.
  3. IN ADDITION, you can flank a single target for every 2 you control. Summon Skeletons and Corpse Explosion are two options that let you summon 3 allies, which lets you proc Tactical Mastery on 2 enemies instead of 1. While you have Brilliant on, every attack you make is a juiced up Knock Down and you've got your fighter acc buff up putting your perception at 25 with the well necklace. Later in the game, you can use the same tactic for Unbending and other solid defensive. So in a way, Tactician is both an execute phase for encounters and it re-normalizes fighter back into a per-encounter class. Both sides of the kit play off each other pretty well.
  4. With Troubadour, I can sit with a super powerful ghost buddy flanking, and fully resore fighter resources at the end of every encounter, by proxy effectively making fighter resources a per encounter resource.
  5. It's not what Tactician adds to the Troubadour, it's what the Troubadour can add to Tactician. Units.
  6. Nah, Troubadour/Tactician. I dont have my game pulled up, but I hard dump dex to minimum and bring res to 6 and pump str, con, per, and to a lesser extent, int. I take a misc blunt weapon to handle skeletons, and medium shield at level 1. get the crew, path the cave beetles>3 skeles>find the dwarf>leave, go to Maje, get Rinco and the Jailer's quest and leave for the Huana village because this quest is time sensative and she wont answer after dark. Go back to Maje at Rico's houseto turn in, talk to the governer, talk to the inkeeper, deal with the drunks, then leave maje by the western exet to go to gorrecci street. Sneak past the dudes there, and then solve the quest peacefully, then collect the dope necklace in the well. leave town without turning in the jail quest. Go to the Ruins, go north, down the ladder, sneak past the three small drakes and then sneak past the big drake encounter. Go west in the ruins and sneak past both of the next encounters. The Adra Ooze requires 2 stealth to sneak past. Sneak back and you're through. The path is prone to RNG failure, but that's just how this mode goes. this is a RNG heavy marathon run. I've created a practice save with all god affixes, path of the damned, solo, without trial of iron, so i can make saves and test areas without needing a 20+ minute reload every time I die. With it I can chew through everything very quickly. I'm considering making a save without Wael as well, because Wael doesnt impact math, just my ability to see whats going on. Having Wael off would make trial and error very much easier. This is a run best broken down into small chunks that can be mastered. A final run will come after tons and tons of practice, so why not expedite the practice using another save as a practice tool?
  7. Bloodmage's passive heals you out of combat, and the class has infinite spell slots. You have access to a plethora of HP sustain spells, defensive buffs, nukes, CC, etc as well. BM's out of combat regeneration makes it so incredible. it lets you wait out a bit of regen without Resting.
  8. I was doing Shieldbarer runs on stream last night and it wasn't happening. You cannot target Vela with LoH. Vela can be healed with AoE, but it's kind of a crapshoot. She will always periodically die and there's nothing you can do but take the L. Other notes: Infinite resources are mandatory. I was playing BM/Shieldbarer Arcane Knight and my paladin half was dragging me down the entire time. Make sure you have damn good passives or infinite resources. Monk, Tactician, Chanter, and Bloodmage come to mind as the best for this run.
  9. There's no front and center synergy, but the two classes supplement each others' weaknesses. It's a solid mixxed def/will Striker with support options. The RP is cool and the build coming online at level 1 are the biggest pros for me. I don't think it's the strongest build in the game, but I think it's pretty good if you're looking for a striker class that has some bulk and the option to spec into utility. It uses Paladin's strong earlygame to build into and support a strong cipher dominant setup mid and late.
  10. Unsure if this is the right place to ask, but what about adding completely new spells to the game? I'm considering making a Paladin pack that adds a handful of spells and strikes to the various kits to enhance the strengths and weaknesses of a given Order. For some spells I can just give access via the method in the OP, but I'm less sure about adding in new spells.
  11. Big fan of this one! It even somewhat balances itself out by splitting EXP between 6 instead of 5, so there's a meaningful tradeoff for bringing a 6th. 6 party members is a lot stronger than 5, but the RP feels a lot better with 6. Justifies bringing companions that you might not otherwise bring.
  12. I'm level 7 now, buffed up I can just break 100 Will, while I'm not specifically stacking it, but the value seems really high for this stage of the game. Ended up getting lucky and played a bit better and beat the encounters giving me trouble. Either way, it seems a lot more reliable to have a physical based medium shield tank in the party for these kinds of situations. Solo would be a different story.
  13. Title. I'm running a Bleak Walker Bloodmage on Path of the Damned. It's a solid build and I'm considering writing a guide on it due to how enjoyable I'm finding it, but I'm hitting walls against opponents with the Arcane Dampener spell. I've been using Whispers of the Endless Paths with the counterstrike upgrade paired with Arcane Veil and Caucelhaut's Corrosive Siphon to stay alive and do damage as a main tank, but I'm getting hosed by enemies who can suspend my buffs. Is there any solid workaround or counter to Dampen Magic or similar dispels, as a melee Arcane Knight, or do I just get hosed? I could swap my party comp around and bring a more physical oriented tank who doesn't need magic buffs to tank, but I also want to know what more experienced Arcane Knight players do to handle anti-magic. Its really brutal when 65% of my kit and point investment is trivialized by a single spell.
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