Marigoldran
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Everything posted by Marigoldran
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Just pick all of the paladin unique passives (especially Stoic Steel and the various unique Paladin defense upgrades, along with Lay of Hands and Brand Enemy. Save your zeal for Lay of hands and Brand Enemy, which means you don't need any of the other Paladin Zeal costing skills. Glorious Beacon is NOT worth it because if you use it you have fewer Zeal for Lay of Hands. Pick up some of the longer-lasting summons from chanter (Drake, Ogre, wurms- don't get Wisps) and Ancient Memory and whatever other chant you want and you're good to go. Unlike other builds Heralds don't rely on any specific item or "trick." A herald is a super tanky regenerating healbot tank that summons and gives out DOTs to enemies, which means that when things go to shi- in combat, and it will, they will ALWAYS be effective regardless of the situation. Their power comes from their tankiness, flexibility and ease of use. No tricks required. You don't have to worry about positioning. You don't have to worry about cooldowns or refreshing spells. You can mindlessly walk it into a pack of enemies and it'll be fine. Set the AI to summon stuff, and just sit there, occasionally giving out Lay of hands. It's a class of pure tankiness and solidity. Whether or not you want Dex depends on if you're soloing. If you're in a party you don't need dex, but if you're soloing you do, so that you can get your summons out faster, and not be interrupted by enemy attacks. The only stat you really need as a Herald is INT for longer summon durations. For anything else, just keep them at 10 and for your extra points put them into Per just because Per is always useful if only to find traps and loot. Don't bother dumping a stat. There's no point as a herald. All of it's somewhat useful.
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That is a relevant point, Boeroer, but the reason we use a herald is because they're tanky and they summon. They can kill enemies on their own with Brand Enemy (infinite damage DOT that auto-hits and only cost 1 zeal- so no need for perception there), though it takes a while. But the general strategy is to combine the herald with another solid tanky striker like a monk to do the damage while the herald supports with heals and summons.
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Whispers of the Wind IS a healing solution because you're invulnerable when you use it and you're invisible for a short period, which gives time for regen and healing effects to act on you. I've noticed that when you're in the Whispers animation you can't be hurt. Also, his broader problem is that his strikers are dying, and my solution is "just use a tankier striker" and whispers of the wind for the invulnerability and invisibility frames.
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No you really don't. You don't have to hit with ANY attacks to win thanks to brand enemy and soft winds of death. They're auto hits, as is the first wizard missile spell. The only problem is when you run into yourself (Soul mirror) or Eatons (who regen). Then it's a draw but your computer eventually crashes because it runs out of resources. So for those fights bring a monk or two or cheese it. EDIT: Yes, but he killed it without having to use his brain or much of any effort at all. Turn speed onto fast, set the AI to summon stuff, and then just sit there. Can you say the same about your kill? EDIT 2: I should consider doing a run where every party member has 3 perception and might and show how it's done.
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or you could just grind everything down with Brand Enemy, Gouging Strikes, Summons, endless renewable resources, and sheer tankiness, and add in a monk or two if you encounter an endlessly regenerating enemy (and there's only one or two in the game). Who needs offense when you have defense and eternal and renewable DOTs? Who cares if your damage and accuracy is low, if your enemy can never kill you and you can slowly kill them? it doesn't matter if you miss 80% of the time and underpenetrate because even if you do an average of 2 damage per attack, you'll still eventually win (just turn the game speed to fast) because they can't kill you.
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Race: Dwarf. Max Con because health is the resource you'll use for your abilities. Dump Might. Dump Resolve. Max Int. Put remaining points in Dex and Per (Per is the more useful of the two, but you'll need dex for faster cast speeds). Armor: Light or Medium. Strategy: Get Iron Wheel for +10 Con, +3 armor (with 10 wounds) giving a total of 30 Con, meaning that you've got 600 + health at level 20. Keep Llenagrath's Safeguard up at all times for +20 defense and another +5 armor. Even with light armor (at legendary) we're talking about 17 armor. Be in a party with 2 heralds who are just as tanky as you for constant regen healing and occasional Lay of Hands. This build lacks healing so it's not soloable. Enjoy your infinite renewable resources and slowly grind the enemies down with endless spammable Marua's Tentacles, Monk and Wizard summons, Walls of Fire, and Chill Clouds.
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Blood Mage definitely synergizes with monk. Max Con, dump might. Get Iron Wheel for a total of 30+ Con and +3 armor bonus. Be a Heath Orlan for the crit bonus for heartbeat drumming. or maybe be a dwarf and get even more Con. Have a team of heralds to regen health for you, wear heavy armor, and spam Llengrath's safeguard, Writhing Tentacles, Essentail Soul, Blackened Sight, Raised Torment, and Dichotomos Phantom. Use an AOE melee weapon. Etc. etc. You know with Turning Wheel and being able to spam Llengrath's Safeguard, you're talking about a permanent +8 armor bonus. At that point, you may not even need heavy armor. Also, Minoletta's piercing burst does damage to any enemy nearby. The Piercing Burst also bypasses enemy armor rating. Hrrrmmm. Except it's a level 6 spell so to regenerate it you'll need a lot of Con. EDIT: At level 20, with 30 Con, that's 600 health and +8 armor on top of whatever it is that you're wearing. Citzals' Spirit Lance works with Heartbeat Drumming.
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If you're not soloing, multiclass with Paladin is probably best so you don't just die from a one-shot after using the blood ability. The other option is Monk/Blood Mage because of Iron Wheel (+10 Con, +3.3 armor with 10 wounds, which should be pretty easy to get even in the back lines as blood mage).
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1. The club misses.because of the 160+ deflection 2. The Wondrous Torment misses because of the 130+ Will stat. 3. Expose Weakness hits because of luck. But it's not enough. 4. Enervating Terror might work assuming it can hit in the first place. But it runs out, so your other spells better kill before it does 5. Debuffing her armor is pointless because she has 19 armor with Stoic Steel so you'll always underpenetrate no matter what you do. 6. Finally, debuffs only work IF YOU CAN HIT WITH THE DEBUFFS IN THE FIRST PLACE. On a char with 130+ defenses or higher across the board, you're going to find that difficult. The good news is she doesn't do any damage. But what are you supposed to do to kill her and end the fight? You can't even DOT her with a Gouging Strike or Brand Enemy because she auto-heals herself.