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mepp22

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  1. Any idea why True love's kiss doesn't get triggered when using Whispers of the wind? The description says attacks from stealth trigger the effect the same as the Stalking cloak and Mask of the Grotto both of which work fine with Whispers of the wind. I can only get True love's kiss to trigger on my first attack from stealth. If it did work it would be ridiculously strong so I'm not saying it needs to be fixed, I just want to understand why the other items work but it doesn't.
  2. If you love the Tactician subclass as much as I do (Main Character Helwalker Tactician) then I highly recommend having a Witch in your party. Probably the best way to apply Flanked to all enemies at once is with Phantom Foes. This works incredibly well with the Barbarian Spirit Frenzy because Spirit Frenzy applies Staggered when scoring a hit with an attack (not weapon attack!) this includes being hit by Phantom Foes. This is basically one massive Debuff that that Flanks every enemy on the screen as well as prevents them from Engaging/Flanking instantly triggering Brilliant Tactician. As an added bonus it Debuffs Fort defense which is great for Fighter abilities, Cipher's Detonate and Barbarians with Brute Force.
  3. Of course, but there are other good weapons to get you there. Engoliero do Espirs is just the power spike you get before doing the DLCs. Cipher and Barbarian are loaded with fantastic passives and I think a witch can make a pretty strong build. Also as a bonus having access to Phantom Foes is amazing if you have a Tactician in your party.
  4. I was thinking about trying a Witch (Ascendant or Beguiler/Beserker) with Engoliero do Espirs. The idea is to Detonate near death enemies causing AOE crush damage while triggering Ghostblades and having no recovery. Bonus points if you have a party member using Oathbreaker's End for even more AOE damage on kills. Probably Human race for the bonus Acc/Damage which will get triggered from the Beserker Frenzy. Starting with a ranged weapon at least until you get Devil of Caroc Breastplate because you are squishy and you don't have to worry about being Confused. Beguiler would be nice so you can debuff right away but Ascendant would also be cool for starting a Detonating chain reaction. Both Barbarian and Cipher have some great passives that work well together and I am surprised there aren't more witch builds. What do you guys think?
  5. Yeah I know there are other ways to use the Assassinate passive, I just thought maybe there was a way to extend invisibility time so you can do other useful things like heal and still be dealing ridiculous damage to finish off opponents.
  6. I tested it, Salvation of Time seems to completely remove Shadow Form :/ Thats too bad... Being able to extend shadow form to around 30 seconds would have been amazingly powerful. Being able to heal/buff your party while picking off near death enemies dealing well over 150 damage per hit while being untargetable would have been quite a strong combo. Killing and retreating is a bit too cheesy if you ask me.
  7. According to the GameFAQs walkthrough Shadow Form from Slippers of the Assassin doesn't break invisibility on Buffs or one-shotting an enemy. Would it be possible to have some sort of Assassin build with high intellect (for longer invisibility) that focuses on one-shotting injured enemies? Perhaps a Priest of Skaen Assassin? If Salvation of Time works with Shadow Form it could be ridiculously powerful. You could stay invisible the whole fight meaning as long as you one-shot, each attack does +4 Pen, 25 Acc and 50% Crit Damage, Ajamuut's Stalking Cloack gives another 5 Acc and 5% Damage, Backstab gives +100% Damage for near by enemies. If you use Dragon's Dowry as your main weapon you won't have much trouble one-shotting most enemies. Scion of Flame increases Pen +1, Ring of Marksman another +1 Pen, +4 Acc, Ring of Focused Flame +10 Acc. Thats a whopping 44 Acc and 6 Pen just from a few items off the top of my head...
  8. Does anyone know what area Clear Out hits? Does it only attack targets in front of you and does weapon reach cause you to hit more enemies?
  9. Mask of the Grotto Deep is another item you should use because it makes Melee weapon attacks from stealth apply Raw Damage over time to target. You can make a really strong monk build for Xoti with those items and WotEP or Oathbreaker's End. Xoti is especially good at it because she regenerates wounds by getting kills which can let you constantly spam Whisper of the Wind as long as you are getting kills. Add the Spider Silk Robe and envenom your weapon for some serious damage dealing.
  10. I was working on a Brawler Build before the new classes and it was already very strong but now I think a Tactician/Nalzpaca can be absolutely devastating. In the early game you can use Deadeye to get Interrupts on attacks while Rooting Pain also provides a steady stream of Interrupts (free Discipline). With Swift Flurry and later Heartbeat Drumming you will do a lot of hits very quickly, letting you basically spam fighter abilities. In the late game you can wield Slayers Claw (Improving Tenacious from Thunderous Blows to Energized) to interrupt on every Crit. If you are also wielding Scordeo's Edge you will quickly have 20 bonus accuracy and Crit/Interrupt all the time. You will then be able to Charge into a group of enemies use Clear Out hitting everyone with a chance of repeat attacks from Swift Flurry and Heartbeat Drumming giving you a good chance of triggering Blade Cascade (with the high Int from Turning Wheel this is absolutely insane). Being able to get the Brilliant inspiration means you can spam any your abilities however you want. Wearing Gipon Prudensco makes you immune to Flanked; completely negating Tactical Dilemma and the Hearth Orlan Race (for the bonus Crit chance) you will want to attack enemies attacked by your party members anyways basically removing all the penalties of Tactician completely. The amount of synergy is ridiculous. I think getting Discipline on Interrupts is just too powerful with how easy it is to Interrupt. Do Fighter abilities that Interrupt like Charge and Knockdown also refund Discipline?
  11. Do you know if Clear Out triggers Heartbeat Drumming and or Swift Flurry? I am debating making a build using Scordeo's Edge and either an Ascendant that spams spells after triggering Blade Cascade or a Monk that can trigger Blade Cascade more quickly.
  12. There are tons of damage bonuses in the game. First of all as I said you get Frost Seeker very early in the game. It is not that hard to save enough money to upgrade it to Legendary (Mythic with Berath's Blessings) which is 60% (75%) damage bonus this alone is enough to justify dumping Might. Right from the start you will do +40% Damage when under 50%hp (15 from Human, 25 from Bloodied) This is not hard to trigger due to the self damage from Frenzy. Don't forget Frenzy increases Might 5 points bringing you to 9 Might not including other bonuses. You get 2 Handed style at level 6 (also very early) another 15%. Then another 15% from Weapons Mastery (10% comes at level 12 not that late in the game). One Stands Alone adds another situational 20% it comes late but before the Endgame you focus mostly on ranged combat. These are just the regular Damage bonuses. Most attacks will be abilities (Penetrating Strike/Barbaric Blow). Penetrating Strike does 20% bonus Damage and 3 bonus Penetration. Barbaric Blow/Smash does 20% bonus Damage and +2 Penetration and 50% Crit Damage. These abilities scale with Power level. You have very high Penetration +2 from Berserker Frenzy +1 from Ring of Marksman, +up to 5 from Upgrading your weapon, + from your abilities, and if needed you can always toggle Overdraw/Vulnerable Thrust for yet another +2, finally Crits increase Penetration by 50%. You will almost never under Penetrate and often trigger over Penetration. Finally this Build has very high Accuracy, hit to Crit chance and bonus Crit damage. High perception,+4 Accuracy from Ring of Marksman (only ranged), Disciplined Strikes(+5 Perception), +10 Accuracy from Fighting stance (when not using Cleave and over 50%hp, +5 when under) +8 Accuracy when under 50% hp from Human. As well as Brute force targeting Fortitude if it is lower. 25% hit to Crit from Disciplined Strikes, 30% hit to Crit with Barbaric Blow/Smash, 30% hit to Crit with Melee from Frenzy, 20% hit to Crit vs Near Death Opponents. Crits increase Damage by another 25%, +50% from Barbaric Blow/Smash, +50% vs Near Death opponents (Being able to switch to Ranged weapons and instantly pick off Near Death opponents is incredibly useful because of this) Might is simply not that useful for this build. In the end Might barely changes your overall Damage and also increases raw Damage which you can't defend against. Dexterity increases Action speed which is much harder to buff than Damage (25% from Frenzy, 20% from Bloodlust,5% from Aegor's Swift Touch). High Perception is needed in PODT and much more useful than Might (this Build has many Bonuses on Crits ect). Intellect increases duration for the many Buffs and increases area of Frost Seeker Crit as well as Carnage. Finally Constitution or Resolution is needed to keep from being too squishy. As I said in the Build Guide Constitution is better because of the high Brute Hp per level and to balance out Fortitude defenses.
  13. I played in a group. You could probably solo but it might be difficult to get to Neketaka on your own.
  14. ★ Jack of All Trades - Build Guide for Human (Hearth Orlan works too). The Jack of All Trades has 3 distinct fighting styles (Ranged, Offensive, Defensive) but focuses mainly on high attack speed and kill stealing to snow ball into an unstoppable tornado. The Barbarian Class (even more so the Beserker) is amazing at snowballing when in Melee range but often gets stuck fighting the hard to kill Tanks while enemy Casters and Strikers stay just out of reach dealing most of the damage. By combining Beserker with Black Jacket you can use a ranged weapon to start combat and deal with Casters quickly getting a valuable kill before they can get their buffs up and then switch to Melee to wipe up the remaining mobs. You also have the option of using a 3rd weapon set with a shield in case you are being focused down by the enemy and need to buy time before help/healing arrives. ~~~~ You start the game as a back line ranged striker because you are too squishy to solo the front lines and Confusion makes it too dangerous to have allies near you. Fighter and Barbarian have instant buffs and passives in the early game that lay the foundation for a very strong ranged Crit Striker build. Luckily Frost Seeker (one of the best Ranged Crit build weapons in the game) is available very early. Around the same time you get access to the Devil of Caroc Breastplate which makes you much tankier and you resist the Berserker Confusion (this lets you move from a back line striker to a front line striker). These two items are crucial to this build. The bow does splash damage on Crits letting you soften the enemy up before moving to Melee for the kill. The armor prevents the splash damage from hurting your party, gives you regular healing, lots of armor and gives extra resources you need to keep your buffs up and spam your abilities. All game you only need 2 active abilities (not including buffs): Penetrating Strike for softening enemies up and Barbaric Blow for finishing them off. With these Items you will have no trouble making it through to the late game. Also equipping Kitchen Stove with Thunderous Report as a 4th weapon is a great way to open combat. Late game is when this build really shines. There are 3 incredible weapons/shield that you can only get at the end of the game and they are what brings this build from good to great. Bronlar's Phalanx is the easiest to obtain. It can increase your deflection by up to a whopping 28, give you +1 armor and provides healing. If you are ever in a tight spot switching to this weapon set will buy you plenty of time for healing and support. The next weapon is Slayers Claw. This is a great weapon on its own but is really only used for one reason: Stelgaer's Ferocity-Might Inspirations applied to the wielder are increased by 1 Tier. Once you activate Frenzy you get the Energized Inspiration (Crits interrupt even at Range!) Now switch to Frost Seeker and kill any pesky spell casters. Frost seeker shoots 3 projectiles combined with your amazing Accuracy and Crit buffs means you are almost guaranteed to Crit once every time you attack. This leaves the Spell caster unable to get off any spells (even if they have concentration you shoot 3 projectiles that will most likely all Crit interrupting even the most powerful spell Casters). And finally Engolierio do Espirs. If not for the -3 debuff before a kill this would probably be the strongest weapon in the game. With this build you get around the debuff by using Frost Seeker to kill the Casters while softening up any near by units. Once the Casters are dead you switch to Engolierio do Espirs activate Cleaving Stance and Lion's Sprint. Run up to any near death opponent do a Barbaric Smash/Crushing Blow and mop up anything left standing. ♦ Difficulty: Path of the Damned ♦ Role: Striker, Off-tank ♦ Class: Fighter (Black Jacket) / Barbarian (Berserker) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬​ ✎ Starting Attributes: 4 Might You will get ridiculous damage boost from Fighter and Barbarian and enough sources of healing that Might can be dumped. Might also increases the self Raw Damage from Berserker Frenzy. 15 Constitution To keep from being too squishy you need either high Constitution or Resolve. Since we dumped Strength and pumped Intellect we need Constitution to keep our Fortitude from being too low. Also Brutes get a lot of Health per level meaning the Health % bonus from Constitution is extra effective. 21 Dexterity (+1 from Background) (+1 from witch's Potion) (+1 Effigy) You have several nice buffs you want to get out at the start of combat and want to attack as fast as possible, the best way to do this is have high Dexterity. 18 Perception This is a Crit focused Build having high perception means you Crit more often. However the higher Action Speed from Dex is better than the 1 point of Accuracy so you want to put your extra points there instead. 18 Intellect You have several spammable Buffs with fairly short duration high Intellect lets you make the most of them. It also helps your Carnage and Frost Seeker Blast radius. 4 Resolve For the majority of the early game you will fight with a bow, only coming forward when the enemy is already engaged with your Tanks. Once you do start going into Melee you should have enough equipment/abilities to keep yourself safe. ✎ Leveling Progression Level 1: Frenzy & Disciplined Barrage Level 2: Blooded Level 3: Arms Bearer Level 4: Barbaric Blow & Fighter Stances Level 5: Confident Aim (or Accurate Carnage) Level 6: Two-Handed Style Level 7: Bloody Slaughter & Penetrating Strike Level 8: Disciplined Strikes Level 9: Bloodlust Level 10: Blood Frenzy & Vigorous Defense Level 11: Quick Switch Level 12: Weapon Specialization Level 13: Barbaric Smash (or Crushing Blow) & Armored Grace Level 14: Conqueror Stance Level 15: Wild Sprint Level 16: Brute Force & Improved Critical Level 17: Lion's Sprint Level 18: Unflinching Level 19: Blood Thirst & Weapons Mastery Level 20: One Stands Alone (or Blood Storm) ♦ Civil Skills: Job: Hunter Active: Alchemy Passive: Intimidate ♦ Weapon Proficiency: At creation: 1. War Bow* 2. Rapier (There are some decent Rapiers early game e.g. Rännig's Wrath plus the modal gives accuracy helping you Hit/Crit early game) 3. Great Sword (Once you start getting some 2 handed bonuses and regularly hitting enemies you can switch to Whispers of the Endless Paths as your Melee weapon) Blunderbus* Battle Axe* Estoc* Large Shield (War Bow should be taken on creation along with any other decent 1 Handed Melee weapon you can find early as your backup weapon and a two handed back up weapon. Make sure before Level 20 you have Battle Axe, Blunderbus and Estoc and maybe even Large Shield.) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬​ ✎ Equipment / Gear Blackened Plate Helm (Head): +1 Intellect +1 Perception, +1 enemies Engaged Charm of Bones (Neck): +2 Intellect Devil of Caroc Breastplate (Medium): -10% Recovery time, +2 Max Power Pool, Resistance to Intelligence Afflictions, +2 Health (scaling) restored per 3s on Critical Hits with your weapons. Ring of the Marksman (Ring): +4 Accuracy with Ranged Weapons, +1 Penetration with Ranged Weapons Voidward +2 Corrode Armor Rating, -25% Raw Damage taken (or Ring of Overseeing) Boots of Stone: +1 Dexterity, +1 Resolve, +Resistance to Might afflictions Undying Burden (Belt): +1 Athletics, +2 Constitution, Incoming weapon Damage is reduced as Health is lost (Max -10% Damage Reduction), Grants 2nd Second Wind. (or Girdle of Mortal Protection to save Undying Burden for your Tank) Aegor's Swift Touch: +1 Dex, +5% Action Speed with Weapons, 5% Chance to avoid Ranged Attacks when over 50% Health Shroud of the Phantasm: 1% Chance to gain Brilliant Inspiration when taking damage, Living Illusion (Great for hard fights), Mystical Celerity (not much of a bonus for you) Most fights end too quickly but you have lots of Health and Healing so Brilliant has a chance to trigger. Early Game a Cloak/Greater Cloak of Deflection is recommended. Nalvi (Dog): +1 Resolve, Reduces Recovery penalty for armor (varies by Armor Type) ✦ WEAPONS: Set 1: Slayers Claw: Tier 1: Stelgaer's Ferocity (Might Inspirations applied to the wielder are increased by 1 Tier.) Tier 2: Stelgaer's Lunge (The wielder leaps forward, dealing heavy damage and knocking their foe prone.) Tier 3: Stelgaer's Rage/Independence/Restraint (10% chance when Hit to gain +1 PEN for 8.0s (Stacks 3x) / When not near allies, the wielder gains bonus Raw Damage to their weapon attacks. Tier 4: Aspect of the Stelgaer (Restores 15 Health on scoring Kill, Deals Raw Damage to nearby enemies on scoring Kill) ›› Combo with Bronlar's Phalanx. Start Combat with this set Equipped. After activating Frenzy you have the Energized Set 1: Bronlar's Phalanx: Tactical (gain Smart Inspiration when Engaged), Strategist (The first enemy engaged becomes confused), Stand Firm (Deflection goes up as Health goes down up to +20) Stand Firm (when under 25% Health unable to move, +1 Armor, +3 Health every 6 seconds) Set 2: Kitchen Stove: Thunderous Report (Lots of damage over a big area once per encounter) Set 3: Frost Seeker: +10% Damage as Freeze, Fires 3 Projectiles with reduced damage, Freeze/Slash AoE on scoring Crit, Garlands Breath (Does Freeze Damage and Paralyzes Enemies in a large cone, great if you are being overwhelmed.) Set 4: Engolierio do Espirs: Ravenous Soul Devourer (-3 Might Constitution and Dexterity before Kill +3 after), Blade Feast (Cast Ghost Blades on Kill and Heal based on damage done). Frost Seeker will be your main Weapon until the End Game. Use your high Attack Speed and Crit chance to pepper enemies from afar focusing on enemy Casters. After getting Devil of Caroc Breastplate with the Int enchantment you can start switching to Melee and flanking opponents after taking out the casters. You aren't squishy but wont have great deflection so make sure to start combat in the back line until enemies are engaged by your Tank/s. You should be the highest damage dealer in your party except for maybe Maia with Red Hand abusing Arterial Strike. If you have the Mythical Adra Stone from Berath's Blessings get Frost Seeker to Legendary then Mythic ASAP. You can get Frost Seeker early and you use it all game. In the end game after getting Slayers Claw, Bronlar's Phalanx, and Engolierio do Espirs you change from being a 2nd line Striker into a devastating tornado killing any and everything really really fast. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬​ ✎ Abilities Preview ♦ Black Jacket Subclass: Bonus: Start with an additional Weapon Set and Weapon Proficiency. Reduced Recovery time penalty by 1s when switching weapons. Penalty: Constant Recovery is less effective ✦ Berserker subclass: Bonus: Tenacious (+5 Might, +2 Penetration) and Hardy (+5 Constitution, +2 Armor Rating) are the Inspirations gained while Frenzied. This replaces Strong (+5 Might) and Fit (+5 Constitution) Inspirations. Gain 30% Hit to Crit conversion on melee and carnage attacks while frenzied. Penalty: Frenzy applies Confused Affliction, does Raw Damage over time, and Health bar is hidden. ✦ Abilities: Human: +7 Accuracy, +15% Damage when Bloodied. +1 Weapon sets. Gives you space for Kitchen Stove letting you open combat with Thunderous Report Two-Handed Style: +15% Damage with Two-Handed Weapons Improved Critical: +10% Crit Damage Armored Grace: -25% Armor Recovery penalty. Faster Recovery to help you get your first Kill quickly. Quick Switch: -1.5s weapon change recovery. Combined with Black Jacket lets you change weapons instantly. Weapon Mastery/Specialization: +15% damage with proficient weapons. Confident Aim: +30% Grazes to Hits conversion with proficient weapons. Cleaving Stance: Do a full Attack to one nearby enemy whenever you personally kill an enemy. Switch to Cleaving Stance when you are about to go on a killing spree with Engolierio do Espirs. If there aren't enough enemies packed together just stay in Conqueror Stance. If you chose Smashing Blow you might not ever need to change to Cleaving stance. Ghost Blades+Carnage+ free Attacks from Blood Thirst and Smashing Blow is usually overkill. Conqueror Stance: +10 Accuracy, +5 Deflection when Hurt or above. +5 Accuracy, +10 Deflection when Bloodied or below. Use it to start the fight so you do even more Crits with Frost Seeker. Disciplined Strike: +5 Perception, +50% Grazes to Hits and +25% Hits to Crits conversion. A big bonus to Crit chance. Penetrating Strike: a Full Attack with +20% bonus damage and +3 penetration. This is your main attack. Use this until enemies are Near Death. Vigorous Defense: +20 All Defenses and concentration for 15s. Use this at the start of combat to boost survivability and to gain concentration. For harder fights save 2 discipline to trigger this in case you go down to Near Death. (This can give you time to get back healed up.) Accurate Carnage: +5 Accuracy for Carnage Attacks Blooded: +25% Damage when below 50% Health. Combined with Human bonus you will do 40% more damage with 8 Acc making you all the more dangerous. Bloody Slaughter: 20% Hit to Crit vs Near Death Targets, +50% Crit Damage vs Near Death Targets. A big boost to kill sniping helping you snowball all the faster. Blood Lust: 20% Action Speed for 10s after a kill. This Build is based on attack speed and getting kills. Blood Lust improves this even further. One Stands Alone: +1 Enemy need to be Flanked, +20% Damage when near 2 or more Enemies. Adds damage for when you rush in to Melee and the flanking bonus is also nice. Unflinching: When over 50% Health Resistant to all Body Afflictions. This keeps pesky Casters and Rogues from being able to disable you in the beginning of combat. By the time you are Bloodied they should for the most part all be taken care of. Brute Force: Attack Fortitude instead of Deflection if it is Lower. Increases your Crit Chance significantly against certain enemies. Blood Thirst: Recover immediately after a Kill. With so many on Kill Effects you will soon get a Kill every Attack and have 0 Recovery. Blood Frenzy: 4 Raw Damage per 3s for 6s on Crit. Bonus damage that works with Ranged Weapons. Barbaric Smash/Crushing Blow: Full Attack +20% Damage, +50% Carnage Area of Effect, +30% of Hits to Crits, +50% Crit Damage, If Opponent Killed refund cost or Recover instantly. (Crushing Blow stacks with Blood Thirst giving 2 free Attacks) Use this whenever an enemy is Near Death to almost guarantee a kill. I Prefer Barbaric Smash because Shroud of the Phantasm doesn't trigger as often as I would like and with such high action speed you will fly through your Class Resources, maybe Crushing Blow is better though. Lion's Sprint: Nimble (+5 Dex, 100% Stride) and Immune to Engagement for 6s, +15 Accuracy on next Attack. Use this just before you rush into Melee, double Stride and Immunity to Engagement means you can get to any Near Death enemy incredibly fast without the risk of Disengagement Attacks. The extra Accuracy just helps ensure you Crit. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬​ ✎ Summary A very powerful end game build that is playable all the way through. You can easily set up an AI that does most of the work for you. You just have to decide when to switch from ranged ice storm mode to a tornado of Ghost Blades. I hope you have as much fun playing it as I had developing it!
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