Jump to content

Jayd

Members
  • Content Count

    169
  • Joined

  • Last visited

Community Reputation

40 Excellent

About Jayd

  • Rank
    (3) Conjurer
  1. The question is a bit too open-ended for a direct answer. Building good characters is just a matter of understanding the game's mechanics and putting in some thought and effort. Since you mention Tekehu and I am a massive Druid fan I can give some tips there. His unique subclass has the benefit of foe-only frost and water spells (i.e. spells that would normally hurt your enemies and your own team now only hurt enemies). The most consistently useful one of this is easily Chill Fog - normally a Wizard spell. Chill Fog is a persistent spell with a long-lasting blindness effect. Blindness hurts enemy accuracy a lot and inflicts a massive +50% recovery time penalty. This means your enemies will struggle to hit you and will take significantly longer between attacks. Because Tekehu's is foe-only you can drop your Chill Fog directly on your team so that anyone they fight in melee will be effected. You should use it in nearly every fight. Other general good spells available to Tekehu are Moonwell for great healing and support, Relentless Storm for great disruption, and Venombloom for good, debilitating damage (against enemies vulnerable to poison). Versatility is a Druid's strength, so you should always have something for him to do. In order to get a better sense of what is good and how to use it I'd recommend this great guide, which has analyses of classes as well as mechanics.
  2. Casters shouldn't be relying on their weapons for much damage. Make sure you're picking the right damage spells. You can look at builds for the classes you're concerned about to see what others pick. At a high level your casters should rarely be auto-attacking (unless cipher, of course). A Ranger's greatest tool against a boss like Neriscyrlas is arguably the ability Concussive Tranquilizer. Not only does it interrupt on graze but it's a fantastic cleanser because of the accuracy it's capable of reaching, and 30 seconds of buff is a lot of buff. Don't stress out too much on party composition, just try and make sure you have some abilities that will do good damage to a boss, and make sure you can interrupt.
  3. That's a lot of healing and tanking but sounds like you might be missing damage - especially boss DPS which has different dynamics to mob killing. It's a good idea to invest in spell casters who can stack reliable damage over time effects. Venombloom is a strong one for Druid, as are the insect spells (but you have to land the hit or they do nothing. Wizards can lay down damaging walls and cast combusting wounds on top for some great damage, as well as cast 'nukes' like missile salvo and meteor swarm. Priest symbol spells have great damage, as well as storm of holy fire. Also, for bosses that aren't immune to interrupts, interrupting is utterly vital. Neriscyrlas is the prime example. When she gets Llengrath's Safeguard off she becomes extremely hard to damage and possibly impossible to beat. So it must be interrupted. Strip her concentration (Insects do this for as long as the effect lasts) and spam abilities which say they interrupt in their descriptions while the boss is casting (not recovering, but casting) the spell you don't want them to use. Lock the dragon down with interrupts and have some reliable damage on her and you should be fine.
  4. The only decent boss spell Chanters have is Seven Nights. Other than that the floating weapons are your best bet. edit: If you mean when it comes to Skald vs Bellower, then it depends on whether you want to take advantage of the weapon summon or not. If you do, Bellower is better because their weapons last a very significant 30% (base) longer and are cheaper to summon (having to summon less often also allows you to take advantage of other invocations more often during a fight where otherwise you would have needed to spend phrases refreshing your summon - an advantage Bellower has that is rarely mentioned, and a further advantage for Cantor because of the extra intellect). If you're only using Seven Nights, Skald might be better.
  5. With max INT I was pleasantly surprised at how forgiving the Bellower chant radius still was. On a Cantor I don't think it would be very noticeable because of Duality (mine hasn't even gotten to that point yet). The annoyance of "wasting" phrases is there, though.
  6. Multiclassing with Helwalker Monk is a quick hack for creating bonkers casters because the bonus might and intellect have incredible impact on spell power. I recently started a Bellower/Helwalker Cantor with a mind to maximize invocation power. As soon as he got the upgrade to Thrice he got a power spike beyond any other character I've had at that level. Thrice just one-shots small groups of mobs easily. Using Sasha's Singing Scimitar you can empower one and then follow up with another - suddenly about half your enemies have been deleted (this is on POTD-upscaled). The secret sauce is that power level, being a boost to an ability's base power, stacks beautifully with extremely high might and intellect. Power level also increases the number of bounces on spells (Thrice bounces on upgrade). This means that though you won't throw out invocations as quickly as a Scald, they will be significantly more powerful. And the smart metagamer will realize that sustained damage is not as important as burst damage provided that the burst damage passes a threshold in which it kills enemies in fewer casts. Something some people fail to grasp (based on an experience I've had in this forum) is that the object of the game is not to have maximum average damage over an extended period of time, but to kill enemies. Obviously these are closely related, but they are not identical. It might be the case that a Scald can cast so many more spells within, say, 10 mins than a Bellower, that the Scald ends up putting out more damage despite having weaker spells. However, if the Scald needs to cast Thrice twice to kill a mob when the Bellower needs to cast it only once, or the Scald's Eld Nary needs to hit a mob twice or three times to kill where the Bellower's only has to hit once or twice, the Bellower is going to kill enemies more effectively in practice. Now I don't actually know how these balance in the actual game. It was just the reasoning I used to go with the Bellower instead of Scald (justifying my general preference for explosiveness) so I thought it might help you. Main issue I'm having with my Cantor is that there are so many abilities I think would be cool to have and I don't have space for them
  7. This thread makes me feel better about how I can still enjoy the game on my bargain bin laptop. I thought I was only experiencing all these performance issues because I am poor
  8. I can tell you that one handed style is only really useful for triggering on-crit effects more often (think a skald who plans on doing most damage via spells). It's not a good idea for a cipher who relies on good weapon damage.
  9. I had this issue but my monk froze up as if he were casting a priest spell. Couldn't cancel the action or do anything. I ended up loading the save. It never happened again, though, so I didn't bother reporting it as I didn't know how to trigger it. I didn't even think it had anything to do with Stunning Blow or the monk class. Have you replicated it often? Also I find your jab at Obsidian uncalled for. Games are going to have bugs, and these bugs have arrived alongside waves of free content that go well beyond what many other studios would consider. Frustration is no excuse for disrespect.
  10. This is what I assumed turn-based was when I heard about it. I replayed Blue Dragon not long ago and action speed was extremely important in that turn-based combat. It also allows the interrupt system to translate without a problem. Question: how do interrupts work in Deadfire's TB mode? If everyone does an action each turn how can there be interrupts?
  11. I've played 3 different kinds of monk so far and I can say that I've never taken Mortification of the Soul and never missed it. It might be good in some builds but I'd just play it by ear and not worry about it in advance.
  12. Linger seems straightforward enough, but when you look at the ability descriptions for chants most of them have an effect duration that is separate from both chant duration and linger. They all look something like: Duration: 6 seconds Linger: 3 seconds Effects: [description of effects] for 10 seconds Now if the chants apply an effect with its own inherent duration (10 secs) at the beginning of the chant, and chant duration is the time separating chants, what is linger doing? Is the linger duration slapped on after the 10 second duration or after the 6? If it is after the 6, then linger would be useless for all but the small number of chants with a 6 sec duration. If after the 10, it would be pretty good (10*int modifier + 3*int modifier?).
  13. Oh shucks, I didn't even know each jump causes a stack. Shows how much I know. Probably had something to do with that because I didn't exactly test it. It was that Red Hand seemed to still be taking long to reload.
  14. Possibly strange question: do some weapons benefit more from time parasite than others? On Ydwin I feel like Frostseeker turns into a machine gun but Red Hand doesn't feel that much better. Maybe it has a different effect on reload or maybe it's just my mind? Either way there might be some interesting mathematical argument about which weapons benefit most.
×
×
  • Create New...