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Jayd

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Everything posted by Jayd

  1. Both Death Ring (Wizard PL6) and Boil Their Flesh (Chanter PL7) can destroy a bunch of near death enemies at once from across the map. Touch of Death (Druid PL9!) can destroy one near death (i.e. mostly dead anyway) enemy in melee range only? How did this garbage spell get put next to Great Maelstrom? Surely I'm missing something.
  2. This seems like what you're looking for. Whoops, somehow missed your third point. Ignore or ridicule me, I deserve it.
  3. Curious about this. Single class rogues don't seem very attractive to me on paper. Enduring Shadows looks pretty dope but the high level abilities don't seem gamechanging and are pretty expensive. What am I missing? Or is it just that a rogue with Wall of Colours/Freezing Rake is especially good? Vanishing Strike i think, because attacks don’t break its invisibility, so imagine a SC Assassin spamming spells or gambit after using vanishing strike and nobody can attack him, it’s quite powerful IMO. But it costs 3 Guile and has a base duration of 5secs. Seems like it would be strong for maybe 30 seconds before you're out of resources.
  4. Curious about this. Single class rogues don't seem very attractive to me on paper. Enduring Shadows looks pretty dope but the high level abilities don't seem gamechanging and are pretty expensive. What am I missing? Or is it just that a rogue with Wall of Colours/Freezing Rake is especially good?
  5. Thought it might be worth sharing this guy's videos featuring him soloing several bosses with a fire-based single class priest. Doesn't answer your questions but it demonstrates what some fire spells can do when they are built around.
  6. Since we're talking about monks, my single class FF would just stun-lock bosses with Skyward Kick. Enduring Dance + FF means enough wound gain to do it indefinitely.
  7. I read in an old thread that Disintegrate does set damage, making a shorter duration actually higher DPS. I assume this was patched at some point? And does that also apply to Cleansing Flame? What about Taste of the Hunt? Big tangent: Cleansing Flame only reduces beneficial effects by 5 seconds total on hit right? It's not 5 secs per tick or something like that?
  8. I'm not sure that dragons are enough of a general threat in this game to build directly around. If you're having trouble with the Messenger there are specific tips for her that aren't necessarily for every dragon. She is weak to fire damage, so strong fire spells are useful in chunking her down. I know people swear by Combusting Wounds + Wall of Fire. But Storm of Holy Fire and Meteor Shower work. You can make those with scrolls if you have party members with high arcana. But the #1 important thing in beating her is interrupts. She's a wizard and casts some very powerful spells (chief among them is Llengrath's Safeguard, which she attempts to cast when near 50% health and makes her nearly unkillable). You need to pay attention to her casting cycle and spam reliable interrupts while she is casting (not when she is recovering). She has a few layers of concentration to strip so you'll need to use a few (and/or make her immune to concentration with an Insects spell or that one chanter chant). I just fought her recently and used Force of Anguish on a monk. A Ranger with Concussive Shot/Tranquilizer is very reliable because of the accuracy. But there are plenty of fine options for interrupts. It also helps if you can debuff the defense your main interrupt(s) target(s). Once you plan around interrupting her spells and know you can do damage she becomes much less scary.
  9. There is an attack icon (looks like a sword) on the bar in the bottom middle of the screen. You can click on this and then select any character, friend or foe, to attack. People usually call it "force attacking". I don't know if there's another way to do it.
  10. statement. But as I said mutiple times: only some random ideas about what you could do with trinkets. I didn't misunderstand you and didn't mean my comment as a response to yours. I just saw people mentioning Shifters and couldn't contain myself. I'm fine with Something I forgot: please, please, PLEASE make Survivor's Tusks headbutt attack per encounter instead of per rest! The other SSS soulbounds have per encounter actives. It is not good enough to be per rest by any stretch of the imagination. I feel like someone must have made a mistake. It obviously should be per encounter. It annoys me whenever I think of it. And make Stag Carnage good.
  11. Dope. Also makes Plague of Insects even more appealing, and upgraded White Worms (which I stopped using because it stopped working; hope they fix that).Upgraded What Rou Naka Found Down In The Deep (have to type full phrase for the best one) also sickens until combat ends when the spore dies.
  12. Hey, I used to play Destiny. If you got any quantifiers (even in patch notes) they be like "increased a bit" or "significantly reduced". All the numbers in this game are lovely.
  13. I'm just here to say that shapeshifting has been my favourite thing in RPG games since before I played NWN1 as a lad. I don't think Shifter is in too bad a place, I just wish there was some way to restore shifts (if there are ways to get back tier-9 spells there should be a way to restore shifts, especially for the subclass built around them) and the healing on unshifting was better. Or just buff them like crazy. Seriously, throw me a bone here - somehow I never like the "good thing". Although my other favourite class is Monk, so I won there.
  14. First attack I made after putting baby boar on interrupted a spell. I thought "this pet is amazing". Haven't noticed any interrupts since and now I know why. This was very hard to google though; the devs should have given numbers like they usually do. Also, this dude's videos are neat so I don't mind bumping this thread.
  15. I like that early leveling via talking phase (very glad it happens very early), and I always take the Berath Blessing that starts me out at level 4. I just don't enjoy doing a lot of fighting at very early levels in RPGs generally. I feel like I am slogging through, waiting to get to the good stuff.
  16. This is exactly what I was looking for; thank you.That looks like a ~20% increase to final damage under con afflictions, which is way better than I would have thought. I would like it if someone would explicitly confirm that con afflictions, when applied, modify remaining hp along with max hp, as I mentioned in the OP. If not, this math only applies if the con affliction was applied when the target was at full health.
  17. I'm not sure what to make of Enervating Blows. It sounds nice, but I find it hard to imagine how much it will really help me kill things. Lowered healing is nice, but I very rarely notice enemies being healed significantly. Countering constitution inspirations is nice but how often are you up against them? Most importantly: what effect does a constitution affliction have on time-to-kill (assuming no healing), if any? A point of constitution is a 5% modifier on HP. So the affliction must lower max HP. But does it lower remaining HP when it's not full? Like if an enemy's hp is at 100 from a max of 200, and say the affliction lowers max health by 50 (=150), does the remaining health scale down to 75 so it's proportional? If not, the affliction would only affect TTK if the enemy is being healed, benefiting from constitution inspirations, or is at/very near max health at the time of application (there's also the accuracy vs fortitude situations, but we're putting that aside). There is use in that, but I'm really not sure how impactful it is. Then you have the fact that it's only consistently in play so long as you're critting very often... Can anyone report whether their character felt any stronger after picking Enervating Blows? Besides comboing with fortitude-targeting abilities; I get that.
  18. Overleveling isn't a problem with the game. Some people (like me) prefer reaching max level relatively early so that we have a good amount of time playing with an optimal build that we planned out. And there's plenty of content that is a suitable challenge for max level parties. It's a matter of preference and not everybody can be satisfied. Ignore this - I'm only posting so that market researchers stumbling on this thread don't think the leveling speed is universally recognized as a bad thing. Hope you find the right values for your mod!
  19. You were absolutely right. Nothing changes duration once it has been set, but damage changes according to both Might and Power Level. Insect Swarm (don't have Plague yet) went from ticks of 14 to ticks of 12 when I shifted (Might staying the same). It also scales with Might.
  20. Oh shoot; I didn't even think about PL changes. My current shtick is to use Spine of Thicket Green to cast really strong beast/plant spells and then shapeshift for melee. But when I shift the staff disappears, so it might mean that the spells lose power. It should be pretty easy to check at least for some spells by just looking at the duration. I'll report back.
  21. Does that include effects that only exist on other targets after being cast? Like Plague of Insects will start doing more damage if I get more might afterwards? OK, good to know. Does that mean that the armor bonus from Paladin aura doesn't stack with active armor buffs? Iron Wheel, Robust/Hardy, Nor Flame, etc? Presumably it stacks with the Paladin's own Stoic Steel and Inspired Triumph.
  22. I'm playing an Ascetic right now and the build is starting to shape up nicely. But I had some questions about how abilities scale when your attributes shift while they are ongoing (Duality of Mortal Presence (DoMP), Helwalker Might). Hopefully one of you guys knows so that I don't have to test. Let's say I cast Moonwell with 4 wounds (+4 Might); the healing effect gets applied with that bonus. Now a little while later I have 10 wounds (+10 Might) and the spell reapplies its effect (from my understanding, Moonwell applies its effect to everyone standing on it every 3 seconds) - will this application benefit from +4 MIG or +10? I'm pretty sure that the Moonwell won't grow as my INT increases due to DoMP, right? That would be weird and noticeable. But what about Relentless Storm or Nature's Terror? Rather than an affect "attached" to the ground, they are applied to the character itself. Does their damage and radius increase/decrease as MIG and INT increase/decrease? Or are the set in stone at the time of casting? I'm quite confident that spells like Plague of Insects and The Moon's Light, which just apply their affects to the target, won't scale to changing attributes. The question is whether this is different when a spell is self-targeted or persistent on the map. What about passive abilities like chants and Paladin auras? Surely they must scale as your attributes change. I'm pretty sure giving an INT inspiration to a Chanter makes the chant radius grow, correct? But do they interact differently to active, self-targeted aura spells like Relentless Storm? I'd appreciate any help.
  23. I always just wonder if spells like that do enough damage to a single target to be worth 7.5 seconds of casting/recovery and one of your two slots at that level. I can see the value if it can reliably snipe a high priority squishy. I just always suspect the damage will be disappointing.
  24. I, for one, would like to kill everything in the game while sitting in Neketaka. Anyone have experience using Sunlance, btw? Is it good?
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