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Powerotti

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Everything posted by Powerotti

  1. It gives more chances to get refund. Its only 50% on crit, so more crits with one atk=better chances for refund. Scoring crits is not that hard with over 140 ACC, and debuffed enemy. 35 dex makes invocations recovery time very short. Offensive parry doesn't do anything, because with so much phrases, enemies are stuned and/or paralyzed anyway. Ofc if not immune - that's the only weakness. I can post complete build soon
  2. Skald can generate only one phrase at a time, even if you crit multiple times. For example if you use WotEP and score 100 crits with its aoe, you still get only 1 phrase. I tried to maximize phrase generating and it turned out that monk/skald with maxed atkspd is best for it. Using Sund an Moon one handed, with Ring of Focused Flame and Enduring dance, phrase generates so quickly, one can keep animated weapons on all the time, enemies stuned (thunder rolled) and paralyzed (sound of his voice), and spam Thrice Was She Wronged. On top of that Hellwalker/Skald can get 35mig, 35int and 35 dex. Flail modal decrease reflex, so its easier to land Thrice... and Thunder... BTW high ACC with Sun and Moon leads to massive dmg with Swift Flurry / HBD combo chains
  3. @Boeroer @coralzombie maybe it's time to dig out CP trinkets, if someone with know-how wants to mod items
  4. So SC death godlike conjurer with prestige, potion of ascencion and stone of power could get 18 PL ( 3 race, 9 class, 2 subclass, 2 potion, 1 necklace, 1 talent) with spirit lance or black bow. It transers to +140%dmg, +38acc and +10pen, if equal to transcendent suffering. Citzal enchanted armory would be also decent and summoned breastplate should scale nice with 18 PL. BUT think about transmuter with scaled draining touch
  5. I don't have much experience with turn based, but as far as i know, dex and res are dump stats in most cases. I'd go with max might/int/per, then rest into con. Or 10 dex, 10 con, max might, int>per
  6. CP makes Forbidden Fist ability tagged as weapon atk, so it can proc Swift Flurry and Hearthbeat Drumming. Instruments of Pain just increase melee reach, so you can swing your weapon at grater distance. Like ranged atk, but it's still melee. FF ability always uses its own base dmg which is equal to monk fists scaled with transcended suffering, even if you have equipped other weapon (works kind of like close range spell). So if you use Community Patch and add weapon tag to FF, the magic happens. Crits that you make with FF may proc SF and HBD, but those abilities always use your equipped weapon e.g. Lance and even bow or arquebus
  7. Not true, Healing Hands gloves are enough for healing, and thunderous blows are perfect to burn wounds(instacast and no recovery) before blood sacrifice. But it is true. You don't need any healing if you can't die at all. Besides that Corrosive Siphon, Voidward ring and average con is enough to tank some blood sacrifices even with max wounds, if you're not under enemy fire I think Soul Mirror bounces back not only arrows and bullets, but beam and missle spells too
  8. I didn't said it's too strong, I just consider possibilities. +5PL that stacks with everything, sounds like quite decent bonus
  9. Blood sacrifice with Hellwalker isn't bad if you are immortal (potion + wall) and it fits Death Godlike well in terms of both RP and powergaming
  10. Ok, my bad , it's indeed 2.5980762113533m Carnage also scales with PL (in terms of %weapon base damage and +5% skill dmg per PL, i think) and can crit now, thus making Corpse Eater very efficent solo barb. Empowered Hof, Barbaric Retaliation, Vengeful Defeat - all those skills benefit from increase PL, cause carnage, and doesn't benefit much from atkspeed (lack of mohora/battered ysae). Did you test how darryn's voulge works with critting carnage? Without this, carnage applies Static Thunder, but only weapon can crit and release stacks. If carnage crits, will it work like weapon crit?
  11. Sage is one of the most powerful and fun classes. - Miasma + Draining touch (switch grimoire trick) + HBD/SF - Turning Wheel bonus Int and AoE + Combusting Wounds + Pull of Eora + Spirit Lance + Stunning Surge - Wall of Drainig + Blade Turning or Potion of the Last Stand - Corrosive Siphon + Blood Sacrifice
  12. I don't like -25% beneficial effect duration, but forbidden fist/mage slayer looks tempting now. Forbidden pie +5PL = 25% more multiplicative dmg to skills. That's a lot, so basically use HoF -> eat remains -> profit. If you kill many targets with one skill (Hof), did every of them gives you Blood Thirst effect, so you can eat multiple corpses in a row without recovery? There is some mysterious calculations 1.5m +200% x 1.5m = 4.5m 1.5 x 200% = 3m
  13. My point is that i like "fire pokemons". I think making all subclasses good for all type of encounters is a bit wrong way. Teamplay needs som sort of rock-paper-scisors style builds, to be fun. Mage slayer should be useful when fighting wizards, so turning up spell resistance to 30-50% or scale it with PL could be better. 15% more physical damage is not that bad - it literally means that, you need 8.5 hits instead of 10 to kill you, but healing spells and potions can save you from that. Carnage is most useful when close range fighters surrounds you, and as a mage slayer you want to do your job in the backrow, where enemies are more spread out. But despite that it's still viable in no-mage encounters (more than corpse eater without kith meals). Eventually don't get rid of carnage completely, but decrease its damage, like it is with trickster sneak attack.
  14. But most of the hostile effects doesn't comes from spells. Also it won't help with fireball flying at you. I'm fine with that if you change subclass name as well. My proposition is "Selfbuff Slayer" Another idea Bonus: spell disruption, hostile spell resistance, Penalty: remove carnage (instead of potions) and scrolls, increase melee and ranged damage taken by 15%
  15. If you want to waste 4 guile and enfeeble your teammates it is invaluable
  16. Mage Slayer require some care. Throw out spell resistance of friendly spells completly or make it scale with power level? 3-5% resistance for hostile per PL and 1.5-2.5% for friendly?
  17. With higher ACC hit-to-crit impact is almost irrelevant but you can use potion of perfect aim for h-t-c and potion of spatial alacrity for action speed i'd use sharpshooter/hellwalker (high might, enduring dance, lashes [turning wheel only with community patch but lightning stikes works fine on unmoded game], stunning surge) or sharpshooter/cipher (borrowed instinct, fast focus generation, takedown/desintegration combo, amplified wave + animal companion). BUT how skipping recovery of these bows works in turn based mode? Or can you play RTwP on PS4?
  18. Prone is about enemy being so confused (in real life meaning, not deadfire affliction), that he can tripp over his own feet Charmed part would be especially useful for debonaire
  19. So maybe instead crowd control ability, make sap "crowd uncontrol"? 15sec confusion and 30%chance for 5sec charmed every 5sec tick. - so affected foe will be more unpredictable and chose their targets randomly. Perplexing sap - add 20% chance to prone affected enemy every tick.
  20. You can drink potion of final stand and cast wall of draining for endless immortality, then spam sacred immolation and blood sacrifice without worries Less exploit strategy is using corrosive siphon. It's much better than constant recovery if you hit few targets
  21. Barbarian can get +25% dmg to fireballs when <50% hp (Blooded ability), stacks with Human racial ability Monk - bonus ACC from Dance of Death Weapon - Magrans Blessing comes late. Until that i recomend Griffin's Blade - 10%dmg with spells Second ring - Kuaru's Prize - +1Int/Per +5% spell damage Gloves - Firethrower's Gloves - +1PL to evocation spells, +2Dex
  22. This coud be it. BT gives you effect on the character sheet, that disappears after first no recovery hit, and then comes second. CB doesn't give any visible buff
  23. I tested blood thirst and crushing blow and it appears to work very... weird. Used weapons: WotEP, Voidwheel Enemies: cre_skeleton_easy, cre_dummy Abilities: CB+BT, only BT, only CB Installed mods: Community Patch, More AI Conditions, Enhanced User Interface, FG Soulbound Upgrade 1. Weirdest case first: 1skeleton, 1dummy, Voidsword, only BT - after killing skeleton there was 2! no recovery attacks vs dummy (looks like Blood Thirst is bugged and proc 2 no recovery attacks) 2. 3skeletons, 1dummy, WotEP, only BT - 3 skeletons killed with one auto blow, 2 no recovery attacks vs dummy (BT doesn't stack with itself, 2 attacks must be from bugged ability, if it would stack, should be 3 attacks) 3. 1skeleton, 1dummy, Void, only CB - skely killed, 1 no recovery attack vs dummy 4. 3skeletons, 1dummy, WotEP, only CB - 3 skeletons killed with one CB, 1 no recovery attack vs dummy (CB doesn't stack with itself) 5. 1skeleton, 1dummy, Void, CB+BT - killed skeleton with CB, BT ability triggered on character sheet, 2 no recovery attacks vs dummy (looks like it stack, but it's the same bug as above) 6. 3skeletons, 1dummy, WotEP, CB+BT - 3skeletons killed with one CB, BT ability triggered on character sheet, 2 no recovery attacks vs dummy (CB+BT won't stack with each other)
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