NotDumbEnough
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I've never thought about it like this before, but you get increasing returns with each Wildrhymer in your party. Since you don't care too much about PL you can use Spell Shaping to hit all of your dead pets simultaneously with ...And Face Your Foes. Rezzing up to five dead pets with a single cast is an excellent deal, and since they don't get injuries and you don't care too much if they die again, they also make better usage of the bonus to all defenses. It's like one of those fantasy tropes where people get started on necromancy by trying to bring back their dead dogs and cats.
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IIRC the problem with having things like 999 second cooldowns in AI script is that it doesn't reset or stop counting when you finish a battle. You're likely to fight more than one battle every 999 seconds, but if you set it too low your guy starts doing stupid things mid-battle. IMO the best Arquebus user is generally a Scout with Chanter backup for Swift-Handed. Sneak Attack and Deathblows help offset the damage reduction from Driving Flight, with Maia using Red Hand I've seen extremely good damage from even the bounced shot, unless I build my watcher as a glass cannon she usually ends up with the highest damage output in my party.
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Maybe give them an ability similar to Monk's Parting Sorrow while they are using a shield (% chance to restore Discipline if enemy breaks engagement) as a consolation prize if the enemy is a rogue or has some other kind of teleportation ability. I find that the AI almost never breaks engagement intentionally (outside of teleporting), it makes a lot of the bonuses for disengagement attacks not very interesting unless you can terrify the enemy to force them to disengage. Alternatively, since Unbending and Refreshing Defense incentivize the Fighter to take lots of hits rather than trying to avoid them, maybe give Unbroken some sort of passive ability like +0.5 seconds to positive effect durations when enemies miss an attack against you, as a compensation. Should probably be a small number since it might add up quite quickly and encourage infinite Brilliant etc.
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In my experience the Arcane Blaster is best against single targets. Veilpiercer is quite powerful in fights against multiple enemies, with Twinned Shots and Driving Flight you only need one of the four shots to crit to reset your recovery, so you can simply dump all your Bond to quickly alpha strike the enemy.
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Regarding the original question, Ciphers do not have a lot of great single target damaging spells outside of Disintegration. Amplified Wave spam is pretty good on Ascendants if you are fighting a crowd. Against single targets ciphers mostly play a supportive role with Ancestor's Memory and Reaping Knives (high DPS weapons that also help a lot if target has high armor). Also consider Psychovampiric Shield (-10 resolve makes target much easier to hit, and makes all other debuffs last much longer) and of course Detonate as a finisher.
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I don't think Wildrhymer offers much that can't be done by a singleclass chanter or a ranger multiclassed with something else. Sure-handed Ila makes you shoot VERY fast with guns (an all gun/crossbow team with this chant is very strong) but there's nothing preventing you from running it on another chanter in your party. As a high level SC chanter in general you are mostly choosing between opening a fight with an empowered Eld Nary (use Sasha's Singing Scimitar for infinite empower points) which will end most smaller fights instantly by itself. If there's a particularly durable single target you generally summon weapons for sustained damage output. The dragon looks cool but is a bit less useful in high level fights where enemies like fampyrs can just teleport past the dragon and go straight for you; it's extremely slow and clunky and isn't that great against enemies that are smart enough to switch targets.
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Maybe adding an interrupt on graze would help? I think their primary issue is that high level Paladins don't really spam Flames of Devotion to deal damage, it's just not cost efficient to spam it like Rogues and Fighters do with their 1 cost attacks. So boosting that ability in particular for purely offensive purposes is not too interesting.
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If you can get the enemy to attack the barbarian, the battleaxe modal combined with retaliation on crit can deal pretty decent single target damage. The retaliation attack bypasses the downside of the recovery time penalty from the battleaxe modal. Obviously this incentivizes high intellect and low resolve so that the bleed lasts longer and you get crit more often.
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This example is too extreme, most characters cannot deal 200 damage in a single blow. Because Soul Annihilation is most efficient at low focus, usually you are using it every other attack, so even in late game you are only going to reasonably deal maybe 60 weapon damage at most in most scenarios. That is roughly 36 vs 60 focus, for SA that is 16.5 vs 22.5 damage in the next hit before PL and damage modifiers. It is a 6 damage difference (before modifiers) on every other attack, whereas for Biting Whip you are dealing 12 damage (after modifiers) from the lash on every attack assuming you always hit for 60. For Draining Whip to keep up in terms of sheer damage you need about +300% damage on your weapon, which is pretty difficult to reach even for a level 20 rogue using the best weapons. Most likely it is somewhere around +200% or +250% bonus. Biting Whip therefore usually deals a small amount more damage, and is less prone to overkill damage for Soul Annihilation, while Draining Whip obviously favors casting spells.
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In my experience Biting Whip is OK on a Soulblade. Having slightly less focus for your Soul Annihilation is not THAT much of a penalty to your damage and the lash makes up for it. Even a 10 focus Soul Annihilation deals nice damage and most importantly gets the PL-based damage bonus. With a multiclass (e.g. Streetfighter Soulblade) you are often just hitting the enemy all the time so not having much focus to cast spells doesn't matter much either. For the other subclasses Biting Whip is indeed not great.
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Some of the chants do not really need very large AoE. The skeleton chant does not care at all, the one that removes concentration too since most enemies don't have concentration. Most of the chants that buff your allies do not need a big AoE since you can just group up a bit, with high intellect the AoE is sufficient. The upside is extremely powerful, I think the only issue I have with the subclass is that the power level bonus lasts only an instant so it does not interact well with things like Eld Nary.
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1. Most of the time the strongest way to open a fight from stealth is with a spell. If you have more than one caster, you can synchronize their timings so the spells go off at the same time. Combos like Pull of Eora+Symbol of Deity can more or less win fights by themselves. 2. Non-hostile spells do not break stealth. I usually build Xoti as a stealth priest who spams buffs from stealth. While in stealth your recovery is extremely fast, almost doubling the rate at which you cast spells. 3. Keep in mind that the AI is dumb and will not attempt to run away from hazardous AOEs. Put your Chillfog in a choke point and stand right outside it, and the enemies will fight inside it and get blinded for the entire fight. Also consider using Chillfog's blind to herd ranged enemies closer to your parties so that you can hit more targets with AoE spells.
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The Moon's Light and Nature's Balm, much like all other healing over time abilities, scale very powerfully as you gain power levels, as you get both additional ticks and additional heal per tick with power level scaling. A high level Lifegiver can heal someone back to full HP, sometimes several times over, with a single cast of The Moon's Light.