NotDumbEnough
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Everything posted by NotDumbEnough
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Don't script casters in general, unless it's for basic self-buffs like Infuse with Vital Essence. In fact, turn off autoattacks as well. If they don't have anything particularly good to do, let them stand idle so that they can be ready for a spell when you need it. For martial classes you just want to make sure that their self-buffs are continually maintained, check how the default Fighter AI maintains the perception inspiration: a cooldown, and use only when there is no perception inspiration. Outside of that you can just have them use their attacks every X seconds, targeting the enemy with the lowest deflection that is in range or whatever.
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I'd argue that a reduced health pool is a much larger penalty than Assassin's +15% damage. The thing is that most incoming damage is from weapons. Early on +15% damage from a sabre is roughly 2.5 extra damage which is big when you only have 50 hp. It's much less significant when you have 250 hp to the point that it's barely noticeable. For Flesh Eater one of the problems with the class is that even if you CAN eat the enemy it takes a very long time to do so. You have to break engagement and walk over. Then you have to go through a 3.0s cast time 3.0s recovery time ability. Only then do you actually eat the corpse. I think it would feel much better if it simply took less time to eat. Or maybe make it heal and restore rage over time instead of instantly so that you get more and more out of eating corpses with higher PL and you don't have to eat as many corpses later on.
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It depends on what you define as Damage over Time. Some of the most powerful abilities in the game are actually pulsing spells that hit repeatedly in an area rather than applying a damaging debuff. Priest symbols in particular are extremely strong and have no friendly fire problems. Great Maelstrom is even stronger but does have friendly fire. If you mean DoT as strictly just damaging debuffs then a single class Ascendant probably has the best damage over time in the game.
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Yeah they're technically ability properties and not buffs so there shouldn't be any conflicts. The jankiest interactions are with flanking. Physically flanking stacks with everything. Flanking through perception afflictions and Phantom Foes does not stack with everything for deflection malus and -1 AR. But you can't just replace debuff-flanking with physical flanking, you have to un-flank them first, and then physically flank them. This means that there is much (perhaps unintentional) nuance with flanking. For example, you want to physically flank your target, AND THEN use Confounding Blind, or else the deflection malus won't stack with the flanking from perception affliction.
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If you use Borrowed Instincts on an enfeebled enemy, it lengthens the duration of both the debuff and the corresponding buff that you get. Basically if the enemy has the debuff, then you have the buff. Even if the enemy dies the debuff persists on their corpse (though if you blow the corpse up the debuff goes away and your buff also ends) and the buff lingers on you. In fact you can use Borrowed Instincts on destructibles.
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With high intellect and the power level bonus of an ascendant, it lasts for roughly 20 seconds which should be more than sufficient. With high action speed most spells only take about 3 seconds to cast and recover. It's a terrible ability on non-ascendants though, it's just not worth the cost of 80 focus.
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The main question is why you wouldn't just go Monk/Devoted instead. You then get +2 pen that stacks with food/Tenacious, you get hit to crit as well, and high intellect from Turning Wheel + Unbending is degenerate. What a Berserker has to offer just overlaps with the Monk's kit too much. The main difference is the lack of self damage, but I don't count that as a huge downside for going Devoted.
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I don't think FF was a good subclass choice in the first place -- Barbarians want high intellect as constantly recasting Frenzy feels bad and blows through your resources quite quickly. On the other hand Monk/Barbarian multiclass isn't that good either, since there are lots of overlapping self-buffs, as both Monks and Barbarians have inbuilt +action speed, might inspiration, +constitution, etc. If you really just want to punch stuff with a barbarian I'd recommend you multiclass with a Devoted instead and take Monastic Unarmed Training.
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I'd definitely use Her Tears Fell Like Rain instead. 1. With the Sasha's enchantment that refunds 3 phrases and 1 empower point the spell is bugged to give you multiple procs of the refund. i.e. you can use it and almost instantly have full phrases again. 2. It's simply a thoroughly ridiculous spell for damage. On my Skald + Devoted multiclass Watcher it was often hitting for upwards of 2000 damage per cast total in the late game and I could shotgun single enemies at point blank for upwards of 600 damage (each primary projectile routinely hit for upwards of 200 damage).
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All AoE durations do not scale with PL. Slicken and Returning Storm and Ryngrim's Repulsive Visage and Great Maelstrom etc. My guess is that if AoE durations scaled with PL pulsing spells would be even more overpowered than they are now. As a side note beam spell duration doesn't even scale with intellect.
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Amaliorra is probably the strongest here were it not for the fact that the only vessels you fight after that point are pretty much just some DLC enemies, Dorudugan and maybe the Guardian of Ukaizo if it counts. Whispers of Yenwood is obviously also quite powerful but ghosts and blights are super rare in this game. Also Pukestabber is kind of working as intended, since the game does actually state that the bonus applies to daggers in general. I wonder what would happen if you dual wielded 2 of Xoti's sickles by importing one of them through a custom character.
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It needs to be kept in mind that in an extended fight that the Swashbuckler hits considerably harder and therefore remains useful even with no resources whatsoever, as Sneak Attack/Deathblows/Devoted +2 pen etc. are all very significant increases to damage. Rogues have extremely powerful passive abilities, and Fighters have very cheap Intuitive inspirations. The Cantor, on the other hand, would be complete garbage if they didn't have renewable resources.
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I think wound costs are fine in general but wound generation and SC monk abilities need looking at. Once you have Imagined Pain you generate wounds at a very high rate. Honestly if Imagined Pain simply did not exist and WotW had one less jump I think single class Monk would be much more balanced. Multiclass monks have neither of these and generally feel fine.