NotDumbEnough
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No, Chill Fog and Slicken AoE durations scale with intellect but NOT PL. Same goes for Venombloom, Symbol of X, Missile Salvo, Returning Storm, Paladin immolation abilities, etc. All abilities that mark out a circular area where something interesting happens over a duration. I guess you can't call Circle of Protection a hazard ability but I believe it follows these rules too. So drinking a Potion of Ascension will NOT change the AoE duration of these abilities (though it obviously will change the duration of any buffs or debuffs you apply, such as Blinded from Chill Fog). Beam spells (e.g. Ray of Fire) and wall spells (e.g. Wall of Many Colors) do not scale their duration with either intellect or PL. Antipathetic Field lasts for 6 seconds, period. You can't modify that in any way.
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I did a Wildrhymer run recently though it may not be what you're expecting. It was basically an Arcane Archer variant of thelee's Disruptor Theurge build. Basically you use the Energized inspiration in tandem with Web and Pull of Eora imbue abilities to repeatedly interrupt the enemy on top of their innate CC capabilities. The only active Ranger ability you need to take is the mark, don't even need to upgrade it. Mostly you use it for bosses, everywhere else the imbue abilities are sufficient. Chanter subclass can be either Skald or Troubadour. Stick with the Sure-Handed Ila and Aefyllath chants. Obviously your weapon of choice is Spearcaster and you'll pump Arcana every level-up. Suggest picking Boar or Bear pet. Don't expect your pet to deal too much damage since they'll mostly just be stuck in Web or Pull of Eora so you may as well make them tankier.
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By hazard I'm referring to any ability that attempts an attack roll every X seconds within an AoE, or in the case of Meteor Shower, Storm of Holy Fire, Missile Salvo etc. initiate an AoE attack within that AoE. So for things like Venombloom or Chill Fog the AoE duration does not scale with PL at all. As for wall abilities, I believe their wall duration also does not scale at all. Not with intellect or PL.
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Paladins lack concentration unlike the fighter who has lots of it. They would likely get interrupted to death without any real chance to fight back especially with heavy armor. This is a problem I met often with my SC Devoted and a different SC Furyshaper playthrough. Even if you can single-handedly outfight the enemies with sheer damage, armor, health and regen, etc. you can often get interrupted to death.
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You will have a net gain of discipline unless you fight something that hits very slow and hard like Dorudugan. Otherwise for 99% of encounters you get hit enough that you have more than enough discipline to use Unbending forever. But for megabosses you have the potion of enlightenment, which is enough to keep Unbending up half the time with high intellect. With high deflection and regen you should be fine though it would take a very very long time to kill megabosses.
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Speaking of insane self-healing, I recently rolled a SC Greatsword Devoted in BPM. The idea is somewhat similar. As a no rest run you use the glazed chops resting bonus (+30% healing received is major). You get Dawnstar's Blessing from Port Maje. Then you stack all of the regen items (ring of regeneration from Bootsuck Bog and Brass Citadel merchant, Three Trolls Stitched, the +healing done% boots from the tree event across the ravine, etc.). With the healing received bonuses you actually get net healing whenever enemies hit you with Unbending Trunk active (75% base heal percentage * 1.45 > 100%) and your insane base region will take care of damage over time that does not interact with Unbending. Basically you regenerate like a troll and gain discipline faster than you use it (10% whenever you take damage). This was sufficient to solo most encounters, but not those with Arcane Dampener unless I specifically specced for them (max resolve in particular) so it wasn't a true solo build. In practice I ran with a party and due to the insane regeneration just spammed Take the Hit constantly. There's a nice feedback loop between Take the Hit and the healing variant of Paladin's self-immolation, because you effectively cut in half the Paladin's degeneration which just instantly gets healed back. Aside from that my suggestion for your build would be to switch the food bonus to Glazed Chops. You lose 1 PL but I don't think it's critical. The loss of penetration might be problematic but since the point of this build is to grind enemies down it doesn't really matter if it takes a bit longer to kill them. The +healing received bonus on the other hand makes you much harder to kill and therefore less likely to die, which is a bigger concern than dealing damage more slowly.
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I suspect this is a base game bug as it seems familiar, but with just Greater Wildstrike (not Wildstrike Frenzy) my Fury Spiritshift duration is going up with every crit. Here I have 120+ seconds duration remaining because I kept getting crits against the Eoten Not sure if it's a Fury bug or a bug with Greater Wildstrike
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Did you remove the Great Maelstrom keyword so that it doesn't benefit twice from Wildstrike Freeze +PL? I don't see it mentioned in the changelog but I think you wrote about it before. I also think that now that the rest of the Druid's kit is more viable, Great Maelstrom could use a minor damage nerf (maybe 10% less base damage?). It was sort of a compensation for Fury druids having very little choice for tier 6 and 7 spells but that's been addressed now.
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I just realized that there is a nuance with regards to how Enfeebled lengthens debuffs. Enfeebled will attempt to "remember" how long a debuff has been running on an enemy and lengthen it for the corresponding duration. That is to say, Enfeeble will lengthen a 10 second debuff by the same amount regardless of whether 0.1 seconds or 9.9 seconds have lapsed. A perhaps unintended consequence of this behavior, however, is that you can get ridiculously lengthy debuffs by applying Enfeebled after repeatedly applying the same debuff, because Enfeeble does not understand that you have been reapplying the debuff when it attempts to "remember" its total duration. As you can see in this screenshot, my strategy for the Nemnok fight was to repeatedly stunlock him with Inspired Strike, and at this time he had been stunned for about a full minute. When he had about 5 seconds left of stun on him, I managed to Enfeeble him and was extremely surprised to see the stun duration jump up to 50 seconds.
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Ascendant is much less broken in BPM due to Brilliant rework and Salvation of Time rework. In the unmodded game you can just repeatedly use Brilliant on Xoti who basically serves as a Salvation of Time bot and nothing else. Anyways, spiritshift is not meant to be god mode, but on the other hand it is instantly available without needing any set-up or cast time like wizard summoned weapons. A shorter duration would be justified.
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I think a short duration would help deter martial classes multiclassing with a druid just for the spiritshift, and encourage you to use it wisely rather than recklessly. Would also help distinguish it from wizards who have pretty long durations for summoned weapons and Citzal's Enchanted Armory. Maybe keep the base duration but turn off PL scaling for spiritshift duration? It would be similar to Ascendant's Ascended state duration scaling with intellect but not PL. I feel that spiritshifts should feel like the martial equivalent of a cipher's Ascended state.
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SC druid spiritshift in its current state is frankly terrible at fighting so a PL bonus to its lash was deemed the easiest way to address this I guess. Namely because they lack martial abilities like Crippling Strike (outside of wolf form) they almost didn't scale with PL at all outside of Wildstrike Frenzy procs. Personally I think it may be too powerful in a multiclass scenario but I guess we'll have to wait and see.
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Spam Slicken with a Wizard, and bring a Priest to counteract his passive aura which applies Blinded to everyone in melee. If you don't leave melee range and re-engage, he won't re-apply the Blinded to you. Even though he has high fortitude I also find Tekehu's Chill Fog quite useful as it is probably going to hit eventually.