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Viryu

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Posts posted by Viryu

  1. From what I've observed:

    Use only Shadowing Beyond when you want to cheese Lover's Embrace and Gouging Strikes, it guarantees that enemies will lose aggro. With Veil I often had problems where enemies would still run after me.

    For regular combat Smoke Veil is enough.

    Generally after a playthrough with SC Assassin, it's fun. I didn't have the patience to get to tier 9, since the game crashes now way too often on PS5, but I think SC is the way to go if you don't plan on doing everything.

    Dual daggers were climatic and immersive, though I felt the weapon choices were lacking for regular combat. As long as the enemy is not pierce immune, Rust's Poignard and Stalker's Patience was a blast and obtainable decently early. Great combo with a Beguiler in a party as well, both complement each other greatly. It helps a lot if you can get Gipo Prudensco with disengagement immunity and high stride, I could be everywhere at once, especially fun during boarding.

    Flow of combat is generally sneaking and cheesing early game, and after getting your gear and levels, it turns into quick skirmishes, Stalker's spear is an amazing offhand weapon.

  2. On 8/7/2021 at 9:14 AM, Boeroer said:

    Firebrand can be used with Ring of Focused Flames. It profits from the +10 Accuracy at all times. I did a Bleak Walker/Druid once (don't remember the subclass) with Scion of Flame and Spirit of Decay for +2 PEN (and +20 ACC) on Flames of Devotion. You could use Firebrand with the Great Sword modal then and still hit reliably or without the modal to hit high defenses enemies. 

    Is that a stacking PEN for the entire damage on all elements, or just for the element in question. As in, it's split and +1 goes to fire part of damage, and +1 to corrode? Does the ACC bonus really stack that way with Firebrand and Flames of Devotion? What about the long lasting lash?

  3. I did not know about the Lax02 part, thank you.

    Should I also remove Magran's deity bonus? For hirelings, let's say the name is "XY", would it be something like this:

    removeAbility Companion_P_XY Magran_Deity

    No (Clone) like with story companions, correct? It's a lv4 priest of Magran, I have the first 2 spells there. What would be their console command names?

  4. I did manage to test it out on Playstation, it worked on Eder while experimenting with sending him to his priesthood for Berath. Problem is I don't know how to replace Tab button on the controller, and it doesn't print out Findcharacter values. Could someone please check the commands for Rymrgand subclass, and what would be a valid findcharacter info for hirelings?

  5. Maybe something like this if part of the abilities to be used are paladins abilities:

    First is weapon set with no enemies in melee range and paladin resource pool max, followed by modal

    Then your planned spells/abilities

    Finally 2nd weapon set for melee with resource pool below a certain number that your planned abilities would take you to (even 1 less than your max would be ok), and I'd advise for one more as well with enemies in melee range as well

  6. Topic. I haven't touched rogues at all before and felt like playing focusing on stealth kills. I did notice that it's really hard to get into melee range without detection though, how viable would that be in the long run?

    Is it possible to solo?

    Are daggers viable?

    From what I read blunderbuss doesn't work well with assassin bonuses, what about arquebus or pistols, shoot something hide, repeat.

    I'm not planning on doing mega bosses on this run, though most likely dlc content. From the builds I saw most recommended were SC Assassin for vanishing strike, Assassin/Paladin for brand enemy, Assassin/Tactician for resource management, and Assassin/Blood Mage for CC (this one would be more party oriented I think, though do the bonuses apply to damaging spells?). How would you rate those in terms of fun factor and staying in stealth?

  7. I've just finished a quick playtrhough after reaching lvl 20. It was fun, plenty of crits and high damage numbers. I'm guessing it would be less effective on higher difficulties. Attack and recovery speeds were ridicoulously low, I saw as little as 0,4/1,8~2,0. Generally a fun enjoyable playtrhough if you come with the mind set of being the "hero" and focusing on it.

     

    Fun factor goes to Kabaoru, amazing greatsword for a crit build.

    Damage wise Voidwheel was on top. With all the passive healing from chanters phrases, paladin and equipment aura, pet per kill hp, late game the character almost always ended with full hp, despite additional damage from berserker's frenzy. That also made picking a human race a bit pointless, as the character almost never became bloodied.

     

    Composition wise, druid felt a bit useless, the healing was used only early, only the aoe insect spell and aoe thorns were of any impact. Late game only PL7 Rust and PL8 Hit to Crits spells had any meaning on bosses. 

    What did ruin the enjoyment and fun factor was an abundance of summons. They were more than not blocking the path to enemies. Too many chanters I guess. Pure chanter was a bit unnecessary as well. Earlier phrases were nice, summoning dragon was pure joy, but the penetration on Devoted Berserker wasn't stacking with the buffs. Resource recovery didn't restore Druid's spells as well I think, which was the main point of it, plus it was a cone chant.

    Curse pillars were a bane of my existence, I had to go out of my way later on to pick a druid spell which would work on them.

    • Like 2
  8. What about recovery bonuses from items? Helm of the Falcon for example with DoC Breastplate or Mob Stance ability.

    Would Mob Stance's recovery time bonus conflict with anything if it's treated like an active? I haven't seen anything in the berserker/fighter's bundle which could I think.

    Same for action speed, Aeagor's Swift Touch gloves with Bloodlust and Frenzy.

    Is the effect with the higher value always overwritten? For example using Deadeye with high alchemy vs Paladin's acc aura?

    Mouth Char with Barbaric Smash for damage, how does this combination interact with each other?

  9. I did a full playthrough with her in my party as a Blood Mage and her being a pure Ranger. Damage output with Red Hand was satisfying, but that's it. It's good for mega bosses I guess, since that's relying on endurance, but it's just a tiny friction of game. I was honestly regretting I didn't make her a geomancer, it would have made the party more interesting. She could work as a secondary mage, or buff herserf beyond belief with wizard buffs, she'd just need proper AI setup. Extra accuracy and crits, phantoms, etc. Late game I wasn't even using those last tier Ranger skills anyway.

  10. I did end up using Karaboru. I'm having difficulty checking some effects due to limited combat log on playstation and enemies dying too fast. Does the cone attack act like an additional attack, or does it work as an extension of the crit? Can the targets in the cone also get his with critical damage? Can it be triggered via abilities like Barbaric Smash or only basic attacks?

     

    PS. Is there a way on consoles to highlight the radius of Chanter's phrases to see how far it works?

  11. So basically you would be getting +3 AR difference instead of +4 if the aura was active, correct?

    Same topic which mentioned those 2 skills also said Ancient Memory doesn't stack, though I saw plenty of topics which said it  does. It's hard to test it on Playstation for me. I saw only one AM in the beneficial effects list, but the ticks were quite often, as if 2 phrases from 2 chanters did indeed pulse.

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