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limaxophobiacq

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Everything posted by limaxophobiacq

  1. Having the best terrible optional ability is not really worth much, and Skaens sneak attacks and stilettos are much better if you for some reason actually want to melee.
  2. Symbol of (GOD) Spells: Berath: Causes Weakened Eothas: +20 to all defenses Magran: Causes Blind Skaen: Causes Hobbled Wael: +30 defense vs. Charm/Confusion/Domination Since I can't imagine anyone thinking these are actually of equal value*, why on earth did they make it like this? Do they for some reason just REALLY not want people playing priests of Wael? *Given that Prayer Against Treachery and Prayer Against Bewilderment exist Waels bonus is practically meaningless, and even if those spells didn't exists no one can actually think +10 vs. Charm/Confusion/Domination is worth +20 vs. literally everything else.
  3. Berath does Corrode and causes Weakened, so it attacks fortitute at the same time as it lowers fortitude, so that each hit makes the next one more likely. His and Magrans are just clearly better than the Wael and Skaens. Wael seems to get the worst deal, though I haven't checked Eothas. Edit: Eothas gives +20 to all defenses. WTF? How is +30 vs charmed/confused/dominated remotely balanced vs +20 to all defenses? That's kind of bull****.
  4. Symbol of Wael inflicts freeze and gives friendlies +30 resistance to charmed/confused/dominated. Would have liked if it caused confusion instead but can see how that would be a bit OP, but this OTOH feels kind of situational, and in those situations you'd rather cast Prayer Against Treachery. Also the freeze damage is vs. fortitude which isn't ideal.
  5. PotD. Voted trial of iron because I had to pick one and I feel expert mode is just a bad interface that makes you jump through hoops to get information you want instead of just showing it to you.
  6. Right under the spell name. I completely missed it. None of the seal spells have it, and neither does Calling the Worlds Maw, which surprises me a little.
  7. Between this and Cragholdt Bluffs someone seems to be having a lot of fun making lovingly mangled corpes.
  8. Made matching red/gold and green/gold hammerwielding godlike paladins. Once helms arrive you could replace the green ones race with one that isn't terrible (pls buff nature godlikes).
  9. Now that it's a category of immunity, it would really be nice if it was shown in spell descriptions. For some like slicken it's intuitive but for some I don't really know. Just as an example is prone from Pillar of Faith ground? Is it a magic pillar smashing them in the head that prones them (not ground) or a shockwave from the impact (ground)?
  10. Combat mode starts when I enter Galawains Maw even though no one there is hostile. If i reload the autosave from entering I am not in combat mode. Happened when I first entered and still happens now even though I've finished the quest. Savegame from oldsong outside the maw: https://www.dropbox.com/s/jvi1huunz04pkbu/fa3f59669b09445f81330190166690b8%2022229106%20Oldsong.savegame?dl=0
  11. On wizard spells, even with triple the duration, I still feel Ryngrims Enervating Terror suffers from 'why would I not cast Call to Slumber instead?' with the spells not having enough differentiation (same level, same AoE, same defense targeted), and could have it's AoE increased so it has more cases where you'd want to cast it. Maybe have it's AoE increased by a lot, from current 2.5 to 4 but it's duration shortened to 15 seconds rather than 20? So many enemies are Fear/Terrified immune anyway in 3.0.
  12. Is stasis field really that bad? It's got such a long duration that you should do OK even if you just graze with it and since it's not a listed status effect I don't think anyone has resistance or immunity to it? Nature's Bounty is super awkward. It's not striktly speaking bad, but really awkward compared to priest buffs that just work and dont force everyone to take time to drink potions. Elemental DR duration is incredibly short, could really go from 10 to 15 second duration, and also really seems like the kind of spell that should be fast cast so you can throw it down in reaction to an enemy spell.
  13. I'm of the opposite opinion. 7th-level Priest spells are rather meh. The full-on Resurrection is good, but I rarely (if ever) need it; Minor Avatar is okaysh but casing Champion's Boon + Crowns For The Faithful is generally better. The other spell is really rather weak and never worth casting. Yeah while Minor Avatar is cool, buffing the entire party with Crowns is almost always superior to just buffing yourself. Probably amazing on a solo run though. Storm of Holy Fire is great. With buffed Intellect it hits 6-7 times for ~40 burn damage each time with Scion of Flame and the AoE is gigantic. It doesn't have the CC/debuff of druid spells like Relentless Storm/Plague of Insects but it does more damage faster than either of those two.
  14. Seal spells have higher accuracy than they say they do when you mouse over them. They're quite good. Prone and Blind are never bad. Barbs of condemnation I've used on level 2 to kill that outlaw you meet when traveling from Cilant Lis at the start of the game, so not 100% useless. Instill Doubt has a lot better duration than either Arcane Assault or Interdiction. Though it could probably stand to be Fast. Suppress Affliction might be short duration but its still a lifesaver, with the lower duration there's now actually a reason to use Minor Intercession (though Minor Intercession could probably still be buffed to remove 10 rather than 5 seconds of hostile duration since it isn't improved by Intellect). Pillar of faith is good already. The AoE is small but the duration is a longer than Prone effect for other classes (10 seconds vs. 4 seconds for slicken and 7 seconds for calling the worlds maw), also the prone is +15 accuracy instead of +10. Pillar of Holy Fire does a lot of damage and has twice the range of the 4th level spells, and again +15 accuracy. It's pretty decent for hitting the enemy backline.
  15. Looking through the end-game beastiary on a PotD vs a Hard game, it's +15 defenses and accuracy and +25% health. DR remains the same. Which makes sense, if DR increased the balance between fast low damage and slow high damage weapons would change depending on difficulty.
  16. I don't think that is true. http://forums.obsidian.net/topic/83777-attack-speed-20/?p=1771262 People who counted frames and did maths said so. Also I've tested in game and with setup that would only have 0 recovery if it was true and it had 0 recovery.
  17. If you dual-wield as barbarian one of the weapons should almost certainly have the speed enchant since (if I understand correctly) the bonus speed applies to both weapons. Danulya + Vile Loners Lance can be gotten about mid game, with Vile loner available earlier, and gives nice combination of practically no recovery (1.7%) in rage while wearing fullplate and using Vulnerable attack (once everything is durgan), and also the interrupts and -5 to enemy defenses from Vile Loner. Strike Hard + Godansthunyr warhammers does much the same, and also an on-crit disable. Soldier weapon focus also lets you use tidefall which is nice since those two come kind of late.
  18. Does your priest get Prayer Against Fear (the terrified effect from dragons murders your accuracy) + Crowns for the Faithful + Devotion for the Faithful up? It sounds like you manage to stay alive and in combat so as long as you are your priest should just buff and buff and buff. If you can hit the dragon too when you cast Devotion for the Faithful and destroy his accuracy while buffing your own that's even better.
  19. Would be pretty kewl if it wasn't impossible. Aww. Can't duplicate pet items? I was too stupid to keep a save where I have the duplicator so I only remember that it says no soulbound weapons.
  20. Since most OP spells and abilities have been balanced as of 3.0 I thought this might make a decent topic. I'm just going to list some priest spells I feel might as well not exist given how weak they currently are, since it's a class I feel I have a somewhat decent grasp of. Overall its a very nice set of spells the class has and while there's one or two that stand out (Devotions for the Faithful is ridiculous) very few are useless. 1st level: Divine Terror: Why the horribly small AoE for a debuff as weak as Frightened? Early game you have to few spells to spend one on inflicting -10 accuracy on a couple of enemies and late game normal cast time is to long for such a small and weak effect. Could actually be a cool spell comparable to Natures Mark (slightly stronger effect but half range, duration, and still smaller AoE) if it was fast cast and went from 1.25 to 1.75 AoE. 3rd level: Circle of Protection: The duration is just to short to take the time to cast it. Could really stand to be increased to base 15 seconds and fast cast to make the time to cast vs. duration a lot more reasonable. Despondent Blows: It is trumped so hard by Devotions for the Faithful. You have to buff it really hard for it to be at all relevant after level 7. Only thing it has over DftF is range but it debuffs melee accuracy so range isn't really that important. 4th level: Barring Deaths Door: Hard to make the current effect stronger to justify being a 4th level spell. Maybe give big defense bonuses when someone is on very low endurance in addition to its current effect? Or just change it to a level 1 or 2 spell.
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