Haplok
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Thank you for the build, Frykas. I'm playing a variant of it also. As I hate consumables, I went with Forbidden Fist. Also maxed Res - both to mitigate the FF curse and was hoping to get lots of Riposte procs. Well, I didn't get as many as I hoped, so I stopped using Tuotilo's, as it was hurting my damage output too much. Still, Forbidden Fist is pretty awesome. It's special ability is quite strong and having enemies with double debuff and DOT durations and negated healing all the time quite rocks. Particularly vs durable enemies: now even Unbending doesn't help. Wound generations is a bit slower - then again I don't rely on many Wound abilities - apart from Thunderous Blows and Duality, so no real problem. Actually Hylea's Talons and FF alone provide a decent stream - and they supercharge the Crucible of Suffering too. I've never realised before it stacks with itself - quite crazy really! For sure am using Scordeo's Edge, as that's simply uber. But as for its pairing, I'm still deciding. Sure, Rannig's Wrath is nice for lots of crits, but the damage is a bit low. Tarn's Respite would also be nice for bosses, as it can debuff them further. Magran's Favor simply deals a lot of damage - even moreso with the modal. Grave Calling certainly rocks vs Vessels. Will try to get Seeker's Fang rapier next - its certainly much nicer on ciphers, but the added light DOT, combined with high rapier accuracy might still make it competitive.
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Well, I wonder how effective it would make Seekers Fang as a rogue (shadowdancer) weapon. For a cipher it obviously boasts the major disintegration-like DOT on-crit. But it also has the small DOT on-hit for everyone. If a lot of instances of that could be spammed (with Cascade, flurry, drumming), I wonder if it would be effective (compared with other weapons using that combo - obviously everything is strong with Cascade active).
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Yeah. They are great as a Retaliation weapon though... if you can trigger lost of ripostes/retaliation attacks. Well, the combo of Rapier with its +20 Accuracy modal plus regular one-handed is still good. Rapier's recovery with the modal is almost the same as a slower one-handed weapon without one. And if you main hand a heavier hitting weapon, frequent rapier crits will trigger Swift Flurry/HB Drumming main hand attacks, which do much better damage then a rapier.
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Well, that's weird. I've been playing a Blood mage/Assassin in turn based mode and there Shadowing Beyond was the superior invisibility choice as a free action (or other forms would trigger Recovery - a round "lost" just to become invisible - except for Assassin Slippers - but that effect wouldn't last long enough for you to cast something next turn). And sure, it IS a bit funky. I've like almost never intentionally managed a stealth assassinate Ninagauth's Freezing Pillar (Extremly Loud). At the same time I think I saw it happen a few times (and of course, you can re-stealth once the spell is cast). But there are spells that work very well with Shadowing Beyond - in Turn Based at least. Particularly point blank aoes, like Minoletta's Precisely Piercing Burst, Torrent of Flames. But also Ninagauth's Shadowflame worked fine... regular Fireball too, I think - though I rarely used that. Plus rays, like Ray of Fire, Ninagauth's Death Ray, Ninagauth's Bitter Mooring - in fact if you were outside enemy sight cones, rays often would NOT break invisibility from Shadowing, allowing for 2 Assassinate ticks (out of 3). Of course that's much less helpful real time, as the ticks in real time are very low - unless the invisibility can persist trough a large part of the spell duration. I think Assassinate also worked perfectly for most CC effects. Not that I've used them much (except Shadowflame).
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Ningauth's Death Ray from Ningauth's Teachings grimoire is very usefull vs high AR enemies, like golems, due to its Raw damage type. Might use a Morningstar with modal to knock their Fortitude down a notch. Also make sure you use the available hit conversion buffs, particularly Eldritch Aim from level 1. Merciless Gaze also helps. If they are vulnerable to fire, Combusting Wounds would make a good combo with the Death Ray (and maybe Wall of Fire, Chillfog). Of course, most golems aren't vulnerable to fire AFAIR (in fact might heal from it). But this combo could help vs some other tough cookies.
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It will stack, but not additively. Instead, each will be checked separately (in practice once you have Berserker Frenzy 30%, Disciplined Strikes will add 17,5% critical chance to land at total 47,5%). Each new effect will add less practical crit chance, for example Power of Money ring with lots of gold would normally provide 15% crit conversion, but once you have this 47,5%, it will only give you additional 7,88% (55,38% total).
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Also Seeker's Fang rapier (exclusive choice against Slayer's Claw) - massive raw damage on a cipher on crit plus lesser additional raw DOTs on hit for everyone, per encounter ability that hits all enemies in a cone THREE times - immobilizing them and offering massive chances to afflict with its raw DOTs and other effects, as well as filling a lot of Focus. Lord Darryn's Voulge is a really nice and cool weapon with rare shock damage type and great aoe effects for barbarians (and a nice shock stat stick for druids). Too bad it caps at Superb level. Blightheart arquebus is really nice for nukers due to the 10% Corrosive lash that works with spells as well.
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My pleasure Another word on combos: If you're like me and like big damage numbers, there are 2 more party synergies to significantly raise them. 1. Ranger with a pet Takedown Combo: After landing this the next attack roll (ONLY!) vs affected enemy will deal +100% damage. Good for extreme hits with extreme lashes, however the limitation to next attack IS pretty restrictive and not always easy to take advantage of. Particularly if you (or other characters in your party) also use pulsing spells. 2. Paladin blinding enemies trough Inspired Beacon: This is a much smaller bonus, 40%, BUT it lasts several seconds so its much easier to exploit - and other party members can benefit from it as well during the effect duration. With those you can manage hits like these:
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Hi Rimiu IMO Bloodmage is a good pick. He looses out on Empower, which can be very potent, game changing even - but once per fight and several times per rest only. Granted he also looses access to the ability to spend this Empower to renew half of Assassin Guile resources - therefore more stealthiness. However a Bloodmage has access, in practice unlimited, to best spells to deal with each situation and that is invaluable. Also at low spell levels can stack all meaningful buffs AND STILL be able to use other spells from these levels - repeatedly so -> particularly in early game (which is the most difficult part), this is game-changing. And Corrosive Siphon is an awesome low level health drain, so healing really isn't a huge concern for a Blood Mage when there are several enemies to affect them with. Good synergies... well, first of all, Arkemyr's Dazzling Lights spell from level 1 is very nice for such a character. Cast it from stealth near the enemies to attract their attention and cluster together in a tight group waiting for aoe bombardment - but watch out not to hit any enemies with the Lights, or combat will start and you will be revealed! Then certainly try to get Ninagauth's Teachings grimoire - its unique level 4 spell, Ninagauth's Shadowflame, is perfect as an opener after Dazzling Lights. Not only does it similar damage to a fireball (actually a bit higher) but cold-based, BUT ALSO Paralyzes enemies on hit. With the Assassinate +25 Accuracy bonus, this usually hits! So now you start combat with all/most enemies in a tight cluster and unable to move or act... AND subject to an additional 25% Hit-to-Crit conversion. Also in Turn Based mode Ninagauth's Death Ray, another exclusive from this grimoire is very good for such a build, as it ticks 3 times, deals high unresistable damage in a line aoe, if enemies don't have you in their sight cones, you actually remain stealthed after the first hit for a second Assassinate tick! Nice to have someone with Morningstar modal to lower enemy Fortitude, though. Significantly worse in real time, as it has 11 far weaker ticks (1 per second), most of which wouldn't benefit from Assassinate. Still might be useful to crack enemies with extreme Armor Rating due to unresistable Raw damage type. Next Deltro's Cage helm. You need to either steal it or kill an influential figure for it. It's a MAJOR force multiplier for such a build. When hit with lightning, it stores its energy and for a short time provides a % damage lash equal to the number of hit points you lost when lightning struck you. Meaning if you target your stealthy Assassinate Chain Lightning on YOURSELF and manage a 150 damage critical (doable... usually when you're low on HP... or when doublecast from Vithrack Slippers triggers :P), your attack, including spells, will now do 250% of their original damage! Sometimes its only 30-40 damage / % lash (on Graze), often ~60-80 / % lash (on Hit). But if you stack Critical chance (and avoid raising Reflex defenses), 110-140 Assassinate crits / % lash are also fairly common. What's interesting that the follow-up bounces of this initial Chain Lightning (which strike the enemy now), will already also carry this % lash.... Before Chain Lightning you can use the early Shocking Grasp for a much weaker, but still quite noticeable lash. For longer fights you'll be able to extend this (and other helpful) effects indefinitely with Wall of Draining. Would be nice to use Devil of Caroc's Breastplate, as for a large part of the game it will allow +1 use of stealth (trough Shadowing Beyond) per encounter. And that's valuable. So make sure you import/configure a background history that accommodates its availability. There are other ways to become invisible (including a unique spell from some exclusive grimoires), but they usually involve a Recovery period, so are not as nice to act fast and furious. Could be great for solo-play, though. Assassin Slippers can be nice 1/combat, but in Turn Based mode at least, their effect often went to waste. Be a Human with Fighting Spirit and maxed Con. As a Bloodmage you can self-sacrifice to ensure you're always under 50% hitpoints and Fighting Spirit is permanently active (and the bonus is real good: +7 Accuracy, +15% damage). I also like high Per for Accuracy and Int for aoe sizes and effect durations. However in real time Dex shouldn't be neglected either. Might can be left around base (it also increases the damage you self-inflict), while Res dumped. Other great spells include Ninagauth's Freezing Pillar (almost impossible to use while remaining stealthy due to loudness, but still offers very high damage over time) and Minoletta's Piercing Burst - I was using this 80% of the time after I got it (15% probably went to Death Ray for unresistable damage and 3 ticks) - high damage, party friendly aoe, high Penetration. Before that the Blightheart arquebus is nice for its 10% corrosive lash that applies to spells. Of course, stack Critical damage and chance as much as possible: Dirty Fighting 10%, Ring of Prosperity's Fortune up to 15%, Merciless Gaze 15% Uncanny Luck 5% (or 10% with Community Patch - its maybe not worth it without this mod), The Third Eye 10%. After early game, try to always use Crusted Swordfish food when resting, it will help a lot. It can be crafted or bought in Periki's Overlook in Neketaka. Crowd Control spells can also work very well with the Assassinate bonus (+25 Accuracy!). But since it's such a limited commodity, I used homicide as the ultimate form of CC. Oh and don't worry about seemingly short duration on some spells, (particularly buffs like Merciless Gaze). With Power Level bonuses and Int stacking they will have a very respectable duration before long. Note that Ray spells and Walls have a fixed duration, though. Kinda late game, but I enjoyed using Engoliero de Espirs estoc with this build. It triggers its Ghost Blades cone aoe attack on kill - regardless of kill method. These get boosted by the various Assassin bonuses and ranged bonuses (sneak attacks, Deathblows, pet with +10% damage to ranged attacks and other) and can be enchanted to return as much health as they deal damage. This can lead to nasty kill cascades on damaged afflicted enemies and a lot of healing for you. Something like this can happen:
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To me ninja cries stealth. And assasination. Therefore Assassin would be a strong pick with its Assasinate special. Can Backstab, yes... but... you can't do it very often and even the most powerful single blow is worth less then killing a bunch of enemies in one go. IMO a better use of his abilities is casting impactful spells from stealth with the Assassinate bonus (it works on everything). OR, if you're open to a different approach, maybe an Assassin / Black Jacket switching between weapons with limited use special abilities, including aoe abilities like Kitchen Stove Thuderous Report, but also single target like Whispers of the Endless Paths Run Trough and Modwyr Bottoms Up for each of his stealthy strikes with the Assassinate bonus.
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I pick one grimoire basing on the most common spells I will use (mostly Ninagauth's Teachings for nuking, maybe Llengrath's Martial Masteries for a gish Wizzie/fighter multiclass) and/or its special ability (basically Grimoire of Vaporous Wizardry with Rekvu's Scorched Casque for lots of extra spells) and pick spells that I want to use but are absent in my grimoire of choice. For example on a nuker assassin I've used Ninagauth's Teachings exclusively and generally only picked self-buffs, which are absent in this grimoire... also lightning spells to power up the Deltro's Cage helmet for the sick lightning lash.
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For Turn Based mod I'd not recommend investing much in Dex. In fact, it might be the stat to fully dump. The only concern being the walking distance. But some mobility skills can help with that. So maybe Holy Slayer Paladin/Trickster (or steetfighter, if you're feeling brave) multiclass? Has access to Escape from level 1 for great mobility (also great for a Paladin't Stoic Steel to keep the Armor bonus), so in Turn Based doesn't need ANY Dex basically (only for Reflex save, meh). Also would have much better damage output. Trickster offers great defensive buffs too, while streetfighter is simply a damage beast (need certain trigger conditions, though).
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Then there is the matter of responsiveness. Ability to react to situation, interrupt enemy actions, switch targets, heal/cure/buff oneself - or others. For all those things weapons with shorter Recovery (dual wielding is fastest) are vastly better. Reloading weapons are the best responsiveness wise (except for reacting with weapon abilities).
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Just don't do Paladin/Fighter. That's kinda silly. Paladin/Bloodmage might be most tanky, but I'd probably consider Fighter/Bloodmage more fun. More crits, more accuracy, stuff like Citzal's Lance with Clear Out aoe x aoe. A bit faster in full plate. Also Wall of Draining can prolong Unbending endlessly, providing superb healing (of course you can heal fine as a Paladin also, particularly Garrote).