Haplok
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I think weapon damage counts. I remember leveling it up was trivial. As a Druid, you can stack the +3 PL from Voulge with +2 PL from Deltro's cage fullplate for a hefty +5 PL for lightning spells. Edit: Eh, Ninja'd by Boreorer. Again. Btw. the Voulge is a VERY cool weapon, one of my favorite style-wise, however it does suffer from enchantment capped at Superb. Meanwhile other weapons scale to Legendary or even to Mythic with end game stuff.
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Arguably dual aoe hand mortars are more potent/fun then a slow rod blast. But again, that's not a wizard. Regarding Blood Mages, of course eternally extending a healing effect (to keep recovering spells via blood sacrifice) is one way to do it. But generally in most fights, particularly in a party setting - you don't need to. Vs enemy mobs Concelhaut's Corrosive Siphon drain spell will keep you topped up just fine. And of course, if in a party, you can benefit from party-wide healing/regeneration effects. In a party I rarely use Wall of Draining. Usually no need/no fun.
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That's late game territory, though. In case of my Spellblade, just Blade Feast from Engoliero provides enough healing in many encounters and I rarely even use Wall of Draining. Let's not forget fantastic early game on Blood Mage, with Concelhauts Corrosive Siphon providing enough healing to keep up the spell spam.
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Well, that might be. Provided that you're keen on actually finishing those last 30%. In general you don't need to do it to finish the game. And yeah, the earlier access to key abilities is important also. Kinda hate how long a MC Cipher needs to wait for Borrowed Instinct, Disintegrate, Amplified Wave for example. Edit: Also Assassinate provides +25 Accuracy bonus
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A swashbuckler with Magran's Favor axe and Tuotilo's Palm buckler (and monastic Unarmed training) works well. Wear Gipon Prudensco with Flanking immunity and Deflection & Reflex bonuses. Entonia's Ring, Deflection Cloak. Pick Overbearing Guard to enjoy massive bonuses vs enemies who'd try to disengage you (+100% damage with +15 Accuracy). You can use the Bleeding Cuts modal for axe (a lot of damage as DoT) and Binding Block modal for buckler (+15 Accuracy when missed in melee), when you don't need high attack speed (or if you play Turn Based ). You'll get a decent number of Riposte attacks anyway - if you're attacked in melee. Stack Claim & Regret Bonus for +10% damage, Sash of Judgement Belt for another 10%. My Eder with that setup deals way higher damage then I thought possible for him. Frequently crits with Crippling Strike for 100+ damage main hand, +20-30 damage 1st Bleeding & Deep Wounds tick, sometimes +40 damage Magran's Favor proc, some 30-ish damage offhand. Not uncommon to do 200 damage per Full Attack. A MC can do considerably better (defense & Riposte-wise) by picking Trickster subclass due to its massive defensive buffs. Unbroken would also be good for this.
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I prefer Blood Mage. Is much more versatile. AND sustainable. Evoker is missing many very important spells IMO. For Blood Mage Con/Per/Int, then Dex IMO. You want a good health buffer to be able to recover many spells before needing a heal AND to safely float below 50% hp as a human to have perma Fighting Spirit (+7 Accuracy and +15% damage is similar to 7 points of Per and 5 points of Might...). Personally I'd not risk playing a Helwalker Blood Mage. Helwalker's increased damage also affects Blood Sacrifice self-damage. In general I don't see a compelling reason to play a Blood Mage as a gish-type character (martial caster). A Blood Mage should never run out of spells to cast... and spells generally should be more impactful then weapon attacks. Pure would be fine, I think. For multiclassing I'm rather fond of my Blood Mage Assassin character. +25 spell Accuracy from Stealth is pretty huge. My character is critting a lot (good Accuracy and multiple conversion sources: 15% Ring of Prosperity's Fortune, 15% Merciless Gaze, 10% Dirty Fighting, 10% The Third Eye, 5-10% from Uncanny Luck - 10% with Community Patch, also access to 30% Aware from Mien of Death's Herald) and +50% spell crit damage from Stealth is nothing to sneeze at either (plus +4 Pen from Assasinate & 2x Pen on crit often leads to another +30% Overpenetration damage). Just a few times per fight but... that's usually enough. Worth noting that Assassinate also allows my char to achieve considerably higher Shock Lashes from Deltro's Cage Helmet - after my character self targets with Chain Lightning from Stealth. I've had lashes up to +130% damage, 100%+ is very common (they work with spells). And of course, the +25 Accuracy significantly reduces the risk of Grazing (still happens sometimes, then it's only like ~+30% damage) or Missing.