Haplok
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I did take secrets of rime and also the pen boost for shocking effects. The former mostly for Ningauths Freezing Pillar, which is possibly best bang for buck spell, but rarely benefits from Assasinate. Shadowflame is a great opener for the combo of damage and CC, but late game it does not do great damage anyways. Certainly can live without the cold pen boost - simply don't use ice spells on ice resistant enemies. Shock pen boost is more important, Deltros lash applies to all direct damage spells and seems to have not great PEN. Rust's was a disappointment for me here. The effect is limited to 1 per rest, and I hate relying on those. Can keep it for a pinch I suppose. And YMMV.
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Persistent Distraction is pretty useless, as I'm not engaging anyone. Deep Wounds only apply to Engoliero Ghost Blades, but as I play with the Community Patch, the effect is really negligible (something like 1 damage per round) and not worth the point. Dirty Fighting, Two Handed Weapon, Uncanny Luck (debatable without Community Patch), Improved Criticals, Slippery Mind (useful, you should play with a human and be nearly always Blooded from Blood Sacrifice... then again, you're often impossible to even target). Don't take Adept Evasion, as that will prevent lightning grazes from enabling Deltros helm shock lash. As for spells, Ninagauth's Teachings grimoire got you nearly covered on offensive spells. You only need Chain Lightning (cast blooded from stealth with Assasinate bonus on self) to trigger Deltros Cage hełm. Before you get Chain Lightning, Jolting Touch can be used as substitute. Oh and Concelhaut's Corrosive Siphon - solid aoe damage AND health drain for yourself - what's not to love? It's a staple in early game. Arkemyrs Dazzling Lights to use from Stealth (without hitting anyone) to draw attention and group enemies before fireballing and paralyzing them with an opening Assasinate Ninagauth's Shadowflame. Oh and my favorite big number spell, Minolettas Precisely Piercing Burst. I mostly picked nearly all instant buffs (except Iron Skin, as it breaks from Blood Sacrifice damage and that spell that offers 10 Deflection and Reflex and doesn't stack; some version of Arcane Reflection is highly debatable/very situational), and some staples, like Wall of Draining and Llengrath's Safeguard (for long, tougher fights), maybe also Miasma and Rymgrands Enervating Terror (that I nearly never used). Note to only use Armor and Reflex buffs after hitting yourself with lightning. Also I recommend using Devil of Caroc armor - at least when it allows for extra use of Shadowing Beyond. Assasin Slippers can be helpful, but are somewhat difficult to take advantage of (at least in Turn Based mode).
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My stats are: Str: 10 +2 Berath's Blessing (-3/+3 from Engoliero Soul Hunger) Con 17 +2BB (-3/+3) Dex 10 +2BB (-3/+3) (probably would be higher outside Turn Based) Per 19 +2BB Int 19 +2BB Res 4 +2BB And no, no real reason to pick Backstab. It's not like I'd want to waste a precious Assasinate opportunity for a relatively weak, single target strike. In fact Escape and Shadowing Beyond are my only Active Rogue skills. Deathblows passive is useful to further empower Engoliero Ghost Blades though.
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A Paladin's Inspired Beacon is also such a lovely force amplifier The effect is lesser then a Ranger Companion's Takedown Combo (and costs a Cast action).... but applied in a (small) aoe and lasts far longer then a single damage roll (1 round on Graze, up to 4 on Crit in case of my Pallegina, I think).
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Depends on what you like. Single Class mages are strong and get access to all spells. Monks, in particular Helwalkers greatly enhance the stats: Int & Might; improve Penetration and speed. Rangers can greatly improve spell accuracy - mostly single target, though. Barbarians can cast very fastand also can buff Might (plus Pen and crit rate, if Berserker). Assasins get huge bonuses to attacks made from Stealth - including spells cast from stealth.
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Even the initial Chain Lightning isn't too shabby... after hitting your char, the bounces already get the Deltro Cage leash.... Obviously killed myself once with a lightning crit... and had to unequip the Precognition for self-damage, as that was reducing crit damage by 75%... Still, that was with only a humble 81% lash... Double that is certainly possible, if I affect my char with an Assassinate Crit... and survive (need to be careful with Blood Sacrifice prior to this).
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Interesting. Very interesting. I mean, it almost needs the Wall of Draining to be worth the hassle in Turn Based (base duration is 1 round.. wonder if it can be extended via Intelligence and other means?). So 1st round Wall of Draining, 2nd round Chain Lightning (not entirely wasted but relatively weak) and you only start serious business on round 3... still may be worth it for some tougher foes... and bragging rights. But if it can last more then 2 rounds, it could be very potent indeed!
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Well, this curiosity with remaining undetected after cast and 1st tick of ray spells (seems to only work with rays, maybe Walls?) seems less connected with Cast Speed/Initiative and more with enemy detection range. I was able to reliably reproduce this with 1 enemy, facing away from my char, who stood at the edge of the 5 ray spell range. So it would be more difficult on mass fights, where enemies tend to face different directions. And you want to maximize the number of enemies affected by the ray (so you tend to "hug" enemies). But in smaller fights, against fewer enemies, getting 2 Assasination triggers from a single Shadowing Beyond could be really nice...