Killyox
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Why so low defenses Yeah, I know it's enough, just surprised you haven't gone higher. If I activate the 75% dmg converted to heal it is actually over 100% because of healbonus. And brilliant invocation regains resources so i could recast it if I needed to, whenever. MCed with Paladin myself but opted out not to use Brilliant Invocation (and it's OP even without it by miles)
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Hard to say because I did a rotation of companions (whom I took and also I mostly did POTD solo with them). My PC Paladin/Chanter has - 111k - 398 enemies Serafen - 32k - 110 enemies Tekehu - 9k - 33 enemies Pallegina - 38k - 116 enemies Eder - 111k - 365 enemies Comps below I check from earlier saves, cba to go to an inn :D Maia - 11k - 43 enemies Aloth - 32k - 108 enemies Xoti - 40k - 188 enemies Yes, I did a lof of soloing on POTD with Eder as DW Swashbuckler
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It's a friggin' muzzle loader, not a revolver with a speed loader!!! You're lucky it doesn't take longer. Irrelevant. If tooltip shows 1,5s I expect it to reload at 1,5s, not at more than double that. Also, fireballs and other crap, muzzle loader is the least thing to worry about. This is RPG, not a Reloading-simulator
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Tbh, My Goldpact/Trubadour even before +100% healing chant has so much healing with lay on hands + aura + chant I usually can just happily melee with my DW. Or I can go full yolo with my armor doing raw aoe dmg (found on the undead island) + winds+ dragon thrashing. Still it's not needed because I feel like Arcane skill makes scrolls ridiculously powerful. So you can have more than pure wizard nukes packed into unkillable characte that also does 50+ dmg per swing and heals an entire party. Wiped entire groups of mobs with scroll spells and 15+ Arcane Ridiculous enough that I let 5 of my guys sit in the back and just solo with him or Eder (yeah, swashbuckler Eder got to a point of soloing most of POTD even though he has no subclasses at all)
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Lifegiver - disagree, it has +2 power levels to rejuvenation just like that, +5 for a total of +7 while shape shifted, obviously with a huge drawback but it's still at -3 considering you normally have +2. You just have to use it when it matters. Also pick Nature Godlike for another easy +2 power levels. Unbroken - disagree, with riposte, disengagement bonus + talent, items + engagement (like sword +2, armor +1) and Mob Stance they absolutely tear enemies to pieces. Mob Stance + Reckless brigandine + Armored Grace and couple it with streetfighter for overkill and he will mince everything really fast. Also due to ArPen mobs avoid disengaging him. -15 reflex is so ridiculously easy to make up for it's not even a penalty in my eyes. speed, just take 15% stride, not like there are better options. Rest of the party can cover, but in geral he doesn't move much because he doesn't have to. + abilities that let you move around if you multi with rogue. Sharpshooter - no idea, haven't played this one.
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On POTD for me, it's enough for my Paladin/Chanter to have Ancient Memory + Exalted Endurance as healing. Just that. Sometimes I use winds for a bit more. I still don't have the +100% healing chant but even now it's not really needed. Atm 4 melees + Serafen chanter who rocks in range with gun/spells and in melee hitting every 1 sec for 40dmg If you use many squishies, you may use more healing though.
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Some example of DW combo Right now my Serafen (pure cipher) has the following combo: Gauntlets of Greater Reliability (30% miss to hit conv) + Rushed Reload Modal - he pretty much always at least grazes, here comes another point Scordeo's Trophy + Mainhand weapon + DW talent. I had Serafen attack every 0,5s or so in melee for 30-40 dmg easily. There are no "combos" of items as these with 2handers unfortunately. Cannot unload 2-3 times with rushed reload and then proceed to destroy targets in melee.
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Intro Right now DW is clearly superior when compared to 2H for the following reasons: Damage - Full Attack is pretty awesome; there is little difference in dmg between 2h weapons and single handed weapons (like axe) Speed and Recovery - with how quickly you swing and recover (inherent -30%) it makes it a lot better when you want other actions to be taken such as casting spells, drinking healing potion, using a skill, etc. Inherent n-30% bonus means that often -15% talent doesn't even have to be taken) Utility - 2 unique, enchanted one-handed weapons clearly give you more bonuses than two handers, especially with some two-handers having aoe that damages friendlies as well Adaptability - It's pretty easy to have Slashing/Crushing/Piercing damage with your weapons and have a set for every single occasion I think that atm it would be better to risk overbuffing 2H by a small margin, then underbuffing and having it be weak and not offering different gameplay. What I think could help move 2H into right direction. Double Might bonus - this is similar to what DnD has/had where 2H received +50% STR bonus. Here I think we could go for double, so 20% is 40% etc. reasoning: 2 hands, more force behind the attack +1 penetration on all weapons, reasoning: the same as above, more force behind the swing Talent Two-Handed weapons changed from 15% dmg to 15% dmg and 15% recovery speed, reasoning; 2H suffers a lot by not being able to respond to what is happening due to longer recovery and is because of that a double-edged sword that can cost our characters life. Also while 2H are heavier we ARE using 2 hands, and not 1. DW inherent bonus of -30% changed places with talent -15%, so DW is -15% and talent gives another -30%, there is more tradeoff when doing builds then I think that would be a start.
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Hey guys, I've been playing around with some builds and there's definitely a concept I will want to try in my Pirate-ish playthrough. That is Barb/Streetfighter. Required things: Weapons - 2x axes with modal activated (can easily get debuff to 10+ raw dmg per 3sec for 90+ sec), if you have 2 axes the dot stacks but also the dots from other abilities below stack as well. Blood Storm - DOT, refresh and quick attacks Gouging STrike - more dots Toxic Strike - easily goes to 20dmg every 3 sec Deep Wounds - 20% dmg as RAW dot With Sneak Attack and Deathblows it does ridiculous dmg (even bare fisted with no passive to improve them) I have a bit of a trouble testing some things right now because nothing really survives at my testing spot. 70 dmg + bleeds every 3sec or so don't help. What I want to test now, is whether bleed from axes modal + mentioned skills, applies to carnage Anyone played with something like this? The fact it does a lot of raw dmg is pretty nice On POTD even at the very start of the game, when missing a ton of things, it does some nice damage (lvl4) https://ibb.co/jiJDT8