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Davos

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  1. The point is that chanters are specifically best in long lasting fights, and have constant passive buffs that let them be useful in all situations. Where basically every other class is going to use their per-encounter abilities very quickly in fights and will reach their peak usefulness in a quick period of time, chanters have a slower build up but will remain at peak usefulness as they are able to keep using chants and invocations throughout a battle.
  2. You could do this pretty easily with a fighter given that the skills for lockpicking and searching for traps is something totally separate from class, so if you just want a fighter that can do rogue utility stuff that's easy. Keep in mind that you could also make a rogue that is more of an upfront fighter and who wields a greatsword, but will be squishier than the fighter alternative in exchange for much higher damage. A rogue in this game is basically an offensive oriented combatant that specialized in fighting dirty, they're not necessarily the typical sneaky dagger wielding assassin (th
  3. Endurance is your short-term 'battle health' whilst your health is your long-term 'real health'. In battle your endurance will be primarily attacked but some of that damage will go through to your actual health. If you run out of endurance your character will simply be knocked out and can be revived during combat with various abilities or spells, but run out of health and your character will be dead. No revivals, no resurrections, dead as dead gets. While endurance can be healed in various ways in combat and always restores fully after combat, health can only be healed by resting. Thus whi
  4. I know that over the course of development the way in which damage that caused wounds would be dealt changed from the initial concept described about them being applied as delayed DoTs unless the wounds were used to fuel abilities, but with the wiki out of date on so many things I'm not sure exactly as to how they work right now. Is there any kind of mitigation of delay of damage that causes a wound to build on a monk, or is that damage just applied normally and a wound added? Say your monk has a threshhold of 2 damage needed to build a wound and an enemy attack comes in that hits for 10.
  5. I think the key aspect of Heart of the Fury is that carnage still applies on those attacks, making it potentially able to clear a group in one hit. Imagine you're a barbarian attacking 5 enemies in a pentagon around you, situated such that a carnage attack on ones hits the two adjacent to him. Heart of the Fury means that not only do you strike each foe once, but the carnage on those adjacent them to is applied, leading to each enemy being hit by one attack and two carnages instantly. Higher intellect could lead to that being exponentially more damaging. But, as with all barbarian abilitie
  6. So I've been bouncing around the various classes trying to decide on what exactly I want to roll come release. After playing around with a barbarian in the beta I found the class to be a lot of fun with its focus on melee offense and the aoe effect of carnage making them extremely effective against groups of enemies. However I'm concerned about whether encounters against large groups of enemies may be the only place where the barbarian is of use. Pretty much all of their abilities seems to be focused on attacking many foes at once or engaging while outnumbered, but in a situation where it woul
  7. Not possible. The game is designed around all characters having unique dialogue options based on their stats rather than just shoving them all under intelligence or charisma. Without cheating to get max stats and skills you're never going to have a perfect "rp" character, so just make a character that seems interesting to roleplay and run with that rather than trying to win the conversations. Also, selecting a locked conversation options won't always get you the best outcome in a situation. Sure you might be able to use your high lore skill to tell the bandits that they're camping in a hal
  8. I unfortunately lack access to the backer beta, and so in my research to figure out what class I'll play on my first runthrough of the game I'm finding myself wondering about how 'active' some of the classes are. Specifically I'm interesting in rolling a more melee oriented character, however I'm concerned about how many of the abilities on the melee classes actually involve active use vs. giving passive buffs. From what I can tell it seems like the Fighter and Paladin, for instance, have a lot of abilities that just buff their own combat capabilities or that of their party whilst having relat
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