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Everything posted by Yosharian
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I realise that the comparison is not exactly apples to apples, but I make the comparison because I consider Endurance Aura to be a decent amount of regeneration. I don't consider 1hp per 6sec to be decent. But now that I know it scales like that, it's way better. I disagree that it's unreasonable to expect the ability to be good, because the penalty which we get in exchange is quite unpleasant. A guaranteed -15 Defenses vs any Bloodied enemy could be quite unpleasant if it comes at the wrong time.
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In my opinion, the debate on which bonus is the best rests mostly on what the secondary effects are. Obviously if your build favours Might, for example, then you'd prefer to have Eder (you monster!), but Eder's secondary effect is not that good (+2 Deflection is hardly the best choice on a damage-dealing character) compared to other ones. I'm thinking, and this applies to melee RANGED only mind you, that Sagani's bonus is actually the best, because Accuracy is a key stat for almost every build, and her bonus effectively gives you +3 accuracy, as long as you're melee RANGED. What do you think?
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If not mistaken you will lose +1 PEN. Also deltro cage has been further nerfed if not mistaken. Charge now is active instead of passive? Not sure also.. if soulbound allowed to be upgraded to legendary or not in latest 4.0 patch. Yeah I figured the 1 PEN loss was manageable though... How does the Deltro's Cage change affect the build?
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How the **** is your no-rest run buff relevant to the rest of the forum? > As the Blood Mage levles up this number is increased by 1 every few levels. Ok, now we're actually getting some useful information. If only the game told us this information in the subclass page. You say 'every few levels', but 'few' is a vague term. +4 bonus at level 20 means a +1 bonus every five levels. That means at level 12 (which is the comparison I gave with my Paladin, who heals 4.5/3sec with Endurance Aura), the bonus is +2, for a base of 3, every 6 seconds. > So the base heal for a Blood Mage at 20 (multiclassed) is 5.... The stats at level 20 are hardly great stats to consider when asking if the class is worthwhile for the entire game. > This data is not that hard to obtain if one actually plays a blood mage further than level 1 instead of spreading "information" about the class on the forum. I'm not spreading misinformation deliberately, I am working based off the information known to me from picking the class in-game. I was unaware of the level bonus, since the game does absolutely nothing to inform the player that such a bonus exists. Hardly my fault. Expecting players to pick a class and play the entire game just to find out how an ability works is absurd. Anyway: Let's do the comparison again, my level 12 Paladin heals 4.5/3sec (9HP/6second) with Endurance Aura, which is a reasonable amount of healing, not super strong but it's alright for a character taking moderate damage with some mitigation. Level 12 Blood Mage does 3HP/6second base at that level, add 20% MIG bonus (30 MIG or so? Can't remember) which makes it 3.6HP/6 second. That's not bad, significantly better than it was initially. Equivalent to about 1 ring of greater regeneration.
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As Guildwriter said in the post above me, you get it in Maje and it expires on rest, but since this is not the only amazing buff for no rest runs and there is no fatigue in this game (not to be confused with the injury of the same name) it is not very hard to go for no rest runs in this game. (Worst enemy are forced rests, but after a whikle you know them all). However I did not add any items with healing bonus so close to 50% can probably aquired without dawnstars. I do not know how you think it would be a 900% increase, unless you did not read my post AGAIN... I already wrote that the level based increase for the Blood Mages regen is a flat addition to the base so a level 20 multiclassed Blood Mage has +4, so the base is 5 and NOT 1. The actual number with 21% from Mi and 50% from Dawnstars is 8.7, but you actually get 9 per 6s. It is a shame you never actually played a blood mage further than getting a heal of 1 yet presume to know how "bad" the class is. (I have not tested a single class but I assume this is PL based so a single class BM might have an even higher base heal) How the **** is the base 5hp per 6 seconds when you can clearly see at level 1 that the bonus (without any MIG bonus) is 1HP per 6 seconds. I don't think you actually understand what 'base' means. Base means what the ability gives without any bonuses. The base is 1 hp per 6 seconds. Inflating that to 9 HP per 6 seconds is 900% of the base. I'd like to see your percentage breakdown of how you get 9HP/6sec from the ability. That's all I asked for. I'm happy to be proven wrong, don't you get it? I want the class to be good, because I want to pick it, for god's sake. I don't have a vested interest in making it look bad. Rather, I'm simply analysing the abilities based on what the game is telling me, which is that the base is 1hp per 6 seconds. To get that to 9 HP per 6 seconds is an 800% increase (I wrote 900% before but that's not the increase exactly, but it's more or less the same thing). See here https://www.omnicalculator.com/math/percentage-increase put in 1 and 9 and see that it clearly says 800 PERCENT INCREASE. I'd like to see the breakdown on how you got 9HP per 6 seconds. It's possible that the game is calculating it differently than what the level 1 indicator suggests, which would make the ability vastly better than it initially appears. Even if you subtract the 50% healing done food buff that's still 5hp per 6 seconds which is a 400% increase off the base of 1. If you can truly get to 4.85HP/6second with only a MIG bonus of 21%, then that's remarkably good, and far better than the initial stats imply. Yet another example of ****ty tooltips from Obsidian, how players are supposed to know that it scales that well is beyond me.
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That's bad logic. It's not a 'nice addition', it's barely impactful. Paladin aura gives nearly 10x that amount, and doesn't come with a -15 Defenses drawback and loss of Empower. I can simply not pick Blood Mage and still enjoy the far greater impact of those other regeneration abilities you mentioned. Blood Mage regeneration barely registers. Paladin aura 10x 9 hp per 3s?How did you achieve 90 regen per tick, please share? Or have you not played blood mage further than level 1, thus not realizing it levels up and can be boosted by Mi and healing bonuses? My level 12 Pally's aura gives like 4.5hp per 3 sec. Blood Mage gives about 1 per 6. By comparison, Pally gives 9hp per 6 second. That's nearly 10x the amount. Ok, yes the BM regeneration will get stronger. No, that doesn't dramatically change the comparison, because it's working off a base of 1hp/6sec. It's trash, and lul you can combine it with other regeneration abilities and then it's not so bad is such stupid logic I can't even. Reading doesn't seem to be your strong point?Blood Mage maxes out at 9 hp per tick if you have a 21% Might bonus and Dawnstars blessing. If a pala wants to heal 10x as much that would be 90 hp/tick, but it's not like I already wrote that. You don't seem to understand that Bloodmages level bonus applies to the base heal 1 + 1 at the first scale and at the end it is 1+4 = 5 base. edit: alright I'm mistaken and it is not per tick but per 6 secs. Still means it maxes at 4.5 per 3s and to do 10x as much would mean 45 hp/tick. Wtf is Dawnstar's Blessing? I tested it with a character that had 20 might and it was at 1.2 per 6 sec Can you break down the percentages that gave you 9hp per 6? Cos that's actually not bad at all 1 base increased to 9 is a 900% increase... (actually 800% increase)
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That's bad logic. It's not a 'nice addition', it's barely impactful. Paladin aura gives nearly 10x that amount, and doesn't come with a -15 Defenses drawback and loss of Empower. I can simply not pick Blood Mage and still enjoy the far greater impact of those other regeneration abilities you mentioned. Blood Mage regeneration barely registers. Paladin aura 10x 9 hp per 3s? How did you achieve 90 regen per tick, please share? Or have you not played blood mage further than level 1, thus not realizing it levels up and can be boosted by Mi and healing bonuses? My level 12 Pally's aura gives like 4.5hp per 3 sec. Blood Mage gives about 1 per 6. By comparison, Pally gives 9hp per 6 second. That's nearly 10x the amount. Ok, yes the BM regeneration will get stronger. No, that doesn't dramatically change the comparison, because it's working off a base of 1hp/6sec. It's trash, and lul you can combine it with other regeneration abilities and then it's not so bad is such stupid logic I can't even.
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That's bad logic. It's not a 'nice addition', it's barely impactful. Paladin aura gives nearly 10x that amount, and doesn't come with a -15 Defenses drawback and loss of Empower. I can simply not pick Blood Mage and still enjoy the far greater impact of those other regeneration abilities you mentioned. Blood Mage regeneration barely registers.
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It's pathetic, it's like 1hp per 6sec. Not worth the -15 Defenses from Bloodied enemies, in my opinion. I'm way more interested in the regeneration ability than I am the Blood Sacrifice ability. I was interested in the Blood Mage initially but now I think I'll just go for standard Wizard instead. Disappointing. What's the best 2H weapon for a Warlock, anyway? I'm looking at Chromoprismatic Quarterstaff... it seems quite amazing.
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Could you tell us what you think of Blood Mage? Additionally, which do you think is better for Bloodmage Warlock, Berserker or Furyshaper? (Physical 2H damage dealer) I am running a single class Bloodmage Moon Godlike with several healing auras. I essentially have unlimited spells. Most people seem to report that Tactician works well with it but I doubt Beserker would because of the continuous damage. Doesn't Moon Godlike's healing aura only fire once per encounter? That's not unlimited spells I'm a little concerned about the Blood Mage's regeneration ability. I suspect it might be too insignificant to impact on the game.
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cipher is particular useful in a potd party. as with poe, fort is the most common sooper defense o' foes. debuff fort enough to successful use fort targeting abilities requires a good scheme which is likely gonna have somebody wielding a morningstar for many battles. will defense, on the other hand, is most common weakest potd defense. ciphers got disproportionate number o' will targeting abilities. soul blades provide gaudy damage totals and is perhaps a bit over utilized by deadfire players. teh rehul bailiwick o' the potd cipher is attacking will defense. HA! Good Fun! Yes but which character will it replace? And what build? I'm fond of all these builds, I just can't see me replacing any of them Unless... Wizard Evoker switch to Wizard/Cipher? I dunno
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Thank you for the comments. All of my characters will be equipped for ranged combat, so they will be able to switch if needed. The Ascetic is a ranged character. I played a Chanter in my first playthrough, found them quite boring. I was considering a summoner build, but it got nerfed before I could try it. If you have a particularly good build, I'd love to hear it. As for Ciphers, I am open to that idea but I did use Serafen in my first playthrough so I'm not super keen on using one again. That said, I know they are very strong so if you have a build in mind that is particularly effective then I'm interested. What sources of Brilliant are there in the game?
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Would this build still work if I changed the Fury to a Lifegiver? It seems that losing only one power level is not that terrible, in exchange for some excellent support spells. I am in desperate need of support in my party, you see. But, I don't want to give up my precious Fate Testarossa build... it is.. precious to me.
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I think Evoker is a mistake personally and would suggest a Wizard over Evoker. The scaling changes that were made in 3.0 really made mid and late game PotD a huge slog. Fights take much longer and having more control options when so much of the team is squishy would be a good idea. Only +2 PL to lose two spell schools to me is a mistake. You want the control offered by things like Essential Phantom which is one of the best summons in the game. Also means that this person can cast Combusting Wounds right after the Barb lands a modal strike with the Willbreaker. Combo with blunderbusses for a broken damage engine. The team in general seems a bit too focused on doing damage and doesn't have much investment in sustain or control. I would give some thought changing your druid to a Lifegiver and some other combo. Lifegiver still has potent DoTs that are highly efficient for damaging groups. Consider Cipher because charm is broken and since the Barbarian is Fort debuffing so Disintegration will land. Thank you for the very useful suggestions. I may make the Evoker a Blood Mage instead. However, losing Spell Echo... =( I am reluctant to change the Fury build, because it's a 'flavour' build. Hmm. This one is difficult. I suppose I can still do the Fate Testarossa but as a Lifegiver?