thundercleese
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Everything posted by thundercleese
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So I did a respec on my character (Ravager) yesterday, and noticed when doing the level ups that I had somehow gained two additional proficiencies. So I made a save before using a mod remove them in case I messed things up. Just noticed today that I also have two first level Fighter abilities; Knock Down and Constant Recovery. Going back over my saves it appears to have happened at the same time as the proficiencies, I just missed it then. Further respecs make yeild the same results. Not only that, but going back to my oldest save and respecing also gives me the story quest abilities that I haven't already obtained. Attached a save from before the respec and the one mentioned above: http://www.mediafire.com/file/55t610g6a3gnmh4/Respec_Bug.rar/file Both saves are from 1.2.2, however the test I did today on my older saves were done on 2.0, in case that might make a difference.
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Also less interruptions in your attacking; Frenzy has a "cast time" unlike most other self buffs. Though I personally wouldn't go for int. Too little benefit compared to other classes. So you'd go for Resolve over Int? What about from a roleplay perspective - aren't there a lot more Int checks than Resolve checks? Yeah, though you don't need to completely dump it, I just wouldn't prioritize it. Yes int checks are more common than res, however there are some quite funny ones that only appear if you have a really low int - "why are you asking me?!" etc.
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So if you use charge on the Kraken some very strange things can happen! But wait, there's more! Not sure what ability, but something caused him to teleport out on to the land. This didn't happen the first time, just Eder getting stuck inside him. Every subsequent run both the above happened. I tried moving closer before charging but same deal. After the fight: I have charged him without incident in previous runs, however this one was something special. Here's the save: http://www.mediafire.com/file/521g859x1b29wtg/Blathiel_%282e7aaa45-bb7b-4b34-8493-733a9942db73%29_quicksave.savegame/file
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Helwalker gets 1 more wound at start of combat than regular monk. Berserker frenzy ticks also grant wounds, which is why I always start my self buffs with frenzy to squeeze a little more initial duration on flurry. I did a quick test last night on a lvl16 hired adventurer: Start combat in stealth with 5 wounds, didn't activate frenzy, ran up to a squishy archer and used stunning surge; gained 4 wounds, took no damage.
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Do it! Low effort for you and provides us more searching options.
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Yeah you can swap for Blood Frenzy or just take something else. All different DoTs stack so no issue there. Static number DoTs only really scale with PL and might, unless I'm mistaken. Blood Storm could be good if you are killing fast as it'll free up rage for other abilities. Not sure how long the extension is though as I'm yet to reach max level on a barb lol. I think most of the big monster bosses (dragons, kraken) are immune to engagement and/or have perception resist/immunity, plus a handful of others. But they are easy enough to manually flank, and as you say you have plenty of other CC at your disposal.
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Looking pretty good. Precognition has limited duration on both buffs, I forget the specifics but it's something like the extra crit damage only applies to the first x hits, reduced crit damage taken lasts for x seconds. Not at home so can't check atm. Regarding Spirit Frenzy, I don't think it's worth with Persistent Distraction, which alone will trigger Deathblows. Only issue is PER resistant/immune and engagement immune enemies. Grave calling is my favourite weapon to use against undead (the summoning is also bugged, which can lead to some funny situations), can be obtained very early as well providing you have high mechanics/enough cash. Also, you may want to finish this sentence.
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I've had them drop from the Greater Sand Blights in the outside area, in version 1.2.2. Could be random chance but I had one from each blight, as well as two from the guardian giant. It's random when it comes to Greater Sand Blights. When a Greater Sand Blight dies it will randomly select from four potential LootLists exactly once. Those LootLists can give a variety of items. When it comes to Adra Ban: Two of the LootLists will give an Adra Ban 100% of the time Two of the LootLists will give an Adra Ban 20% of the time So 50% of the time, there is 100% chance to get one Adra Ban and 50% of the time there is a 20% chance to get one. Doing the math, I believe this means there is a 60% to get an Adra Ban when a Greater Sand Blight dies ([100 + 100 + 20 + 20]/400). Good to know, might even be worth save scumming for this. I also got one randomly last night when clearing out Furrante and co. from Dunnage throne room.
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@Boeroer: Do the AoE hits also proc SS refund? If so you could dump all your wounds on say Skyward Kick, then use SS to instantly refill, rinse and repeat. I haven’t really played any characters that tried to maximize the use of spirit lance. I seriously contemplated a sage, and have played Aloth as a battlemage, but restarted the game right around when spirit lance came online. Do you think it deserves a nerf? Personally, I think it’s a summoned weapon that can time out and be dispelled, competes for casts with the strongest hard CC spell in the game and is only available to a class with limited damage boosts and no extremely good way to use it on its own. So it’s fine that it’s really powerful. I guess it might be a little broken with swift flurry and heartbeat drumming, though. I think the problem is less with Spirit Lance, and more that Swift Flurry and Heartbeat Drumming are stupidly OP. Since the proc is only rolled for once, if your proc crits it will proc again and again until you fail to crit; I got an 8 crit proc against a poor Rathun which did around 430 damage - instant chunking.
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Also worth noting that the orientation of the enemy ship alters hit chance; if it is perpendicular to you you are more likely to miss. I also much prefer to just board, but if I see they have a large crew I shoot a volley or 2 of grapeshot. Dhow is perfect for this; just enough defenses to close on a Junk without dying and more cannons than The Defiant.
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I didn't play at release so it may have changed at some point. Yeah it's not such a big deal for this build as unless you take something like Blade Turning you're not spending wounds at all. It does help reach max wounds at the beginning of combat though, which is nice. Thanks for adding to the list.
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I'm sure I've seen my wounds jump up to 10 after using it. Though tbh as I can't see my health I could have also taken a heavy hit. Or frenzy ticks. Will remove it from the post for now though to be safe. Edit: Okay so I just tested without Frenzy and gained 4 wounds from a single use, no damage taken. Possibly a bug? Will add it back in.