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[Character Build] Lord-Reaper of Dunnage, Principi Marauder (Berserker/Streetfighter) for PotD


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I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

 

 

Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof. 

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I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.

To be sure I'll test this when I get home in about 2h, I'll let u know

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I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.

To be sure I'll test this when I get home in about 2h, I'll let u know

 

 

Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway... 

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I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.

To be sure I'll test this when I get home in about 2h, I'll let u know

 

 

Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway... 

 

 

ok i just tested 2 identical rogues on lvl 11, one with 3 int and the other with 19 int, the rest was exactly the same. The high int rogue was insanely more effective with dots, the dmg of tics and the rate of tics was exactly the same on both but the high int rogue produced way more tics then the low int one. Also Toxic Strike was completely worthless on the low int rogue while it was a monster on the high int rogue. So, more dot tics and longer afflictions and also with how toxic strike works id say a smart rogue is a much more effective rogue.

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I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.

To be sure I'll test this when I get home in about 2h, I'll let u know

 

 

Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway... 

 

 

ok i just tested 2 identical rogues on lvl 11, one with 3 int and the other with 19 int, the rest was exactly the same. The high int rogue was insanely more effective with dots, the dmg of tics and the rate of tics was exactly the same on both but the high int rogue produced way more tics then the low int one. Also Toxic Strike was completely worthless on the low int rogue while it was a monster on the high int rogue. So, more dot tics and longer afflictions and also with how toxic strike works id say a smart rogue is a much more effective rogue.

 

 

Haha. Smart Barbarian, too! Alright, high Int it is. And I can address the low Deflection in other ways too, right? 

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I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.
To be sure I'll test this when I get home in about 2h, I'll let u know

Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway...

ok i just tested 2 identical rogues on lvl 11, one with 3 int and the other with 19 int, the rest was exactly the same. The high int rogue was insanely more effective with dots, the dmg of tics and the rate of tics was exactly the same on both but the high int rogue produced way more tics then the low int one. Also Toxic Strike was completely worthless on the low int rogue while it was a monster on the high int rogue. So, more dot tics and longer afflictions and also with how toxic strike works id say a smart rogue is a much more effective rogue.

Haha. Smart Barbarian, too! Alright, high Int it is. And I can address the low Deflection in other ways too, right?
Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring.

 

The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it :p

The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.

Edited by Dorftek
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Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring.

 

The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it :p

The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.

 

 

And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them. 

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Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring.

 

The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it :p

The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.

And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them.
Yeah tho armour feel pointless were it matters also, I slapped on the platinated plate enchanted to legendary and drank an armour potion in the sea lashed crypt and the nasty risen armsmen were still shooting me down in seconds. Hitting me for 70-80 dmg. This was on an unbroken/trickster with 150ish deflection and rocking unbending trunk as well lol.

 

I swear they have done something to splintered reef recently! That place is so nasty now. Wich is horrible because I want the black armour!! :p

Edited by Dorftek
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Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring.

 

The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it :p

The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.

And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them.
Yeah tho armour feel pointless were it matters also, I slapped on the platinated plate enchanted to legendary and drank an armour potion in the sea lashed crypt and the nasty risen armsmen were still shooting me down in seconds. Hitting me for 70-80 dmg. This was on an unbroken/trickster with 150ish deflection and rocking unbending trunk as well lol.

 

I swear they have done something to splintered reef recently! That place is so nasty now. Wich is horrible because I want the black armour!! :p

 

Maybe a bug? Best to know, how much ACC the armsman got.

 

With platinated armor, you got a pierce armor of 13, when the wiki is right. And if spirit shield potions still nets +3 AR, you have 16. If you play a berserker, you get even 18. I m not sure, if there is a enemy, that has 16 pierce penetration, because as far as i know, if you have -3 pen compared to the armor rating (like 15 pen versus 18 ar), you can not really damage the enemy.

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Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring.

 

The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it :p

The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.

And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them.
Yeah tho armour feel pointless were it matters also, I slapped on the platinated plate enchanted to legendary and drank an armour potion in the sea lashed crypt and the nasty risen armsmen were still shooting me down in seconds. Hitting me for 70-80 dmg. This was on an unbroken/trickster with 150ish deflection and rocking unbending trunk as well lol.

 

I swear they have done something to splintered reef recently! That place is so nasty now. Wich is horrible because I want the black armour!! :p

Maybe a bug? Best to know, how much ACC the armsman got.

 

With platinated armor, you got a pierce armor of 13, when the wiki is right. And if spirit shield potions still nets +3 AR, you have 16. If you play a berserker, you get even 18. I m not sure, if there is a enemy, that has 16 pierce penetration, because as far as i know, if you have -3 pen compared to the armor rating (like 15 pen versus 18 ar), you can not really damage the enemy.

They have very high Pen, 18 pen pops up in my head. Tho I also had -1 armor from flanked. Dont think berserkers extra armour from hardy stack with the potion does it?

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+1 Barabrain
+1 Fire Godlike
+3 Potion of Shield
+13 - 14 Heavy armor
+0 - 1 Belt
-1 Flank Debuff

-----

18 - 20 - is very good armor

@Dorftek

Who has 18 PEN ? Ukaizo with DD mod has only 15 - 17 (When you remove Energized buff)

Edited by mant2si

Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)

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+1 Barabrain

+1 Fire Godlike

+3 Potion of Shield

+13 - 14 Heavy armor

+0 - 1 Belt

-1 Flank Debuff

 

-----

 

18 - 20 - is very good armor

 

@Dorftek

 

Who has 18 PEN ? Ukaizo with DD mod has only 15 - 17 (When you remove Energized buff)

I was not a barbarian, I was not a fire godlike. Risen armsmen hit me with 18 pen in sealashed crypt. Possibly a crit

 

Point was tho that I had stacked whatever armour I could on my unbroken/trickster and the mobs in sealashed crypt still laughed at it and shot me down in seconds. I might as well have been wearing a robe and there wouldn't have been a difference, wich is what I hate with the current armor system

Edited by Dorftek
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