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I'm looking to take at least some members of my terminal tank party out of No Pen land, and Glacierbane seems fantastic for it. The modal, and the enchantment... but I don't know if I can make sure to take freeze damage if the fight doesn't have any. My party is 3x herald, crusader, inquisitor. Should I just hit my hammer wielder with a frost damaging weapon?

My Deadfire mods
Out With The Good: The mod for tidying up your Deadfire combat tooltip.
Waukeen's Berth: Make all your basic purchases at Queen's Berth.
Carrying Voice: Wider chanter invocations.
Nemnok's Congregation: Lets all priests express their true faith.

Deadfire skill check catalogue right here!

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Technically you could also kill your skeletons with Grave Calling for the Chill Fog proc.

 

And if you use a lot of DoTs and disables, you can also hit your skelies with Frostfall, for Dispersed Suffering and Shattering Head procs.

 

Or you could lower your target's AR. There are multiple means for that:

  • Rending Smash (Mace modal): -1 AR for 10s
  • Rust Armor (druid spell; priest of berath spell; scroll): -4 AR (vs fortitude) for 15s
  • Lower Their Guard: -10 AR for 5s (UseLongerDurationIfAlreadyApplied, MaxTriggerCount: 2)
  • Sundering Blow: -4 AR for 15s
  • Expose Vulnerabilities: -2 AR for 20s
  • Body Attunement: -2 AR for 20s
  • Hel Hyraf (invocation): -2 AR for 12s
  • Blister Bomb: -1 AR for 15s
  • Fungal Bile: -1 AR for 30s
These above are considered active, and do not stack.

 

While those below are passive:

  • Flanked: -1 AR
  • Death's Usher (Blackened Plate passive): -1 AR (auto-apply, lasting aura)
  • Biting Cuts (Beza's Toothed Blade): -2 AR on Critical Hit for 10s
  • Blunt Rock (Sungrazer): -1 crush AR on Critical Hit for whole encounter
And there is also: Prepare the Offering (Sanguine Sword): -2 slash AR for 20s. Which I am not sure yet what type it is. Edited by MaxQuest
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  • Blunt Rock (Sungrazer): -1 crush AR on Critical Hit for whole encounter

This one is particularly interesting. Do you have a good trick for getting that one crit off, on a monster with approximately exactly the defenses of Dorudugan?

My Deadfire mods
Out With The Good: The mod for tidying up your Deadfire combat tooltip.
Waukeen's Berth: Make all your basic purchases at Queen's Berth.
Carrying Voice: Wider chanter invocations.
Nemnok's Congregation: Lets all priests express their true faith.

Deadfire skill check catalogue right here!

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Share on other sites

I think that debuff can be applied via:
- lowering Dorudugan's deflection (which is 147 on PotD)
- and rising own accuracy and chance to crit.

The deflection can be lowered by the following effects:

Active (don't stack with each other):

  • Confounding Blind: -3 Deflection per 15s (stacks up to 10 times)
  • Pike (modal): -10 Deflection
  • Divine Mark: -25 Deflection for 10s
  • Nature's Mark: -10 Deflection for 30s

Passive (stack with all others):

  • Crushing Depths (Rod of the Deep Hunter): -1 Deflection, +3% Recovery Time for 45.0s on scoring HitOrCrit (stacks 5 times)
  • Pure Class (Aretezzo's Cane): 50% chance on scoring a Crit to lower enemy Deflection by -5 for 8.0 sec
  • Marking (BotEP): -4 Deflection on target on Crit for 45.0 sec (stacks 5 times)
  • Brittle Frost (Tarn's Respite sabre): -1 target Deflection for 60.0 sec on Hit (stacks 10 times)

There is also -10 deflection from Flanked (but if I am not mistaken it is considered active atm; at least it doesn't stack with Confounding Blind).

Also you can additionally lower Deflection by 10, by lowering enemy Resolve via one of the following:

  • Arkemyr's Wondrous Torment for 30s
  • Miasma of Dull-Mindedness for 20s
  • Psychovampiric Shield for 20 sec

And also you can use:

  • [Active] Shining Beacon: lowers all Defences by -10
  • [Dunno if active or passive] Bring Low (Rust's Poignard): 30% chance to knock target prone and lower their Defences by -10 for 6.0 sec on scoring Crit

So it's possible to lower his deflection by 40 without trouble; or by up to ~95 if you really invest into it.

Edited by MaxQuest
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