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Posted (edited)

This abilitie-test-around-build is made to answer to the problem posed by Thelee, when an high-resolve ennemie is affected by somes hostiles effect but for a short duration.

The effect of Dispersed Suffering from Frostball add 20% hostiles effects durations to all ennemies in a 4-5 m (not totally sure) radius around the caster. That cant graze, but fail ; it is acc. vs will and benefit from weapon enchantement. After some test, I saw that the +20% is not just depending of current durations of hostiles effects, but also for how many time you influence the affliction. (if the duration decrease to 9s after you hit it several time, another one hit from dispersed suffering will grow the duration to 18s in a try I made.)

Dispersed Sufferng is traited as Ranged, and gain eventually the acc bonus from the Marksman ring and the  Acina' hat.

As a Fighter, you get 3 abilities that enhance this purpose :

  • Disciplined barrage, because of Intuitive of course,
  • Penetrating Stike, because it is a full attack and you need to hit twice (see below) without lost of time,
  • Mob Stance, to chain-kill.

As a Beckoner, you can get 6 mini skeletons + 1 weak one every 6s. Them from invocation have 66 deflection and 43 health. 85 health and 21 deflection for the Many live's ones.

An easy method to dispose them around you is to order them to attack you. That will not "trigger" Flancked, tactician is not a good choice. Skeletons dont make you restore discipline on interrupt, like they dont make you generate focus even while confused (but they count as killed for max-focus-soulblade).

Devoted is a nice choice because of the +25% crit damage. Criticals hits are the surest way to kill them in one attack (+25% crit multiplier and +10% from Improved Critical in addition). The pen bonus doesnt matter against their armor (0, and 1 for the chant's ones), you are assured to overpen., +30% damage. You get also +15% from Weapon Mastery, and +60% on legendary upgrade. For the might, that depend of the playstyle :

  • with one-handed Frostball, your benefices are +12acc and no damage malus. You need >30 might to shot them surely in one critical hit (at least 43 damages). Not a good option for me.
  • with dualwield Frostballs, you gain +30% and +15% recovery bonus for your second Frostball (first is skipped by full-attack) but suffer to -35% of damage. You need env. 15might to shot them when crit.

Mob Stance benefit to +8acc (capacity level) and +10acc (Power level : fighter), and without any buffs except Intuitive, at level 20 with 20 perception (19 elfe+1culture) your acc is 109 (20base + 17per + 57level + 15 legendary). You need 166 to be sure to crit. littles skeletons, but only 121 for the chant's ones. It is possible with buffs, items and food to go to 160 (178 for mob stance) with dual wield ,and easily if the fighter is not also the beckoner but a monk or a cipher.

Then, you are able to do 30-40 damages per crit, *2 (full attack) : if skeletons from invocation are well posted, and the hostile duration is at 6.0s when the first one die, when the last (of the 6) is at this time dead, the duration is between 17 and 18s. The many live skeletons are more resistent (85 health), you need crit them 3 times : when you did the previously massacre, one or two of them emmerged from the limb. If one take the mob stance full attack, you just have to hit one more time to proc another full attack on a newest skeleton. Once another one pop, kill the first, to again a time proc the full attack on him. During this time, you could call another 6 mini-skeletons. etc. 15 skeletons coldy assasinate for the cause, and the 6.0s duration is around 70s. After that, the numbers rise very highly. At this moment you used only 3 Disciplines (2 penetrating strikes on mini-skeletons and 1 Disciplined barrage) and between 12 and 18 sec (in game) since the first kill.

You need to be Confuse to proc Mob stance on skeletons, and because of dispersed suffering, your confusion is extended too, for vanishing on Set to their Purpose ( you need a 7th level chanter invocation to have 6 phrases, to summon skeletons quickly the second time) when you want to stop that.

 

Note : Clear out is really bad to do the Dispersion, because even if you kill skeletons with it, you will push the aimed ennemie out of the dispersion range.

 

About skeletons, you cant engage them, to provoc a disengagement attack, too bad..

Edited by Constentin Lévine
  • Like 2
Posted

Nice problem solving! Have you tried it with good effect against Doru? It’s great but at the same time if you have a Confused fighter or barb and skeletons… Grave Calling probably remains more effective no? And dual frostfalls you need to import a char right?

Posted

I dont try yet against him, but that may work! For grave calling, it is for damage, Frostabll is to prolonge hostiles effects like paralysed, so once this effect is enough long, you can switch for grave calling :)

Yes you need to import the weapon, and with the Mythic upgrade on the weapon you export, if you export another character from this save with also this weapon, you can get 2 Mythics Frostballs easily!

  • Like 1
Posted
26 minutes ago, Constentin Lévine said:

For grave calling, it is for damage, Frostabll is to prolonge hostiles effects like paralysed, so once this effect is enough long, you can switch for grave calling :)

Grave Calling is both for damage and paralyze from all the chill fog attack rolls but yeah it can be a nice combo!

Posted

Yes but you need to be careful with Paralyse effect from Grave calling, that coud clear the Petrification (downgraded to paralyse) effect you extended before! That is why I dont pick Encroaching Frost but Shattering Head for Frostball. Killing by Shattering Head trigger Dispersed Suffering I omit to say (but Carnage dont).

  • Thanks 1

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