djinnxy Posted April 13, 2018 Share Posted April 13, 2018 It works well as nature godlike. You still have access to enchantments for the self buff to racial for power level. Max might, perception. Some int and con. Take the acid pen bonus. Necrotic lance and noxious burst are the bread and butter. Forget the staff spell. Use scepter or rod. I did a run through with it and it comes close to evoker for over all damage at the end. There is a lack of 4th level conjurer spell choice which would be a problem after release. Link to comment Share on other sites More sharing options...
dunehunter Posted April 14, 2018 Share Posted April 14, 2018 It works well as nature godlike. You still have access to enchantments for the self buff to racial for power level. Max might, perception. Some int and con. Take the acid pen bonus. Necrotic lance and noxious burst are the bread and butter. Forget the staff spell. Use scepter or rod. I did a run through with it and it comes close to evoker for over all damage at the end. There is a lack of 4th level conjurer spell choice which would be a problem after release. Glad u like the familiar... Link to comment Share on other sites More sharing options...
djinnxy Posted April 14, 2018 Share Posted April 14, 2018 (edited) Glad u like the familiar... Yeah that... tried it a four times maybe. With that fully functional it would even the odds on overall dps. Cast time on it should be nil to begin with. In conjurer's current state it is close to evoker. It is by no means absolute top tier. I'd give it a 2nd or 3rd tier, directly below evoker. If the ogre was fixed it would bump transmuter up as well. Enchanter isn't terribly useful except multi-class tank or to add tankiness to a class that isn't tanky. The same tankiness can be said for illusionist with the exception of limited usefulness mixed with rogue. With the current state of gameplay tank has very limited use anyhow. Beta heavily favors strong dps. Resolve is now the go to dump stat. Illusionist currently has probably the second most useful special ability for specialist mages behind the evoker special. Edited April 14, 2018 by djinnxy Link to comment Share on other sites More sharing options...
Boeroer Posted April 14, 2018 Share Posted April 14, 2018 The familiar isn't too bad generally. +3 to a stat, +10% AoE and +1 PL is useful stuff. The randomness of the stat boost sucks though. I would want to choose which familiar I want - like a ranger with his animal companion. 3 Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
dunehunter Posted April 14, 2018 Share Posted April 14, 2018 The familiar isn't too bad generally. +3 to a stat, +10% AoE and +1 PL is useful stuff. The randomness of the stat boost sucks though. I would want to choose which familiar I want - like a ranger with his animal companion. Also it would be nice if you don't need to waste 3 second to cast it, I value alpha strike a lot and if you have to waste your precious time to cast a lvl 1 spell at the begining of combat I think it is a bad move. Link to comment Share on other sites More sharing options...
Boeroer Posted April 14, 2018 Share Posted April 14, 2018 Erm... but it has a cast time of 0.5 base. What's your DEX? -500? Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
dunehunter Posted April 14, 2018 Share Posted April 14, 2018 (edited) Erm... but it has a cast time of 0.5 base. What's your DEX? -500? I haven't played a Conjurer for years Just remember summon familiar has like 3 second cast time or so in beta 1,2. Edit: so I checked it again, 3 second cast time, 4 second recovery time... I would not cast it for the small bonus tbh Edited April 14, 2018 by dunehunter Link to comment Share on other sites More sharing options...
Boeroer Posted April 14, 2018 Share Posted April 14, 2018 (edited) What? I don't know where you looked that up but here's a screenshot from 30 secs ago from the beta4: 0.5 base cast time and 0.0 recovery. Pretty great for a self buff that gives you +3 to a stat, +10% range and AoE and +1PL don't you think? Also lasts more than 100 seconds... Edited April 14, 2018 by Boeroer Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
dunehunter Posted April 14, 2018 Share Posted April 14, 2018 (edited) What? I don't know where you looked that up but here's a screenshot from 30 secs ago from the beta4: 0.5 base cast time and 0.0 recovery. Pretty great for a self buff that gives you +3 to a stat, +10% range and AoE and +1PL don't you think? Also lasts more than 100 seconds... I guess you installed MaxQuest's mod, I didn't install any and it's 3 sec/4 sec here. Edited April 14, 2018 by dunehunter 1 Link to comment Share on other sites More sharing options...
Boeroer Posted April 14, 2018 Share Posted April 14, 2018 Oh ****. You are right. I totally forgot that I reinstalled it the other day. Gods, how embarrassing. Sorry! Then you are totally right: 3 secs is not so nice. Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
AndreaColombo Posted April 14, 2018 Share Posted April 14, 2018 Doesn’t look like we can do without the mod entirely just yet. Summoned weapons at 3s are better, but 1.5s is better still—and recovery at 4s on weapons is just evil. 1 "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus Link to comment Share on other sites More sharing options...
Boeroer Posted April 14, 2018 Share Posted April 14, 2018 Fun Fact with summoned weapons: when you summon Concelhaut's Parasitic Touch (is a one-hit summoned weapon that disappears after use) and use it with Taste of the Hunt you will deal good corrosive and raw damage and the weapon will stay with you and not disappear. Wonder it that also happens when you do other primary attacks with it... Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
THCRaven Posted April 14, 2018 Share Posted April 14, 2018 Doesn’t look like we can do without the mod entirely just yet. Summoned weapons at 3s are better, but 1.5s is better still—and recovery at 4s on weapons is just evil. But the enemy should get it too right ? Link to comment Share on other sites More sharing options...
AndreaColombo Posted April 14, 2018 Share Posted April 14, 2018 But the enemy should get it too right ? Yes. Once casting times are set, they are set for everyone. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus Link to comment Share on other sites More sharing options...
Ashen Rohk Posted April 15, 2018 Share Posted April 15, 2018 Currently working on a Godlike Helwalker/Bleakwalker. All the good fire stuff, plus using Flames of Devotion as an additional melee attack. Needs more work but feels quite powerful atm. You read my post. You have been eaten by a grue. Link to comment Share on other sites More sharing options...
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