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Messages - Laionidas

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31
anything's possible.. even a chocolate banana

You've definitely been reading too much Denki-gai now!

edit: you can even make dried squid taste very well with peanut butter

What's wrong with dried squid in the first place? Also, I thought that if you wanted to make it tatse nicer you should have rice moonshine with it, not peanut butter,..

32
I'm with @Hector on this one. It's workable as a CC, but unrreliable in its role, resulting in it dropping significantly lower on my 'must have skills/skills worth the investment' list. When I cast a CC spell, it's because I am in need of a certain effect. Having a good chance that the skill's intended effect does not work as it should, is not acceptable. Also, as I said before, even if it's only one or two mobs phasing through, if they're Jotun, which come in packs of only three to begin with, it's kind of a bad deal.

Something else alltogether: I just found out the other day that Guardian Stones is not a true synergy of Menhir Wall, but rather a separate skill,.. I feel so stupid for not noticing before! It actually makes both skills even worse in my opinion, though it does leave the option to get Menhir Wall, while ignoring Guardian Stones. I think this way I can get both Menhir Wall as well as Seal of Fate + Aftershock on my Stonespeaker. Menhir Wall is still not what it should be, but on the positive side, you do get a fully maxed individual skill at 10 points instead of 22. That's a big difference.

33
I can give you a reason.  Equipping a cold based weapon and watch foes shatter into little pieces of ice that melt away.  ;D Frostbite, Snowblind, Demeter's Sorrow and Glacial Maul.  Love using those with a Paladin or Thane.

Yeah, but then are you not really playing either a faux hybrid (Int. based character using a melee weapon for elemental distribution) or a comparatively simple Storm enhanced physical character (using Storm only for some conditional effects, not really for elemental damage, and/or not really investing in any of Storm's dedicated spells)?

This is a serious question by the way, not cynicism towards your statement :)

34
I think i somehow made a reference to every class except hunting and earth. Hunting, i haven't paired it with storm yet but i think this could be good as a ranged attacker. Monster lure is just so good with high CDR. You can take my word on this. And with high CDR, you can have permanent call of the hunt (65% or above). It's up to you if you're ready to play hybrid though. I think you can also play it as an ice sharder. Abuse monster lure, squall and study prey-flush out.

(Sage) Storm & Hunting is actually one of my oldest combo's, and with AE/Ragnarok I recreated my initial build. I don't think it can be a hybrid, it is very much an Int.-based caster, but interestingly it's the only weapon-equiped true caster.

The reason it works is that the level cap raise from Ragnarok, paired with AE's nerf to Scatter Shot, allows you to save skill points on what would otherwise be a very point heavy build. Since as a Int. character, you can ignore pierce damage completely, you can leave Marksmanship at one point, and both Scatter Shot and Exploit Weakness at zero, resulting at this very attainable distribution at level 75.

even if i pair storm with warfare or defense, i will still play it as a caster.. i just thought of this because i just got a hale of something chest armor that is int based.. it is just a green item which if you will just put enough perseverance, you can find from vendors.

so to put it simply, if it's me, i see zero scenario where i would want to play storm as a melee character.. of course  this is just me, i am a very biased caster oriented player :)

I think this is more or less in line with my experience for range characters.

Storm is a very potent mastery, but also very much dependent on pure Int. skills for its potency. This leads to players being forced to, at most, settle with the kind of faux hybrid builds we discussed before.

35
Like I said, with or without conversion, I find it a really relaxed and easy build to play.
so you mean a true hybrid? not fake hybrid?

congratulations you have leveled up  :))

Thank you, thank you,..

The intended switch to Throwing Weapon more or less forces me to grab some Str., and I have yet to put any points in Transmutation. I'm in Act II Epic, with zero conversion, and my damage is more than adequate. Even with Transmutation I guess the physical damage output will still be quite significant.

ultimate max transmutation is 99% elemental conversion


The problem with Stone Skin IMO, is that it also grounds you. As a panic button for a non-retaliation, non-passive caster build, it just results in giving mobs more time to gang up on you.

i think you mean stone form? stone skin is the 3rd upgrade of earth enchantment

Uhhh,.. yeah, I meant Stone Form  ;D

Stone Skin isn't bad, but hardly ever worth the points, at least not more than 1.

36
I can't decide whether to aim for Transmutation or not.
From what I read, staying partly physical +strength means better armour which means better odds if he is a melee, which is what I want him to be.

Even when maxed, Transmutation does not fully convert all weaon damage. At 6 points it's only 63%, and I guess with the diminishing returns rule, not even +4 to all skills will get you up to a 100%. In short, this means you will always stay partly physical.

I am currently playing a ranged Stonespeaker myself and find it to be one of the easiest characters I've made to date. I am investing in Int. and Dex., as well as in Str., but I am keeping Str. as low as possible. Even with Runeword: Feather though, I need at least a few points in Str. to equip the throwing weapon of my choosing. I guess that also answers your question; Runeword: Feather will not take you far enough, especially considering most melee weapons will have a higher Str. requirement than any ranged weapon.

Finally, I find that while my damage input is insane, it's not the tankiest build (though it's by no means 'squishy' either). However, for a melee build that plays out a bit different. I'd go for more armour and a shield instead of dual-wielding. You need additional Str. again for that. Now I'd say the shield is more important than the armour; you can still keep Str. relatively low, since Runeword: Feather does apply to shields, then you can compromise on the armour for a bit.

In summary: I'd advice you to invest in all three attributes, yet at the same time go for as close to a full conversion as you can get.

and if you really want high armor, earth has stone skin.. there are lots of better skills than that though

The problem with Stone Skin IMO, is that it also grounds you. As a panic button for a non-retaliation, non-passive caster build, it just results in giving mobs more time to gang up on you.

it took me about 1000+ hrs of experience and a bunch of very good items before i got confident playing a hybrid (str, dex, int) :)

I dunno, I think Rune in combination with Earth is a bit of a game changer in this respect.

Like I said, with or without conversion, I find it a really relaxed and easy build to play.

37
@Hector I'm not gonna argue with you man we're cool..
but i actually find the base game too easy.. that's not boasting or anything.. I just have the necessary experience and i farmed to death when AE was still in its infancy.. I'm sure I'm not the only one

Hmmm,.. I can kinda see where both of you are coming from. I do think the base game is not too difficult, but I also think RNG is not part of what's making up a game's difficulty, it just hurts fun.

38
Actually Hati doesn't drop at all!!  :o
It's not there in any loot tables. There are 15 loot tables for ranged weapons in Ragnarok, and Hati is in non of them.
To be sure, I searched entire 1.54 and 1.56 database.arz(57,151 files)

Here is the only way you could get it :P
Spoiler for Hiden:


@Hector  one more use of Blacksmith tool  :))

All right, that's downright bizarre,..

39
@botebote77

You know, apart from equiping two Chakram of the Sun, one could also go for one Chakram of the Sun, and a Hati:
Spoiler for Hiden:


I imagine the damage would be somewhat less consistent, but with more crazy damage spikes.

40
Summon Core Dweller, Inner Fire, Wildfire, Metamorphosis

Ah, the fabled Core Dweller. I'd put one point into each skill as soon as they're available, but it seems to me that until the very end of the game, it's more or less safe to leave them that way. Putting some more can help with your pet's survivability, but seeing how you should be able to eliminate your attackers pretty quickly, it shouldn't be a top priority on the list.

I'm wondering here what your take is specifically on Wildfire. I heard a lot of player never put any points in it past one, even after they've covered their priorities, because the slightly increased flat fire damage and reduced offensive ability is never worth the investment of another whopping 11 points.

41
Looks good.

To be honest, it is completely beyond me why green item filtering at the least, was not added to the AE, like in Grim Dawn.

42
could it be the case that casting it too close to mobs force the mechanics of the game to decide which one should occupy that specific point of the map in that instance, the enemy, or the wall itself?.. if that spot is too little for both the monster and the wall to stand at the same time, maybe the game simply remove that monster from the spot in order to successfully deploy the wall there and randomly put the monster anywhere around it (unfortunately the player's side most of the time)..

Ah, I didn't read the previous posts from that after thread, hence I assumed you were commenting on Menhir Wall, and missed the fact that you were allready referring to Aftershock.

Regarding the above, that could indeed very well be the case. The issue does seem to occur frequently when the Wall is summoned in close proximity to a mob. However, in my experience, doorways are still the main trigger for this glitch. It seems almost like the game forcibly tries to channel mobs through a doorway, causeway or obstacle, in a way that it would not handle normal pathfinding, and then yes, the Wall is there and occupies the same space. With normal pathfinding, the mob would be halted, as the Wall was there first, but it seems like with doorways and causeways, the forced channeling overrules the normal priority. This would also explain why the mob is redeployed on the player's side: the mob is advancing towards the player, it gets forcibly channeled through a doorway and ends up occupying the same space as a Wall, then, because the mob was given false priority in the first place it is placed ahead of the wall towards the direction it (the mob) was advancing in (the player's).

43
I'm even more convinced now though, that this is a genuine bug, that theoretically should get fixed in a patch.
These hero/monster/NPC models not overlapping and pushing each other to the sides instead had been there since the start. I have nothing to do with programming but I'm afraid it might turn out not being fixable at all, its some basic model physics.

And really, one mob getting through while others 15 are blocked is not a serious issue.

The pushing is not the issue. The problem is mobs moving through solid objects like walls, because they are pushed, or even by themselves.

You're right about one mob getting through not being a problem, while 15 others are blocked, given that those were, say 16 Satyrs. However, if you try to block 3 Jotun, and out of those 3, 1 or 2 get through, then it's a problem, or at least the whole attempt at blocking is pointless.

44
huhahahaha

wait wait Hector said the same thing about mobs phasing through the wall

https://titanquestfans.net/index.php?topic=236.msg5092#msg5092

YES!

That's exactly what I mean. Tagging @Hector in this.

The skill's radius is miserable and the delay should absolutely go.. for these reasons, I still think the skill is simply the result of a bad game design (though the amount of debuff it applies is really really strong, I gotta admit that)..

The debuff is strong indeed, but it needs to be mentioned that it requires 22 skillpoints to max out both Menhir Wall, and Guardian Stones, while putting only 1 skillpoint in Seal of Fate, and 6 to max out Aftershock provides an arguably better debuff, be it a single triggered one, rather than a constant one.

Really, without a reliable 'wall' function Menhir Wall as a skill is dead to me  ???

I'm even more convinced now though, that this is a genuine bug, that theoretically should get fixed in a patch.

45
that's possible i have never experienced it and have never read in any forum that kind of bug.. still, i suggest you try it on higher levels first.. but do you really need it? core dweller dies fast? or you don't have it yet?

dual chakram of the sun i really think is the ideal way to go.. i use one on my skinchanger and the chance to petrify procs quite a lot.. and that's on legendary.. 2 chakram sun's with thunder strike could be good enough CC.. it has 15% CDR so that's 30% from weapons alone.. deals 146-156 fire damage on top of the base physical which will also get converted to elemental.. then finally +2 to earth.. use it with legendary SB cuffs enhanced with primal magma and you can probably max core dweller, thunder strike, rune weapon, magical charge, and more

edit: and ah yes.. if you have 2 equipped, you get +40% total damage.. that's a f^©€|π lot

No I haven't tried Corey yet, since I was still playing Normal. I just picked Menhirs, as it seemed sensible for an archer: put up a wall, fire safely from behind the wall. Guess not,..

There is indeed a good chance though, that I won't actually need them, in which case getting Seal of Fate instead, for a debuff, would be a good alternative all the more.

Dual-wielding two Chakram of the Sun sounds interesting, it's gonna end up like a Xena build then. I should do a montage once I've farmed them, and add the anoying sounds she used to make, at way too frequent intervals.

Spoiler for Xena's sound:

And what is the problem there? If one or two glitches, you kill them first. They aren't glitching, they can actually pass through, like pets moving NPCs while you talk to them. They just attack it when its on their way, and some end up attacking from the other side.

No, you are missing the point, they are in fact glitching. I'm not talking about mobs attacking the stones, moving around or inbetween. To my knowledge a 'wall' is intended as a seperation between one area and another. If a person or object dissappears from area A, and subsequently magically reappears in area B, then the wall is not working as intended, and the teleporting can be designated as a 'problem' in the function of the wall. I can kill them first, but I could have done so even without the wall, thus the wall no longer serves any purpose.

Think about it like this: if president Trump completes the wall, yet the next day two million illegal immigrants enter Manhattan, New York directly by Concorde, then yes, they are there, and yes Trump can still make deporting them a priority, but was the wall worth investing in? Probably not, and you would still wonder where some poor Mexicans got all the Concordes.

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