Just saw this. Combo this idea with upgraded static cage, stupid fun.
Thats a very nice combo. Even better throwing daggers throw 5 daggers, not 4. Awesomeness.
Just saw this. Combo this idea with upgraded static cage, stupid fun.
Thats a very nice combo. Even better throwing daggers throw 5 daggers, not 4. Awesomeness.
Thats a very nice combo. Even better throwing daggers throw 5 daggers, not 4. Awesomeness.
I would recommend using spike trap instead of ele mines. Ele mines take all your stamina, so you cant use leaping shot. So, I do
Hook and Tackle
Stealth
Spike Trap
Leaping Shot
Repeat
If your crit chance is quasi-decent you'll have enough stamina for a leaping shot pretty much immediately after throwing the mines. I always long shot, hook and tackle, leaping shot, elemental mines, leaping shot, long shot, rinse repeat.
If your crit chance is quasi-decent you'll have enough stamina for a leaping shot pretty much immediately after throwing the mines. I always long shot, hook and tackle, leaping shot, elemental mines, leaping shot, long shot, rinse repeat.
When you do that do you have to back up a little before throwing?
EDIT: never mind. I see your order. Very nice, I like it.
When you do that do you have to back up a little before throwing?
EDIT: never mind. I see your order. Very nice, I like it.
Here it is in action
whoops wrong thread
I think the whole Battlemaster skill tree is underrated. People go on about how good the guard you get from Warmonger is, but for the PC, all you really need is Battlemaster and Champion, and you can solo dragons with ease. Bring Vivienne with Spirit and the appropriate element, and you can pretty much ignore the rest of your party.
Combat Roll is especially good. You use it for dodging attacks, especially if upgraded, and it doesn't even matter what other skills you use, even when playing with keyboard and mouse. You just avoid all attacks that you don't want to hit.
Honestly, the best spells and talents are the ones that don't require you to chain any specific skills to win. Like, forget ordering skills, just use the same one over and over again, plus whatever else you happen to have on hand at the time.
Just remember that poisoned weapons do 60% damage every other second. They do half the damage listed on the card. So poisoned weapons = 240% damage over 8 seconds total. For an artifacer, with the low cooldowns, I think their are better choices, especially since infected wounds only boosts normal attacks AFAIK. ( I didn't test that, just heard about it)
But its a close call. Its not useless. I just wanted to point it out.
But isn't the upgraded Poisoned Weapons rather nice? 25% damage bonus for 10 seconds sounds good. (I haven't tried it myself yet, but I just added PW for my current DW Rogue char so we'll see).
I've been liking Mana Surge quite a bit for my Knight Enchanter. I'm constantly gaining and losing barriers, so it gives a bit of breathing room whenever my barrier gets knocked down. Being able to use your next spell for free is the real kicker, though. It can be difficult to keep track of, but if you do, it can be a real life saver.
I've been liking Mana Surge quite a bit for my Knight Enchanter. I'm constantly gaining and losing barriers, so it gives a bit of breathing room whenever my barrier gets knocked down. Being able to use your next spell for free is the real kicker, though. It can be difficult to keep track of, but if you do, it can be a real life saver.
Underrated. Combat Roll. I'm currently playing a generalist 2H warrior with some vanguard and battlemaster. Having the combat roll, charging bull and grappling chain combo makes for a very fun elusive warrior gameplay with the ability to do some major slam damage. Is he OP? no. Not like my rogue builds. But a boatload of fun to play.
Underrated. Combat Roll. I'm currently playing a generalist 2H warrior with some vanguard and battlemaster. Having the combat roll, charging bull and grappling chain combo makes for a very fun elusive warrior gameplay with the ability to do some major slam damage. Is he OP? no. Not like my rogue builds. But a boatload of fun to play.
I think if mighty blow was slightly stronger or had a lower CD it would make for a far more enjoyable archetype. Its just too hard to outshine 8 CD massive stealth damage twin fangs.
But isn't the upgraded Poisoned Weapons rather nice? 25% damage bonus for 10 seconds sounds good. (I haven't tried it myself yet, but I just added PW for my current DW Rogue char so we'll see).
aznricepuff posted about poisoned weapons in a thread. There is a whole lot going on with poisoned weapons.
Remember how I said its half? Its actually not. It does tick every other second, but it does 45% damage, not 25%, and it does 5 ticks over 8 seconds instead of 4.
So thats nice, but its not the same as a damage bonus. It ignores armor, and no matter how many times you hit it can only apply once (though it will renew the duration), so try to hit multiple targets.
Heh, more is wrong on the card then what is right ![]()
Now based on aznricepuffs testing, I got a new nomination. Toxic cloud.
(from his thread http://forum.bioware...mbat-mechanics/ )
Toxic Cloud
I have a soft spot for chain lightning. The sleep combos with Rift Mage are pretty cool, and it has a short enough cooldown to take advantage of the Rift Mage's near endless mana supply. Static Cage is probably better, but I just love the sound / aesthetic of slinging lightning.
toxic cloud is just still crap though
no one stays near it and plus it's not as useful as other skills
aznricepuff posted about poisoned weapons in a thread. There is a whole lot going on with poisoned weapons.
Remember how I said its half? Its actually not. It does tick every other second, but it does 45% damage, not 25%, and it does 5 ticks over 8 seconds instead of 4.
So thats nice, but its not the same as a damage bonus. It ignores armor, and no matter how many times you hit it can only apply once (though it will renew the duration), so try to hit multiple targets.
Heh, more is wrong on the card then what is right
Thanks. I'm still a bit confused, though:
Poisoned Weapons
The description for Infected Wounds say: "You do more damage with your weapons while poisoned weapons is active. Damage Bonus: 25%". According to the above it seems that the ability multiplier is added to the poison ticks rather than to weapon attacks, but it isn't very clear IMO. Guess I'll test it out when I have it upgraded.
If it's 45% bonus for weapon attacks for 10 seconds, that's A LOT, especially if combined with Mighty Offense tonics etc.
Has anyone gotten parry to work?I started a dw solo run and thought parry would be a good way to avoid damage but the animation takes too long to block 2 attackers?
Well, I don't know about two attackers, but Parry does work. I've seen Cole successfully use it, but it's so useless, it's not even worth getting. At least not for him. Maybe the Inquisitor has better luck. Still wouldn't waste a skill point to try.
Simply because it is easy to lose focus, miss someone on the field, make a tactical error, etc, I have become fond of Guardian Spirit; that nice little Barrier that appears when one's health becomes exposed.
Stealth.
Sometimes, you just don't feel like fighting.
I took it early on my dw solo run because I wanted to be able to mitigate damage but it's useless against multiple attackers. I wish instead of dealing damage it turned/pushed the enemy so that you could get a better flanking attack.Well, I don't know about two attackers, but Parry does work. I've seen Cole successfully use it, but it's so useless, it's not even worth getting. At least not for him. Maybe the Inquisitor has better luck. Still wouldn't waste a skill point to try.
I took it early on my dw solo run because I wanted to be able to mitigate damage but it's useless against multiple attackers. I wish instead of dealing damage it turned/pushed the enemy so that you could get a better flanking attack.
You mean, like knocking them over so that they fall on their front?
Regarding the upgraded Poisoned Weapons: it is annoyingly difficult to check the exact difference with it and w/o it, but it doesn't seem to give 25% (or 45% for that matter) extra damage. I think I'll respec my char, chosing something else.
I use poisoned weapons because it DOESN'T MATTER one way or another. All you actually NEED as an artificer archer is looked like it hurt , opportunity knocks, and fighting dirty. Everything else you use after that is gravy. I mean, you can see from the video I can kill groups in no time flat even if poisoned weapons may or may not be optimal. I just use it them cause a) it's an easy fire and forget ability
it has synergy with tricks of the trade and the sabotage tree you already have to invest in any way.