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[GUIDE] Trespasser Skill Upgrade Toggles


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#226
zoffa

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Not related to any abilities but to the trial rewards chest itself; if you can get the fade touched craggy skin from the chest(not sure how early you can get it), I recommend keeping it as it can help you zip around areas much faster. The fade touched craggy skin provides +75% movement speed in stealth/combat, which includes simply having your weapon out. By jumping periodically (around every 2-3 secs or more, depends on timing) you can keep that bonus movement speed up constantly since your delaying the sheathing of your weapon.

 

Of course you have to be in stealth in order to use the effect. Ring of doubt for mages and rogues in general have the luxury of easily utilizing this speed boost. For rogues i think there are some stealth abilities that last indefinitely (flank attack stealth upgrade and leaping shot stealth++); not sure if they fixed that in a patch though

 

Also having the fade touched craggy skin will boost your jump forward(?) speed as long you can stay in stealth. Overall you don't even have to be in combat in order to utilize the speed bonus. It's a bit slower but w/e works for you. You'll be a bunny hopping speed demon hehe  :P

 

more edits: fade touched craggy skin was always made available IIRC, but the trial chest allows a better chance at getting the them IMO since you had to hard farm lurkers and gurguts for craggy skin and if lucky got the fade touched effect attached to it.


Modifié par zoffa, 07 octobre 2015 - 05:29 .


#227
PapaCharlie9

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Not related to any abilities but to the trial rewards chest itself; if you can get the fade touched craggy skin from the chest(not sure how early you can get it), I recommend keeping it as it can help you zip around areas much faster. The fade touched craggy skin provides +75% movement speed in stealth/combat, which includes simply having your weapon out. By jumping periodically (around every 2-3 secs or more, depends on timing) you can keep that bonus movement speed up constantly since your delaying the sheathing of your weapon.

 

Of course you have to be in stealth in order to use the effect. Ring of doubt for mages and rogues in general have the luxury of easily utilizing this speed boost. For rogues i think there are some stealth abilities that last indefinitely (flank attack stealth upgrade and leaping shot stealth++); not sure if they fixed that in a patch though

 

Also having the fade touched craggy skin will boost your jump forward(?) speed as long you can stay in stealth. Overall you don't even have to be in combat in order to utilize the speed bonus. It's a bit slower but w/e works for you. You'll be a bunny hopping speed demon hehe  :P

Nice find! Ring of Doubt + FT Craggy Skin for turbo movement.



#228
CATS3688

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The new functions for caltrops are insane buffs to the skill. From basically worthless to one of the best skills for rogues now (along with the healing poisoned weapons). The immobilize seems to work even on some enemies listed as immune to physical attacks, such as bruisers (however it did NOT work against a giant--I could see the orange coloration and chains icon indicating the status effect, but he was still just walking forward normally, this suggests that it works against "Immunity: Physical Effects" but NOT "Immunity: All Disabling Effects).

 

The bleed upgrade however is where the real money is. From some quick testing this bleed upgrade seems to have a number of really stupid (in a good way) properties:

 

1. First of all it seems to do well over 50% weapon damage per tick..... with 53 damage daggers I'm getting 35 damage per tick bleeds.

 

2. That by itself would still just be w/e, but instead of say poison which only refreshes the DoT when re-applied, the caltrops bleed keeps stacking for as long as enemies keep moving around on top of it. You can get 4-5 stacks almost instantly. By having my tank fight a bear on top of the caltrops, I was able to get nearly 20 stacks before it went down.

 

3. The bleed seems to completely ignore armor (seeing the same damage on rams and bears both), so in the above example of a bear with 15 bleed stacks, it was taking over 500 damage per tick. That is more than Varric was able to do with long shot, every 2 seconds, on top of my rogue's other normal dagger attacks. So this skill seems to have by far and away some of the highest damage potential of anything you can use pre-Skyhold. Looking forward to testing it on the Fereldan Frostback.

 

4. The bleed lasts 10 seconds and the caltrops themselves last a minimum of 30 with new stacks constantly applied so long as enemies stay on top of them..... so not only is this the highest damage DoT by far (only 3-4 stacks and you're already above 200% weapon damage per second), but it's also extremely long lasting. I'm also guessing that nothing including bosses will be immune to it, making it that much more insane than it already is.

 

Trespasser shook up the game balance so much it's not even funny lol. A fun exploit with Sigil of the Revenant is to put it on a spare piece of armor; between fights, switching between your normal set and the set with the Sigil just twice will heal you to full from 1 HP. Best use I've found for that sigil >__>



#229
PapaCharlie9

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2. That by itself would still just be w/e, but instead of say poison which only refreshes the DoT when re-applied, the caltrops bleed keeps stacking for as long as enemies keep moving around on top of it. You can get 4-5 stacks almost instantly. By having my tank fight a bear on top of the caltrops, I was able to get nearly 20 stacks before it went down.

GTFO! I can't believe I missed that. I guess I read "bleeding" as sundering, lol.

I'm going to have to try that in combo with Pull of the Abyss. Imagine a whole mob of mooks each stacking 10x DoT from Caltrops?

#230
PawsPause

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has the tossing animation changed for caltrops? I always thought it wouldn't be smart to drop them at your feet instead of infront of you like elemental mines, because you risk getting slashed if you were to dump caltrops right in the middle of a brawl.

#231
CATS3688

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GTFO! I can't believe I missed that. I guess I read "bleeding" as sundering, lol.

I'm going to have to try that in combo with Pull of the Abyss. Imagine a whole mob of mooks each stacking 10x DoT from Caltrops?

 

Yeah I assumed it would be the same as any other DoT so I was like "meh the immobilize upgrade is probably better." But then I tested the bleed upgrade just for funziez and discovered the brokenness. Making enemies run around over the caltrops is quite easy even without PotA, since they cover such a large area and last forever. Just have the tank (or whoever has aggro) stand in the caltrops and boom, all the melee enemies will be killed by bleeds. For ranged enemies, I usually start the fight by dropping caltrops on top of them from stealth, which they then sit on top of until they die (since they don't have to move around much to attack).

 

You can solo any fight against melee enemies very easily now without taking any damage at all, with just 2 skill points, one for caltrops and one for the caltrops upgrade. Drop them and then run in a circle while the enemies chase you over them. Farming bears just got a whole lot easier >.>

 

 

has the tossing animation changed for caltrops? I always thought it wouldn't be smart to drop them at your feet instead of infront of you like elemental mines, because you risk getting slashed if you were to dump caltrops right in the middle of a brawl.

 

No it hasn't changed, so if the bleed upgrade applies to you as well with FF turned on (haven't tested this, I don't use FF in this game precisely because of skills like this and chain lightning), then you will probably not be able to use the skill since you will be committing suicide every time you use the skill with how much damage it does.



#232
Arvaarad

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FF is probably the reason why Caltrops can do so much damage. Same with Chain Lightning. They're cheap, strong abilities, they should have heavy penalties to offset that.

And now that Elusive stacks are in the game, I'm reevaluating Caltrops and Chain Lightning. I rarely used them before, but there's some interesting play there.

#233
Zachriel

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Anybody having any problems with the Flame Array upgrade to Fire Mine?  I find that at least half the time when I use it, it only does 1 damage.  Even against enemies that are vulnerable to fire, like undead, despair demons, or ice dragons.  It's so weird.  When it works it's amazing and I can completely obliterate large groups of enemies in seconds, but I'm finding it to be totally unreliable.  So far I haven't been able to find any pattern to when or why it will "decide" to only do 1 damage to an enemy target.  At first it seemed like it was mostly against large enemies, but just last night I had it repeatedly fail to do any damage to a group of undead and an arcane horror.  I expected to blow them all up with one or two uses of the spell, but instead they all took 1 damage every time I hit them with it.



#234
PapaCharlie9

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Anybody having any problems with the Flame Array upgrade to Fire Mine?  I find that at least half the time when I use it, it only does 1 damage.  Even against enemies that are vulnerable to fire, like undead, despair demons, or ice dragons.  It's so weird.  When it works it's amazing and I can completely obliterate large groups of enemies in seconds, but I'm finding it to be totally unreliable.  So far I haven't been able to find any pattern to when or why it will "decide" to only do 1 damage to an enemy target.  At first it seemed like it was mostly against large enemies, but just last night I had it repeatedly fail to do any damage to a group of undead and an arcane horror.  I expected to blow them all up with one or two uses of the spell, but instead they all took 1 damage every time I hit them with it.

It's a known issue, discussed at length here:

 

http://forum.bioware...-chaotic-focus/

 

The 1 damage seems to be related to how close the targets are when you cast the mines, but that is not always the case. Sometimes it has to do with how close both the caster and the target is, even if the mines were originally cast far away.


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#235
ottffsse

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Anybody having any problems with the Flame Array upgrade to Fire Mine? I find that at least half the time when I use it, it only does 1 damage. Even against enemies that are vulnerable to fire, like undead, despair demons, or ice dragons. It's so weird. When it works it's amazing and I can completely obliterate large groups of enemies in seconds, but I'm finding it to be totally unreliable. So far I haven't been able to find any pattern to when or why it will "decide" to only do 1 damage to an enemy target. At first it seemed like it was mostly against large enemies, but just last night I had it repeatedly fail to do any damage to a group of undead and an arcane horror. I expected to blow them all up with one or two uses of the spell, but instead they all took 1 damage every time I hit them with it.


Basically it has a casting animation which is not in line with the actual ability. Even when it appears you cast the mines there is a delay of half a second to when the mines are actually cast.