+30 Magic on kill on my Lavellan's staff makes her a Total Beast.
Add to that her her staff's tweaked to crit chance and crit damage make her a God.
+30 Magic on kill on my Lavellan's staff makes her a Total Beast.
Add to that her her staff's tweaked to crit chance and crit damage make her a God.
im a little confused at what honeycomb actually do. it seems that it does nature dot damage and cause panic statues. but you say it also gives you guard?Also gain guard is beast
does nobody use fade touched hardened gurn hide 30% damage bonus not hit for 5 seconds? i run that with hidden blades...i know its kinda over doing it with rogues
This is tied with Fade touched royale sea silk (abilities cost 7.5% less if not being hit for 5 seconds) as my favorite master work. I basically put gurn hide on all my archers and sea silk on all my mages. I tend to limit myself on masterworks though. Only using guard on hit on warriors and hidden blades on hit on rogues. It just feels wrong to give those two to other classes.
No it doesn't I was adding that I also like FT mats that give guard, it does combo well with gain guard thoughim a little confused at what honeycomb actually do. it seems that it does nature dot damage and cause panic statues. but you say it also gives you guard?
by nature i meant those green numbers similar to those from descent dlc. im yet to find a single enemy with that elemental resistance.
+30 Magic on kill on my Lavellan's staff makes her a Total Beast.
Add to that her her staff's tweaked to crit chance and crit damage make her a God.
Correct me if I'm wrong but I thought base stat damage increases were lacking? I made a post specifically to complain about it at launch. The reason was that my damage increase from using a lyrim potion that granted +60(?) magic barely increased the damage of my spells. I think the damage differencial when I did my testing was around 5% increased damge.
Not sure if anything changed but I remember testing this with many spells to rule out bugs, and the +30/60 magic increase from lyrium potion barely increased my damage.
Depends on what I am playing.
My tank has 2 Guard on hits.. 3 and 5.. Weapon, shield, Armor has pull of the abyss.
My archer has 2 Hidden blades. 5 on the armor, 4 on the bow.
My mage has Immolate (100%) and Chain lightning (100%). Shame there is no winter's grasp on hit.
My DPS Warrior has Explode on hit (75%) Shame there is no 100%.. and something else. Guard or hidden blades usually.
Sometimes even veilstrike. Knock them on their ass and slam your hammer into them.. mighty blow, 300% to knocked down targets.
For a heads-up i picked up the Fade-touched Honeycomb in the Exalted plains for killing the Golden Halla. The tool-tip for it was screwed up but on using it it did proc the bees.
For a heads-up i picked up the Fade-touched Honeycomb in the Exalted plains for killing the Golden Halla. The tool-tip for it was screwed up but on using it it did proc the bees.
the golden halla only give you golden halla hide which either cast fade-cloak or +15stamina....
Correct me if I'm wrong but I thought base stat damage increases were lacking? I made a post specifically to complain about it at launch. The reason was that my damage increase from using a lyrim potion that granted +60(?) magic barely increased the damage of my spells. I think the damage differencial when I did my testing was around 5% increased damge.
Not sure if anything changed but I remember testing this with many spells to rule out bugs, and the +30/60 magic increase from lyrium potion barely increased my damage.
Wow. Wasn't aware of this. I will test out when I boot up the game again. Thanks. In any case, it makes her feel beastly.
Rogue (Dual-Wield and Archer) -
Armor- +50% or +75% faster movement speed when in stealth
Main Hand Dagger - 10% chance to use Hidden Blades, with 4 or 5 added hits
Off Hand Dagger - On hit: 3 or 5 guard
Mage -
Armor - On hit: 3 or 5 guard
Staff - On hit: 10% chance to cast fade cloak OR on hit: 10% chance to poison
Don't play warrior playthroughs enough to have any favorites for that one.
This is tied with Fade touched royale sea silk (abilities cost 7.5% less if not being hit for 5 seconds) as my favorite master work. I basically put gurn hide on all my archers and sea silk on all my mages. I tend to limit myself on masterworks though. Only using guard on hit on warriors and hidden blades on hit on rogues. It just feels wrong to give those two to other classes.
This. That royale sea silk is a pain to farm but worth it. I found a way to make ventori spawn in 3 places in the hissing wastes near the tomb with the critical damage ring. But there's 2 problems. Poison Spiders, and wyverns that spawn way too much. Ill see one spazzing out then 5 come charging at me.
But yea pretty much around here the venatori spawn a lot. Poor Gurns tho. Theyre Adorable gentle giants, till poison starts burning their ass.
I like the extra 7.5% extra damage for every enemy within 8 meter effect for my KE. However, I think the game once crashed while using it in The Descent with a room filled to the brim with deepstalkers (too much damage to calculate!). I also use the on hit +5 guard leather from JOH.
I'm thinking the Hidden Blades or Explosion for my rogue, paired with ability cost reduction.
Not sure about my warrior.
So WB is better with WrathPurge?Only problem I have with explosion is it sucks on bosses. Walking bomb blowing up seems to help on everything and tier 3 gives 100% damage.
Only problem I have with explosion is it sucks on bosses. Walking bomb blowing up seems to help on everything and tier 3 gives 100% damage.
walking bomb cant crit, hidden blades can. For melee i still prefer bloodstone for 7.5 extra damage per enemy in 8M radius. That has value everytime and in the last 2 dlc's it really shines through due to the mob density.
walking bomb cant crit, hidden blades can. For melee i still prefer bloodstone for 7.5 extra damage per enemy in 8M radius. That has value everytime and in the last 2 dlc's it really shines through due to the mob density.
WB and HB are not exclusive. I use 5xHB and tier 3 WB on my daggers. I just don't like explosion. It sounded like such a good idea, but it's really only good on trash. Too bad they don't explode equal to their health pool. Muhahahhaa
I suppose one could make a WB and Explosion dagger. Swap them out. But with nightmare and trials on, in the DLC, I often will get WB to detonate 1 or 2 times before something dies. If I swap to explosion I'd be losing out on a lot of damage.
Walking bomb is glitched as it does much more than it's description.
In general I think it's linked to the ability you use when you applied it.
So basically if you use fire mine and that applies walking bomb, it's possible to get anywhere from a 10k to 20k explosion.
Also I second BD. Use multiple weapon sets. I think I have 8 different daggers I just carry around on my DWR. I have a set for bosses, I have a set for mobbing, I have a crit damage set and a more evenly distributed set.
Fade touched effects is why I mostly prefer DW rogue to warriors as DW rogue is the only class in the game (I think) that can have 3 of them. So if you wanted you could make a rogue with:
5 hidden blades proc
4 hidden blades proc
3 hidden blades proc
And then use articifer spec + varric to bypass CD and perma spinning blade enemies to death in seconds.
Fade touched effects is why I mostly prefer DW rogue to warriors as DW rogue is the only class in the game (I think) that can have 3 of them. So if you wanted you could make a rogue with:
5 hidden blades proc
4 hidden blades proc
3 hidden blades proc
And then use articifer spec + varric to bypass CD and perma spinning blade enemies to death in seconds.
SnS warriors can have 3 masterworks. I do think for non-trials stacking different tier HB is hard to beat. But trials and/or JoH things start to get a bit dicey. I really like actionhero112's suggestions to use fade-touched dawnstone (walking fortress) for DW rogue & warrior survival as well as fade-touched everite (healing) for mages.
SnS warriors can have 3 masterworks. I do think for non-trials stacking different tier HB is hard to beat. But trials and/or JoH things start to get a bit dicey. I really like actionhero112's suggestions to use fade-touched dawnstone (walking fortress) for DW rogue & warrior survival as well as fade-touched everite (healing) for mages.
Are you sure SnS warriors can use 3? I seem to recall that I was not able to add fade touched enchants to my shields. I could remember incorrectly.
Are you sure SnS warriors can use 3? I seem to recall that I was not able to add fade touched enchants to my shields. I could remember incorrectly.
You can definitely add fade-touched to shields!
walking bomb. explode on kill and Beees
Questions re: Beeees! I finally got to try the Honeycomb Bees today, which I've been very excited to try since it came out. I put it on Sera's bow (seemed appropriate). Does it not work well for ranged weapons? The bees seem to go after enemies only if they are very close to Sera. Is this your experience? Maybe it is effective only for melee.