Supreme Damage Mechanics for Pyro Necromancers Highest Mage Burst Damage in Game?
#1
Posté 01 octobre 2015 - 09:40
"Using fade touched masterwork walking bomb and firemine can produce massive damage as the fade touched effect is controllable by the necromancer thorugh their usual walking bomb ability. The masterwork does not trigger cooldown on walking bomb and you can manually detonate it once the effect procs. Flame array fire mines are aoe and can proc the effect often. The 500% detonation virulent enhances the damage and would probably proc "virulent" as well should the target die."
Since the masterwork proc is controllable through the quickbar slot of your walking bomb ability and changing the wb to virulent with 500% explosion can be pretty insane considering it modifies the masterwork judging from testing the 500% and the 900% upgrade (the 500% actually works better). So I assume virulent will apply to the masterwork should the target die.
Side note: casting walking bomb as usual triggers a cooldown on the ability.
- Bhaal, actionhero112, Dabrikishaw et 2 autres aiment ceci
#2
Posté 01 octobre 2015 - 10:44
#3
Posté 01 octobre 2015 - 03:14
#4
Posté 01 octobre 2015 - 03:22
So any MW gains the additional effect if you're using the respective class? I.E. Horn of Valor MW on a warrior gains the ability to generate guard?
Horn of Valor MS is bugged and don't work last time I tried.
PotA MS don't apply the damage.
Hidden Blade MS don't get additional hits.
So, some MS are affected by upgrade, some don't.
#5
Posté 01 octobre 2015 - 03:27
Tested and confirmed, the fade touched masterwork effect gains the "virulent" property if it is toggled on the necromancer as their upgrade to walking bomb. That means fade touched walking apply walking materials are inherently more powerful on a necromancer, and with those firemines...lol
lmao noticed that 44k dmg explosion at the end. Highest mage burst dmg agreed.
#6
Posté 01 octobre 2015 - 03:33
At a guess, this might be due to the fact that WB has a second activation effect, rather than just being a single use ability like the other MWs, so it interacts weirdly with you having access the the ability.
Still cool though ![]()
#7
Posté 02 octobre 2015 - 03:19
#8
Posté 02 octobre 2015 - 04:46
Why fire mine i dont understand
It deals most damage of any mage spell (1600‰). Basically it is also aoe and can hit multiple times when facing groups if enemies. That triggers the 10% chance of the masterwork more often. So a typical late game fire mine would hit an enemy if you have inferno pact belt for 20-30k or so. The necro can DOUBLE that damage at least as a spirit explosion if the masterwork pocs on the firemine hit and also deal that damage through triggering the walking bomb from abilities quickbar to other enemies around and if that second spirit blast kills the target it also has the virulent upgrade of walking bomb if it selected under the necro abilities causing nearby targets to be infected and potentially causing more explosions and massive damage. Case in point : I was facing a wave of 20 deepstalkers at one point in the dlc, I dropped a flame array firemine. It proced the masterwork, I detonated it. A bunch of deepstalkers died and more were comming at me but got infected with the 20k+ damage walking bomb stack and started exploding like popcorn. You literally destroy groups of enemies on nm mode with all trials on in seconds, alone with this technique.
- HurraFTP, Cobra's_back et hale4lyfe aiment ceci
#9
Posté 02 octobre 2015 - 09:37
#10
Posté 02 octobre 2015 - 09:47
It makes me sad knowing those superb fire pact belts can only be obtained in the actual DLC area.
#11
Posté 03 octobre 2015 - 02:28
It makes me sad knowing those superb fire pact belts can only be obtained in the actual DLC area.
But you get the enhanced versions as trial reward and they are very good too considering they only half your health and don't reduce it by 3/4th which the superb versions do!
#12
Posté 03 octobre 2015 - 03:11
It deals most damage of any mage spell (1600‰). Basically it is also aoe and can hit multiple times when facing groups if enemies. That triggers the 10% chance of the masterwork more often. So a typical late game fire mine would hit an enemy if you have inferno pact belt for 20-30k or so. The necro can DOUBLE that damage at least as a spirit explosion if the masterwork pocs on the firemine hit and also deal that damage through triggering the walking bomb from abilities quickbar to other enemies around and if that second spirit blast kills the target it also has the virulent upgrade of walking bomb if it selected under the necro abilities causing nearby targets to be infected and potentially causing more explosions and massive damage. Case in point : I was facing a wave of 20 deepstalkers at one point in the dlc, I dropped a flame array firemine. It proced the masterwork, I detonated it. A bunch of deepstalkers died and more were comming at me but got infected with the 20k+ damage walking bomb stack and started exploding like popcorn. You literally destroy groups of enemies on nm mode with all trials on in seconds, alone with this technique.
Can the ai pull this off? Wondering if i should make dorian more crowd control or just outright destruction. The idea of enemies being little kernels roasting in a fire mine then popping into popcorn walking bombs sounds like delicious carnage.
#13
Posté 03 octobre 2015 - 03:27
- PawsPause aime ceci
#14
Posté 03 octobre 2015 - 03:49
Ai would not manually detonate the masterwork which means Dorian will not cast walking bomb like ever, or less, as it will be "active" one way or another but maybe from a random staff attack instead of a firemine. Big difference there
. But even with overall limitations its probably worth it because ai is terrible anyways with actually using a skill like walking bomb well, triggering explosions manually and timing. Dorian works much better when just casting spirit mark wisps and horror until he has firewall, the wb in him is a bonus.
I just hate the fact that fire wall is bugged with ai. Dorian does cast it often, but half of them dont appear and use mana. phhfffttt
#15
Posté 03 octobre 2015 - 03:57
#16
Posté 03 octobre 2015 - 06:04
how you use cretahl vitaar on a human character instead of qunari ?
#17
Posté 03 octobre 2015 - 06:19
how you use cretahl vitaar on a human character instead of qunari ?
Modded. It is the best helm for mages in game though as it translates to somthing like +39% attack power and +9% crit chance, and the extra HP. If you can craft a helm like that for non qunari let me know but I think the best for usual non qunari helm is mask of grand duchess which is far inferior. Or a crafted helm with something like +20-25 in will or magic which is only +10-12‰ to attack power. So normally non qunari mages will be loosing 30%! Attack power to qunari mages. You can use it of course without modding on a qunari mage though.
#18
Posté 31 octobre 2015 - 12:01
If I may ask, what mod do you use for that? I want to wear crethal, but I can'tbring myselftoplaya qunari...
#19
Posté 31 octobre 2015 - 05:17
If I may ask, what mod do you use for that? I want to wear crethal, but I can'tbring myselftoplaya qunari...
On PC. I used cheat engine to swap the helmets item base from a vitaar to a normal helmet. There is no special mod for it other then that.
- L4wliet666 aime ceci
#20
Posté 03 novembre 2015 - 06:39
What staff schematic are you using? Only leather allows critical chance. Encore doesn't have leather.
#21
Posté 03 novembre 2015 - 07:46
What staff schematic are you using? Only leather allows critical chance. Encore doesn't have leather.
I used encore. With dragon webbing for crit damage, and used leather in the staff grip and crest slots if I wanted to boost crit chance. I sort of ignored critical chance though since I used ring of doubt and beyond what I got from the crehtal vitaar, a bit from the upgrades (either crest or grip of the staff), and on my armour I usually split between dex and cunning but I usually just go dex. It has been a while since I played and I do not have the game with me atm, but I think with deepstalker sigil in the armour I had total stats of something like about 40% chance to crit, 180% crit damage, and 200% flanking damage and also attack was still at 30% (not negative from deepstalker). Anyways it may be a bit more efficient to get crit chance to over 50% but then crit damage will be about 120-130%. But you need like the "t4"/ masterwork grip and crest schematics for the staff.If you don"t have them yet try getting a save game file with all schematics and syncing them with golden nug.
Anyways you don"t really need to min max completely with the necro setup above because that was overkill basically unless you are facing something like those two lvl 26 revenants or 4 lvl 30 dangerous despair demons alone. Against regular qun enemies in trespasser fights where really quick: freeze everything with an ice glyph array, drop a flame array (it usually triggers the walking bomb when facing a mob of say 5 enemies), detonate the walking bomb. As soon as the enemies unfreeze they're dead most likely as they just took an extra 20K spirit damage in addition to the initial 20K fire from the flame array, best of all enemies immune to fire take the spirit damage as collateral and vice versa.
My personal favorite staff in the game though is the Heart of Pride (50% attack speed bonus). It is not craftable and is acquired very late in trespasser though.
- Cobra's_back aime ceci
#22
Posté 09 novembre 2015 - 05:22
Nice finding, I am keen to try it out. After 11 months of playing just MP, I feel like going back to SP and this build looks awesome. But I have some slightly off-topic questions about the items you are using (maybe because I haven't played of the DLCs yet, they seem odd to me): How are you equipping a Vitaar on a Human character? I saw that Vitaar on the items list for The Descent DLC and it was Qunari-only. Also, going through the DLC-items list, I didn't find that Amulet; where did you get it from?
#23
Posté 09 novembre 2015 - 07:25
Nice finding, I am keen to try it out. After 11 months of playing just MP, I feel like going back to SP and this build looks awesome. But I have some slightly off-topic questions about the items you are using (maybe because I haven't played of the DLCs yet, they seem odd to me): How are you equipping a Vitaar on a Human character? I saw that Vitaar on the items list for The Descent DLC and it was Qunari-only. Also, going through the DLC-items list, I didn't find that Amulet; where did you get it from?
Andraste's Sacrifice was an amulet added pre trespasser. It can be aquired in the emerald graves keep in a chest behind a desk.
As for the vitaar, he's modded the game in order to equip it on non qunari.
This item details the accessories added to the game titled the relics of thedas.
http://forum.bioware...as-accessories/
- SpaceV3gan aime ceci
#24
Posté 10 novembre 2015 - 10:48
#25
Posté 10 novembre 2015 - 07:44
I started a new character last night (currently level 5-6, I think; Human, as I have played Qunari Mage in the past), and before that I had not played single player since December last year, so I don't actually know what is the current stage of the game difficulty-wise (with all these trials added), but I remember back when I used to play it intensively, any half-coherent build could rolfstomp Nightmare at mid-high levels, while very few would survive the early stages. Now perhaps the Trials have balanced that gap, but I wonder how to make this build as viable as possible early on, too. How should I optimize loot, skill points and which areas should I be exploring firstly? (Btw, I don't have Descent and Jaws of Hakkon, and I am not willing to use cheat engine - at least not just yet).





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