Certain classes carrying you through the game?
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- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: Certain classes carrying you through the game?
I've consistently found that SunPallys in specific do really, really well against about 95% of all things and get stomped by the remaining 5%. Notable examples are Luminous Horrors and their big brothers the Radiant Horrors, which are not only immune to but actually heal from your two main damage types, and apparently the end bosses but I can't confirm this because I've never actually made it there with a SP. But on my last SP I spent well over 2k turns hammering a LumHorror with basic phys attacks with all of my sustains turned off and half my gear unequipped because anything else was dealing more healing than damage and I was literally doing a net negative amount of damage. I only eventually managed to kill it after working him over for an obnoxiously long time and getting some lucky crits while its heal was on cooldown. The class lends itself towards gearing almost solely for +Light% and +Fire% for your offense in all places except when you come across something with immunity/affinity to both. That may just be poor planning on my part but I've always consistently had lots of trouble with that.
Let slip the toast of war.
Re: Certain classes carrying you through the game?
its a good thing radiant/luminous horrors are completely harmless then (and rare+ horrors should be avoided anyway)! compare WTW for reaver/corruptor, oozing horror for casters
everyone non-AM/PM struggles with the final fight somewhat since they can roll some really stupid classes and oneshot/become unkillable - sun paladin has very little respen to help with 100% resist all too, but you probably can survive the fight indefinitely until you get lucky anyway
everyone non-AM/PM struggles with the final fight somewhat since they can roll some really stupid classes and oneshot/become unkillable - sun paladin has very little respen to help with 100% resist all too, but you probably can survive the fight indefinitely until you get lucky anyway
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
Re: Certain classes carrying you through the game?
Anti healing abilities are underrated.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Certain classes carrying you through the game?
Anyway, when I did an ogre sun paladin on nightmare, I noted that all my sustains did something else helpful besides the fire/light damage, and was able to kill those horrors by leaving them on and chaining together all my physical damage attack talents. That may not work on insane though.
Re: Certain classes carrying you through the game?
Yeah... I just noticed in the last week or two that the number on insidious poison projection (on randarts and whatnot) is magnitude instead of damage. Not a 50 damage poison with some healing reduction, but a 50% healing reduction with a piddly amount of nature damage, ferex. Now finding sticking something with a nice 60+ hit in my kit is actually really good, at least against all the stuff that's not poison immune. Also makes most insidious poison infusions even more complete junk than they previously were, ehehe.HousePet wrote:Anti healing abilities are underrated.
Hoping in particular I end up stumbling across something toting a >100 power. It'd be interesting to play around with negative healmod without kicking on the dark priest addon.
Re: Certain classes carrying you through the game?
heal mod stops at 0 i believe (there's always the bad vile life tree though!)
anyway anti healing is basically worthless outside of madness unless A&E/atamathon get vitality/surge of power since nothing has significant enough healing+damage otherwise
anyway anti healing is basically worthless outside of madness unless A&E/atamathon get vitality/surge of power since nothing has significant enough healing+damage otherwise
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
Re: Certain classes carrying you through the game?
Fairly sure heal mod'll cheerfully go negative if you can stack enough penalty on it, heh. There's an entire addon class built around the mechanic (dark priest), and it's pretty neat. It's just extremely difficult to actually manage it in the vanilla game. Not many means of penalizing healmod to begin with, and most of them aren't terribly high strength to boot (and/or don't stack/stack oddly or somethin').
It has been a while since I've actually tested it, though, and the possibility of misremembering is always there, these days. Is part of why I'd like to stumble across a >100 insidious poison weapon, heh.
It has been a while since I've actually tested it, though, and the possibility of misremembering is always there, these days. Is part of why I'd like to stumble across a >100 insidious poison weapon, heh.
Re: Certain classes carrying you through the game?
Heal mod stat internally can go to the negatives but it acts as if your heal mod is 0% (aka, heals don't work except those that ignore the stat)
Re: Certain classes carrying you through the game?
Healing Nexus and Healing Inversion don't care about heal mod and don't check poison immunity.
My feedback meter decays into coding. Give me feedback and I make mods.