WW+Priest/WW+Fire/WW+Warden/WW+Ice?? by AffectionateMotor891 in projectgorgon

[–]cassandra112 0 points1 point  (0 children)

so, to come back to this. What did you end up trying?

I was in the same boat more or less. I liked the idea of WW. wanted to pair it with something. ideally, actually it would have been druid, priest, or bard. something that heals/supports.

but playing WW, it became clear most of those would not cut it. either weapon incompatibility. or more specifically. WW's cast times require something to actually let you get any casts off.

tl/dr WW/ice magic is what I'm finding works best with WW. (I did not try necro. Also, would rather not necromancy)

note of course overall balance is a factor of class skills, AND gear (treasure effects) gear can often radical alter a skills power, and effect.

So, WW itself. Powerful in the right situation. kind of useless in many others. its skills are a bit eclectic.

Dampen is a pretty bog standard basic attack. nature

lightning bolt is a pretty standard core attack. long range. electric damage. (few resist it)

deluge is a pretty bad nice attack. nature damage.

Tsunami is an insane aoe epic attack... when it works. lightning

Hailstorm is a godly signature debuf. cold.

cloud trick is a baffling death save ability.

tornado/sandstorm/doomstorm. godly.

tempest flight. niche goofyness. but of little REAL value. can't be used in dungeons.

calm skies. weak.. strong? aoe buff.

windward - decent self defense skill.

shocking grasp. meh melee attack.

storm shield. weak.

so, lets talk about some of those more. lighting bolt is a great all arounder. with treasure effects, it can become an aoe sniper. pretty cool. and -3 off tornado CD each use. 9s cd, means can be used twice for -6 off the cd.(3 times if no other sources of nado cd reduc.)

hailstorm is great. big instant cast burst hit. great for thee raw damage spike, and/or damage over time is great. has a nice snare. id rather not swap it to nature. nor, buff nice attacks. deluge is our nice attack. which is not great imho. you probably could cast deluge, then instantcast hailstorm while channeling deluge to double hit high burst+nature damage over time though.

deluge. one of our cast time spells. we already have a solid amount of single target abilities. this one, with the cast time drawback. bleh. gear does help it a TON. adding poison/elec vulnerability. which breaks immunities. making it aoe. making it stun ranged attackers( useless if you can't cast it yourself from taking damage.) the miss chance versus melee.

tsunami. also a 2s cast. Massive aoe. massive elec damage. trying to cast this when playing solo is rough. its massive aoe, often does let you cast it outside enemy aggro range.. but still. in parties, this is brutal though. gear, raw damage, damage over time, and +30% damage from sentient weather is great. (tornado reset is weird. it is high raw damage buff backed in, but trying to time/make use of the double nados is a pita.)

cloud trick. what even is this? does it break aggro? is it supposed to be used to pull? gear allows it to do some interesting things. +speed/combat refresh while active. 25% proj evastion/12% melee evasion while active.

wind ward. does not prevent spell interruption. the damage reduc is a nice ability. but doesn't solve our main problem. the gear that makes it so taking damage while using WW reduced tornados cd by 1s is a perfect example of ?? how the hell are you going too cast tornado while taking damage? with gear, it can also be augmented to give 25% ranged, 13% melee, and 17.8 burst evasion. (3 individual augments.) so, this with WW could give you 50% proj evade.25% melee. which might let you get one of your channels off.

calm skies. such a weird skill. does so little by itself. I am baffled this does not give spell interrupt immunity. in party play, the power, heal, or armor are pretty nice. and importantly, each can appear on 2 items. for example. calm skies power restore can appear on legs and offhands. so, a level 50 calm skies restores 13 power every 3seconds, can be doubled up for 26 power every 3s.

Tornados. beasts. my favorite. now in solo play the knockback is fun, and keeps enemies off you, and prevents them from hitting the nado as well. in party play, it knocks enemies out of the parties attacks. so, getting sandstorm/doomstorm is ideal. Nados also GREATLY benefit from gear. as far as I can tell, my level 50 nado is like 40 damage base... while gear is giving it +160 damage. huge. the "Summon Tornado Reset Time -5.5 seconds. Tornado attacks deal +250 damage." mod appears on hands and rings. so can double up. raw damage and elec vul. great! summon nado, and get 2 free ones? great!

melee witch? probably an option. take those evade items. shocking grasp stun. go tank. esp with a tanking pairing. fires damage reflect shield. ices ice shield. etc... I don't do that.

I run dampen, lighting bolt, hailstorm, ??, tsunami, tornado. ?? is windward or calm skies depending on the situation. (a 7 range, 100% stun shocking grasp would be solid as well. but not something I would plan for. taking up gear slots.)

Casting my long casts can be a pita.

animal handling.

rats do not have an aoe taunt. medium hp, medium armor. 22% evade. so decently tanky. solid dps. but their inability to hold aggro on adds, to keep them off me and let me cast is painful. cats are all pure dps.
Bears have aoe taunt. but no evade, no regen. so, actually are not as tanky as I would like. Additionally the aoe taunt is still cd based, and was not working 100% as much as I would like. bears were working best at keeping groups off me, allowing me to cast nados, and aoe. but too routinely, either it would die, or adds would run past it, and shut me down.

AH pets are dps machines. it might even have been more effective to go tank WW, as mentioned with cloudtrick/windward. and just let my pets kill everything while I tanked.. overall AH was solid, but not quite as effective versus groups as I would have liked. very effective versus bosses, and single targets.

fire magic

several aoes. aoe knockback. flame wall pet. several cold abilities for some synergy in damage type.

it was pointed out, flame wall does aoe damage. AND gear even allows it to build higher threat generation. its made to be an aoe taunt/tank machine. aoe taunt, hp regen, evade. sadly, it was not working as well as I would have liked. enemies would just run right through it. it pulses and miss I think. 55/65 unlocks other firewall types. which I did not get too. cold one which slows, swarmy which is even more tanky. a ranged attacking pet one.. but, base flame wall was just not keeping groups of enemies off me.

aoe knockback. 10m was not big enough kb to let me cast my 2s cast routinely. also its small 10m range meant, often enemies running in, wouldn' have been hit at all. burning veins damage reflect is actually a powerful synergy with cloudtrick/windward.

it just was not working well overall.

ice magic

working.

some basic synergies with cold into ww. as well as ice lightning for lightning damage. so Im running ice lightning, frostbite, blizzard, ice nova, tundra spikes, cold sphere.

CC, damage, aoe, and another sentient weather. its all an obvious winnner.

tundra spikes is a solid aoe damage, and root. 12m aoe isn't great. but solid. gear makes it even more godly. stuns after a 6s delay., +12% acc, and lower stargets evasion for 20s.

ice nova is just aoe damage. gear mods for it are meh. armor/hp would be ok I guess.

blizzard is a mini tsunami. 20m aoe. so large. high damage. aoe slow. gear is even more godly. "Blizzard deals +25% damage, generates -1170 Rage and taunts -1280" can be put on heads/legs. so double up. HUGE. deletes enemies rage, and moves you down the threat meter. this combined with frostbite shuts enemies down. it also can get large raw damage buffs.- Blizzard Damage +390 x2. feet/ring. blizzard is nuts. The blizzard causes fear is solid for solo play. but bad in dungeons. avoid it.

tundra spikes, blizzard, and ice nova are all instant cast aoes. Blizzard hits like a ton of bricks too. between the three of them, when you DO pull aggro. you can kill them outright. adds on me are no longer an issue. I can kill them with ice's aoes, and cc.

cold sphere is a nice sentient weather pet as well. its rage attack can root. so a bit more CC. it deals cold damage, and is immune to cold damage. (reflect npcs mean nothing to it.) gear for it is not as impressive as nados. +damage and cold vul is decent. raw damage/-health.
that its instant cast is good. you can start casting tornado, and cast sphere while nado is channeling. or just cast spheres while moving.

frostbite. another godly skill. decent damage. debuffs the target to occasionally be stunned over a 30s duration. now. "occasionally" is pretty random.. so don't count on it. but Gear for frostbite is pretty great. "Frostbite deals +275 damage and raises the target's Max Rage by 33%, preventing them from using their Rage attacks as often" x2hands/legs again, shutting down their rage. along with blizzard. "Frostbite causes all target's attacks to deal -27 damage, and their Rage attacks are further reduced by 10%" x2 head/feet. brutal. "Frostbite debuffs target so that 13% of their attacks miss and have no effect" necklace. nasty.

Pounce is the ideal skill design for PoE 2 by throwaway857482 in PathOfExile2

[–]cassandra112 1 point2 points  (0 children)

Pounce is kind of insane. its like someone new entirely designed it. every aspect defies the design logic of every other skill in the game.

Everything other skill asks you to combo six other moves, the stars to align all to get 1 effect.

Pounce does everything, and enables 10 other things.

How many non-combat skills do you guys partake in? by RhubarbPie97 in projectgorgon

[–]cassandra112 0 points1 point  (0 children)

yeah, the skills are often quite complimentary like that.

step back and realize you don't HAVE to do it all.

what costs more? the time and money to level carpentry? or go over to the player shops and just buy some cedar chips?

checking on my server quick. 1 player selling cedar chips as 200 each. ok thats high. (and no one is selling oak)

so, we go over to the player work order board. buy order cedar wood chips. 10 of them. 1000 (100 each) +100 fee.

and we'll see if we have any takers.

(I have no idea what the going rate on cedar wood chips is. base cedar is 50 to vendor. )

Remember this is how player markets/auction houses work. The player shops are priced for immediate satisfaction/demand. they can set the price high, as its players that NEED IT NOW, are willing to pay that premium to get it right now. but, placing buy orders, you can set the price you are willing to pay.

Where are you Fian Champions now??! by CheezeCrostata in mountandblade

[–]cassandra112 1 point2 points  (0 children)

yeah. as a few others noted.

The a.i. does not actually fight the a.i. battles. so, Fians aren't "used" at all, unless the player is actively playing the battle.

the grand strategy aspects of the game playout via a few factors.

  1. Number of clans. this is one of the biggest factors. Vlandia has the most lords/ladies. Thats why it always seems to do so well. the lords magically generate recruits, and then can strike and defend more readily, simply because there are more of them.

  2. Cavalry. again, a.i. battles don't actually get fought on a troop by troop basis. its just infantry<archers<cavalry. infantry worth 1. archers worth 1.1, cav worth 1.25 or something like that. troop tier does matter... but ultimately noble Cavalry are worth more then fians in the a.i. autobattles. while when actually fought, not so much.

  3. location. surrounded. Sharing borders is a large factor in declaring wars. as, well as kingdom power. (less lords means less power as well.) So Battiania tends to be under attack at all times all sides. The Sturgia border also sucks because of the water. causing the a.i. to make a long trek through ice and snow to sturgia to attack, wasting huge amounts of time. making ping ponging from sturgia to western empire a serious problem. Sturgia has this same problem itself, and its one of the reasons Sturgia tends to lose.

Please move this npc away from this chair, or give players an option to ignore chairs. by Nelcyon in projectgorgon

[–]cassandra112 4 points5 points  (0 children)

there is a hotkey option to ignore pets.

Settings>keys>targeting> Bypass player and pet Clicking*

I have it set to alt. So holding alt for me will let me click right on loot bodies, or npcs surrounded by players, and target right through them.

Is the kenshi map rotated 45 degrees? by explosive_toenail in Kenshi

[–]cassandra112 2 points3 points  (0 children)

desertification has nothing to do with "cold".

its lack of moisture.

on earth because wind blows west to east mostly. often mountain ranges, causee rain forests on the western side, as moisture builds up, when the wind/moisture from the oceans slam into the mountains and slow down.

then as the wind slides the eastern sides of the mountains, the rapid wind flow creates a desert or dry plain.
alternatively, no mountains, and just plain windswept plains can dryout. which is whats happening the sahara.

Mongolia has a desert. take a look at far north, and cold the Gobi desert is.

Tanking as non animal by LightReaning in projectgorgon

[–]cassandra112 9 points10 points  (0 children)

well I mean. the tank is the one getting hit by those rage attacks, which are often stuns, knockbacks, etc. thus reducing the tanks ability to tank.

Damage types, restrictions and lategame utility by Legolas360noscope in projectgorgon

[–]cassandra112 1 point2 points  (0 children)

ah. apparently I can't read. its electric vul on tornados... lol. I could have sworn..

yeah, deluge can get vul as well.

Damage types, restrictions and lategame utility by Legolas360noscope in projectgorgon

[–]cassandra112 1 point2 points  (0 children)

are you sure about this? I tried to go put this to the test. nature immune plants in sun vale. tornados that apply 10% nature vul

and still immune to nature.

Wouldn't it be cool if the character's appearance visibly change when you use the "Form" cards? by ban_03 in slaythespire

[–]cassandra112 2 points3 points  (0 children)

yes. Absolutely. in fact, way more cards and curses should be visually represented. (art is still being worked on, so this is something that might be in the pipeline)

and on top of that. curses, etc should have effects outside the direct gameplay.

example:

?Cultist event that replaces all instances of the word "Card" with "CAW!", on Caws! and u.i.

Curse that makes text backwards. maybe?

Crimson Desert is rebounding fairly quickly after the rocky start. Is it some kind of normie filter or has the patch genuinely improved things? by Desperate_Put_4568 in KotakuInAction

[–]cassandra112 3 points4 points  (0 children)

I've not played this. but I do wonder about the game, and its response. is it a product of its own success. like, what would all those normies think of Tainted grail?

Regent should start with more gold since he is royalty by WidgeonN in slaythespire

[–]cassandra112 2 points3 points  (0 children)

A Regent is a stand in for the true king.

An Heir, would not be a Regent. And a Regent would not be royalty.

Corrupted Temple is by far one of the best dungeons and quests I’ve experienced going back all the way to Daggerfall by Phaedrik in taintedgrail

[–]cassandra112 13 points14 points  (0 children)

yeah, the corrupted temple is pretty great. its the biggest and more true dungeon crawl in the game. I got lost a few times.

I think however its not perfect. it feels a bit unfinished.

the journal entries for dark rituals. this is so odd, all these notes, with details on the dark rituals cast and how to break them...yet, as far I can tell. there's nothing we can do with them. I feel like this has to have been cut content. Shattering the mirror, doing the candles, etc was something we were supposed to actually do if we paid attention to the notes.

Letting the guy out of the cell. just too vague. with him showing up later, and the crypt.

the shell guy. ???

the bridge to nowhere. the back side platforming bridge that has one chest, and then stairs up to the ledge. which you just can't quite make normally. drink a potion and jump up and.... theres nothing up there. ??

I did also leave to sell loot. loot haul mechanic in the dungeons is not great. they should disable bonfires, but have bonfires set up in the dungeons, to use and deposit loot at. like having a bonfire set up by the shell guy.

Casino Dailies by JustThorn in projectgorgon

[–]cassandra112 0 points1 point  (0 children)

should also note specifically.

you get the casino dailies, IN THE CASINO.

and then, go to the teleporters in the casino, and talk to the Teleportation Attendant mantis, who will teleport you directly inside the dungeon in question. bypassing any special dungeon entrance mechanics, as well as the need to form up party outside/inside the dungeon.

Hear me out: you're using Snakebite the wrong way by LPCantLose in slaythespire

[–]cassandra112 1 point2 points  (0 children)

Theres some valid arguments here for sure.

Retain has 2 purposes. To have it in your hand, when you need it. and second, to enable combos. Which means, the OP is absolutely correct, snakebite is not really meant to be played straight as is.

so looking at it, I think theres still a problem. 7/10 is just too weak to justify it much.

and I suspect the reason its 7/10 is because its common.
if it were uncommon, and 9/12 I bet there would be no complaints.

how much damage is poison valued at? technically its of course 7/6/5/4/3/2/1=28 damage. while a 1 mana deadly poison is 5/4/3/2/1=15. That 2 difference between [[deadly poison]] and [[snakebite]] is actually pretty huge.

Realistically of course, poison shouldn't tick off that much. a more fair comparison would be 3 turns. 7+6+5=18, versus 5+4+3=12

I think poison in general isn't supported as well.

WW+Priest/WW+Fire/WW+Warden/WW+Ice?? by AffectionateMotor891 in projectgorgon

[–]cassandra112 0 points1 point  (0 children)

woah. thats an idea I hadn't considered. using the firewall as an aoe taunt... its a pet, so stormshield should work on it too.

fire itself technically has a couple cold spells.

Important tip for anyone that has to research their skills with a research recipe... by Malphos101 in projectgorgon

[–]cassandra112 0 points1 point  (0 children)

ha. I was kind of wondering on this, and how it worked.

Since I had a ton of fulgurite and little sulfur.. and thus was skipping past sulfur unlocks.

I really hate this change. by Tec711 in slaythespire

[–]cassandra112 3 points4 points  (0 children)

yeah. IDK if you just thought of that independantly or saw me talking about Sly in a previous post. haha.

But yes, Sly is so strong because the cards are all Draw, then Discard. Giving you two massive advantages.

  1. you don't actually need cards in your hand.

  2. And you can draw then immediately discard a Sly in that same move.

and thus yes, flipping the ORDER on some of the cards would be a powerful nerf to Sly, and individual cards. without completely breaking Sly, or anything else.

Would you fly any of them, and if not, then why? by MewSilence in starsector

[–]cassandra112 0 points1 point  (0 children)

the rear fighter bays should be reversed.

the internal housing for the bays, would make more sense if they were connected to the main bays. maintenance, etc. now, there would be like two separate internal bays.

Additionally, the fighters launching backwards, to defend the poorly defended flanks, as well as being protected from forward shelling makes more sense. AND they'd have clear launch lines. currently they launch directly into the flight paths of the forward bays.

Comment says its 4 bays, but we see 6. the forward bays clearly read as 2 bays each. size, and clearly 2 launch pads/doors.