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Originally Posted by RandomTobias
You can still get Frozen in one spell unless you're warm or burning.


not true... the same applies to frozen as with stunned.. you have to be chilled before you can be frozen... its to mitigate the reliance on CC

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I tried Glass Cannon on my ranger in one playthrough, to give crossbows a use. It is quite mighty even without a stupid ap build or using invisibility (a skill I never even buy). I always invest in Wits and I mostly go first with the whole group.

However, in some important fights my ranger was out some turns, despite positioning and so, while for normal fights the talent is not necessary. I'm still considering wether to take or not. I plan a Ranger/Summoner, and Glass Cannon on such a sleepy class as Summoner might be ok, it does not really matter wether your Summoner is in the fight or out because he is rather weak anyway (I'm exaggerating a bit, ok), but you can summon incarnate, buff and apply oil the first turn with 6 ap.

How will cc from surfaces work in the release? If you stand in blood and the blood gets electrified, do you get stunned?

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in the release version it will take 2 CC effects to be CCed.. to be frozen you need to be chilled first to be stunned you need to be shocked first.. so you can no longer be immediatly stunned or frozen with a single skill.. takes 2 doses now.


the AP giving skills are also being nerfed.. you essentially give up your next turn to use them now

adrenaline now gives 2 ap but takes 3 ap from your next turn (basically skipped turn not much costs 1 AP)

elf ability now gives 1 ap but takes 2 ap from your next turn

on top of the fact that skin graft is now a source skill requiring source points... i think it was nerfed pretty hard.. as it should be.

Last edited by Adrianna; 06/09/17 11:11 AM.
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Does Adrenaline in release cost 2 or 3 ap next turn? In the EA it costs 1 ap next turn, I thought they increased it to 2 ap? 3 would be really harsh.

To the cc, if I stand in blood and it gets electrified (not the char directly), will this count as shocked? Presumably. And if I stand in the blood also the next turn, will this then count for a stun? Maybe not. What if the blood will be electrified again?

I'm thinking more on self-applied problems by magical side-damage on weapons via surfaces, like the beloved air damage. I have no problems being stunned by enemies directly.

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Originally Posted by Adrianna
in the release version it will take 2 CC effects to be CCed.. to be frozen you need to be chilled first to be stunned you need to be shocked first.. so you can no longer be immediatly stunned or frozen with a single skill.. takes 2 doses now.


the AP giving skills are also being nerfed.. you essentially give up your next turn to use them now

adrenaline now gives 2 ap but takes 3 ap from your next turn (basically skipped turn not much costs 1 AP)

elf ability now gives 1 ap but takes 2 ap from your next turn

on top of the fact that skin graft is now a source skill requiring source points... i think it was nerfed pretty hard.. as it should be.

Where do you get those numbers from?
I just rewatched the 2 videos just to be sure.

FleshSacrifice gives you 1ap + a 10%dmg increase for 2 turns at the cost of -3 constitution

Adrenalin gives you 2 AP of the cost of -2AP next turn

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I've found, through some trial and error with classes and races using this talent, that I had a larger amount of success with a Ranger. Having a large amount of range is needed in order to try not to be CC'd to death, and starting with some of the pyromancy abilities for Clear Minded and Haste(if needed) is rather effective. The height advantage in DOS2 is also extremely important to getting enough damage out early enough to kill a potential threat as soon as possible.

I recommend if you are to be using this Talent that you play with a versatile party to keep enemies away from you and CC troubling enemies. There is also a lot of use in the teleport and position shifting abilities in the game to move them away from you or, if your in a good spot, to create a kill box where you can get the most of your max AP generation. I would also recommend using all available buffs at your disposal before combat that don't interfere with doing maximum damage on your opening turn. INCLUDING BEDROLLS! The rested buff is not the biggest buff the game has to offer, but when your trying to kill something as fast as possible you use everything you have. The constitution you get from it will soften the blow for the next part...

There are a lot of available options when it comes to what you choose to start off your game, I personally went with an Elf, because of the blood sacrifice ability which grants you an AP in return for 15% of your Constitution. This is a very useful ability to give your an extra bit of damage (10%), but later into the game the amount of health you lose is quite drastic. The scaling in DOS2 seems to be heading to a much bigger scale than in DOS1, so take this suggestion with that in mind. The Elf's racial of eating corpses to gain knowledge is also very useful in the beginning of the game, seeing as they kept the ability to get Adrenaline Rush right of the bat, but they did make it so that you need the prerequisite skill in order to use the abilities gained - so you have to start out getting a point in Scoundrel or just wait till you level as you leave the boat.

Lastly, when choosing what to have in a party with Glass Cannon in mind. There are certain enemies in DOS2 that either have a lot of Physical armor or a lot of Magic armor. As far as I have seen very few have a lot of both outside of bosses, you can use this to your advantage with or without Glass Cannon in mind - this is just useful to know. Since as a Ranger you wont have access to infinite knockdown arrows or elemental arrows with CC attached to them, I recommend having this instead spread throughout your parties abilities and skills! Such as a Tank with Battering Ram and Battle Stomp, to deal with physical CC; and a mage of sorts to freeze, burn, poison, shock or teleport enemies. If you have the luxury of having all of these on singular characters then you can even it out with a support that heals and possibly summons more allies onto the battlefield to assist in whatever needs to be done.

As a disclaimer for everything that I have put above, I do acknowledge that this is not an easy Talent to play around. In some fights this is the ONLY thing you have to play around; for example there are some Scarecrows that the leader of which has a Fear Aura which you will be PERMANENTLY feared in! With this in mind you must put a lot more thought into the initiation of fights than if you were to pass up this talent. I personally liked being free from having 3 AP to start a turn and only being able to do one action and sit there - so I took this challenge knowing this flaw existed. The final thing I will leave with is to understand the counters of CC that exist in the game. Every ability has a natural counter of sorts to it, this includes CC AND buffs, there are some buffs that even cancel each other out if used together. The first one you have the joy of running into is Rage and Peace of Mind - they are exact opposites by name and only one can be active on you at a time. Thankfully that also is true for debuffs, there are listings under each ability which will tell you what they counteract. Some that I say are definitely needed are: Fortify, Armour of Frost, Restoration(Unless you are Undead), First Aid(Unless you are Undead) and a Haste of some sort.

You will be CC'd. You will have troubles that you normally wouldn't have to deal with. But, even if you do your big opener and get CC'd right after it, you can salvage your next turn using these skills! Go out and have fun with this Talent if you choose. I personally love it, and I hope you will too!

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