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The fact that it only gives half your crit chance to spells seems ludicrous, especially since unlike regular attacks, spells actually have cooldowns. The only way I've seen a reliable way to make this work it to pair it up with enrage, a Warfare ability which works against Elemental Affinity and only lasts 1 turn.

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Originally Posted by BraccusaurusRex
The fact that it only gives half your crit chance to spells seems ludicrous, especially since unlike regular attacks, spells actually have cooldowns. The only way I've seen a reliable way to make this work it to pair it up with enrage, a Warfare ability which works against Elemental Affinity and only lasts 1 turn.


It doesn't even work, I tried it but I never crit out of 10 or 20 attempts so I don't think this is even an option.

The problem with spell that crit is that source spell are already very strong, if they reliably crit, you use one spell and that's it.
I have just finished the Alpha build again with 1 2Hander crit build Warfare, 1 Rogue, 1 Aero/Hydro mage, 1 Necro/Geo mage.
On the Alexander fight I just teleport every enemy in the same location more or less, (the Necro has the teleport gloves), used chain lightning from an elevated spot and everyone died except for the bishop and the caster (which were badly hurt. The worm had not appear yet.)

So add a crit to that and even the boss would have been done which might be too strong if you do it reliably.

On the other end, my Melee guy had 34% crit chance. So if you build a Crit caster you would still have 17%. which is decent but you don't really count on that.

Last edited by Deadknight; 20/08/17 05:46 PM.
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Originally Posted by BraccusaurusRex
The only way I've seen a reliable way to make this work it to pair it up with enrage, a Warfare ability which works against Elemental Affinity and only lasts 1 turn.


Yes. And it works pretty well, especially for a hybrid class.
1 turn means the current one and the next.

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It is so weak because seemingly the devs think that the base skills using it potentially are rather strong without already and too strong with a 100% bonus.

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Adrenaline, flesh sacrifice (elf), enrage, skin graft, glass cannon, savage sortilage

Enrage, adrenaline, flesh sacrifice, spam spells to 1 point or so, cast chameleon; turn becomes yours again as enemy can't see you, cast spells that remain till low in points, skin graft, adrenaline, flesh sacrifice, spells till 1-2 points, chameleon again, next turn spam double wands till targets are dead.

That will kill most things, even solo, without taking a single hit.

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Skin graft is likely to become a source spell so you won't be able to spam it all the time.

Still a pretty good combo nonetheless.

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Originally Posted by Deadknight
Skin graft is likely to become a source spell so you won't be able to spam it all the time.

Still a pretty good combo nonetheless.


I thought it was already confirmed as a source spell. Bit surprised it already wasn't, if you ask me, but that's the balancing act, yeah?

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Originally Posted by Nightmarian
I thought it was already confirmed as a source spell. Bit surprised it already wasn't, if you ask me, but that's the balancing act, yeah?


Yeah I just like to phrase things cautiously until we see it.
Things might still changes, thanks to day one patch (which is a good thing).


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