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Mine: Dangerous implements (?) Like 1.25 damage at cost of 3 endurance per attack. I figured it sounded like a small amount so why not. In practice, the endurance isn't huge, but then you realize the hit to health adds up. After 2 or 3 fights and your Wizard is on low health and now you are forced to rest or at risk of dying. If the ability makes me rest every 2-3 fights for a tad extra damage on wands, then I'd rather just use more damage spells and rest, save me the talent point.
Depends on the class really. There is like one modal I like on Ranger, rest I don't like. Priests get one or two, rest I don't like. Even the bonus spells not that great but sometimes I get those if nothing else looks decent.
Fighter has good ones though. -17% armor recovery turning heavy into medium, defender modal which adds 10 to defenses and +2 engagements, extra damage on a weapon group, grazes into hits, a second chance like ability.
Rogue is decent too. Hits into crits. Invis + backstab takes two talents to combo, but great for combining defense and offense. Various strikes apply status effects, which is good for times when casters don't want to waste spells to do so.
It's still a good ability but what they don't tell you is that:
- the amount of endurance is so absurdly high and affected by might
- it doesn't give endurance over the maximum endurance the ally has
So if you have 20 might (+30% healing), and you heal an ally with 150 max endurance. The skill will revive with 390 endurance... but as it's capped, the ally will only have 150/150 endurance... and then, after 15 seconds, the ally will lose half those 390 endurance which means 195 endurance... and as he only has 150 endurance, he will drop dead again!
It's still a good ability to momentary revive someone for 15+ seconds (depending on your intelligence) but it's double-edged if you have high might because pretty much no one will survive past those 15 seconds. On the other hand low might make this ability a lot more usable because the revived ally has a chance to actually survive the endurance loss after 15 seconds.
An ability that works better with lower stat is a failure somewhere.
Into the fray. It's supposed to be some kind of pull. I unlocked it on Eder, I thought it would be great to pull mages into the fray, and the like, but it never worked. I mean, the spell was used, but pretty much nothing happen, ever. Did try several time in case it was a resists or something, but nope. Dunno if it's bugged, I'm bad, it's a useless skill or all of that.
Obviously, Riposte would be more useful with a slower hitting fighter-rogue
You are doing it wrong then. Class abilities are often great. paladin Auras and FoD are great. Rogue abilities such as Blindin Strike and Escape are pretty much vital. Priest Interdiction with Painful upgrade is one of my favorites in the entire game. Cipher resource related abilties are also useful. Wizard with Blast and Penetrating Blast is sweet. Fighter with extra knockdowns or tankiness...
Druid wildstrike talents are a waste compared to the other better talents that can be taken such as elemental damage +20% and resist +5.
That Dangerous Implements thing would probably work better on a Fighter. But then you'd have to build a ranged fighter, which seems odd to me.
I'm guessing Infuse with Vital Essence gives health/endurance and it would take away from that first. Never actually tested it. So Teldan (Teldar?) ring, bonus 2nd level spell, and eventually per-encounter tier 2 spells means you could buff up to use it. But at that point, you may as well still just spam damage spells.
All for a minor increase in wand damage.
If it were something unique or powerful, like changes full wand damage to raw (bypasses DR) then maybe it could be something to build around, but too much effort for an extremely minor wand damage increase.