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https://www.tqcalc.com/
Eitehr way, it definately seems caster oriented to me. Attribute wise, it matches Storm/Earth for Intelligence gain, while it provides no strength for melee or physical oriented combat. Ability wise, it's allmost entirely focused on elemental damage, which also supports a caster/intellect build. It's defensive skill, Aura of Tranquility, will be very difficult to sustain without caster gear supporting more energy regen. Any class could utilize the potion passives or Consequences, but most of the rest really is caster focused.
I was thinking (not my type of build) but a "Ring of Flame" build, easily sustained by spamming potions, because of Neidans Potent elixir.
That is a nice write up. Be good to know how them Terra Cottas do after you meet the yeti and getting 2 X hp.
I have been looking to see how to make them more useful and Dreams Mastermind looks the best bet so far.
@phadin
thank you for the link.
The starting gear is quite nice defensively and used it through the whole act. AOT and trance of convelesence makes a very strong tanky combo. Trance of convelesence helps with the mana drain from AOT. I was still chugging mana pots, so I maxed convergence and it made chugging pots all the time less painful. Even while being random, all the additional potion bonus' were nice when they proc'd.
My DPS was lower than what I like on builds but consequences pairs very nicely with pass through on psionic touch and elemental staff damage.
Distort reality - nice "get out of trouble" button
Dream image to help take enemy heat off my character
The added vitality damage from touch and lucid dream pairs with weakest chakra and the additional damage reduction from chakra is another "get out of trouble" button
I plan on swapping in a vitality damage staff for the above combination
Potions, distort reality and weakest chakra really helped survivability during damage spikes I encountered.
-Current Build is a hybrid using both physical and elemental damage. Sword and shield.
Trance of wrath, consequences and AOT combos together very nicely.
TOW constantly proc's consequences in a radius and reduces enemy resistance (I don't know if the TOW reduction stacks with consequences reduction or not have not really tested it)
-your ring of flame build would be a very nice build for the constant consequence proc.
haungdi's favor for AOE and lighting damage for the aforementioned resistance reduction. Using sets ursuption sword from act 6 which can proc additional elemental damage.
Weakest chakra for additional resistance reduction. I would think something is stacking here on all of this because I do see large damage spikes on the enemy.
Lucid dream, Distort reality and weakest chakra maxed out +4 when used together wipes out circles of enemies.
maxed out convergence with +4 has a 47% chance to proc. I just chug pots constantly now and often have two different potion bonus' up on the character.
Smoke cloud and summon nightmare for additional crowd control.
Both builds have been fun, dream is my favorite class anyway though. I see Tons of potential with nedian.
The hard part is deciding if I should focus on Earth or Neidan 1st until I get far enough along to have points in both.
Int based is what it looks to have been made for, but....after doing 1 hour test on all the builds I have opted to try 2 total hybrids for 0 death legendary runs.
The bracers you get as starting gear are great for both a Rune and a Defense build. -25% recharge.
I have Niedan/Rune, which I first took to first village in new area to see how tough it may be and then went to Helos to play through legendary. Only into Act 2, all is good at the moment
Using some strength rings which make all my atts close to 500.
With 2 Throw weapons Thunder strike is down to 1.4 seconds and weakest Chakra to 30 second recharge.
AoT, Weakest Chakra and Consequences seem very good defensive skills.
Terra Cotta Soldiers (I only have 1 point in there final synergy until I can double there health) do the job I need them for and with Weakest Chakra maxed they last a lot longer.
Need to up Poison and Pierce resist before Act 3, them negative resists would be suicide in that Act.
So its very limited to start and the staff does mainly all poison damage. Didn't even have enough gold to equip a staff from the 1st merchant.
Then I also brought in my pre-leveled hunter/defense with its best gear and needless to say 1st area was a yawn fest. Only way to get a fair balance would seem to be play as found from level 1. Only for me anyway, it isn't just what drops - I farm until I get some + skill equip. I would end up with the hunter/warden pre-played OP situation again.
The stuff it auto hands out for new level 70 player is best suited for melee. I may go that route and he can farm for say a Wu character which needs more specilzed equip. At least equip that allows to wear a shield without pumping 400 str points.
I am getting a bit frustrated with the DLC. Impatient to get on with the new area. I have had fun greta balanced stuff playing up to level 14 and level 25 from scratch. Also playing from level 40, I have a way OP level 52 now. But it won't be OP after in leaves act 3 Epic.
However, I just don't feel like running the level 14 through what would be 14 acts to get to act 5 of legendary. Or even running the level 52 through 7 more acts. Come to realize I am burned out on acts 1-3 and after awhile everything plays the same, if that makes any sense. Very little will surprise me there and a skill with a different name that does 25% damage absorption will play very much like a different skill that does 22% damage absorption.
To sum up, which isn't possible for a ramblr like myself.... Everything I start feels either OP or under powered and too close to something I already ran.