![]() It gives you 40 deflection, so you are harder to beeing hit or crit, so the spell will last if you are grazed by attacks but any succesful hit or crit can strip you from that protection spell. Ironskin is reducing additional damage from incoming attacks, but can expire after first hit you get, but if you are only grazed by the attack, then the spell is still working. Those spells can give you advantage and made you nearly impossible to hit, if you can stack up enough bonuses to your defens stats. There are few spells/potions which last for specific period (or like Ironskin for 10 incoming attacks) but can expire premearly if the caster is hit or crit by an enemy. While its damage reduction value may not seem like much it stacks with the damage reduction of your armor. But yeah, as Damarr mentioned earlier it provides damage reduction for the first 10 hits/crits that you get and then it expires. It is actually not clear enough because it is not consistent with the same descriptions for other spells. I still believe that description is very clear. So it can be 1 hit or 10 hits, it's all about the dice rolls. You could retrain everybody except Kana into crazy glass cannons now.Originally posted by Spliff:If the enemy crits you on the first attack then ironskin is used. Not much use since he's withdrawn anyway, right?īut now the cipher casts Defensive Mindweb: all party members will share Kana's ridiculous defense numbers. Walk into the mob with Kana while he's chanting Dragon Thrashed, then withdraw him: since Withdraw also stuns he will get +100 to all defenses. Gear/skill up Kana defensively with a shield, weapon and shield style and so onĮither use Little Savior or Ilfan Byrngar's Solace and then one of the other Preservation items: shield + item will stack their effects to +100 to all defenses while stunned(!) There's this neat trick (guess it still works like it did back then) : Win-win!īut should you also have a cipher in the party I would def. Now Kana isn't as sturdy anymore but luckily you can just withdraw him. Kana would get +12 accuracy for his Dragon Thrashed chant if he would use a single handed weapon (and nothing in the offhand). If you have Kana with Dragon Thrashed you should have taken Withdraw. Enemies' AI often gets messed up because of that which helps a lot. If he doesn't do much damage anyways but is only a dmg sponge you can also withdraw him, make him untouchable while he's still blocking the doorway. Withdraw can also be very good to block doorways with your tank. ![]() But obviously he can't do Invocations etc. If you have a Chanter with Dragon Thrashed in the party then Withdraw would be my no.1 choice: You can place the Chanter in the midst of the enemy and then cast Withdraw on him: he will continue dealing damage with the chant while being untouchable. ![]() I still wouldn't choose it unless I'd play a damage dealing Priest though (which can work very well, too). It's especially good if you like to sneak up on enemies and then retreat a bit.īy the way: Barbs of Condemnation's base damage is a lot higher that that of a scepter. It can be very benefical to take one (melee) enemy out of the fight for such a long time. Halt is a superfest cast - so you normally can cast it before buffing the party easily. ![]() Other alternatives can be Divine Terror (is actually comparable to +10 to all defenses - if you hit with it) for a fairly long time. Especially if you have chars with dumped RES in the party Holy Meditation can save the day (or encounter). Depends on your role in the party of course but generally I would say Armor of Faith or Holy Meditation. ![]()
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