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  1. #61
    Community Member mr420247's Avatar
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    Been saying a band aid solution in game already for heroic melees

    A feat aoe knock down giant stomp a barb charges in slams the ground like a giant with barb strength

    10 sec knockdown aoe strenth based available at level 3

    Already in the game so should not be alot of code work either just make it a feat
    Damonz Cannith

  2. #62
    Community Member RevCo's Avatar
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    Default Clarification please...

    Not here to join the argument but in search of information on Dire Charge: Does the attack/effect of Dire Charge scale with melee power? I just tried for the first time on my last ETR round and found it worked nicely for my Cleric/Fighter build. And if not how would one increase the damage for what it's worth. Anyhow, any info regarding my question would be greatly appreciated.

    RevCo

  3. #63
    Community Member mr420247's Avatar
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    Mainly for the CC the damage portion doesn't matter

    The helpless cleave damage while stunned i think does

    Or even better stun every pack then insta kill them with visage of terror cleave any remaining champs
    Last edited by mr420247; 07-03-2018 at 07:11 PM.
    Damonz Cannith

  4. #64
    Community Member lLockehart's Avatar
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    Quote Originally Posted by RevCo View Post
    Not here to join the argument but in search of information on Dire Charge: Does the attack/effect of Dire Charge scale with melee power? I just tried for the first time on my last ETR round and found it worked nicely for my Cleric/Fighter build. And if not how would one increase the damage for what it's worth. Anyhow, any info regarding my question would be greatly appreciated.

    RevCo
    Correct, it does scale with melee power if you're using a melee. It adds a 2W to your existing damage formula and executes a small radius Aoe attack. Say you're using a normal Greataxe, you add 2d12, with a Longsword, you add 2d8, etc. This, along with all W bonuses, becomes better with weapons that have special dice (see heroic Insurrection, it has a 1d18) and more recently the Ravenloft weapons that add a +X at the end of the die.

    While the damage component is nice, we normally use it for the helpless effect (when they're stunned) which boosts all damage by 50%. Indeed, even if Dire charge would be an ability with no damage, we'd all still use it.

    Things to keep in mind is your to-hit so the stun can actually go off and slot in gear with stunning DC. Having a good Aoe attack to follow up a Dire charge can be a good two way combo.

    A Tempest can Dance of death to start mowing down the baddies.
    Can't go wrong with a cleave follow up.
    A Vanguard can smash their Aoe shield clickie for massive damage which I always find hilarious and gratifying, especially if you're using the Ravenloft aggressive shield, it's really been one of my most fun times.
    A Monk can follow up with their cool spinning kick (Whirlwind attack)
    Or one can just pop an Haste boost and start left clicking.

    And so many more, you get the picture.

    If you're succeeding in Dire charging, I would advise twisting Sense weakness (Tier 4 from the Barbarian ED) to boost 30% more damage on helpless targets. Then run in Dreadnaught with an AB (Action boost) active so you get another 50% Boost for a total of 130% more damage, adds up reaaaal fast.
    Last edited by lLockehart; 07-04-2018 at 07:55 AM. Reason: Spelling & Info

  5. #65
    Community Member Qhualor's Avatar
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    Quote Originally Posted by lLockehart View Post
    Correct, it does scale with melee power if you're using a melee. It adds a 2W to your existing damage formula and executes a small radius Aoe attack. Say you're using a normal Greataxe, you add 2d12, with a Longsword, you add 2d8, etc. This, along with all W bonuses, becomes better with weapons that have special dice (see heroic Insurrection, it has a 1d18) and more recently the Ravenloft weapons that add a +X at the end of the die.

    While the damage component is nice, we normally use it for the helpless effect (when they're stunned) which boosts all damage by 50%. Indeed, even if Dire charge would be an ability with no damage, we'd all still use it.

    Things to keep in mind is your to-hit so the stun can actually go off and slot in gear with stunning DC. Having a good Aoe attack to follow up a Dire charge can be a good two way combo.

    A Tempest can Dance of death to start mowing down the baddies.
    Can't go wrong with a cleave follow up.
    A Vanguard can smash their Aoe shield clickie for massive damage which I always find hilarious and gratifying, especially if you're using the Ravenloft aggressive shield, it's really been one of my most fun times.
    A Monk can follow up with their cool spinning kick (Whirlwind attack)
    Or one can just pop an Haste boost and start left clicking.

    And so many more, you get the picture.

    If you're succeeding in Dire charging, I would advise twisting Sense weakness (Tier 4 from the Barbarian ED) to boost 30% more damage on helpless targets. Then run in Dreadnaught with an AB (Action boost) active so you get another 50% Boost for a total of 130% more damage, adds up reaaaal fast.
    This is exactly what I keep reading about as the most optimal way to use Dire Charge. I believe most, if not, every class has access to some AOE enhancement or spell, so the trick seems to be getting the DCs and to-hit high enough to land the attack. I wonder what the DC and to-hit is to shoot for to make Dire Charge work at least 50%?
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  6. #66
    Community Member RevCo's Avatar
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    Quote Originally Posted by lLockehart View Post
    Correct, it does scale with melee power if you're using a melee. It adds a 2W to your existing damage formula and executes a small radius Aoe attack. Say you're using a normal Greataxe, you add 2d12, with a Longsword, you add 2d8, etc. This, along with all W bonuses, becomes better with weapons that have special dice (see heroic Insurrection, it has a 1d18) and more recently the Ravenloft weapons that add a +X at the end of the die.

    While the damage component is nice, we normally use it for the helpless effect (when they're stunned) which boosts all damage by 50%. Indeed, even if Dire charge would be an ability with no damage, we'd all still use it.

    Things to keep in mind is your to-hit so the stun can actually go off and slot in gear with stunning DC. Having a good Aoe attack to follow up a Dire charge can be a good two way combo.

    A Tempest can Dance of death to start mowing down the baddies.
    Can't go wrong with a cleave follow up.
    A Vanguard can smash their Aoe shield clickie for massive damage which I always find hilarious and gratifying, especially if you're using the Ravenloft aggressive shield, it's really been one of my most fun times.
    A Monk can follow up with their cool spinning kick (Whirlwind attack)
    Or one can just pop an Haste boost and start left clicking.

    And so many more, you get the picture.

    If you're succeeding in Dire charging, I would advise twisting Sense weakness (Tier 4 from the Barbarian ED) to boost 30% more damage on helpless targets. Then run in Dreadnaught with an AB (Action boost) active so you get another 50% Boost for a total of 130% more damage, adds up reaaaal fast.
    Thank you for the reply! Just to share abit of info on my toon, I do use Legendary Dreadnought on the bludgeon side of things and able to bring my melee power on average for up to 10secs peak at 300. Not sure if this is a good number or not, also the melee damage from Dire Charge that gets 2W extra, is that added to my physical melee attack with (in my case warhammers) from ravenloft lvl29? The reason I ask is because I'm confused on the action of using Dire Charge initially does in damage when my melee power is peaking around 2k or more without making one swimg. Either instant death or stunned and I chomp away from twisting Sense weakness plus consecration when in divine ed.

    RevCo

  7. #67
    Community Member lLockehart's Avatar
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    Quote Originally Posted by RevCo View Post
    Thank you for the reply! Just to share abit of info on my toon, I do use Legendary Dreadnought on the bludgeon side of things and able to bring my melee power on average for up to 10secs peak at 300. Not sure if this is a good number or not, also the melee damage from Dire Charge that gets 2W extra, is that added to my physical melee attack with (in my case warhammers) from ravenloft lvl29? The reason I ask is because I'm confused on the action of using Dire Charge initially does in damage when my melee power is peaking around 2k or more without making one swimg. Either instant death or stunned and I chomp away from twisting Sense weakness plus consecration when in divine ed.

    RevCo
    300 is definitely a very solid number while action boosting.

    Yes, your Warhammer from RL should have 5[1d8+2] There's things that empower the base die such as a guild buff that adds... 0,25? unsure but it's around that number, Improved power attack adds 0,50 and there's a bunch of different AP enhancements. You can check your current damage formula by opening the inventory and clicking that little arrow on the bottom right, it'll show your To-hit, damage formula and bonus damage.

    Let's say you're using the RL Warhammer without any added boosts, by Dire charging, your formula goes from 5[1d8+2] to 7[1d8+2], not only do you get to roll two 1d8's extra, you also add a flat +4 damage. The same is true for any clickie skill that uses W's like normal Cleaves. This also means it follows the same critical profile of your weapon, it's basically an empowered normal attack with added benefits (Aoe and stun).

    So what may be happening is having some mobs being critted by the Charge and outright dying.

  8. #68
    Community Member RevCo's Avatar
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    Quote Originally Posted by lLockehart View Post
    300 is definitely a very solid number while action boosting.

    Yes, your Warhammer from RL should have 5[1d8+2] There's things that empower the base die such as a guild buff that adds... 0,25? unsure but it's around that number, Improved power attack adds 0,50 and there's a bunch of different AP enhancements. You can check your current damage formula by opening the inventory and clicking that little arrow on the bottom right, it'll show your To-hit, damage formula and bonus damage.

    Let's say you're using the RL Warhammer without any added boosts, by Dire charging, your formula goes from 5[1d8+2] to 7[1d8+2], not only do you get to roll two 1d8's extra, you also add a flat +4 damage. The same is true for any clickie skill that uses W's like normal Cleaves. This also means it follows the same critical profile of your weapon, it's basically an empowered normal attack with added benefits (Aoe and stun).

    So what may be happening is having some mobs being critted by the Charge and outright dying.

    Rightio then! Again wasn't sure if I was on the right track or no. So thank you again. Just a little combo I use to regenerate the action boosts for dire charge when peaking out my melee power: I duel wield warhammers. my main hand is morninglord sentient with prowess at 5 slots and off hand is a TF warhammer tier 3 using draconic Reinvigoration feature. Both of these together work great since I have my toon set for the best criticals I can manage. Most of the suggestions you made such as power attack I've been using as well. I'm not saying I'm over the top but I can generally hold the line fairly well without much concern.

    So pretty please don't do anything to dire charge... leave it alone lol Melee just wanna have now hehe

    RevCo
    Last edited by RevCo; 07-04-2018 at 11:14 PM.

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