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  1. #1
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    Default DDOCast 666 - Debuffing pt 1



    Patrick is joined by Speedy to talk about the art of debuffing!

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    Debuffing pt 1 - 17:49

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  2. #2
    Community Member FuzzyDuck81's Avatar
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    Cool news about the augments, it'll make gearing much easier - even if they don't give as much bonus as you can get from the effect being on the item directly, it's still far better than not being able to fit that effect in at all.

    I didn't particularly enjoy the climbing challenge, did it the once to get a sun flask but aside from maybe using it to wind up my niece I don't plan to set foot in there again.

    I haven't really gone all-in on a debuffer type, but I'll try to build some in where possible - eg my ranger is a DWS/horizon walker with mark target & mark of the hunted plus shattered device filigree & deconstructor which is a solid combination to boost the party's performance & combined with the self-only boosts like precision, armour piercing gear & DWS cores, it's relatively rare that fortification actually works against her attacks - if there's a falconry user in the party too, then most enemies basically don't have fortification any more.

    The ranger speed debuff mentioned was leg shot which is in the DWS tree as well as rogue's mechanic tree - it also stacks with crippling, which will also stack with tendon slice... and all of those effects *have no save* - hey, if you're playing great crossbow mechanic or capstone in inquisitive you can have all of those plus (similarly, no save) knockdowns on vorpals! An enemy being flat on their back & unable to attack is a debuff, right?

    A couple of other handy debuffs that weren't mentioned;
    -Blindness! that's a flat out 50% chance enemy attacks will miss you, radiance weapons are awesome & have no save & there are a number of spells like greater colour spray (easy access for any gnome, or with the illusionist tree), holy smite & sunburst, or even the humble glitterdust, which can be turned into a placed trap for use by rogues which has the potential for an incredibly high DC with relatively low investment needed to still be excellent. Displacement is all well & good but it can be bypassed via trueseeing or dispelled but if an enemy's eyes don't actually work...
    -Stinking cloud! The nauseated effect stops enemies from doing anything except running round, very effective vs. mobs, but it's a fortitude save & can be tricky to DC high enough to make this work... still, i'd like to see it added as a new weapon proc effect in the same vein as paralysis/telekinetic etc. complete with legendary versions, shame it can't be turned into a rogue trap.
    -Shattermantle.. often overlooked but helping your own or allies' spells stick is never a bad thing.
    -The slow spell is another one that can be turned into a placeable trap for rogues.

    Oh time stop is so, so good.. definitely one of those things you can build a boss fight tactic around with some coordination, especially if you have a couple of people with it & as an extra bonus, if you have that, you'll almost certainly also have nullmagic aura which is that great straight-up "nope!" to enemy magic that can be an absolute lifesaver in some areas. I have a renegade mastermaker artificer that uses magus plus exalted angel for the healing aura & think I'm going to have to take a look at throwing some more debuff stuff on him to really lean into the versatile party support role.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

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