@@TheQuinzel I've actually been thinking about getting into wow is it worth it for a new player to get into it my experience with the game is seeing like 5 Seconds of gameplay 8 years ago LOL
@@atacstringer8573 honestly, I played it from about 2008 and loved it!! But recently I just fell out of love with it as it’s just not the game it used to be 🙁 it’s still great fun, especially for a new player. There’s tonnes to explore and loads to do. You can also level up to 20 for free if I recall? 🤔 I started playing when Wrath of the Lich King came out, and funnily enough they are now releasing it on WoW Classic. I frickin’ loved WOTLK, so if you wanted a classic experience then maybe check out Warcraft Classic. But by all means give (what they call) Retail WoW a go too. It is fun and I do kinda miss it, buuuuut now I’m playing Conan and it’s kind of addictive 😆😅
@@atacstringer8573 you can go solo to be fair ☺️ I sometimes prefer it! I was on a pve realm, Arathor in the EU ☺️ not a bad one to join, plus my old guild is still on there. I’ll probably come back when I find the time tbh 😁
deadshot is an archers dream. the best part isnt the damage, its the arrows traveling twice as fast that makes it amazing. Sniping something before is stands up and starts moving is much easier with the faster arrows, and so is hitting it while it moves. I've been greatly enjoying that alone on the test server :)
The problem I have with dead shot and the only problem I have with it is that it has that range nonsense tied to it as a drawback when str has no drawbacks. Its not balance. It should be an increase at any range. Str perks are all positive you get the first one then the second one and you are just flat out doing more damage.
@@Firespark81 The disadvantage on Str perks is that you are possibly taking damage from attacks while an archer gets three or four shots before needing to dodge.
Deadshot also increases projectile speed, making it MUCH easier to hit your target. That always applies. Less likely to miss = miss less often = doing the damage you can do reliably.
I strongly believe that having the same set of perks for PVP and PvE is a gross error. In all my years of play, whenever I see this, PVP ends up nerfing perks, disabling skills, and seriously affecting PvE because the dynamics and the way to use these perks differ enormously in each game mode, so it is best to separate them as well as the same mode itself already separates these classes of players
Commanding Presence feels very strong as a dagger user when I fight prolonged battles or strong bosses. At the end of a boss fight, my thrall has often taken only half the damage they take if I'm using Healthy Diet instead. And if the fight is tough enough to deal significant damage, the the thrall will take much longer to heal the damage with gruel + healthy diet than to heal half the damage with just gruel. The first two dagger heavy attacks apply bleed/poison and heal the thrall with both hits, resulting in vastly higher rate of healing than the slow greatsword strikes demonstrated in the video.
What do you mean Last Stand is bad? With a stack of healing items to keep yourself right around half health you become nearly immortal. Someone catch you with a combo? Ignore 95% of all damage they do after the first two swings. Need to trade some damage in a fight? Now you can do so with no risk at all. Trying to run from a fight you can't win but they keep crippling you? Drop to half health, remove all status effects, heal, repeat. Pair this perk with Steel Thewed from Grit and you will be the tankiest thing walking the desert. The only requirement to trigger the effect again is to get back above half health. That's incredibly easy when you aren't crippled and ignore all damage, especially when combined with 50% more healing from an earlier perk in the same stat. I think this perk plus aloe potions are going to make people even harder to kill than before the food nerf.
@mrE365 Unless they changed that in a very recent update, it does not say you need to fully heal for Last Stand and, according to my testing, Last Stand can be abused using the method I described.
Here's the thing about Precision Strike. 10% only seems like a little, and if this was prior to Isle of Siptah, I would have agreed. 10% armor penetration translates to reducing the damage reduction of a target by 10%. This means a heavy armored opponent who usually has 1200 armor for 70% damage reduction is going to be dropped by that 10%. If you're using a 0% armor pen weapon that does 100 damage. That translates to a 25% increase in damage. Sounds quite a bit more than what the Strength perks give. The downside obviously is that you do have to keep yourself from a heavy load. Which, when fighting bosses or PVPing you DO want to do. Heavy loads have a very negative effect on your stamina regeneration. Also this affects PVE quite heavily as well. Opponents such as elephants, rocknoses, rhinos, and others. Can have on average around 6000 armor, in some cases up to 8000 armor. This translates to a damage reduction of 90-94% damage reduction. Using 90% with a weapon of around 25% (such as a legendary katana with a master weapon fitting) means for every 100 damage you deal, you do 35pts of damage. With Precision Strikes you do 45pts. This is a total increase of nearly 30% in this case. Against lightly armored opponents (non-epic light armor PVP), the bonus damage isn't much. Only around 10% extra damage. The only thing the perk is useless against is those who got off the cross and haven't found plant fiber yet. This bonus damage is going to be directly affecting damage gained from strength perks. There's no reason not to add this perk to a Strength build (and its commonly done so for this reason). Coupled with the fact that 10pts in AGI translates to yet another 5% increase to Strength weapon damage. STR and AGI boost each other's weapons at 1/10th the rate for those who don't know. Due to the low armor penetration of bows and arrows. You could make the case that Precision Strikes will result in more damage than Deadshot. Depending on the armor of the target. And this damage applies to all ranges. With the only caveat of needing a medium or less load. Which as I've stated, you really want to avoid heavy loads to begin with. You effectively cut your DPS in half when you spend just as much time regenerating stamina as you do attacking.
Precision Strike is awesome! I rarely reach even medium encumbrance so that coupled with maxed out strength, it's quite amazing. It's all in how you use things. You need to think outside of the sandbox and break free of the meta.
For the armor kits, I prefer the Armor Reduction Kit, which drops the weight by 60% (very useful for heavy armors) regularly, but needed because of the Precision Strike perk. When I am running around, I don't care about that extra 10%, but when I know I am going to fight bosses, I make sure my weight is down so I can gain that buff. I prefer maces and shields, because when you are heavy attacking, you cannot be interrupted or knocked down, along with blocking for when I have Glutton for Punishment active. I have a Mace of the Legion, which has the Variable effect which adds a random multiplier, .85-1.15 of ALL stats (damage, armor pen, weight, and durability) when you craft the weapons. That can possibly make the roll around 57 damage and 31 armor pen without any blacksmith thralls. It will take many tries to get a top stat roll. Add in a Bladesmith blacksmith, that is 70 damage and 32% armor pen. Add a spiked weapon fitting, 42% armor pen, and the Precision strike perk, 52% armor pen. Master Weapon fitting, 75 damage, 54% armor pen, but you suffer the durability for the weapon, 50% loss versus 25%. You can switch it up to the Edgesmith and have a max 61 damage and 38% armor pen, plus spiked weapon kit, 48%, then the perk, 58% armor pen. I don't know the math to know when to forgo damage for more armor pen.
I am considering getting this game and will probably refer back to this when I start my journey. looks like the game has improved a lot since I first saw it many years ago.
Getting to medium weight hasn't been an issue for me, and I'm a dude who ran around pre-3.0 with a red weight indicator all the time lol. In Testlive, I learned very quickly not to carry around stuff that I didn't need except for specific situations. Like I would always have a full set of tools on me, just in case. Not in 3.0. Only bring this if I'm in harvest mode now. But to help even more, pop a Numbing Elixir as well as a Lasting feast. Both give +45 weight capacity. Seeing how I have hovered around 100 max weight regardless of my build, this damned near doubles it. Now I stay in the green 😁
The grit tree is for when you're low level and don't have heavy armor. You use this on purpose FIRST, then lotus pot, and remove it. Nobody needs 10 seconds of 95% dmg reduction. 5 is pushing it, and plenty. Agility is the best right now. All you need to do is raise it to movement speed buff, and not cap it. Use the armor weight reduction modifiers on all five pieces of armor, and you'll only ever be overweight when mining, of cutting trees. You should also have max carrying for the movement even when overweight which like you said happens a ton. You should never play without this perk.
commanding pressence with well trained can make ur pet basicly dont die as long as you do damage it works better with humans becouse u can put heavy armor on them so they barely take damage and the damage they take you gonna heal them in combat anyway, and for agility dead shot more used becouse of arrow travel distance its way more easy to hit targets that runs around a lot or fast, and penetration well i doubt u want to have more than medium load in pvp for example becouse the less you carry the faster you also regen your stamina
I just had to stop the vid to put a point in as a tank build here, resurgence is great. Fast healing may be better over all but I've been saved so many times by resurgence. I don't think it's as one sided as he's making it out, this one really depends on the play style you choose
Glutton for Punishment, Resurgence, and maxed out corruption. You take a large hit, it instantly triggers resurgence and then the GFP procs and if you can avoid getting hit for 5 seconds or so you're at full life again.
Nice video, however be careful about putting out definitive statements about perks. You chose to only play and cover the PVE part of Conan Exiles, but you need to understand that a part of the game is also PVP. - The vitality perks that you thought were weak are actually very OP in PVP. Having that huge heal, cleanse and damage mitigation when dropping below 50% HP is massive, and it's gonna be by far the most OP perk combination. Besides, the heal from Glutton for Punishment is very slow and useless when facing a lot of enemies or a guy with daggers. - The agility perks are nice to have in PVP. The additional speed on the arrows makes it a lot easier to hit moving targets. The 10% armor pen is useless in most of the PVE content because enemies have low armor, but facing a 1k armor dude in PVP this is extremely nice to have. Sure, you have to manage your carry weight if you wanna be an assassin - I'm fine with that piece of logical consistency though. - If you have multiple followers and you use them to deal damage more than as meat shields, then Commanding Presence is an OK perk too, it may need a small buff but it's definitely not too bad. You chose to showcase the slowest possible weapon in the game to prove your point which imo is not helpful in terms of objectivity. I would have liked more testing with daggers, a short sword, etc. Of course I agree that they will need to balance things out. But the points that you are making are always very biased towards playing PVE, and you should be careful about that if you want to keep spreading an objective opinion about the game in your videos. Don't forget the PVP aspect of the game, some people enjoy being in the fray chopping other players in half :) Thanks for taking the time to read this and keep up the great content!!
Everyone's attributes end up with blocks of 5, which is kind of silly. It would be better to be able to have a choice of which agility (eg) skills you want to spend the points on, so you could throw all into bows to become a lethal archer but with no ability to dodge or backstab. You'd get a lot more variation that way.
Firespark you were the one who taught me the first Conan Exiles guides. Early start...Diving for gold , buying thralls in Flotsam etc. Thanks for another great guide!
They have made it so you can get the encumbrance perk where you can run while encumbered and get the double jump at level 40 I feel like alot of people are going to be getting squished this update
You are showing your preference for PvE my dude. The final perks in Vitality are both good, one is a great pvp perk and one is a great pve perk. Removing all negative status effects when you go below 50% health is amazing. All cripples, poison and bleeds suddently gone, outstanding in PvP.
@@Firespark81 good luck getting 15 seconds in pvp. That is why I said one is a pvp perk and the other is PvE. But you know you haven’t been playing the game much on a year or more.
@@Firespark81 the damage mitigation isn't useless. most people don't stroll around in heavy armor for PvP, suddenly negating 95% of all damage while also benefitting from the Berserker perk from Strength to deal more damage, will very likely let you kill the person you're fighting. is it better in PvE? no, not really, as you can definitely dodge NPCs easily, but for PvP it'll see ALOT of use in Berserker builds
THANK YOU. I hate how vague the explanations for some of those perks are; we are literally risking HOURS of gameplay if we make bad choices and the interface makes it even worse by giving unclear descriptions. I'm a new player and I already have a bad time getting anything done, the wiki helps but lack a lot of information and youtube tutorials are outdated sometimes. Again, thanks for the info on the vid.
The other half of stats should get a rework in next patch (after 3.0) iirc. And hopefully they bring stealth in so Agility actually feels useful. Because aggro range on enemies you're almost always better off going with straight damage.
I have no problem with having a medium or lighter load. However, it does mean using a thrall with some carrying capacity. BRING a pack mule, don't BE the pack mule.
I just run 3rd perk in agility, 2nd in vit, 3rd in Authority and 4th in Expertise. I call it the battle builder because i can harvest and defend myself at the same time, top out at 420 health, bring one good thrall and the carry weight is simple to keep low. if i do go into a dungeon i always have a clanmate with me to help share the load so i never need to worry about getting over medium
Commanding presence is made for dagger builds. Food healing plus bleed plus your damage and if you apply reaper poison your thrall is healing from 4 sources of damage.
@@IntegrityGames In comparison to what? Healthy Diet? That's redundant to food. It's only useful if you're too lazy to manage it. Otherwise, Commanding Presence at least has a use and some value if you're actually playing efficiently. You need to look in the mirror as far as simping is concerned.
Good stuff. I do enjoy a few perks, but others I do agree - not that good, I have trouble choosing the 2nd Agility perks :x. Maybe a few adjustments could be done indeed. Also, thanks for the recommending the Healthy Diet perk, I didn't realize Commanding Presence one wasn't healing my thrall enough haha. I have noticed that any of the foods the thralls like to eat still help on the regeneration part (makes sense!) - maybe the Healthy Diet perk will speed up the healing process - win! :D I'm glad they've added and also kept some good perks, like the Fierce Vitality, putting it as a first Vitality perk instead of third like it is before 3.0. I may still try going with a "tank" character, while investing in vitality as I used to. But idk what to think about a few of the perks yet. Good tips!
They should reverse the armor from stamina perk to be more armor with missing stamina... nobody needs armor while doing nothing. now with the reverse you can play close to running out, but running out is worse overall.
Since I normally play with a friend, Dead Shot" will work well for me since I usually use bows and let my friend tank. Really, some of the attributes should be looked at from the perspective of not playing solo.
I agree with all but the dead shot, I myself do not use a bow and can stay at medium weight by using my rhino and thrall to carry. Therefore always staying below the line. In this case, it's 100% worth it. I can melt any enemy with my build. Just a bit different insight, enjoy to detailed breakdowns.
I would have to disagree with healthy diet. Attacking multiple targets with commanding presence is where it pays off. Also, 10 hp on a boss fight, could be the difference between losing a thrall or not.
Probably the only time to take Commanding Presence is if you plan on heavily focusing on Golems, evidently it increases the damage deflection chance effect they have making it occur more frequently, along with Attentive Care. Not sure how frequently people focus on Golems that heavily as followers, but it's a fun food for thought.
I definitely agree with you that they should remove some of the unnecessary restrictions on certain perks. Rather than nurfing some of the better ones. For the ones and agility especially, they feel almost like an afterthought, which I guess is because they now apply to damage rather than just your armor like it did before the 3.0 update. I would like to see the agility perks have some effect on special arrows cause cause right now I don't think they do
I kinda feel like commanding presence would be alright if you are a dagger spammer like feroxic daggers they have a pretty healthy damage and fast. So maybe the health regen at that point you would however have to be dedicated to that build .. but I agree anything else it’s not worth it
When you get epic light armors, even the max bonus you can get from Stout is trivial. I guess it's possible someone is running a build wearing no armor, only civilian clothes, but in that case you're better off not getting hit at all, and the bonus stamina will defend you better than Stout's paltry amount of armor. What I like about Last Stand is that if I lose track of how much damage I'm taking for my vit/exp build (usually due to overconfidence,) that notification along with the survivability buff gives me enough opportunity to take damage mitigation actions before getting back to the fight. So far, relying on this hasn't gotten me killed, but I would prefer to see the duration extended.
Dead shot for archer playstyle and increase armor pen for other agility weapons. If someone is less than 5 foundations from you as an archer, you need to switch weapons or get some distance. Full charged arrows hit almost perfectly where you aim for a very long range. Plan your targets and aim for the legs to give you more time. Use light arrows for practice and see where your arrows hit. I sometimes still use them as a "laser pointer" Don't really need faster arrows if you run with a katana, javelin or daggers. I think that perk choice is fine as is.
A lot of these choices should be common sense to most people but I'd like to say a big "THANKS BRO!" for explaining/demonstrating the various choices. Cheers from England! 🍻🍻🍻🍻
Every game ever always nerfs the OP stats instead on buffing the poor ones 😓 hopefully this won’t be the case as Agility is dreadful atm and I like being stabby 😕
So what you're saying is instead of making everything equally worthless, make the worthless things more viable. We don't like free thinkers like you here. You better go on and get
I definitely agree with you that the approach should be reworking the weaker perks so they are more comparable to the stronger perks. You want to feel stronger and more empowered as your characters grow, not diminished or stagnant. I'm curious though, Does Last Stand prevent an enemy from reapplying a debuff after Last Stand activates? The wording of the perk made me immediately suspicious because they do not specifically mention immunity to debuffs. From experience in other games, this usually translates into removing debuffs, only to have them reapplied by the monster almost immediately afterwards, especially with bosses whose entire mechanic is centered around a debuff.
if you buff the weaker ones to match the stronger ones thats probably going to create a power crepe id go with minor nerfs to the op perks except for teir 5 perks like glutton for punishment as its one of your last perks and should be one of your strongest
I accidentally found a way to have infinite health for a short amount of time. I had that perk where you can't take damage for more than 25% of your max hp. I went through a few teleportation portals and got so corrupted I only had 2 hp. The game apparently doesn't keep track of fraction damage so it wouldn't let me lose 0.5 health. So while corruption kept me at 2 hp I was invincible. I walked into a cave with a ton of people and let them beat the snot out of me and I just stood there and took it. Once corruption stops being maxed though and your max hp goes up then you can die so it only lasts a little while.
Thanks for the tips, good knowledge to know considering i just bought the game, also, The Konami Code in the background on the signs earned my sub. That's cool af.
Given how close we are to the end of the 3rd quarter. I'm guessing this doesn't actual hit consoles till 4th quarter. Funcom isn't reliable with update releases.
Resurgence seems like a good pvp perk for people with the 50 grit perk. Any decent pvp player won't give you time to use a potion and that 85 HP can be the difference between dieing or not.
I would also argue that Steel Thewed is better than Shield master if you corrupt yourself. Since if you would have like 200 max hp and a boss would deal 200 damage, you instead take only 50.
I keep having last stand activate multiple times, i think it has to do with my high regeneration. I haven't gone out of my way to test but it appears that if you heal above 50% and drop below it again the ability will reactivate. This is incredibly easy to do if your maxed corrupted, corrupt vitality to 9 for max regen and put atleast 11 corrupted points into your other stats, also keep afew weak potions on you just in case.
carry weight armor makes the agility second perk useful also str perks are atk type dependent while agility are every atk gets this boast making it charter dependent
I was under the impression that the armor pen from agility was based on your load from armor meaning light and medium armor gave you the bonus and heavy did not , if that's not the case then that should be the change they make to the perk
Great video. Can you make the same stuff but about corruption. Is it worth it, which attributes you think we should corrupt and the level of corruption.
it depends on the build. for strength, there's pretty much no reason NOT to corrupt it completely though Vitality you'll only want a max of 9 points of corruption in it. Authority at max corruption is neat, but it makes taking new thralls pretty much impossible, so I'd only do 5-10 points of corruption at most in that one
So I love the armor pen agility buff, I think you forgot to include the other aspects of the update, running max strength and vitality, I do 4 corrupt in str, 3 in vitality, then max agility, use the armor you can summon, and close range agility weapons start to really shine
Stout is useless as it is it seems. If they did a flat amount based on max like you suggested, it might be worth it. Commanding Presence....yeah, they need to increase the health regen by a lot to make that worth it. 2 to 8 points is nothing. Resurgence needs something to make it better. Effects like that seem good on the surface in basically all games, but, typically, they are not useful. Maybe if it had an extra effect of preventing you from dying and was given an immediate healing of like 100 HP on top of the 85 healing. But, even than, it might not be that great. Yeah, if Last Stand lasted till you hit at least 75% HP instead of just a short period of time, it would be good. Even 10 to 15 seconds like you suggested could make it could. And it sounds like both of those agility perks could use some love. And seriously, I've noticed that in almost all cases, when ever a company's game has RPG elements and they give you a choice like those perks, there is almost always one choice that is the better choice out of those choices, almost never seen a case were all options are perfectly balanced and viable when compared to each other.
Endurance is a no-brainer for sure. Armor equal to a portion of *current* stamina is really awful. I hope they change that. Yeah I thought Commanding Presence was awesome but it turns out to be a very tiny amount. Much better to pause after a tough fight and watch their hp go up faster. Also agreed in the Vitality ones. Encumbrance is just awful... Starting carrying capacity is way too low.
Good video, but i have found making a temp small store room where i will kill is more than enpugh to keep under medium for the armor pen. With the 25 max damage per hit, the 15 second regen and the hp from the 50% stack together real well for a light low hp agil build.
That's the build I went for, didn't know the 50% extra healing applied to glutton for punishment though, thought it was for healing items - Op combo imo
I think "stout" would be better if it did something like "gain x stamina back upon finishing and landing a combo." Then, you'll have a perk option offensively or defensively. The "thrall heals on damage dealt" probably will work well with some of those magic mods (like AoC) where you have abilities that hit MAAAANY times.
Endurance and Stout are both terrible IMO. Get a tiny amount of armor contextually -OR- have your stamina regen go from regenerating in few seconds to regenerating in a few seconds.
That's a very good video about perks. Thank you very much. By the way, in minute 10:37 and further, the thrall used as a human stool from the other, the outfit she wear is from what Mod, please?
Could you test the Expertise Perk that gives double resources on last hit with the sorcery spell that harvests all nearby resource nodes? If it doubles all income because its a single/last strike that will be OP
There seems to be a misunderstanding with how Fast Healer actually works. It does NOT increasing the amount of healing received, despite what the perk says. It reduces the time it takes for healing effects to complete. So basically all Fast Healing does with Glutton for Punishment is it reduces the duration of GfP from 15 seconds down to 7.5. The same is true for any healing effect, pots, wraps, etc.
I hate the way Well Trained works.. For ex, I have a Rhino, 5000hp without perk, 10000hp with perk when following, the dumb thing is, once you set it to follow, the extra hp is EMPTY hp. And I have to waste tons of time waiting for it to heal.. this hapens every time i set it to unfollow-follow.. *_TLDR:_* you take Well Trained, you always take your follower into battle at half health..
Great info and input- thank you! What the heck is that emote on the thralls behind you, where one is on all fours and the other has her feet on her?? hilarious!
Oh dang, I didn't know the armor on stamina was based on current stamina and not max stamina... they should either buff the amount you get, like armor for HALF the amount of stamina you currently have, or keep it 1/5 but for your max stamina instead of your current stam. As for the authority perk, I suggested in the forums to replace irritate with healthy diet. As in, healthy diet is a passive buff and the first one you unlock, then you can either choose irritate or commanding presence. The issue is most of us don't want our weak thralls to actually tank, so we will end up disabling that perk at all times. We end up getting a "passive" perk which will most likely be toggled off anyway, so why not make that one the optional? And then buff the health they restore from commanding presence... I'd very least allow thralls to automatically use potions and bandages, even if it's wasted when they have aggro, it's better than nothing at all. I do agree that last stand should be at least 10 seconds, considering 5 seconds isn't enough when the server lags and stucks you in front of the sand reaper queen while she's puking poison at you for 5 seconds. As for dead aim, I'm completely fine with the distance bonus, it's in a sense trying to enforce you to stay at long range while using the long range weapon, and switch to short range when they get close. Maybe they could reduce the range needed another block, but otherwise, I think it's fine.
Yeah definitely a PvE take on some of these perks, the 5 seconds on last stand could be a deciding factor in pvp in a 1v1 or a large scale 10v10 fight whether you live or die depending on your playstyle of course if youre more aggressive, since it knocks dmg you take down to about 4ish-5 for those 5 seconds which in PvP testing with friends it has saved some of us in certain situations which will stop players from trying to burst you down immediately causing them to back off and watch or wait to keep tabs on you till it wears off while keeping you from popping a potion. Whereas you will not survive 15 seconds unless you run for the hills after being knocked down to half HP and with some of the new demons along with thrall archers, throwing axes and horses you wont get very far.
Im not saying its bad because of what it does Im saying its bad because its so short. Glutton for Punishment is 100% stronger in every way. All you gotta do it dodge once or twice and you got most of your hp back. 5 sec is hardly enough time for anything. I just can see in any situation how it is going to consistently save you and on top of that it has a cooldown. Glutton does not. All a burst player has to do is burst you re-cripple you and wait 5 sec. You watch about 2 weeks after launch no one will be using it in pvp or pve. unless they just nerf the crap out of gfp.
@@Firespark81 I'd say for 1v1 maybe glutton is better, but the same could be said, you could get crippled and hit again and negate glutton. def for group pvp the 5 secs of damage reduction could give you enough time while another team mate hits the other guy, so very situational. In my opinion at any rate. Most of the time I've been running glutton.
@@Firespark81 I've been in too many situations in pvp to understand that there is no dodging once or twice and surviving 15 seconds to get all your hp back, once ppl see you low they call it and have a few split off to finish you off 5 seconds where you take barely any dmg to trade and knock them down to force them to back off is better, and in 1v1s the ppl who quite a few extensive pvp players have fought don't waddle around for those 15 seconds when at half hp they go for the kill with trades and or edge hits of a weapons wide arc or swing even if it leaves them 1 hit after.
@@Firespark81 And by no means do I mean to disrespect someone who's videos I've watched off and on for years and who's information does and has helped me out before, I just pvp maybe a bit too much honestly since it's really all I do in conan.
Does 'Fast Healer' the 3rd Vitality perk increase the rate of passive healing from 'Fierce Vitality' the first Vitality perk? Ur awesome FireSpark81! Love your content! I have learned so many important things that has dramatically increased my ability to enjoy Conan Exiles! Much Luvz to all!
lol yeah precision shot is 100% useless for how my play style is... i tend to always be ~80% weight (red) so wouldn't ever be able to use it. but dead shot would actually be very useful to me as i try to stay away from enemies by using ledges to make them go around far away from me or by letting my thralls grab aggro first. so dead shot doesn't seem that bad to me personally also i have questions about a perk that maybe you have (or could) look into or know who at funcom to ask about it... the perk is the last one in expertise, the "Structual Integrity" perk option. it states "Structures you build are 25% more stable" and im curious as to how that'll work. like, if you're in a clan and multiple people are building on the same building does it effect the whole building or just the pieces you place down? do you have to actually build or does it just effect the whole clan's buildings in general? if it effects the whole building, does the effect stack if multiple builders have the perk? is it just based off whoever put down the first piece? what happens if i spec out of it after im done building, does the stability decrease to the original value if i no longer have the perk? if it were to decrease if i remove the perk, what if a clan member took the perk and continued building and i then removed the perk, would the stability remain? basically, the perk is extremely confusing to me on just how it would actually work
it only effects ur placings (not from ur clanmembers) and wen u respec ur placed stuff stays at the better stability, but every new placed item is at normal stability, abd it dosent stack if more have the same perk bad english but i hope i could help u :)
Nerfing only makes sense in a PVP situation where PVP isn't totally dominated by stupid things like... stacking pages and crashing servers. BUFF the lame perks... make it a real choice. The other thing is that the split choices should highlight aspects of each stat and within a stat, you have 2 splits, which means that there are 4 "Builds" in each stat. Expertise needs "deadly" options and Strength "Support" options. I would probably make the first split perk for each stat have 2 different combat styles they support... and the second perk split, which is a potent perk choose between a powerful combat perk , a powerful support perk, or a decent hybrid combat/support perk. Expertise first perk split should give minor combat related buffs with each one. One could boost Melee Damage and the other would boost Ranged Damage. Not by a lot, but enough for there to be a distinction. Of course... Perk Corruption kinda does a whole different thing, I suppose.
I dont agree with the Last Stand statement; In PvP and PVE Situation this would be an automatic cleanse all effects on you at 50% health and you would be able to drink a potion in that moment cause of 95% less dmg. Glutton for Punishment would just heal such a small amount it wouldnt even matter, not even in pve