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Everything posted by Wolken3156

  1. The problem with this build is the Animancer's Energy Blade is gotten way too late in the game.
  2. Magran's Might is pretty ridiculous, but its only usable by Priests of Magran. Call of Rymrgand is also very strong since its effectively a superior version of Pull of Eora. Personally I don't really like using any of the Incarnates since -5 PL makes your spells effectively garbage. If you want a summon, its probably better just to use Spiritual Ally instead. Berath's Incarnate is probably the best one overall though, since its 2 summons in 1.
  3. The best damage dealing spells IMO are the DoT spells so, yeah definitely. Only direct damage will trigger Combusting Wounds, but direct damage from DoT surfaces like Wall of Flame or Wicked Briars will trigger Combusting Wounds. Combusting Wounds really shines in tandem with those and pretty much every single one of Minoletta's ranged missile spells. If you want pure debuff styled DoTs though; Druid has the best one in the game with Plague of Insects. Ciphers have pretty good ones too but they're all single target. Priests also get some amazing ones in Shining Beacon and Cleansing Flame.
  4. It comes with an Action Speed boost and also improves the PL of Chill Fog, Freezing Pillar and Chain Lightning (Which I neglected to mention, opps). It isn't strictly better per se, but its definitely a strong option IMO. Also once everything is up, yeah I smack enemies heads with it. EDIT: Actually never mind, the Action Speed only applies to attacks with the staff. The only advantage in this case is having both fire and ice PL boosts without messing around with the time constraints with Sun and Moon.
  5. Minoletta's Minor Missiles and Malignant Cloud are also excellent ways to also proc Combusting Wounds damage. Pull of Eora and Binding Web are good ways to keep the enemies in place for surface spells. Also while it does comes late, the Chromoprismatic Staff is easily the best caster weapon for this build.
  6. Ahaha... It is a pretty great build. I'm not looking forward to getting Kuaru's Prize though. Running a caster heavy party means wars are going to be fought over that ring.
  7. Other than my first playthrough, I always run with custom created characters. They're available very early into the game and I just generally prefer making my own characters. As for my current playthrough I'm running: Mountain Dwarf Paladin(Shieldbearer)/Chanter(Troubadour) - Party's main source of sustain with Ancient Memory, Two Fingers and Lay on Hands. Also the main tank of the group, boasting the highest overall defences. Meadow Folk Fighter(Devoted)/Barbarian(Berserker) - The group's "off-tank". She isn't so much of a tank, but rather a wrecking ball who I just have the AI
  8. Tactical Barrage from Fighter also works. Also gives Constant Recovery to offset the Raw damage you'll be taking in Frenzy as well some amazing passives, like Armored Grace and Confident Aim.
  9. The main reason to run Streetfighter is for the -50% Recovery Speed which is easily activated by using the Blunderbuss modal. Whether you dual wield or not is really up to preference. I personally think dual wielding eventually wins out in damage, but one-handed can be good early game when accuracy is an issue.
  10. Maybe swap out Ectopsychic Echo with Secret Horrors. Mostly because its kinda clunky to set up and in the time it takes set up you'd probably get more mileage out of the other offensive powers. Personally I prefer it with a Chanter or Ranger (Ghost Heart only) multiclass, since you can summon behind the enemies and then lash the tether on them. As for Secret Horrors, it inflicts Frightened which makes enemies stop using their abilities, very useful against enemy casters. Between Puppet Master, Ringleader and Secret Horrors you're well set for crowd control.
  11. The Premise Spiritual Weapon is a pretty cool spell and has some excellent damage potential when stacked with all the tools the Priest also comes with. Skaen Priests have potentially the best version since they're put into Two Weapon Style with it and also have access to Finishing Blow. The idea is to pop Swift Strikes and then cast all your buffs at once, extend them all with Salvation of Time and then go to town, ripping enemies to shreds with Skaen's blessed weapons or your fists for Pierce immunes. The enemies may very well think you to be the Effigy himself. This build isn't withou
  12. You can use Powder Burns (Blunderbuss modal) to inflict Flanked on yourself. -5 Accuracy shouldn't be an issue if you have a Paladin, since the Paladin aura will offset it.
  13. That mainly happens when you respec after picking an upgraded version of the skill. I know for sure it happens with the Chanter's Skeleton Summon after picking its upgraded version. So long as you don't respec after getting Crippling Strike's upgrade you should be fine.
  14. EDIT: Ah, geez. You posted just as I was done. This only refers to the 1st post. I'll edit it later to take into account the revised version. EDIT2: And updated! Level 1 - Crippling Strike/Whispers of Treason Eyestrike is usually better if you want to stay ranged. Whispers of Treason rarely sees use once you get Puppet Master as well and you can't respec out of your level 1 picks. Level 2 - Mind Wave I personally prefer Soul Shock but either choice is fine. Should note this should get respec'd in favour of Escape once you get Mind Blades or Silent Scream. Level 4 - Blindin
  15. The number of missiles and the damage it deals scales on power level just like Minoletta's Minor Missiles. Damage is also spread out between the number of targets in range, so if there's only one target in the AoE they'll end up eating all of the missiles. Prestige + Empowerment + Evoker subclass proc just makes its damage insane.
  16. I Chill Fog - Deals ok damage but more importantly inflict blind which very useful. An amazing spell from start to end; just be careful not to get your allies caught in it. Spirit Shield - Mostly for the Concentration effect. Less useful once you get Combat Focus. Fleet Feet - +5 DEX is always good II Miasma of Dull-Mindedness - Incredibly useful. Lowers Will defense and Deflection, and also lowers PER. Combusting Wounds - Good damage when paired up with other rapid damage effects, like the various Ray spells. Necrotic Lance - Good nuke to take out dangerous targets. Infuse
  17. The companion was one of the reasons why Ranger was so good in the first game. The companions hit hard in PoE1 and have enough bulk to tank most enemies; easily a top class even if they were a little boring compared to the other martial classes overall. In comparison, PoE2's animal companions are very underwhelming. You're now forced between powering up either the companion or the Ranger which limits their functionality a lot. Also unlike PoE1, they're very squishy in this game, and Bonded Grief is absolutely something you should avoid. Which make Rangers require a lot of micromanaging as a
  18. Skaen needs more love. A Priest/Assassin combo is pretty scary. You can use 5th-level Priest casts to use Shadowing Beyond to gain extra opportunities to make use of that delicious sneak attack bonus. It also helps that most 5th-level Priest spells are highly situational as well. This combo works especially well with a ranged weapon like a Arbalest or Arquebus. Who cares if you have to be a huge jerk while doing it; a lot of the Cruel interactions are actually pretty fun. Companions definitely don't like it though so maybe play without them if you're worried about your reputation to
  19. Pure Wizard, mostly due to early access to Ryngrim's Enervating Terror. Even besides that though, Noxious Burst, Fireball and Ninagauth's Shadowflame are all excellent sources of AoE damage provided you have a way to boost the Wizard's accuracy high enough to score crits.They become even more ridiculous should you decide to empower them.
  20. Explosives are really useful on casters early in the game since it lets them fall back on throwing bombs when they run dry on casts. Beyond that though I don't really use them all too often but bombs do seem very promising if you're willing to stockpile a bunch of them. Alchemy does boost the accuracy of anything with the Poison keyword so its really great to have on casters. A Wizard packing Noxious Burst and a high Alchemy score can rip through enemies like they're made of paper, even on PotD.
  21. Good weapon choices IMO are The Spine of Thicket Green and Magran's Favor. The former can be gotten pretty early and gives a nice boost to any Plant and Beast spells you're using. Magran's Favor is gotten later on but it gives a good boost to your fire spells. There's also the combination of the Grimoire of Vaporous Wizardry and Rekvu's Fractured Casque; though you'll have so many casts later on you might want to opt to using Ninagauth's Grimoire instead for the ability to cast Ninagauth's Shadowflame, and so your Sorcerer isn't forced to be injured.
  22. If you want to bring more melee characters like a Rogue and/or Barbarian just swap to a ranged weapon if you're fighting in cramped quarters and have your tanks stand in front. This is much less of an issue in the WM areas since they're mostly a lot more open. Wizards and Druids are the two best classes in the game IMO; so they're usually a safe pick on any run. They're not necessary but any means though. I'd even argue that two suck out any real challenge once they start getting their 3rd-level spells.
  23. That build is very outdated, considering it makes no mention of Bittercut and even dumps PER; which back then only affected Deflection. PER affects accuracy now so dumping it is a very bad idea. I'd either leave it at base 10 or pump points into it to increase your chances to crit. INT is still a dump stat for most part. Deep Wounds in fact, benefits from low INT so pumping that down gives you a lot of points to work with in the other attributes. Hard is pretty easy in all honesty. You can run any party comp and clear it.
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