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Wolken3156

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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 launch at key targets and rip them to shreds with her dual sabres. Her defences are pretty decent though and she has a lot of engagement slots so she does the tanking job decently when it comes to it. Pale Elf Druid(Fury)/Monk(Helwalker) - My Watcher... yeah not a Priest. She's the party's nuker, launching plenty of flavors of AoE destruction. She also acts as a 3rd front liner in the rare situations its needed as shes pretty strong with her voulge. Meadow Folk Cipher(Ascendant) - Ranged DPS and crowd controller. Shes the standard Cipher flair; using guns to hit Ascension and spamming Amplified Wave, Disintegrate or Mind Blades depending on the fight. Secret Horrors and Puppet Master are also used, sometimes even out of Ascension just to keep enemies under control. Didn't subclass her since I actually like a lot of the Cipher's powers in general. Ciphers also have plenty of excellent passives unlike the other casting classes so the ability to pick stuff from an extra class would only choke her choices even further. Wood Elf Wizard - Pretty much emulates my Wizard back in PoE1. Sets up surface spells like Chill Fog or Malignant Cloud, and boosts the group's DPS with Combusting Wounds and Expose Vulnerabilities. In hindsight I probably could've ran a Priest multiclass on her since she does get a lot of downtime at the start of fights, since she's waiting for enemies to bunch up, but I wanted those delicious 5th-level spells much earlier. Early access to Ninagauth's Freezing Pillar and Gaze of the Adragan have also been very helpful.
  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 without flaws though. The biggest threat to this build are Wizards, which 90% of the time pack Arcane Dampener. Either kill them ASAP or use Scrolls of Thrust of Tattered Veils to make them lose the cast. Note that this build, despite being Monk/Priest, is incompatible with Xoti due to her being a heretic and not following Skaen. She won't get Finishing Blow and her version of Spiritual Weapon is vastly inferior. Rather ironic since we will be using that lantern of hers. The Character Class: Monk (Helwalker)/Priest (Skaen) Race: Wood Elf Background: The White that Wends - Labourer Might 11 Constitution 10 Dexterity 14 Perception 17 Intellect 15 Resolve 8 Resolve and Con can be lowered further if you desire more damage over bulk. The race can be whatever you want as well. Wood Elf was mainly chosen to combat Dexterity Afflictions. Helwalker is the chosen choice for Monk subclass. Though Shattered Pillar can work as well. The choice between Shattered Pillar or Helwalker is really up to personal preference. For passive skills all points go into Religion to maximise the bonuses from Xoti's Lantern. Active are a free pick, though Athletics is good considering this character will be engaged in melee. Ability Progression 1 - Swift Strikes, Restore 2 - Lesser Wounds 3 - Suppress Affliction (Can also take Blessing instead but respec out of it once Dire Blessing is acquired) 4 - Two Weapon Style, Spiritual Weapon 5 - Dance of Death 6 - Long Stride 7 - Swift Flurry, Dire Blessing 8 - Blade Turning 9 - Consecrated Ground 10 - Duality of Mortal Presance, Devotions for the Faithful 11 - Rooting Pain 12 - Enduring Dance 13 - Enervating Blows, Champion's Boon 14 - Rapid Casting 15 - Uncanny Luck 16 - Turning Wheel, Salvation of Time 17 - Martial Caster 18 - Flagellent's Path 19 - Heartbeat Drumming, Lasting Empower 20 - Improved Critical Force of Anguish, Litany for the Spirit, Shining Beacon, and Circle of Protection are all good alternative picks when available. Combat Focus is also a consideration since this character will be a popular target for Interruption effects while in caster mode. Empower should either be used with Spiritual Weapon to maximise its PL or to regain casts for an extra use of Finishing Blow. Noteworthy Gear Rännig's Wrath Mostly taken for the extra action speed while you're casting all your buffs. Modwyr An alternative to Rännig's, and a useful weapon if the battle lasts long enough that Spiritual Weapon wears off. Very useful when fighting against Fampyrs to stop them from Dominatiing you while you're in-between casting buffs. Xoti's Lantern To increase the PL of your Inspiration buffs while in caster mode. Effigy's Husk Mostly chosen for roleplay. This armor will give you immunity to Might afflictions as well. Of course you can otherwise use the ever so popular Devil of Caroc Breastplate instead for extra uses on Swift Strikes and Thunderous Blows. Reckless Brigandine is also worth considering. Fair Favour This build uses Stilettos so using this hat is a given. Be nice to Serafen. Claim and Refusal Increases damage dealt. Since this character will probably engage melee a little later than any other melee characters you have, the increased damage taken usually won't be an issue. Footprints of Ahu Taka Grants extra casts of Spiritual Weapon in case it wears off.
  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 - Blinding Strike/Draining Whip Its better to use the Rogue pick for either Two Weapon Style or Two Handed Style here, depending on whether you're using an Arquebus or dual pistols/blunderbusses. Blinding Strike isn't too useful on a Cipher multiclass because of Eyestrike. Level 5 - Dirty Fighting Level 6 - Mind Blades Minor nitpick but Mental Binding or Mind Blades should be gotten the level before Dirty Fighting. Mind Blades should be respec'd out in favour of Mental Binding once you get Silent Scream. Level 7 - Secret Horrors/Confounding Blind Strike the Bell is way better than the Blind upgrade, especially on a ranged build. Because again, you've already got a source of Blind in Eyestrike. Level 13 - Deep Wounds/Borrowed Instinct I would get Pierce the Bell instead of Deep Wounds at this level. Deep Wounds isn't going to be that useful since you should be spamming powers once you hit Ascended. Level 19 - The Complete Self/Deathblows The Complete Self is pointless when you're not going to be spending much Focus in the first place thanks to Ascended. Ancestor's Memory is also way to good to pass up at this level.
  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 with Vital Essence - +5 INT is quite nice as an opener. Merciless Gaze - Increases Crit chance. III Arcane Dampener - Removes buffs which is very useful, since they're very common. Ryngrim's Repulsive Visage - Very powerful for melee hybrid Wizards. Terrify is such a useful status effect in general. Noxious Burst - Even with Alchemy no longer affecting it, this is still a very strong direct damage spell and also inflicts Sickened. Expose Vulnerabilities - Lowers Deflection and Armor Rating. Deletrious Alacrity of Motion - Actually useful now. Replaces Fleet Feet once you get it. Kalakoth's Minor Blights - Good summon weapon for ranged Wizards; especially in long fights since it can help conserve casts. IV Minoletta's Concussive Missiles - Still good damage even with the nerf. Very strong when Empowered. Pull of Eora - One of the best CC spells. Drags enemies right where you want them and hold them in place. Very powerful when paired with AoE damage spells like Chill Fog. Maura's Writhing Tentacles - They deal a lot of damage and are good for blocking choke points. Their duration is pretty abysmal for a summon though, so Empowering is recommended. Ninagauth's Shadowflame - Grimoire only spell but is easily the best one. AoE paralyse on top of very strong Freeze damage. V Arkemyr's Wondrous Torment - Jump version of Miasma of Dull-Mindedness. Good for dealing with spread out groups or for not getting hitting your allies. Ryngrim's Enervating Terror - Even with the nerfs this is still a good spell. Terrify is always useful. Malignant Cloud - Very damaging AoE spell; especially when paired with Combusting Wounds. VI Gaze of the Adragan - AoE paralyse is very good. Death Ring - Very powerful in boarding battles where you'll get swarmed by so many melee enemies. Ninagauth's Freezing Pillar - Very damaging damage over time spell. Also again, useful for boarding battles especially since its range is fairly short. Arkemyr's Capricious Hex - The effects are random but the massive range makes this spell an incredible battle opener. VII Delayed Fireball - Deals a lot of damage though the delay for it can make it tricky to use unless you use spells like Pull of Eora. Tayn's Chaotic Orb - Very damaging when there's only 2 enemies in range of it. Even when there's more than 2 this is a good spell to spread paralysis and stunned. Wall of Draining - Effectively an extra Arcane Dampener cast. This spell tends to be more reliable though due to its rapid hitting nature. Has great synergy with the numerous self-buffs Wizards get. VIII Wilting Wind - Does a lot of damage and has excellent range. Caedebald's Blackbow - The best summon weapon for ranged Wizards and another source of Terrify. Minoletta's Piercing Sigil - Effectively makes you immune to melee. Wall of Many Colors - Excellent damage over time and also inflicts many powerful afflictions. Aiming it can be a handful though. IX Meteor Shower - Deals a lot of damage and pairs well with Combusting Wounds. Minoletta's Missile Salvo - Effectively one shots everything when Empowered unless you're playing PotD. Arcane Cleanse - More powerful and reliable version of Arcane Dampener.
  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 result, unless you choose to run Ghost Heart. If can get over the limits of the pet though; Rangers are great multiclass though IMO. Marked Prey, Concussive Shot, Evasive Roll and Wounding Shot are all excellent. Also their base accuracy is very high, which makes them thrive during early game. Anyway my picks are Paladin as strongest, and Priest as weakest. Priests are really in an awkward spot since outside of healing they flounder early game and once their good stuff is online they're not even necessary since other classes will have similar abilities available to them as well. It also doesn't help that they get compared to Druids, which have a better spell selection overall imo. Paladin was tough pick along with Chanter and Wizard but I felt Paladin earned my vote since they're so good, even when a lot of their abilities are broken and don't work properly. A testament to how incredible they are.
  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 them dipping to the lower end. Rot Skulls is still incredibly effective, though not nearly as strong as it was back in the first game. Rot Skulls is gotten much earlier with a Priest of Berath though. Its a 5th-level spell for Priest so you actually get it much much earlier than level 19.
  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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