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Wolken3156

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  1. Your afflictions from Blinding Strike, Crippling Strike, Withering Strike and Fearsome Strike won't last as long. If you have the expansions, Smoke Cloud, Sap and Feign Death also won't last as long, and Smoke Clouds radius will be smaller. Beyond that though, it doesn't really affect all that much, you can always have a Wizard or Druid set up the same afflictions to help out with generating Sneak Attacks. As the main character though, there are times when INT is called for during dialog and quests, but its not too terribly important.
  2. Deathblows is the massive damage mod that applies when an enemy meets two conditions required for Sneak Attacks. You're probably thinking of Deep Wounds, which is an amazing DoT effect. You don't really need INT for it though, since it'll get reapplied every time the Rogue attacks.
  3. Fun fact about Spell Mastery I just realized. It doesn't have to be one spell of each level, you can choose to pick lower level spells in place of higher ones. This is probably irrelevant though since the 1st - 4th spell levels are very linear in terms of actual power anyway (Unlike 5th - 8th) with the exception of maybe Wizard, since their 3rd and 2nd level spells are so powerful they can even compare to the 4th level ones, but even that's a stretch since the Wizard's 4th level spells are amazing anyway (Pull of Eora is sooo good).
  4. While doing a battle in Cragholdt I casted Going Between on my Druid and had him Spiritshift. After reverting back, he still has its effects, most noticeably the movement speed increase. I tried recasting it on him, spiritshifting him again, killing him, removing his gear, respecing him, and nothing seems to be able to remove it. I'm hoping there's a way to fix this without having to recreate my Druid entirely from scratch. Save File and Output log, unfortunately I don't have any saves close to the point prior to my party before the glitch happened. https://www.dropbox.com/s/rqlrvt3l7vmuahg/poesave3.zip?dl=0 Also loading you'll also see another bug straight away. I completed the quest to defend my Stronghold, but the quest NPCs still remain there. I wasn't sure if I should make a separate thread for it, since I was going to upload the same save games anyway. EDIT: When I loaded up my save file it decided to fix itself (The Druid problem that is). Huh. Still might be worth looking into though.
  5. Its a base 15 sec AoE which continuously applies those effects though. Plus it can be made to last longer with a higher INT attribute.
  6. I'm pretty sure it applies to any attack so long as it deals more than 10 damage. I'm wondering if it'll also work on their fire and ice clones, probably won't but it would be amazing if it did.
  7. Triggered Immunity 2 per encounter Speed: Instant Effects: User: Immune to Slash Damage for 15.0 sec If the fighter is hit by damage that does at least 10% of his or her total Endurance, he or she will gain immunity to that damage type for a short duration. Feign Death 1 per encounter Speed: Instant Effects: Self: Invisible, Immune to Engagment, Untargetable, Break Engagments for 6.0 sec User: +20 Endurance, Untargetable for 10.0 sec, Prone for 10.0 sec, Damage Shield for 10.0 sec The rogue collapses to the ground and pretends to be out of a fight, regaining Endurance and biding his or her time until the moment is right to return to battle. When the rogue stands up, he or she becomes invisible for a short period of time. Behold the Martyr 1 per encounter Speed: Average Range: 6m Area of Effect: Target + 3.5m Radius AoE Duration: 15 sec Effects: Foe AoE: -8 Damage Reduction over 3.0 sec, -25% Attack Speed over 3.0 sec | Accuracy vs. Will Friendly AoE: +8 Damage Reduction over 3.0 sec, +25% Attack Speed over 3.0 sec The paladin targets a fallen ally, creating a pulsing beacon over them that icnreases the Speed and Damage Reduction of nearby allies while decreasing the Speed and Damage Reduction of nearby enemies. The beacon disappears if the ally is revived. If the paladin is knocked out in battle, this ability is automatically applied to him or her. Vengeful Grief Passive Effects: Self: +20% Damage, +1.3 Move Speed, +20% Attack Speed When a ranger or his or her animal companion are knocked out, the partner suffers the normal effects of Bonded grief, but becomes filled with focused rage for a short duration. While so focused, they gain Speed, Movement, and do additional Damage. Resonant Touch 1 per encounter Speed: Average Area of Effect: 3.0m Radius from Caster Effects: AoE: 10 Raw Damage per Resonance | Accuracy vs. Will Grants Resonant Touch. Passive Speed: Average Effects: Foe Target: Resonance when dealt at least 10 damage The monk's strikes generate a sympathetic resonance between the monk and his or her target. Successive strikes increase the intensity of the resonance. At a time of the monk's choosing, the monk can cause the resonance to inflict devastating Raw damage to anyone currently carrying them. Echoing Shout 1 per encounter Speed: Average Area of Effect: Length: 30m, bounces up to 1 times Interrupt: 0.5 sec (Average) Effects: Target: 35-50 Crush Damage, Dazed for 6.0 sec | Accuracy (+10) vs. Fortitude The barbarian projects his or her rage into a wave of energy that causes Crush damage and Dazes everyone caught in its path. If the shout strikes a solid surface, it will bounce once. Underwhelming? Yep. The new lower level stuff for the martial classes is more exciting IMHO.
  8. Its all my fault for only posting the new caster stuff. I'll post the new Rogue and Paladin stuff later. I want to actually play the game =/
  9. You could just lug around a Paladin heavily invested in defensive areas and just cast Defensive Mindweb near him. It does cost 80 Focus though, but you can easily earn that much with gear you would have by the time you learn it anyway. Also the range is pretty small, so a melee Cipher is probably ideal. As for the new non-8th level Wizard spells, the tentacles hit pretty dang hard. Too bad the casting range for them is only a measly 6m, its feels a little restrictive. Enemies also seem to ignore them though, unless they can't attack anyone else. As for the black hole, its kinda cumbersome since it also affects allies. So its heavily favors a ranged heavy playstyle. It does make the fight against everyone's favorite Death Guard a lot easier though. You can easily suck in all the Fampyrs, wall them off with the tentacles and then focus on taking down Raedric. I haven't had any chance to use the pig polymorph. Could've used it in the new Keep army fight, but the enemies barring the enemy commander are like popcorn. Haven't seen any other kith enemies.
  10. Well to be fair Wael has really good weapon choices so its a very strong pick for a melee Priest. Wael also had the best "baby" spell for whatever its worth. Would've been better if it did something else though I agree. Inflicting Confuse would've been fine, there's plenty of AoE Confuse sources at that level.
  11. Resolve is a dump stat for Wizards for sure, since they have numerous self-buffs to compensate for it. As for other casters, it depends. If you're like me and like having Druids and Priests participate in melee you probably don't want to dump Resolve. If you go ranged, you usually can dump it without too many repercussions. But it never hurts too much to have some Resolve, since it does affect your Concentration, and nothing sucks more then getting Interrupted a lot from DoT effects or ranged attacks.
  12. I have reputation for having a real strong love for casters. I might post Paladin and Rogue ones later. Paladins have a pretty funny ability where you can "martyr" an unconscious ally XD It says right there, the base value is 30 seconds! Its really amazing power and it only costs 40 focus! The daggers look like a fun power to cast on a Rogue, though 80 focus is overwhelming.
  13. At least we can get 4th level spells as a mastery pick now. There's a lot of really amazing ones to pick from.
  14. Like last time, I'll list the new spells. They're some really fun ones here! I used my Watcher for the Priest spells. Symbol of Skaen might be exclusive to Skaenites. I can't be bothered checking Durance at the moment, but if anyone can check the other deities for me, that would be great. Priest Spells Litany against Minor Afflictions 4th level Priest Spell Speed: Fast Range: 5m Effects: Friendly Target: Immunity to Blinded, Hobbled, Frightened, Distracted, Dazed, Confused, Prone, Stuck, Sickened for 20.0 sec Grants a single ally temporary immunity to Blinded, Confused, Dazed, Distracted, Frightened, Hobbled, Prone, Sickened, and Stuck afflictions. Litany against Major Afflictions 6th level Priest Spell Speed: Fast Range: 5m Effects: Friendly Target: Immunity to Charmed, Terrified, Stunned, Petrified, Paralyzed, Dominated, Weakened for 20.0 sec Grants a single ally temporary immunity to the Charmed, Dominated, Paralyzed, Petrified, Stunned, Terrified, and Weakened afflictions. Hand of Weal and Woe 8th level Priest Spell Speed: Fast Range: 5m Duration: 10 sec Effects: Foe Target: 25 Burn Damage | Accuracy (+10) vs. Reflex per 1.0 sec Friendly Target: +25 Endurance per 1.0 sec Foe Beam: Applies the same effect as Foe Target. Friendly Beam: Applies the same effect as Friendly Target. The priest calls form a beam of light that heals allies and burns enemies caught in the ray. Symbol of Skaen 8th level Priest Spell Speed: Average Range: 3m Area of Effect: 2.5m Radius AoE Duration: 20 sec Effects: Foe AoE: 15-25 Pierce Damage | Accuracy vs. Deflection If successful: Hobbled for 3.0 sec | Accuracy vs. Reflex Emblazons the ground with the symbol of Skaen, periodically causing Pierce damage to enemies in the area and leaving them Hobbled. Watchful Guardian 8th level Priest Spell Speed: Average Range: 5m Area of Effect: 5.0m Radius Effects: Friendly AoE: Revive with 75 Endurance on Unconscious The priest's faith becomes a wellspring of indomitability for his or her allies. When an affected ally is knocked unconscious in battle, he or she will immediately be revived and have some Endurance healed. Druid Spells Form of the Delemgan 4th level Druid Spell Speed: Fast Range: 5m Area of Effect: 3.0m Radius Effects: Friendly AoE: +5 Damage Reduction (Pierce, Corrode, Crush, Shock, Slash), + 25 Defense when Disengaging, Form of the Delemgan for 20.0 sec, Immunity to Stuck for 20 sec Allies gain a protective layer of wooden "skin" and are imbued with characteristics of delemgan, becoming faster, less vulnerable to Disengagment attacks, and immune to the Stuck affliction. Avenging Storm 8th level Druid Spell Speed: Fast Effects: Foe characters hitting Caster (20.0 sec): 20-30 Shock Damage | Accuracy vs. Reflex If successful: Stunned for 0.8 sec | Accuracy vs. Fortitude Foe characters hit by Caster (20.0 sec): Applies the same effect as Foe characters hitting Caster (20.0 sec). The druid makes himself or herself a conduit for the power of a storm. Any target they strike in melee, or who strikes them in melee, is attacked by a bolt of lightning. Fire Stag 8th level Druid Spell Speed: Slow Range: 6m Duration: 35 sec Effects: Summon: Stag The druid coalesces tiny nature spirits into the form of a great stag made of flame. The stag leaves a trail of fire wherever it runs. The spirits inside can be made to disperse violently, destroying the stag but doing Fire or Pierce damage to anyone caught in the blast. Tornado 8th level Druid Spell Speed: Average On Bounce: -50% damage Area of Effect: Length: 40m, bounces up to 3 times Interrupt: 0.5 sec (Average) Effects: Target: 45-55 Crush Damage, Prone for 5.0 sec | Accuracy (+10) vs. Fortitude Conjures a destructive vortex of wind that can launch people into the air, knock victims Prone, and inflict Crush damage on everyone it touches. Cipher Powers Going Between Requires 40 Focus. Speed: Fast Range: 10m Interrupt: 0.5 sec (Average) Effects: Allied Target: +25% of incoming Crits converted to Hits, +25% of incoming Hits converted to Grazes, +25% of incoming Grazes converted to Misses, +3 Move Speed for 30.0 sec An ally superficially takes on the form of a spirit. Their movement is increased and many incoming Crits, Hits, and Grazes are converted to a less severe result. Defensive Mindweb Requires 80 Focus. Speed: Instant Aura Range: 3m Effects: Friendly Aura: Defensive Mindweb for 30.0 sec By linking his or her mind with those of nearby allies, the caster creates a series of defensive links between them. All allies in the mindweb use the best defense of anyone in the web. Reaping Knives Requires 80 Focus. Speed: Average Range: 2m Effects: Allied Target: Summon Weapon: Reaping Knives, Summon Weapon: Reaping Knives for 30.0 sec The cipher uses an ally's soul to create "blades" of pure energy that emerge from both hands. The blades do Raw damage and generate Focus for the cipher who created them. Wizard Spells Pull of Eora 4th level Wizard Spell Speed: Fast Range: 10m Area of Effect: 2.5m Radius AoE Duration: 15 sec Interrupt: 0.5 sec (Average) Effects: AoE: -1 Move Speed for 5.0 sec, 6.0m Pull | Accuracy (+10) vs. Fortitude The wizard summons a black sphere that draws all nearby enemies toward it each time it pulses. Maura's Writhing Tentacles 4th level Wizard Spell Speed: Slow Range: 6m Duration: 15 sec Effects: Summon: 3 Tentacle Summons a trio of powerful tentacles that cannot move, but can inflict Crush and Corrode damage and the Stuck affliction on anyone they hit. Form of the Helpless Beast 5th level Wizard Spell Speed: Slow Range: 10m Effects: Foe Target: Helpless Beast Form | Accuracy (+10) vs. Fortitude Transforms a single kith enemy (aumaua, dwarf, elf, godlike, human or orlan) into a pig. The pig has very poor defenses but can move quickly. Caedebald's Blackbow 8th level Wizard Spell Speed: Fast Effects: Caster: Summon Weapon: Caedebald's Blackbow for 45.0 sec The wizard summons a frightful bow that does Corrode damage to enemies and leaves them Terrified. Each bolt of energy the wizard fires bounces to one additional target. Kalakoth's Freezing Rake 8th level Wizard Spell Speed: Fast Range: 8m Area of Effect: Length: 5m Interrupt: 0.5 sec (Average) Effects: Target: 60-75 Freeze Damage | Accuracy (+15) vs. Reflex If successful: Weakened for 8.0, Hobbled for 8.0 sec | Accuracy (+15) vs. Fortitude A ghostly, skeletal hand rakes across the area, doing Freeze damage to enemies in the area, leaving them Weakened and Hobbled. Llengrath's Superior Elemental Bulwark 8th level Wizard Spell Speed: Fast Effects: Caster: 100-pt Burn Damage Shield, 100-pt Freeze Damage Shield, 100-pt Shock Damage Shield, 100-pt Corrode Damage Shield for 30.0 sec The wizard is protected by elemental shield that guard him or her against Burn, Corrode, Freeze, and Shock damage until they are overwhelmed or the duration expires. Major Grimoire Imprint 8th level Wizard Spell Speed: Fast Range: 10m Effects: Foe Target: Steals 3 spells of Level 7 or lower for 60.0 sec | Accuracy (+10) vs. Fortitude Allows the wizard to temporarily "borrow" druid, priest, or wizard spells of 7th level or lower. For a short duration, the wizard can cast the stolen spells freely. Minoletta's Piercing Sigil 8th level Wizard Spell Speed: Fast Effects: Characters hitting Caster (20.0 sec): 18-25 Pierce Damage, 3.0m Push | Accuracy (+10) vs. Deflection If successful Stunned for 1.5 sec | Accuracy (+10) vs. Fortitude The wizard invokes the sigil of the famed Vailian wizard Minoletta. When he or she is struck in melee, the sigil retaliates with Pierce damage, pushing the target back and leaving them Stunned. Wall of Many Colors 8th level Wizard Spell Speed: Average Range: 12m Area of Effect: 20m Wall Duration: 12 sec Interrupt: 0.5 sec (Average) Effects: Oh dear god no. I'll edit it in later. Summons a scintillating wall of varied colors that inflicted varied damage and afflictions on enemies passing through it. Wilting Wind 8th level Wizard Spell Speed: Slow Range: 10m Area of Effect: 4.0m Interrupt: 0.5 sec (Average) Effects: AoE: 50-60 Raw Damage, Weakened for 12.0 sec | Accuracy (+10) vs. Fortitude A parching wind blows across the battlefield, inflicting Raw damage on anyone in the area and leaving them Weakened. Chanter Phrases Mercy and Kindness Followed Where'er She Walked Duration: 6.0 sec Linger: 6.0 sec Friendly Aura: +100% Healing received for 18.0 sec All allies receive more Endurance from healing effects. With All Your Strength Slay the Beast Duration: 6.0 sec Linger: 6.0 sec Friendly Aura: +20 Accuracy against Beasts, +30% Daamage against Beast for 18.0 sec The chanter increases allies' Accuracy and Damage against all enemies of the Beast type. Chanter Spells Rejoice, My Comrades! Two Fingers of Daylight! 2nd level Chanter Spell Requires 4 phrases chanted Speed: Fast Area of Effect: Length: 30m, bounces up to 3 times Effects: Friendly Target: +30 Endurance, Immunity to Frightened, Terrified for 20.0 sec The chanter creates two bouncing beams of pure light that restore Endurance and grant immunity to Frightened and Terrified on all allies stuck by them. Called to His Bidding, the Ancient Instruments of Death 5th level Chanter Spell Requires 7 phrases chanted Speed: Average Range: 10m Duration: 45 sec Effects: Summon: Animated Great Sword, Animated Pike, Animated War Bow The chanter summons a collection of ancient weapons to attack his or her foes. Boil Their Flesh From Skin to Bone 5th level Chanter Spell Requires 7 phrases chanted Speed: Average Are aof Effect: Length: 3.0m 90° Cone Interrupt: 0.5 sec (Average) Effects: Foe AoE: 30-45 Raw Damage, Destroyed | Accuracy vs. Reflex AoE: 30-42 Corrode Damage, Sickened (Poison) for 10.0 sec | Accuracy (+10) vs. Fortitude This ghastly invocation causes victims' bodies and souls to rapidly dissolve, doing Raw damage to enemies caught in its path. *whew* That's all of them, they sure added a lot. There's probably some hidden Wizard spells to find as well. EDIT: Symbol of Skaen is exclusive to Skaen Priests. Durance got Symbol of Magran instead, which deals Burn damage and inflicts Blind (Dang it, he got the better deal). If anyone wants to post the other variants, you're more than welcome to.
  15. Path of the Damned for sure. Its the main difficulty for trying out builds. IMO, using any complicated builds on the lower difficulties feels like overkill. I'm not a huge fan of the other options though. Trial of Iron is just a pain since I have bad habit of setting traps off and getting my characters killed by them. Expert is even worse since I have very caster heavy playstyle, and getting hit by your own spells in PoE is far more dangerous than the IE games.
  16. This guide was written for the 3.0 beta, and can be used somewhat as a basis for 3.0 when it comes out in a few hours too. There will be new powers with WM Part II though, too bad I won't be able to edit the guide =/
  17. The medium armor, Scales of the Raven doesn't apply its piercing DR. This also includes the Piercing DR from using an enchantment.
  18. So I found this helm recently, which has an amazing +35 bonus to dragon breath weapons; that's certainly to come in handy. Also its great if you want to make your character look like a Big Daddy. One thing about it though, is that this helm is in fact functional in those Story sequences that have you go underwater. Its a cute touch.
  19. The spell hits up to 6 times, and does the same damage as Crushing Doom with each hit, so its quite potent if you stack it with the very same spell. Also if there's only two enemies for example, the spell with bounce back and forth between them, which makes the spell excellent for stacking damage with Combusting Wounds, and very damaging spell overall. The afflictions are a nice bonus, I usually get good things out of it, maybe I'm just lucky. On the other hand, when it comes to Wild Leech I seemingly always get the Resolve drain... which isn't so lucky most of the time =/ I'll confess, I still prefer Ninagauth's Freezing Pillar over this anyway >_>
  20. Recall Agony does show in the combat log. It applies all the damage you dealt while it was active once it wears off as a (likely) huge chunk of Raw damage.
  21. Call to Slumber only lasts 6secs as opposed to Enervating Terror's 20secs. Also Dragons and Vessels are immune to Call to Slumber, whereas not too many enemies are immune to Weakened. Also Enervating Terror has a range of 20m, Call to Slumber can only reach half as far. Wild Sprint is fun, but yeah I typically only use Frenzy and Savage Defiance. Barbaric Shout would've been a good ability if it were per encounter instead.
  22. Personally when it comes to weak spells, my opinions are: Cipher Mind Plague - You're better off using Scrolls of Confusion instead. This costs too much Focus to use, especially when a consumable does the same thing. Stasis Shell - Too situational and costs way too much Focus. Against a dangerous target you'd be better off Charming or Dominating them. Druid Dancing Bolts - The damage is very low compared to Talon's Reach and Sunbeam, its barely worth the larger range. Blizzard - They nerfed it too hard, its not even worth casting now. With the addition of spell mastery though, they could change it back. It was only overpowered when it became a per encounter spell you could toss out 4 times in a row. Call to the Primordials - Too random. If you get Frost Oozes or Swamp Oozes, its alright. But if you get Black Oozes you've wasted a cast since they're not very strong at all, despite how threatening they are during early game. Priest Instill Doubt - You can use Interdiction for the exact same thing and with vastly superior range as well. Worthless garbage. Circle of Protection - The duration is painfully short. You can use a Scroll for identical effects plus a much better duration. Barring Death's Door - Its only worth using under certain settings. Wizard Kalakoth's Sunless Grasp - The big problem is that this is a melee spell. -10 Accuracy on a single enemy isn't worth moving into melee range, especially when you have Chill Fog on the same level. The damage it deals is mediocre as well, and you'd be better off using Jolting Touch which deals much more damage and can affect multiple enemies. Thrust of Tattered Veils - There's much better sources of interrupts available. On this level this even includes Minoletta's Minor Missiles, which has much greater range and can deal solid damage on top of interrupting the enemy. Minor Grimoire Imprint - Considering how powerful a lot of 4th-level spells are, using up a 4th-level use in favor of an enemy's 3rd-level or lower spell isn't very good. Especially since you have no control over which spell you gain. Disagree. When it comes to 7th level spells, Wizards definitely got the best deal out of all the classes. Concelhaut's Crushing Doom - Good damage plus it Prones with each hit, make it a great tool for stunlocking a dangerous target. The only downside is that this spell is only available after clearing Cragholdt. Delayed Fireball - Really high burst damage, and probably the best burst spell overall due to its delayed nature. You can set it as a trap for advancing enemies or use it directly on top of them, pair it up with Reflex lowering afflictions and the damage is quite incredible. Also, it has a fast cast speed, so yeah, this one is a real winner. Llengrath's Warding Staff - This doesn't deal as much damage as the other summoned weapons, but it does knocks back enemies with each attack, making it a really good weapon for keeping enemies off the Wizard or anyone in the party. The initial knock back is also quite good but also affects party members which can be a problem. Ninagauth's Killing Bolt - This deals a massive amount of Raw damage and if you kill someone with it you get a Spectre in your party to help out. The Spectre has Sneak Attacks and can Stun with its auto-attacks just like the Chanter summon. Substantial Phantom - Its identical to Essential Phantom, though it does have some decent spells to cast, with Necrotic Lance and Minoletta's Minor Missiles among them. Its a very good summon, plus it allows you to switch out Essential Phantom for another spell as well, which is nice as there's a lot of good 4th-level spells ^^ Tayn's Chaotic Orb - The afflictions it does is random but this spell is really good for three reasons. First, since it works like Chain Lightning or Firebug, this spell can disperse in a wide area. Secondly, this spell has the potential to hit the same target multiple times, which can make it very damaging if there's only a small number of enemies, especially if you factor in Combusting Wounds. Third, even if the afflictions it inflicts are random, they're all powerful ones anyway! The "weakest" out the stuff it can inflict is Sickened, but tbh, it does lower Fort, which is always welcomed anyway. Wall of Draining - If you fight enemies with buffs, this spell is a good alternative to Arcane Dampener or Deprive of the Unworthy. This can also make your self-buffs last for an incredibly long time. This spell alone makes the final battle very easy. The real issue is that it costs 70 Focus. Nothing is immune to it though, so functionally you could use it on enemies like you would with Forcefield in Dragon Age: Origins.
  23. I could definitely generate more. I don't even have the Unconquerable Talisman and I only have a Damaging 2 enchantment on the Lead Splitter. Probably should mention I'm using a Hearth Orlan so her attacks actually crit very often which does aid a lot with Focus generation. I've actually come to prefer this over the Wood Elf.
  24. I'm only using the Lead Splitter thus far, but typically I open up with Mental Binding and follow it up with a gunshot, this alone generates around 53 Focus for me to play around with. This is enough to make use of Amplified Wave but you really can only afford to use it once per battle, since it does eat up more Focus than the amount you generate. But yeah, I can comfortably use 5th-level powers with minimal issue at the moment, at least with the Blunderbuss and Pistol. I haven't had too much experience with the other ranged weapons so far (I just... like guns), though the War Bow was alright when I was using during Act 1.
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