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draego

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Everything posted by draego

  1. agreed. POE attribute are not remotely as important as D&D there is very little to no trap builds. Almost anything can work. Most builds under the build forums are min maxed fro POTD so take them with a grain of salt. Min max is not needed at all. also those same build would be just fine with different stats because abilities and equipment and play style are more important than stats.
  2. Not sure what all you are building but the active abilities i used. This may not be all that different but i enjoyed it. Barbaric Yell Savage Defiance Barbaric Shout Dragon Leap Heart of Fury maybe barbaric blow also if need more abilities I also had heavier armor like Sun-Touched Mail of Hyran Rath with spell sunbeam which is pretty good.
  3. I actually did a tankier version than in that build. I just used general concept and did my own equipment/weapons. alot of stuff overlap for sure.
  4. It was my first post in this thread . And ye i dont min max https://forums.obsidian.net/topic/95802-looking-to-create-a-char-for-a-later-import-in-poe2/?p=1973446
  5. This is why i played a version of this barb build, golden dragon tank. So i could do a little more than just attack
  6. Obsidian twitter. Not like they havent said so lots of times but you know they have to keep saying it. Good try devs
  7. Your an idiot, they are not making a console game. Obsidian is making a pc game and console build is being ported by another dev team. I am not sure what is so hard to understand. Obsidian is focused on the pc game.
  8. Check this link out for new players. if you havent figured it out yet the #1 rule for playing eternity is: Dont read the gold plated npc. I mean you cna if you want but they have nothing to do with story just ignore them.
  9. Yes that is what the forum consensus has come to, bows are better damage dealers. You can probably find a forum like this one with more detailed info. I think it has to do with a few things. There are some really good bows like persistance with wounding enchantment which bypass dr (the enchantment bypasses not the main damage) and Stormcaller which has nice -6 DR debuff, etc. I believe this also has to do with reload/recovery times being really slow for guns. Bows have no reload and faster recovery so you can hit the enemy more times. There is also the issue of overkill. So a gun might hit for more damage but if an enemy is low health that damage wont matter if it over damages the target and then you have to wait for another cylce of reloading and recovery. Also misses do more harm with slower weapons like guns. There are guns builds though. One that seems popular is create Island aumaua and take Quick Switch, Arms Bearer talent. Now you have 4 weapon sets. You can place 3 or 4 guns in those sets and then fire switch fire switch fire switct, etc. This will be lots of burst damage real fast. However just because its optimal does not mean you have to do it. If you like guns and want to use just find synergies for them. So ranger has swift aim ability, chanter has chant that increases reload and attack for any person in range, and there is talent for faster reload. You also have faster attack speed potions and abilities. Also nothing wrong with using gun as alpha strike and then switching to melee or other ranged weapons
  10. Not sure if PS4 has AI UI part. On PC you can specify the companion AI by pressing the Head icon on the toolbar of each character. This isnt a supper detailed AI like there will be in POE2 so i do get its not always great.
  11. Ye sort of. I didnt love this mechanic but one of my playthoughs is berath priest so its fine. There is a talent for each class that lets you pick the disfavored dispositions without a problems. You can also pick dispositions that are not favored as long as you dont pick the disfavored ones you will be fine. If you look at it that way you are really only limited by two dispositions (the two disfavored ones). I mean you can only get a single dispositions so high so only picking the favored ones is not completely necessary but still heavily weighted in those directions.
  12. I think most standard builds have them with lighter armor. I am not so ridged in my playthroughs with this for instance i let aloth keep that leather armor he starts with in alot of my runs. It has a nice ability, so its fine but not ubber optimal. So in general backline lighter armor front line heavier. However, there are exceptions, especially with frontline builds. There is pleny of room for nice frontline dps killer to have light armor in may circumstances. Either because you want to get hit like for some monk builds or barb builds or because you can easily keep that person alive while they enjoy the benefits of faster attacks in lighter armor. Also you run across an a light armor that has such a better enchantment quality than anything you have currently you might as well give it to a frontline character because it actually is better or close enough better protection at least until you find the heavier counterpart with a similar enchantment As the game moves on armor because less and less effective in fights. So keep this in mind as you get to later stages it may not make much of a difference if an enemy hits your for an additional 10 damage when they are hitting your for 50-100 or more points of damage.
  13. Personally i save my stuff for actually unique armor/weapons (so only items with unique enchantments) that you are planning on using. You will eventually get enough (through stronghold and merchants) material to say enchant most everything but early on until maybe midpoint in game you will be limited in how much you can enchant with fine/exceptional so be careful.
  14. There good uses for alot of them. Some of the more popular are Veterans Recovery. If you have high might/high int build that goes into melee, this is great choice. Even just high might maybe worth it. Passive heals like this can be great especially early on to keep you doing killing instead of potions or spells. There are better spell heals that are faster but good skill. The Sneak attack is nice damage boost since its easy to trigger with spells and flanking and melee abilities, and weapon enchantments. Outlanders Frenzy can be good if you have some int and want more attack speed. Ive seen some builds with it. Attack speed for non spells slingers is king in this game in most circumstances. There maybe stacking issues with this ability though with other spells, potions, etc not sure off hand. Gallant focus can be ok but doesnt stack with other accuracy abilities/spells. Not sure which ones off hand. Can be nice for first strike. There is alot of stacking rules with gear and spells and potions so pay attention to no over buff yourself because alot of stuff can be wasted. Aspirant's Mark is good debuff for Int character. This is druid spells which they get better version but still good debuff especially if you dont have druid in party. There is scroll of natures mark that is better but its a scroll so you lose it after cast. This spell is once per encounter which is great. Ive seen builds with runners wounding shot and Prestidigitator's Missiles for extra per encounter ability damage. would prob want on high might build. Charms are very powerful spells. basically take enemy out of battle for duration. can swing battle. Ciphers get have nice charm spells. I have seen build with Novice's Suffering for wizard and barb. i would think this is more specialty build though not a normal setup. Per encounter spells like above can be nice. Casters dont even start with per encounter spells at first. I am sure there are other posters on here that have more detailed info
  15. Yes they can. It can be harder for new players to do this but wizards and priest have great buff spells for defense and offense. Priest has spells that heal/buff you and your party. They both start will really low deflection and health but this can be overcome and you can do stuff like unhide your main tanky and dps guy first and move forward while your priest/wizard casts a buff and waits a sec before joining the fight. There are no prefight spell buffs like the old game so you have to be a little more stategic how you move them forward. Also priest have weapon specialties talents you need to pay attention to. If you are going melee make sure to pay attention to priest weapon types. Wizards can conjure good melee weapons at certain spell levels. I have an off tank Berath priest going right now and its fine. I usually take some other class or scrolls along to let other characters do more of the support since priest end up being more in support role. So taking a second priest helps relieve your front-line priest form casting prayers or heals, etc.
  16. This is only done through difficulty settings. For instance normal gives you 4 campfires and hard/POTD gives you 2
  17. Yes there are some locations that generate random loot based on the order of your party and day of the month in the world. The random finds are not totally random however there is a set of 20 items at each location that you can predict will show up. So it cant generate just any item and save scrumming doesnt do anything (unless you save and rest to get to a particular day). However not all loot is random, there are lots of carefully placed special items that are there in ever run. I would say most stuff is not random. Here is wiki. It seem to work for me on pc.
  18. There are a few resource gathering classes. Chanter gather resources by waiting for chants to finish, Monks gather wounds info by taking damage from enemies to power abilities, Ciphers power abilities by hitting stuff. You may like Cipher if you want more active power gatherer. You gain focus though damage output and can build as a ranged or melee character. As far as pirate theme not sure about class specifically. If you pick background slave (from anywhere but who is kidding go deadfire) you can be a slave that served on ship and throw your captors overboard. Also there is raider background has a pirate theme also. also coastal Aumaua are sea faring folk as far as races go. Valians (merchants), rauatai (military at least armament obsessed culture ), deadfire (Caribbean pirates theme sort of) prob good cultures for ocean goers for different reasons Check this link out for new players
  19. Never really. I have done it if i make a mistake for a talent or something but i dont do builds that require respecing later on.
  20. Im pretty sure this is correct multiclass has access to two classes worth of dialogue checks
  21. i just test myself on random enemy because i use melee rangers and usually try to get flanking status. If you engage an enemy with just ranger and animal and then move another character like animal to opposite side it applies flanked. Not sure where the attack from behind comment is coming from. This never applied flanked with one character from behind or not. I also just ran up to the enemy with both characters close together and no flanking status. I guess i need to find enemy with more than one engagement slot to try to see if doing the opposite side thing causes flanking with only two characters but i really dont remember any creatures giving me trouble causing flanked with just two characters. Maybe a barb enemy with One Stands Alone or some other ability like that.
  22. Well you could switch to just harder hitting dual wield weapons like dual sabre or just any two large one handed (hatchet are fast small one handed weapons) weapons so you are still dual wielding. but your second weapons set can be more tanky if you want.
  23. Dual wield gives you +50% attack (and then another +20% with the dual wield talent) so dex is less priority if you want some other attribute. Weapon/shield you could add more dex to help for more speed but you get better defense. Ye wolf is nice with the 3 damage talent/abilities especially. It would be even better if they logged the damage from the wolf somewhere.
  24. I think this is the general talents back in. They may have actually done more than we were asking for though.
  25. Yes dual hatchet is +10 deflection this would be the low dps so take vulnerable attack for sure maybe have a second weapon set if enemy DR get way to high for you which will be alot. You can also drop dex and take maybe more Might for damage and stack a might equipment to help with low damage of dual small weapons. Dual wield by itself give you +50% attack speed so less dex is needed for attaking (now skill use or scroll use will be a little slower without dex). If you like hatchet i would do big weapon/hatchet but i think dual would be sturdy for sure. If you are worried about sturdiness i would do large weapon/shield instead of dual hatchet. There is great small shield later in game and nice medium shields like i mentioned above All skills have checks in dialogue/scripted interactions like lore (which may have more than others in just straight dialogue) but other have some to like survival and even mechanics a few times. There are other checks for skills in scripted interactions too. I would not split skills evenly. If you spread stealth,mech,survival you have to prioritize mech over others. I dont know the exact formula but you have to get to 10 mech to be baseline useful for later trap finding and that is with help like i mentioned you actually need like 12 to get most and maybe 16? to get all, cant remember. i dont think you should just straight go for highest mech numbers with skills alone though. you should buff yourself when you need more mech with gloves, spell and rest. With those you can get +2 gloves of manipulation if you find them (and you should game this with loot table in wiki), +3 scroll (save them for later in game), +2 rest in stronghold so that give you extra +7 when you need it and that is plenty good. You many want 3 stealth at least and then save stealth scrolls for +3 and even find a stealth item like leather armor, Footpad's Hood, etc (+2 stealth) or other items, and resting bonus that you can do stealth when you need it. You dont have to wear these items all the time just put them on when you need more mech/stealth. The rest in survival. 6 survival will get you +10% damage (12 sur +20%) on flanked so you should try for that at some point. Mech is more important to invest in because low mech is pointless. survival would be second over stealth. Early on you may find some traps you cant disarm so dont get frustrated just avoid them. mech/lore/surv may be fine. still get 10 mech then split rest between lore/survival and you may not find you can buff either one to high but the good thing for lore is any even number investment gets you a bump of scrolls spells. so 2 lore gets you a whole 'spell' circle and so on. There is only a few quests where stealth matters and for actual general fights just stand further back to start and then run up after fight start or if flanking just wait a sec before revealing yourself. You maybe be able to put 3 in stealth a few in lore and 10 mech and rest in survival and be good. I mean you can calc exactly what you can spend on yourself. You get 6 skill per level plus the opening background bonus. The skill cost go up a point one on every actual point your skill goes up. The opening bonus skews that.
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