Jump to content

Eraflure

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Eraflure

  1. Swashbuckler with Modwyr, Rust's poignard, DoC breastplate, deep wounds, gouging strike, fair favor, some crit equipment and/or survivability. You end up with a resilient frontliner who can stack eager lover and shank without dying. Good constant raw damage for bosses and strong crits. Activate the sword modal if pen is an issue, Eder is sturdy enough to eat a crit or two. Works well with AI if you don't want to micro all 5 members of your team. Looks really cool too.
  2. Having innate dual damage and high pen is very valuable in PotD, frostseeker has a useful and unique mechanic and is available right after port maje, and the other 2 war bows have very interesting enchantments. They both scale really well with crits, even after the nerfs. Hunting bows have a great modal for pure right click dps against enemies with lighter armor but struggle against high armor. The essence interrupter with its shock/pierce dual damage mostly ignores that penetration issue though.
  3. There's a new unlisted bashing shield in Magran's Temple, Neketaka, in a container.
  4. Multiclass rangers are completely fine. Several trap talents like all classes, the pet is definitely weaker than in PoE I (which imo is necessary now that we have multiclassing), but you have enough powerful actives to make things interesting. Most importantly, rangers get a LOT of accuracy, which means a lot of crits. Accurate wounding shot, evasive fire and combo takedown are all powerful active options. Combined with their passive abilities, most importantly driving flight, rangers are a fine class for ranged characters.
  5. All 3 unique war bows scale extremely well with critical hits through their unique enchantments, and frostseeker is available right after you reach the capital. War bows also offer both pierce/slash damage and dual damage type is very good for a devoted, since it lets him bypass most immunities without switching to another weapon and eating the penalty.
  6. Scout works fine, you can easily set up sneak attacks and predator sense by yourself. Probably stronger than pure ranger since the ranger's PL 8 and 9 are fairly lacking. All unique war bows are extremely strong with crit builds, but hit -> crit conversion gets weaker the more accuracy you have, and rangers already have very good accuracy. I'd just go pure ranger or ghost heart and drop dex for more perception, but it really isn't that important. Assassin/Sharpshooter will deal a lot of sustained, single target dps with fantastic mobility.
  7. He could end the game in less than an hour through stealth but it would be pretty boring to watch. Don't know why you guys keep arguing with the people who don't want the game to be balanced, you don't have to convince them and the devs already believe balance is important. Just post whatever you think is overtuned, let the devs sort it out and ignore people who don't understand basic game design.
  8. Chanters are extremely powerful in both Poe I and II. You're asking for passive abilities to make chanters more competitive: that's what phrases are for. Summons could deal absolutely no damage and still be a good use of your time since they make the enemy attack them, which is stronger than healing your team. Their contribution to the fight isn't as flashy as a 3000 dmg meteor shower or a chain of unlimited swift flurry attacks, but chanters have insane sustained defense and offense.
  9. Yeah there's no reason to single class a paladin right now. At least they make for a very strong choice if you want to multiclass.
  10. As a racer, I enjoy flattening my tires before a race instead of finding opponents of my level, because that is a fun and logical thing to do.
  11. "Don't use it" is never a good solution in game design. If a tool is offered to the player, it either needs to be balanced or clearly labelled as a crutch. Telling someone to ignore a part of what the game has to offer is just admitting defeat balance wise.
  12. I'd say that information is wrong or misleading. While the NPC companions are not optimized, they are 1 level higher than custom NPC followers, and that is usually a bigger advantage than it sounds. Once you hit max level with a full party, you can just steamroll everything anyway. Story NPC are more than enough to get you through PotD even if you don't minmax the hell out of them or your main character. Paladins are usually played as melee tanks while priests are typically ranged squishy buffbots (closer to Aerie than Anomen). Your average paladin doesn't have a huge DPS but can take a lot of hits and has very good per encounter supporting abilities. You can also invest in per/int/res without gimping your fighting abilities, making that class a good candidate for a MC who wants to broaden his options in conversations. Chanters' abilities are based on a timer, true, but it goes faster the higher the chanter's level is. They also chant, granting passive boons or ailments to others on the battlefield, just like bards. The invocations are very powerful all game long (Reny Daret is incredible during Act I where fights usually last long anyway), but later on, some phrases get powerful enough to justify leaving your chanter in the middle of the field doing nothing but singing while everyone around him burns. By that point you don't even have to wait for your invocations.
  13. I wouldn't use resolve as a dump stat on a melee or reach weapon spellcaster with 7 constitution, since one interruption during your buffing can easily kill you. Resolve dialogue options are usually fairly funny / badass but you wouldn't get to use them with 10 or so points in the stat anyway. You could go for a tankier mage with a shield if you wanted to make use of a somewhat high resolve but this is more of a solo gameplay since it's a bit slower than most characters. I'd drop might to 13 and put those points in constitution but you can definitely make your stats work, especially with good old Edér backing you up.
×
×
  • Create New...