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Madscientist

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Everything posted by Madscientist

  1. I have played around in character creation and I will post some ideas I have thought of. Boeroer has not started to post tons of power builds yet, so somebody has to start. warning: - This is the first version of the beta, so tons of things will change. - I do not know what equipment can be found in the game, so I assume similar things as PoE1. - I have not played the char, I just created the char to see whats possible. Feel free to play such a char and give comments weather they are useful or not and how they can be improved. The Nietsche Fan The philosopher Friedrich Nietsche wrote: "If it does not kill you, it makes you stronger". I want to create a char will get hit a lot and this allows him to strike back even harder. class: Dracozzi Paladini Paladin / Helwalker monk Race: dwarf stats: tons of might and constitution and enough per to hit things. The other stats will be lower but int should not be dropped too much for duration of buffs. Resolve might be the least importent stat because you want to be hit. importent talents: lv1: lay on hands (auto), swift strikes, retribution lv2: flames of devotion lv3: whatever lv4: paladin auras, long stride lv5: whatever lv6: whatever lv7: greater kay on hands, swift strike upgrade lv8: Eternal devotion lv9: whatever lv10: exalted endurence, thunderous blows note: When I write "whatever", it does not mean that it does not matter. It means I am not sure what is best and it is does not influence the basic idea behind this build. Equipment: It would be best to have weapons that are draining and have a lash. Use items that produce retaliation, on hit effects ( sanguine plate and shoed in faith from PoE1 would be great) and that boost mig and con. ------------------------------------------------------------------------- So how should this char work? You want to get hit and you want to hit hard, so you need lots of mig and con. Dwarfs boost exactly those stats. Helwalker monks increase their might when they receive wounds, but they also get more damage than. Paladins have retribution, so they also deal more damage when they get hit. Paladins have auras they can switch at will, so you can chose if you want more armor, accurency or speed, but you will get speed from your monk talents. Dracozzi Paladini give fire shield together with lay on hands. You will get hit, but you can heal yourself. The healing is strong (lots of mig) and will give you another retaliation effect. Swift strikes lets you attack faster, so your mighty attacks come more ofter. Do not use other monk abilities too much, you need wounds for your damage. At lv7, greater lay on hands will give you healing, fire shield, +5 constitution, armor and regeneration, thats great. You can also upgrade swift strikes to hit even harder. At lv8, eternal devotion will give a fire lash to your attacks after you use flames of devotion. If lashes work like in PoE1, this will create good damage. At lv10 you can upgrade your defensive aura, so you get permanent regeneration and thunderous blows will increase your might and penetration for a long time. warning: I do not know which of these things stack. This is most importent for armor rating and regeneration and stat boosts.
  2. https://imgur.com/a/6WGVo I created a monk/paladin and there is also a missing string in the character creation summary. Looks like this is a problem for a lot of classes and class combinations. Someone should check all classes and multiclasses for this error. (Someone calculated that there are over 1000 possible classes if you include all subclasses. This will be a lot of work).
  3. When I click on a NPC who do not open a dialogue box or an NPC says something by itself, the text over their heads disappears so fast that I cannot read it. The text is shown for less than one second, I guess. I think that the text of people without dialogue box should be visible for a longer time. You can read it in the textlog, but it would be nice if you do not have to look at a box at the lower end of the screen when you click on something in the center of the screen. It was fine in PoE1.
  4. https://imgur.com/a/83Jhc There is a bug in the very first dialogue in the game. When I talk to the dwarf, one of the options has the icon "trickster" My main char is a chanter/barbarien and the mercenary rogue in my party has no subclass.
  5. update: Ok, I found the problem. I have forgotten that the wizard has a grimoire with those spells equipped. one problem remains: The spell "chill fog" is a lv2 spell in the talent screen, but it is a lv1 spell in the equipped grimoire. The grimoire is equiped and I can use it as lv1 spell. This might lead to another problem: I could not learn the spells that are in my currently equipped grimoire in the talent screen. If I want to learn them, I have to unequip the grimoire. This might not be a bug, but it could prevent players from using the spell they want to use when equipping another grimoire. suggestion: When you level up, you should either be able to learn spells in your equipped grimoire and the game tells you that they are in your equipped grimoire OR you can not learn them but the game tells you that you can learn them when you unequip the grimoire.
  6. https://imgur.com/a/fVaMm I gave the talent weapon focus to my barbarien/chanter and I have profiency for the weapons I have equiped. However, the talent is now combat only, so you cannot see the effect in the character screen. I think it should be there all the time so you can see your "real" accurency in the character screen. Accurency is one of the most importent stats in the game, so its really importent to know your current base value. - In PoE1, weapon focus was a passive skill that was always there and it was included in the accurency in the character screen. - In PoE1 there were some "passive" abilities that were combat only too, for example "faith and devotion" of a paladin. There it was also annoying not to know you current base defenses, especially when you consider that the defense bonus was a variable that depends on your reputation. espected behaviour: The effects of all passive talents should be there all the time, except when there is a really good reason why they are missing under some conditions.
  7. The tooltip says that survival gives you information about nature. So far, so good. But it also gives +5% per skill point. There is no information about what increases 5% per point survival (healing received, movement on difficult ground, . . .) https://imgur.com/a/OSUvz
  8. I have created a corps eater/skald. There are missing strings in the character summery when you finish character creation. I do not know what those chanter talents are supposed to be. https://imgur.com/a/6bhhF
  9. When you select a trickster and you look at the sneak attack talent, the talent modification is called "acane trickster". In all other cases (at least the ones I saw),sub class talents have the same name as the sub class. There is the trickster talent and it reduces sneak attack damage, so I guess the modification to sneak attack should be called trickster. Maybe the name of the class has changed during developement. I am not sure if this is a bug or intended. https://imgur.com/a/pnOd0
  10. The Skald talent has overlapping text. https://imgur.com/a/jYGYb
  11. It looks like other classes have the same bug. - Somebody mentioned that kind wayfarer paladins have permanent -15%damage, not only when the requirements for sneak attack are met. - Could somebody please check the beguiler cipher or the ranger pet? Both have talents that their damage depends on weather the sneak attack conditions are there or not. Maybe some other classes too, I do not know all talents of all classes. In any case, if a char has any talent that is dependent on weather the sneak attack conditions are there or not, it sould not be shown as active effect without conditions. It would also be good to check if there are other problems with talents that require a condition to work, like the ranger pet doing more damage if the target has a dot.
  12. oops, I did it yesterday, but I did not check it today. When I started a new game, all chars were lv1 and there was the + sign for leveling up at every char. I could select new talents and skills for every char at every level, including the wizard. So the wizard ended up having much more spells than intended, I guess. There was no problem with the mercenary priest. I gave him one spell at each level and he did not have any pre selected spells. If you can turn on/off auto leveling for each char seperately, I did not do it. In any case, the wizard had 3 lv1 spells at level1 including chill fog which is now a lv2 spell.
  13. Please write down everything that could make the game better. I start with: - You should be able to see the talent trees of your chars when you are not at character creation or at the level up screen. - When you create a char and you select a sub class that cannot learn some spells of the base class, the spells that cannot be learned should be grayed out in the talent preview. When you level up, all future spells (e.g. spells from a power level you cannot learn yet) that cannot be learned should also be displayed as unable to be learned. This should make planning your character easier. - When you select a weapon profiency, you should be able to see some info about that weapon type (e.g. base damage, base penetration, weapon special like 2 damage types or more accurency). At the beginning of the game you must chose a profiency, but you do not know what each weapon does and which one is best for your char. When leveling up this is also nice to know.
  14. Sorry, I did not realize that a new thread has been created since the last time I have played. I will post any missing strings I find over there.
  15. - When I put my mouse over the damage, the tooltip says "damage = 0". https://imgur.com/a/n74l8 - For my main char (fighter/rogue) and the mercenary rogue, the damage shown is very high. I assume this is because of sneak attack is included in this number. According to the ability section, sneak attack should only work if the target is under the influence of a status effect (as in PoE1). But under active effects sneak attack is shown as +50% damage, without conditions. expected behaviour: Sneak attack should only work on targets with a negative status effect or in the first 2 seconds of the fight (as in PoE1 and as written in the ability description). It schould not be a permanent active effect and it should not be shown as the damage of your current equipment.
  16. - When I start the game, my wizard knows has 3 spells in his lv1 spells tab: Akemyrs dizzling lights, slicken and chill fog. Chill fog was a lv1 spell in PoE1, but now it is a lv2 spell, so a lv1 char should not have it. - In her level up screen, lots of other spells are already selected, including chill fog. You learn them automatically when leveling up. I think the players should be able to select whatever spells they want. https://imgur.com/a/VwrOF
  17. The tooltip for class, race and background of every char is a missing string. https://imgur.com/a/I8dg3
  18. I have created a fighter/rogue (no subclasses). When I select the stances, each of the 3 fighter stances is shown twice. https://imgur.com/a/HAUHO
  19. I think that something is wrong when you select the second class of a multi class char. https://imgur.com/a/TjJpj - The "chosen first class details" is empty. I would expect a description of the first class. - The right side shows the description of the ability you have selected for the first class ( fighters knock down in my example ). I think this makes no sense. It should be empty until you select a second class.
  20. The wizard sub class abilities "summon familiar" and "Form of the fearsome brute" have no icon. The other subclasses have their sub class talent not shown in the preview.
  21. The trickster rogue has the same problem as the priests above: Sometimes the extra spells are not shown in the talent preview. Looks like this is a problem for all subclasses who learn spells from another class. I did not find out how to reproduces this exactly, but this bug happens more often than the expected behaviour ( all talents are shown).
  22. I have a problem with priests when selecting the subclasses. When I select the class priest and I preview the talent sceen, I see the talents of the priests of Berath. I select priest and now I can select the subclasses. I llok at them from up to down and there is no problem with Berath, Eothas and Magram when I preview the talent screen. When I select Skean, the talent preview does not show any additional spells (because they have none), but it does not show the baby sneak attack either. When I select any other god then, the talent preview does not show any additional spells any more. expected behaviour: The talent preview should alsways show additional spells and also the baby sneak attack talent. suggestion: When selecting a subclass of a caster who cannot use some type of spells (like all priests do), the forbidden spells should be grayed out in the talent screen. This would make it clear that the char can learn some spells and he misses the gray spells.
  23. The "soul anihilation" ability of the sould blade cipher has no icon, at least not in the talent tree preview.
  24. There is a bug in the menu where you select the subclasses. steps to reproduce: select a class: you will be in the subclass menu, have "no subclass" selected and you see the description of the base class (thats correct) click on a subclass: you will see the description of the subclass (thats correct too) click on "no subclass" again: Instead of the description of the base class you will see a missing string. https://imgur.com/a/lV9Vp
  25. Not sure if this is a bug. The spell "call to slumber" causes prone to everyone who gets hit, I guess. The word "unconscious" has itself as tooltip. https://imgur.com/a/01LPx
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