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mazeltov

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Everything posted by mazeltov

  1. Leaden Key Wizard, Stormwall Gorge (Act 3) Lv 1: Chill Fog, Ghost Blades, Thrust of Tattered Veils, Wizard's Double Lv 2: Bewildering Spectacle, Mirrored Image Lv 3: Arcane Dampener, Noxious Burst Lv 4: M.'s Concussive Missiles, Minor Grimoire Imprint -- Post #12.
  2. I put them there because of summon spam. Summons are babby tier in most rpgs, PoE included. Without summons, they'd go in the Fighter Lite tier.
  3. Crutch Tier: Cipher, Chanter, Druid Solid Tier: Fighter, Priest, Rogue, Wizard Fighter Lite Tier : Pally, Barb, Ranger How Do They Even Work Tier: Monk Caveat: heavy use of confusion and prone AoEs raises Wizard to Crutch Tier.
  4. Surica, Defiance Bay/Copperlane/Thieves' Hideout Lv 1: Jolting Touch, Eldritch Aim, A.'s Dazzling Lights, C.'s Parasitic Staff Lv 2: Necrotic Lance, Infuse With Vital Essence, Fetid Caress Lv 3: Crackling Bolt, C.'s Draining Touch
  5. Oh yeah. You had them dressed the same and both firing wands. Got confuzzled. I'm thinking about working a DPS Bleak Walker into my PotD run. Flame damage stacking, crit multiplier, Accuracy, "vs. low Endurance" and "on kill" stuff that Paladins can proc off of, etc.
  6. Well he rezzed the mage half way through the fight. The way pally rez works though it ended up killing him again at the end of the fight.
  7. Currently level eight at Dyrford Crossing, maybe 2/3 of the way through the game, and I've looted a grand total of two Rites of Hidden Wonders. One by level four, and the other more recently at seven or eight. All the Rites seem to be quite rare, and best saved for when you need to hit a particularly high skill check. On the plus side, they last about three minutes when cast with ~18 Intellect. On my second playthrough I'll note the locations of Rites that drop and post them (unless someone else does). It should at least determine if they are random or placed.
  8. You're right. Chest in the back, Mech 8 or 7 + 8 picks. The Adra Beetle statue is nuts too. Two casts of Shocking Blast per summon? That's the same spell that makes Forge Knights so crazy for an unprepared player.
  9. Assuming the summon items are hand-placed uniques, just give them a limited number of charges like the wolf totem thingy in IWD II. Three shades uber strong? Then the lamp only has two charges, so you'll want to save the item for a really tough fight. Or make it two shades and give it three charges.
  10. Elfya, Dyrford Crossing Lv 1: M.'s Minor Missiles, K.'s Sunless Grasp, Fleet Feet, Ghost Blades Lv 2: Combusting Wounds, Mirrored Image, C.'s Corrosive Siphon Lv 3: Arduous Delay of Motion, M.'s Bounding Missiles
  11. Since we gamed out in another thread that you can control the conditions under which the Human ability activates, suddenly they look like a strong choice for DPS builds. The 15% extra damage is nice, but the real peach is +7 Accuracy during the buff time. Never has shooting your Rogue in the head with an arbalest at the start of combat been so fun and profitable.
  12. I haven't done a second playthrough, but the adventurer I picked up in Gilded Vale is still 2k behind, and I had done a few things around Gilded Vale first. Was just shy of level three when I hired him actually. I figured a pure rush could get lower, but, maybe not.
  13. If you make the adventurers shortly after the leaving the starter dungeon, they shouldn't be more than 1k or so experience behind. Which is one or one and a half quests later on. Edit: Ninjas are real.
  14. My words taken at face value are fully true. I'm impressed that the week one patch showed such quick reactivity to obviously overpowered things that made it to release. I had expected the patch to basically be just bug fixes.
  15. All the mental stats are checked frequently. Several 18/19 Per checks just up to Dyrford Village, several high Res checks. Survival appeared a handful of times. Int checks have tended to be lower, but as I often point out in these threads, you will miss checks by running low (e.g. 11) Int. Six or so points of Int can be acquired by Defiance Bay, depending on how hard you want to metagame the dialogue system.
  16. That Arbalest nerf was well done and a good sign for balance patches going forward.
  17. Why would the devs expect every Wiz spell to be used on every Wiz build? Would they be disappointed that nuker Wizards designed to stay 15m from enemies at all times aren't using the touch spells they designed? That that same ranged nuker rarely if ever has a need for a +25 Deflection self buff? Some of the buffs are offensive, some of them are defensive. Used in the proper context (which includes the unalterable design decisions of short duration buffs/debuffs, and severely limited pre-fight buffs), they perform their jobs well. That's the opposite of useless.
  18. Wiz tanks. My next playthrough will probably be 6 Wiz on Path of the Damned. Two or three Wiz tank/CC and the rest DPS/CC. Starting at level 2 and 3 spells Wiz get some pretty good self buffs to Deflection. Though there are stacking issues with these self buffs and other sources of Deflection (L.'s Displaced Image suppresses Cautious Attack, for example). Another problem is that shields' accuracy penalty hurts Wiz tanks' ability to hit with spells, which is another perk of Wiz tanking, incidentally: the ability to use touch spells and cone spells (Fan of Flames!) right on the front line. Plus it gives it a purpose to the "Drain" line of spells, in theory at least. Though, I think those should damage/drain less and be converted to Fast casting speed, to help with heavy armor recovery issues, lower Dex on the tank, etc.. There will be some resting, but that's just an opportunity to engage with PoE's innovative new camping supplies mechanic.
  19. Some of the best CC was in level 1 spells. Now some of the best CC has shifted to level 2 spells. That's not a very big change. Don't most players hit level 3 before Raedric's, even?
  20. Looks good to me. But, assuming this is basically a tank/RP build, as it seems to be, you won't miss a few points from Might and Dexterity and a few more added to Per/Int/Res. There are many 17/18/19 difficulty dialogue checks, just by level 7. Probably higher towards the late game. -- Also, Hold the Line at lvl 12? Paladins can only hold aggro from one mob before taking Hold the Line. The talent is a 100% tank effectiveness buff. Take it at 4 or at the latest 6 in order to do any tanking at all.
  21. Excellent then, thanks. Defender is a strong pick. If he skipped an ability or picked one of the bad ones it might be better to rush.
  22. You would normally be able to pick a lvl 3 Fighter ability for him instead of a talent (Rapid Recovery is a lvl 2 talent). Does he have an autopicked lvl 3 ability (Defender, Confident Aim etc.) and the talent, or just the talent?
  23. No fun allowed. You can only outrun the Balance Man for so long before he cpatches you.
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