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ErlKing

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Everything posted by ErlKing

  1. I made post about Penetrating shot, but hardly anyone saw it, so: Penetrating Shot talent work for spells. Tested: Cipher: Affected (DR reduced by 5): 1) Mind Blades 2) Mind Lance Not affected (ones that do not target enemy) 1) Soul shock 2) Antipathetic Field 3) Ectopsychic Echo 4) Amplified Thrust Wizard Affected (DR reduced by 5): 1) Thrust of Tattered Veils 2) Necrotic Lance 3) Crackling Bolt 4) Minoletta's Minor Missiles 5) Minoletta's Bounding Missiles 6) Minoletta's Concussive Missiles 7) Rolling Flame Not affected 1) Fan of Flames 2) Ghost Blades 3) Kalakoth's Sunless Grasp So... it seems Penetrating Shot talent affect powers/spells that - single target (also ones that jump from enemy to enemy) - straight line aoe Which makes Penetrating Shot talent interesting choice for casters. ps: Also Vulnerable Attack talent affect Wizard's touch spells: 1) Kalakoth's Sunless Grasp 2) Jolting Touch pps: I havnt tested Druid, and Cleric dont have direct damaging spells (one that line aoe seems not working) ppps: Could anyone frapstest how Pen Shot affect casting time?
  2. Ugh, I guess its too early to discuss right builds with so much bugs around, I just noticed that my Eder have 100+ deflect and other defenses, guess from bug that turn temporary buffs into permanent ones. Thats why he was so superior to my paly. Tank usually need high deflect to tank swarms of melee enemies, other defenses not as much important, also 4 reputation is somewhat around 8-10 char lvl I suppose, its lategame. Also Fighter have defender that give +15 deflect, have instant buff +20 defenses to self, have 2 knockdowns to deal with ranged guys, who target other party members. I gave him arbalest and unique warhammer (+1 engagement, so 4 total) and shield, usually send him ahead and then paralyze ones who haven't stuck with him. Thing I value most is number of engaged enemies, so my squishy casters could debuff and deal damage.
  3. So, Paladin with maxed reputation (I guess that is toward endgame) and 1 talent have: +13 Deflect, +27 Fort, +27 Refl, +27 Will Fighter with 1 talent and 1 ability have: x0.8 attack speed, +2 engaged, +15 Deflect, +10 Fort, +10 Refl, +10 Will ... You know what, Fighter still better tank than Paladin, but that could be ok if Paladin had more or better unique abilities. I really don't like "on killing enemy" abilities, especially buffs, it should be applied to allies, affected by aura, or commands. There are new approach in PoE system for classes - 3 chargeable classes: Chanter - from chants (time based) Monk from sustained damage Cipher - from inflicted damage I suspect that Paladin somewhat chargeable too, with "buff on kill" system, but personally I would like to see Paladins as Leader-like class: Rework existing commands to have condition and effect on execution, something like that: "Attack" = +Acc buff, apply AoE +Acc buff after 5 successful attacks "Evade" = +Delf buff, apply AoE +Defl buff after 5 enemy misses "Withstand" = +DR buff like ironskin for 5 attacks, AoE heal after depletion "Together" = +Damage buff versus target of Paladin, apply AoE +Damage buff after kill With various bonuses from different orders on command executions.
  4. Nobody point that only PC Paladin have bonuses from reputation, so if you forming full custom party that going to include Paladin I think you should pick that class.
  5. I think there should be 3 types of enemies scalling: a-type - Ironclads, DR scale with difficulty (15+), health low - use firearms, poison, RAW spells, DR debuffs, slow n hard-hitting weapons. b-type - hybrids, DR scale, but not that crazy, health scale mostly - each approach viable, but monsters have their weaknesses c-type - meatbags, DR 0-5, only Health (stamina/endurance) scale with enemy type, so fast / duals weapons, aoe damage spells, much better than two-handers/firearms. As I understand: a-type - skeletons (high pierce, zero crush), armored humans, automates... b-type - various... c-type - flesh zombies, beasts...
  6. Interdiction pretty good, its 1 per encounter, have crazy range and good duration, +15Acc mod, and while Dazed status not as good as other's it still helps, especially with conjunction with spells/abilities that target Reflex. Also there is talent that give +10Acc to arqebus, though arqebus worse than arbalest, but at least it looks cooler.
  7. Its not a bug I think, its way to ensure low stamina enemies die with bloodblast FX, only triggered by low stamina.
  8. I run with npc characters. PC - Cipher - damager/controller (biting whip, draining whip, penetrating shot, ruffian Eder - Fighter - warhammer n shield tank (defender, soldier focus, weapon n shield talents) Aloth - Wizard - backup artillery for tough fights (elemental talents from utility tree) Kana Rua - Chanter - meatshield, gun buff and triple arbalest switch combo ( Quick switch, soldier focus, gunner) Durance - Priest - buffer, healer, arqebus holiest sniper since guy from "Save pr Ryan" (+Acc radiance buff, interdiction, arqebus buff) Pallegina - Paladin - aura buffer, antidebuffer, arbalest user / offtank with greatword (+Acc+crit aura, ressurect, debuff ignore) Everyone in full plate armor, but Cipher occasionally wear dress, when there are not so much ranged enemies. Fighter tank nearly invulnerable with his 100+ defenses (yeah, all of them), but I still keep my party fully armored just in case. Fighter rush ahead, Cipher throw Mental Bindings, paralyzing and rooting everyone who not engaged by fighter, priest cast buff and interdiction and then its a shooting range, Chanter does his triple arbalest combo, Paladin shoot flames of devotion buffed arbalest, Wizard sit in corner looking admiring himself at mirror or just hurl all his spells via "skip fight" option.
  9. Wood elf racial is only vs far enemies, if you go barbarian, monk or melee rogue then hearth orlan is more preferable (but yeah, +Acc is definetly better).
  10. A tier Wood Elves (+5 Acc for gunners and casters) Hearth Orlan (Crits crits crits) Fire Godlike (+4 DR pretty good for tanks) B tier Pale Elves (not bad for tanks/off-tanks) Moon Godlike (heal kinda meh, but its there and they look cool) Death Godlike (mostly for paladin finishers) Island Aumaua (Quick Switch scums) C tier Everyone else
  11. So overall "arbalest to rule em all". I hope they ll rebalance things a bit, because its weird thats arqebus have lower damage(even with DR reduction), lower accuracy, slower and cost more.
  12. Actually if you recruit him fast enough you can pick his specialization yourself and I went for Soldier Focus: 1) There is good warhammer for w+shield tanking (+1 engaged). 2) Arbalest is best ranged alternative or combat starter. 3) Greatsword/pike is much better for fighter +damage class bonuses.
  13. From tested: Cipher: Affected (DR reduced by 5): 1) Mind Blades 2) Mind Lance Not affected (ones that do not target enemy) 1) Soul shock 2) Antipathetic Field 3) Ectopsychic Echo 4) Amplified Thrust Wizard Affected (DR reduced by 5): 1) Thrust of Tattered Veils 2) Necrotic Lance 3) Crackling Bolt 4) Minoletta's Minor Missiles 5) Minoletta's Bounding Missiles 6) Minoletta's Concussive Missiles 7) Rolling Flame Not affected 1) Fan of Flames 2) Ghost Blades 3) Kalakoth's Sunless Grasp So... it seems Penetrating Shot talent affect powers/spells that - single target (also ones that jump from enemy to enemy) - straight line aoe Which makes Penetrating Shot talent interesting choice for casters. ps: Also Vulnerable Attack talent affect Wizard's touch spells: 1) Kalakoth's Sunless Grasp 2) Jolting Touch pps: I havnt tested Druid, and Cleric dont have direct damaging spells (one that line aoe seems not working)
  14. I just noticed, that Penetrating Shot affect my Cipher power - Soul Lance. Tested it with wizard - no effect on various spells. So, anyone else experimented with that?
  15. Aloth is ok. 1) He is an elf, so he get +5 ranged accuracy for casting and ranged weapons. 2) You get him as first companion, so configure him as you want. 3) His stats not so bad. 4) As I understand Ciphers more dependable on min-maxing, so npc wizard is more preferably than npc cipher. 5) Your Cipher ll outperform him tremendously early on, but Aloth will catch on later.
  16. Estocs The White Spire - Crucible knights blacksmith [Defiance Bay] Swords Whispers of Yenwood - urn at entrance of Caed Nua main hall. Sabres Resolution - Endless Paths level 4 or 5 Flails Gaun's Share - Gilded Vale underground temple, room with remains, secret container Rapiers Measured Restraint - Endless Paths level 4 or 5 Hunting Bows Persistence - Endless Paths level 4 or 5 Stilettos Oidhreacht - Big BadAss Spider at Endless Paths of Od Nua level 1 (under Caed Nua) Pistols Forgiveness - Merchant of some trade company [Defiance Bay] [Ondra's Gift] The Disappointer - start of game, secret container at tents near ambush area.
  17. I kinda like Npc paladin role in team (I know about not optimal stats), she is not as tanky as fighter tank, not best for damage, but: 1) Her damage power not as bad as you think - it is great opener with arbalest, before switching to melee for tanking. 2) +5Acc and +5% Crits aura really nice (or Damage Resist one). 3) Revive for "oh crap" situations. 4) Ok resists and ok endurance/health allow her to be mobile off-tank/meatshield for casters.
  18. I was surprised that Cipher control powers work on undead. Things like "frightened" from Horror, "paralyzed" from Mental Binding seems kinda not Lore friendly. Or it is about Cipher targeting soul instead of mind and in this universe undeads are corpses with souls?
  19. I started Cipher as well. Its no surprise that class is so popular - caster AND weapon wielding damage dealer with rechargeable spells without "per rest" limit. At start of game he outperform any other class in versatility and self sufficiency. Honestly I think they should have give Cipher weak spot - his control powers should not work on undead. There are numerous game mechanic systems that include psionics and such and regular rule for them - weak spot versus undead.
  20. I guess its not bad to have hatchet + large shield in second slot as some kind of Arcane Vail alternative. Use bow/gun in most cases and switch to hatchet+shield if suddenly surrounded/flanked as emergency option.
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