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MountainTiger

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Posts posted by MountainTiger

  1. If you set yourself up with a flanking-immune weapon in one set and get into a situation where you're flankable, will swapping weapons give you the 0s tick at will?

     

    If the bug gets fixed, it's worth noting that Wizards get a .4s cast, 0 recovery Perception inspiration at PL 1. So a Tactician Battlemage should be able to get back Discipline only a bit slower than it can get back spells.

     

    How does standing in a Chillfog work in turn-based? Could you get two ticks/turn (that is, you start the turn with an affliction, remove it to get one tick, get another tick at the start of your turn before afflictions are applied, then get the affliction applied to repeat the process)? I guess the Blunderbuss version probably solves the ordering here if the bug is fixed (since you're applying the affliction with your action).

  2. He shows .4s attack and 1.6s recovery on Rust's Poignard; I think that's just Armored Grace+Two Weapon Style+21 dex (according to MaxQuest's calculator, anyway). In combat speed should be a bit higher (he's at least getting Modwyr's speed buff as well), but the real speed is coming from the full attacks (and playing on fast mode) as far as I can tell.

    • Like 1
  3. Slicken is my second favorite PL1 spell overall (it's hard to beat Chill Fog), but I found it relatively underwhelming on Geomancer Maia because of her low Int. It's still very strong in general action economy terms (better that ToTV for sure) but loses out with less area, especially less party-friendly area.

     

    Blood Mage seems generically good (I haven't played with one at all though), but on paper I don't find it very interesting compared to the specialist mages. I should give it a try at some point, though (does it give wounds? Sage that generates wounds+spells at will seems good).

     

    Melee interrupts are nice, but I find the timing and positioning difficult to get right when trying to shut down particular casts from enemy backliners. One of the things that put me on this line of thought was frustration with Knock Down always seeming to be not quite ready at the right time; Maia casting ToTV is the only single-target interrupt I've been able to reliably get off during a cast, mostly because of the interaction between reloading and fast casts. The Mind Lance melee Cipher concept has the same timing problems as melee interrupts, of course, but at least it's a ranged ability, which helps with positioning.

  4. Targeted interrupts are potentially powerful ways of controlling fights, especially against enemy spellcasters. I usually find them too hard to time to be worthwhile (few things are more disappointing than landing an interrupt a split second after a cast goes off), but I've been thinking about a few ways to build around them.

     

    1. Geomancer: this idea emerged from playing with Maia as a Geomancer. My normal wizard preferences (AOE debuff focused) aren't ideal with a low-int martial multiclass; on the other hand, guns open up opportunities to react quickly to the battlefield, since you can instantly switch from reload to casting. This makes Thrust of Tattered Veils suddenly quite powerful: a .5s cast that interrupts without an attack roll is exactly what we're looking for. We can pick up some other stuff that works well at stripping concentration: Minoletta's Concussive Missiles is the gold standard (multi-projectile, interrupt on hit), and while the lightning spells aren't great at interrupts (3 second casts, interrupt only on crit) they do give some more damage potential. The Ranger side gives us a great accuracy buff (+10 vs. a single target) and a way to strip annoying enemy spell defenses; Maia's subclass gives a passive source of interrupts on autoattacks, which should at least help strip concentration. For a custom character, Evoker seems quite good, since +2 PL gives an extra missile on the Minoletta's spells and most of the other interesting spells are 0 recovery Enchantment buffs (I haven't tested this option very much, though).

     

    2. Cipher: Mind Lance is a .5s cast interrupt on hit vs. will. It's a PL 4 ability, which is both expensive and not something you can build around from the start, but once it gets going it's pretty nice. I found the Lance a bit awkward playing with guns, as it's a party unfriendly line to the target; however, we could look at dual wielding fast weapons to get a pretty responsive character in melee (and that sweet, sweet club modal to help it land). I'm thinking about Tactician/Beguiler here-Phantom Foes is a cheap way of achieving mass Flanked on enemies and one of the quickest ways of building focus against large groups as a Beguiler, fighters have one of the best Perception buffs in the game, and spamming Penetrating Strike seems like a good single-target option once we achieve Brilliant. Cheap Full Attacks also open up main-hand weapon options without sacrificing much responsiveness.

  5. In the cave at Vilario's Rest, targeting a skeleton with an estoc with 11 pen displays as though the attack will overpenetrate against 4 AR (the skeleton's base), instead of the correct 12 AR against pierce. The combat log shows the correct AR and pen values being used.

     

    File uploader gives "Error You aren't permitted to upload this kind of file" when attempting to upload the save.

  6. I like Con giving a bonus to healing received. In POE1, builds that expected to heal through damage (e.g. some Monks) wanted decent Con because the health/endurance split meant it determined the maximum endurance you could heal; a bonus to healing received would fill a similar niche.

     

    For Res, maybe a bonus to friendly effect duration?

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  7. I find the side missions very different from skirmish mode-you're almost always facing more enemies (particularly important for evasion stripping, since it means more sensor locks and more random LRM 5s stripping a pip), after the very early stages you're almost always facing more tonnage than even the highest C-Bill skirmish cap, the pilots are usually better (as with weight, the very early missions involve crappy pilots on both sides, but they surpass the skirmish pilots fairly early), you don't have a cap on what you can bring, you have access to more powerful equipment than the basic modules, and called shots are on a much more frequent schedule.

     

    Altogether, you and the enemies end up with much higher accuracy, on more powerful mechs, which means avoiding incoming damage usually isn't an option so you just have to carry the armor to take it and the firepower to reduce it by taking enemies off the field.

  8. My general impression is that they balanced almost entirely around skirmish mode, which is a problem for a game where the vast majority of people are playing only the campaign (at least as far as I can tell from the GOG achievement rates). So mechanics like evasion are tuned assuming a maximum of 4 mech opponents of mixed weights, and the gamebreaking potential of called shot mastery is considered irrelevant because no skirmish pilot has it (and called shots are much harder to set up).

  9. I'm not sure picking up Sensor Lock was a good idea yet, but dropping LRM volleys a turn early is at least a bit useful. It's also notable as a rare long-range offensive option that doesn't use ammunition or generate heat.

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