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Everything posted by Voltron
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So I am playing Nature Godlike since it's racial is just dam too good on melee chars to pass. It's straight up strongest racial with Silver Tide in second place. Since I am powerbuilder while at the same time being roleplayer I really don't like that I have to pick Nature Godlike to min-max my melee char, because I hate how they look and I would prefer to look different. So my question is- is it possible to use console to remove for example human racial and then add him a Nature Godlike racial Wellspring of Life? I hope mods/editors will allow us later to do it but I for now I guess console is best shot.
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I just finished the game with a single class subclassless wizard with 4 res, max int and max mig. There was only one res-based thing I couldn't do in the entire playthrough (barring a few conversation options that could be solved with other skills/attributes) (minor spoilers): and it was that I couldn't acquire a weapon I probably wasn't going to use anyway. Other than that I found there to be no drawbacks to dumping res. If you finished a game can you tell that there are some worth and strong helemets later in game. So far I found some +1 here, +2 here helemts but not good enough to not take Moon Godlike heal or Nature Godlike + 2 Power Levels.
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I am trying now solo PotD with new solo build. It's simillar so far in concept to my Nirvana Build from POE1 solo. So far working really good: Moon Godlike, Kind Wayfarer/Shattered Pillar with High Athletics for second wind and Lay on Hands. High Might for healing bonus and damage, High Perception to ensure hits on early levels. So far working really well with Moon Silver Tide Heal (3x time during fight if my health is dropping), Flames of Devotion heal, second wind heal and Lay on Hands heal. Monk dmg + fast attack speed works really well. Since it solo I will probably invest more in Paladin defensive passives and his passive that increase all healing received. Later when I will get Torment Reach I will finally start to have easier time with group of enemies because it lacks AOE now. Damage is nowhere that impressive as on Pillar/Zerker or Bleak Walker/Zerker (it's still ok because monk is great and FoD offers nice burst + Focus Aura accuracy bonus), however it's so far unkillable. I miss hits to crit from zerker though. Kind Wayfarer/Zerker could be nice too, but it doesn't add up from role play perspective at all :D :D (yes, I still roleplay even on powerbuilds). Got to Neketaka no problem so far. Just make sure you take companions to party to rob them from equipment and then kick them.
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Hm, seems fun, but my Shattered Pillar/Zerker crit for over 20 and I just got to Neketaka. You could definitely take that damge further with some buffs on you.
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Monk/Rogue has better dps, fist does a little better damage than claw, and you get almost +80 lash from lightning strike and turning wheel, wildstrike only gives u +40. How you get +80 lash from LS and TW? I tested it on lvl 20 on three different builds and they were giving around +10-19 per one, never more even when with crazy hits.
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You can also download Cheat Engine table and easy edit your Attributes- super handly for testing out builds. I am sure sooner or later we will have IE Mod and Save Editor so everything will be possible. I myself so far really don't like that game does not let you reroll attributes and change companion classes. We have to wait for modders to step in.
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Berserker/Bleak walker becomes even more nuts at PL VII with Blood Thrist and 0 Recovery after kill. Also Brand->FOD->Barbarian Blow is just nuts. And Spirit Frenzy- stuns on hits and and WIld Spirit and Focus Aura lol. He is a monster :D. I will play him after my Monk/Zerker Yes, pretty cool right from the start until the end I guess. Also the intellect resistance + Berserker seems to be cool as well as the several additional passive on-kill effects of paladins like Inspiring Triumph and the one that gives you back 1 zeal on kill. I now just want to check how Blood Thirst behaves with Cleaving Stance + Whispers of the Endless Paths. Simillar to Shattered Pillar/Berserker Berserker/Devoted is more AOE monster. Cleaving Stance + Carnage is I guess close or as good as Torment Reach + Carnage + Rooting Pain. While Bleak Walker/Berserker is more single target nuker and tank. All 3 are great fun to play as :D I literally want to start every map from beginning with each of this combos :D :D
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Inner Death Monk ability can hit with one attack for several hundred damage per ONE strike. Can you beat that on Shapeshifter/Rogue? 500% Crit Damage + Empowered will beat anything. And monk also have almost no recovery and you want to run in lighest armor possible and Shattered Pillar has not resource cost and each time he damage he gets them back. Back to Bleak Walker/Berserker: Also worth to mention (mentioned by SaruNi in other thread) that Berserker PL VII Blood Thrist allows you Recover immidietly after kill for 10 second which lead to Two-Handed weapons having 0 Recovery time during combat. At point of 0 recovery Two-Handed > Dual Wield. 0 recovery on Two-Handed weapons! That will out damage any dual wield. Which makes Berserker/Bleak Walker even more scary late game. Empowered Inner Death might do several hundred dmg but can be used only 2 times per rest, while the berserker can achieve 0% recovery only if he one shots everything... The rogue shifter on the other hand can do 100dmg on average with every hit while being also very fast without buffs or resources. Cool but tell what mob in game has few hundered points and won't die from two Empowered Inner Death + buffs? And Berserker gets recovery after any first kill. Considering you can hit with zerker/bleak walker combo that deals on lvl 20 200-300 dmg I don't think getting that recovery is hard :D
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In my opinion it's always better for Monk, even for multiclass monks. Because with how many attacks you can dish out you will Proc Swift Flurry a lot and even one proc per 3 attack will deal additional full damage which will be more than 3 in a row attacks with Lighting Strikes (as that additional attack will still get dmg bonus from Turning Wheel and anything else that you may have). That is my opinion, unless we will find in game some part where there are a lot of super tough enemies that are weak to Lightning damage. But Swift right now is imo better and provides with more dps. Hmm but doesn't lightning strikes buff your base damage? So everything you use that isn't a spell will hit 30% harder? I had the impression that if you weren't focusing on crits with stuff like berserk then lightning strikes should be better. Think of it that way: you deal 30% more dmg additionaly each strike as lightning or you have 30% chance to deal 100% more damage + Turning Wheel damage. I think second option is better the more strikes you do, while first better if enemies die form like 2-3 hits. Of course that is only my opinion.
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That's actually hard question because Berserker PL VII "Blood Thrist" allows you Recover immidietly after kill for 10 second which lead to Two-Handed weapons having 0 Recovery time during combat. At point of 0 recovery Two-Handed > Dual Wield. 0 recovery on Two-Handed weapons! Which makes Berserker/Bleak Walker absolute beast with two-handed weapon at late/end game. However till that point Two Weapons beat Two-handed by miles in terms of dps. So hard to tell till I see if there are some super good two-handed weapons late game. I would to spec into Two Weapons till PL VII of Berserker where you have Blood Thirst and then maybe respec to Two-Handed Weapons to have 0 recovery on them and wreck everything. Of course it's not like 0 recovery on Two Weapons won't be as broken as you can have two strong enchanted weapons late game. So in short - two weapons till PL VII, and then maybe Two-Handed to abuse 0 recovery on them with Blood Thirst proc. Good to know. Thanks. Do you also have an opinion as to swords vs. axes vs. etc? Not yet, but usually Sabers are way to go for dual wield BUT till I see whole endgame I can't tell for which to aim. Just to be safe I would invest is sabers for sure. Rest is unknown now.
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That's actually hard question because Berserker PL VII "Blood Thrist" allows you Recover immidietly after kill for 10 second which lead to Two-Handed weapons having 0 Recovery time during combat. At point of 0 recovery Two-Handed > Dual Wield. 0 recovery on Two-Handed weapons! Which makes Berserker/Bleak Walker absolute beast with two-handed weapon at late/end game. However till that point Two Weapons beat Two-handed by miles in terms of dps. So hard to tell till I see if there are some super good two-handed weapons late game. I would to spec into Two Weapons till PL VII of Berserker where you have Blood Thirst and then maybe respec to Two-Handed Weapons to have 0 recovery on them and wreck everything. Of course it's not like 0 recovery on Two Weapons won't be as broken as you can have two strong enchanted weapons late game. So in short - two weapons till PL VII, and then maybe Two-Handed to abuse 0 recovery on them with Blood Thirst proc.
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Inner Death Monk ability can hit with one attack for several hundred damage per ONE strike. Can you beat that on Shapeshifter/Rogue? 500% Crit Damage + Empowered will beat anything. And monk also have almost no recovery and you want to run in lighest armor possible and Shattered Pillar has not resource cost and each time he damage he gets them back. Back to Bleak Walker/Berserker: Also worth to mention (mentioned by SaruNi in other thread) that Berserker PL VII Blood Thrist allows you Recover immidietly after kill for 10 second which lead to Two-Handed weapons having 0 Recovery time during combat. At point of 0 recovery Two-Handed > Dual Wield. 0 recovery on Two-Handed weapons! That will out damage any dual wield. Which makes Berserker/Bleak Walker even more scary late game.
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Bit off topic, but Barbarians can get +5 dex from Wild Sprint (as well as Nimble, which is better than Swift Flurry's Quick, and also immune to engagement). Though Blood Thirst is the biggest speed bonus by far... were you using that to calculate DPS? (It's power level 7 so available to multiclass at endgame.) As I mentioned I compared damage, not DPS, but I agree that on paper Swift Flurry/Wild Sprint + Frenzy + Bloodlust + Berserker passive offers a lot more DPS. Berserker/Bleak Walker would be fun At PL 7 Blood Thirst allows you to recover immediately for 10 seconds after each kill. That's a tremendous DPS boost. Once you reach 0 recovery, two-handed should surpass dual-wield. (Especially with the great sword modal....) Yes, but Barbarian Blow is Full Attack so it gets better dps as it strikes with both hands. I will spec into few great weapons during level up and once I grab Blood Thrist (unless I will grab something else) I will test those. But that at least makes Bleak Walker/Berserker for two-handed axe/sword a late game beast. Though it might be still better to focus on Dual Wield till then as PL VII is very late game for Multiclass and till then Dual > Two-Handed.
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In my opinion it's always better for Monk, even for multiclass monks. Because with how many attacks you can dish out you will Proc Swift Flurry a lot and even one proc per 3 attack will deal additional full damage which will be more than 3 in a row attacks with Lighting Strikes (as that additional attack will still get dmg bonus from Turning Wheel and anything else that you may have). That is my opinion, unless we will find in game some part where there are a lot of super tough enemies that are weak to Lightning damage. But Swift right now is imo better and provides with more dps.
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Bleak Walker/Berserker absolutely wreck things. Brand->Spirit Tornado->Barbarian Blow->Flame of Devotion (both are full attacks!) with dual sabers just destroys any target. Plus Frenzy bonuses and speed + later Bloodlust + Stuns on from Spirit Frenzy + Wild Sprint and other Barbarian control. You can also from Focus Aura + Upgrade + Hits to Crit Passive Uncanny Luck + Berserker passive get 40% Hits to Crit convert + Barbarian Blow has 30% Hit to Crit bonus too. A lot of self healing from Lay Down Hands + Upgarde with Regen + Savage Defiance + High Athlethics Second Wind + A lot of armor from Paladin and Mental Fortress should offsets later Confusion from Zerker. And they buff each other really well. Also zerker brings a lot of control with his Stuns on hits, Leap and Shouts if someone want to invest in that. Generally I think it might be strongest or at least top 3 strongest melee combos in game. Sadly no. 1 will be pure Monk as long as they won't nerf Inner Death, which is just insanely broken.
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While you may not find everything you want, but I did some damage testing for Monk/Soul Blade, including Soul Anihilation so it may at least give you some basic insight on damage. https://forums.obsidian.net/topic/97746-rough-damage-comparsion-lvl-20-ravager-pillarberserk-vs-transcendent-pillarsoul-blade/ Also remember SA is primary attack, not full attack so it works best with two handed weapon as it will only deal damage with weapon in primary hand, so dual wielding makes SA less effective.
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Since Paladins have Focus Aura which gives +5 to Accuracy and FoD gives +10 Accuracy Bonus I would say we don't need to put points in Perception here, which we would want for Monk/Barb combo. So I would put points into Might and Dexterity. And Probably I would take Intellect for 5% Duration per point which is imo very good for Bleak/Berserker and it also increase radius of Carnage. For Bleak/Soul Blade I would not bother with intellect as you mostly just use one-time active abilities, like FOD and SA and only Brand is really what you want to keep going. While on Zerker you want to keep Frenzy going to not waste time recasting it. New joiner here, I don't really understand the whole thing about "Let's balance out the increased accuracy so we get miss like usual again"...Especially when people says Might is additive bonus now & soulblade needs the attacks to land for focus again? Sorry, I don't really follow what you are saying. If you ask if it's worth to put points into Percpetion I'd say depends on Class. Also when min-maxing you want to take into consideration things like buffs and later gear. Putting points into stat so early game you have advantage but later you could have offset that with buffs/spells/auras/gear bonuses is not good for optimizing character in long run. For example if you can get 99 Accuracy in late game with just abilities + gear and 10 Perception then points you put into Perception could have been put into Dex or Might which are always useful even with added bonuses. This is of course just theory crafting. We don't know till we beat 100% game and find all gear and fight all fights. Of course game just came out and I have not finished it yet by any margin so above is just my thinking. You can do balance build for first run if you are not sure how it will be late game. 14 Might, 14 Dex, 14 Perception etc etc.