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Voltron

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  1. And therefore you should not balance it for minority hardcore powerbuilders, but take casual approach to this game. How many players do you think actually have balance issues vs those who just play game now and enjoy it, probably already beat it? I've already beaten the game once. I have no desire to do it again before the fixes. I see a lot of other people being disappointed by the current state of things. Ok, tell me the number of those people and I will compare that to Steam playerbase playing game today and over weekend or just over people being happy with game on forum. I beat game twice almost, preparing for my 3rd solo with Zerker/Fighter.
  2. And therefore you should not balance it for minority hardcore powerbuilders, but take casual approach to this game. How many players do you think actually have balance issues vs those who just play game now and enjoy it, probably already beat it?
  3. Wait you want me to tell that Summoning subclass summons are strong and actually a main weapon of summoner subclass..... What a strange game...
  4. This here, I agree totally. Like how many people in this thread are constantly posting for nerfs. It's like what... 5-10 same Users, which most of them just theorycraft most broken builds instead of playing? I am sure game should not be balanced according to them but actually 99% of rest of playerbase.
  5. True, I'm tired of all my characters being green. I'll think of a good solution and add to the OP. Because the game has 0 replayability due to being trivial AF atm? You need to be a grownup and find your own ways to challenge your self ingame. Or maybe you need to be a grownup and get over your favorite OP character getting nerfed so that we actually have an interesting tactical game with meaningful choices? Why should he? It's Single Player RPG. If he will want he will pop God-Mode with Console and be super OP anyway. Thing is- you can choose to be OP or not in RPG. Nobody force you to take Inner Death at Level IX, which is basicelly DnD "Banshee scream". Did you ever thought of possibility that there are people who find it fun being OP, especially in end game, in single player RPG? Or you just think only your way of thinking about this and other games is correct, while everyone else should just bow to your "balancing" idea? Different people find different things fun in game. Imagine that. So maybe, just maybe, stop speaking like you speak on behalf of whole community as I guarantee you 90% of people playing this game don't even visit forum, they just play single player RPG game and enjoy it. And I can also guarantee you- those players are more happy than sad when they find how to be stronger in RPG. It's not PvP ffs.
  6. Thanks! I will probably write about Devil, just didn't have time. Yeah, it's not most OP build and you area really super strong at Level 19, but this is (near max level) where you suppose to feel super strong in RPGs so nothing new here :D
  7. True, I'm tired of all my characters being green. I'll think of a good solution and add to the OP. Because the game has 0 replayability due to being trivial AF atm? You need to be a grownup and find your own ways to challenge your self ingame. This. You can always challange yourself. In RPG you choose to be OP or not.
  8. God, looking at "ideas" here I am glad I don't autopatch my RPGs. Most of changes here will make game dull with character wielding paper towels.... FoD as single attack instead of Full Attack- yeah, great idea, lets make Paladin bad again like in PoE1. Guys has finally some dmg vs single target + heal as he should have as Paladin- no, lets make it hit for little damage. Chanter is the only class that can regen resources in end-game- lets take that unique thing away, casue I can't just not choose that invocation if I find it too strong... ow, wait, I can. A combos with B and make super combo? Nerf it, I don't want combos. I want to auto attack only! To sum this thread up "Let's nerf everything that combos or give advantage in game so we can all go back to auto-attacking enemies and therefore PotD will be challange again"! It's not Dark Souls you know.... Well even in Dark Souls you could pretty much 2-shot everything at end-game.. I agree that some stuff like Inner Death or Empower spells are totally OP. But most other stuff you mentioned here is ok and mostly end game. Paladin passive giving +21 defenses. Well, I didn't know that Paladin theme is defenses and healing in RPGs....wait.... ow. You know that nobody ever nerfed in BG2 Time Stop->Acceleration->Abi Dalzim + Chain Lightning -> watch whole screen die. Or Kensai/Mage late game combo? Well, casue it's fun and shows your power once you are on high levels. Cause whats the point for getting to that later levels in RPG if you still feel like average enemy foot soldier.
  9. Meet Elaina: Class: War Caller: Devoted (Sabers or Swords. I highly recommend sabers) / Troubadour or Herald: Pladain Kind Wayfarer/ Troubadour. Introduction: Why I cover both? Because they are built pretty much the same and work simillar. The difference is Fighter covers AOE damage at cost of spending resources a lot, while Paladin has cheap resources and single target damage potential and lack of AOE but you are pretty much immortal with Lay on Hands, Greater Lay On Hands and White Flames FoD. Both pretty much can reach insanse Defense ratings (though Paladin with have better Deflection) and damage. Paladin carry better early game while Fighter carry better late game when you have that Mob Stance + Charge. Why Troubadour?- with high INT and normal chanting you can linger chants pretty much premanent and have two effects all the time on you. Which is great to combo offensive + defensive chant or 2 healing ones etc. With Brisk Recitation Turn on - you can still cast 2 healing chants and be tanky or one offensive or defensive ability (like Mith Fyr or Her Courage) and gaining Phrases at rate no other Chanter can. Even Sklad -1 cost to offensive chants fall later in game when you get 1 Phrase every 3 sec on Brisket Recitation on. He is also thanks to that most flexible- you can stack buffs or spam invocations faster- just adapt to what you need. Why these Multiclasses? They combine very well damage, control, summoning (very helpful on solo) and tankiness. Troubadour is great for melee class and gave me that nice "Sword Singer" roleplay feeling for my sexy elf. Build: Stats: I went with Might 18, Dex 9 (10), Per 17 (18), Con 6, INT 18, Resolve 7. Reason for that being: Hight Might for high healing and damage. Perception for accuracy + seeing traps, low con because so much healing I didn't care, High INT because Linger on Chanter and buffs duration. Low Resolve because it doesn't really help that much. CC spells/abilities are worse enemy than damage. Race: Pale Elf - pure for roleplay reason. You can go Moon Goldlike for War Caller for additional healing early game or for Nature Godlik for +2 Power for both or Human for early game procing of Fighting Spirit. Both builds are so tanky you can pick whatever race you want and have a great fun with it. Skills: I invested in Althetics for high Second Wind healing (especially on War Caller it was useful) and in History for that sweet stacking bonus to all defensives from The Giftbearer's Cloth (Unique Cloak) which gives +5 to all defenses apart from Deflection and stacks with History. Equipment: I aimed at everything that lowers Recovery if possible and boost damage/defenses or give some nice effects for solo. With Devoted I was quite restricted to Sabers but Paladin could get some good combos with weapons. Helemet: Fair Favor - 15% Hits to Crit and 20% more Crit Damage with Sabers, Rapiers, Daggers, Silletos and Sword. Belt: Undying Burden: +1 Athletics (good), grants another Second Wind (double super heal!), and reduce incoming damage by 10% and stack the lower your HP is up to 30%. On top of that +2 CON. Amulet: anything that gives +1/2 Intellect. Armor: Devil of Caroc breastplate- offers great balance between protection and recovery. Gives -20% Recovery (leave it at 15% Revovery only instead of 35%), +2 Max Power Pool (so +2 Resources), Short Health regen and depending on how you enchant it: resistant to CON, DEX and MIGHT Afflictions or INT, PER and RES afflictions. I went with first as DEX afflictions are imo worst and for INT I can always equip Modwyr if needed. Also I wont lie- I went for look too :D :D Tip: If you want to go for heavier armors make sure to grab Armored Grace from Fighter passives (give -25% recovery on heavy armors) Rings: Ring of the Solitary Wonderer: -35% duration to enemy effects on you when you solo and Entonia Signet Ring = +3 to all defenses (stacks 5 times) = +15 to all defenses. Cloak: The Giftbearer's Cloth as mentioned earlier stacks defenses with History skill. Super strong. If you feel you lack Deflection you can either go Deflection Cloak + Grabbing Superior Deflection from Fighter Passives. On Paladin you totally don't need that :D Hands: Gatecrashers. +2 Might, 50% Chance for Knockdown. Got later a few more but I was strong enough I didn't bother to swap.... For Fighter you may want Bracers of Greater Deflection as they give +7 Deflection which is something our Fighter has lower than Paldin. Pet: I went with extra 15% Healing done and healing on kill (Cat Pet I belive). Boots: Footprints of Ahu Taka (+1 cast with Priest spell- useless, but +2 Dex and 15% more Healing done). Weapons: For War Caller (Devoted/Troubadour) I went with those in the end: It gave me stacking Accuracy and Crit Chance with hits. NOW HERE IS BIG THING: BLADE CASCADE ON SCOREDO SABER: It's 10% Chance on Hit to ignore Recovery for 0.0 sec. HOWEVER - this is base duration and it scales with INT. So for me on 20/21 INT it was 4.4 SEC!!! Enough to make 4-5 Charges without any Recovery. And it procs (as all effect on HIT) with Charge and Cleave, so the more people you hit, the more chance you have to proc it. This is absolutely best saber for Devoted in game. Ignoring Recovery is just OP. Every "Effect on Hit" is procing per one hit- so Full attack with two weapons proc it two times, so Charge being full attack will proc it two times per enemy hit. So if you have +2 Accuracy per hit and you Charge through 5 enemies that is +10 Accuracy after one charge. Cleave also being full attack around works the same. Same with +2% Crit Chance per Hit etc etc. So every effect on hit works best with Fighter due to Full Attacks on AOE. Hence why ALWAYS DUAL WIELD WITH FIGHTER. Also Sabers and Sword are safe because there is quite a lot of unique ones and you can get a lot of them early. Double Rapiers however are awesome (one is below) as second unique Rapier also gives -20% Action speed which combined with below rapier when facing 3 enemies at last gives -50% Recovery. But second rapier is later in game and Squid is expensive to buy. For Herald (Kind Wayfarer/Troubadour) I went more flexible combo as I was not limited by Devoted choice (However above sabres combo is still super strong for Herald, especialyl Scordeo Sword + Kapana Taga): This was great combo as Squid Gave me immunity to flanking (Kapana Taga also does it), and grants Attempted Parley which is -30% Recovery when threatened by at least 3 enemies. Which on solo is 99% of time. It also gives Evade. Kapana has huge Alpha damage and stacks 5% Melee Damage per enemy so for solo it also gave huge melee boost. Before I got Kapana I was running with Modwyr: Abilities- I will list most crucial abilities to pick for Fighter and Paladin and Troubadour. Rest you can change for what you like: Fighter: - Disciplined Barrage, because later we upgrade that to Disciplined Strikes (+ Concentration) which gives 15% Hits to Crit which stacks great with our Saber and Helmet - Two Weapon Style - Fighter Stances - Determination (very good defensive boost early in game, later you can swap that) - I thought Hold The Line is good, but since 99% of time there were much more enemies on me than two I went without it and grabbed Rapid Recovery which was good decision - Vigorous Defense (+Concentration) - +20 to all defenses... yes. - Charge - your main damage dealer since this point. - Mob Stance - this is where real fun begins :D - Refreshing Defense (good for saving resources) - For Level VII- whatever really. I took Power Strike for fun Paladin: - Lay on Hands - Retribution (works great on solo as you are constantly hit and combos well with Kapana - Sworn Enemy - Deep Faith (perma +21 to all defenses, just be nice to people) - Zealous Aura - Two Weapons Style - Sworn Rival - one of best, if marked enemy dies it returns cost, which pretty much means Sworn Rival is for free now. - Optional - You could grab Eternal Devotion for that 10% dmg lash, but 10% is really low. It combines well later with 15% from Mith Fyr though. But still till you get Mith Fyr 10% might not be worth it. - Combat Focus (Concestration is important, later about it) - Either Exalted Focus or Endurance. If you go Focus, grab also Uncanny Luck for +10% Hits to Crit which with Helemt will give you 25% Hits to Crit. If Endurance grab Practiced Healer for even more healing. Or get both. - Level VI skip (we are soon Level VII for Chanter so you don't anything here) - Level VII- Stoic Steel. With Paladin you stand a lot in middle of crowd. You are not mobile like Fighter. Troubadour: - Skeletons- they will serve you for long. They are great. - Soft Wind - one of your 2 healing sources from early to almost end game. - Optional: Dull Edge - it can be very useful on War Caller in early game. Most enemies you will face have either Slash or Pierce damage and this reduce that by 10 points which is very good. Just Linger it with Soft Wind. Not that necessary on Herald. - Level II - for War Caller take At The Sound of His Voice (Paralyze), it's good for maxing Cleave Stance crit chance vs group of enemies. For Paladin I strongly recommend this too but you should take White Worms. Since you have no AOE damage, but super strong single target burst- you can very fast create a corpse and use White Worms on it for AOE damage. Corpse does not dissapear after cast so you can use same corpse as many times as you want. You will need that AOE. Gernics Slew are absolutely phenomenal summons and you can switch Skeletons for them later if you want. I love having 3 small dragons with me :D - Level III, upgrade to Skeletons is good but only if you empower them (I always empower my summons) as they last long and once your big skeletons die and small skeletons will fight, you can cast skeletons again and it will Summon big ones but with small ones still fighting!. Grab Ancient Memory though for sure. Now those two together on Troubadour, no matter if in Linger (stronger healing as they stack) or in Brisk (weaker but still great), they will heal you a lot. - Level IV- Mith Fyr is good sekf buff chant. Also good is The Bridgeman Slew as with high INT you will have super long duration of this buff and works also on your summons. The Charm invocation The Lover Cried Out is not that long (around 13 seconds with 20 INT) but it's quite good as it allows you to have that extra "minion" on battlefield (or couple since it's cone attack) to distract enemies. But since you have summons it's not that necessary. But it's fun! Also very good Chant is The Silver Knights Shield as with Troubadour Linger when Combined with Mith Fyr it gives you perma +10 Deflection, +1 enemies engaged and 15% Burn Lash. Since with 20 INT they linger permanently you have both effect at once. - Level V- Nothing really good here, you can skip this and focus on other subclass on this Level. Her Courage chant works good with Troubadour as it gives you 10 dmg shield per 3 sec on Brisket Recitation however it doesn't really beat 2 healing Chants so it's not that good. Summoning Drake is fun but imo not worth over Skeletons or Wurms, Seven Nights is strong too (if you take it, ditch out White Worms for something else!). Since you should already be very tanky- just take what you find most fun. All 3 will work great. I took Seven Nights just for fun, but you can just skip it. - Level VI- Their Companion is ok (but cast is long) but not worth imo over The Bridgeman. Though +2 Penetration help your summons. Each Kill Fed His Fury is good upgrade. But again- you can also skip Level VI simillar to Level V if you don't find any good here. - Level VII- Mercy and Kindness chant is great. But most important here is Set to Their Purpouse as you can now recover 1 Resource per 3 sec, finally going full with your warrior/paladin abilities. - This is were you go full power of this multiclasses Just take it first! cast it and just Charge, Charge, Charge and use your fav invocations. You have to respec here to grab The Bridge Cought Their Ruse from Level V so you can take Set to Their Purpouse. You can take it earlier ofc but it's useless without it's Level VII upgrade. General Tips and Strategy: 1. Early game: focus on healing chant/chants going on in normal mode so they can linger on Fighter. Important thing: try to always Summon empowered skeletons/other summon at first. Empowered will last longer and be strong, usually long enough so you can clear a lot of enemies. Try to summon them little in front so they can either flank enemis in front or move to back to target casters/rangers. Also take your party members, rob them and then leave/kill them. On War Caller it's important to use Disclplied Strikes or Vig.Defenses before you start cast (or both if a lot of strong range enemies) this will give you 1 or 2 Concentration, enough to secure summoning. Sworn Enemy is also instant cast, so after that you have not recovery on next attack/action so always spam that once you have Sworn Rival. Whatever you attack, use Sworn Rival first as enemy death will get cost back anyway. Paladin is straight foward- heals on, aura on, tank and burst single enemy- white worms, rise repeat. Use Evade from Rapier to get to ranger/mage if needed. 2. Mid Game. Fighter once you get Cleave Stance and Charge- try to line enemies and target weakest one for innitial burst. Once you charge through them, check their HP and charge to the one who you have chacne to kill fast, this will trigget Cleave, which can maybe kill someone again and so on. Fighter is more resources Hungry, but Cleave helps so much in Speeding fights on solo. Penetration strike is useless waste of resources imo, better ignore it. It's more important to keep Disciplined Strikes up or use Charge. Paladin- nothing is changed here. You tank, burst single target, cast AOE dmg invocation to help your-self and tank all day. You are pretty much immortal. With Giftbearer's Cloth + High History + Paladin Passive or Fighter Vig. Defenses you can reach sky-high defenses and be pretty much untouchable by CC and effect (and Lone Wonderer Ring will cut any hostile durations by 35%). On Paladin I also recommend grabbing Modwyr as fast as possible. With Summons it should not be a problem. Then go to Pirate Island on North West and talk to Y-something woman and tell your sword you love it/want it to stay etc. and you have super strong sword. Combine that early with Sowrd of Yenwood and you are good to go. 3. Troubadour Chants and invocaton usage: Generally I start every combat with popping Concentration (or 2) on Fighter and that is why I took Combat Focus on Paladin- I summon empowered summons. If you use Sasha's Sabre and enchanted it to give you back full Phrases after empowering invocation (you should) you can then follow up with Paralyze to set up higher chance for damage, give yourself some room or just get to crucial target. Try to Summon little in front of you so you can either direct summon on range enemies or on back of melee enemies that engaged you. Of course you can go full offensive way with Troubadour and ignore other invocations, but on PotD solo enemies can interrupt you quite a lot so all invocations with casting time have a risk of being cut. You can also totally ignore all invocation (but take summons!) and just go full chants for debuffs/buffs. As for Chants- if you use Sasha's I usually start on normal linger mode to stack healing in case I face greater burst then I thought. Since after summoning empowered allies I have phrases back I can then cast some other important invocation. After that if I see that I don't take too much dmg I switch to Brisk Recitation to get Phrases faster while maintaining 2 healing Chants or 1 other Chant, like defensive one - Her Courage (don't use it without Brisk) or offensive one- Mith Fyr. You can brisk Her Courage with Mith Fyr as usually when you recover you should have Her Courage up and when you attack- Mith Fyr. 4. Late Game - You can just go Mith Fyr, Set to Their Purpose and Anihilate enemies with Charge+Cleve on Fighter. Or just run Old Siec as Chant for life leech + Mercy. Paladin will sadly slow down here a lot vs War Caller but you can still spam FoD all the time with Set to Their Purpouse on so no big deal Overall both are grat Sword Singer classes. Solo was enjoyable and there was a lot of fun with Chantas, Summons, Invocations and melee fights. Also both does not require certain race, though if you feel you struggle with War Caller a lot a Moonlike might be good option. Hope this will help some people
  10. Chanter unlimited resources is ridiculously OP as it allows unlimited spam of the most powerful abilities of other classes. It's probably the most OP thing on the list. Paladin was a great tank in POE1, but with much less bonus def. Current def is just way too much, I'm not asking to nerf it into the ground, just make it reasonable. Disagree on Chanter- it gives you later game fun of actually using your unique abilities. We are talking about single player RPG here. Please give me example of RPG when at the end of the game you were not basicelly a God- that's the point in RPG too. In the end you usually become one of the strongest mortals/immortals around. There is also a fun factor here. Also - if you think this Invocation is too strong, then how about..... Don't use it? It only gives that as it's selling point- resources regen. Just don't learn this one and your problem is solved? Because I find it one of better ways to have fun in the end game and just use my abilities and have fun with them intead of calculating resources. But anyway, It doesn't concern me so I will stop here.
  11. Since I played as Devoted for Sabers, I though I might share: My best combo so far is Scordeo's Edge (20% chance to instant recovery) + Min's Fortune or Sasha's if you play Chanter and need that extra Phrases at the start.
  12. While with some agree, going with that way of thinking will only make game dull and boring at some point. I agree that some things need tweaks but nerfing just everything which is better than Priest 1 st level spells is imo not way to go. Definitely agree on Empower though, Inner Death and Unbending. Disagree hardly on Paladin and Chanter though. One unique thing about Chanter is that he can restore that resources on Level VII, which imo gives him that great unique strong support presance in later game. And Paladin passive defenses is what makes him be that tank. Without it Fighter is better tank. Balancing is ok, but balancing game only towards a small portion of players who seek and abuse every broken thing is imo bad idea. In every game balancing around small munchies-group always end up badly. If someone wants, he can just edit with Notebad numbers on any ability (it's super easy) or use console. More of a problem is game being too easy and enemies being too weak. Not that much of most of stuff you mentioned being broken. Just my few cents. Carry on. Just for everyone else: you can nerf your own stuff using Notepad++ and edit abilities numbers and not worry about patch nerfing to the ground things you like. I always do that and stay away from auto-updating
  13. Hey, Thrice is bad, it deals bad damage and offers nothing. If you really want to grab damage invo on 1st level instead of skeletons I would take The Thunder instead as it at least can stun enemies and displace them. Kind Wayfarer + Troubadour is just AOE healing machine. Gold Pack is very good for solo surviv as it gives that +4 Armor which is huge in POE2 mechanic. With Party you can't go wrong with either. Both will make you extreme tanky with Kind Wayfarer also healing your whole front line.
  14. Hi, I finished game as Herald on PotD solo. Few thing to consider: I spread my stats (can't check now but general idea): Might 18, Dex 12, Perc 18, Con 6, INT 19, Res 6. Res and con low cause I had so much healing and defenses (and combined Ancient Memory with Her Courage think as steel when needed). I didn't need them high. High Might because healing, high Perc because Accuracy and high INT to make buffs/heals/linger last longer. Dual Weapons beat 2 handed in DPS hands down, no contest here. They are not weak, but dual is just better. But you can go 2-handed weapons no problem, especially 2h swords are good and you can get one early with Endless Path blade fragments and yenwood framents. If you play solo I recommend taking Kindwayfarer for heal (also heals your summons), if with party- Shield bearer for that unkillable (with 21 INT and high level it last more than 10 sec I think) or Gold Pack for that lovely combo of Sworm Enemy (return zeal cost upon marked enemy death) with Gilded Emnity, which gives +4 armor and you can spam it for free per every killed marked enemy. In first chanter levels I suggest investing in skeletons and later in their upgrade if you will use them often. From chants take Soft Wind, Ancient Memory and combine them with Troubadour subclass you have linger AOE healing (+ Paladin Endurance Aura later). Since you have no AOE damage, but very good single target burst with Sworn Enemy->FoD I recommend grabbing White Worms invocation for that AOE damage since you can use it on smame corpse and it's quite easy to make that corpse fast with Paladin. As for invocations I would suggest for this multiclass: Level 1 - Skeletons + Soft Wind and Dull Edge for fights when you know there is a lot of blades and rangers (all human/pirates fights usually). Level 2 - White Worms and/or Paralyze Level 3- Nothing really (if solo upgrade to Skeletons is great), just Ancient Memory Chant Level 4- Mith Fyr is decent and the bridgeman slew is great (with high INT it lasts super long) Level 5- Her Courage is great Level 6- Old Siec is good but you have so much healing is not really needed. Singt is not bad too Level 7- MUST HAVE - Set Their Purpouse and Mercy and Kindness.
  15. Agree. Islands are ok, but there is not much on them. I expected some dungeons on islands, like old forgotten cities and caverns, hidden bosses etc. While game is great on many aspects it feels quite empty for it's size...
  16. I felt quite simillar but mostly because in many dialogues I have no option to force a fight. Like for example talking with pirate (being Kind Wayfarer Paladin) and it seems like I have to accept his quest and can't just say "die for your crimes" or something as my character would not work with pirates. That what I miss.. Sure, I just attacked every pirate after talk and killed them but it's not the same.
  17. IF you are looking for weapon that makes you immune to Flanked I only found Unique Rapier (Squid) that gives you that. Nothing else so far
  18. Fighter is still better AOE than zerker. Cleave Full Attack from Stance deals much much more AOE dmg then carnage and Charge on lvl 19-20 destroys group of enemies while triggering Cleave at the same time. Not that Paladin/Zerker is not strong! But Fighter/Zerker would be stronger group killer and Paladin/Fighter would be be imo better combo than zerker/paladin as with Pal/Fighter you combine cheap single target bursting (Sworn Enemy returning cost + FOD for 1 Zeal) + perfect defenses (Passive Pal + Vig. Defenses) and awesome AOE clearing with Charge + Mob Cleave Stance. This is my next character to play as. And you also get Lay On Hands, Greater Lay on Hands, Auras and White flames from Kind Wayfarer for yet another healing and the you can easly skip Unbending totally. Encurance Aura + Rapid Recovery + FoD is enough to be pretty much immortal. Beast for solo. The Ultimate mass murderer would be Fighter/Zerke. Disciplined Strikes giving 15% Hits to Crit, Zerker giving 30% Hits to Crit, Passive giving 5% Hits to Crit, Fins hat giving 15% Hits to Crit (+probably some weapons) = giving at least 65% (probably 70-75 with pet that gives 5-10% hits to crit) Hits to Crit and Having both Carnage, Charge and Mob Cleave Stance together with Nature Godlike and Frenzy buffs triggering +2 Power Level. Not good on solo but hell of a fun with party or at least one healer behind
  19. If we talk about end-game- agree. However levels 1-12 ca be still very challanging to solo, so if going Devoted player can at least aim at best combo as fast as possible. So far above rapiers work great. Though swords are great too. I miss some saber that would give good recovery bonus. Sasha's saber 2% per chant is kind of meh as in multi class you won't have that much chants.
  20. Well, rapiers in terms of power are, but sadly there are only two Unique rapiers in gama, although they combine well, giving total of 50% recovery bonus if there are at least 3 enemies and giving you immunity to flanked: So, I would say: swords, sabers are rapiers are good. Though it's easiest to get swords early game. However at the same time on no-Devoted you could run Squid + Modwyr and have a lot of good benefits combined.
  21. So while I was testing around Fighter/Troubadour combo, I tried to figure out if it's worth to get that +2 Penetration and 25% Crit Damage for giving up a lot of great weapon combos you can get. While there are of course great weapons from each group, like for example 3 sabers, two which you can get quite early: Sasha's and Fin or sword, like Modwyr and wishper of yearwood early- there are a lot of weapons that provide superb effect on your character, like: Immunity to flanking, 30% recovery bonus, 20% recovery bonus, 33% of hitting targets again, self heal, evade, applying afficions on target or buffs on you, dealing area of effect elemental damage, reseting recovery, 50% chance to paralyze enemy on crit and much more. You can combine those especially when dual wield to get max from your character: for example immunity to flank and 30% recovery bonus + weapon that gives you immunity to intellect afflictions and 2% recovery for every hit in combat or weapon that give 50% chance to paralyze on hit, giving chance to trigger with on charge/Cleave etc. Or equip crush weapons vs enemies with armor vs piercinmg and slash and slash vs targets with high armor vs crush etc. When you are Devoted you are stick with what you have. Basicelly give enchantment to your weapons +2 Pen and 25% Crit damage and you are stuck with those. So to people who got far in game and discovered a lot of those great weapons- is Devoted worth for you over Fighter flexibility in terms of weapons? Let me know what you think.
  22. Btw. Later in the game you can find another great Rapier and dual wield them too. It gives imo much more for solo player than dual Sabers: Combined you get: No Flanked, -30% Recovery when more than 3 enemies from Squid, -20% Recovery perma from Rannig's Wrath, give you also free Evade skill (Squid). Imo it's worth to consider going Devoted for those two to combo. With Mob Stance you get pretty much 0 Recovery at the beginning of any fight with group of enemies. Of course later in game everything works, but this combo is worth mention.
  23. Also another reason Pure fighter is better for solo than Devoted is that you can wield great weapon combos. Like for example this Rapier, which makes you immune to flanking (SUPER GOOD ON SOLO! and you can get it quite eary from Pirate Island Dunnande or something if grind gold a little and use some tricks) + Modwyr or Soon And Moon. Soon and Moon has a 33% chance of hitting twice and also give +2 to Fire Power Levels and Squid's Grasp can be enchanted to give Parley - which gives 30% Recovery if attacked by whne threatened by 3 or more enemies (also great for solo) So while Devoted is good for for example Sabers, because there are few decent ones or sword- you can loose a lot of good weapon combos that are actually great.
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