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MadDemiurg

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Everything posted by MadDemiurg

  1. Do you get interrupted much with 3 Res? I remember making a 3 Res melee char when I just started with the game, but rerolled because I didn't like how it got interrupted in tutorial. I suppose flail should be ok because of fast attack and thus small interrupt windows, but what about estocs (do you use them at all)?
  2. They have spammable fire and frost spells, and very hard hitting fire spells. I usually take only scion of flame, which in my opinion is an absolute must. A lot of the builds in that guide are kinda gimmicky though and you'll be able to do better once you get familiar with the game. But it's ok for a beginner, as they are better than randomly generated chars or autoleveled companions.
  3. Tick rate is not affected, that's clearly visible in 1.05 now that DoT damage is actually shown. You don't need any specific testing to figure that out.
  4. There's no "maxing" saves in PoE, since if you increase something, you decrease something else. For paladins as tanks fort > reflex > will imo, as you can compensate for reflex with shields and reduce some of the more annoying will effects with righteous soul (plus in a party the paladin will rarely get targeted by them anyway). But it's not like low(er) will won't matter - you'll regret it when fighting enemies like vithracks for instance.
  5. Your build is fairly solid, although there are some tradeoffs to be made. The ultimate Tank build would be smth like that (credit goes to Kaylon for optimizing the stats): Sir Alistair Brickwall Paladin, Wild Orlan, The White that Wends M 17 C 15 D 5 R 21 I 3 R 17 Talents: W&S, Cautious attack, Superior deflection, Bear's fortitude, Snake's reflexes Abilities: LoH, Zealous Endurance/Focus, Sworn enemy, (any), Righteous soul, (any) There's no "maxing" saves in PoE as increasing one leads to lowering another, and you just chose your poison, but you get a ton of reflex from shield and reduce many of the most annoying will attacks impact via Righteous soul, so for paladin fortitude > reflex > will. Wild orlan is good for some of the tougher enemies like drakes/dragons and vithracks that attack will often, then again moon is better for the majority of early/mid game encounters where you still get hit often. Minimizing Int reduces your support options, but they are not that great to begin with. So your build is also solid and probably better for earlygame (which is the more difficult part for a full party). Order doesn't matter since you don't really need any specific order abilities for tanking (support paladin would go Darcozzi).
  6. Let's wait for the dev reply but my guess is that retaliation should and deep wounds should not (they are an additional property of your main attack that hits vs deflection already).
  7. Also arcane dampener does have an attack roll vs will - both seem to be similar effects in nature.
  8. It's not only wiki, it's the ability's own tooltip as well. Definitely a bug (although one can argue it's the tooltip that is bugged). I'd also say that retaliate is also likely bugged, as similar effects like fire shield/battleforged/Darcozzi's fire have to hit checks.
  9. It says attacks will on the tooltip on the left of your screenshot though . I think this goes into the bug section (nobody cared enough to test it lol). Either the talent or the tooltip are bugged. Personally I think dispels in general should either attack will with increased accuracy or do a concentration check (that would be a new mechanic that is not used for any other abilities however). Should be quite useful for the Thaos fight though in its current state, at least if you didn't dump int.
  10. Open the console Type area transition command to the previous area Do not exit through that door This fight is winnable if you prepare for it even solo, but I don't think you're prepared or in a good position.
  11. And also wizards have arcane dampener themselves. The problem is that you need to beat will save with it, which is increased by said cheat buff spells. I think overall spells like this and non hard CC debuffs should have their accuracy buffed by at least 10 to make them more attractive (they are not useless but too situational atm). Best debuff combo I found to "breach" Thaos is Arkemyrs Dazzling Lights (-14 will vs reflex, which is much lower for him, can substitute with rotfinger gloves which are a bit cheesy) + miasma of dull mindedness (-40 will, graze is enough) + arcane dampener. Can throw a weaken effect into the mix as well. But this takes moderate time to cast. He's completely helpless vs will attacks after you land the combo though.
  12. You said it yourself. Int is flip flopped for the builds, and it affects LoH duration, since it's a heal over time, thus Int guy heals more since might is +3% heal and int is +5% duration. For max effect you should have both maxed.
  13. No, ranged accuracy buffs work with all ranged spells at the very least, aoe spells included, stacking with general accuracy buffs. Even if they didn't stacking problem (ranged/melee accuracy buff + general accuracy buff) would persist on weapons True, also inspiring liberation. But that's ok IMO, otherwise they would not be very useful. Inspiring liberation stacking with itself is not ok though, can add this to the original bug list, thanks for reminding This is a separate topic True, but I think that's ok due to their targeting specifics Also, I'm not suggesting removing any buffs, just limiting stacking (which seems unintended in the first place tbh) and normalizing accuracy ceiling.
  14. Ectopsychic echo. Also it should work with ray of fire scrolls I guess. That's it.
  15. 1. There are 3 different accuracy effects: +x melee accuracy, +x ranged accuracy, +x accuracy, which all stack separately. Since +accuracy affects everything it stacks with +melee and +ranged leading to stacking bonuses of up to 40 accuracy. Same for -accuracy. 2. +ranged accuracy affects spells, since it seems that most spells are coded as ranged attacks. Haven't tested touch spells but I suspect they are affected by +melee (they are so few it is negligible though) 3. Savage attack accuracy penalties seem to affect offensive chants even though it is listed as -melee accuracy 4. Scroll accuracy: Scroll bonuses seem to be balanced around a supposed base 20 accuracy, just like the majority of the spells, however they use base accuracy of the class, meaning that medium and high accuracy classes are getting higher accuracy than intended by ability design. This is also immersion breaking and mechanically weird as a barbarian with no bonuses to lore has better base accuracy with scrolls than a wizard. This seems like a bug or a design flaw/oversight. 5. Trap accuracy. Same as scrolls, although it's less clear what the baseline should be. Suggestions: Make base scroll accuracy 20 for all classes Normalize trap accuracy in the same way (not sure if the base value is balanced around 20 or 30 base here) Remove most +ranged/melee accuracy bonuses to prevent overstacking (devotions of the faithful + eldritch aim, or devotions + blind as a debuff). Change them to a general +accuracy bonus Devotions of the faithful: accuracy bonus/penalty changed to: Allies +20 accuracy, enemies -20 accuracy Borrowed Instinct: accuracy bonus changed to +20 accuracy +melee and +ranged accuracy bonuses only work with melee and ranged weapons respectively The only remaining +melee and +ranged accuracy bonuses are reckless assault and vicious aim which allows melee and ranged specialists respectively to go above the baseline using corresponding weapons. Also maybe change fighter's disciplined barrage and Citzal's martial power to +melee/ranged accuracy. They are now also not overridden and thus made redundant by priest buffs
  16. Actually it's working as described, alltough maybe the tooltip is not 100% clear. "Duration" is for beam itself, it's always 6s. "User +20% beam damage" is a self buff (you can see the icon) that improves damage of all your beam spells by 20% for the duration (affected by INT).
  17. Combat with Maerwald does not end until he's dead so withdraw doesn't break it. Maerwald + Blights and stone beetles wiped out each other for me, only a large stone beetle remained, didn't get any kills. You don't need Calisca to get through the door if she dies permanently . And i didn't kill Nedmar, why should I?
  18. It's possible to kill Maerwald without actually getting any tribute for it . Tactics: lure him out, run to the beetles, withdraw, watch them kill each other. There are also looters and spiders if that's not enough. And 4 withdraw attempts. Save animat until the end to lure any remaining enemies away from you. This is actually the first fight where withdraw was useful (and a very easy one thanks to it). So far so good, heading to Defiance bay with 8 kills. The beginning is pretty hardcore for the class with no initial points in stealth/mechanics if you want to avoid kills. I essentially had to feed Calisca to the spiders to avoid killing them. Greenpeace would be proud. Nevertheless its doable, although in an actual playthrough I wouldn't bother avoiding some extra kills as its too much hassle.
  19. Well, there is also +2 stealth armor from Domnel's Dyrford quest, but I don't remember if you get to loot it if you let the thugs do the dirty work. And also +2 stealth helmet from Parable of Wael quest, but the only way to get it with 0 kills is to lure the party to the lions or treants... Might try that. Higher lore of some classes can be put to use by utilizing stealth/mechanics scrolls for critical places. Yeah, also paladin's zealous "charge" . Not anywhere near as good as priest sanctuary or wizard teleport though.
  20. Potential non Rogue wonky disengagement combos: Wizard: Veil + fleet feet Summons + dimensional shift (15 m range) Priest Summons + withdraw (well, this is good enough to deserve not being called wonky)Ranger Distract with companion + master's call (need to check range on this one)Any other ideas?
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