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Ichthyic

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Everything posted by Ichthyic

  1. yeah, I'm one of those that really REALLY hates all things mushroomy... especially sporelings and dank spores. noisy damn things (sporelings) with evil endless mind control and soul-sucking tendrils (dank spores), and immune to all the good disables. I love going after them with fully enchanted, dual wielded, Bittercut and lagufaeth stilleto. Slash and burn, baby! ...well, slash and melt, anyway. too bad it doesn't work so well for swamp spores. *sigh*
  2. one, you can be in combat at the same time in a lot these areas. two, roleplaying: ur doin it wrong.
  3. 3 so far, in the twin elms areas and surrounds, just for starters (blood sands, galwain's maw). there are at least that many I have run into in white march. 5 in Cad Nua that I recall... these are just the ones I recall. I'm sure there are plenty more. all noted, because you can easily step on some of them, and because you could easily be low level
  4. you can be as low as level 7 or 8 when you reach this area. NOT at all easy to get traps skill that high at that level. I should have added that to my OP; I recall intending to, but somehow missed it.
  5. yeah, I just figured it out after going into combat. edited for facepalm.
  6. I notice that "soft winds of death" is now only 2.5 endurance loss/3 sec. used to be near 8 IIRC. and, far more important... dragon thrashed is now 75% nerfed!!! why the nerf? early game, it was the only real aoe damage chanters had available to them, and even at its previous strength, it was far from OP, and dragon was the mainstay of chanters, and really the only reason to even pick one. now... it's nothing more than a placeholder. any other changes that people have noticed? my desire to do a replay with a group of 4 chanters just lost a lot of appeal. edit: *facepalm* I get it now... they are listing the damage per 3 sec instead of per 14. the damage hasn't changed, it is just listed in more accurate fashion as what happens "per tick" now.
  7. seriously... in blood sands for example, there are now level FOURTEEN traps on chests. they insta knockout, btw. says it does 100 endurance damage, but even if you have 300 endurance... it knocks you out. ridiculous. whoever designed the trap system for PoE keeps on getting it wrong... and seems to be getting worse instead of better at it over time. the only remaining game mechanic that still needs serious fixing left in the game, IMO. seriously, whoever is currently managing it? put them on a different project; give it to someone else to manage.
  8. sorry, but no. gaze of the adragon traps, at level 10 mechanics, last only around 4 seconds max, and you don't have enough room in the cave to lay more than a couple, even assuming you have more than one character with high level traps skill. it doesn't work like the mage spell does any more. there are sooooo many ways to better deal with that fight that trying to screw around with traps that do next to nothing.
  9. Wizard tank, wizard blaster, cipher. wizards are just huge on both melee and ranged aoe and control and ... well everything. their only weakness is a low health pool, and your wizard tank has tons of ways to compensate. cipher, because they have so many ways to make fights easy, and are almost as good as rogues at single target damage because of the whip. Rush to get Ninagauth's grimoire asap. Alternatively, priest tank, which will be less offensive, but useful in those times when you can't lockdown things that inevitably will dominate one or more of your characters. LOOKIN' AT YOU, SPORES (with a sideways glance at fampyrs). but, if I was going for 4 instead of 3, I would definitely be trying a "barber shop quartet" of all chanters, designed to complement each other's chants and invocations. not as powerful as the 2 wizards and cipher, frankly, but I'm curious to see how it would work out.
  10. here's another thought: Daggers and stilettos use entirely different focus, so you probably are going to be looking at using one OR the other for maximum efficiency. I myself prefer stilettos because DR, and the ruffian focus also has the blunderbuss (still the most powerful slow weapon in the game). but, what's that you say? you don't want to limit yourself to only piercing damage with stilettos? You hate Spores with a passion that borders on the insane? well then, there is a VERY easy (in large numbers!) to get stiletto in white march. just kill some lagufaeth. their stilettos do slashing damage, and you can enchant them with anything you want. who needs specials when you have 14 points of enchantment available? also, they actually look pretty cool to boot.
  11. It skips your recovery phase, not reload. yes, that's correct. yes, but that requires that you switch to the new weapon immediately after using the previous. what the stacking quickness does, is that if you decide to switch while your action bar is already on cooldown, it will not bump your action bar progress back. this is very valuable for long fights I have found. which makes it very valuable for pretty much all of POTD
  12. short answer: I'm sure it is possible, given there are asset editors you can use to edit your characters. long answer: go here: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor and grab the asset bundle extractor, then go to the data folder where the assets are located, make a backup of the character you want to play with, and follow the instructions for how to edit an asset properly. instructions that will help can be found here: https://www.reddit.com/r/projecteternity/comments/490vwk/good_news_everyone_theres_a_way_to_permanently/ however, those only tell you how to edit stats. it's possible the same file also contains model data for your character, but I haven't looked. good luck!
  13. ...I was the first to suggest this, well over a year ago, and I think the suggestions sill stand, even after 3.0: -the number of traps you can lay should depend on your mechanics skill. 1 trap per 4 levels of mechanics would be good. -distance required between traps should be lowered by 1m, flat. -triggering radius on traps should actually *be* what is shown when you lay them down. even grazing the edge of the circle should trigger it. even increasing the current radius by 50% would be good. the damage nerfs are fine as they are, provided you could actually lay a field of traps, instead of just ONE, or else at least dramatically increase the radius of triggering. Hell, a priest's seal has a HUGE radius of triggering compared to a trap.
  14. 6 Killing Bolt traps were pretty useful to me in Alpine Dragon fight You can buy them in Stalwart, as well as Chaotic Orb (or what it's name) trap which is good vs groups. However, most damage traps are pretty weak. laying down 6 killing bolt traps, that will actually hit (meaning every one of your six characters has to have high mechanics skill), and you have to space them so they are no closer than 3m from each other... yeah, not really buying this as a good strategy. not denying that since it is the ONLY trap that does good damage (100) it is one of the few worth using... the amount of micromanagement and sucking of skills from other useful skill types means this is one off with huge costs associated with it. don't confuse people.... you can only lay ONE trap per character, and traps have built in negative to hit modifiers, so you have to have a good trap skill level for each character you want to lay a trap. I suppose if you want to spec every character into traps, then respec them after this one combat, that would work, but as a general strategy... it's bloody terrible.
  15. I never bother, their damage/CC is pathetic compared to priest traps which share the same limit. Also you only get a visual indicator of their trigger radius, not the effect radius so you might end up hitting yourself. Traps are very 'worth it'. Not mentioning that not every party has a Priest, traps give very different bonuses. Traps can very easily turn a 'hard' encounter into an 'easy' one. A well placed Tanglefoot trap gives a ranged party (that is minus CC) enough time to get 2 or 3 more shots off before engagement. Gaze of the Adragon Trap is simple incredible. A long story short is traps serve a similar purpose as scrolls/potions/spellbind weapons do. They give characters that normally don't have access to certain things that others do. Jack your Tank Fighters Mechanics and fill him up with Fireball traps. Now you have a Tank Fighter that starts the combat with a +30 accuracy Fireball every fight. you must be playing a different version of the game than the rest of us. traps have a TINY (meaning: enemy must actually step directly on the very pixel the trap is on... the radius shown is meaningless for triggering) radius for triggering, so good luck getting even one of those onrushing enemies to step on it, plus.... activation radius is also small (one meter), so exactly how many enemies you expect to hobble? Adragon traps, even with good int and good mechanics skill, now only petrify for about 4 seconds, max. not impressive. to get a +30 accuracy fireball trap, you would have to jack your tank's mechanics sill to over 10. meanwhile, you could instead jack his survival skill to get huge flank or accuracy bonuses, among other things. plus, that fireball trap effectively only does about 20 damage, max, to again a tiny area. you trying to sell the value of traps belies the reality of their use. let me guess.... you're the one that created the trap designs to begin with? lol yeah, having used them... they don't at ALL work like you suggest.
  16. anyone know offhand if the weapon change recovery from the Coil of Resourcefulness stacks with the quick switch talent? if so, that should theoretically make weapons switching have zero delay. ....tried it... seems to do just that. my time progression bar no longer jumps up at all when I switch weapons.
  17. watch it with the mourning gloves... those things have a bug (3.01) where they remove health instead of add. it's not a lot either way, but it's there. don't think it stacks, but it could conceivably knock you out if you are at very low endurance.
  18. 2 might does not give you +40% damage, so that is not nearly as good as vicious, plus the spears have +5 accuracy, giving you more chance at crits. the only advantage to the warhammer is the dual damage types. spear still wins for damage most times though. granted the warhammer looks WAY cooler though. ...just some actual numbers: level 13 rogue is doing average ~120 damage per round (>2 attacks per second) plus complete stunlock on single target, just with normal attacks (so long as I keep target flanked... which is hardly difficult). target tested was troll. I at least figure this shows that cladhaliath is indeed worth the effort to get now.
  19. Resurrect... bcz NEW! with the new content post 3.0, you can create an exact duplicate of the spear you enchanted here using the helwax mold (just did it). the duplicate will carry any other enchantments you added on to it as well. so, for a rogue, that would mean say... 2 legendary vicious spears that can stun on crits. and since rogues crit a lot... and there are a great many things that can trigger the "vicious" condition (stun being one of them; it's a sneak attack), you can nearly stun lock enemies with a constant +150% to damage (2 x vicious, 2 x legendary). I just tested this in combat, btw... and it works. each weapon can crit for stun, and it's nearly guaranteed on a high level rogue will will crit at least once per round so... stun lock. Or you could give them to your barbarian to stun crowds. the ONLY downside I can see is that they only do piercing damage, but you'd have that problem with rapiers, stilettos, etc. anyway.
  20. oh, and now that I've played a good amount of time with the latest patch... yeah, shadowflame is actually the best spell in the game, hands down. fast... reasonable damage... good radius... paralyze... AND you can cast OUTSIDE of combat. put a few stealth points on your wizard, and you will be able to cast it right into the middle of a group before they have any clue what's happening. why would you start combat against a large group of tough foes with anything else?
  21. uh. no. a blast wizard is pretty much on a par with a ranger for both crowd control and damage. they can use one of the few decent soulbound weapons in the game (the scepter). free mass domination 10% of the time? fast attack? slash/crush damage? yes please. plus, it's the most accurate weapon in the game, AND does bonus raw damage AND can cast a stun if needed. don't like that? hell, there are really nice wands and rods galore in this game, all of which will apply their damage like a barbarian's carnage attack, if you build a blast wizard. ...pew pew, indeed. I think perhaps you really haven't explored these classes very well. The wizard is the only class in PoE I find entirely indispensable, even though I never play one as my primary. plus, they are HUGELY flexible...hell, if you don't like blast wizards, you can easily build a melee wizard that can fight AND tank, and they just keep getting better at that as they level with summoned weapons that do massive damage and specials. Druids are great for fighting beasts (very low level charm and paralyze beast spells), and call lighting in and of itself can win a lot of fights for you. massive wildstrike damage in shifted form is easy to get; treat them like you would a rogue (squishy), and they do just fine, though they also have spells to bail themselves out of trouble too. Before 3.0 I would have said a cipher is better, but now with the nerf to starting focus, they are really only better than druids at very high levels.
  22. I'm running 3.01, and what I see the gloves doing, is removing endurance, then immediately adding that exact same endurance back (you see both red and green floating numbers at the exact same time) so my barbarian, for example, is not losing any endurance with the gloves. i assume this is to keep the gloves from increasing your endurance over maximum. *shrug* everything else seem to be working just fine on them. edit: in the end, what I'm noticing Is I am only taking the last damage from the gloves, the others being healed. so if i kill something and that ends the combat, I take damage.
  23. I had Forgotten Tear of the Beloved equipped on my priest, but I noticed when I left the White March area.. it simply disappeared, right out of his hand. I'm curious if it will reappear when I go back, but for now... might want to look into that. will try spawning it via console. edit: spawning it works. have no idea why the original disappeared.
  24. blunderbuss generates TREMENDOUS burst focus, on anything that basically isn't highly resistant to pierce damage. as of 3.0, you can easily get 15 damage reduction bypass (7 from lead spitter, 5 from pen shot, and 3 from bracers you can get from the Alpine dragon), which means each of your pellets is usually doing full damage, plus bonus from biting whip, plus whatever else you have on top. I usually average 90 focus per shot above level 11. what's more, the speed is meaningless. give yourself quickswitch, and ANOTHER blunderbuss, like scions roar, and now you can generate as much focus as you need for any fight. need more? arms bearer and swap to another blunderbuss! then, add envenomed strike on top of that, and now you're generating around 120 focus on average. the only thing this is a limit to is really pierce resistant foes, so if you run into those, swap to a club or sabre dual wield set up, and wait until you paralyze something first then attack. if the idea is to actually have your cipher... using cipher spells, then burst is the way to go IMO. if you are building a ranged weapon cipher (less casty, more shooty), you will probably want to use a warbow instead, as those will give you more dps, but not nearly as good single burst focus. melee ciphers work well too... treat them pretty much like rogues though, as they are a bit squishy. but yeah, for me.. I like using my cipher to control the battlefield AND generate damage, so a good casting to start off, then a blunderbuss shot, then I usually have enough focus to control the fight from there just using spells. ciphers have some really good fast cast spells.
  25. when/where exactly does this pop up? I have wm2 installed before I even hired him on, have gone through all his dialogue... no quest pops. ah, found this in another thread:
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