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About Climhazzard

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    (7) Enchanter


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  1. There are places I think Deadfire innovations were an improvement over PoE, and places I think they were a downgrade. -Didn't really care for the armor/pen system. Armor doesn't really feel meaningful as long as it was enough to prevent overpen There's a mod on Nexus that does a good job with it. I was personally content with the system PoE used though. -Multiclassing is nice, but they definitely shouldn't add in more classes, let alone subclasses, if they're going to retain multi classing. In the interest of balance. Except, I somehow feel that "watcher" should have been some k
  2. It's a shame because the story leaves room for a 3rd game, but now we'll probably never get to experience it. I personally consider it and PoE must haves for CRPG fans. But I guess a lot of people were lost on the first game.
  3. Back to PoE2 after a long time hiatus, to try finishing the new content, but this time with mods to improve some of the things I still find dissatisfying about the game. Found this thread while looking for mods. Just using stuff from the Nexus because I like to close steam when playing PoE2 to save system memory. Feels like it still has memory leaks as it gets kind of choppy if I play for hours. So anyways... -"Community patch". Every part of it. -"More custom AI conditions" Adds a lot of flexibility for programming your character AI that the original game needed, it's u
  4. My Herald is usually something like ShieldBearer/Troubadour with 18 might/intelligence and 12 resolve. 18 might is necessary for Ancient memory to heal over 1hp per tick when you first get it, and 18 intelligence allows you to overlap your chants for when you get mercy and kindness, plus high intelligence helps it hit more party members. After that I'll either wear items that further boost might and healing, or that reduce recovery. A low recovery is nice so that your lay on hands is responsive while letting your character cast and/or attack normally. The one Herald is the only cus
  5. "Slowly kill them" You answered the first question with the 2nd.... Just like the guy the other day bragging he could kill the steal preacher in 40 minutes with 2 Heralds... Wtf I'd rather kill him in a couple minutes thank you very much.
  6. Does this combo only work with the 2nd phantasm spell? I've seen you mention it a few times but when I tried it the phantasm just gets my normal weapons and not the draining touch....?
  7. I like to use the Shield Bearer Herald, their sustained AoE healing is great and their single target healing is fast and powerful. They can't heal themselves though so I usually have a secondary healer like Xoti or a Druid.
  8. The blood sage synergy is pretty good (Monk-Bloodmage), though not for soloing. Blood sacrifice provides spells and wounds so you really never run out of either. High micromanagement though, you want to blood sacrifice after pretty much every spell use. Use corrosive siphon to keep your health up.
  9. Single class monk has some really strong late game abilities too. I personally just don't do it because single class characters are less interesting.
  10. They have good tools for multi classing though. For example a caster will get +5 might, +2 penetration, +10 intelligence, enduring dance, increased action speed, infinite summon support via the dichotomous soul, good get off me ability in efficient anguish, great ability to resist status via enlightened agony, and iron wheel for emergency toughness. They can get and/or offer a lot for martial multi classing too.
  11. Xoti as a contemplative can be quite useful. That's because with Enlightened agony permanently active she's your most status resistant character on the team, which allows her to resist most status and use suppress affliction to remove them from your team. With Tuotilo's palm upgraded she'll be tanky and be able to dish out her share of damage too, though obviously not as much as a dps character. After that the healing is useful though not as good as a Herald or Druid. Withdraw is a nice spell, though it lasts a little to long imo. After about tier 3 onwards you'll have better support spells
  12. Minor MIssiles are minor to say the least, I personally think waving a scepter at your enemy is better. That aside, you'll probably need access to a few defensive spells like spirit shield. Pretty much all the early fire spells are useful if you can line them up. Set the game to pause when finishing a long spell cast so you can retarget the spell for best effect. For an early spell that really synergizes with blood mage take Concelhaut's corrosive siphon, it'll regenerate your health significantly so you can keep casting without a lot of team support, it works pretty well in combination wi
  13. Been playing a Blood sage on my current playthrough (Monk-Bloodmage). It's a good combination but requires very high micro to reach it's full potential. If you have a Herald in your party and you're sitting in the backlines then the best way to play it is to just use blood sacrifice after every single spell cast for infinite wounds and spells. Might affects your self damage and your self regen, so it's not bad if you want your abilities to do plenty of damage. Personally I just max perception, use 10 resolve/constitution, then split the rest. I think I had maybe 1 extra point in might
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