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Posts posted by Climhazzard

  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 kind of unique progression path, maybe a parallel path or something of the like.

    -The endurance system from PoE was good, bring it back.  As for rest, take a look at Pathfinder, I felt it had a nice rest system.  Also, vancian casters, I didn't really mind them.

    -Deadfire's inspiration/affliction system was a great idea.  I'd definitely keep it.  Though maybe buff both a little.

    -Comparing both games to pathfinder or D@D, there's two things I really liked.  A: No prebuffing.  B: No random rolls on stuff like disarming traps, or conversation checks.  Some people might disagree with me I guess but...  Playing pathfinder, I felt like I constantly had to manage a million and one buffs before every battle, not fun.  As for rolls on traps, etc, I feel like that much randomness should stay in the roguelike genre.  It works in PnP because every consequence is permanent, in a crpg it just encourages save scumming.

    -Deadfire's spellcasting never felt that good.  A lot of effects were pretty short compared to the total cast/recovery time.  This felt especially bad playing cipher.  PoE felt better in this regard, at least I thought so.  

    That's all that currently comes to mind when thinking about game mechanics, which is what I mainly care about.  Location, anywhere but an archipelago.  Story, just whatever as long as it's good.  Characters, the watcher and whoever, Eder's the only one I'm attached to, but him getting to settle down somewhere and have a peaceful watcher free life would be well deserved I think, lol. 

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  2. 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 unfortunately still missing some things though, like "Self: beneficial effects suspended" would prevent ability spam when using "Self: Has inspiration (not)".  Or like, it has clarity of agony in the monk list, but not enlightened agony.

    -"Deadfire tweaks"  Some parts are OP.  I like pretty much everything except the "new (class) tweaks", of those I only used the cipher and rogue tweaks I think.  I liked the "new" priest tweaks with the extra casting passives, but after playing with it I think some of the new healing spells are to strong.

    -"Deadfire combat tweaks"  The penetration mod.  I really disliked the armor/penetration system for PoE2, this alleviates that.  And as a side effect of the changes it makes single wielding a more viable build choice (because it buffs crits to alleviate the overall damage nerf of improving armor)

    -Female portrait packs, like all of them.  So many it's hard to choose a portrait.


    I'm currently playing a Devoted psyblade, which is good, but being stuck with just a sword to generate focus is starting to feel kind of limiting now that I'm hitting the mega bosses, so I might revisit my transcendent build soon.  In which case I'll probably also try out the "Deadly deadfire mod" assuming it is compatible with the PotD tweaks from "Deadfire tweaks".  The enemy levels of many world encounters are set way to low for the vanilla upscaling system.



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  3. 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 custom I'll take.  I'd actually been considering how to use Palegina instead because I don't like taking customs, but her stats/sublasses aren't near as good for it, so I hadn't thought it through all the way yet.

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  4. Who needs offense when you have defense and eternal and renewable DOTs? Who cares if your damage and accuracy is low, if your enemy can never kill you and you can slowly kill them? 





    "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.

  5. If you can't land a debuff then you also can't land a normal hit, right?


    It's always the same:


    Buff your ACC in order to land a debuff which lowers the defenses in order to deal more damage. The road to victory. Everything else is just fooling around (just my opinion).


    That's the reason why modals like Body Blows, Bewildering Blows and such are so powerful. -25 to a defense is great.


    One example: Geomancer with a club or Willbreaker, Stalker's Link and all the other ACC stuff, Miasma, Eldritch Aim, Concelhaut's Draining Touch and Essential Phantom can reliably buff his ACC so he can reliably debuff enemies' Will by 65+ and then let the Phantom crit the enemy to death with endless draining touches which target will. You can overcome every defense in the game with this because it has a) ACC buff, b) defense debuff and c) means to deal damage. If you can achieve the same with other combos you win. There are other ways to win - but in my opinion those three steps are the quintessence of PoE combat. Who doesn't buff + debuff makes combat more difficult. Which might be intended...


    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....?

  6. 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.

  7. 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.

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  8. 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, especially Devotions for the faithful.


    Tier 1 and 2 spells are definitely the boring part of being a priest.  They ought to have added some lower level fire spells so you could do a fire priest build right from the start.  Oh well, I'll never main a priest because I think they're boring, but it's nice to have one along for their unique support.

  9. What kind of spells would you say are the best choices to be trying to recast constantly? I’m only on level 4 with my Tactician/Blood Mage, so for me it’s been Chill Fog and Minoletta’s Minor Missiles so far.


    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 with combusting wounds too.


    When i don't mind a bit of heavy micro I'll start a round off with Eldritch aim then immediately use blood sacrifice so my first serious spell gets a powerlevel boost and a perception boost, plus as a blood sage I'll get enough wounds that way to use thunderous blows which helps my spells penetrate and do more damage too.


    The first fire spell that isn't to useful imo is wall of fire, since it has abysmal penetration, I only find it good for proccing combusting wounds, but I'm sure there are plenty of better ways to proc combusting wounds, like chill fog.


    To be honest it's nice to just carry around a heap of grimoires for various situations.  Some of the aforementioned spells target fortitude for example which makes them hard to use on a lot of enemies.  Enemies with really high fortitude saves often have low reflex saves though so stuff like fireballs and lightning bolts work better instead.  You'll also find the lightning spells to be the only efficient way to apply damage to iron and steel constructs.

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  10. 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 than the others.

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  11. I was actually looking at the guns in my inventory recently because I was hoping to make Ydwin a dual pistol wielder instead of frostseeker.  But it just seems like using The red hand will always be better than Pistols because of Maia's armor.  Am I wrong?  What are some good early pistol builds?


    I was thinking of making a separate thread to discuss this and I might still, but for now the question seems on topic here.

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  12. If it's anything like trying to use Dance of death in melee (the un-upgraded version) it's probably a fairly useless combination especially when compared to any other melee cipher combo.  I'm sure you can probably get it to work on fights with few enemies, but a regular cipher/melee combo gets a ton of focus from very few hits, whether or not they're getting hit themselves.


    It's probably not going to be a match for other Cipher's even for ranged builds, unless telekinetic burst ends up being good for it's cost?  Using Ydwin as an example, a gouging strike from stealth, then another right after unstealthing, using frostseeker, nets well over 100 focus.  Granted her focus generation is a bit frontloaded, but she'll still get decent focus generation for the remainder of the fight even if she just uses auto attacks, unless the enemy has very high defenses.


    You can do that already using Mortification of the Soul. Also if you have high defenses you won't get hit by afflictions either. The point of the forbidden fist is to apply Enfeebled which comes with a very high cost (slow wound regen and self damage)


    That's about the only benefit I can see from it.  The damage ticks get nasty really fast.  Think at around four stacks or so it was doing 70 raw damage a pop.  The damage doesn't scale fast enough with the stacks to make it even remotely worth it.


    To give some numbers.  Each stack of Forbidden Fist Curse is +25% damage to self and +6 raw (increases with level scaling).  Voidward does reduce the damage.  At two stacks on my MC Goldpact/Forbidden it's doing 17.7 raw per 3 seconds with Voidward on.  The thing is, it seems like each stack is getting the total amount of raw damage bonus.  So at one stack its a +25% damage to self.  At two stacks it's two +50% damage to self bonuses.  And so on.  At four stacks it does 70 raw damage per 3 seconds for 28 seconds.  That's WITH Voidward and Ring of the Solitary Wanderer and Clarity of Agony active.  To add insult to injury, the duration of the curse increases with monk PL.


    But you get a +100% damage bonus with Forbidden fist attacks so it's all good!  And +14 Health each time a hostile effect expires!  I really hope these numbers are a bug with how the curse damage is stacking because this is a really bad joke.


    So yeah, the only reason I can see to go forbidden fist over another monk is for the ready access to enfeeble.  Good luck getting it on more than two targets at a time without murdering yourself. 


    The more I playtest these subclasses the less inspired I find them.



    Top this off with the fact it barely generates any wounds, therefore is unable to use 2/3rds of it's abilities, and the subclass is basically worthless unless you really want to enfeeble someone for some reason.


    I was trying to mess around with multi class combinations to create an out of the box version of this class that could generate wounds at anywhere near the rate of a normal monk, but you can't even come close.  Chill Fog/Pale elf is a possibility, but not out of the box because the blind lasts to long without specific equips.  And even when you do get it working you're still not going to end up at anywhere near ten wounds from it.  Tanglefoot is also a possibility, but both these abilities have a 4.5 second cast time, and you're not going to generate a decent amount of wounds from them until nearly 30 seconds into the combat.  A normal monk, helwalker, or Nalpazca; at endgame, literally only have to get hit a few times to cap their wounds; and a shattered pillar is generating two wounds per hit, maybe one if you're built as a tank.  All generating many times more wounds than you'll ever generate as a forbidden fist.  There are a few situations where your wound generation might barely be adequate, like when fighting the auto charm fampyr, but that's seriously situational compared to what other monks get.


    My suggestion, just for wound generation (so ignoring the ridiculous amounts of self damage for now), would be to give the monk passive wound generation when their soul is cursed, and to increase the wounds from expiring effects to 2 from 1.


    So I haven't played this game since around 1.1 or 2.0, and recently decided to give the new content a go.


    I'm a fan of monks, and was wondering if anyone has worked out how to make this Forbidden Fist subclass from the 4.0 beta consistently generate wounds?


    Primarily the curse from the forbidden fisting, I imagine.


    Stacking curses will likely add more wounds.



    The curse also increases the wound cost of forbidden fist, meaning you'll use up any wounds it generates when you use it.

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