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Climhazzard

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Posts posted by Climhazzard

  1. ^ You'll have to admit, however, that Devotions for the Faithful in its 1.1 incarnation isn't really worth the time it takes to cast it.

     

    My first play through was without a Priest—and in the first game I never played without a Priest. The reason? It took too long to cast the buffs, so I didn't bother. Sure, Devotions for the Faithful was good; but 4.5s good? Not really. I never needed +20 Accuracy that badly.

     

    Now it offers less benefit for the same overly slow casting time? The chances I'll bother with a Priest have just gone below zero.

     

     

    I usually cast it from stealth.  Something like, party stealths in, unstealth tank, Xoti activates lightning strikes then casts devotions while the rest of the party starts casting any self buffs they need, devotions hits then party unstealths.  If I use it in battle I still consider it worth the time to cast as long as I can also hit a number of enemies with it, it's a nice debuff too after all.

  2. The nerf to the keybreak scepter hurt the offhand scepter monk concept pretty badly.  It's still good for enemies with really high armor of which there are a number in the new PotD, but otherwise I can't recommend it anymore.  I hope some decent scepters get added into the game in the expansions.

     

    Scout is stronger than ever though, with guns of any type.  A gun toting scout might eventually be on the list of MC I make.

  3.  

    And then there's the treatment that Ciphers and Priests got. Now i'm no authority on Ciphers, but Priests i do know. Priests right now suffer extreme redundancy in that many of their spells are just direct upgrades over another. And with the new inspiration changes many of their old staples are husks of their former selves. Now the change to Devotions of the Faithful was honestly warranted +10 ACC is still great but what set it apart from other buffs was because it was meant to stack with other inspirations, in its current form it's suppressed by a basic strong inspiration which are handed out left and right in priest spells. This ties again into what i was saying, they could have left the stacking rules as they were and observed if devotions was still out of line. But now one of, if not the defining spell of the class is suppressed by any of the plethora of Strong Inspirations in the game.

     

    Hang on there, what? Devotions is suppressed by inspirations now? How does that even work, since +10 ACC is better than any perception inspiration's bonus?

     

     

     

    Devotions still stacks with perception inspirations.

  4. Shattered Pillar - wounds only from autos? Extreme anti-synergy for martial multiclassing and lategame in general, when you have power pool to spend. RIP my Monk ideas for 1.1. Everything else was fine, just tuning down the numbers, but this is a mechanical change that makes my favorite Monk subclass play differently and worse imo. I understand why they did it (infinite wounds from spamming abilities), but I still hate it.

     

     

    I think it's probably fine.  With lesser wounds you'll get about 2 wounds per hit and 3 wounds per crit endgame on your normal attacks.  Hit the enemy from 1 to 2 times after torment then do it again, if he's stunned for 6 seconds you can still stunlock him.  The main problem for that is that torment targets fortitude which is often the highest enemy defense, but that was a problem before too.

  5. I personally think you shouldn't get the drug crash if you get hit by arcane dampener, if you have clarity of agony on it will sometimes last only a few seconds, but even when the drug bonus comes back you still have the crash effect.  Kind of silly imo, I hope they fix it, but I suppose it's probably not even on their radar, in the meantime just play like mentioned in my previous post.

  6. Hardly.  Unless there's like 6 guys standing around waiting to cast it..  it's no problem.  Leave a ranged interrupter in stealth until the wizard starts to cast then interrupt it, they only try to cast it once, there's probably a decent reset timer on the AI script used for arcane dampener.  You can also use another character to bait out the arcane dampeners at the start of the fight.  

     

    Another good thing to do as Nalpazca is take a will boosting passive, like I take the +15 will passive on my transcendent.  After that, use the will boosting drugs when you're in any encounters against wizards that have arcane dampener.  My transcendent can get up to 150 will defense at level 14.  Lastly, if you do get hit just immediately pause and consume another drug. 

  7. We all know 2h weapons are bad in general, needless to say. I open the thread because due to new +2 armor in PoTD, 2h sword becomes even less appealing to many classes. Only a Devoted or berserker can make it perform normally.

     

    From the armor values I'm seeing I honestly think you want to multi class to something with thunderous blows if you go Devoted.  So brawler or brute to really put a weapon to good use.

  8. Except heartbeat drumming is only supposed to proc off of crits, and it is shown after hits several times.  I'm assuming that the reason it's so powerful is because even the procs from swift flurry and heartbeat thrumming are AoE hits, but you can't really tell if they are chain proccing from that screenshot.

  9.  

    Afaik both upgrades are meh, the third tier blood is okay while the third tier spirit is meh again. Initially I thought that spirit would be better, but turns out that most builds use blood. Alternatively, just never upgrade Frenzy, that's fine too.

     

    I was considering doing that - doesn't Frenzy go up in cost if you upgrade it? 

     

     

    Not with patch 1.1

  10.  

    Imo the problem with two handed weapons isn't their penetration.  It's full attacks, which favor dual wielding, and their recovery time, which make the character far less reactive than characters dual wielding.  I was rather hoping to see many or most 1 resource full attacks nerfed to primary attacks for the sake of 2 handers (I'm sure much crying would ensue), but that hasn't happened.  Perhaps obsidian actually think 2 handers are good right now, maybe they have other ideas and they just didn't implement them.  Incidentally making full attacks into primary attacks would also buff single wielding and dual wielding a single ranged with a single melee.

    Would that not just shift the problem from favoring dual wielding to favoring 2h weapons, or reduce the number of 'optimal' attacks for damage builds? I think it would make more sense to have full attacks do reduced damage while dual wielding but still hit twice, or have 2h/single weapons do extra damage on full attacks.

     

     

    Perhaps, I'm no balancing expert.  I think dual wielding would still have a big advantage in reactivity from low recovery, plus it'd still have better auto attack damage and be better with on hit effects.

  11. Weapons basically fall into penetration and speed categories with a bonus for each weapon category.  High penetration/dual damage type like scepter or warhammer have a lower base damage.  Low penetration/dual damage type have good base damage.  Low penetration/single damage type have the best base damage.

     

    Imo the problem with two handed weapons isn't their penetration.  It's full attacks, which favor dual wielding, and their recovery time, which make the character far less reactive than characters dual wielding.  I was rather hoping to see many or most 1 resource full attacks nerfed to primary attacks for the sake of 2 handers (I'm sure much crying would ensue), but that hasn't happened.  Perhaps obsidian actually think 2 handers are good right now, maybe they have other ideas and they just didn't implement them.  Incidentally making full attacks into primary attacks would also buff single wielding and dual wielding a single ranged with a single melee.

  12. I'm using my transcendent build.  Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

     

    I haven't had the chance to compare it to other builds.  Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

    • Like 1
  13. I'm enjoying the new PotD as well.  I always grab a hireling that I spec to Herald at the start of new games, so I didn't really feel the pain of newbie island that others are feeling.  Getting Aloth was a bit dicey, but once I had him I was able to take care of half the looters with chill fog.

     

    After that quests around Queen's berth and Dunnage for a few levels. 

     

    Then Hasango.  Hasango hasn't really changed much but the boss room is a lot harder than before if you don't rush down the totems.

     

    I would normally do Poko Kihara before Hasango, but that place is just scary now.  You'll want to eat those disengagement attacks to avoid the Titan's grab, because it's a OHKO on many characters at level 10, lol.  And kite him around until you can focus down the Risen.

     

    The old city area was easier than Poko Kihara, but it's received some love too, and I learned the worm boss can grab and smash too (He's way beefier now as well).

     

    That's pretty much as far as I've made it atm.  I'm a bit sad that the unexplored islands were untouched, makes exploring a bit boring in comparison.

    • Like 1
  14. I'd like to ask you 3 questions:

     

    1- do you find 1.1 solid in terms of bugs?

     

    2- are the save importing from PoE1 working properly?

     

    3- is the 1.1 version harder at veteran/PotD than version 1.0 or continues being too easy?

     

    Thanks in advance :yes:

     

     

    1.  It's not to buggy that I can tell.

     

    2.  Not sure, but you can get all the sword fragments properly with custom history now.

     

    3.  It's many times harder.  Don't even try Poko Kihara at level 9... lol.  It's a little inconsistent though, because basically all the unexplored islands are the same as they were before, while most of the quest related encounters are either buffed a bit or buffed a hell of a lot.

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