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Climhazzard

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Everything posted by Climhazzard

  1. I'm thinking of going for a Sage (Monk/Wizard) multiclass for the Arcane Reflection spells in order to protect my Nalpazca's drug benefits. Could also wear one of those rings with "Suppress Affliction", I suppose. Suppress affliction rings won't help, they give you the level 1 priest spell which is a spell used reactively to counter afflictions, and I don't think it works on arcane dampener. Regardless if it worked, it wouldn't help. On my transcendent build arcane dampener only ever lasts for about 5 seconds because of a high will defense and enlightened agony, but even after it clears and the drug bonuses come back I still have -100% healing. I have to use another drug. I think it's silly that an "arcane" dampener effects the drugs at all tbh. What I do, since enemies that use it only use it once, is bait it out with my tank before I bring my other party members into the fight.
  2. Seen 15 trap. It's in that dungeon with pretty much nothing but traps and a few sigils or whatever the pulsing ****s are called. Where you risk being drowned in sand if you grab the hammer. There's a path through the traps of easier to disarm traps.
  3. Lol, I think I just remembered why Maneha didn't show up from the save I have of my Ironman PoTD run from PoE....
  4. My tank doesn't even really need that stuff and I can still go get a coffee... I do think the skill scaling gears are completely out of line compared to everything else available though, and the signet ring effect should probably cap at say 3 enemies. Seeing a lot of the build videos being posted right now, it's really not just the skill scaling gear that is out of line. I really do hope some of this stuff gets hit by the balance pass coming soon, but I'm not really getting my hopes up. I'm guessing it'll be 3.0 before this stuff is balanced.
  5. You can get wounds from Torment's reach, so i would assume you can get them from Flagellant's Path, it's not exactly exploity though since they cap at 5 wounds. Not sure about Tuotilo's Palm or Bounding boots.
  6. Paladin/Troubadour (with 20 intelligence buffed and high might) is a very hands off healing over time approach. Healing is a bit weak early game though. It's something like... Early game. Lay on hands (this is best if you went shield bearer), Flames of Devotion (Kind wayfarer) After level 7. Lay on hands, Flames of Devotion, Ancient Memory After level 10. Lay on hands, Flames of Devotion, Ancient Memory, Exalted Endurance. (at this point your healing is very good) Mid/late game. Lay on hands, Flames of Devotion, Ancient Memory, Exalted Endurance, "Old Sic would not rest til his hunger was sated (heals % of damage dealt" Late game. Lay on Hands, Flames of Devotion, Ancient Memory, Exalted Endurance, "Mercy and kindness where're she walked (+100% healing)" By late game you're a healing god, but you have more healing than you'll need after level 10. I make this character a tank, but if you have a tank then a dual wielding kind wayfarer will probably be the best option for this build. My second choice for healer is the druid, who has a lot of powerful healing over time with various buffs. My last choice is the priest. Priests I prefer for their buffs, like devotions for the faithful, over their heals.
  7. Alright, finally finished, mostly. I'll add a few more abilities into the AI portion once I get the kinks worked out. And possibly more screenshots. The worst part about this build is forgetting to keep the scepter modal turned on, because it turns off from leveling or upgrading.
  8. There's not much point in rooting pain if you don't have anything to spend your wounds on. I guess you could set thunderous blows to always activate when you have 5 wounds, but I would recommend at least getting one more monk active, my preference is raised torment. You might want to consider a way to make sure you can activate sneak attack and deathblows as well, not to mention slip deathblows in there somewhere. I would get persistent distraction and perhaps crippling strikes.
  9. On the last shattered pillar I made I think I was getting about 2 wounds per hit, but you'll probably get 3 wounds per crit by endgame. I know I get wounds back when I use raised torment, not usually enough to use it again though, 1 or 2. You can't really spend wounds as fast as you get them unless you're whiffing a lot. But the wounds cap prevents rooting pain from being to gimmicky. The "gains wounds" message is always before rooting pain in the combat log so I don't think you can get wounds from rooting pain. I don't think I would bother with either dance with a melee build, but there might be uses for them, idk. Not sure about long stride + fast runner.
  10. I've been working on a new one for Monk/Cipher. It's almost done now, and probably my last attempt at a character guide for awhile. I am looking forward to replaying it when the difficulty adjustments in the June Patch are released. https://forums.obsidian.net/topic/100718-class-build-the-transcendent/?do=findComment&comment=2034638
  11. I'm actually working on one. https://forums.obsidian.net/topic/100718-class-build-the-transcendent/ But because it's multi class there aren't a lot of ability points to spare so I probably won't end up with Dance of Death.
  12. Honestly Cleave only matches carnage because/when everything can be killed in 3 hits or less, and cleave can proc off itself. If it took like 10 hits to kill stuff carnage would be way better.
  13. Yeah, based on my first game I wanted to go melee heavy this time. The Clergy is intended to be the tank / support and will focus on healing and buffs. Even with engagement I find that many fights are chaotic and you can't expect the "tank" to hold all the aggro. Everyone needs to be able to somewhat defend themselves. The druid/wizard can also be a back up healer as needed. Ah I failed to notice one was multi classed as a druid, that party should work out fine then, at least once you get the AoE robust spell.
  14. You get hundreds of fruit when you're exploring, I use those when I rest to clear and prevent drug crashes, so I can't really say there's much downside other than the bother of doing it and managing your drug supply. You're pretty strongly dissuaded from using stronger food bonuses on your party though except before bosses.
  15. Looks like you have 3 melee dps there. If it were me I'd probably swap one of them out for either a tank or additional support, or both, like a Shield Bearer/Troubadour tank. A druid would be a pretty good choice too, I just personally hate to micro more than one pure caster.
  16. Build: The Transcendent Classes: Nalpazca/SoulBlade Alternate Classes: Any monk except shattered pillar, who can't generate wounds with scepter Description: A midline skirmisher that can debuff and charm enemies Difficulty: POTD Solo: Not intended for solo This build is an evolution of the Flagellant https://forums.obsidian.net/topic/98649-class-build-the-flagellant/ which never really got fleshed out. The idea here is to take advantage of the fact you can dual wield a ranged weapon with a melee weapon in this game and still get the dual wield bonus with each weapon, in particular you will want to offhand a scepter (The keybreak scepter). Now normally dual wielding a melee weapon with a ranged weapon is a downside because it doesn't take advantage of both weapons for full attacks, however with the Transcendent this isn't a problem at all because all available wound spenders and your soul annihilation attack are primary attacks. The reason you want to use a scepter is because the modal slightly damages you when attacking which lets you build up wounds that you can use to unload your monk abilities. It's honestly one of the best weapon modals, the self damage is pretty small, and you can get this build up to 17 penetration with scepters, lol. Unfortunately there are few good scepters and you can get the best one for this build when you meet Aloth... EDIT: Thunderous blows and destructive channeling do not stack, you can only reach 15 penetration using a scepter. The result is a character that can quickly float between melee and ranged attacks while building up resources for both cipher and monk abilities. Disclaimer: There are no real gimmicks here, you won't be super OP but you will be nearly as strong as a single class monk while having the ability to debuff and charm your foes, though once you get body attunement and borrowed instinct you become significantly tougher than a single class monk. Unfortunately by that point in the game toughness doesn't have a lot of value. Now, onto the details. Quick disclaimer, I decided to copy the format of the recently posted "Lady of Pain" for maximum readability, sue me. Race-Background-Culture Attributes Class Equipment Abilities AI: WIP Screenshots
  17. Before leaving a location you should rest, without the soul void necklace on, to prevent yourself from having the drug crash. You'll still have the -1 wounds per 3 seconds debuff though.
  18. When I tried to respec my Watcher I completely lost the level one abilities...... not to mention the watcher skills.
  19. Phrase 2 will start after 6 seconds, during that time you'll still receive the benefits of phrase 1 for 3 seconds. In other words linger is the amount of time they overlap if you use more than one phrase. A troubadour with around 20 intelligence will be able to overlap 2 with no gaps.
  20. There's also a drug that gives quite a bit of perception, not sure how much at base alchemy but guessing around +3.
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