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Akimbo

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Everything posted by Akimbo

  1. I'm fairly sure the Blunderbuss will always be the weapon of choice vs low DT. However with Penetrating Shot (-5 enemy DT, -20% Speed) does this now outdamage the Arbalest vs. anything but the highest DT enemies? How does the Arquebus stack up now, it's still slightly slower, but it's damage is likely superior? Where does this leave pistols, I'm assuming sadly in no-mans land with Blunderbuss being better vs Low DT and Arbalest still better vs Higher DT? (It's probably more accurate when I say "damage" to think of it as DPS, rather than raw sheet damage.)
  2. I'm almost certainly going to dump both. 0.8 isn't worth it imo, it was only worth it with Beloved Spirits, which is now worthless.
  3. Ancient memory is only 0.8 to begin with. So now it's just +1 regen for two Talents. Luckily IE mod got updated so I can respec my useless Chanter.
  4. That's what I thought. I took them because it seemed like a useful (if not very powerful) regen. Now I guess I'll dump them both... I was actually under the impression Ancient Memory regenerated more, but it's only 0.8 as it is, I'm going to assume the old +2 from Beloved Spirits was a typo and it was suppose to be +0.2 to make it a round 1? Either way, I wish I hadn't made a Chanter
  5. I'm going to need to respect for a start...this seems like a huge nerf to a talent. I wasn't aware that this was overpowered or anything, so why was it nerfed it so heavily?
  6. PC + 5 custom adventurers: PC - Melee Chanter - Sword and board/Two handed weapon Paladin - Tank - Sword and board Rogue - Ranged crits - Arbalest Chanter - Ranged buffs - Arbalest Priest - Buffs - Arquebus (Forget which god, but I chose one that gave +10 accuracy for Aquebus) Wizard - AoE CC - Wand pew pew
  7. What exactly means bottleneck?Like tight coridor or doorway? Yeah, that's right. Narrow areas where you can only get one or two into melee. Reach weapons allow your party to attack from behind your front lines in these situations.
  8. Hi all, I'm loving PoE so far and I'm still on my first playthrough, trying to see as much as possible in one run. My party consists of my PC and 5 built NPCs: (All level 3-4) (PC) - Melee Chanter (One handed + Shield) - Named flail from the temple under GV. (Might 14) Paladin Tank (One handed + Shield) - The shock dagger bought from smith in GV. (Might 10) Ranged Rogue - Arbalest Ranged Chanter - Arbalest Ranged Priest - Arbalest Wizard - AoE CC Spam + Wand The problem I'm really facing is that my melee front liners are having issues with their damage, especially if the opponent has armour (Raedric's Keep and the full plate Paladins was a joke!) The Paladin tank I can understand, that's why she has the dagger, so if she does crit it does huge damage and to penetrate 3DT with her basic attack. However my Chanter seems to regularly only do 3-5 damage to enemies with armour and ~14 or so to enemies with light armour. After reading posts about huge DPS melee characters, I'm wondering if I've missed something obvious and that's why my damage is suffering, or if melee effectiveness really requires rogue crits/sneaks, 2-handed barbarians or Monks. Other than their damage I'm doing fine, 3 Arbalests really wrecks heavily armoured opponents...and well, everyone actually.
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