Jump to content

KDubya

Members
  • Posts

    1524
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by KDubya

  1. A Chanter (Kana) would help the four Rangers with some useful buffs and enemy debuffs. At level 9 getting the +25% fire lash chant will be great for the Rangers and the pets. A Paladin Pellegrinna) could help the team out as well with the Zealous Endurance chant to increase the pet DR and a few Lay on Hands to heal the pets. Have one Ranger set up for melee and give them the Shod in Faith boots to keep the pets healed up. Have one Ranger use Persistence and apply a DoT to all enemies to activate the +50% damage talent for the pets.
  2. On the bright side you will have something to look forward to on your next playthrough. You can't get back into the area of the battery that has the mine cart after WM part one.
  3. So seeking vengeance on the people who burned down your village is more evil than the people who burned down your village in the first place??????? Wow.
  4. I have the descriptions turned off for dialogue, makes the choices more meaningful as you don't exactly know what will be the result. With my Kind Wayfarer it was easy to pick anything that did not involve lying or sounded cruel, and when possible I tried to be benevolent or passionate. Avoiding lying ended up with a 4 Honesty which comes in handy. For the looters with the merchant I held court in the street and meted out justice. Letting criminals steal for whatever reason doesn't sound very benevolent to me. In the end I still had max disposition without any negative so it all worked in the end.
  5. How about C.) Stay home and not commit a massacre of civilians?
  6. Those Boars are no joke! I've been wiped by them more than once. The new resting bonus vs beasts comes in handy now in clearing some maps.
  7. Who does Devil of Caroc kill besides the people who burned down her village and killed every man women and child that lived there? I'd blame Galvino for forcing her to acquire his test subjects. There is nothing in game that shows Devil killing anyone who does not have it coming. Harmke and his buddies had already won the war against Raedceres but they wanted more. They went out and burned down a village for the crime of not suicidally attacking an army. If someone thinks that sparing these murderers is a "good" action then we have really different definitions of what good is. Holding harmke and his mob accountable brings them to Justice, letting them get away with it is an injustice. Considering she burned down houses, she wasn't exactly concerned with collateral damage. Eye for an eye. They burned her village she burns their house. That will make Harmke a different character. He isn't a psychotic murderous pyromaniac, he is a person who was angry because his country was invaded, his fellow men were killed, and he wanted retribution. Then there is a town that let the invaders go unopposed, knowing that they have and will kill more of their countrymen. So Harmke isn't thinking rationally, he is guided by emotion and joins a mob of other angry people, thinking why we should care for them when they seem to care non for us. This brings us to Devil of Caroc's poorly motivated quest(for the PC, she has plenty of motivation), we meet her, visit Stalwart and right away she ask us to find and kill a man. A man who we later find out isn't quite at ease with what he has done, and nothing in the game paints him as responsible for any other death, than his participation in the massacre at Cold Morn. Why should the PC do it, does this sound like a reasonable favor to do for someone you just met? If Harmke had become a priest or a monk afterwards and dedicated his life to trying to make amends that would have made for a very difficult choice. But he does not appear to have any regret at all. The only feeling you get is that at the time he was a coward and still chose to kill so that he'd look strong to his buddies. Again what was the village of Cold Morn supposed to do: A.) Attack an army by themselves with no weapons, troops or training and have everyone killed. OR B.) Stay out of the way of the army and hope they leave you alone. In PoE you kill most things you meet for practice or for the loose change in their pockets. Violence is what you do and what you are good at.
  8. Who does Devil of Caroc kill besides the people who burned down her village and killed every man women and child that lived there? I'd blame Galvino for forcing her to acquire his test subjects. There is nothing in game that shows Devil killing anyone who does not have it coming. Harmke and his buddies had already won the war against Raedceres but they wanted more. They went out and burned down a village for the crime of not suicidally attacking an army. If someone thinks that sparing these murderers is a "good" action then we have really different definitions of what good is. Holding harmke and his mob accountable brings them to Justice, letting them get away with it is an injustice.
  9. There should be consequences for letting the guilty murderers go free. At some later point the wood cutters and Harmke should burn down another family if you let them go. Something to show you that letting murderers go unpunished is a bad idea.
  10. I'd add in He Who Carries Scars - the plate armor from undead Raedric with the endurance regen. The Golden Scales are not bad as well. You can upgrade everything to Exceptional, getting to Superb, or Legendary requires hard to get, late game only, limited to like two pieces and also are shared between armor and shields. Early and mid-game DR is really powerful but many end game foes hit hard enough that trading 5 DR for 15% faster actions is a fair trade. This makes Superb lighter armor - Golden Scales, Wayfarer's Hide - attractive compared to an Exceptional Sanguine plate.
  11. I like to save the Endless Paths for powering up soulbounds. There are large groups of vessels for the Redeemer sword and an entire level of blights. There are even big groups of beetles there. Even the large packs of Xaurips serve for some of the big kill count weapons
  12. Wands, rods and scepters are good on blaster wizards because they can take blast and penetrating blast which give them an AoE and a DR penetration. It gives them something to do when they conserve spells and the talents also apply to Kalkoth's Minor Blights. The only halfway appealing thing about using them on anyone else is that they are ranged and have two damage types. Not a bad choice for a ranged character who comes across pierce immune foes. A wand using Fighter would be about the most boring build possible. You'd only have auto attacks with +25% from weapon spec and weapon focus and you'd be worse than Rangers (Vicious shot and Swift Aim would both work with wands), Rogues (deathblows and deep wounds would work with wands), and Ciphers (biting whip would get you +40% damage).
  13. For added fun you can make a Fighter with a 3 Perception that will hit almost all the time. Use a Flail, Confident Aim, one handed style, the Paladin accuracy aura . You'll have like 30+20+15+30 an 95% graze to hit conversion.
  14. I use Vulnerable Attack on pretty much any character who uses weapons. I'd skip it on a Wizard who uses the summoned weapons, not sure if it applies to a shapeshifted Druid. Other than that it always does more damage. I think there are instances where having lots of lash damage but not zero recovery might be better without it. Something like a Monk with dual sabres, max Turning Wheel (+50% Fire lash), Lightning Strikes (+25% lightning lash), Chanter (+25% fire lash) and enchanted with another lash (+25%). Here I think it does more damage without the Vulnerable Attack but that is a pretty fringe type of scenario. I've tested in game in Tavern Fight Clubs where I make two targets and have the test subjects attack them to see who KOs the target first. Now these never had more than a single lash effect going but even an Estoc vS 10 DR armor killed faster with Vulnerable Attack than an Estoc without it.
  15. There is a huge difference on a Barbarian with a tanked constitution. At 15th level, 3 con guy has 177 endurance and 1061 health. Buffed by +7 you get 282 endurance and 1623 health. A balanced stat spread with a 13 con gets 313 end, 1877 health unbuffed and with the same +7 gets 418 end and 2448 health. At low levels your squishy Barbarian will get dropped all the time. Now if you are making him a pike user and keep him in the back you'd have a better chance but that is really different than an in your face melee guy. I'd rather have my Barbarian stay vertical and skip Vengeful Defeat and all the other need to be half dead type of abilities.
  16. Your build looks well thought out and viable as is. I had an island Aumaua Kind Wayfarer on PotD with Tidefall and he did great. I had int at 10 and resolve at 15 but everything else was really similar to what you have here. On a heavy melee team without casters he led the team in kills and damage. had Pellagina as well for two Paladin awesomeness. Here is what I'd suggest for a second look - Order - Kind Wayfarers are my favorite, the role playing fits well and Strange mercies is really useful now that it scales with level. It was healing like 9/16ths of a LoH in an AoE race - Pale elfs are great, just wish they still had facial hair. Stats - they look good, nicely balanced yet still focused on the role that you want. I'd probably drop one from int and per and put into con to avoid the malus but that is it. Abilities - I'd skip hastening exhortation as I dislike per rest. Also it will not stack with other speed buffs. For the remaining picks Inspiring Triumph would be OK, you will get a few kills per battle so it'll activate frequently enough to be useful. Liberating exhortation is nice but can be replaced with the rings. Reinforcing exhortation can be good to make your team tankier, having two Paladins who buff each other is a strong opening move. Righteous soul is good to really raise the defenses. Behold the martyr I don't see the usefulness - how often do you get KOs, and wouldn't it be better to rez them instead of set a beacon? Talents - I'd take Strange Mercies - it scales, its AoE, and it will activate a few times per fight. I'd skip Critical Focus - +5% hit to crit is garbage. Arms Bearer is nice to have two Arquebus for the FoD and Tidefall for everything else. You can use one FoD Arquebus shot for the Alpha and save the other for when you want a kill to activate your on kill effects. Another thought is to also take Weapon and Shield style and swap to that when you really need to tank up. At the end you have lots of talents and being able to swap to a large superb shield for +34 to deflection and reflex is a nice rabbit to pull out of the hat.
  17. I'll chime in on the overly challenging stat spread that you have chosen I'd go something more like: Might 15 - more damage and healing Con 13 - you have the biggest base end and health so I like to magnify my strengths Dex 10 - you are going for zero recovery so you can save here Per 15 - base accuracy is not the best so help is appreciated. I'd lower if I was going dual flails to make use of the graze>hit or raise if I wanted interrupts. Int 15 - easy to get +4-6 from food and one item Res 10 - mainly to not have a malus to concentration If you are going with reach weapons and wearing a dress, and hide behind the front line a 3 con 3 res glass cannon might be ok. If you plan on being in melee I'd look to be a lot sturdier. The AI likes to attack the weakest or the closest, on the frontline you'd be both. It would make maximum use of Vengeful Defeat, with a second chance item and a Paladin with rez you could use it three times per fight. You'd end up with a lot of injuries.
  18. The 1.0 bugged Barbarian with carnage and one stands alone has been patched such that it is not god mode anymore. Retaliation now has to roll to hit and has been reduced in damage. This definitely reduces the power and usefulness of retaliate. The new Barbarian power with the raw damage retaliate is pretty nice. Personally I'd build a Barbarian more for mass stun or a dps with a bashing shield like Dragon Maw. I've never been a fan of the godlikes.
  19. I'd look at going with Ruffian group for a melee cipher. You can start with an alpha strike of a pistol or blunderbuss and then wade into battle with a shield and a sabre or stiletto. The sabre is slower but hits harder. It depends on how quick you blast out your focus. Getting to where in between every attack you can cast a power would be the goal. Look for low cost fast cast powers.
  20. Another thing you should try and do is focus fire on one Monk at a time, preferably while he is prone or stunned. You do not want to wound him enough to summon the twins. You definitely do not want to wound many monks at the same time and have them all summon the twins They are resistant to CC but not immune. Try some debuffs first to get something to stick. Charm or dominate would be good to get them to attack each other. Monks are the toughest enemies to face, wait till you go to the abbey and fight groups of Monks backed by Priests and Paladins
  21. Well there goes that plan. I thought if it defaulted to fire damage it'd be nice with Scion of Flames and Turning Wheel. Indeed, pikes are a formation fighting weapon and would probably be a liability in the type of combat in PoE. At best you'd get one chance to hit your opponent as he closes, but if he parries you he can very quickly make your pike useless. That said, the "pike" in PoE is more like a spear in length, and wielding a spear two-handed, whilst not ideal, can be a decent duelling weapon (the shorter length allows you to use it as a quarterstaff if the enemy closes). At least poleaxes makes sense as is. I've seen some people argue that they should have reach but I think they're getting confused between halberds and poleaxes. Poleaxes were (relatively) short and more of an individual combat weapon whereas halberds were longer and a formation fighting weapon. I've made Zahua into a two hander with TideFall and Greenstone Staff before. It is hampered by his choice of Torment's Reach which is much better with dual wielding. He was still really effective but not optimal. Blade of the Endless Paths would be another good choice for a two hander Monk.
  22. I'm pretty sure that the multiple applications of Torment's Reach and the applying of weapon effects inside the cone is a bug. If not it'd be way over-powered. If this is still active in the current game I'd better hold off on my Juggernaut 3.0 run as it would really skew the results. With regards to what weapons to use for a Monk I am a big fan of Fists. They auto update without needing to enchant, they do great base damage, and they are fast speed (something like 20/20 frames compared to 30/30 for average speed weapons). With zero recovery durganized weapons or mythic soulbounds they can be surpassed. If you want to use weapons, works well if you have two Monks - one goes Fists and one uses weapons -, I'd look at dual wielding sabres. They do the highest base damage and will do more with Torment's spam then Fists will. Zahua can do this well as he starts with Torment's Reach at level one. Another option would be as a MC to go two handed weapons and avoid Torment's Reach and instead focus on Force of Anguish and maybe Turning Wheel. Had a thought of a Monk with Durance's crush/fire staff being a jedi staff monk. Turning Wheel would help with any amount of wounds as it would add right to the fire damage. Wouldn't need any other weapon for immunities, maybe work in the ranged fists somewhere.
  23. My Juggernaut 3.0 will be skipping Turning Wheel for either Force of Anguish or Stunning Blows. I find the Turning Wheel to be kinda lackluster, especially as I spend my wounds as quickly as I get them. Either option would get me some CC, Stunning Blows is a nice Alpha strike as it doesn't need wounds but Force of Anguish lasts a really long time. Being able to keep a few enemies out of action would be pretty useful. I'm leaning towards going with FoA.
  24. I think you are correct in that the long linger of the top chant will keep the next chant from starting. The bottom chant is "too short" to fully fill the linger. You will have a period where the bottom chant expires and the top chant will continue to linger alone. Maybe you can change the bottom chant with a longer one to better fill the linger? Also you need to name them something better than "Chant 1, Chant 2, Chant 3" Call it "Fire, Fire Death Song " or "Flaming Death March to Rautai", something cool.
×
×
  • Create New...