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Kaylon

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Everything posted by Kaylon

  1. The helwalker has higher might and can kill the mega bosses faster (needs less stacks of Resonant Touch). But Nalpazca is also good and probably more reliable overall.
  2. The cipher from PoE1 is gone indeed, but the soulblade/paladin is, just like the troubadour/paladin, one of the best soloers in the game - very reliable and can deal with anything you throw at him from the start until the end (megabosses included). And he's also a great addition for a party if you want a tank with good offense and versatility.
  3. Fighters and paladins can also get +1mig from Chameleon's Touch. There's also a pet giving +1mig.
  4. Shield Bearer/Stalker or Kind Wayfarer/Stalker with the bear pet has great synergies and survivability: - brand enemy ensures perma predator sense - exalted endurance, inspiring triumph and lay on hands offer high survivability to the pet (you can add the blackened plate and/or Lethandria's devotion for even more healing) - you can further buff the pet using exhortations/shared flames At the same time the Stalker adds even more tankiness to the paladin.
  5. energized will do the same thing as Interrupting Blows does (50% chance to interrupt on crit). might be hard to get easily on solo though. No, Energized gives 100% chance to interrupt on crit with no restrictions. (Interrupting Blows has 50% chance and is restricted to melee, while Stunning shots has 100% chance and is restricted to weapons).
  6. There is a console command for that but I don't remember exactly the name. But you can use findgamedata interrupt to find the name of the ability.
  7. Uncanny Luck, Spell Resistance and Light of the Dawnstar can cause those "misses".
  8. It's still possible to keep all companions while siding with a faction?
  9. He takes continuously damage from the symbiote which generates wounds in return.
  10. I never find high AR to be a problem because there are always weaknesses+buffs+afflictions and I certainly won't count on crits to penetrate armor.
  11. Besides the mega bosses I find the enemies defenses rather low compared to PoE1, especially the deflection. Ironically, the greatest benefit of accuracy in PoE2 is to eliminate grazes, not to do more crits.
  12. I know it's possible with the console command, but I don't know if the unity console has that option. Not 100% sure but I think the command is SetBackground.
  13. Simple - Bending Trunk to stay alive and kill as much as possible, then cast Smoke Veil to replenish resources and reset the fight. Come back and repeat until everyone is dead.
  14. There's nothing special - against solo enemies without perception resistance he gets brilliance and can spam Debilitating Strike which interrupts on hit (the boar has only a small chance to interrupt and I don't know why he's using it). The only thing I don't understand (and looks like a bug to me) is the fact he gets brilliance during Smoke Veil - vs the guardian of Ukaizo he uses Bending Trunk to stay alive as much as possible, then casts Smoke Veil to trigger brilliance and replenish resources again.
  15. I wouldn't list Essence Interrupter for a crit build because it procs only on kill... Sungrazer stuns on crit and Thundercrack paralyzes on crit. Ball and Chain knocks down on crit. Aldris Blade deals shock damage and heals on crits. For AoE damage Frostseeker remains the best.
  16. He's the greatest thorn in Wael's side. Not to take anything from MaxQuest who did a great job digging into the code and explaining many things especially in PoE2, but in PoE1 lots of people tested the mechanics (attack speed included) and posted their discoveries before him. Giving all the merits of an entire community to a single person is rather unfair and reductive.
  17. SA gets applied once, while the second hit restores focus. Being able to use the MH at DW speed and benefiting from PL bonus with every hit are the big advantages. A monk can do the same with Force of Anguish, but spending wounds lowers the bonus from Turning Wheel.
  18. Soulblade/trickster using Sun and Moon + Tuotilo's Palm spamming Soul Annihilation hits fast (as a DW) and hard, while having nice defensive abilities and can benefit from riposte (shield + rogue).
  19. The main issue of the beckoner is the short duration of their summons. Even 35int isn't enough to keep the summons 100% of the time (and it becomes even worse if the summons are killed before they expire).
  20. You forgot two things: Power Level scaling and enemies' RES. If the enemy has high RES it's a lot less than 30 secs even with 30 INT. Still good in my opinion though. For example on Neriscyrlas it lasts 15 secs with 30 INT on a graze. And nothing stops you from casting it onto the boss again and again onve you are ascended (besides getting killed or interrupted/hard CC'd of course). The durations stack. So two grazes cumulate to 30 secs again. Plenty damage for a "non-mega" boss. Also because it's raw - and most bosses have very high AR on PotD which is annoying. (In case of Neriscyrlas however it's less effective than using Combusting Wounds) And Belranga has 25, Hauani has 28, Dorudugan has 35... But if you don't care about them I suppose it's ok...
  21. DOTs aren't great vs bosses because of their high resolve. Disintegration was nice vs bosses when it did fixed damage, but now its damage sucks vs high resolve enemies (and all other afflictions are crippled too).
  22. The troubadour is clearly the best option because of the +50% linger duration which will increase Dragon Thrashed length (and overall damage). Also the helwalker is the best combo because of the might/int bonuses. Add the Blackened plate for better survivability, more passive AoE damage and the armor debuff. The Peter pet adds 15%dmg to AoE spells, but I'm not sure if it affects Dragon Thrashed and/or Death in Life...
  23. With 2 weapons the cost is entirely refunded (unless it was changed). With max resources you can spam it over and over again for huge damage.
  24. Unbending is kind of special since it can be stacked with itself. So each time you trigger Unbending you will have an additional instance of it active and thus will get more healing. With Wall of Draining you can make it so that Unbending doesn't end if you hit/crit with it often enough. Usually this is limited by your Discipline: you can't trigger Unbending so often because it's expensive. In this case however the Tactician Fighter gains Discipline with his Brilliant Inspiration that is triggered by the Chillfog on Belranga. This means he can trigger Unbending a lot of times with endless Discipline while he can cast Wall of Draining over and over again because also his spell uses get refilled by Brilliant. That's not how it works. Each time you're hit during unbending you get a HOT instance (and those can stack) healing for the % of the damage received. Wall of draining just keeps those instances forever (normally they should end after a few seconds, once they healed the required %). The number of stacks is the number of hits received, not the number of times you have activated Unbending...
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