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Everything posted by Kaylon
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Disintegration is not that good despite what the description says - it does 56 raw dmg/tick (empowered) every 3s, while with Soul Annihilation I do, on average, 100 raw dmg every 3s... Also the fact that it targets fortitude is a big disadvantage. In fact an empowered Plague of Insects (which is a lower level spell) - does more damage/tick, over a huge area and has a much longer duration...
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20 (base) 57 (level) 21 (deep faith) 20 (borrowed instinct) 20 (armor) 10 (resolve) 7 (bracers) 5 (weapon) --------------- 160 total deflection (without Entonia Signet which can add even more if it works). PS. Don't know yet where Gipon Prudensco can be found... PPS. I confirm also that the penetration bonus from effigy devil of caroc isn't working for me
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Build Name: The Redeemer Class: Inquisitor (Paladin/Cipher) Subclasses: Goldpact Paladin/Soul Blade Introduction: 2h solo character built around the synergy between paladin (high defenses and survivability), cipher (high damage) and The Whispers of the Endless Paths (AoE, Offensive Parry). Game version: 3.0 Difficulty: PoTD Solo: Built for solo Race: Pale Elf Culture: The Living Lands Background: Mercenary Attributes: 19Mig/3Con/4Dex/19Per/18Int/15Res Skills: Max Alchemy/Intimidate Equipment: Setup 1: Whispers of the Endless Paths, (Weapon), Casita Samelia's Legacy (Armor), Helm of the Falcon (Head), Charm of Bones (Neck), Cape of the Falling Star (Back), Bracers of Great Deflection (Hands), Chameleon's Touch (Ring), Kuaru's Prize (Ring), Boots of the Stone (Feet), Blunting Belt (Belt), Abraham (Pet) Setup 2: Sun and Moon (Weapon), Tuotilo's Palm (Shield), Patinated/Blackened Plate (Armor), Blackened Plate Helm (Head), Charm of Bones (Neck), Cape of the Falling Star (Back), Bracers of Great Deflection (Hands), Chameleon's Touch (Ring), Kuaru's Prize (Ring), Boots of the Stone (feet), Blunting Belt (Belt), Abraham (Pet) Abilities: 1. Gilded Enmity + Lay on Hands + Whispers of Treason 2. Flames of Devotion 3. Deep Faith 4. Zealous Aura + Draining Whip 5. Two Handed Style 6. Weapon and Shield Style 7. Eternal Devotion + Hammering Thoughts 8. Sworn Rival 9. Two Weapon Style 10. Exalted Endurance + Greater Focus 11. Bear's Fortitude 12. Snake's Reflexes 13. Righteous Soul + Borrowed Instinct 14. Keen Mind 15. Lingering Echoes 16. Virtuous Triumph + The Empty Soul 17. Disintegration 18. Practiced Healer 19. Stoic Steel + Monastic Training 20. Retribution How it works: The build can achieve at max level 150+ all defenses in 2h mode (with Borrowed Instinct and other semi-permanent bonuses - food, brothel, etc.). VS multiple enemies the obvious choice is the WotEP which allows us to spam Soul Annihilation because the focus will be replenished at the same time from hitting multiple enemies. The Offensive Parry allows us to deal free damage and gain even more focus for Soul Annihilation. Soul Annihilation benefits from PL and at high level the WotEP will hit almost like a real 2h weapon. Against single enemies or when we need a more tanky build we will use Sun and Moon and Tuotilo's Palm Shield. The flail does crush damage which complements nicely the WotEP and because it hits twice it will also replenish focus during Soul Annihilation (which means PL bonus with every hit). The shield gives 20% chance to riposte when missed by the attacker and reduces recovery (because of dual wielding bonus). Because Soul Annihilation always uses the main hand we'll attack as fast as a dual wielder while having the defensive bonus of the shield at the same time and 20% chance to riposte on misses. Monastic Training adds the equivalent of the superb enchantment to the hits/ripostes from the shield at max level. Observations: Recommended Effigy: Devil of Caroc - more penetration against humans in plate always helps. Entonia's Ring can be used against humans because they always engage. Best endgame food is Shark Soup (immunities, PL and might), but until we get Borrowed Instinct Hylea's boon is better.
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Disagree on Undending. It's absolutely useless on this build. You have so much healing that there is no point wasting 1 ability point on this one and 3 resources point to activate it. At point of Brilliant inspiration you just kill things faster than it can damage you and both of those builds have crazy self heals already. Not to mention with that builds you have 2x Second Wind which can heal you from 0-100 instantly. Unbending is a waste on those builds. You can already ignore at that point all healing/defensive abilities as you kill things so fast you don't waste time on tanking anything. Well you can disagree, but Vigorous Defense, Refreshing Defense, Determination are a waste of points as are all items with +%healing or damage reduction once you have Unbending - instead you can use items to increase your offensive power which is the main advantage of this class combo (maybe you can kill fast weak enemies, but your solo dps is not as good as a monk, a rogue or a cypher). Misscreant's Leather, Bone Setters Torc, Chameleon's Touch, Aegor's Swit Touch, Violet Redemption, Cutthroat Cosmo are great items which can increase your dps even further. Also instead of investing points into athletics you can put your points in alchemy for better drugs/potions and even more offense, and of course use only offensive chants...
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Well, for that to happen you need to crit often and have many weak enemies around. You can obtain at least the same kind of damage with a single AoE spell, which is less spectacular, but more effective and reliable. Now if you could pull that on a boss it might mean something (even if there are probably even more OP abilities than that)
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I think it's much easier to one-shot him than to tank him...
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There's also the pet Otto Starcat which gives +1 Fire and +5% AoE dmg. You can have +1 PL from resting (Inn/Food). (Not sure if you can get also +1PL from prostitutes or other semi-permanent blessings) Overall you can have +14Fire. After that I don't know what's better +10Mig/Int from Helwalker or +3PL; I suppose it depends if the Helwalker bonuses stack with +10Mig/Int from drugs...
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Are you sure? I tested this 2 weeks ago in the beta and there it did stack: https://forums.obsidian.net/topic/97313-dual-weilding-pistols/page-2?do=findComment&comment=2007284If it does not stack its a new bug. Well, I made a chanter/ranger just to see how much I can reduce the reload speed and Gunner wasn't displayed in the weapon's tooltip... That's all I can say.You have to be in a fight to benfit from the chant. So out of combat the reduction is not visible. Of course I was in fight. I said Gunner was not visible, not the chant bonus...
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Are you sure? I tested this 2 weeks ago in the beta and there it did stack: https://forums.obsidian.net/topic/97313-dual-weilding-pistols/page-2?do=findComment&comment=2007284 If it does not stack its a new bug. Well, I made a chanter/ranger just to see how much I can reduce the reload speed and Gunner wasn't displayed in the weapon's tooltip... That's all I can say.
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I pushed Xoti towards the dark three times, and I got to upgrade the lantern to Threshing Aura no matter what I did with the souls - free them, keep them. I reloaded and checked the enchants. I think it depends if you can convince her or not, based on your relationship with her. Sometimes it's not enough just to change options...
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I haven't tested too much, but what are your experiences with pick pocketing? 1. Have you found npcs hard/impossible to pick pocket? 2. Does the party contribute to your skill checks (for stealth/sleazy hand)? 3. Has Sleazy hand any effect on pick pocketing? (from my experience all it matters is to be undetected when you attempt to pick pocket) 4. It's worth having a specialist for that (maybe hire an adventurer and spec him just in stealth/sleazy hand)? 5. Is there a cap to the assist bonus?
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There's only one hat giving +2 Illusions. For all other types of spells nothing beats a nature godlike. An Evoker wizards using fire spells can have: +1 power level from subclass +2 power level from racial (use fleet feet to trigger it) +2 power levels from Firethrower's Gloves +3 power levels from Magran's Favor battle axe +1 power levels from resting bonus +1 power levels from buffs for a total of +10 power levels without even using Empower...
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For spells the rule is simple: +10%dmg, +5%duration and +0.3penetration per (Power Level - Spell Level). So a nature godlike starts already with 20%dmg, 10%duration and 0.6penetration advantage as a spellcaster. For martial classes the benefit of the PL is marginal at best and varies from case to case. PS. These bonuses increase the base stats of the spells (ie they are multiplied also by mig/int bonuses) - ie Empower more than doubles the initial damage and increases the duration by half (in the case of a DoT the total dmg is more than tripled with Empower).
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Most classes are already weaker than they were in PoE and starting with the class nerfs is just stupid. Right now the imbalance is caused mainly by 3 things: 1. Empower - because of the huge effect it has on some spells 2. Items - some new items are too strong and can turn a weak class into a viable one or a balanced one into an OP class 3. New game mechanics - the armor doesn't count anymore with enough penetration which means you can deal full damage to the enemies all the time, while healing has become too powerful making you almost immortal - these are some of the reasons the encounters feel trivial now Once these issues are addressed then class abilities can be tuned.
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Really? What abilities make the paladin so OP? Sacred immolation? How about being immune to death on LoH (unlimited with this invocation) and +gazillion to all defenses from faith and conviction. You don't need to do a lot of damage if you can't die. Btw you can spam Sacred immolation all you want if you can't die anyway . Death immunity looks good only on paper because the paladin doesn't need it to stay alive - a potion or a simple heal does the same thing. If it had 20-30s base duration maybe you could make a case... 20-30s base duration would be broken beyond belief as it easily goes into 40-60+ sec with the right build. And maybe you won't normally need it - but it's because the game is too freaking easy for the most part right now. If the character is basically unkillable it's about as OP as it gets. Btw, where's the logic about saying it's useless and then complaining about Sacred Immolation. If Sacred immolation is bad because it kills you, but you can't die, suddenly both are not useless. 5s of immunity doesn't make you unkillable, sorry. And like I said, if you have to use it only once in a while then a simple potion does the same thing. Spamming LoH to stay alive or chugging potions is the same thing really. Even if you manage to survive it doesn't mean SI becomes suddenly viable - simply because the gains are not worth the effort.
