-
Posts
2568 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Raven Darkholme
-
Thanks. I guess I will try to see. Note (sad panda) that one enchanted armor suit that gives the crimson armor in FS, when you take its necklace, did kill me several times - largely when it summoned its enchanted weapons, which always seem to hit for a lot of damage (same with the vithrak luminaries that summon them). The armor itself wasn't as bad, though it has 1 attack that hit me for like 227hp dmg and killed me outright since I wasn't at 100% health .... lol. I was asking because I solo'd Neri (dragon) at end of Beats of Winter last night, and I couldn't get Unbending to stack really high even clicking it several times .... it was always around a paltry 8-25hp. Maybe the walls were wearing off too quick. From having to cast walls constantly, plus chillfog every 20-30 secs to keep flank, plus keep up arcane reflection etc, it was a very slow fight - largely me wearing her down over time with combusting wounds, wall of fire, and occasional phantom summons. Shrug. She killed me first time. Second time I got her. Voidward seemed to help 2nd time. Weird, I had to reload against the armor cuz my damage was ****, then I got the curse club and it was easy sailing. Now that you mention it I seem to recall that recklicking unbending might actually remove your previous healing, I only ever got it super high when I didn't have to reclick for very long. To keep unbending up you need 3 walls all the time, chill fog is not a good way to flank against Nery, phantom is much better (tho it requires you to not have a reach weapon equipped) against her and Doru. (and phantom doesn't have a cap for curse club stacking, so while your own curse caps at 25% damage increase, phantom will keep applying it) edit: I rewatched my enchanted armor fight and it has indeed one abilty that does 270ish damage and can catch you off guard, but I soon found out that when I have a phantom summoned it always goes for the phantom, I guess recognizing the lower defences (my build had like 140-160 deflection and phantom only has 120), so as long as you have a summon you will never get oneshot)
-
You have 2 Unbending types in your character screen, if you already healed with it. One of them tells you how much hp you're healing and can also stack, the other one just tells you how long till the buff runs out. As long as the second non stacking healing doesn't run out you will keep stacking the first one, if you have something like 6x stacks you're invincible against stuff like Dorudugan, only thing that could kill you is too many hp debuff from his cleave. I don't think, but also don't know if clicking unbending would give you more healing, but I highly doubt it. Best way to test it would be using blood sacrifice to get your hp down and test it against something like enchanted armor in FS that can't kill you but also deals decent damage.
-
Annoying fact: the damage self-debuff works *all the time* -- even w/o Red Hand equipped as active weapon slot, I see the +10% damage-taken item (Blood-Stained Hands) in my combat log. It basically cancels out Cadhu Scalth. I wish I had known this before my no-rest run as I would have avoided leveling up the +dmg/self-dmg of Red Hand until I could have upgraded it to avoid the self damage. Oh well, now I'm stuck with it. Can't rest or all the no-rest buffs go away ... Really I could see the damage-taken self-debuff counting only if you have Red Hand equipped as active weapon. Oh well. I wasn't talking about the damage taken, but damage dealt. Still it seems buggy that the damage taken would carry over, you should report it. I always enchant the weapon to avoid the increased damage taken.
-
Arcane Dampener doesn't seem to get rid of Brilliant. Most casters you can just kill (Risen mage + Red Hand Arquebus Twin Shot) or interrupt. Against the Sigil Megaboss I just ran away when they cast it and my phantom absorbed the Dampener. 135 Deflection was without Wizard's double but with Great Shield it's actulally 150+ without Double and 190+ with. Potd i8s not that much about deflection tho, offense is always the best defense and this class has a ton of healing. Little showcase of level 19 build here: Build will most likely be uploaded tomorrow.
-
Can you explain more about your Phantom comment? It counters the penalty by doing attacks/damage itself (really offsetting your penalty) or in some other way? Also if you have a solo POTD or even Veteran build for Tactician/Wiz, please share. I worry about deflection and getting overwhelmed, especially as in Beta at least, pulling a few mobs ended up always pulling all mobs.. I'm still hoping for a reply to my questions above .... Tactician gets a penetration and Accuracy penalty if there's no ally threatening a nearby target. As long as you don't summon the phantom with a reach weapon (summoned weapons) equipped, the phantom can engage enemies and as long as you're close to it the penalty will disappear. My deflection is at 135 without Wizard's double atm, main reasons for that being Fighter's defense buff (+20) and Gipon Prudensco (+10), also have a medium shield and W+S style. My char is only level 18 atm, so no complete build yet, but will probably do one today or tomorrow. Tbf there isn't that much you can do wrong, as long as you understand what you need to do to get brilliant you have unlimited Discipline and spells.
-
I don't really know how to help you man, do I repeat the same thing a 3rd time? At first I thought you're just trolling but now I'm afraid that your reading comprehension is beyond my ability to explain. You're asking for a percentage breakdown, wich I've already given you twice, so what will it change if I do it again? Oh well if you ask for it after this post again I will just ignore you from now on, since you're clearly trolling, but here is the 3rd repeat of what I already wrote twice: Blood Mages level 1 heal is 1hp/6sec As the Blood Mage levles up this number is increased by 1 every few levels. For the level 20 multiclassed bloodmage this maxes at +4. 1+4 = 5 So the base heal for a Blood Mage at 20 (multiclassed) is 5.... I always pklay a no rest run so besides my 21% Might modifier I have a 50% modifier from Dawnstars blessing. 5 + 71% = 8.55 which the game rounds up to 8.6 in the stats and to 9 in the actual healing received. This data is not that hard to obtain if one actually plays a blood mage further than level 1 instead of spreading "information" about the class on the forum.
-
As Guildwriter said in the post above me, you get it in Maje and it expires on rest, but since this is not the only amazing buff for no rest runs and there is no fatigue in this game (not to be confused with the injury of the same name) it is not very hard to go for no rest runs in this game. (Worst enemy are forced rests, but after a whikle you know them all). However I did not add any items with healing bonus so close to 50% can probably aquired without dawnstars. I do not know how you think it would be a 900% increase, unless you did not read my post AGAIN... I already wrote that the level based increase for the Blood Mages regen is a flat addition to the base so a level 20 multiclassed Blood Mage has +4, so the base is 5 and NOT 1. The actual number with 21% from Mi and 50% from Dawnstars is 8.7, but you actually get 9 per 6s. It is a shame you never actually played a blood mage further than getting a heal of 1 yet presume to know how "bad" the class is. (I have not tested a single class but I assume this is PL based so a single class BM might have an even higher base heal)
-
That's bad logic. It's not a 'nice addition', it's barely impactful. Paladin aura gives nearly 10x that amount, and doesn't come with a -15 Defenses drawback and loss of Empower. I can simply not pick Blood Mage and still enjoy the far greater impact of those other regeneration abilities you mentioned. Blood Mage regeneration barely registers. Paladin aura 10x 9 hp per 3s? How did you achieve 90 regen per tick, please share? Or have you not played blood mage further than level 1, thus not realizing it levels up and can be boosted by Mi and healing bonuses? My level 12 Pally's aura gives like 4.5hp per 3 sec. Blood Mage gives about 1 per 6. By comparison, Pally gives 9hp per 6 second. That's nearly 10x the amount. Ok, yes the BM regeneration will get stronger. No, that doesn't dramatically change the comparison, because it's working off a base of 1hp/6sec. It's trash, and lul you can combine it with other regeneration abilities and then it's not so bad is such stupid logic I can't even. Reading doesn't seem to be your strong point? Blood Mage maxes out at 9 hp per tick if you have a 21% Might bonus and Dawnstars blessing. If a pala wants to heal 10x as much that would be 90 hp/tick, but it's not like I already wrote that. You don't seem to understand that Bloodmages level bonus applies to the base heal 1 + 1 at the first scale and at the end it is 1+4 = 5 base. edit: alright I'm mistaken and it is not per tick but per 6 secs. Still means it maxes at 4.5 per 3s and to do 10x as much would mean 45 hp/tick.
-
That's bad logic. It's not a 'nice addition', it's barely impactful. Paladin aura gives nearly 10x that amount, and doesn't come with a -15 Defenses drawback and loss of Empower. I can simply not pick Blood Mage and still enjoy the far greater impact of those other regeneration abilities you mentioned. Blood Mage regeneration barely registers. Paladin aura 10x 9 hp per 3s? How did you achieve 90 regen per tick, please share? Or have you not played blood mage further than level 1, thus not realizing it levels up and can be boosted by Mi and healing bonuses?
-
What do you mean? Crits give +50% pen. An enemy with 20 pen will have 30 pen all of a sudden. Also underpen caps at 75% dr afaik. Also in Poe you can never receive less than 1 damage unless you are actually immune to a damage type. Also keep in mind that stuff like sworn rival will not last very long in most fights since you get hit rapidly against enemies where it actually counts, so abusing Nemnok's cloak stacking spirit shield cloak with spirit shield potions is much stronger but also will only give 3 AR instead of 4.
-
Adra potion stacks with Hyleas, since a couple of patches(you might have to save and reload for it to apply) but I never use it with Hyleas unless I absoloutely need it, as I wrote it is used with Captain's banquet. And yes forced rests are a thing and you have to know what forces a rest and removes bonuse before you try this out in TCS.
-
Ok now i know why i don't got NR, because i thought it is permanent, but it goes away when you rest. So you are not allowed to rest at all? Yes, pretty sure I said it several times now, but I'll repeat one more time: My personal playstyle is what I call a minimal rest approach, most times I will rest a grand total of 2 times during the entire game. The first time I rest as early as possible with Hyleas food for + max hp, +10 defenses and +2 skills. Then my next objective is to get the ingredients for Captain's banquet, one of the best places for this is Dunnage (inn for Adra lobster). Once I have rested with Captain's banquet I'll go back to starting island for Dawnstars blessing, take a luminous bath, grab a whore boon grab a fire injury on trap island (south west of the archipelago) so I can use Rekvu's helmet and gloves and go to Tikawara for Nature's resolve. Another bonus you can get is from the witches place, but it can be kinda tough getting there solo because of the swamp, if you don't have high enough athletics you will get a very bad injury, so I mostly go there lategame with plenty of consumables. (If one doesn't have enough athletics one would have to get rid of the injury after the fight as well with adra potion, which would mean one needs another injury for Rekvus again)
-
Inspired defense stacks with both Gilded Enmity and Stoic Steel. The base rule is a talent/passive will stack with actives/consumables, but the latter won't stack with each other. Most modals count as actives even tho they're technically not active, but it wouldn't be Obsidian if there wasn't inconsistencies here. Same goes for consumables there is at least one inconsistency with Spirit shield from Nemnok's cloak that stacks as if it was a talent, while spell and potion SS doesn't stack.
-
Do you mean the Goldpact +4 AR bonus? I thought that didn't stack with other active abilities. Any class could get a similar effect from Potion of Ironskin/Spirit Shield (and Wizards can cast those). Goldpact can get it easier tho, and they could also take Inspiring Defenses/Stoic Steel to add passive AR. Only Stoic Steel stacks with Goldpact's +4 AR, neither exalted Endurance, nor potions nor most other active abilities stack with Gilded Enmity.
-
Since I use minimal rest approach I play with an injury once I don't rest anymore, the injury allows me to wear Rekvu's Fractured Casque and this makes you imune to interrupts. Natur's Resolve is obtained on Tikawara, there is a location northeast of Tikawara where you talk to a Delemgan/Mpwgra or smth like that. You get several dialogue options with her, most of them lead to a fight against sporelings, Spores and ofc her. One dialogue option tho is to ask her if she is in trouble, then you say "It smells amazing" and then you can eat the mushroom. If you are either cruel or aggressive you won't get that dialogue, that's why many people thought it wasn't available anymore. (There might be other dispositions preventing this, since some people said they didn't have cruel or aggressive and still didn't get it)