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Everything posted by Raven Darkholme
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Eh? Why that? Is that an universal rule? It may also be that all subs are rel. equal. Or that one subclass is good when you want to play like this and another when you want to play like that. I guess I worded that weirdly. Two classes could be equal, but in my opinion Skald doesn't compete with Beckoner, but Troubadour and Troubadour is just much better in building phrases. A Beckoner doesn't really need to build phrases faster than the summon duration lasts, once you get to ogre and higher it's almost guaranteed they won't die before you get your phrases back and even before it's quite unlikely all your summons die super quick, unless maybe you use phantom. Skald seems more for casting offensive invocations and brisk recitation will be faster for the biggest part of the game, until maybe you can spam consumables with hit to crit or your acc is just much higher than enemy def, but generally i would say when the fights get real easy anyway, while the phrase regen speed of brisk recitation starts out as fast as it gets.
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But one sub has to be worse and you only gave reasons why it's not terrible, which subclass do you think is worse? I agree, at release Beckoner was pretty good. At lvl 1 you could at least quickly summon a horde of mini skeletons at the start of every battle that would at least keep enemies at bay, while you picked them off at range. The main complaint is that the summons all looked really funky since they were all pretty tiny. Now with the +1 cost to summons it is almost a Troubadour without the ability to quickly build up phrases, and losing the extra linger when your not. The +1 to cost is almost irrelevant, since you start with max phrases and just have to sustain the summons.
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Even now it's not the worst, Skald always was the worst, since if you want more phrases you always go Troubadour. Beckoner even has a small advantage summons wise over the Troubadour, but is just worse overall, since the nerf. (and weaker summons are not that much of a big deal as long as they live thru the generation of phrases for the next summon) I feel like with Chanter overall being weaker than in PoE 1 since the removal of brilliant invo, a lot of builds will revolve around summons and I personally would most likely go beckoner, unless I realize my summons die super early (I kind of doubt that, even skeletons rarely get killed and 4 ogres just seem invinciblke to me, nerf or not.)
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Corners are the enemy of every AI enemy, not only Fampyrs. (I've been asking for better AI since Poe1 came out) This is even worse with bigger damage from poison and used to be super cheesy with Druid poison until it got fixed. This game can have so many more useless balance changes none of us wants, as long as the AI stays **** it's not gonna matter.
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It works, but it stops being fun very quickly. It's too good and takes any kind of challenge out of the game.
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Shining Beacon, Cleansing Flames are good.Symbol of X [rank 8] although not a dot, deals respectable periodic damage. Disintegration is nice. And would be superb if it wasn't targeting fortitude. Rot Skulls is unfortunately much weaker than in PoE1. The DoT was ticking for 6 dmg and had a duration of ~43s at 29 MIG/33INT. Although it could also have really low penetration, which is shown nowhere. Also there is a poison, Stone Joint iirc. Tooltip shows something like 10 damage / per 3s, no matter how high is your alchemy. But actually ticks for ~90 at 21 alch. Disintegration is kind of disappointing, since the description is wrong, but ofc it would be op if it wasn't. Poisons are even stronger than 90 dmg, depending on which poison you use, the crush dmg one (was that Stone Joint?) ticked for 131 for me at 20 alch (char was level 13 and the giant cave grub just melted solo potd). It seemed like a bad idea since cave grub has high fort, but the alchemy rank also improves the accuracy, like with the druid spells, that actually need to be fixed. My assassin/Shifter seemed super mediocre until I got Insect plague, then it suddenly became boring because to op.
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Even in Poe 1 Long Pain didn't work with the melee only abilities of the monk. (ennervating blows and the burn damage lash) Also Poe 1 Long Pain was much better than deadfire, it's almost not worth damage wise in deadfire at max level it does like 2 damage more than normal fists, so it's mostly there for the ranged aspect.
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Even solo you can get away with mechanics 2 base. With boni from beraths blessing, resting, whore, gloves this will actually end up at Mechanics 12 which is more than enough to get you through the game (can even get 14 with thief's putty). Yes there will be a door with mechanics 18, but this door opens with the help of an item found on a dead enemy. On my first pt I got mechanics to 11, after that I never got it further than 2.
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I'm not even sure if it is a bug, I think they just need to adjust the amount of powerlevels you get from Alchemy. Right now it seems to be over 10% spell strength (dmg, accuracy, duration) per alchemy level they could just adjust it down to halfa and the spells would still be very good, but the fact that nagas, paladins and darguls are unaffected by it would balance it out. Right now it is so strong, that everything but the immune creatures get oneshot, especially if like me you have an assassin and shoot from stealth. So all you have to do is multiclass with something that can deal with the immune creatures (there is probably no class that can not) and boom the game is as ez mode as brilliant invocation was, especially since potions and drugs get insanely strong because of the high alchemy levels. Spirit shield potion which is probably the most abundant potion in merchant inventories in the game can provide up to 9 armor for almost 200 seconds, making it very hard even for 1.1 potd creatures to have pen against you, overpen is pretty much impossible at level 13+. (for me SS had 7ish dr at level 13 and I had around 9 base armor). Also the potion belt can give you any potion, some of them are just insane (ryngrims, hit qual conversion potions which give around 50% conversion with max alch) and a rogue can reset a fight easily with invis and could keep doing that until potion belt gives insane pot and only then fight)
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It would be kinda hard to have 3 chants up, since you need the linger, so BR is a no go. (Unless you have a 2nd chanter) But yeah on AoE stuff Old Siec is quite solid, I ran it with my Wizard/Chanter and didn't need any heals, mostly used PL IV Minolettas (praise brilliant and by praise I mean nerf it. ) Once I had reduced healing on me and almost died, but when I tried to heal with potions I actually healed for 0, so the debuff was close to 100%.
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Personally I would run Mith Fyr + Ancient Memory. Don't know if Old Siec works with spells - if it does then it's probably the best option once you have enough dps. Once my work week is finished I plan on focusing on leveling my new pally/Troubadour to test if Old Siec works with non-melee abilities. In this case, Sacred Immolation. If it does Old Siec + Mercy and Kindness should counter most of the damage (if not all of it) from Sacred Immolation when there are enough enemies in the area. Best general chants are Mith Fyr, Ancient Memory, Silver Knight's Shield, and imho Long Night's Drink for the -50% heal. Of course Mercy and Kindness, but OP chant is OP. I personally think everything from PL 2 up is pretty good. Save possibly Dragon Thrashed, but I havent tested it personally. I hate to knock it entirely until I do. If Old Siec works with Dragon's thrashed it could make a stronger version of Soft Winds as you would also get that 12% from spells/melee/abilities and get roughly 1 health for each dragon's thrashed attack per enemy. Which is better than Soft Winds, but requires 2 chants with 100% up time. This would benefit Troubadour the most, or an odd Helwalker MC as you would need 30 Int to get 100% up time on a non-Troubadour. Old Siec works with almost all abilities (non melee) I did not see it proc on Dragon trash, but this might be because of the low damage. (I only had 15 MI)
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This thread reminds me of the "chanters are underwhelming" thread. To get the full potential of cleave stance you could pull the enemies to a chokepoint, that way you can get ranged/magic characters clustered together with melee. This however is not necessary most times, I just run/charge up to a ranged target and the melees will follow. (ofc this is slightly harder to pull off with a party than solo, since the enemies don't necessarily go after your fighter) You neither need an AOE 2h for the AOE effect of cleave or for killing a single enemy (which triggers cleave). And to get the full potential of the full attacks of cleave you need to dualwield, since you trigger two instant attacks on everyone around you that way. Most times you kill another enemy (at least) with it, which starts the same cycle again. Most times when cleaving stance triggers I just plain one shot everything around me, except higher hp targets like fampyrs. (though charge cleave stance odes quite a lot for those too. )
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Every couple of days I get a game crash (playing pretty much every day), no idea why and for the most part I don't care since this is pretty rare. Today the worst case scenario happened, i created a Triple Crown Solo character and the game crashed after an hour of progress. For a second i thought this is all good, but when I reloaded my game the last autosave was directly after char creation in the cabin on the ship... This is even worse because for very wrong reasons you can't quicksave in this games TOI/TCS. I would assume because of laziness in game design, since in other games like Divinity original Sin 2 a quicksave in Trial of Iron just overwrites the autosave. So whenever an autosave would happen in this game now I have to remind myself to save manually because the game only autosaves on exit? (no not on crash exit, sadly...) While I somehow could live with quicksave not working (even tho it's super unnecessary), I find the combination of disabled autosave and quicksave as signs of lazy implementation of a TOI, that was at least slightly better in POE1 (no quicksave, but at least autosaves worked)