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Everything posted by Raven Darkholme
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I guess everybody plays differently, but I'd never use Troubadour because i want to spam invocations but for the linger on buffs. The thing about troubadour is, you have the option to use the BR modal to get invocations quicker if a specific situation requires it, but the main advantage of Troubadour will always be the linger.
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And that is why I don't auto-patch single player RPGs . If they nerf brilliant I won't patch game till I get bored of Chanter. Even then I might mod it or keep old version of abilities file to replace in patched game. I don't think Brilliant is OP, it's that some abilities that use resources are too strong and cost too little. I don't think I understand what you mean. If resources cost too little brilliant is not very strong, brilliant is strong with resource heavy classes. A nerf for brilliant is important, but it can easily be the wrong kind of nerf, if the nature of the invocation gets changed/resource recovery deleted the nerf is too strong. The duration it takes for resources to recover needs to be havily adjusted, 3 seconds is way too quick and op, it needs to be adjusted to something like 10 seconds.
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Tbf if brilliant gets nerfed the wrong way/"removed", chanters will be really bad single class solo and for multiclassing there is just gonna be a lot of other better options But I think OP simply doesn't know about brilliant and summons/ccs are not as overwhelmingly good as certain passives (fighter cleave stance, pala defenses, monk swift flurry + rods, heck even driving flight etc.)
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The rogue has so m any full attack abilities it's kind of a waste not going dual wield on even a single class rogue. I know I mostly repeat what other people already stated here, but going fighter/rogue makes dw even more powerful. This isn't even related to which subclasses you use, it's just about the guile/discipline abilites being mostly full attacks (except nerfed to hell knockdown), giving you a free offhand attack and fighters cleave/mob-stance doing full attacks when you kill a target.
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I don't know, early game you can cheese a lot with summons, also yesterday I realized what a massive amount of xp you can get by exploring the ship map, some places give 2k xp. Theoretically you can explore the whole map once you get out of Tut isle, afaik it is always possible to outrun a ship that attacks you even if combat starts you can just turn your ship away from them and go full speed.
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You start combat with a bunch of phrases now. A high level Chanter will either be able to cast it straight away it do so after on or two chants. Once the invocation is cast it builds up phrases in addition to your normal chants so keeping it up is easy (is got a big duration anyway). So I didn't say this is much of a downside to it. Honestly I think it's a most powerful ability in the game right now. Watching VictorCreed using it to spam Charge is just insane (Charge is also kinda broken as it full attacks everyone on the path which, when combined with cleaving stance, leads to rapid death). The starting phrases seem kind of strange to me right now, sometimes I start with 7 phrases, sometimes with 6, sometimes I can chain cast it out of combat to spot traps, sometimes it will not regen back up to 7 and I can't recast it. But even if you start combat with "only" 6 phrases it doesn't take that long to get it to 7. I'm atm trying to figure out which class could be more broken than fighter with it, since it needs to be a resource hungry class, wizard seems pretty crazy with meteor shower (please keep in mind the invocation not only regains resources but also empowers you for the whole 60 secs duration ) Chanters start combat with phrases equal to the cost of their highest invocation (which includes cost penalties, e.g. troubador+1). This is why it is useful to pick up the most expensive invocation available in your tree, even if it's not not something you intend to use, because it provides the passive benefit of having more starting phrases. You regen up to your maximum starting phrases again after combat. If you jump into the next combat too soon you might not be at maximum when combat starts, but otherwise you will always have enough phrases to cast your most expensive inv. I don't think you read my post. Phrases are not constantly the same on my level 20 chanter, with an invocation which costs 7 phrases. I kind of feel like repeating the rest of my post is moot.
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You start combat with a bunch of phrases now. A high level Chanter will either be able to cast it straight away it do so after on or two chants. Once the invocation is cast it builds up phrases in addition to your normal chants so keeping it up is easy (is got a big duration anyway). So I didn't say this is much of a downside to it. Honestly I think it's a most powerful ability in the game right now. Watching VictorCreed using it to spam Charge is just insane (Charge is also kinda broken as it full attacks everyone on the path which, when combined with cleaving stance, leads to rapid death). The starting phrases seem kind of strange to me right now, sometimes I start with 7 phrases, sometimes with 6, sometimes I can chain cast it out of combat to spot traps, sometimes it will not regen back up to 7 and I can't recast it. But even if you start combat with "only" 6 phrases it doesn't take that long to get it to 7. I'm atm trying to figure out which class could be more broken than fighter with it, since it needs to be a resource hungry class, wizard seems pretty crazy with meteor shower (please keep in mind the invocation not only regains resources but also empowers you for the whole 60 secs duration )
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Might is the only additive damage modifier as far as I can tell, additive is only bad once you try to stack several of them. There are very few damage scalars that do not stack additively with might. The grave calling weapon you showed in your video has +70% damage by itself. Dex would have definitely been better than, but I could also have dumped Res for it, Might is still not that bad compared to Res and Con.
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Might is the only additive damage modifier as far as I can tell, additive is only bad once you try to stack several of them. I adressed this in my post... Chanter/Fighter is easy to level even without meta knowledge and doing some of the easy quests way later than harder quests summons and Veteran's recovery carry you a lot, since summons remove the death screen. Also cleave stance is most op when you get it and the levels after, but I only realized how good it is when I was level 10+. (ofc it never get's bad either) I didn't know about requirements for this, I will adjust it tomorrow, thanks for noting this as you know I was gone from active forum life for a while. I know of no other ability with brilliant inspiration and even when I created my char I completely missed out on this and only realized it when I hit level 15 and selected the unupgraded invocation, looking at the upgrade.
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For people who don't want to watch the video a small introduction: While I talk about leveling a lot and maybe even stress some obvious facts too often, the main focus of this buildguide is to showcase how strong a level 19 fighter/chanter is. People who watched my streams will know I didn't discover all this on char creation screen and struggled a lot to find how to perfectly play this char, but yet it was always strong enough to not only solo Potd, but through lacking meta knowledge doing some quests in the wrong order (harder quests early, easier quests late). So while I talk about every ability/talent that is worth picking I mainly want to show off how strong the brilliant invocation is in combination with mob stance and charge spam, keep in mind that the combination of summons and mob stance is what got me there, summons being available at level 1 and cleave stance at level 4. I also think this class is one of the best TCS classes due to summons disabling the "you died" screen, fighting away from combat starting point, so enemies will have to run out of line of sight will either make your char get up from knocked down or at least let you rest and revive. Since at level 19 you get the invocation upgrade summons are not part of my personal build anymore, but anyone is free to keep using them. Without further ado the guide: Any form of constructive criticism is appreciated.
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Though Fighter lack burst heal which you need many times in solo PotD in harder fights. He has good sustain, But sometimes when you are hit by 5 rangers and 6 melee guys and you HP drops to half you could use some burst and this is where Paladin comes with Lay on Hands, Greater Lay on Hands and Kind Wayfarer FoD especially. I think I would not survive some fights on my solo PotD if I took Fighter/Troubadour instead of Kind Wayfarer/Troubadour. Many times that burst heal saved my ass as heal over time is just not enough sometimes. Second Wind is super strong with Athletics (little too strong imo, needs nerf) but sometimes you need more than that. Not to mention even with my Paladin and +21 to all Defenses I am still on some fights Hobbled/Knockdowned/Stunned etc. so fighter would have harder time surviving those moments. Moon godlike helps with that a little, but it's nowhere near PoE level. I think now at Power Level 5 my Moon Godlike passive heals for like 20-something per it's tick. I think Fighter/Chanter with high athletics and Moon Godlike would be great but you can struggle in first 3rd of the game in group fights before you grind money to get all best armor and weapons. If you solo Unbending + Brilliant Invocation is a real strong burst heal, moon godlike is real bad in comparison and LoH is not needed at all.