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Everything posted by Raven Darkholme
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How high was your Int, for your END reg to last that long? Also as I said the prone is not an issue at all, how did you deal with the scream and fire beam? My INT was 22. My might was 30. Dex was 23. I also had the +40% rest healing modifier from survival, cloak of the tireless defender, rapid recovery, and the +25 healing modifier belt. DEX was 25. See my "Glass Tsunami" build for more details. High intelligence and might is really key, which is why I think those are the two most important stats for a fighter. I think most people just assume fighters are supposed to be stupid and not give them intelligence. Well I'm one of those people who takes INT on fighters, so that was my first question.^^ Very nice didn't think about survival also working with that. How do you do the abbey before the ambush? You get that quest in the tent? Redeemer doesn't work as pointed out in this thread, I tried, they are too high level. Ciphers are awesome for this because of Echo. OK, my bad. I guess that you can't find the Abbey until after finishing the Iron Flail quest. That said, my level 16 party didn't really have that much trouble taking down the 2 Eyeless Hammers without the nice shiny new toy that you can get when you complete the Abbey quest. And the Redeemer absolutely positively insta-kills Eyeless, because they're vessels, and the Redeemer can insta-kill vessels. It has a 25% chance to trigger the slay vessels ability, but apparently you need to be at the same level or above the level of the target. SO, the OP won't be able to use it right at the listed level of his party. (In my level 16 party, Pallegina was zapping Eyeless left and right with the Redeemer!) As for ciphers, I guess I might be one of the few who don't use those beam powers that require a friendly to run around the battlefield, dragging the beam along with him. I don't like that implementation. It also doesn't help that I don't have a monk or a ranger's pet to play the role of beam anchor/target. As I said the problem is not the redeemer but the level of those guys (15) if I'm lower level than them destroy doesn't work. I don't use beam that way in my current setup since I only have 3 party members. It is enough to have the pala or chanter on the opposite site of the enemy. In my game there's 3 Eyeless, not 2, I play PotD and upscaled content.
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I felt most battlemagey with ciphers. You don't buff your weapons but you have an inherent magic boost to your damage. And since your weapons generate focus they are an important part of your playstyle, while other casters go nova all the time and rest often. Sure wiz, druid and priest are also a lot of fun.
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So I just barely managed to defeat the ambush with my 3 char party. But I cheesed as hard as I haven't in a long time. Put boots of speed on every char (sneaking doesn't work, the mainchar automatically breaks stealth after the cutscene) and ran to the southwestern part of the map, all hammers returned to the middle. By then the chanter accumulated 5 phases, so I drew one hammer by 2 ogres, kill him mainly with Ecto Echo, draw the next one and so forth. The only way I see this soloable very easy is with a chanter who keeps sending ogres and doesn't engage himself, which is also super cheesy. Well my paladin wasn't specced properly for this a high reflex respec would ahve helped, Prone attacks are annoying but don't really damage. I ran blind into the fight and didn't really want to use too many consumables since I normally solo and was salty that 3 man died like 5 times on me. :s edit: My pala is level 14, chanter and cipher 13.
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I don't want to sound harsh, but nearly all things you said above are incorrect: - The chat radius is the biggest base AoE you can have with any passive ability on any class. If you do it right, nearly all the time all enemies will be covered by it. Not to speak of your companions. - Voice of the Mountaintop works just fine as it should. So does INT. INT gets applied as to any other ability. It increases your base AoE by %. So does Overseeing and Voice of the Mountaintop. Alltogether you can get an absurdly big AoE. - The damage of The Dragon Thrashed was not nerfed. What was nerfed was the ACC of hazards in general. So it may be that your chant will not hit/crit as often as it used too. Compensate that with more PER and ACC buffs. But it's still one of the best abilities there are. Dealing DoT damage while standing around, not infuenced by status effects like prone, not influenced by low DEX, but pumped by MIG and INT. Huge AoE, good chance to hit. Works with Predator's Sense and Combusting Wounds. Stacks with itself and other DoT chants. It's best if you are a tank and stand in the front line in order to catch really every enemy on the field. - Brisk Recitation is a beast at higher levels. It speeds up your chants by %. So a longer base recitation time will profit more in terms of flat seconds. A phrase that took 3 seconds will be sung in 2 seconds now - you gain 1 sec. But a phrase that used to take 10 seconds now only takes 6 - that's a gain of 4 seconds. You can easily fit another phrase in there. And you can feel that. At least in PoTD. Suddenly you can spam invocations like you never could before. Suddenly retraining to cast "Seven Nights" as often as possible totally makes sense. That invocation is so good if you can cast it repeatedly in a fight. Same with "White Worms" . but I said enough about that in other threads. - Ancient Memory and Beloved Spirits got buffed a lot. They now heal a lot more in a big AoE and also stack. So it's correct that a party of 6 chanters is very, very powerful - especially after lvl 9. So I wouldn't say the changes were minor. All in all they buffed the chanter big time. This. Also the chanter didn't need the buffs. But hey, so didn't many classes.
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Yes, I would have like also a "simple" Ultimate achievement (like the Solo achievement), without the expert and the trial of iron options. You dont understand it? If you did it without ToI you can do it with ToI - at least if you know how to ToI - sure, if you are very unlucky you have to start again - but if you do this, you have too much time. You dont use strategys where one roll decides if you win or loose. You try strategies without ToI until you found one that works about every try, after that you do it with your ToI safe - takes time but is quite reliable. Too much time? You realize this takes as long as playing a normal save without ToI? Your "strategy" takes even longer and can result in death if you truly go for the new achievment, beating all optional content.
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I'd love to see a solo PotD playthrough with a Barbarian. No one seems to try it though. With skipping Adra dragon it's been done long ago before the perception change. Now it should be easier, but no idea whether you have to skip content or not. Yes, it was one of the first to solo when One Stands Alone was bugged and did huge damage with carnage and retaliation... After the nerf it wasn't viable anymore... That too, but there was also people doing it after those nerfs.
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This is not hard at all. If parallel to my own completionist solo of WM1 I had a 2nd save only with Expert and ToI, then I would almost have the achievement already. As somebody pointed out already ToI is not that hard as long as you test a fight out with exactly the same build on non ToI. Expert mode is more an annoyance than actual difficulty increase.
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Any ability in the game that works on allied targets will not work on the caster. Only abilities that work on FRIENDLY targets will work on both party and caster. (Those also work on non party npcs, while the allied ones don't) It was totally not the point of my post.You said you might define tanking different than me, which to me sounded like you think I might be satisfied with a less effective tank. That's why I brought up soloing, since if you don't kite you have to tank way more hits. But you see, right there, you have pointed out a difference between how you and I define "tanking". You say "you have to tank way more hits". This isn't tanking to me. A "tank" to me isn't something defensive or only defensive. A "tank" character is a heavily armored character who is meant to go into harm's way, using his armor to help protect himself so that he can get into range to use his own offensive abilities. OTOH, some people here define "tank" as a strictly defensive character whose job is (or was in PoE's early days) to get as many characters attacking him, hopefully pointlessly, as possible. Essentially abusing the game's mechanics. This sort of "tank" wouldn't work in a real P&P game because a game master would simply have the enemy be smarter and at some point just ignore the aggro magnet "tank". Now, I'm not saying that this is exactly what you're saying, but some do. Hence, my comments about different definitions of "tank". Edited to cut down on the quote nesting.... I did not say a tank is defined by HAVING TO tank way more hits. It just proves how good a paladin tanks. The beauty of paladins (and I think OPness) is, they DO plenty of damage. I never built 3 MI 3 PER paladins. I LOVE my damage. And once you get sacred immolation only casters can compare in damage output and kill numbers. A fighter doesn't even come close. I have never really played a Paladin protagonist before so I don't know, they may be able to soak some damage but I am guessing that they may not be so good at proper tanking because they dont have any close quarter combat class talents like CC abilities or the ones that help with engagement mechanics, like fighter can knock enemies down, clear them out, pull them in range, knock them out when they try to escape etc...........I don't see any close combat class talents in Paladin's repertoire, not even one IIRC their skill table........ I am really not sure how a Paladin will manage keeping 2 or 3 enemies engaged on her, without letting them escape...... Like Boroer said in the post right below you, keeping enemies engaged is something you will have to think about with ANY tank. Engagement is useless. Prone and such are not enough casts on a tank, like the fighter. If you are surrounded by 10+ enemies you need other ways to keep them engaged. I personally don't have any problems with that, but I have a unique playstyle, my parties are always built around a tank.
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Well it sort of is That's the way I play with Pallegina, placed in second row and holding Aedrin's Wrecker. FoD greatly benefits from slow hard-hitting weapons, while also providing bonus acc. Majority of FoD shots are resulting in a stun or a prone. Coupled with apprentice sneak attack it's a great alpha strike, which also gives +20% attack speed to everyone. And since she stands in the mid-line, it's guaranteed to cover all party members. Following with SE/Wrath of the five suns, deals the next portion of damage, and again higher acc helps to land the next stun/prone. Then use second FoD or Runner's Wounding Shot. And only then, if for some reason the fight is not already over, she can switch to 1h+Outworn Buckler, offtank, and heal/support the party. Another bonus is that when she is not in the front she can easily move around and cast lay on Hands without getting disengagement attacks. That's kind of what I have in mind for my Pally (however I won't be switching to melee weapons much), because this whole melee support thing don't really make much sense to me and only because of that Paladins in this game always seem dispensable to me........you go toe to toe with foe but you don't deal much damage and you can't really tank that well either, have no class talents that provide any mechanics to deal with engagement or close quarter combat, so that don't make sense to me.......that's why I have never played a Paladin before.....now I think a ranged Paladin may do it for me but seems like he won't be as good as priest or a chanter, unless I roll Kind Wayfarer and score killshots.... That's not really true. From Level 13 on you deal massive amounts of damage with Sacred Immolation. Being surrounded by enemies in melee helps your damage output greatly. What gave you the idea paladins don't tank well? They are far superior to any class in tanking. Raven, I'm not sure that I'd say that they "far superior". I will say that they can absolutely hold their own. Of course, you and I may have somewhat different definitions of "tanking". I thought it clear I compared paladin and any other class in the game. As to what I understand by tanking, I solo the game mostly (I dabbled in 3 member parties twice) and I don't like kiting. So I build my pala defensive and tank absolutely eevrything including the dragons. If you compare a fighter to a paladin you will not get close to the same results because his other defenses besides deflection are too low. Also his deflection is slightly less and was significantly less before the latest patch. Also I mentioned Sacred Immolation. Just because of that skill even tho it has nothing to do with tanking (but works best if you are surrounded), the paladin becomes a far better damage dealer than fighter beyond level 13. Which once again if you are solo and have to tank way more, than with a group, is a VERY big deal. I should say that I never, ever solo these games. And I never have less than a full party once I have the characters to fill it out. I see these games as being meant to be played with a PARTY of characters, not as some 3rd person version of a 1st person shooter. No single character in my parties is meant to play the game as anything other than part of the team. Thus, I see things from that "team" perspective. It was totally not the point of my post. You said you might define tanking different than me, which to me sounded like you think I might be satisfied with a less effective tank. That's why I brought up soloing, since if you don't kite you have to tank way more hits.
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Well it sort of is That's the way I play with Pallegina, placed in second row and holding Aedrin's Wrecker. FoD greatly benefits from slow hard-hitting weapons, while also providing bonus acc. Majority of FoD shots are resulting in a stun or a prone. Coupled with apprentice sneak attack it's a great alpha strike, which also gives +20% attack speed to everyone. And since she stands in the mid-line, it's guaranteed to cover all party members. Following with SE/Wrath of the five suns, deals the next portion of damage, and again higher acc helps to land the next stun/prone. Then use second FoD or Runner's Wounding Shot. And only then, if for some reason the fight is not already over, she can switch to 1h+Outworn Buckler, offtank, and heal/support the party. Another bonus is that when she is not in the front she can easily move around and cast lay on Hands without getting disengagement attacks. That's kind of what I have in mind for my Pally (however I won't be switching to melee weapons much), because this whole melee support thing don't really make much sense to me and only because of that Paladins in this game always seem dispensable to me........you go toe to toe with foe but you don't deal much damage and you can't really tank that well either, have no class talents that provide any mechanics to deal with engagement or close quarter combat, so that don't make sense to me.......that's why I have never played a Paladin before.....now I think a ranged Paladin may do it for me but seems like he won't be as good as priest or a chanter, unless I roll Kind Wayfarer and score killshots.... That's not really true. From Level 13 on you deal massive amounts of damage with Sacred Immolation. Being surrounded by enemies in melee helps your damage output greatly. What gave you the idea paladins don't tank well? They are far superior to any class in tanking. Raven, I'm not sure that I'd say that they "far superior". I will say that they can absolutely hold their own. Of course, you and I may have somewhat different definitions of "tanking". I thought it clear I compared paladin and any other class in the game. As to what I understand by tanking, I solo the game mostly (I dabbled in 3 member parties twice) and I don't like kiting. So I build my pala defensive and tank absolutely eevrything including the dragons. If you compare a fighter to a paladin you will not get close to the same results because his other defenses besides deflection are too low. Also his deflection is slightly less and was significantly less before the latest patch. Also I mentioned Sacred Immolation. Just because of that skill even tho it has nothing to do with tanking (but works best if you are surrounded), the paladin becomes a far better damage dealer than fighter beyond level 13. Which once again if you are solo and have to tank way more, than with a group, is a VERY big deal.
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Well it sort of is That's the way I play with Pallegina, placed in second row and holding Aedrin's Wrecker. FoD greatly benefits from slow hard-hitting weapons, while also providing bonus acc. Majority of FoD shots are resulting in a stun or a prone. Coupled with apprentice sneak attack it's a great alpha strike, which also gives +20% attack speed to everyone. And since she stands in the mid-line, it's guaranteed to cover all party members. Following with SE/Wrath of the five suns, deals the next portion of damage, and again higher acc helps to land the next stun/prone. Then use second FoD or Runner's Wounding Shot. And only then, if for some reason the fight is not already over, she can switch to 1h+Outworn Buckler, offtank, and heal/support the party. Another bonus is that when she is not in the front she can easily move around and cast lay on Hands without getting disengagement attacks. That's kind of what I have in mind for my Pally (however I won't be switching to melee weapons much), because this whole melee support thing don't really make much sense to me and only because of that Paladins in this game always seem dispensable to me........you go toe to toe with foe but you don't deal much damage and you can't really tank that well either, have no class talents that provide any mechanics to deal with engagement or close quarter combat, so that don't make sense to me.......that's why I have never played a Paladin before.....now I think a ranged Paladin may do it for me but seems like he won't be as good as priest or a chanter, unless I roll Kind Wayfarer and score killshots.... That's not really true. From Level 13 on you deal massive amounts of damage with Sacred Immolation. Being surrounded by enemies in melee helps your damage output greatly. What gave you the idea paladins don't tank well? They are far superior to any class in tanking.
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In BG rangers were very different to PoE tho. Even tho you can play rangers melee, in PoE you pretty much should use them ranged. In BG it was the other way around, except for the archer subclass (which sucked hard, lol) I'm fully aware of the differences. It's just that nothing about Minsc ever struck me as saying "I'm a ranger". He really did seem like just a fighter (berzerker kit) to me. His berzerk ability was really bad compared to a true berserker. It was rather comparable to a magic debuff, than an actual positive. As to rangers in BG: The only other ranger was Kivan and nothing about him was saying ranger either (his pic looked like an archer, but he wasn't even good at that). If I built a pc ranger I mostly went with ranger/cleric for super cheesy solos. (Sadly got nerfed. ) Those were always very strong melees and at least Minsc was a strong melee.
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Dual wield Drawn in spring. @OP I would go with the rogue for full Durgans and then divide the rest, casters for armor and weapons for offs. Superb is always hard, but you have weapons which start out superb, try using those, so you have 1 or 2 exceptional weapons, where you REALLY want the unique enchant and use the eyes on those. Scales matter less I personally prefer shields to armor if you have a pala tank there goes 1 scale.