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Everything posted by MoxyWoo

  1. Huh, just loaded up my save with my monk again, and there is a recovery time, though I think I got about a second. Good catch, guess I'm getting old and didn't notice the little bar when I set up the spam and just let them go wild before. Went for max dex on the monk though Dex > Mig > Res > Per > Int > Con
  2. I debated putting them further up, but the bonuses from Defender > Wary Defender is roughly the same as a PC Darcozzi paladin + Outworn buckler with everything else being equal, and they don't have retaliate like that build does and possibly always on 3 DR from their aura. Moon Monk has triple synergy for wounds and extreme dps spam the fighter can't bring out in prolonged fights. Basically, since those 2 tank types are "better" they're up a tier during Act 1. Though once again, the racial is making up ground for the Constant Recovery, a fighter has. Edit to add: For act 1, it te
  3. Fight changing mechanics. While most of the Tier 2/3 are "good" at their jobs. Tier 1 have effects that game change heavily for your party's favor. Tier 2 has a "gimmick" about as strong as Tier 1, but lack versatility. Tier 3+ are "effective" at their jobs, but may either need extreme optimization, more gear to get going, or similar requirements that place them in this Tier during Act 1.
  4. I ran Zealous Focus off my Darcozzi because it had synergy for the accuracy of the Fires Talent, also ran Moon Godlike so DR wouldn't be as much of an issue. That said, if I wasn't bugged and it didn't effect the entire party I wouldn't bother with it. The Endurance is at least comparable to the priest armor of faith spell, and NO SPELLS STACK WITH AURAS, which means its really like... 2 tanks (maybe.. usually just a self buff) getting effected by endurance and actually care about the DR vs Blessing the entire group.. Flipping this around = non optimal as Zealous Focus doesn't hit the ba
  5. Introduction: The "tier" classification is from DnD Min/Max forums. Most classes are great after level 5 and gear choices from Defiance Bay, which also happens to coincide with much of Act 1. Which I think gives the first part of the game an inflated difficulty if you're not sure what you are facing or similar. Due to this, I ranked the classes for Act 1 (Hard difficulty) in the following manner. Tier 1: These classes can deal with all kinds of threats, not care about resources, or the resources they do have are game changers. Cipher, Wizard, Priest. Cipher (Use a
  6. Ranger works fine in melee I noticed, in fact, its probably easier to use than ranged due to how ranger can engage, and then the pet can flank or similar. Worst case if its built as an "offtank" you don't care the pet dies for stalker's link. Wounding Shot > Weapon Focus > Swift Aim > Swift/steady > Stalker's Link gives you +8 accuracy, possibly Frighten via Lion, 20% attack speed and one of the better scroll users due to better base accuracy. Unlike a rogue with all stats being equal, its 5 to 15 deflection up than them, and later on Cautious attack's penalty can be negated
  7. https://forums.obsidian.net/topic/77511-spell-speed-by-frame/ On dex ^. One of the reasons I like it so much more than other stats. And yes.. it doesn't effect reload time afaik... if you watch your party fire and use the same reload via guns... all of them are the same roughly despite say Durance having 9 dex vs your rogue having 20 dex, though my computer is old, so if Dex really effected it besides the fact my rogue started a little earlier, then it would be much more noticeable than virtually the same reload time. (then again my computer is pretty old, so hard to tell a lot o
  8. Nice post Climhazzard. Just wanted to add, DEX is always a cool one due to how it works shortening both animation and recovery time. RES is annoying to minimize in any class... interrupts are annoying to be hit by, and annoying to try and produce, so its best to usually dump PER/CON due to this. This usually leaves 3 max stats, and 1 stat at 15 to 16 if I remember right, which is good for any class mix.
  9. I did this on my paladin so results may vary. PoE seems to pull from the following sources in terms of stacking things. -Weapon/Shield -Equipment (armor, helm, gloves, cloak, rings, boots) -Spells (this includes Zealous Auras. scrolls that mimic spells, and spellbinds that mimic spells) -Chants -Per encounter abilities like Holy Radiance -Talents -Class Talents -Food The highest from all categories will stack. For example I can use a priest with Inspiring Radiance (encounter) and Zealous Focus (spell) fine.
  10. I think one consideration for the Ranger should be the RAW DoT of wounding shot. It bypasses all DR. It stacks on itself with Blunderbuss pellets, so can tick away from a 54 base max dmg (which is insanely high). The next in line of Arquebus, but its still 20ish away for the max. Sadly, it doesn't show up on the sheet or even the combat logs from my brief testing, so... there's not much proof except things melt when they get hit by it. Edit to add: Lion has faster movement for those wondering, its kinda fun to pull with it and use the ranger as a tank.
  11. I think the way to go for rangers is to use Wounding shot. The DoT effect on it is insane and no other class has it, even the Goldpact paladin faces issues with DR interaction where as ranger just has straight up RAW damage from it. Rogue sneak attack is powerful and shows chunkier numbers but does it completely bypass DR for the entire weapon damage? Nope. Its not 100% dmg increase, its more like 100% + DR*however many hits the rogue does. Ranger is a bit misleading, most of their numbers don't show up on the personal sheet, specifically, animal companion and the DoT effect. I know a
  12. I just want to add that I usually try to get some Resolve on any character due to how annoying interrupts can be. Get hit by an AoE and then jerk to a stop because enemies? Annoying. Trying to cast something and stop? Annoying. Trying to sound witty in dialogue and can't? Annoying.
  13. Peddroelm posted this in the testing thread, but the DoT interaction seems to be the same for INT on a rogue. You actually get a bit more damage out of having lower INT basically unless you break like 22+ or something nutty with them vs 4. Debuff wise... rogue make things dead as the "best" debuff. Ranged rogue uses the initial alpha strike for the 2 second free sneak attack during combat usually, then uses their encounter like crippling strike. YMMV but you might get an extra shot or 2 due to high INT during sneak attack, but in practical play... the trash mobs don't need it and 7 sec
  14. Personally think at the lower levels, its all about accuracy so Weapon Focus: Whatever goes into 2nd lvl. Then you start to add in a class specific one usually. YMMV, but most classes get a freebie or nice something at 4th. Otherwise, Vulnerable attack is much better due to the flat bonus nature here. Then its the quality of life talent like Two handed, or Two weapon for a dps. No penalties, etc, at 6th. Finally at 8+ I'd take Savage attack. By this time, I have better weapons with accuracy so don't care.
  15. Yeah, I always thought lvl 2 spells were about CC and self buffs. Basically, when things go wrong, you can hit +15 elemental DR, +50 health, and/or +30 deflect in less than 1.5 seconds. Or just confuse a monster in a group as an opener and let them fight among each other to thin them, then use a lvl 1 spell for damage or CC/dmg like chill fog.
  16. I'm gonna say wizard because having run most of the classes up through act 2.5 aka the hardest parts of the game IMO, they get multiplicative in a way druids and ciphers can't even versus trash mobs. Arcane Assault 2/enc = RAW damage, proper wizards will deal ~20 dmg and ignore DR with this at lvl 1. It also spams extremely fast when cued up by shift click so the dps is through the roof, and daze is okay too. Stacking Aloth and a main PC mage, the above was a breeze not to mention I had enough game changing spells being a wizard... Slicken + Chillfog alpha is and always will be amazing.
  17. Moar numbers (done in the attack speed sheet) Swift Aim 10 dex DR 0 / DR 12 / DR 20 -Warbow 13.51 / 3.42 / 2.7 -Hunting 13.65 / 2.73 / 2.73 +Might 20 (30%) + Penetrating (-5 DR) + Superb (45%) + 20 Dex (30 attack speed) -Warbow 34.25 / 24.81 / 14.02 -Hunting 34.6 / 22.01 / 9.52 +Dangerous Implements -Wand/Scepter 37 / 24.11 / 10.94 -Rod--------- 32.58 / 23.14 / 12.35 +Quickswitch vs 0 DR -Blunderbuss 84.09 / 122.71 = 206.8 -Arquebus 70.27 / 103.04 = 173.31 ~~~~~~~~~~~~~~~~~~~~~ Viscous Aim 10 dex DR 0 / DR 12 / DR 20 -Warbow 8.97 / 3.38 / 1.93 -Hunting 9.06 / 2.6
  18. Correct, you wouldn't use the Citzal's "pike" until level 9, but as needed you'd cast it for the AoE damage it provides. Progression by game is: (Hard difficulty here) Arquebus (Durance's) > Arbalest > Fine Pike > (Justice) > Lost Thayn's Reach (Copperlane - Defiance Bay) > Tall Grass > Tidefall Justice is a good greatsword at the time you get it and most of the other classes don't care for it... Only problem is, it has a weird spot as you're too squishy to actually melee, and if you hold off getting it, you probably have better options from Defiance or Dyrford
  19. People with this number over 9k. Also... Goku would never use that word on anyone. Raditz maybe, but I'd like to think he'd be politically correct too and call Goku a lowly peasant, dumb-tail, or similar insults than this.
  20. Sabres are great, good alpha with them for sure. They even get comparable good numbers when I cranked them vs higher DR 20 than stilettos, but not Estocs (assuming all talents are equal) when I did my wizard testing. So I figure Cipher will beat them out with the 40% dmg modifier wizards can't get. Anyway, won't bother cranking the numbers, my cipher play was just comparing my wizard play, hence why I stopped it. Plus, its actually quite difficult to get "good" sabres at the beginning unlike stiletto like Azureith or Osteriech (sp?), so would be a transition of gear just like this bu
  21. https://docs.google.com/spreadsheets/d/1vDm5MOrCK6S95h5u0EzZbGTv_u_rYqjuO0-zupqk0_A/edit?pli=1#gid=1264774515 ^used this to crank it out. Specifically though, Ciphers get more +dmg modifiers so they can hit the magical ~90% mark easier like rogues can to make faster weapons viable from a dps standpoint.
  22. Paladins are good for about 2 attacks via Flames. But the base damage of Fires of Darcozzi Palace (going retaliation mode) is only 10 Burn... That means its great for Act 1, and maybe some of Act 2, or specific "flammable" monsters, otherwise, expect to do minimum even with vulnerable attack + savage + scions (assuming its fixed). Arguably, the other paladin orders can be more offensive, but in practice the 10 accuracy from Inspiring Exhortation = more crits = the other orders don't really do as much as they rely solely on a 2/enc mechanic. Plus Burn DoT from Goldpact seems to check vs DR,
  23. Aloth can definitely pull it off. He has better stats geared to tanking oddly with his weird stat spread and lower might and higher con. Still, like all melee wizards, he needs time to get good, and most of the time its just a nice option to have Arcane Veil + Infuse health as the bare minimums to try and save himself. Yeah, I tried the dual stiletto/blunderbuss Cipher for about halfway through act 2, and debatable with the focus gains and start (1/4 focus) being a bit different. They don't have no recovery like wizards for their "buff" spells, though usually all of their spells (p
  24. Dex speeds up animation and recovery.. does double duty basically. plenty of sources for damage for rogue but no attack speed. rogues are always vs deflection hence they wanna double accuracy via marksman and focus. not either or. other option for accuracy is to play with reckless and a pike or staff etc. more accuracy and semi safe and shadowing beyond is still good for escapes and perception will help deflect. YMMV but i like melee rogues more nowadays and they require more micro so they're intersting.
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