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heldred

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About heldred

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    (4) Theurgist

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  1. Hi there... it appears you like single classes, so my recommendations will revolve around that requirement. My single-class recommendation is: 1) Monk - this is arguably the most powerful single-class in the game. It hits hard from the start, has incredible T8/T9 abilities, and some of the best passives in the game. 2) Paladin - swap this instead of fighter, since it can tank just as well, buff, off-heal, and provide one of the best passive heals in the game. Won't be flashy, but can stop oncoming traffic. 3) Wiz - make this a blood mage, since recycling abilities/spells ar
  2. Yeah, I respectfully disagree. 1) Any class can own Nerisc with fire... um. just craft 5x scrolls of any of the following: Holy Fire, Meteor Shower, Great Maelstrom, etc. (super weak to fire). The only difference is, a Wizard could face tank it with 3 buffs and not need to leap around... or bother with Revku's gear. 2) Any class can own Nerisc... in a variety of fun and creative ways (without scrolls or consumables), it doesn't make the class design any better or worse, it is just tactically making use of the right gear and skills. 3) A SC Wiz can own Nerisc faster I think,
  3. 1) Priests are nowhere near what they were in POE1... to be fair, besides Monks, what is a "clear" standout for performance? (opinion, moving forward) 2) Priests are perceived to be "fine" because of a few spells (BDD, SOT, T8/9 Signature spells, some summoned weapons, etc.) 3) Priests (without mods) are mediocre due to horrific cast and recovery times for a lot of spells, combined with multiple substandard spells littering every level 4) There are a handful of good spells and you ultimately end up with homogenized shi-te (that is French, for bad...) each play-through, regardle
  4. Enjoy the game, but feedback is a gift: HIT: Graphical and sound upgrades, definitely added to the combat experience. HIT: Multi-classing choices definitely pushed me to play a few more runs. HIT: Large selection of spells and abilities. MISS: I miss the endurance and health system from POE1 - it was truly a brilliant idea. While we are at it, I'm not a fan of PEN and Armor system. MISS: Main storyline was rubbish... as were the companions... too many sidekicks and not enough depth. MISS: Consumables that replicate signature abilities... cheapens c
  5. I agree with many of the points above... some random thoughts Monk (Hel) / Rogue (Tricks) - I like trading the imperceptible reduction in DPS for added survivability (Offense Single 10 / Offense AOE 5 / Defense 7 / Utility 5) Monk (Hel) - T8/T9 abilities makes this a difficult DPS class to overlook (Offense Single 10 / Offense AOE 7 / Defense 6 / Utility 4) Barb (Zerk) - T8/T9 and carnage make for a potent melee combatant (Offense Single 8 / Offense AOE 9 / Defense 5 / Utility 4) Druid (Shift) / Rogue (Street or Tricks) - Storms + shifted melee is potent... plus Dru
  6. If there weren't so many things completely resistant to Pierce (fully resistant is a stupid mechanic to any game), I still like Stalker's Patience.
  7. I would consider the following party (with the understanding you want all ciphers): Cipher (sb) / Fighter (tact) - Primary Tank / Secondary CC / Secondary Damage / Buffs Cipher (ascendant) / Mage (blood) - Secondary Tank (self buffs) / Secondary CC / Primary Spell Damage Cipher (beguiler) / Priest (wael) - Secondary Tank (self buffs) / Main CC / Secondary Spell Damage / Secondary Healer Cipher (ascendant) / Druid (lifegiver) - Primary Healer / Secondary Spell Damage / Support CC Cipher (sb) / Monk (hel) - Primary CC / Melee and Spell Damage / Buffs The grou
  8. General conclusions are based upon three parameters: 1) Renewable resources: Monk, Cipher, Chanter, Wiz-Blood, and Fighter-Tact 2) Tankiness: Combination of inherent defenses (Fighter-Tact), buffs (Wiz), debuff-buffs (Cipher), passive heals (Chanter, Fighter), CC (Cipher,Wiz) 3) Damage output: Which needs to be in two forms... a) Efficiently doing damage for regular battles (Wiz), and b) High Pen and DPS for megabosses (Monk) After playing multiple POTD runs, my thoughts drift towards: 1) Monk-Hel (best option, due to upper-tier powers handling bosses, but weaknes
  9. Skip the fight... what fun is that? The next thing you are going to tell me is you spare the lives of the Bardattos and the Valeros... Gorecci Street is an entertaining, challenging fight that offers multiple ways to win (solo, party, from stealth, overlapping debuffs, etc.). I tend to always use a group and the easiest way I've learned to clear it at lvl 4 is with the "bow-salvo" approach to even the odds. Head-to-head, without any trickery or tactics is a rough fight, especially from the northern approach (a few bad rolls will end your adventure). I can't fathom paying money
  10. Gorecci Street 101... 1. Level 4 Group (min) 2. Take 5 people (main + 4 mercs or main + eder + xoti + 2 mercs) 3. Come from the South (significantly easier than northern approach) 4. Enter in stealth 5. Move to South-West corner of the main screen (near the corner of the southern most house) 6. Primary weapon is (Weapon + Shield) / Secondary weapon is (Bow) 7. Start with BOWs... From stealth, target the nearest looter from maximum range. Everyone fire on first guy... he will only last for 2 salvos 8. Everything will aggro, but you have one less loo
  11. 1) Main character: Wizard >>> A great choice and some suggestions: 1) Use a shield, at least until level 10ish, 2) Use heavier armor, at least until level 10ish, 3) grab key buffs at level-up, like Spirit Shield, Infuse, and Llengs Image (low level defenses), 4) grab a damaging grimoire, that has all offensive (damage, dot, cc) spells, and 5) think about a specialization for keyword (Ice, Fire, Poison/Decay, etc., but usually Fire or Ice) and select the appropriate weapons (e.g., Magran's Ax = fire), and regarding specialization, 6) go Blood if megabosses in your future, or Vanil
  12. For Riposte... maybe 1) Two Foils or maybe one Foil and one Sabre facing each other, but one foil tip down and the other foil on target (pointed straight) 2) A foil extended out, facing the left side of the icon, pointed at around 45 degrees. Below the foil image is the gradually decreasing opacity at 90 degrees and 135 degrees it is barely seen. Not great options, but maybe triggers a better idea. Thanks for the effort!
  13. Yeah, I dislike games with lots of hidden math or unavailable calculations. I do realize each mob/target will have different impacts, but we should have a baseline available for everything.
  14. I am still waiting for a cup of coffee, so go easy if I miss the obvious... my question to the community: "What calculations do you wish were on your character screen (inventory or character)?" I wish we had: Chance-to-Crit (I feel like I have all sorts of stacking +% chance to crit, but I never really know how effective this is, unless I take the time to literally breakout a spreadsheet and hope Thelee or MaxQuest gave me the right math in an old thread. I would really like one place that shows +% chance to crit on melee and spells... I know it won't cover everything perfectly, b
  15. I think the damage of Delayed Fireball (DF) is substandard, for a couple of reasons... 1) I think 4.5 sec cast time is crazy for spell that has an inherent delay (should be 3.0 secs like standard Fireball, but just an opinion) 2) Same old Penetration of 7 (compared to standard Fireball) - yeah I know, every spell is basically Pen 7, but it could use a bump here, if no increase in damage 3) It does do higher base damage (compared to standard Fireball), but you need to consider a player can spam 2-3 spells (with 2-3x the chance to hit or crit) in the same time it takes to cast and
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