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Elric Galad

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Everything posted by Elric Galad

  1. Maybe Chanter's Old Siec Would Not Rest 'til His Hunger Was Sated ? I don't remember if it works with spell damages, but if it works, one could use recover part of the life lost by dealing damages.
  2. This is a quality post. Is it still up to date ?
  3. I'm looking at the Wiki for character planning and I can't find the ressource cost of the abilities. I would suppose that higher level abities might cost more, but is there a general rule for this ? Also, is there a table of number of Spells per spell levels and character level for Druids/Wiz/Priests ? Do Abilities improving existing abilities (such as Disciplined Strikes or Mule Kick) cost more ressources ?
  4. So black jacket are now the best snipers/gunslingers, aren't they ? (or maybe Black Jacket/Something)
  5. Blast and penetrating blasts help blight. Any WF (peasant, knight, whatever) helps Blights and any other summoned weapon. Cat shift does 1.5x more damages than other shifts even without taking into account per rest buff. Boar shift does DoT and is comparable to Cat Damage. Stag shift does not add damage but the daily carnage could be sweet.
  6. I can't get the purpose of this minmaxing. Why such high Res and low Con given that both are defensive stats ? -35% endurance is very very harsh and such a low Dex will result in a very slow casting time which is quite bad. Which Aumaua ? Coastal ones are nice for druids, Islands ones are not very useful. Stag Form is cool by the way ^^
  7. Pick up Deleterious Alacrity of Motion as 3rd level mastery and the 2 hander talent. ANY weapon focus will work with summoned weapons, so be sure to pick one.
  8. Best non-priest AoE buffs : -Scrolls -Druid's Form of the Delegan and Moonwell (be sure to pick one as Druid 4th level Mastery, preferably Form cause it's quick to cast). Level 7 Nature's bounty is ok too. Its attributes buff does not stack with priest spells so this spell is actually better if you don't have one. -Paladin auras (and multiclass talent) and a couple other abilities such as shielding flames -Most chanter party buff are meh except Fire Lash chant -Cipher's Mindweb -Outworn buckler/Little savior auras I would pick at least 1 druid and 1 paladin. I would make sure to have 1 char with 12 lore (for scroll against mind control) and a couple other with 6-8 (for scroll of courage and defense). The rest is not essential.
  9. Stag Druid is also very fun. Better defense is quite solid and AoE Carnage, even 1/ rest is the very strongest Druid Ablity when used with Avenging Storm. Sure, it is not as straightforward as Cat or Boar, but you have 2 druid slots, so why not ?
  10. I personally don't care about Muscle Mage and Genius Barbarian, especially because you don't have to play like. PoE1 System was great and the Resolve Change was the only thing it truly needed. I still think that allocating Healing to Consitution could have been nice to spead a bit more the utility of attributes, but I think it's quite minor and I really like the current non-traditionnal system.
  11. Just diggin' a bit, I wondered if Death Godlike couldn't be made better simply by giving them a part of their bonuses when Bloodied / against Bloodied.
  12. IMHO, Disciplined Barrage + Charge + Knockdown is unparalleled for squishy hunting. Monks are fast, but can't teleport without being wounded first and their CC does not last as long unless, once more, they get wound. Charge does a crapload of damages on its own. Oh, and the tremendous Acc buff from disciplined barrage also help getting guaranteed CC (you get 2 KD rolls due to dual wielding. Monks are awesome of course, pretty fun, and they will do their job all over the duration of battle. I just find Figther better at engaging battle.
  13. I remember that once I made some comparison calculation and my conclusion was that Dragon Trashed was about twice the damages of sacred immolation. Its AoE is greater, it last indefinately and does not cause self damages. Sacred Immolation also heals, which is great and a Paladin has many other trick meanwhile a Dragon Trasher Chanter does pretty much nothing else (I like starting battle with the fire lash chant though, before my chanter moves into the frail)
  14. I guess it prevents Barbarian from repeatabe AoE avenging thunder. Usually, Druids can't attack in an AoE. Oh wait...
  15. The lazy part of me would say good old Dragon Trashed chanter. It is not a very active character for a PC but having everything around you melting while you're just walking around in a shiny armor is just so satisfying. I like having 1 in my parties. I had a lot of fun with a Fighter with Disciplined Barrage + Charge + Dual Wield Knockdown in one of my latest party. It is basically "I can reach you, I can knock you, I can kill you". Stag Druid with Carnage Activation (per rest) + Avenging Storm + Spiritshift was extremely satisfying too, except it does not last very long. To be clear, the reason why it does not last is because there are no more ennemies standing after a couple of hits. This character usually opened the fight with the quick-casting Form of the Delegam just to add party buff to the blind destruction package.
  16. A secondary tank would be nice. In addition, you already have solid single target damage dealers, so an AoE character would be useful too. The obvious choices are Paladin with Sacred Immolation or Dragon Trashed chanter. A tanky barbarian or a monk focused on Torment Reach could also work.
  17. Being a bit concerned by the Might to Strength change, I wanted to suggest an alternate solution (for what it worths... ). Feel free to comment and criticize. What does it adress (in a nutshell) ? - Finding a better use fo Resolve without negating the old Might concept - Slightly nerfing Might (no more healing) while finding a new use for Constitution - Staying as close as possible from PoE1 well-rounded Attibutes system. Might +3% all damages (weapons & spells) + 2 Fortitude Might would not change much from PoE1, except it won’t affect healing anymore. So it is only a slight nerf from PoE1 which could prevent Might from being necessary for all builds (especially defensive priest or paladin, or Chillfog-type chanter). Dex +3% Action speed +2 Reflex No change, but I believe that some builds relying on ressource generation could have better use for Dex (such as Skald). Con +5% Endurance +3% Healing +2 Fortitude Lore-wise, it could be said that healing powers depends on one’s “lifeforce”, which sort of makes sense. At least it isn’t worse than healing capabilities depending on one’s Might. It also really makes sense for abilities like constant recovery or defiant resolve. Gameplay wise, I think Consitution deserved a minor buff or at least needed a way to be played a bit more actively. Also, I feel it is consistent that Constitution is used to resplenish the pools based on it, so you don’t have to consider 2 stats just for endurance pools. Int +5% Effect duration +6% AoE +2 Will No direct change (but see Resolve and new effect duration formula) Per +1 Acc +2 Reflex No more interruption hurts Per a little, but Accuracy is paramount in PoE combat system so it will still be interesting to put Points in Per as it helps both Damages and CC. Res +1 Deflection - 5% Hostile effect duration on self +2 Will No more Concentration hurts Res even more, but bonus against hostile effects could be a really huge defensive deal (and even offensive considering CC prevents one from attacking.) I also find it would be nice Lore-Wise, in order to symbolise the ability to endure anything. Resolve would oppose Intellect from the caster. I think a formula such as the following cold work : If Caster's Intellect > Target's Resolve : Modified Duration = Base x (1 - 5% x Target Resolve + 5% x caster Intellect) If Caster's Intellect < Target's Resolve : Modified Duration = Base x 0.95^(Target Resolve - caster Intellect) This way the tooltip could still simply say "-5% Hostile Effect", being "not too wrong" while remaining simple. Think about Durance and his sky-high Resolve, which was not very good in PoE1. Now think about a priest with a bing chunk of Hostile effect duration removed. Don’t you find this interesting ? Wouldn't Durance feel like indomittable ? Wouldn't it feel nice to play such a character ? We all know how much resistance to CC (and to lesser extent, debuff and DoT) is important in the combat system. I think it’s balanced because : Deflection is defense agaonst around 50% of attacks (defense against almost all weapon attacks and even some spells), so +1Def/Res worths 50% of the benefit of Per to Acc Increasing status duration is “around 50%” of the effects of INT (even if does not benefit to positive effects, I think resistance to CC is very critical) So, apart for Will Defense, Resolve would worth around 50% of the effects of INT + 50% of the effects of PER. So Resolve would worth as much as Int or Per. Note : For sure, spells such as Crown for the Faithful should be tuned down with this design.
  18. Resolve (in Tyranny) and Intellect (in PoE) both increase the affliction time. And it is VERY powerful, at least in the right build. Affliction includes Damage over time (so basically, damages), relevant debuff (such as Terrified or Blind) and hard Crowd Control that completely prevents ennemy from attacking. Furthermore, Intellect also increases your own buff duration. Some buff are not that long, so it's quite relevant too. It should be underlined that high Accuracy (which could be increased by buff) + Hard Crowd Control is the easier way to win at the higher difficulty levels. However, if your character does not rely too much on such abilities, it is true than dumping Intellect does not hurt that much compared to other classes. But be warned one needs several characters with high INT for an optimal party.
  19. I wonder if this is about wizards or just about single class characters. At first glance, single-class characters seem a bit UP. Multiclass characters get 7/9 Power Level, more passives (including the default one for each class such as carnage or sneak attacks) and x1,33 source point progression (If I got the wiki right). Not to mention they seem to be funnier. At level 1, it seems that Multiclass characters are even strictly better than single class because they get 2 abilities, 2x3 power sources trading with... basically nothing. Single classes seem to need a bit more love, such as some stuff at level 1. Maybe better starting power source or better power source progression could fix it in a simple way. (or at least nerf the multi to 2x2 starting power sources) Don't get me wrong, the very principle of Multiclasses trading a bit of raw power for versatility seems awesome, but I fear Single classes are currently a bit lacking.
  20. "Changing one's mind" is not very "Woedican"...
  21. The true question : Is there an efficient chanter build that actually relies on summons ?
  22. Furthermore, the Penetration system seems currently a bit wrong too. Basically some weapons will get better damages (or DPS) and some others will get better penetration (less reduced by armor). This is the same "philosophy" as the old system except it is more robust against end game scaling (which is good) and it has a lot more "threshold effects", which implies tedious checking of actual values and less robustness against tiny variations (which is evil). I would be much more convinced by a more continuous calculation (even with some weird logarithmic curve which would cause damages to decrease quickly when penetration is unsufficient and to increase slowly when it exceeds the needed value). It is not like if Obsidian was affraid of complex mechanism (cough cough attack speed)
  23. Reading this kind of thing makes me remember why I love this forum so much. It's good to talk about silly things such as gaming with educated people ---------- When I was reviewing the news about PoE 2 and I faced the same questions as the OP. (even if don't agree with the tone). I really loved the original game and I was not that enthusiastic about Obsidian changing everything. Basically, Multiclasses and Kits were all that I wanted for PoE2. The multiclass system actually looks perfect (even if it will certainly need a couple of tweaks). A multiclass character basically trades pure power for versatility and combo potential. It seems to be a very clever design. The first time I reviewed the kits, I thought that some felt imbalanced. I reviewed again the wiki recently and it already seemed better. Rest system was akward. Rest system was already akward in BG. It came from P&P and was made for it. It might be better if it is changed, even if it will cost some time and effort to the Devs. Might vs Strength feels a bit wrong. The stats system was almost perfect in the original game. Resolve needed a bit of buff (and maybe Constitution too, but a very minor one such as applying to healing spells for some reasons), but I don't like the way it is currently done. It opens the possibilities for Dump stats. Dump stats are I would have preferred if Resolve reduced Debuff duration or something like this. It would be a very interesting defensive stats in this case. I don't really understand why Obsidian wants to change this. Maybe they don't want all damages dealer to have High Might ? I suspect that Dexterity will be better in a system which relies on ressource generation (For example, Dex was usually better than Might for Cipher). We must remember two things : - PoE was incredibly more balanced than BG has ever been. They don't even play in the same league. This was not BG's fault, it is just that game design has been incredibly improved since BG's time. - It took about 2 years for PoE1 to go from "more or less balanced" to "almost balanced" which is its current state. So I would say that I'm pretty convinced that Obsidian will eventually succeed but a part of me would have preferred that they didn't change so much so the game would have been "trully completed" more quickly.
  24. It is basically the reason behind this build, except it is mostly about items instead of scrolls : https://forums.obsidian.net/topic/89995-class-build-counselor-ploi-charming-paladin-supporter-tank/
  25. For a Paladin, I would also consider Abydon's Hammer. The +4 MIG it brings to the table is awesome to buff the paladin's main source of damages : Sacred Immolation. +12% all damages and heal and +8 to arguably the most important secondary defense (Fortitude) synergize very well with Paladin's abilities. The stunning ring is also very potent, even if it has no "special interaction" with Paladin. Does anyone know if Sacred Immolation use Paladin's stats at the moment of Casting hit or check the current stats at each tick ? If the first one is true, holding Abydon's hammer while casting Ring of the Ancient Forge and Sacred Immolation then switching to Tidefall or any other pure DPS 2-hander might be great?
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