Jump to content

Elric Galad

Members
  • Posts

    4003
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Elric Galad

  1. In general, the first question is indeed your party comp. Do you have other healers (I like to have 2-3 healers, Paladin or Priest are good healer, Cipher and Chanter can help a bit) ? Do you have other characters with resurrection abilities (I like to have 2, but scrolls can help if you have only one) ? If you plan to use lots of DoT, you'll have big INT and MIG, which is also sweet for Healing over Time. Druid healing is so sweet that I wouldn't pick Fury unless my party is already saturated with healers (but in this case, Fury is quite good in their role). BPM made a lots of change to Spiritshift. Shark hits for more damage, Stormblight has some uniquely fun features and Animist has choice between a lots of forms (Cat is less of a must pick). As SC Druid, you may want to profit from Wildstrike Frenzy. Stag Spiritshift + Entropy leads to double AoE on Crit, this can hurt a lot. Summon Blights are much better since I remove the randomness (beware the change is in the non-buff package). Freezing Pillar is sweet, but Maelstorm is just so broken that it's hard not to use it. BPM Wildstrike allows bonus PL for the corresponding element. It is not better that what you get from weapons, but it allows specializing in 2 elements : picking Fire weapons with Axe of Magran and+2 Decay/Acid PL = from Wildstrike can be quite versatile. Example : Corrode Wildstrike Stag form + Entropy. I would say that because of Spiritshift rebalance and Wildstrike bonus PL to the corresponding element, even if you go Animist, you will still be able to personalize your build quite a bit. Note that you can also go Shifter. Shifter is a full spellcaster, don't think too much about the melee side. It helps but is just an additional feature. With the Form rebalance, it adds another layer of versatility.
  2. This would hint toward my pet theory. A big part of 3D Isometric RTwP CRPG crowd is people in their 30ies+. And we simply don't have that much time to play all of games. There was a good number of 3D Isometric CRPG when PoE2 was released, while PoE1 was the first. Even I have just bought and finished Tyranny and Disco Elysium even if basically planned to buy them for years. I bought PoE2 semothing like 6 months after release. But I eventually bought all of them
  3. I would say it's rather bad, but not terrible. Let's say it has an average of 5 raw damages per tick (average between 0 and 10). It would be inferior to Insect Swarm damage from Tier 2, lower duration, without additional effect but the AoE indeed compensates. The issue is that I find "average of 5 raw damages per tick" super optimistic because it is an AoE spell. In a group of foes, you usually like to focus vs one at a time. That's not 100% true but still. A couple of foes would be on their way to Death (so <50%) while the others would still be in their 75%ish+ health. In practice the average damages is more around 3 base raw per tick, which isn't enough. Later on, there would be more foes around blooded, but a couple already down. Damages would be better and rather good then, but at this stage the spell is basically a Win-more. It doesn't help that some abilities just destroys foes when Near Death. Bonus damages vs Near Death is often mehish for this other reason. In a nutshell, even if the spell has its merits (large AoE, no Poison tag, as the others said), but I found it disappointing in practice (BPM increased its base damages to 0-15 raw per tick).
  4. It was my initial idea but I discarded it. - For fan of flames, it would have been nice - For ray of fire, it still wouldn't have been good enough for Tier 3 (compare with Ectopsychic level of ray damages...) - For Pillars of Flames, it would have been super tedious to implement (since it is an actual priest ability, not a magran specific one ; it would have required a replacement by a NEW ability. Replacing ability is just painful to do) - For Torrent of Flames, it still wouldn't have been good enough for Tier 7 (compare with Minoletta Precise Burst on Tier 6...) In addition : - It wouldn't address Magran problem vs Fire Immune - It wouldn't be that much Magran fluff. I don't think she hesitates too much before causing Litteral Friendly Fire Well, not anymore in next BPM version. I've added Frost immunity instead of AR to Flame Shield. Still not broken (and those nagas will get it too ). It makes no sense that a mid-level fire buff is weak vs Ice foes. Note that Water attack would still extinguish Flame Shield. But that's absolutely legit IMHO. Darcozzini version does not have this problem, as the status isn't fire tagged. Well I changed 60s of +10 fire AR to 45s of 10% Fire Absorb (Now go face Dorudugan with a Potion of Enlightenment) I have to keep the healing, so Rebirth from Flames isn't poor vs non-fire foe. (also I'm pushing a bit high Constitution builds) I'm trying to make this spell work vs Fire foes and non-Fire foes, so I couldn't go for a big Fire Absorb without self-healing. Sure you could use your own fire spells to regenerate too, but that would make Rebirth from Flames too much combo-oriented (broken with the right build, meh vs the rest). So you'll have it
  5. By the way, BPM Tactician is also Confused while under 50% health. (It also causes them +50% Recovery malus.) This is supposed to be a nerf, but I guess it allows some specific cheese without involving Distracted (which BPM blunderbusses don't cause ; streetfighter nerf)
  6. It took me time to realize Distracted from Blunderbusses causes Confusion on a Tactician
  7. You sure ? That would be weird (even by PoE obscure rules standard) Priest of Magran Symbol is nothing special IMHO. Eothas is way better in my opinion. +15 all defenses is really a great bonus, and it's pretty rare. Everyone and their grandmother can inflict Blind. Meanwhile Circle of Protection is meh due to low duration (unless BPM) and not benefitting from PL, so Symbol of Eothas can carry the role of the "all defense buffer" spell. Cast Shield for the Faithfull and Symbol of Eoaths, and you will be standing at +40 Deflection while your foes die. This topic made me reconsider a couple of previous decisions about BPM priest subclasses. First I will set all incarnate to 35s even the duo (Berath) and trio (Eothas). Eothas subclass only has this for it, and Berath, while well-rounded isn't that special either. Skaen, Wael and Woedica are the 3 subclasses that brings something fresh, while having a bit average symbol and mehish incarnate. Magran has always been a concern for me. It's all about fire damages and the subclass even get fire spells at later level. Ray of Flame is subpar for a Tier 3 and Torrent of Flames is bad for Tier 7. Previously I buffed Magran's Torrent of Flames to foe only and +15 Accuracy but I feel it wasn't enough. Fan of Flame is okay Tier 1 and Fire Shield is good enough for Tier 5 (Priest Tier 4 is crowded anyway), at least it brings something unique (and a bunch of Ice AR). So I basically gave Magran 2 new spells : - Divine Ray of Fire : basically the same, but range 5m->10m and duration 10s->20s. I could have just buffed the damages but increasing range and duration is meant to make the spell feels a bit different and the 20 potential Hits can help for some combos (such as combusting wounds) - Rebirth from Flames : basically a friendly Torrent of Flames but also fully heals the caster (high Constitution will like) and gives +10 Fire AR for 60s (as much as Fire shield gives Ice AR). The later is important because it is meant to address Magran Priest weakness vs Fire based foes. You won't hurt them much with Rebirth from Flames, but you will fully heal and be resistant to them as well. So Magran is a Fire damages specialist, but at least you get something unique to do for those battles where fire damages won't work.
  8. Yes, it does. The idea was to make Stag more focused than it was. Regular carnage has not much combo potential (apart with BPM barbarian ) In comparison, cat has more attack rate so can generate more crits. But Stag splashes.
  9. CP transformed it into a Barbarian style carnage. BPM transformed it into a pseudo Wildstrike Frenzy AoE on Crit à la stag pet.
  10. But they are (as Knockdown). I may have expressed poorly. I think Force of Anguish isn't used much because it requires your character to walk a lot, and Skyward Kick requires re-targetting (and compete with other Tier 7 abilities, which is a concern for Multiclass)
  11. Somehow, I never realized they target different defenses. Indeed Skaen is great for this reason, and Eoathas targetting Reflex isn't bad either. Targetting Fortitude isn't great but Symbol of Berath causes Weakened, which means it will cancel CON Inspiration buff to Fortitude and cause Fortitude loss for next hits.
  12. To be more specific : - Passive effect from weapons benefit from Weapon Enchantment level - Active effect (such as run through) from weapons benefit from both Weapon Enchantment level AND Power level scaling (as if they were level 1 for most abilities). That's why passive effect are quite good and active effect are often crazy good. Usually, having an active effect on your weapon isn't your priority (one should prefer general DPS stuff or repeatable effects), so I think it's good this way. As @Constentin Lévineis adding, the effect from other passive depends on what tag they have.
  13. My favorite is Berath because Symbol with Corrode damages is great and AoE Weakened is usually quite useful. The double Incarnate is also sweat, and you get a few other good spells from other classes. Eothas looks meh (not much spell from other classes) but the Symbol is great (AoE +all defenses on top of damages ; it is arguably the strongest in raw power, even if fire damages is annoying) and the triple summon is arguably the very strongest (you basically summon 2 lvl 20 priests and 1 lvl 20 fighter). The later require the BPM bug correction (without it, one of Berath incarnate does not work). BPM also decreases Eoathas Incarnate duration, because it will be broken without it. You still need a Tier 8 backup in case you face some foes resistant to your Symbol damage type. The healing/fire beam is great (unless your symbol has fire damages) and Spark the Soul of the Righteous can be super strong with a few summons. I find Wael and Skaen symbols inferior (and well, Woedica too) but because backup tier 8 spells are far from bad, it isn't that bad as it sounds. They have great bonus abilities from the first tiers. Magran isn't versatile enough for my tastes, but once more, it is not very critical. SC Priest really requires backup spells when facing fire resistant foes. They have some, it is just that some subclasses won't work well as damage dealers when facing such foes (once more, for SC it is mitigated by Spark the Soul of the Righteous). So in conclusion : really anything works. So just pick the flavor you prefer.
  14. Finally, I went with 20s Shaken and Disoriented for Deadly Surprise (so 15s with pet's 5 base INT). I also reworked Takedown a bit. I felt weird to me that it caused Prone on Hit only, as it is supposed to be the primary objective of the ability. Since it also targets Fortitude (often quite high), I thought it was meh as an Interrupt. Previously, I modified Brutal Takedown to cause Interrupt on Graze too since it felt meh compared to Takedown Combo. For next version, I have changed all 3 Takedown abilities to interrupt on Graze, as for similar single target abilities from other classes (Force of Anguish, Skyward Kick, Knockdown). And Brutal Takedown is getting a 20s Staggered effect on top of its increased PEN. Staggered isn't the best affliction, but it is nice and one will still get the bonus PEN vs MIG Resistant foes. Overall, the pet can now act as a mini-rogue (feels good since it has a passive to get +30% damages vs Afflicted target), so you'll be a bit more tempted to pick pet abilities (outside of Takedown Combo, which always had potenial).
  15. Since you will be starving for PL and you will naturally have a very wide spell repertoire, you might be interested by picking some more specialized subclasses. The most obvious is Lifegiver since you can rely on WIzard Summons anyway. Lifegiver's Healing on Time requires a lot of Might and Int, which are the same stats as required by DoT such as insect swarm. BPM tweaked a lot Wiz subclasses. Transmuter has poor synergy with druids, but the others are fine. You might have a look at them. Conjurer is nice to compensate for missing PL through Familiar +1 Passive PL bonus. Enchanter and Illusionist have cool passive too. Fast casting wiz spells (generally selef-buffs) are really great for this multiclass since you have so many spell slots that you will be more interested in action economy than saving your ressources. Druid will adore the +5 Int from Infuse Vital Essence or Swift/Action speed from DAoM. And a Shifted druid under Llengrath Safeguard will have a crazy Armor (19 Armor vs all damage types for a Bear Shift).
  16. I think a good starting point is that Ghostheart subclass has a pretty mediocre synergy with your build while costing bond. BPM Shadowed Hunters make positionning your pet super easy, and makes it significantly more resilient for 30s. Even if the pet is killed, BPM SC Ranger can pick BPM Vengeful Grief, which provides infinite duration of Tenacious and Nimble ; basically having your pet killed isn't that bad. Finally by picking Ghostheart, you also miss the opportunity of getting this sweet 15% Hit to Crit from Sharpshooter. On another note, BPM Distraction Training provides 15% chance of Bond when pet is missed or grazed (you can even pick an anteloppe for this ). This is a good source of both deflection debuff (for more crits) and Bond. I'll skip Prestige for this one. BPM includes a specific package called Potion of Enlightenment which provides 1 ressource every 30s. That's still something for long fights. It is extremely expensive though. But well, when your power pool is depleted, you're indeed left with a mere auto-attacker... but it is the case for all martial, ney ?
  17. Just a draft of a Sacred Immolation rework in order to align Pulse Duration and self damages duration. It is a common plan with @MaxQuest This change is quite technical, both rule-wise and implementation-wise. Sacred Immolation effects each follow different rules : - Sacred Immolation damage is a Pulse effect. Pulse effects do benefit from INT but not from PL. - The self damages is an Hostile effect. It does "benefit" from INT and PL and is reduced by RES. - Sacred Sacrifice self-rez. It does "benefit" from INT and PL and is not reduced by RES. This one can be extended by SoT. => This somehow causes Sacred Sacrifice self damages to work the same way due to a bug (corrected by current BPM version) The idea from this file is to align all durations. This requires coding them as sub-effects of a "master" beneficial effect. As a side effect Sacred Immolation now does benefit from INT and PL, is not reduced by RES and can be extended by SoT. The duration can be significantly higher than before (~21s with my SC Paladin with Axe of Magran) especially because you do get an "ultimate tick" when the spell ellapse (even if previous tick was like 0.1s before it ellapses). It might require a little duration tuning. EDIT : or not. Scaling from PL for damages is a buff (and not much for MC Paladin), but self damages not reduced by RES is a nerf. Overall it's pretty equivalent. But overall it feels quite clean. EDIT : New version, now includes upgrade. I'm going to further tweak Sacred Sacrifice for other reasons, but the new version below is the closest from vanilla game. Notes : - This file is for now only about Sacred Immolation itself. I want to stabilize it before adding the upgrades. - Sacred Immolation is disabled when active. In vanilla game, Sacred Immolation is disabled when the self damages is active, which allows recasting it when already active with RES duration reduction of the self damages part. This isn't possible anymore. Sacred Immolation will be re-activable as soon as all its effects stop, and not sooner. - Tested Voiward damage reduction : OK - Being knocked down stop the effects as before. - Because of display issue, I had to code a dummy AoE attack for targetting (that also carries the cast/recovery time) and a display Status. Divine Immolation will probably require a secondary dummy AoE for targetting allies. - As it is a draft file, I didn't include previous BPM change 4->2 Zeal and/or CP change AoE 2.5->3.5m. For now it is as close as possible from vanilla. Sacred Immo.zip
  18. Considering Deadly Surprise : Play Dead is nice as a full heal (that takes some time), but the upgrade feels a bit redundant. BPM set its bonus damages to +350% (pet damages, that's not so much) but it doesn't address the problem of its redundancy with Vengeful Revival in particular. Therefore, I plan to revert back to vanilla game +100% damages only and add some affliction(s). That will also help pet to trigger its sneak attack on its own, and gets some actual benefits from Acute Inspiration from Bonded Fury (Deadly Surprise is a "pet ability", not ranger's). Currently my choice would be to add Shaken and Disoriented afflictions vs Will on next attack (Surprise !). Base duration would be 25s because pet has a naturally mediocre Intellect. That would also help Stag pet to land its crits
  19. I don't think Brilliant is overvalued but it is indeed not that useful in most fights. Yes, you can use it to repeat your high tier spells, but that's about it, and I mostly find to too slow too. You're better spamming Disintigrate for such fights. The point is Brilliant is close to impossible to replace in a satifsying manner in fights that requires it. Basically some Boss Fights and maybe Survivor challenges. With BPM, Potion of Elevation and Tier 9 Chanter His Heart Did Fill With the Light of the Dawn! could work.
  20. Indeed. But my main worry was that it could consume the "Stunning Surge" OneHit charge if the first pellet only grazes or hit. But apparently, it does not... somehow. OneHitUse seems to apply to the whole attack. Then the duration is indeed the key to prevent it from happening twice. Funky thing is that if your second attack happens slower than the duration ellapses (with very Low INT and DEX), maybe you can get double refund. Not sure if it is possible to make a build around this, but if someone can, that's you
  21. -10 contributes to grazing only if your accuracy is more than 25 point higher than enemy's defense. It happens but it would be optimistic to state it is always the case. In other cases, you'll have 25% of "natural graze roll" anyway. Anyway I will probably tweak it to fit the description with BPM. What is described above is quite unintuitive. Also if anyone knows how stunning surge works exactly, I'll be happy.
  22. That may explain why it seems to perform unperfectly (althought I usually get the refund). The -10 Accuracy isn't great in this case. And for mortars ? Do you need it to crit on main target ? Edit : Gotcha. It's coded as "if first attack that doesn't Miss is a Crit, you win" Miss -> See you next bullet Graze -> Your 2 guiles are spent Hit -> Your 2 guiles are spent Crit -> Your 2 guiles are won back Therefore, you can expect Blunderbusses to perform slightly better since Misses are quite forgiving. Hit are often transformed due to Gambit Hit to Crit, but Graze and you loose.
×
×
  • Create New...