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Everything posted by Elric Galad
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While I take the point of your post, the difference is that FF (ability) doesn't cost resources. That means you're using it a lot more frequently than you might other offensive abilities (primarily because there is no opportunity cost except for time), which creates a very different gameplay loop to Mule Kick, etc. You can and should use FF so often that it notably more like an auto attack than other abilities (speaking from experience). Exactly what I wanted to point. FF even "generates" ressources, and with the right stats, also heals oneself a bit. Still its design makes it worse than auto-attack for Barbarian, Rogue and Cipher. Which restricts multiclass quite a bit. I just wanted to make sure one isn't gimped when using it instead of a normal attacks, at least in most cases. However, it is true that it has an opportunity cost since it prevents the use of another ability. The design is weird, but favors Shield users, which is nice because few melee builds favors shield (unless pure tanks) and because it is consistent with focus on Resolve. It makes FF the most "defensive" of the Monk kits subclasses.
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Stupid question : does Kalakoth's and stuff benefit from Instruments of Pain ?
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Anyway, with high Res, one should ultimately use more FF ability and less weapon attacks. Since FF isn't a weapon attack, weapons you carry won't matter that much, except for their passive effects, which makes shields more interesting in general. As you said, it also makes Cipher (no soul whip), Barbarians (no carnage), Rogue (no sneak bonus) and to a lesser extent Fighter (no weapon mastery) a bit let interesting. But how does this compare in term of DPS to standard attacks (I don't think stacking curses worths it most of the time) ? I except FF to benefit more from Might than weapons (since there's no enchant bonus) and to benefit much from PL. Since Might also buff self-healing from the curse ending, High Mig + High Res seem a good choice. EDIT : Since its base damages were nerfed in 4.1.2, I don't think FF ability is that great to deal damages. Being a spammable ability that benefits from PL scaling is probably barely sufficient to make it better comparable to auto-attacking... a bit more if you carry a shield and your auto-attacking has a lower DPS.
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How is Tuotilo's palm compared to dual fists an usual fist & shield ? I'm always suspecting the worst when it comes to bash shield... I understood it scales as fists but with a lower base damages basis, both dual wielding base bonus and talents do apply. the overall value should be above Sword and Board style given its low base damage, but still lower than dual fists. Fists avg : 16.5, Tuotilo avg : 9, mean : 12.75, 12.75/16.5 (mean damage withfist only)= 77% but the increased attack speed of +15% EDIT : it's +30% for dual weapons +15% for TW Style should compensate and put it higher than Fist + Shield. However, Tuotilo final enchants seem to shift the balance in its direction...
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Bumping this thread now that Forbidden Fist has been buffed/debugged quite a bit. I think that the main interest of the class is to provide a "free" source of Tier 3 Constitution debuff (which only level 19 Single Class Rangers and Woedica Priest can do conveniently), which is quite nice to improve short CC effects or as an utility agianst self-healing foes. IMHO this is a very nice. The drawback is that wound generation is going to be unreliable and quite low, so I won't excpect very active builds. I think FF needs a bit of Resolve or maybe even maxed Resolve (to lower a bit the curse and gain a bit more wounds), not too much Int (for the same reason) which can be a problem since many builds rely on Int. Various ideas : - Wound spenders aren't going to be very effective and Duality's Int might be detrimental. Why not going high AR with Iron Wheel ? - Crucible of suffering can be activated very reliably. It might be a good idea to stack it with paladin's faith. Steel Garrote/Forbiden Fist for tankiness and CC ? - Beguiler and Rogue could benefit from free debuff too. Beguiler Single Target CC might work well with FF fist affliction extending... Even if FF is a bit redundant with Toxic Strike, extending its duration might worths it. Other ideas ?
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Completed. And thank you for all the work ! If I may ask, I had released a thread on PoE1's forum about an hypothetic balance patch. (which was a kind of follow up of PoE1's Rogue & Barbarian Polishing Thread / Poll...) https://forums.obsidian.net/topic/106798-trying-to-design-a-balance-mod/ It didn't have much success (actually zero success ), maybe because I admitted it was mostly hypothetic, maybe because people were more interested by PoE2 at this time, maybe because it was too long or maybe because because it was simply bad for some other reasons . If by chance, you could take a couple of minutes to have a look at it. My apologizes for hijacking your thread with my request. Feel free to ignore.
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So, it's been a while now that AoE Weapons do not apply Afflictions in an AoE anymore. I'm currently planning my next party and it's quite a big problem to not know when it will be fixed, and even IF it will be fixed. We can't even be sure it is not a Silent Nerf. Honnestly, this is quite annoying. Being able to apply status in an AoE was quite nice and added some diversity to Martial builds. However, I can see why they would want to prevent this. Even if I don't agree I could at least understand and plan my builds accordingly. But it hasn't been confirmed either... I think we deserve an official answer about this.
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Patch Notes for 4.1.2.0047
Elric Galad replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
But you can​ spam spirit tornado... in RTwP. TB only makes more apparent some strong features already existing in RTwP. I recently found a reddit post about how convenient Black Jackets are becaus eof instant swapping. But this isn't a new feature from TB. -
Sun&Moon Flail could be considered the best weapon for a Skald because it is a fast weapon one-handed weapon and it has 2 heads (the damages are about the same, but it generates twice the number of crits). Also it boost either Fire attacks (FoD) or Frost ones (Eld Nary, Seven Nights). Flails are also a bit better with Turn-Based rules. However, Fast Weapons aren't currently great great for Turn Based given that you'll get only 1 Attack per turn anyway. It might change. Turn-Based is still in Beta state and balances change are needed. So it's hard to advise anything for the moment, because Attack speed is important Skald and Attack speed is currently poorly balanced.
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Goldpact Druid has an illegal AR without any recovery penalty especially if you pick bear shift.
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Patch Notes for 4.1.1.0034
Elric Galad replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Increasing Enfeebling Duration is not very important IMHO since you can basically cast it for free. Enfeeble also increase the duration of the affliction you apply, such as stunning blows, which can compensate for the low Int. -
One more vote for getting rid of rounds
Elric Galad replied to countblah2's topic in Beta Feedback for Turn-Based Mode
I'm voting for your vote cause I'm an antiroundist activist. -
In my opinion, Companions should be a trade-off : You should gain unique features (a bit stronger than normal character) or an unique bonus when completing a quest and loose options. This is the best way to have companions who feel unique. Choosing them should have consequences. The best example was PoE1 Pallegina who had unique and strong powers or Zahua who got a Fist bonus after completing his quest. It was true also in BG2 (Viconia's Magic Resistance, Nalia's Ring, Sarevok's Deathblows, Edwin's OPness) In PoE2, there are a few problems : 1) Many companions don't have unique traits 2) Some unique advantages are meh or... bad (I'm looking at you Serafen) 3) When a companion doesn't have an unique subclasses, he/she gets the base version of the class (except a couple of them such as Konstanten) which is usually worse than most of the subclasses. In my opinion, the mechanically good companions are : - Eder (because of Berath's Blessing pet) - Maia (Gunhawk) - Tekehau (Watershaper, his Chanter subclass is quite convenient for multiclassing) - Vatnir (Priest of Rymrgand) Including any other companion is gimping one's party (the game is balanced enough, so it isn't THAT bad). Pallegina's five suns overnerf was especially wrong in my opinion. Anyway, a couple more options wouldn't hurt.
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If you're spamming self-buffs (usually low level) in the beginning of combat like there's no tomorrow, Brillant is going to be less efficient. Instead of restoring your Tier IX Spell slot, you'll only restore lower tiers. So I would think Priests and Druids might get a bit more benefits from Brillant, since it has bad synergy with one of the wizard core mechanics. But that's only a small bias. Wizards still benefit a lot from it.