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Boeroer

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Everything posted by Boeroer

  1. He purges himself regularly from Aefyllath Mith Fyr. The passive doesn't distinguish between benefical or hostile fire effects it seems.
  2. Clarity of Agony is great, Dance of Death is not worth the investment when going solo imo - unless you make heavy use of the Monk summons at some point and use Instruments of Pain - and/or use Xoti's Lantern for Mortification refunds.
  3. There is one special fun combo (imo) with Trickster/Soulblade which I really like: go max deflection (high RES, Mirrored Images + Borrowed Instincts + Psyvhovampiric Shield sometimes + gear) and use Whispers of the Endless Paths with the enchantment "Offensive Parry". Those parries will generate focus! In addition to that the raw damage of Soul Annihilation will get applied to all enemies in the cone AoE (the amout of damage to each enemy varies, the initial target gets the normal raw dmg, the next only a bit, the next more and so on). It's not for man tanking - but you can stand sourrounded by melee enemies for quite a long time and gain focus "passively" be just parrying and then take out the enemies with Soul Annihilation. Riposte stacks with Offensive Parry (meanikng you can "riposte" twice from one single miss)! Riposte itself doesn't generate focus but it's an additional source of damage. Offensive Parry is not an AoE attack (oly hits the enemy who missed) but Riposte does the whole cone attack. Against tough single enemies you can switch to another weapon with better single target dmg.
  4. Huh, I always thought it's kind of a waste that Monk/Druids can't use Transcendent Suffering in any form for their spiritshift attacks (could have been a weakened version of TS or whatever) - but I never thought about the Forbidden Fist ability in combination with Spiritshift. Just slept on that combo. Does the ability get Wildstrike bonus in the vanilla game, too? I reckon Shifter Boar's DoT with Enfeebled + Turning Wheel might be insane on its own...? Edit: jeez, FF ability indeed gets the bonus of TS and all the Wildstrike goodies in the vanilla game, too - including Boar's wounding DoT. That's awesome! ...Lol - the Boar DoT lasts for nearly a minute then. What a beast... I also love about the FF/Druid that you can walk in your own Tanglefoot and get <1 sec afflictions all the time (=plenty of wounds).
  5. The critical path is indeed short (partly due to criticism that PoE1's was too long - which it was imo). But if you do all sidequests and explore the whole map and on top do the three DLCs (?) it's huuuuge. I don't understand how you can do everything in Neketaka and not much else - there are a lot of quests there that require you do sail elsewhere...? I can't say how many % are left. That also depends what you mean by "all of Neketaka", how you resolve some quests, which faction you want to attach yourself to, if you have the DLCs etc. I can level my party up to level 20 and still have nearly 50% of the content left (if we speak about hours of game time - with DLCs). For example in my current playthrough I reached lvl 20 before some last stuff that was originated in Neketaka , , Beast of Winter, Seeker, Slayer, Survivor and Forgotten Sanctum.
  6. Beckoner with Ancient Weapons does plenty of damage while you can totally dump MIG and PER and go the tanky route. Also in the beginning and mid game you'll have stuff like 6 wurms which also do a lot of damage. They are bad later on but then you can retrain and pick a better summon (like Ogres or Ancient Weapons).
  7. A Chanter - either Troubadour or Beckoner - in whatever combination. SC Paladin gets +2 Zeal via Divine Retribution from dying summons, too - so he will have enough Zeal to give Exortations, Lay on Hands etc. to everyone at PL9. *Singing with Freddy Mercury voice* "This could be Hastening for everyone my dudes could be healed my dudes could be fun..."
  8. I suggested a long time ago that it's only one animal form and the shifting made a true modal (so that you'd be able to switch it on and off with a little cool down like other modals have). Keep the "no casting while shifted" thing. But nobody listened.
  9. The Assassin/Tactician doesn't need to hide and wait. Invisibility leads to brilliant (for some dubious reasons). At the same time you can prevent combat to end when you are invisible with Gouging Strike. That means the Assassin/Tactician can attack (for example shoot with an arquebus), turn invisible which makes you brilliant and returns Guile, shoot (makes you visible), turn invisible and so on.
  10. It's really good for some builds - but despite that I never used it for long either.
  11. Well... if you are a SC Berserker and only use Withdraw scrolls you can get back Rage via Blood Surge... should be good with all them little spiders? Use Abraham and Twin Eels to stay alive during the squatting of the brood?
  12. You can place a DoT on the enemy (e.g. Gouging Strike) and then turn invisible. The combat will not end but you will still be brilliant (b.c. the invisibility get interpreted in a way that all enemies are flanked and you are not - for some reason I forgot). So you will get back Guile for further invisibility... Assassin/Tactician makes the most sense here I guess.
  13. What about Spell Shaping? I didn't try but I assume it's not working here, right?
  14. Cipher - because of Disintegration vs. Huani which otherwise is such an infuriating encounter (unless using confused Withdraw like @Not So Clever Houndsaid). The rest can be done with any Rogue combo who uses endless DoTs (Lover's Embrace + Gouging trike for example). I did it with Assassin/Goldpact for example (Lover's Embrace + Gouging Strike + Brand Enemy). You could theoretically also do Huani with it I guess (using Ball and Chain + Crippling Strike maybe or Crossbow or Arbalest with modal and scrolls to prevent the merges) but I wouldn't want to try it.
  15. Yes, that's normal. Those additional skeletons don't count towards your usual summoning limit and they run on AI only. The same is true for the skeletons you will get when chanting the phrase "Many Lives Pass By" - they also will not count towards the summoning limit (also not controllable).
  16. Here's a short vid of a Berserker/Streetfighter who's currently frenzied, has Bloodlust, is Heated up, using the hunting bow modal and only attacks with auto-attacks (no sneak attack or Deathblows unlocked). DEX is 18. The initial 0-recovery is from a kill before (Blood Thirst). This attack speed is nearly the same as a lvl-1 Berserker/Streetfighter because Frenzy + Heating Up and Hunting Bow modal is all lvl1-material. THe rest adds a bit additional attack speed but the main bulk comes from those initial abilities. Auto-attacks' PEN is 13 with a Legendary weapon and Ring of the Marksman. Would be 11 with the initial exceptional Essence Interrupter. You can have three different dmg types with Hunting Bows: pierce/slash/shock. So most of times you'll penetrate well enough. For those encounter where that's not the case use Arteial Strike and Gouging Strike (and Deep Wounds and Blood Storm).
  17. Thare are some that are even worse than XClads. Also some already high AR foes do drop Llengrath's Safeguard which pisses off new players regularly who then come here an complain about it, haha. The solution to that can either be to lower the AR/PEN ratio* or raw damage. For example there are two weapons that have raw base dmg (one pistol and one sabre). Or use raw DoTs. )* meaning: lower AR and/or raise PEN
  18. Potentially early encountered Iron- and Steelclads are quickly dispatched by either raw dmg DoTs (e.g. Arterial + Gouging Strike + Strike/Ring the Bell) and/or by using Essence Interrupter (shock dmg which Iron-/Steelclads are vulnerable to). A ranged Berserker is rel. easy to keep alive since the most common source of dmg will be his own. In combination with Blooded it's actually a nice thing to have. In combination with a Devoted and Penetrating Strike you'll have less risk of dying (Constant Recovery) but you will have amazing +9 PEN without any consumables (+4 Penetrating Strike, +2 Devoted, +2 Tenacious, +1 Ring of the Marksman) and also good attack speed with good accuracy - or even great attack speed with reasonable ACC (Hunting Bow + modal - e.g. Essence Interrupter). The Berserker's crit conversion and Carnage will not work, but imo that's a small price to pay. Later Blood Thirst will be amazing. I didn't play this though. Besodes a few tests it's theorycrafting. You can also combine Berserker with Streetfighter (combins solid PEN and raw DoTs) and use the self damage to reach bloodied (Blooded + Heating Up will kick in). This combo has less PEN (although plenty with Tenacious and Crippling Strike) but insane attack speed with a hunting bow + modal (and isn't devoted to a single weapon proficiency) and incredible dps. It has no build-in healing besides Savage Defiance though. I played it and it's a lot of fun especially in the very early game - despite combining two subclasses that seem to be made for something else. The attack speed is just so high that you can shoot down the entire Gorecci Street in no time - and it doesn't matter much that you will miss a couple of shots due to lowish ACC (from the Hunting Bow modal). It's literally *twang-twang-twang* because you will barely see the recovery bar. Kind of in between: Berseker/Sharpshooter. With Driving Flight though you can bring St. Omaku's Mercy or Veilpiercer to their full potential: the 50% recovery skip on crit also works with Driving Flight. And Blood Thirst will add to this skipping later on. I played this for some time. It's very good against mobs and especially low defense enemy casters. Against high defense single targets I then preferred to use a Hunting Bow (speed) or Arbalest (interrupts/prone). I guess the most hands-off would be Devoted/Berserker. And its PEN comes online very early so it's suited to take on Whateverclads very early, too. The most jawdropping is Berserker/Streetfighter I guess. At least in the early game.
  19. The self damage doesn't scale with character level but power level. If you increase your power level (level-ups but also buffs from items, abilities and/or food) you increase your self damage. It also gets influenced by your MIG. More MIG = higher dmg. If you pick an Assassin or Helwalkers it gets boosted by those passives, too. You will die from the self damage if you don't heal. Maybe it's possible to not die If you boost your CON (never tried) but with a high MIG score and only mediocre CON you will die from it. Savage Defiance does help if nobody else can heal you. Also heal-on-kill stuff like Abraham pet (health on kill). Weapons/items that heal (regeneration gear) or heal on crit (see Devil of Caroc Breastplate for example). The healing on kill or crit also works on friendly targets - for example skeletons from a Chanter. Countermeasures besides healing is stuff that reduces incoming dmg. For example the Voidward Ring (helps a lot). There's also food etc. You can manage that - but it takes some time to fine-tune it. In the early game encounters are short and the self damage is lower - so it's manageable until you find your right setup. Bit it def. needs more attention than with other barbs. The shouts are extremely good at power level 9 (single class). Both of them. The Roar is doing tremendous dmg and had a CC component while the Shout has a huge AoE. For multiclass Barbs one must decide if they are worth it: besides the shaken affliction the one interrupts and throws down in a line (can be useful if you are playing a disrupter) and the other gives you +3 engagement (can be useful for a frontliner). If you are a damage dealing, multiclassed quarterstaff user for example they might not be worth it.
  20. A mod could change that maybe? Don't know how it would handle the class specific enchantments but I guess it's doable. One could also do a non-soulbound version and just take the model of the Ch. Mantle. What I really don't understand is why those awesome pangolin gladiator armors from SSS (arena staff mostly but also at least one to pick up) don't have a unique version: https://pillarsofeternity.fandom.com/wiki/Light_Ceremonial_Garb
  21. Sun & Moon has two flail heads. So first of all it has two chances to give the Skald a crit-based phrase per 1 attack. Then it is by far the best weapon to proc crit-chains with Swift Flurry/Heartbeat Drumming for the same reason: every crit of the flail heads has a chance to proc two new crits - and so on. Crits from Swift FLurry/HBD also count towards the Skald phrase generation. A Skald can only get 1 phrase per attack execution - so that prevents filling up your phrase counter with a crit-chain. But it makes a refund per attacks much more likely than with the other weapons.
  22. Rofl I like where this is going! I also like that an enemy will be dominated by a totally demented character.
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