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Boeroer

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Everything posted by Boeroer

  1. Boar and Bear are okay. Both are quite sturdy if you give them Resilient Companion + Pain Block. They are all okay with Resilient Companion + Pain Block tbh. But they are no tanks by all means.
  2. Yes. No Bonded Grief, less defenses and AR. Cipher powers that require an ally can be cast on a "normal" Animal Companion as well as on the spirit version of the Ghost Heart. For some powers it might be even beneficial to be able to "drop" the summon somewhere behind enemies. A Stalker's animal companion must move there first. And if it's farther away than 4 meters you'll suffer Bonded Grief. Stalker's passive is good - but I think Ghost Heart is more versatile with powers in mind that need an ally. Just keep in mind that you need to sacrifice a little bit of action time and a point of Bond to summon your companion.
  3. Class: Debonaire Race: Bleached Elf Profession: Dentist's Wife Culture: The White that Grins
  4. Help me real quick here. When talking about Grimoire Imprint: what's the point of confusing yourself in a solo run? Hm... I suppose you can still create high-level hirelings with certain spells which will the directly go to the ship where you could then steal their spells...? Or wait... can you cast Imprint on yourself while confused (don't think so but you never know)?
  5. You can get Hand Mortar by killing him and looting. Fire in the Hole: nope. But Mortar Monk is also fine with Hand Mortar alone, Blinding Smile loool Smoke is enough. Note that Community Patch caps the number of Resonant Touches and removes Avenging Storm procs off of Blinding Smoke. You can manually remove those changes if you want and still keep the mod. Equipping some other weapon with Hand Mortar also works well. E.g. Keeper of the Flame (and wear Edér's armor with the Reflex immunity + Imagined Pain to evade all AoE hits from Keeper of the Flame and come out with full wounds after Whispers of the Wind. Don't forget Rooting Pain). In general I wouldn't dismiss companions when going solo. In solo mode they will automatically go straight to the ship when recruited and they will help in boarding fights - and you can kill them later if you need their gear.
  6. In general (without cheese) you just cast Minor or Major Grimoire Imprint on any Priest, Wizard or Druid - and if it doesn't miss it will give you a random spell from that caster. That's it - nothing else required. As @Not So Clever Hound said: in order to steal a spell from a hireling you have to be confused (you as the one casting Minor/Major Grimoire Imprint). Because usually the Imprint spells are foe only spells and you can't cast them on party members. But when you are confused you can. This lets you control exactly which spells will get stolen (no randomness anymore) because you can just create a hireling with only the spell(s) you want to steal. The cheese then works like @Not So Clever Hound described.
  7. Priests are still very good in PoE2. A few OP spells from PoE1 got nerfed (e.g. Devotions for the Faithful) - but there are other spells now that can break the game balance just as well. One example is Salvation of Time, combined with the Brilliant Inspiration. It means unlimited duration for your buffs basically and unlimited spell uses. I didn't mention Cipher because they are not one of my favorite classes (I don't like the "devided" action economy between weapon usage and spellcasting that much). But you can do some crazy stuff with them defensively (involves a Chanter, a Priest and Defensive Mindweb) and offensively (involves a Priest, a Paladin, Borrowed Instincts and Tactical Meld). But imo there's not that much value in having two of them in the party (except casting Reaping Knives on each other - which is focus overflowing fun).
  8. Yeah, it was just a mention for players who do like to use scrolls. I personally only use Heaven's Cacophony. Tbh you don't even need that - Resonant Touch is always enough in my experience.
  9. Priest would be my pick. It starts more slowly but has the most impact after some levels. Also as MC you can max the dispositions which leads to a very strong Holy Radiance (can one-shot most normal vessels at some point). I played a max Might melee Priest of Berath once with the Great Sword Tidefall. That was not only effective in the buffing and healing department but also did impressive melee dmg (not that you have that much time to cut enemies in half because you're so busy slinging spells, but still...). Druid MC can be a lot of fun if build for optimal Spiritshift action. Relentless Storm, Avenging Storm and then let the claws fly. As Wizard I had most fun with melee setups (Concelhaut's Draining Touch and then Citzal's Spirit Lance for the win) or with Kalakoth's Minor Blights + Blast + Penetrating Blast (it's a Blastfest) + Combusting Wounds.
  10. Imo it's 2 Priests. For party runs Priests are considered to be the strongest class anyway due to their absurdly good buffs (and I agree) - but usually they only pick up real pace after the early game. But two (or more) Priests have one little feat that makes them very valuable even early, and that's the talent "Inspiring Radiance". Inspiring Radiance gives you and the party an accuracy bonus of 10 - and it stack with everything. Everything includes itself. So if you have two Priests who cast Inspiring Radiance right at the start of battle you'll have +20 accuracy for the party. This can turn difficult encounters in to cakewalks because you are much more likely to hit enemies with powerful hard crowd control spells or damaging abilities. As a bonus two Radiances on mights priests can make short work of most vessels (undead, constructs and so on). Besides that with 2 Priests you'll basically only need half the time to buff up at the beginning of a fight - and buffing up (especially accuracy) makes most fights a lot easier than starting right away with damage dealing or crowd control. Priest A casts Devotions for the Faithful (+20 ACC) while Priest B casts Blessing, then both Inspiring Radiance (it's a fast cast) and *boom* your whole party has +35 accuracy (which is more than the accuracy you would gain with 11 level-ups). Wizards and Druids are also very powerful. Having two of them is great, too. Two Wizards both stacking multiple Chillfogs on top of each other and then casting Combusting Wounds will have an enormous impact on your early game. Two Druids with Relentless Storm are truly apocalyptic - and so on. I would pick what sounds most fun for you to play. I personally would pick Priest but that is just my preference. If Wizard or Druid sounds cooler to you it's not that much of a difference in terms of power™.
  11. Lots of options. Because of invisibility you don't have to brute-force all fights but can hit the panic button to leave the fight. For example: Streetfighter/Skald or Troubadour with Whisps, Pukestabber + Marux Amanth and Deltro's Cage helmet. Upgraded Whisps shoot at you with a distracting attack which triggers Streetfighter passive (also give you a little lash via the helmet) - and of course they are summons (alsways good for solo runs). Chanter is great to have in a solo run anyway. Trickster/Steel Garrote, same daggers. Good survivability even when flanked. Assassin/Goldpact, Lover's Embrace + Pukestabber. Has all the endless damage over time abilites and thus can kill anything just by using Lover's Embrace with Gounging Strike and following up with Brand Enemy. If thungs go south just vanish with Smoke Veil and weit until the enemy dies. Pretty failsafe in most cases. Trickster/Stalker Pukestabber + Marux Amanth. Good defenses (Beasts Claw), very high accuracy, good mobility (Escape + Evasive Roll). One of the meanests chars in terms of melee dagger dps (speed, crits, dmg bonses) is Berserker/Streetfighter - but it's not suited for solo unless you really force it. It attacks with very high speed and delivers a lot of crits and high crit dmaage (especially against near death enemies). It's a lot of fun imo but it has to be monitored by a healer because it's fragile due to the high self damage of Berseker's Frenzy (or you have to really know what you are doing and employ Voidward Ring and other dmg reduction and auto-healing). Your choices also work. Just prepare to switch to different weapons in some fight because you will meet enemies that are pretty resistant or even immune to slash dmg. And underpenetration is so severe in this game that you def. want to switch to a piercing (stilettos, rapiers, spears, hammers) or crushing (clubs, maces, flails, hammers) setup from time to time. You can also pick Monastic Unarmed Training and use your bare fists (it's good).
  12. Too bad, there's no condition that lets you interrupt an enemy who is about to use an abilty.
  13. Hm, a condition is distance to target. So you could just take a step to the left, then a step to the right to switch targets. It's the VEIL DANCE!
  14. Yeah, but if AI shoots at some enemy all the time (with 0.5 casting time base and 0 recovery bc. Blade Cascade) you can manually fire a shot at some other enemy in between, right? Just in order to interrupt the merge for example. Then let the mini gun continue. Since it will be 100% interrupt in almost no action time it should be viable. 10 dmg is without PL scaling.
  15. Ehe good one. No idea with the AI though. I don't use it that often...
  16. Henlo it is I the Mortar Monk maniac. Besides the fact™ that a Mortar Monk is just the greatest setup of all timestimestimestimestimestimestimes due to Resonant Touch getting applied by Blinding Smoke - and Blinding Smoke applying Avenging Storm and certain other awesome stuff with smoke I guess and so on... ...it only becomes better if you also use Belt of Magran's Chosen... ...because Blinding Smoke hits can also call forth a fire blight. Since you can trigger absurd amounts of hit rolls with Blinding Smoke on a crowd you will quickly summon a rel. big number of blights with Whispers of the Wind. Why is that good? Because they have abysmal defenses by the time you are at PL 9 and they get targeted by Whispers of the Wind as soon as they enter the battlefield - including all the blasts and bounces which produce yet even more Blinding Smoke procs which summon more blights (and Avenging Storm procs and so on). All those Blinding Smoke procs hit other enemies again which leads to a ridiculous amount of Resonant Touch stacks even against only few enemies (and more blights). Also they die very quickly in general. Lots of dying enemies can have some nice side effects: E.g. If you want to use Xoti's Lantern + Hand Mortar you can fill up all your mortification quickly and get to max wounds, too (lantern: +1 wounds +1 mortification per kill). Funnily enough the +1 wound also triggers Rooting Pain which may kill yet something else. You can emerge from Whispers of the Wind with 10 wounds and full mortification. It even makes sense to learn Inner Death then because you can finish off some lonely enemies who weren't in range when you farte whispered in the wind. Abraham will give you plenty of health because you turn into a blight serial killer (as a hobby). Sungrazer's AoEs (main hand) can be triggered more often. Or something like that. You know your on-kill-effects. Also putting Current's Rush in the offhand is cool because all the blights give it more chances to unleash a deadly chain reaction that kills everything (it's easier to achieve with lots of low defense enemies in the area). Also nothing prevents you from switching to another weapon to use other on-kill effects. Of course this can also be used with a Barb (Heart of Fury - hello Blood Thirst), Fighter (Clean Sweep), Ranger (Whirling Strikes) to produce many blights which will often get killed on the spot. I'm sure you can be creative with this. But you know: Mortar Monk.
  17. Yes, most likely. Now pretty please make a video where you shoot it to death with unlimited Thrust of Tattered Veils casts.
  18. I had that since forever every time I pick Ocean Folk human. Literally every time - right from the start of the game. I think it has no effects except the buggy description. So I'm 99% sure it has neither to do with your imprintcheesomatics nor with fampyrs.
  19. Once played a Berserker/Wizard with just that basic idea. Wearing this: The beard was a glitch which is now patched out. I think I ended up using the other dancer's outfit though with the leather leggins an sleeves. And the Scorched Cloak of course. Because it looked more metal of course. By the way: Berserker/Wizard with that setup has an easy time casting Combusting Wounds on himself. It's not gamechanging but fun. I wonder how (confused) Shining Beacon with a Berserker/Priest would be...
  20. It's been quite some time and I didn't do this fight often solo (and never with a Wizard) but I'd say buff up with defensive stuff + Alacrity and then use Persistence (hunting bow), Drawn in Spring (Dagger) or Tidefall (Great Swords). Since the raw DoT of those gets calculated before DR it can reach good heights even if the primary DMG gets eaten up by DR a lot. Drawn in Spring with Little Savior + Blaidh Golan (or some other Preservation item) would be my first approach because iirc those guess can knock you down a lot. Better be untouchable if that happens. Also with a durganized Little Savior + Drawn in Spring + Alacrity you will be quite fast hitting. If that didn't work I would try kiting with Alacrity + Persistence. Arcane Assault is not doing that much, but it's raw dmg and targets their weakest defense. I know their fortitude is enormous, but Ninagauth's Death Ray? Wall of Many Colors might be helpful...?
  21. I guess they are not added to the player object's action bar with the usual denominator. You also can't remove Fireballs from Necklace with the usual command "RemoveAbility <char_name> Fireball" for example. I would be surprised though if retraining wouldn't remove the spells as soon as they wandered into your "normal" repertoire (out of the action bar).
  22. All abilities that do an attack roll you can use from stealth (rule of thumb). Note that pulsing spells don't make as much sense to cast from stealth in most cases because only the first pulse will get the Assassinate bonus and it will also break invisibility with every pulse. Also the Assassin/Wizard's strength isn't always the damaging spell but also to cast a very potent hard CC from stealth/invisibility with high ACC and then follow up with damage (can use invisibility in between ofc.). With Ninagauth's Shadowflame you have both at the same time - so that's a popular spell among most Assassin/Wizard players as an opener. As a Bloodmage you can become invisible unlimited times per encounter in theory which I would prefer over Evoker's passive. Although an empowered Evoker spells from stealth can be very effective, too. Since you can restart combat at will most of times and also can use Brilliant + Wall of Draining the limited spells are not that much of an issue.
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