Jump to content

Boeroer

Members
  • Posts

    23051
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. Rofl... I never realized that Orlans had smaller Spiritshift forms. Do Aumaua have bigger Spiritshift forms then as well? It becomes obvious that I don't use Spiritshift that much I guess. If you are not on a gaming console I guess a small mod could do the trick? Edit: I browsed through the abilities- and statuseffect.gamedatabundle files but couldn't immediately find a value that directly determines the size of the new model (in this case the bear form of the shifter). Maybe somebody else with more shifter modding experience is better suited to this. @Harpagornisfor example?
  2. Damn - I was about to post the console command. Maybe try to get missed by stuff that doesn't target deflection. E.g. get missed by Powder Burns (Reflex) or Keeper of the Flames' AoE?
  3. You must distinguish between stealth and invisibility. Stealth is the "scouting" mode out of combat when your circle has a dashed line. Invisibility is from stuff like Smoke Veils, Shadowing Beyond etc. Shadowing Beyonds does break from DoT ticks. I don't know what you mean but as soon as a DoT ticks it will remove Shadowing Beyond's invisibility. This does not happen with Smoke Veil. I played several times with a solo Assassin and it always was like that. Shadowing Beyonds was impossible to use effectively with DoTs in place. True Love's Kiss only works from stealth, NOT invisibility. I did a test in another thread some months ago, maybe I can find it again and link here. Ajamuut's Stalking cloak works from stealth, Whisper of the Wind and Vanishing Strokes iirc but not from other sources of invisibility. As one can see different invisibility effects are all implemented differently (which is bad but that's how it is). Pulsing spells like Freezing Pillar, Chillfog etc. are not DoTs in this regard. They do an attack roll with every pulse - unlike DoTs which only do an attack roll with the first hit. Pulsing spells that deal damage will break invisibility with every pulse. Only exception: Wall spells will not break Arkemyr's Brilliant Departure. But they also don't profit from Assassinate, so... If you see other behaviours it must be due to glitches or mods. It if you are playing turn based it's maybe different there.
  4. You should see it on the enemy. It's not invisible. It would look a bit like Gouging Strike: a hostile effect on the enemy with an icon and without duration. Note that attack from invisibility do not work, only attacks from stealth. You must use it in the main hand, not the offhand because stealth will be gone as soon as the main hand hits. Never bump into enemies before attacking - this will lift stealth. You may think you attacked from stealth but you didn't because it broke a millisecond before. Don't move up to he enemy manually and then order the attack. Instead order the attack from a distance. Maving targets are harder to successfully attack from stealth with a melee weapon. Wait until they stand still for a bit. With the ability itself I never had any problems. Never use Shadowing Beyond with DoTs (it will break), always use Smoke Veil (which will niot break on DoTs) when you want to flee after hitting from stealth. The DoT of Strike the Bell/Ring the Bell only works when you use one handed melee weapons. Ranged weapons want Pierce the Bell. Check the description of Strike the Bell and the upgrades. Ring the Bell is for melee one handers, Break the Bell is for melee two handers and Pierce the Bell is for ranged weapons of all kind.
  5. I you use the console to get the item the exported character will be marked as cheated and hiring him will also mark your game as cheated. However, if you load up am uncheated savegame where you got the weapon the proper way and export it you can import it into your other savegame without any problems. It's just a bit expensive to import unique items etc. It is possible to use other players' exported characters. You can share them. So if somebody has an uncheated savegame with an item you want you could ask if they woul be willing to export a char for you.
  6. This also works with a mortar in the main hand I guess - you wouldn't even need to switch weapons. I'd even argue the effect maybe even stronger with Fire in the Hole because enemies get pushed "one AoE instance more often" because of Chain Shot?
  7. Clear Out is a primary attack. It only allows ranged weapons if you carry them in the main hand and wear a melee weapon or bashing shield in the offhand. So only one-handed ranged weapons in the main hand work. Not Assassin, but Hand Mortar with Blinding Smoke + Driving Flight + Avenging Storm is very potent because Blinding Smoke triggers Avenging Storm. Fire in the Hole is better without Avenging Storm. I don't think the jumps get Assasinate bonuses. Both are good in combination with Combusting Wounds, too. Karabörü is good if you can trigger its AoE cone. You can also increase the chance of that happening with a Monk/Fighter combo with Swift Flurry instead of Assassin. Sungrazer, if it kills with a crit, triggers Extinction event which is very potent, but it will get no Assassinate bonus because it comes after. Keeper of the Flame with high Religion is good. Whispers of the Endless Paths is good with Clear Out if enemies get lured into a spot. Same is Citzal's Spirit Lance (no Assassin obviously). Also Kalakoth's Minor Blights with an offhand melee weapon. Any Morning Star is good to apply Body Blows in an AoE with Clear Out. Subsequent Cler Outs then have the benefit of targeting -25 fortitude defense. A Monk/Fighter with Swift Flurry cn abuse that a bit. With Saru Sichr there's a nice trick: The DoT of Saru Sichr is very slow, BUT it stacks with itself AND you can trigger a tick for all stacks by hitting the enemy (and thus applying the DoT again which triggers the ticks for all instances I guess). It seems to work like Combusting Wounds sort of. That means if you hit fast enough the damage is very good after some hits. The additional effects of the DoT (paralyze or kill on tick) are cumulative. So it's 5% chance for every instance of the DoT on the target. With Swift Flurry now you can sometimes trigger several crits on several enemies with just one Clear Out. I used Saru Sichr on Xoti (Monk/Priest) recently and was pretty surprised by the performance against weaker enemies (bc. Swift Flurry) but also against tough nuts (bc. stacking DoTs) so I tested it more with other combos as well and came to Clear Out. It's not "instant fun" like with mortars or so but can be very effective over time. If you have several enemies in a corner where they can't be pushed apart a lot then the Weyc's Wand with Revelating Missiles is just bonkers. The seal stacks and ticks every sec. Its dmg profits from all weapon dmg anchancements including Sneak Attack etc. Imo even better with Ranger/Fighter due to Driving Flight doubling the hit rolls. Against lower level kith the Magistrate's Cudgel is pretty jawdropping from stealth with an Assassin/Fighter. On crit rolls they just die. Scordeo's Trophy can be used to gain a lot of recovery-reducing stacks very quickly with Clear Out.
  8. For Arcane Archer/Streetfighter I very much recommend Fire in the Hole for the main hand (and whatever melee weapon you like for the offhand). And if you use Fire in the Hole - and also for the imbue shots - you want high INT. Again: MIG is not that important. PER, DEX and INT should be the main focus, then MIG, CON and RES. Skill: obviously Arcana (max it).
  9. What I found a bit annoying with a melee/ranged weapon setup is that sometimes when I wanted to shoot stuff and was pretty near (but not in melee range yet) the char moved the small distance and attacked with the melee weapon instead of the ranged weapon. So I often make sure I aim at enemies that are more far away even if I would prefer to shoot somebody who's nearer. By the way: some "melee only" abilities work with a ranged/melee weapon setup. For example Hunter's Claw can be used with Fire in the Hole (if the other hand holds a melee weapon). Against groups of enemies you will gain a lot of stacks with one single shot because of the AoE and the 2 jumps. Whirling Strikes: same (but only SC Ranger of course). Clear Out has the same effect: mortars + Clear Out = lots and lots of attack rolls. Very good with Avenging Storm and/or Combusting Wounds.
  10. DEX is the only thing that increases casting speed. DEX also affects recovery and reloading time. The rest of all the other "speed" bonuses only affects recovery and/or reloading time. So DEX is absolutely necessary if you want to cast fast. One reason why Durance is considered to have bad attributes is his low DEX. I think if you want a frontline priest Durance is pretty solid though. Of course Priests get great spells before lvl 7. Prayer against Fear is one of the best spells to have against anything that has a fear aura (most notably Dragons), Consecrated Ground is a good survival tool if you cast it before things go south (not while), Iconic Projection only has to overcome 1/4th of DR because it is a fixed dmg spell and thus has some good uses and most famously Devotions for the Faithful not only buffs your party with insane ACC but at the same time debuffs enemies' the same way - which is awesome for a frontline priest. Shining Beacon is devastating with high MIG and INT. If you combine it with Champion's Boon (+10 MIG, +10 PER etc.) and Inspiring + Aggrandizing Radiance (+10 ACC, +2 MIG and PER etc.) it will do tremendous damage over time (even better with Minor Avatar). And so on and so forth. Speaking of DoTs and Holy Radiance + Priest's Dispositions: if you build a max MIG/INT priest and use Aggrandizing Radiance and Minor Avatar and max out your dispositions you can one-shot nearly all but the toughest vessels (like high level Fampyrs etc.) with your Holy Radiance because on a crit it can reach over 300 burn damage (that's per target). Also the healing will be good. If you don't want to invest in that kind of minmaxing that then I agree that dispositions will not do much for you. It's true that Priests have bad endurance and health numbers. You will need to make use of Potions of Infuse with Vital Essence if you want to prevent a lot of resting due to health. That is because also his defenses are not so great and in early levels he will get hit no matter what you equip him with. Later with more defensive spells this will change and a Priest can become sturdy enough to not be a liability in the front line.
  11. With a ranged/melee setup also Blood Thirst and other melee-only stuff like One Stands Alone etc. would become usable. Unfortunately Barbaric Smash only refunds on kill and it's more tricky to kill reliably with a single weapon attack compared to a Full Attack. But that would be the only downside (besides the Rogue's other Full Attacks being limited to single strikes then).
  12. I guess by Berserker you mean Barbarian. Because there's no Berserker in PoE1 - but there is one in Deadfire as a Barbarian subclass. Streetfighter with blunderbuss is very straightforward. If you want to use Hand Mortar and Fire in the Hole (which I would recommend unless you want to build a Mortar Monk in the same party as well) then you want max INT because of the AoE of both weapons. If you want to use "regular" blunderbusses you don't need that much INT. With regular blunderbusses there's a small problem: you need backup weapons with non-pierce dmg because there's quite some pierce-resistant or even -immune enemies. But that's all basically. For a damage dealer you want high PER and DEX and also usually MIG - a Streetfigter can do with less MIG though because he already gets a ton of dmg bonuses so that a little chunk from MIG isn't really noticable. DEX (being a multiplicative dps influence rather than MIG which is additive only) is more important. PER, too because not only do blunderbusses have an ACC malus but also Powder Burns will cost you 5 PER because of the distraction it will put on you. As second class: you can use Barbarian or even Berserker. Berserker is nice because of the added PEN, but besides that it's also very dangerous because the self damage is high and you can't see you health. On the other hand you can get yourself to bloodied (50% health) in no time and then you're not only "On the Edge" (where your Streetfigter gets a lot of bonus crit damage) but also profit from Blooded of the Barbarian. Combined with Bloody Slaughter and Barbaric Smash you can do a lot of damage in a very short time and even get a Rage refund if you use it as killing blow (way better then Finishing Blow imo). Some additional cool stuff with Berserker + mortar blunderbusses: you can either apply Spirit Frenzy's staggered in an AoE with every shot or Blood Frenzy's raw DoT which stacks with Deep Wounds etc. With Blood Storm + mortars you will land crits so frequently that your Frenzy will stay on forever without recast, too. But so will the self damage (so beware). There's one other problem with Berserker Frenzy. It confuses you. That means with mortars the AoE will get smaller and you will hit your friends with the AoE. That last part may not be as bad as it sounds because you will hit friends with Powder Burns already so you want to make sure nobody friendly is where you are aiming your blunderbusses. You can get rid of confusion by using Svef, eating special food at rest (like Luminous Lobster) or using items (like the Devil of Caroc Breastplate which can be enchanted with a resistance which makes you basically immune to Confusion. It's a great armor for a Rogue/Barb anyway so I would aim for that). There are other problems with Barb/Berserker: Blood Thirst doesn't work with reloading weapons - you will still have the reloading time. It's one of the best passives of a Barbarian so that's a shame. Berserker Frenzy has a really good crit conversion. But it only works in melee. There are other passives that don't work with ranged weapons, like Interrupting Blows. So... it's fun but it's tricky. Since it's a bit difficult to monitor your health you will def. go down in combat from time to time. High CON and a fat health pool with passives like "Tough" and at the beginning an Amulet of (Greater) Health can help. A healer, too of course. So with a Berserker high(ish) CON isn't the worst idea. Like... don't dump it. Stalwart Defiance and the Voidward Ring are two things (among others) that may save you a lot of headache. If you have a Priest in the party you can use Barring Death's Door + Salvation of Time on your Streetfighter/Berserker which gives him god mode basically. Besides Barbarian/Berserker there are other classes that fit nicely: Ranger has high accuracy and the other obvious ranged abilities like Gunner and so on but also Driving Flight (especially awesome with mortars since the AoE also jumps). If you don't like animal companions there's the Ghost Heart subclass. With mortars and Driving Flights there will be mayhem. If you use stuff like Blinding Strike with that setup it's like a guarantee that you will always hit all enemies because there's so many attack rolls. Fire in the Hole has a build-in jump. It stacks with Driving Flights. If you pick an Arcane Archer: his Imbue shots release their effect with every jump. Fire in the Hole in the main hand with Driving Flight and Imbue:Eora will drop three(!) Pulls of Eora with enormous accuracy which will pull everything together. Now hitting with AoE stuff becomes so easy - while it's also a great CC effect obviously. If you combine it with Imbue:Web you will have locked those clumped enemies in place, too (3 parallel instances of binding web stop anything that isn't resistant/immune). Monk is very good as second class, too. Especially with mortars. Monks have Duality of Mortal Presence which can give you +10 INT. It leads to very big AoE sizes for your mortars. Also Monks have Stunning Surge which is excellent with mortars, too. Basically it's a free AoE stun without costs most of times in this combo. The Helwalker subclass even adds up to +10 MIG which is cool - but it also makes you more squishy (but nowhere as bad as Berserker). And also Monks can use Thunderous Blows ti get that sweet +2 PEN that the Berserker comes with, only later. Enduring Dance adds not only wounds to fuel your abilites but also let you gain up to 12 ACC which is good. Finally Lightning Strikes make you even faster and add a sweet shocking lash. Also with the Long Pain the Monk later gets an excellent backup for blunderbusses should you need crush dmg at range or simply want to finish off single enemies with good single target damage (mortars are not that good then). Chanter is also a good second class, especially Troubadour because he has an easy time to keep up two parallel phrases at once. When you combine Mith Fyr + Sure Handed Ila you (and the party) will be having a nice burning lash and incredibly fast shooting speed (because Sure Handed Ila has this effect with reloading weapons that it applies both the recovery bonus AND the reloading bonus to your blunderbusses - stacked with your Streetfighter recovery bonus from "Heating Up"). And besides the shooting you'd also have plenty of cool invocations to choose from. For example summons that will help to keep enemies away from you. Black Jacket Fighter would allow you to switch weapon sets without any recovery. You could basically fire blunderbusses as soon as you want to heat up, then switch to something else and use the lightning speed with those weapons instead. Plenty of options. I personally consider Streetfigter/Arcane Archer and Streetfigter/Helwalker with dual mortars (Hand Mortar + Fire in the Hole) to be most fun - but that's my subjective opinion. I like strong "on the fly" CC in combination with damage and both have plenty. Berserker/Streetfighter is brute force. Lots of dmg and speed but little CC. And risky - but that can be fun, too. Troubadour/Streetfighter is strong and very versatile - but it requires to do more diverse stuff, not just shooting. Which might not be what you're looking for (?).
  13. Or... wild idea: don't pick it. That's easy imo. The bad part is when you are a Barb, picked THreatening Presence and then meet an enemy Cipher...
  14. Solo SC Ranger is difficult compared to some other choices imo. I played a solo Geomancer (Stalker/Bloodmage) on PotD (not upscaled) and that went pretty well (no megabosses because so tedious - but all "normal" bosses without any exploits, not even consumables or any resting bonuses). However, SC Ranger can pull off some amazing stuff later in the game (stuff like Hand Mortar with Blinding Strikes + Driving Flight + Twinned Shot + Avenging Storm scroll... or Whirling Strikes with Scordeo's Edge + Hand Mortar + Driving Flight + Avenging Storm). I have to say I never tried that solo though. In a party it can be jawdroppingly good. Maybe somebody else tried SC Ranger solo on PotD. I think Shadowed Hunter could be good later on to flee fights after you killed an enemy - grind them down foe after foe. But that's just me brainstorming...
  15. This must be a bug. I never had this with a Skald and I played a lot of those (often with Barbarian or Monk as second class). But I also never picked Two Fingers of Daylight so maybe that's the problem? No idea though.
  16. As much as I like the general idea and realisation of this build here (because the synergies are neat und fun and it looks awesome in action) I don't think it's that easy in the early game. At least without Berath's Blessings (start at lvl. 4). Imo if you want to play solo like you would play with a party (and are not superexperienced and also don't have a lot of metaknowledge): pick an Arcane Knight (with Bloodmage). The Paladin subclass doesn't matter that much I'd say. I like Steel Garrote because you can drain a lot of health with Concelhaut's Parasitic Staff (stacks with the Steel Garrote's passive) which is nice for Blood Sacrifice and spares you Zeal (no need to use Lay on Hands). You can later even use the Concelhaut's Draining Touch trick* to have an awesome draining weapon with build-in affliction + shield (but that's a bit exploit-ish so maybe not your cup of tea). Shieldbearer and Bleak Walker don't add much though for a solo run imo so maybe don't pick those. The Arcane Knight can have high defenses right from the start (Faith and Conviction + Mirrored Images and also Quarterstaff modal, later Mirrored Images, Arcan Veil and so on), high AR (Spirit Shield + passives), good healing (Lay on Hands) and tons of tools for any situation really, so very versatile. On top of that you'll have a cool summon at some point, too (Essential Phantom). And as soon as you get Wall of Draining you'll be a demigod because stuff like Lay on Hands and all buffs won't run out. The only Achilles' heel is hostile Arcane Dampeners. Some enemies like to cast this as soon as they see you. You can prevent getting hit with it with a very high Will defense (usually the case bc. you want high INT and RES anyway) but also by using Arkemy's Brilliant Departure at the right time and so on. Herald is also a very solid pick and can be played in several ways. More on the summoning side which is always powerful and at the same time sturdy as heck as well. Very versatile, too.
  17. Which bug? That it procs unlimited times? That's intended and was done in one of the last patches because players complained that it's so bad if it's only 1/encounter. Obviously they didn't think about any auras that target Will (dragons, Threatening Presence, Redfield's Harbinger and so on) and which you can't turn off.
  18. As soon as you enter SSS and FS the "kill fast" approach falls flat imo if you haven't any means of staying power or means of avoiding damage.
  19. Ah right. Sorry, I mixed that up. I was able to finish Hauani O Whe with such an Assassin/Paladin and was using Marux Amanth. I don't recall every detail but at lvl 20 you can be rel. sturdy with this (if you want) and Marux Amanth helped to quicken the process and gave me back a bit of resources I guess. The first stage (killing the mountainous ooze) is easy because it doesn't move around and just dies from the DoTs. But I remember that the gigantic oozes wandered around a lot (patrolling) when I was invisible so it wasn't easy to wait out until their health was lowish enough to rush in and prevent the merging. I used Bounding Boots to move around and kite but being able to come back very quickly for an interrupt if needed. I used a ton of scrolls of Thrust of Tattered Veils (auto-hit, always interrupt, cheap, only 1 Arcana needed) and abused Lethandria's Devotion (switch weapon sets to heal up) to spare Zeal. The tons of smaller oozes provided enough Zeal via Virtuous Triumph to be able to use Brand Enemy lots of times. It was very tedious though. Using Sacred Immolation for killing smaller oozes is no problem though if you are willing to abuse Lethandria's Devotion. Obviously that's not exploit-free anymore. I personally would just skip megabosses with a "normal" or exploit-free solo playthrough.
  20. You can solo the game quite easily (compared to many other classes) with an Assassin - or any Rogue, but Assassin is the easiest imo - without taking an "abnormal" route. Even better in my opinion is Assassin/Paladin. I personally like Assassin/Goldpact Knight best. One key are "neverending" damage over time effects: Gouging Strike (Rogue), True Love's Kiss (from the Dagger Lover's Embraced) and Brand Enemy (Paladin). The other is Smoke Veil (Rogue). You can apply True Love's Kiss + Gouging Strike with one single handed, highly accurate attack from stealth. You will then have a very short recovery (attacks from stealth have a -85% recovery time) and can then use Brand Enemy (which is an auto-hit and has 0.5 secs casting time and 0 recovery), then use Smoke Veil and retreat out of sight. The combat will not end until the enemy is dead. You can win any encounter this way except those where you can't retreat out of sight.* Thus boarding fights must be avoided and the Water Dragon must also be solved peacefully. And of course you can use stealth to avoid fights altogether if you feel like it - because the method I described above is time consuming. Then some fights are not even in a normal path but totally optional - like Megabosses. )* there are few others where you need to use Marux Amanth in order to destroy a near death target, most notable the Ooze Megaboss. If you're not using Berath's Blessing points to reach lvl 4 right away (and start with Smoke Veil) you need to play the first levels carefully and not pick unnecessary fights. Luckily Goldpact's Gilded Enmity is there from lvl 1 on to help with survivability if you must fight. As soon as you reach Smoke Veil you can use an arquebus + modal to one-shot most enemies from stealth with Flames of Devotion until you get Gouging Strike or Lover's Embrace or Brand Enemy (first you only need one of these). If they can't be one-shotted you can turn invisible which will end combat and quickly (after regaining guile for more Smoke Veils) fire again from stealth before the enemy has healed up. If you don't roleplay your Assassin/Paladin or incorporate stealthy parts etc. to have some variety in gameplay it can become a bit dull though. Because it's a lot of waiting until some enemies are dead. Especially those who heal themselves or get healed. So kill priests etc. first.
  21. You can use all weapon types without modal. In some cases the model isn't even that useful (e.g. Great Swords). Large Shield modal on the other hand can be very useful in certain situations, even if only used seldomly.
  22. Does Windows 7 have DirectX 11 support? Sorry, I have no idea - I'm on Linux since Windows Vista came out.
  23. Hi, let me tag the community/social media managers for you because otherwise I guess this will not get noticed. This error might affect more players. Oh mighty @Aarik D and grand@Shyla, I summon thee to cast a glance on this poor fella's problem!
×
×
  • Create New...