Everything posted by Boeroer
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Ydwin as Cipher(Beguiler)/Rogue(Debonaire)
You mean Roguish Charm. But I guess OP was talking about Whisper of Treason (or Ring Leader) since the Debonaire Charm only works on kith. Something else: dominate doesn't work with the Debonaire passive - only charm does. Speaking about Roguish Charm: would it be possible to apply both the Roguish Charm (inspirations) AND the upgraded Chanter charm (30% bonus damage) to the same target utilizing confusion?
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Ydwin as Cipher(Beguiler)/Rogue(Debonaire)
You are correct.
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SC Tank
For a backline caster or shooter I will drop CON and RES to 3 most of the time (there are exceptions, but as a rule of thumb). It's a bit more challenging of course once you get attacked - but I like that extra thrill. But in turn based I would also dump DEX to 3 most of times (judging by what I hear about TB mode). So that leaves room for a little bit more RES or CON. I guess I would raise both a bit then, but doesn't really matter that much I guess.
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Ydwin as Cipher(Beguiler)/Rogue(Debonaire)
That's not great to hear. It worked quite nicely right after release of the Debonaire- and was the first thing I tried with him.
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Boeroer has reached 20,000 posts! Let's reward his dedication with a nice thread.
...aaand a raised bed for vegetables, a little greenhouse for tomatoes, a rabbit hutch, a wardrobe, two loft beds... busy busy busy! After painting nearly all rooms in my house I'm currently sanding & resealing the floor. That's not that exciting... Next: tree house, chicken coop & carport. Should be more fun. 😅 I'm not working that much atm though. Because somebody has to look after the kids who currently have very little teacher-to-pupil learning time but more homeschooling - and kindergarden is closed, too. My wife cannot reduce her work time (she goes at 7:30am and returns after 8pm on a good day). That's why I have more time for such home improvement projects.
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Best ranged damage auto attacker?
Maybe you just remember it that way because first you will shoot late in the round - and then you will be the first to shoot in the next round. It can feel like two shots in a turn because nobody else takes action in between. But after each shot your action point is gone - and thus there's no way to shoot twice in one turn I think.
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SC Tank
Because it does not do much for you if you have a reliable source of healing. If the healing outweighs the damage you receive then it doesn't matter whether your health pool is 200 or 300. And if your healing is less than the damage you receive then +100 health will just postpone the inevitable. That why I think (generally speaking) that CON is the least important attribute. But not for a Bloodmage in turn based combat as Haplok pointed out. If you expect to receive a lot of burst damage between heals (for example via Blood Sacrifice) then a bigger health pool (via CON and/or stuff like Amulet of Greater Health and/or Tough) is good to have. Besides that it's nice to have high fortitude (and CON contributes 2 points of fortitude per point of CON) - but I usually would first raise MIG before I think about CON. But also in this case (Bloodmage) it's something else - because Blood Sacrifice's self damage scales up with MIG, too. If you use Blood Sacrifice multiple times in a row (bc. free action in TB mode) with high MIG and low CON you will kill yourself - which is not that much fun.
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SC Tank
Heavy armor, sure. But why would you dump RES on a Wizard who's going to use a lot of deflection buffs?
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Best ranged damage auto attacker?
I just loaded up Deadfire and switched to TB mode - and it seems that indeed the Red Hand doesn't enable you to attack twice per round.
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Best ranged damage auto attacker?
I wouldn't interpret Backstabs from stealth as "auto attacks" - so you might have a point. I didn't know that Red Hand can fire twice per round due to my lack of experience in TB mode. Which is obviously pretty sweet (firing twice per round I mean, not that I have no xp in TB mode...)
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SC Tank
Ah yes. Good point. I again forgot we are talking about turn based. Please dismiss what I said about sweet spots (there might be some in turned based, for example with INT/durations) and DEX maluses then and dump DEX to 3. And since Blood Sacrifice is a free action (iirc) high CON + Tough might be totally worth it, I agree. But I wasn't advocating for dumped CON in this case anyway so I wasn't talking total nonsense.
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SC Tank
There are no real "sweet spots" with the attribute system. 10 or 11 or 12 hardly makes a difference. The only attributes where maluses (from being under 10 points) have especially bad impact (compared to the other attributes) are DEX (because of how action speed and recovery are calculated) and MIG (bc. of the way dmg is calculated). But low DEX is ok for a tank and low(ish) MIG is ok for a Bloodmage imo. Especially if you are using more CC than dmg spells - bc. this is not a solo run so let a non-tank deal the damage. As was said before defenses have increasing returns. So it's not too bad to raise RES - but deflection isn't your only defense to consider. Bc. of Arcane Dampener RES is important, too. Getting hit by AD is so annoying and it becomes a very common spell later on. I usually also drop CON on most chars but in case of a Bloodmage it's just more convenient to have a bit more health. Because with dumped CON and high MIG there is the possibility to get one-shotted when/after using Blood Sacrifice. Also with low fortitude (from low CON) it's easy getting hit by sicken/weaken - and then you'll not only lose 25% max health but also actual health. But amulet of greater health and Tough also do the job. And a SC Bloodmage has plenty of ability points for passives bc. Grimoires let him cast stuff even if he doesn't learn any spells. So why not take Tough.
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SC Tank
I wouldn't have MIG over 12, but that's just me.
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SC Tank
Also increases the amount of self damage Blood Sacrifice will do. For a Bloodmage I often don't raise it above 12 or 13. You really don't need 19 CON. If you ask me, CON is the least important stat of all (generally speaking, there are exceptions of course). For a Bloodmage it's good to have a bit more because of Blood Sacrifice - but I wouldn't raise it to 19 in any case. Something like 15 would be enough for me. Especially because you can gain +5 from Infuse with Vital Essence as was already said. PER 8 is quite low. Maybe you need that much PER if you don't plan to cast a lot of offensive spells. But still: 8 would be too low for my taste. For a Wizard "tank" I would pump RES. INT is good to have high, too. As @theleesaid: you want to shrug off Arcane Dampener. Because if not your tanking will be over quickly (without any buffs).
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Best ranged damage auto attacker?
That was fun - but Ondra's Wave (the enchantmet that lead to that absurd amount of damage) got nerfed a bit so it's not as wild anymore. If you still want to try Watershaper's Focus: I really like to use an Arcane Archer with it because the Imbue shots will proc with every bounce. And WSF + Driving Flight = shot + bounce + bounce. So if you use Imbue:Eora you'll proc 3 simultaneous Pull of Eora which will such everything in with stellar accuracy. Then shoot with more damaging stuff. An Arcane Archer/Rogue could use Debilitating Strike, an Arcane Archer/Helwalker could use Stunning Surge...
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Death Godlike lore
Because the devs didn't write special dialogue for Edér just to cover a Death Godlike Watcher. That would be an expensive feature for an occasion that occurs so seldomly. Or they simply forgot. 🤷♂️
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SC Tank
Such as?
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SC Tank
For me personally: yes, always.
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Best ranged damage auto attacker?
Damn I missed that it's for turn based. That changes stuff a bit and makes arquebuses (+modal) quite viable. Just need some backup against pierce immune foes. If we only look at the weapons themselves, Fire in the Hole does more damage than Hand Mortar. Just because Chain Shot grants a bounce (AoE included). The bounce damage will be reduced (like nearly all bounces) and also there's the general dmg reduction from Chain Shot, but against mobs it's still better than no bounce. Also it's great with stuff like Gambit and Stunning Surge bc. it makes sure you almost always get the full refund when aiming at multiple enemies. It's also great with Clear Out, Whirling Strikes and Heart of Fury. Twinned Shot, too. Combusting Wounds: also great with it. If we take some very special abilities into account - mostly Avenging Storm and Resonant Touch - Hand Mortar will be better with the help of Blinding Smoke. Not only does that unlock Deathblows at range - but it also counts as weapon hits when we look at Avenging Storm and Resonant Touch(!). If those can be used it makes it extremely good against groups of enemies. Hand Mortar's Blinding Smoke + Resonant Touch is the reason why I recommend SC Mortar Monk so much. But beware: with Community Patch both Resonant Touch as well as Avenging Storm got "fixed" so that they are not that abusable with Blinding Smoke anymore. With CP installed I would say Fire in the Hole is the better option in most cases. Blinding Smoke still unlocks Deathblows though, so still nice to have.
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Best Druid class/combos?
White Flames healing will profit from fire Power Levels - it is tied to Flames of Devotion which scales with fire PLS - to White Flames scales with it. Sun & Moon + Magran's Favor for the win.
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SC Tank
No, it's the other way round. Generally speaking low defenses, low health and low AR makes enemies target you more often. That's why enemies like to run past your frontline (it it has no engagement) and attack your glasscannons. The most effectve way to make sure that the tank is attacked is initiating combat with the tank and let only him unstealth. Then wait until most enemies gathered around him. During that time you can still use buffs or call summons - because that won't break the stealth of your party members (only attacking does). When most enemies have decided to attack your tank you can attack with the other party members. Engagement of the tank prevents enemies from just leaving him in order to attack your backline. There's no secret. You buff up and then either attack with a weapon or cast some spells. For example: Infuse with Vital Essence Spirit Shield Mirrored Images Lllengrath's Safeguard cast damaging stuff If you are a Bloodmage you could use Concelhaut's Corrosive Siphon a lot. Or Concelhaut's Parasitic Staff or Concelhaut's Draining Touch + shield in melee. You could also use a Pale Elf, Magran's Blessing and cast Fire Shield and after buffing cast Chillfog around yourself. With high fortitude and item that gives you resistance against Perception the Chillfog will not really harm you but be very effective against enemies around you. Or you get Rekvu's Fractured Casque and give yourself an injury (out of combat, cast Necrotic Lance on yourself until you go down: minor injury). That will make you immune to all interrupts. Now you can not only use the Grimoire of Vaporous Wizardry without any drawback but also cast Slicken on yourself. All enemies around you will get interrupted all the time while you are completely immune. If you also wear the Upright Captain's Belt you will be immune to push/pull effects as well - so your can also cast Pull of Eora onto yourself (and the enemies around you). You will mess them up pretty badly. Combine this with an item that gives you resistance to DEX afflictions and you can also cast Binding Web onto yourself. The combo Slicken+Pull+Binding Web is quite devastating for the plans of many enemies. Most of times they will just tumble around wihtout being able to move or do anything remotely effective. Then you can follow up with damaging spells if you wish. If you also wear Rekvu's Scorched Cloak you will heal from fire damage: just drop Fireballs onto your head and stand in your own Wall of Flames. They will heal you but damage your enemies. Plenty of fun options imo.
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SC Tank
Well "tanking" isn't the most exciting job in the party in the first place. I don't exactly know what you expected. Also if a Wizard's gameplay seems boring to you I don't know if there's any other class that would feel less boring. Wizards are all about micromanagement and squeezing the most out of their (mostly awesome) spells. Maybe you got that feeling at lower levels though where spell uses are quite scarce. If you have problems with a Stalker tank's Animal Companion dying too much you are most likely not using it effectively. Instead of sending it in first in order to take the heat from you you should go in first. Use fat armor and shield. If you take the Bear + Resilient Companion you will have a high AR, very sturdy flanker which can help you to deal good damage (combined with your own damage which wouldn't be too good because you are slow and have a shield). If you take the Boar the AR is a bit less but he'll have constant health regeneration - the Boar does rel. low dmg though. If you have a Wolf you get the most dmg per attack but he's less sturdy than Bear or Boar. My pick would the Bear if I fear knockouts of my animal companion but still want it to do some dmg. You need to keep your animal companions near as a Stalker. That way you both get +1 AR (which is a very important bonus for tanking) and +5 defense (which is also good). So always act as a tag team, don't separate. That shouldn't be too hard as a tank since you won't move a lot. I would try to get Stalker's Patience asap so I could unlock the AC's Predator's Sense later at all times. Spears also give you more engagement. The shield, too. Which is also good to have a a tank. With Stalker's Link your pet will also have more engagement, so together you can bind more enemies. Before getting Stalker's Patience you can use a battle axe + Blessing Cuts modal to unlock Predator's Sense. You will still need to have some healing in your party for the Ranger himself - or use some regeneration gear. The pet can be healed by the Ranger. The good thing about a Stalker tank is that his defensive bonuses can't get dispelled by Arcane Dampener etc. They are all passive. The disadvantage is that he cannot achieve very high defenses. But in combination with good AR and two bodies it still works. Generally speaking multiclasses can achieve better tanking than single classes because there will be more defensive synergies.
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Anyone know what's up with the poe2 wiki?
There was a fix of the template for shields as well (two variables were set as "string" - but string was too small in size for long item descriptions so it was changed into "wikitext") - but apparently is wasn't enough fixing and there's still something not right. Maybe one or two additional variable types have to be changed. Those three shields must share something that lets the generator bug out on them (e.g. text for aquisition is too long or something). I fiddled around but couldn't fix it. I contacted the dev again. I guess it will get fixed today sometime.
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Best ranged damage auto attacker?
They are good. But the best ranged auto-attacker is probably Ranger/Ascendant or Ranger/Helwalker with Frostseeker. I also had great success with Berserker/Streetfighter using Essence Interrupter (insane attack speed). But you have to micro your health a lot so i maybe doesn't fit that well. Troubadour/Streetfighter with Red Hand (using upgraded Whisps to flank yourself and using Gunner, Maia's armor, Acina's Tricorn, Sure Handed Ila + Mith Fyr) is also very nice. But also a lot of setup needed. Frostseeker with Ranger/Helwalker needs very little micro and does tremendous damage (even better with Community Patch because it lets Turning Wheel work for ranged attacks again). A cheesy build is Ranger/Monk or /Cipher or even single class with enough Arcana to cast Avenging Storm - and then using Hand Mortar. The Blinding Smoke of Hand Mortar triggers Avenging Storm. It destroys mobs instantly - but is not that great against single targets. Frostseker it both good against single targets and groups.
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SC Tank
Wasn't OP asking for single classes specifically or what does "SC Tank" mean? In that case (?) - and if we talk about relatively reliable tanking from level 1 on - I would say that Fighter or Paladin are the way to go. With a bit of effort also Trickster and Wizard right from the start. Stalker might work, too (if you are using the Animal Companion effectively). Even an Ancient can be used for tanking quite effectively. The Sporlings are pretty good in the early levels. One tier higher you can then use Wild Growth to give them +2 AR and endless regeneration. At the highest levels they gain very good health and a very long duration. With Wild Growth they can tank for a whole (normal) encounter. And of course by then you will have multiple other summons which can tank for you. Chanter also has summons which can tank a bit. The early ones are flimsy but you can recast as often as you like. The later ones can be very tanky. The Dragon is one of the tankiest summons because of its immense health pool. If you have a Chanter and an Ancient in the party you can cast Wild Growth on the Dragon...