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Boeroer

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Everything posted by Boeroer

  1. It was a mishmash of crowdfunding, crowdinvesting and publishing afaik. The most advertised feature (at last with Deadfire) was the possibility to invest in shares for possible profit.
  2. I guess you mean fig.co instead of GoG? Because what would be the problem with GoG as a selling platform? PoE was also on GoG. I think going with fig.co as a brand new quasi-pusblisher (because Feargus had stakes in it) didn't help either. It's dead by now by the way...
  3. Ah, good point! You know I really like to play monks because they are a lot of fun. What I like about Mike is that her Rogue subclass is Streetfighter. This makes for an awesome Monk/Streetfighter blunderbuss/mortar build.
  4. You are right. Brain fart on my part. So the deterrence only works for melee opponents. Yes, that's also my preferred approach. It's just that the Spine of Thicket Green is a nice "stat stick" for a Druid and the downside of the modal (+50% recovery with quarterstaff attacks) doesn't hurt the spellcasting at all - while +20 is a pretty substancial defensive buff (even if only vs. melee attacks ). I do not agree this time. Thekehu (bc. of his subclass) is one of the best companions - at least for me - because first of all Druids are so versatile and have enormous impact at higher levels and secondly the Watershaper's bonus spells are all foe-only and thus very convenient to use, especially for a beginner. The foe-only Chillfog alone is a reason for me to bring him along... I love to use it in combination with Aloth's Combusting Wounds (which - surprisingly - works even though they are opposing elements). I also like that he has Watery Double (which is basically a Substancial Phantom with different spells) which frequently summons an additional Ondra's Whip or some of the foe-only Watershaper spells. Aloth can replace a martial companion after some few levels. Self buffs can make him sturdy and an Essential Phantom (+ Draining Touch for example) brings an additional martial ally if you need more bodies. However: in the early game somebody like Mirke would make things a little easier because the casters will only have a few spell slots and will burn through them rather quickly. On the other hand the fights on Veteran don't last as long as on PotD...
  5. Hi, the composition is fine. Herald is a very good pick for the main character. It's neither difficult to build nor to play yet it is very impactful. Note that calling summons is generally one of the most effective moves in the game. However, it comes with the price of more (micro-) management. If one has no problem with that it's a great thing to do. A Priest would help with party support, most notably accuracy - and as a counter against most afflictions, too. No matter the severity of an affliction: an inspiration to the same attribute (no matter the tier) will remove that affliction. An Priests have plenty of spells with (AoE) inspirations. But a Herald can also take care of this. At later levels a Priest also gets good AoE damage, summons and CC. But it's not mandatory, especially not on sub-PotD difficulties. Also because you have good healing capabilities and support in the party already. Both SC Wizard and Druid get very powerful spells at their highest levels (and also progress to some impactful mid-tier spells faster than a multiclass would) so single class is a good pick for a first playthrough imo. Maia as a Scout is very effective against single, dangerous foes (like casters or rogues or so), especially with an arquebus (watch out for "the Red Hand" - perfect weapon for her). But she will need a backup weapon that does non-pierce damage (bows or implements or a unique pistol that deals raw damage or such) because there are quite a number of enemies who are resistant or even immune to pierce damage (mostly skeletal enemies and fire "elementals" and such). Meeting those without any backup weapon can be a very frustrating experience: in one encounter you snipe everything into bits and in the next you can't do anything. In general it's best to keep a backup weapon in the second weapon slot that does alternative damage (like... if you have a main sword that does pierce or slash damage you might want a backup mace with crush damage) and pick the damage setup that is beat against the enemies armor type. It's good practice: unterpenetration is one of the most severe disadvantages and most frustrating things you might experience in a fight. Since Tekehu might be casting most of the time I'd recommend to use a quarterstaff + the proficiency (+20 to [edit] melee [/edit] deflection for less damage with the staff). The bonus deflection is very nice to have because Druids have no ability besides Moonwell to boost their deflection much. Higher quarterstaff deflection deters a lot of (ranged) [edit] melee [/edit] enemies to target that squishy caster specifically. This can be so annoying because the encounter starts and before your caster can do anything he can get taken down. This can be a real nuisance in boarding fights for example. Higher deflection without any fuzz does help here ([edit] even if it's melee-only[/edit]). The modal doesn't stack with active deflection-only buffs (from spells and chants and so on) - but since you won't bring a Priest who would be dishing out those buffs mostly this shouldn't be a problem. There's a nice early unique quarterstaff (the Spine of Thicket Green) in the game that fits nicely with Druids in general and is also useful in some scripted scenes. And if the spells lots are empty you can turn the modal off and attack from the second ranks because of the reach. Taste of the Hunt is a surprisingly good melee "spell" btw. Aloth as a wizard has plenty of defensive self buffs so imo you are more free in the choice of equipment. Check out his phantom spells: phantoms get copies of your equipment. You cannot steer them (they are run by AI) so you cannot use items with abilities you have to trigger yourself, but everything that activates on its own will work with them. This can be fun to play with certain item combinations. Also phantoms will keep summoned weapons and those will not get replaced. So if you summon Concelhaut's Draining Touch (one of the best weapons in the game, but it's usually gone after one hit) and then calla phantom, the phantom will also have the Draining Touch but it will never go away as long as the phantom lives. That way you can have a very good damage dealing summon that can also do good off-tanking (imagine calling the phantom while having the Draining Tough + a good large shield, then switching to your proper weapon set after the phantom is there). Anyway, I don't expect any problems. If you encounter some you can of course ask around here. Somebody will react, even if the forum isn't as crowded anymore.
  6. The Blood Ward is incredibly powerful because it heals from all sources of damage, DoT ticks included. So if you are a Furyshaper with a big health pool, decent defenses and AR and also resistances (=no hard disables) you can dish out Bleeding Cuts with Battle Axes (or other DoTs like from Saru Sichr) to a lot of enemies and get a constant flow of healing while dealing damage at the same time. Mostly auto-attacks bc. of the limited resources - but if you are in a pinch you can use Dazing Shout which is cheap, has a very big AoE and will daze and shake enemies, deal good dmg and heal you up nicely. And it can put Blood Storm's DoT on enemies in the area, too (more healing). If you have trouble with the ward getting attacked: a scroll of withdraw does help a lot. It will conceal the ward completely but it will still work perfectly well for you. I did all fights with this guy except Megabosses. He just wasn't equipped for those. I did the Crystal Empress - but the rest was so annoying that I skipped them. I guess Dorudugan would be possible (I mean technically I'd just have to poke him with Lover's Embrace) but I didn't try. I used some cheesy tactics, like cancelling Leap in mid air (= no attack roll at the landing site but also no cost: great mobility trick). But I didn't use endless prolonging effects like with Cabalist's Gambeson and so on. The fun part was that one could combine damage dealing with survivability which sped things up. If one concentrates on tankyness usually the fights take forever. That was also the experience with solo Streetfighter/Unbroken. Usually I'd say Trickster would be the better pick. But you are constantly flanked anyway and the damage output of the Streetfighter was very good for a tanky build which made the run less tedious. But also no Megabosses there. In hindsight I should have done Streetfighter/Black Jacket though. It's a lot of micro but the ability to switch between shield setup and offensive setup in an instant is very good when you are solo. You can switch to shield once you see something big incoming, shrug it off and immediately switch back to blender mode. Discipline mostly used for Refreshing Defense and Unbending. Guile mostly for Escape, Smoke Veil and sometimes Gouging Strike.
  7. Cool find. It should stack with Effigy's Resentment: Kana. That's +5 against Prone (and Hobbled). And with Coastal Aumaua's +20 against Stunned and Prone. That would mean +70... Bane of Ogres!
  8. Psion/Troubadour is an example of being really good and lots of fun at the same time - at least for me. I think it's the versatility that motivates to apporach most encounters in different ways. You could go with one single set of actions every time - but it's much more rewarding to do the most efficient thing. So... summoning a bunch of X is always useful, but it takes a lot of time and steering the summons can be annoying - and it's totally not necessary if you can paralyze the enemies right away with a Killers Froze Stiff invocation - and so on. And you always have resources - but you cannot spell-spam high-level stuff right at the start of an encounter (which also makes stuff boring at some point). Mortar Monk is another example. It's gamebreakingly good - but somehow it still is fun to unleash the umphteenth Whispers of the Mortar Winds Mayhem. Can't even say why in this case. Maybe because one had to wait for it for a rel. long time and also maybe because it isn't optimal for single tough foes - so you have to interact differently in those cases at least. Maybe also because it's best if you assemble as many foes as possible in a rel. small area. So every encounter turns into some kind of minigame where I tried to lure, steer, force enemies into a certain spot before I started WotW. The Troubadour/Arcane Archer (see below) is a perfect party member for this (very high ACC and bazillion parallel pulses of Binding Web and Pull of Eora) Maybe yet another example could be a melee Bloodmage/Soulblade which is really good but also really versatile if must be. I'm not a big fan of Soulblades - but I read enough reports about this combo to know that several players did enjoy playing it. One-trick-ponies becoming boring to play is no secret. So maybe the takeaway is that versatile (and impactful) characters are more fun to play. Helwalker/Berserker with Saru-Sichr is very impactful in my game. Overabundance of wounds, very high chance for crit-chains, DoTs, great debuffing and CC and so on. Yet very difficult to manage due to the drastic self damage. It's a rewarding challenge imo. The good builds I had the most fun with (of course highly subjective): Helwalker/Berserker Mortar Monk Psion/Troubadour (solo & party) Steel Garrote/Bloodmage (solo & party) SC Furyshaper (solo) Stalker/Bloodmage (solo) Troubadour/Arcane Archer Furyshaper/Troubadour Streetfighter/Unbroken Assassin/Bloodmage Honorable mention: Assassin/Bleak Walker solo with Lover's Embrace. Absolute one-trick pony (or three-trick maybe... stack 3 everlasting DoTs on every enemy one by one, turn invisible, hide and wait) that I expected to become boring very quickly- but it carried the run for a sursprinsingly long time. Sometimes retreating and hiding was more difficult and risky as one might expect and sneaking past enemies failed often enough and things got a bit messy. Also sometimes it didn't work (Water Dragon, Huani O Whe...)
  9. I think that's why I like to play Helwalker/Berserker so much. I am forced to micromanage this character all the time (and AI settings won't cut it) and at the same time it's powerful and impactful. Most runs I abandoned indeed were with characters that were really good but simply too boring/uninteractive to play at some point. Interestingly enough the Mortar Monk was not one of them. Mostly casters. Their actions in each encouter could be scritped rel. easily.
  10. On the other hand Relentless Storm was MUCH better in PoE1 (faster pulses, longer stuns) and the Druid could lock down whole groups of enemies with just this spell. On the third hand (huh? ) the Deadfire Druid has a lot of healing capabilities - and healing is much more impactful in Deadfire than it is in PoE. Just because PoE1 had the endurance/health mechanic that made healing endurance only viable if your health (that was only regenerating properly via rest) wasn't running low. Then, when we look at the forth hand (which might as well be a tentacle...) the PoE1 Druid had amazing single target damage potential with Spiritshift, better than Rogues or Rangers (even if only for a limited time) which gave him versatility: some rusher broke through and started attacking your backline with that Druid? *pouf* *roar* *pummel-pummel* Done! In Deadfire it feels you have to either commit more to the shifting part of the Druid (by creating a fitting multiclass which robs you of Maelstrom and Avenging Storm etc.) or to the casting side.
  11. Sorry, I typed an answer direktly after you posted the question but I must have failed to send it then. Fury fits Avenging Storm/Great Maelstrom perfectly from a thematic standpoint - but usually I shy away from it because imo the rel. minor upside doesn't outweigh the loss of healing powers. It's okay though if there's enough other sources of healing in the party. CP makes it so that Avenging Storm only procs off of weapon rolls that deal damage. That will remove the whole Effort trick. But you can simply delete or rename the according file in the mod folder. Just search for "avenging_storm" in the mod folder (see below) and delete or rename that file as I did below (I simply added ".deactivated" to the file name) - and Avenging Storm will work like in the vanilla game while the rest of the CP will be unchanged.
  12. Yes, indeed. But one mustn'd follow it in detail to make an enjoyable ranged or melee/ranged hybrid Monk. With that build I just tried to maximize the power of the Long Pain at the expense of durability. But it was a lot of fun to play anyway. If you like casters then I think Druid is still a nice pick. I personally like single class Druid in Deadfire because especially Great Maelstrom are just bonkers and there's some crazy stuff to do with Avenging Storm and certain items (for example the Great Sword "Effort"). But maybe Great Maelstrom isn't superfitting for an Ancient - I mean thematically. By the way: Helwalker (Monk subclass) + Ancient Druid multiclass makes for a nasty combo with those beast/plant DoT and pulsing spells. Helwalker provides accuracy, penetration and up to +10 INT and +10 MIG which is great these spells. Conbined with some bonus Power Levels you will have good spell damage, AoE size (which also influences the foe-only area), duration and accuracy and you can also be great with Spiritshift because the Monk abilities synergize very well with Spiritshift & Wildstrike. One could play Druid in PoE and pretend he always had some monkish traits - and then do a Helwalker/Ancient in Deadfire.
  13. Hi and welcome! My strong opinion is that Monk is the best pick here. It's a fantastic (single) class both in PoE as well as in Deadfire. My favorite Monk build in both games is the ranged Monk. With PoE it's with the Long Pain as main weapon (very strong) and in Deadfire it's with dual mortars (Serafen's blunderbusses) and the Long Pain. But the Monk class is very versatile and fun with a lot of build approaches imo. The Druid is very nice with Spiritshift in PoE (brutal scaling of the base damage of the Spiritshift weapons for example), but as single class in Deadfire he's way better as a pure caster than with Spiritshift. Multiclassing makes Spiritshift a lot more fun. Priest is stronger in PoE than in Deadfire, it's still good though, also when staying with a single class . It's just not that exciting to me as the main character. Wizard and Druid have more entertaining high level spells (Power Level 8 and 9) imo. Tl;dr: Monk!
  14. DEX has linear returns, not diminishing. Even when recovery is zero the returns from DEX are linear. But it is debatable if the small changes in animation speed (counted in absolute frames) is worth the hassle to stack DEX into the sky while other attributes suffer. Remember Rakhan Field only applies to FoD. It is actually a copy of the original FoD attack that has an additional corrosive lash. Most abilities and their upgrades are hard-coded copies with adjustments. Upgrades or talents for abilities usually do no "latch" onto basic abilities or so. Instead when you pick an upgrade/talent the basic ability is removed and the new, improved ability is added to your character. An exception is Scion of Flame - that does work with FoD and also Sacred Immolation. Spirit of Decay also works with the corrosive lash of Remember Rakhan Field. What they do is to improve the lash by 20% (so 25% becomes 30%, 50% becomes 60% and so on). For a Bleak Walker I guess two Bittercut sabres (cloned with the Helwax Mold) could be the best FoD option. The sabre itself does corrode damage and profits from Spirit of Decay, the lash on the weapon (fire or corrode) profits from Scion of Flame or Spirit of Decay, the FoD lashes profit from Scion of Flame and Remember Rakhan Field profits from Spirit of Decay. It's a nice weapon anyway (bc. sabre with dual damage).
  15. No, it cannot. You need an enemy to land a crit. But it can be any crit, including spells, auras and so on and it doesn't matter which of your defenses is targeted. If your defenses are not superhigh it happens often enough. Still I would not use that armor if I wanted to focus on damage-dealing as a Paladin. Maybe I'd pick Outlander's Frenzy instead if I wanted shorter recovery. At least that's controllable.
  16. If you want to play around with settings such a DEX, items etc. in order to get a feeling for attack speed in PoE you can try this attack speed calculator which gives you the resulting frames: https://naijaro.github.io/poe-speed-calculator/ There you can also see that DEX has its returns even if recovery is zero - because it still shortens animation time. Several attack speed buffs (which only target recovery as you said correctly) stack in a multiplicative way, giving you increasing returns - which makes it possible to drop recovery to zero frames. For example item buffs (speed on weapons or something like Gauntlets of Swift Action or Durgan Steel on weapons) will always stack with everything else in that way.
  17. That's great. Dumping INT in order to raise DPS always seemed pretty silly.
  18. I know that this is the case for stuff like Wounding Shot, Goldpact's Fire DoT and so on - but I think wounding lashes from weapons and boar tusks were not affected (and low INT still raises their dps) - but I'm not 100% sure.
  19. If you want the most effective party you should bring a Priest and give him Inspiring Radiance and use Devotions for the Faithful as soon as it's available. So Durance would be my pick although he's sluggish. But he has good RES and with a shield and weapon & shield style he will be a sturdy caster and not be bothered and shot at by ranged enemies a lot, which is good. That way he can go with light armor which can make up for his low DEX. Conselor Ploi or something similar is great for support, especially accuracy support for an individual party member. If you bring Wizard, Priest and Druid your party will be very strong from the mid to late game due to the abundance of strong spells. In the beginning it will be a bit harder because few spells per rest. Because of that I would use the 6th slot for a party member that is very good early on (high starting values) and still has a good power curve. That's a Monk for me. Monks require more micro management than most other martial classes but imo they are the best martial class. You can even build a very strong ranged Monk (see Witch Doctor build). You can use a hired adventurer and replace them later with Zahua (I like Zahua a lot). Alternatives would be a Ranger (additional body with the Animal Companion is great right away - and Saganis comes very early) or Cipher (Mind Control capabilities are superb at early levels, Grieving Mother can be yours rel. early if you make a beeline for her). Both require a lot more micro than a Fighter for example. Fighter generally is a good starter, but you already have Edér - and Fighters' power curve is pretty flat unfortunately. I really like Barbs but they are not good in the early game but become great lateer on (much like casters). So I wouldn'r recommend that in this case. A Chanter is also excellent if you play slow (PotD difficulty and/or playing more strategically - buffing, debuffing/CC, surgically dismantling the enemies rather than using a brute force approach). If you like to rush things though a Chanter will only pay off once he/she reaches lvl. 9. On the other hand the official companion chanter Kana comes very early - which is nice. Also a chanter can be extremely powerful in the early quest around/in Raedric's Castle - if you know how to use the invocation "White Worms" properly. Rogues start strong as well but are very squishy. If you can be patient with them and only let them flank once the enemies have settled arounf the tank they can work well. Or you use them with a reach weapon from the second row - or a ranged weapon and pick off casters and such. Also a flat power curve compared to casters and the Monk - but the advantage in the early game is significant if you can avoid getting attacked too much. If you want to power your party up even more you can use a second Priest. Give him Inspiring Radiance as well. It stacks with the one from Durance, giving your party immediate +20 all-stackable Accuracy. One can build a good melee "offank" Priest or even a melee dmg dealing Priest (use maximum MIG, Aggrandizing Radiance and at some point Minor Avatar and pick the Great Sword Tidefall. Its wounding lash gets boosted by MIG which turns it into a great weapon in this priest's hands). You can also use Novice's Suffering instead of a weapon and pick up the Sandals of the Forgotten Friar at some point, making the Priest a semi-monk. Novice's Suffering doesn't profit much from damage bonuses other than MIG. Superhigh MIG turns those fists into hefty weapons though - and they cost no enchantment resources. Not bad for a character who's casting most of times anyways and only uses his fists when all spells are cast. Anyways: your party composition is good. Make sure to stealth your backline before starting combat and only let the enemies see the tank (and offtank) first. Use the Paladin (and Monk or whomever is your third front liner - maybe a shifted Hiravias or an Animal Companion?) to catch enemies who run past the tank to protect your backline. Or use chokepoints if you can. Wizard's best spells in the early game are Chillfog and Parasitic Staff imo. Use Durance's Inspiring Radiance right at the start of battle (not as a tool for healing but for ACC buffing) so your initial CC/debuffing spells (see Chillfog) do have a higher chance of hitting. Insp. Radiance stacks with everything.
  20. If you are one of the front line characters and taking a lot of heat, dumping RES can be a problem, even for a Paladin in thick armor and still mediocre deflection despite the RES dump - because RES also determines concentration. Especially if you get attacked by multiple fast enemies you can get interrupt-locked because the chance of you getting interrupted will be very high. This - as well as getting knocked out more often due to less deflection - can lead to a drop of actual dps (the one you really do vs. the one you'd do on paper). It's one of the reasons why Rogues are in theory the masters of dps while in the actual game they are often not - unless you can reliably play aronud their weaknesses. This will also be the case here: if you play such a Paladin as a flanker he will perform a lot better than just letting him get attacked too much. But since a Paladin comes with a nice set of defensive capabilities already and piling defenses has increasing returns I often think it's a bit of a waste to make a Paladin a total glasscannon instead of a reliable and sturdy damage dealer (+support character). Not the best at dealing weapon damage besides the two big FoD strikes (and a Runner's Wouding Shot if you like and maybe a Knockdown strike from a belt item) - but also most likely one of the last ones to go down. I personally really like the mix of sturdy, two handed (spike) damage + accuracy support for a fellow front liner which can totally turn the tides against tough enemies. This I'll achieve with a "marking" two hander (Blade of the Endless Paths & Spectacular Spetum would be the optimal two handed sets) and Coordinated Attacks plus Zealous Focus. If you flank an enemy with a buddy (preferrably one with good CC options to keep the foe disabled) that buddy will get +25 accuracy just because you are there - and you'll drop the enemy's deflection by 10, too (flanked) which usually makes it way easier to finish them off. Best pick would be Darcozzi Paladini (because Inspiring Exhortation stacks with all this, too) - but Bleak Walker works as well as any other Paladin order and of course gives your FoD more oomph. Best weapon pick for the buddy would be Cladhaliath with "Stunning" + "Coordinating" enchantments. But any weapon with Overbearing or Stunning would be great (like Hours of St. Rumbalt). Or if your buddy has unlimited CC anyways (see Monk's Force of Anguish) then any single handed, high ACC weapon would be great, too (see Ravenwing for example). Also a special interrupt weapon such as Mosquito or the Vile Loner's Lance can be great on fast attcking buddies with high PER and Interrupting Blows (talent), interrupt-locking the enemy without using any resources (interrupt rolls get a +25 bonus if your buddy crits). Delivering crits even to dragons and such is rel. easy if you pile up Marking, Coordinated Attacks, Zealous Focus, one handed weapon usage an accurate weapon and a Priest's Inspiring Radiance + Devotions for the Faithful. Ifyour buddy is a Cipher with Tactical Meld + Borrowed Instincts things get really ridiculous as his accuracy will pile up into unknown heights, allowing almost guaranteed critical hits. It's not as useful against numerous little foes, but that's what AoE is for most of times (see Sacred Immolation but of course your fellows' AoE abilities also). Against foes like dragons etc. this ACC support that doesn't use any resources and stacks with every other ACC buff (except the part of Zealous Focus) is very valuable and a lot more reliable than pure (glasscannonish) dps imo.
  21. The post he was referring to said about weapon choice: 0-recovery variant: Blade of the Endless Paths (comes late) Hulk Smash variant: Abydon's Hammer (comes even later) Lord of the Crits variant: The Hours of St. Rumbalt (early) The original weapon choice of the LoP was Tidefall (early). Andrea didn't know that the wounding lash on that great sword scales with Might - and since the LoP build has very high Might it may actually be the highest dps variant overall, despite the Blade of the Endless Paths having higher speed. I personally would settle for Tidefall or the Hours of St. Rumbalt because you can get them rel. early which means you can play with your preferred weapon for a much longer time. It doesn't really matter because he only picked Aumaua because of the Might bonus. So either will do. What you like better. You could also go Dwarf - I think Andrea didn't pick that because it also gets -1 DEX which means a little bit less potential dps. But then again Boreal Dwarfs get +15 ACC against Primordial and Wilder which can be a huge dps raise in certain fights, for example against Lagufaeth in the White March, Xaurips in the early game and so on.
  22. Wasn't today but the last weekend, but I made a dead(wood) hedge. I had to get rid of all the cut-off branches and stuff we removed from the neglected and overgrown neighboring property (which is now ours since new year) and thought that this might be a nice way of dealing with it:
  23. No DoT (Plague of Insects, Insect Plague, Infestation of Maggots and similar) makes attack rolls after the initial roll. But pulsating spells like Wicked Briars, Venombloom or Tanglefoot do. They reroll attacks every few seconds. Those spells work very well with Energized/interrupts indeed. For a Berserker/FF Rooting Pain would also work (best if not confused): it interrupts by itself already, but Energized would add another interrupt - which can be nice against enemies with (refreshing) layers of concentration.
  24. Or - if you plan to use Clarity of Agony anyways I would try to upgrade to Enlightened Agony and cast that right after Frenzy before Rooting Pain even has a chance to proc. You will not become smart because it cancels the confusion - but you will get +1 wound. And the rest of Clarity will work as usual (helping to reduce the curse duration and the duration of Hylea's Talons should you have picked those). If you go with INT resistance/immunity instead (Devil of Caroc, food etc.) you will not get a wound from frenzy's confusion and not trigger Crucible of Suffering - and that's a bit of synergy not happening... which makes me sad. Of course any other source of INT inspiration on the char (like a Priest Pryer for the Mind or so) could also be used. But since a FF might want to pick Clarity of Agony anyways... And Rooting Pain + Blood Storm or Spirit Frenzy is quite convenient to have for sure.
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