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Everything posted by Boeroer
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If you sealed the final approaching quest for any faction you can't side with the others anymore. Which was the last quest you did for the Crucible Knights? If you accepted the "Winds of Steel" quest from Commander Clover you can't side with any other faction anymore. Maybe quickly check if that's the case. But you don't need faction reputation for Edér's quest. You need "Friend" reputation or higher with Defiance Bay which can be done with most quests there, not the faction specific quests which mainly influence your reputation with those faction only.
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Not with Community Patch, but otherwise that's true: Tactician will trigger Brilliant when invisible. However, the fight will stop when you are invisible for a few secs anyway - and then Brilliant will stop and you'll get back all resources anyway (unless you apply Gouging Strike or so first so combat won't stop/reset).
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When you want the solo achievement you are not allowed to take any companions or adventurers - so you can't do those stronghold missions. You are allowed to emply those hirelings in a solo game, no problem. They help with defense against raids. Solo only means you are not allowed to use party members at any time. THose hirelings for the stronghold are not party members. But they cannot go on mission either. Cipher and Druid are stronger than Rogue or Fighter. All casters are potentially stronger than the pure martial classes. But all of them can solo the game on PotD. Paladin is maybe the most safe way because you can raise the passive defenses so high that the chance of dying is quite low even wen you don't know 100% what you are doing. However, it's also a slow grind. Chanter and Cipher can be a good mix of safe but not too slow. Wizard, too.
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Yes, the initial target gets hit twice (not the rest of the enemies though). I thought that was widely known. But the better synergy is Carnage (or Wanton/Riven Gore) + pushing. Like I reported in the past a Monk/Barb can hit an enemy twice (with FoE AND with Carnage) when using Force of Anguish because he pushes the enemy into the Carnage AoE that is centered around that enemy. You hit, deal damage, push and then Carnage procs and hits again. Same happens with Clear Out + Carnage (or in this case, Amra-Carnage). - but here ALL enemies get pushed so all potentially get dmg rolls twice (Clear Out + Carnage). Usually - if you hit 5 enemies you will see 10+ Carnage rolls. If Amra-Carnage procs often it often won't stack ("Similar effect with longer duration already applied"). Don't know the exact mechanic. That's why I prefer Riven Gore over Wanton Gore because the destroy effect still procs (iirc). A Fighter/Barb with Clear Out + Amra can even apply dmg thrice (Clear Out + Carnage + Amra). But of course an Assassin has other goodies. Although I think that the Clear Out AoE hits (after the initial attack roll) will no profit from Assasinate? Or does that work nowadays?
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Cheers! I'm doing a revive because of "Penetrating Imbue". I just now created a hireling Arcane Archer and looked at the ability screen. I have spotted two tiny problems: The ability "Penetrating Imbue" has no unique icon but uses the same icon as the subclass. I made a quick icon for this (see below). The name is a bit off because "imbue" is a verb - but in this case it should be a noun. I would suggest "Penetrating Imbuement" Would it be okay to change those two little things with the next update (whenever that is - I don't think this is pressing)? See you! --- Icon svg: penetrating_imbuement.svg png:
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If I remember the modding tutorial for items correctly you need a 100x100 pixel version for dragging and the smaller 42x42 px version for the actual inventory. The icons have a small invisible border - or margin: the flask does not reach the edges of the image. If that's not right then please let me know. I don't know whether the original icons for potions use the whole space or also have a small margin so I just guessed.
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Watch out when using Blood Sacrifice with 10 wounds. Not only will it scale with the +10 MIG (+30% dmg) but also the +5% received dmg per wound (+50%). Combined with high PL you might one-shoot yourself. Better spend some wounds before (like hitting Thunderous Blows several times or so to get rid of them quickly). You will get wound back from Blood Sacrifice anyway. By the way: seld damage doesn't cancel Dance of Death/Enduring Dance. Deleterious Alacrity can be a nice wound generator: not too high self dmg but steady. But also here: the more wounds you have the more ouch and the fast new wound will rush in. Make good use of Concelhaut's Corrososive Siphon and regeneration gear. And later you can use Healing Hands (those gloves with Minor Lay on Hands, 1/encounter) + Wall of Draining, too (or any healing over time from your party). By the way: Concelhaut's Draining Touch* + Kapana Taga + modal in offhand + Miasma of Dul-Mindedness + Ryngrim's Repulsive Visage + Swift Flurry/Hearbead Drumming is devastating and a nice alternative to the usual Spirit Lance setup. You get +2 engagement from Kapana Taga and enemies who disengage because of Terrified will eat nasty Disengagement Attacks. Also Miasma + club modal lowers enemies' Will by -65 points which makes crits from Draining Touch (targets Will instead of Deflection) very likely which leads to procs of Swift Flurry. Draining TOuch also drains health for you and weakens the enemy. Combine with Stunning Surge and you can also lower fortitude by -20 solid points "on the fly". )* you have to make sure that you DON'T learn Concelhaut's Draining Touch but instead use a Grimoire with the spell in it. Cast it and immediately switch the grimoire to one which oesn't have the spell in it: *tadaa* Draining Touch will not disappear after hits but stway with you until the end of the encounter.
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I tried it myself with Strand of Favor - but I got told that Cabalist's Gameson with Arcane Extension also works. Hope that wasn't wrong. It should work like so: If you have a buff with a duration that doesn't get cleared after combat ends, you enter your inventory and equip the item, unequip, equip again, unequip, equip... and so on. No need to leave the inventory screen, just keep clicking for equip/unequip and so on. After a good amount of those clicks you can leave the inventory screen and check the duration of your buff(s) which all should be pretty high now.
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Maybe the 14 points are already the higher value and it was 12 before...? Can't rermember. Sorry, it's been a very long time since I played PoE and a lot of details start to become fuzzy. If you want to obliterate your enemies with weapons I would recommend Citzal's Spirit Lance, Weapon Focus, Two Handed Style, Veteran's Recovery, Apprentice's Sneak Attack, Savage Attack etc. You self buffs should make you tanky enough at some point. Use Chillfog + Combusting Wounds on enemies and poke them with the Lance at high speed (Alacrity + Gauntlets of Swift Action). I would then switch to padded armor (Angio's Gambeson, +durgan steel) or robes (Raiment of Wael's Eyes, no durgan steel needed) and use Spirit Shield/Iron Skin for DR. That way you can attack superfast with no recovery and that will totally obliterate enemies. I personally would then use lower CON (10 enough) and put more into INT, PER and DEX. With lots of PER the chance to also interrupt enemies with the AoE attack of the lance is much higher. Add Interrupting Blows if you wish - and your priest should cast Champion's Boon on you. Sanguine Plate is cool - but later in the game the DR is not that important and Frenzy doesn't stack with Alacrity. If you want to tank and cast enemies to death I would aim for Kalakoth's Freezing Rake and such.