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Boeroer

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Everything posted by Boeroer

  1. 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.
  2. 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?
  3. 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:
  4. Very true my genius level glue sommelier - but if one believed that the expansions follow the completion of the main game this wouldn't be a perceived problem, would it?
  5. Spelltongue is very good with high attack speed (Alacrity) and self buffs. Also prolongs healing over time effects (like Lay on Hands and so on). Makes a good tanking weapon if you can hit quickly.
  6. I wouldn't be able to understand a thing - but a Klingon localisation of Deadfire would be hilariously cool.
  7. @Noqn Yeah, looks decent enough. Maybe: "Distilled from the dissolved brains of Vithrack Luminaries and infused with the relentless essence of an Adra Animat, this concoction fills the user with marvellous insights and inexhaustible perseverance." ?
  8. German: "Trank der Erleuchtung" This is the literal translation (which works well in this case) and also fits the sun emblem. If you need a German translation for the decription text later just poke me!
  9. 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.
  10. 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.
  11. 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.
  12. It is an option of course. Plate is very good in the early game, ok in the mid game but just not an optimal choice for the late game. You can totally stick to plate for aesthetical reasons. You will be a bit slower then but it's not a big deal.
  13. 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.
  14. Here's a quick icon for the potion: I put a sun on it because "enlighten" By the way: the correct term would be Enlightenment.
  15. Cool. Speaking of cheese: maybe I missed it (might well be), but did we talk about the Strand of Favor/Cabalist's Gambeson/Ooblit cheese where you just equip/unequip/equip those items out of combat and buffs (which don't clear out of combat) will gain absurd durations via stacking (because the bonus duration doesn't get removed when unequipping - and the bonus uses the current duration as base)? Is it even fixable via mods?
  16. I don't know how your Wizard looks like but there's not that much you can do. Depends on the role the Wizard should fulfill: is he supposed to be a tanky fronliner (Bilestomper) or more like a flanking dps powerhouse (using Citzal's Spirit Lance etc.). Besides the gear that helps you with that role you pick up special items that give you some melee-ish stuff like Gridle of the Driving Wave (Knockdown) and pick up Veteran's Recovery and Runner's Wounding Shot to make your playstyle a bit more interesting. If you want to make a Bilstomer like Wizard who can shower himself and enemies with ice spells I would pick a Pale Elf, pile up DR and defenses against the ice spells (mostly Fortitude and Reflex I would guess), pick up Rymrgand's Mantle if you can get it (it's a random item in some chests) and you might want to use the Crossed Patch (from stronghold adventure iirc?) as headgear becausee it makes you immune to blind - and this will make it great if you stand in your own Chillfogs.
  17. Nope. All enchantable items (so weapons and armor) will get +2 enchantment slots as soon as you play with the White March expansions (maybe it only happens once you install WMII, don't remember 100%). That's because your character level can now be 16 and there's this new quality "legendary" (and even "mythic" - but you can't enchant that yourself). Would be kind of lame if you got all that but couldn't enchant your items with it because they're full. So Obsidian raised the slots a but to make room for legendary enchantment and so that your beloved items might not fall behind the new content. Durgan Steel simply costs no enchantment slots. You can apply it even if the weapon/armor is already full with enchantments. But you need to find and then refine Durgan Steel bars/ingots- so it's quite limited how many items you can treat with it.
  18. Congrats to whomever that was. The chant arrangements are pretty wild... (like using two phrases of Ancient Memory after another instead of a single one, starting a chant with Many Lives, alternating with an offensive chant and then ending with Many Lives again - which leads to double Many Lives once the chant repeats) ...so I would want to know why they did that. I sense some cheesy reason.
  19. Upping the quality only costs 2 points because the former quality get removed first and the the new one applied. So for example upgrading from exceptional to superb costs -4+6 = 2 slots. Since Sanguine Plate is weak against shock damage like all plate armor one might think Shock Proof is the wqay to go. But unfortunately the plate's -50% DR penalty for shock is substracted after Shock Proof +2 DR gets applied - so in the end you would onyl add 1 DR but pay for 2. Maybe pick crush. Lots of late game enemies deal crush damage. If you want an attribute bonus then pick one that is not already covered by another item (because they won't stack). Durgan Steel (White March DLC) does not take up any of those slots by the way. It can always be applied. With the White March DLC the max enchantment slots grows from 14 to 16. I don't know from the top of my head if Legendary quality, Crush Proofed and a +2 attribute bonus all will fit, but if not it's no big dead to leave it at Superb. In the late game +2 DR hardly make any difference.
  20. She's always in my front line - as SC Priest. Sometimes with Lantern + Sickle and light armor, sometimes with thick armor and Morning Star. Never had a big problem with that. So yes: she can take part in melee combat without getting knocked out all the time. But I do use a dedicated tank who takes most of the heat.
  21. Without Community Patch: Helwalker/Bloodmage With Community Patch Shattered Pillar's max wounds count is set back to 10 (not other change). In that case Shattered Pillar/Bloodmage with Spirit Lance is also good.
  22. You can use Missile Gloves unlimited times if you have two - why is it not worth doing so? Because too much hassle compared to Wall of Flame? Didn't Waski say something about saving/reloading to fully exploit this?
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