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Boeroer

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Everything posted by Boeroer

  1. I reckon a new thread would be a better place for that endeavour - in here it's going to be buried under all the other posts that have nothing to do with it and players who could/would like to contribute might miss it.
  2. Iirc Girdle of the Driving Wave has an old version of Knockdown which is a primary attack and not a full attack.
  3. Correct. He does need a bit of build-up time ifyou want to use the big spells. But on the plus side he can refill his spell resource (focus) al the time while other casters have limited spell uses - and he does pretty good weapon damage at the same time. The core idea of that build (gaining focus from retaliation-items) does not work anymore. So the main reason to play that build is gone.
  4. The Fire Godlike race was mostly because of thematical reasons. You can take about anything, it doesn't really matter. Moon Godlike would def. work and is also good on a Barb in the early game since Barbs will often struggle with knockouts in the early game (it will get a lot better with some levels) - Silver Tide will help here. But human, orland, dwarf, aumaua - anything goes really.
  5. There's a reason why I use an Assassin/Bleak Walker as a solo mule to farm all the gear I want to export. You can just kill anything (although in fights where you can't hide it's tricky).
  6. With maxed INT and a bit of INt bonus from gear my Linger Time officially is at 5.6 secs only - but still my current phrases overlap without any gap. In my case Dragon Thrased + Come Sweet Winds will have 100% uptime on the enemies. Don't ask me why... Of course I can't be confused. I have to either wear Devil's Breastplate or get rid of confusion otherwise (food, drugs, Modwyr etc.).
  7. I noticed something weird with Killing Bolt when I wanted to combine it with Ranger's Takedown Combo (+100% dmg): while all other single target spells I tried worked normally (meaning they got the +100% bonus for the dmg roll just fine), Killing Bolt's log entry said it got +100% - but the rolled dmg wasn't doubled. More like +50% or so. I didn't investigate further because I went along playing that Geomancer and forgot to - but now I remember. Maybe Assassinate + Killing Bolt might have the same problem?
  8. No worries - the important point (Blightheart on Chanter = 1 phrase per whatever kill) was made - so just go wild.
  9. Most builds are better as MC than as custom adventurer because you can get some story-talents etc. and in case of priest and paladin also better Holy Radiance/Faith and Conviction. In this case it's pretty fitting to make it MC because most of the story talents you can get and which give you a bonus need pretty evil decisions - and a Priest of Skean has no problem with making those decisions. But all in all it's not a big deal. A priest will always be a great addition to a party no matter if MC or not. It's just a little bit of a plus what the MC gets compared to the hireling. Not game changing by any means. Also a lot of people don't like to play an evil MC - so using an evil hireling (who has nothing to say anyway) is a good alternative. Background doesn't really matter. Pick what suits you best.
  10. Sure. Furyshaper is a lot less of a hassle and the Fear Ward is bonkers if your character can engage (Thick Skinned). Although it takes some time to set up the ward - but still great imo. You'll not get the +2 PEN and 30% crit conversion from Frenzy but you will get a lot of "free" high-PEN and high-ACC attacks in exchange (and less enemies who attack you).
  11. It seems to have been an error on my part and nobody noticed before. Thank you, I altered the attributes accordingly.
  12. Heh, you are right - and after all those years you're the first who niticed. I guess I had a typo back then but I can't recall what that original stats were - but it doesn't matter much tbh. Attributes in PoE don't have a ton of impact (if we're talking about a few points only). I edited the build accordingly. 14-7-18-20-15-4 might be a tad squishy. But if you can handle the initial squishyness and babysit a bit more it will be ok. Never lead an attack woth squishies. Let them stay stealthed until your fron line has engaged all (or most) melee enemies.
  13. Well I said you would be screwed if you only have that one last savegame but that's not entirely true if you are not playing on consoles. If you are on PC/Mac/Linux you can use a cheat code to teleport you from Sun in Shadow to any other map and from there you could travel to the White March like normal. If nothing else works this might salvage your playthrough maybe. But I personally would prefer to load that save right before jumping into the pit.
  14. It doesn't help that a Fury (if you are playing a Berserker/Fury to begin with) can't have Rejuvenation spells so you're stuck with Stalwart Defiance (which is still good). That's why I seldomly play Berserker/Fury although thematically it's like a must imo and the +3 or even +4 PEN on elemental spells is so good. But I just discovered that "Garden of Life" is only tagged with Plant and not Rejuvenation - but I didn't have the time to check if it's blocked for Furies anyway. Because of that I use Blooded and often Death Godlikes for Berserker builds. Blooded will pop up under benefical effects as soon as the Berserker reaches the Bloodied status (50% health) and Pallid Fate will show up once you reach Near Death (25% health). Those are good indicators and make the obscured health a lot less annoying imo. You could also choose another race and pick up an item that triggers near death (Maker's Own Power for example) but most of them only work 1/rest and that's annoying and unreliable, too. Pallid Fate always works. The Magnificent Escape Cape is a great alternative though. It not only shows you that your Berserker is near death (because the Escape ability turns from grey to blue which is pretty obvious) but also it gives you the ability to escape and get +50 deflection right away - and it's 1/encounter and not 1/rest. Yay.
  15. @Monjoie11: Hello and welcome! I can explain the problem: First of all let's read the official description of the product you bought: I marked the part that's especially important to your case. I guess you missed that description when buying the expasions. It's not very aggressively promoted that way and if you just fly over the descriptions before buying you might have missed or forgotten that line. A lot of other players have as well in the past and asked for a solution here, so no shame. White March I and II do expand the main game. They will add two new areas to the main game's world map (the White March in the north and Crägholt Bluffs which is very tough and lies on the way to the White Mach - don't go there before you go to the White March but on one of your ways back). You can go there anytime you like during your main campaign and solve the related quests. But of course if you go there too early it will be very hard and if you go tehre too late it will be rather easy (although the difficulty will rise steeply and there is an option to scale the content up if the game sees that your level is very high). You can bring/take all items into/from there, it's a seamless integration. So it's a "true" expansion of the main game and not a mini-sequel on the engine of the main game like Throne of Bhaal etc. were. You can't go back from Sun in Shadows once you jumped down the pit. So if you only have that one single savegame you are screwed. BUT Obsidian made it so that there should be a separate auto-save right before you jump into the pit. I hope you didn't manually delete that. So what you can do is to load that save, go to the White March and do stuff, in between go to Crägholt Bluffs and then return to the White March to do the second part. Or in another order - doesn't matter as long as you can handle the content with your party. As I said you can go there and leave at any time. Naturally you will lose the (little) progress you made in Sun & Shadow and you will have to fight Thaos again since you are reloading the save BEFORE jumping into Sun & Shadow - but I guess that's not too bad since that part is very short anyway. Thaos will be ridiculously easy after WMI/II compared to before so that shouldn't be a mechanical problem. Just a bit meh to have to do it twiche maybe. You could also do a completely new playthrough if you wished. There are many new/cool items and stuff that might motivate you to try a completely different character. If you played PoE for the story then that's maybe too boring because that part will not change obviously, but with a different character and also party compistion there's still a lot of stuff to discover one might have missed in the first run - e.g. when deciding for a particular faction and missing out the quests of the other factions (naturally). Or the companion quests of somebody you didn't pick up. Or the dialoge lines you couldn't unlock because you didn't have the right skills/attributes/class/race etc. Hope that helps, cheers!
  16. 94% fewer infections, 92% fewer severe course of disease in Isreal due to vaccinations. Awesome! https://www.spiegel.de/wissenschaft/corona-news-am-montag-weltweit-mehr-als-2-5-millionen-virus-tote-gezaehlt-a-a5d28f2a-93c8-4a65-972b-47804bbb9125
  17. The cool thing about M's PPBurst + Assassinate is that you not only might get the +50% crit dmg bonus but also 20+ PEN which nearly always results in Overpenetration even when you're not landing a crit. By the way: another weapon that will give you a lash (0%-16% shocking based on your phrase counter) on all the direct damage you deal (including spells) is Sasha's Singing Scimitar. It's not that cool from Stealth obviously though because you'll have 0 phrases by then.
  18. If it's a Paladin/Wizard with Blightheart then yes. In my case it would be a Bleak Walker/Bloodmage. But it can be any Paladin/Wizard combo. Lay on Hands is great to counter Blood Sacrifice's health loss, the lash from Eternal Devotion stacks with Blightheart's Tainted Being, giving you +10% burn and 10% corrode to your spell damage which is (in terms of dmg only) as good as stacking 4 Power Levels. In between you can shoot around with Eternal Devotion. Also do support for party members of course.
  19. The scaling by correct disposition will only affect you main character. If you use Ploi as MC you should stick to the fitting dialogue options of his order so you get the optimal defense bonuses. Scheemer's Needler will scale the Holy Radiance average-like because: not MC. If you take all custom build hirelings and no official companions you will not have any banter - so no problems with opposite sides of the good-evil spectrum.
  20. Theoretically yes. But I guess you won't do it once you see Blood Thirst + Firebrand in action. Didn't play the "support cleric" variant so I can't say for sure. But sound solid. Only important things for good support is to have high INT and DEX and to pick Inspiring Radiance and use Devotions for the Faithful a lot. Also: use prayers! Schemer's Needler can be played like a Priest/Rogue multiclass. I think it could be good for your party since you wanted a rogue originally. It has solid single target weapon damage but at the same time is as good as priest as any other priest. As all Priests it starts a bit squishy. But rogues are squishy as well - so no big deal.
  21. Uff no idea. It's just a lot of fun to have those superfast lightning sequences with Berserker/Skald once the first enemy drops. And the casting speed is better per se because of Frenzy. Also that Her Revenge costs only 2 phrases is very good. It's so cheap that one phrase sung + one kill is enough to recast and you can cast 3 of them right at the start of battle if your max phrase count is high enough (e.g. if you picked something like Ancient Weapons just to raise your max count). I didn't test Helwalker/Bellower as much as I did Berserker/Skald now - so I can't really say. But I guess the bigger AoE and the bonus dmg from MIG also also great - especially with the multiplicative dmg bonus that is PL scaling from the Bellower's passive. Bonus ACC from Enduring Dance, too. But the "lose all phrases" thing slows you down a lot actually. With Eld Nary it's not that bad though because that uses some time do go around anyway.
  22. @PowerottiIt produces excactly 1 phrase per kill. No cap like Skald. If you kill 3 with oine cast you will get 3 phrases. With Blood Thirst that means you cast right again. Wait: I mean of course there is a cap: it's your max phrase count. But besides that: nope. I had one fight where I suddenly had 8 phrases - my max phrase count was 7. Don't know what happened there. I was not able to reproduce it. Hickup maybe. But I will test further. I discovered that killing your own summons (skeletons in my test case) does not seem to work. I tried with Skald/Wizard and used some friendly fire AoEs. It seems to be it only works with enemy kills. Need further tests though. I will now try to kill my skeletons when confused (as Berserker). Maybe then it's different. Also White-Worms-kills don't seem to produce phrases. I guess like traps, walls and seals (and summons of course) the damage isn't directly connected to your character (but maybe to the corpse that is exploding, dunno).
  23. Most Forbidden Fist builds are good. And Sages (Monk/Wizard) are always fun - especially the combination of Spirit Lance + Monk's attack abilites like Stunning Surge or Force of Anguish. Spirit Lance + Swift Flurry can also be lots of fun. Forbidden Fist/Cipher has even better synergy though - imo. Forbidden Fist + Psychovampiric Shield + Disintegrate is very good against some of the Megabosses, especially the Big Ooze. Paladin with Bloodmage is always good because Lay on Hands (and also Exalted Endurance) are great ways to couter the damage of Blood Sacrifice. And the highly stacked defenses are great, too. Fighter with Bloodmage can be really fun because Spirit Lance + Clear Out is like a melee explosion.
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