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Boeroer

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Everything posted by Boeroer

  1. 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).
  2. It seems to have been an error on my part and nobody noticed before. Thank you, I altered the attributes accordingly.
  3. 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.
  4. 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.
  5. 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.
  6. @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!
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. @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).
  14. 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.
  15. I believe you'll be free after 5 approved posts. The moderator's seal of approval is necessary to keep the bots out. You can thank those asshats who script and deploy them I think it's fine as is. You can min-max more (like dumping DEX or CON even further) but a Paladin usually needs a fair amount of solid attributes. Lso it's not D&D where attributes have a high impact. A few points hardly make any difference in the long run. Dual hammers or dual sabres usually is the way to go. Dual sabres have the highest "dmg per strike" ratio but are not great against slash resistant enemies (since thesy only deal slash damage). You can get a sabre that deals corrde/slash damage later though which is great. Hammers will deal a bit less damage but have two types of damage (get more suitable one automatically gets applied depending on the enemies' armor). Both come with good unique weapons that don't come too late. The one handed weapon with the highest dps potential is Drawn in Spring, a dagger. But it comes very late. You can start with Rapier + Dagger though. In the very early game that might feel a bit meh, but you can aquire a very good Rapier and a good dagger quite early in the first city (Sword of Daenysis + March Steel Dagger). Both have the speed enchantment which makes them one of the best dps setups with autoattacks until you can get Drawn in Spring. A Rogue, Cipher, Monk or Ranger would profit most from Ploi's accuracy buffing I believe - at least against the hard bosses. If you bring a Barb I would suggest the Cauterizer. For me it was the most fun to play and the fun starts quite early already (once you get the belt and the golves). Anotehr very straightforward but good build for Barbs is one with the great sword "Tidefall". It's wounding and draining work with the Barb's Carnage passive AoE. The Leech is very good once you get Spelltongue, but that will take quite some time. I don't think fighters are very exciting until you reach lvl 13 (and unlock Charge which is great). A Monk will always be better then a Fighter imho. I especially despise Finishing/Devastating Blow since it's just a mighty overkill ability. The rogue builds I like are the ones that go outside the box. Like a rogue focused on spellbinding gear for example (High Accuracy, Deathblows works with spells, Depp Wounnds work with crush/pierce/slash spells). Rogues become better and better (compared to the other classes) the lower the difficulty is. The lower the enemies defenses the less important (AoE) CC , buffing and debuffing becomes and also AoE damage and the more impact the Rogue's good singel target damage becomes. Other high-performing single target damage dealers who bring something additonal to the table: Monk, Ranger with Persistence & dmg-focused Animal Companion, Spiritshift Druid (Boar or Cat). Perceived advantage of the Rogue: starts really strong into the game. That's why most players like Rogues at first. That and seeing high damage numbers in general.
  16. Lvl 16 is the max (20 is Deadfire) - but yeah. I don't recommend Rogues a lot, especially not two of them. They are really good at the beginning - but on PotD their "power curve" doesn't climb very steeply; mainly because their great single target damage isn't that useful with the increased number of high-hp enemies later on. One is cool, but two... not for me. If you need two of any class I would bring two Priests or two Chanters. Priest has a very big impact on the performance of your party. Especially the combination of Inspiring Radiance + Devotions for the Faithful. Note that Inspiring Radiance's ACC bonus stacks with everything, even itself - that's why bringing multiple Priests can make a big difference. Chanters play really slow (which isn't bad per se - but it can be detrimental to the performance of the party if the rest of your party members are build towards fast combat and max offense). But Chanters can be really good if you give them some time to develop. Especially from lvl 9 on they are absolutely devastating if you pick "The Dragon Thrashed" chant. It stacks with itself, too - so you can only run that chant and be happy with it. That's also why bringing more than one Chanter can be great: Dragon Thrashed phrases all overlaps ech other, stack their damage and will thus deal very good AOE damage - without actually having to do anything except standing there. It even works when a Priest uses the spell Withdraw on the Chanter. That's like creating an indestructable death totem on the battlefield. Note that Dragon Thrased only comes at lvl 9, so a bit late(ish). But before that you can summon a Phantom or use White Worms which both can be very powerful, too. Counselor Ploi is build for sturdyness (not as the only tanking guy - but can take some beating), great support and good coverage of dialogue options. Imo it's a good pick for the MC - if you like Paladins to begin with. He's not a dps machine obviously - but he can make other party members very effective by raising their accuracy into the sky. Dragons are usually a lot easier with Counselor Ploi because it's easy to hard-CC the dragon when you have your accuracy buffed up like crazy. Stacks with the Priest's ACC boosts, too. The Mind Control options are another thing that is nice to have. Wizards and Druids: to me they come right after Priest. All casters start more slowly than let's say Fighter, Monks and Rogues but their power curve is much steeper imo. Imo Monk is the best/most fun martial class. Is good right from the start and stays good. Barb is even more fun for me personally, but beginners often toss Barbs aside because they are a bit weak in the early game. But they can become real AoE killing machines later.
  17. Jeez! Testing Berserker/Skald with Blightheart at lvl 20 is so much fun. Great synergies and also quite versatile. I guess I'll have to start a new playthrough to see if it's also ok in the early game. Mith Fyr + Barbaric Smash + Bloody Slaughter does some nasty damage as finisher. Costs no rage then and gives 1 phrase (sometimes more when Living Wood procs and kills some other enemies). As soon as the first enemies fall it's:
  18. That guy wouldn't be particular useful against bosses in general - besides being a Bloodmage which is one of the best choices against (Mega)bosses because of the theoretically unlimited spells. But in general it's a lot of fun against mobs - but "only" a normal Arcane Knight against other enemies. But Arcane Knight is always a good combo so that's okay. If you pick Brand Enemy instead of Sworn Rival you'll have a tool that can help to win against most Megabosses quite easily - even if it takes a lot of time. But don't use it on Dorudugan.
  19. You can kill Serafen and loot the Hand Mortar if you enabled the solo option. Fire in the Hole: nope as @Not So Clever Houndalready said (with solo option enabled I mean). Edit: dang, missed Waski's post which already explained. Oh well...
  20. Holy smokes... Barbarian/Skald with the combination of Blood Thirst & Her Revenge is fun. Once you kill you'll get a phrase and Her Revenge only costs 2. And it has 0.5 sec casting time only but the recovery becomes 0 because of Blood Thirst. Feels like playing angry Palpatine...
  21. Played her with Godansthunyr + Badgradr's Barricade and she was great (the bash can proc Thrust of Tattered Veils on crit unlimted times per encounter - and spell damage works with Deathblows).
  22. Right. You'll have good tap water anywhere in the DACH-Region and won't realize that this is not a world-wide standard. When I moved to Uzbekistan in 2010 the hardest thing was to "untrain" the behavior to drink tap water and use it for brushing teeth etc. Even using it for tea, coffee, cooking (rice, pasta etc.) wasn't recommended. You'll get used to it - but it was so weird at first and so inconvenient. On the other hand all the kids in the neighborhood drank directly from the garden hose and didn't drop dead right on the spot - so maybe it wasn't so bad after all and we just were sissies.
  23. Maybe that's because I like mortars so much - so naturally the broken builds I stumble upon have a high chance of containing mortars. Here's something which is not with mortars but OP in the early game: Streetfighter/Berserker with Essence Interrupter. Activate the Hunting Bow modal and Frenzy. You will come to bloodied health quickly because of the self dmg. You will have insane attack speed all the time (first bc. of Frenzy + modal, then bc. modal + Streetfighter passive). Blooded + Streetfighter passive will grant very good dmg per shot and the shooting frequency is insane. You can blast through Gorecci Str. and Digside with almost no effort as long as you can keep enemies away from that guy.
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