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Boeroer

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Everything posted by Boeroer

  1. [open console] iroll20s [hit enter] [reopen console] levelUpSoulbind <character name, if player char just type 'play' and hit tab> LAX03_Robe_Armor_Soulbound_Robes_Of_The_Weyc [hit enter] [reopen console] iroll20s [hit enter] That will do it. It will deactivate further gatherings of "Berath Blessings" points though because that savegame will be marked as cheated.
  2. ...he mockingly urged one month later.
  3. I'm not Obsidian but I'm confident enough to say that it's going to stay as is. Last patch was several years ago. They will not throw any more time and/or money at it. The mod access to PoE is rather limited so I also would not expect any modder to be able to do this properly (with a reasonable amount of resources). In the game options you can define auto-pausing. Maybe that can help you? I prefer turn based myself but it didn't take too long to adapt to the RTwP system of PoE. I guess you can have fun if you give it some time.
  4. Play single class pick Vengeful Defeat, use Effort, Effigy's Husk and Mantle of the Seven Storms and roll with it. Addendum: I wrote about that several times now so I hope I'm not boring anybody but if you export a character with Ring of Reset you can have two. If you stack them in the stash they will refill their charges, giving you 3 knockouts+resurrection without suffering from an injury per encounter. Cheesy of course but it can be fun to play such a suicidal character then. You know with Leaping in, having Barbaric Retaliation, using Heart of Fury and triggering the occasional Vengeful Defeat + Effort AoE attack + Mantle AoE attack.
  5. With the popular* German TTRPG "The Dark Eye" you have attributes like Strength etc. and once you do a roll (skill check for example) there are always three attributes involved (sometimes one is double like STR/STR/CON). You then roll three D20 (color coded for each attribute is best so you can roll all at once) and then use your skill points minus difficulty to keep the dice roll <= attribute so the whole roll is a success. I found that to be a rather nice system - albeit a tad complicated at first. *) Popular in Germany
  6. Sure - you can work around that. But nevertheless it's a bit frustrating that you can't summon a phantom if you don't want to lose the little advantage your familiar is giving you (and for which you pay with a spell use - it's not free like some of the other subclasses' perks like Reflexive Mirror or Evoker's doublecast etc.). If the familiar was implemented like a second pet the conjurer wouldn't have that problem. And this little nuisance only comes on top of the other quirks I mentioned above: that PL bonuses don't have a lot of impact on summonings. You're not raising PEN, ACC, damage... only duration. So you get a familiar which either blocks a space for other summons or you can't use - and you get very little impact from the +2 PL for a good amount of your spells while facing the same drawbacks as all the other wizard subclasses. I don't think the Conjurer is a subclass that was well thought through. Same with the Transmuter's special perk by the way. Form of the Fearsome Brute is a nice idea but the implementation is rather bad. It's neither worth building around nor does it help you being a better Transmuter. It's just a gimmick. But at least most transmutation spells scale well with the bonus PL.
  7. You can cast Chain Lightning on yourself. No walls needed. A higher lash than from Crackling Bolt is the result (most of times). Edit: Stormspeakers can also do it, but unfortunately the only playable Stormspeaker in the game has no head slot. Edit2: I have never checked if a Fury's "Storm's Rage" (1/encounter abilitywhile shifted) can be cast on yourself. Edit3: A Fury can cast Storm's Rge on herself when shifted but hehe: I forgot that a Storm Blight is immune to shock damage. But at least a Fury can cast a high dmg shocking spell on somebody with Deltro's Cage Helm on.
  8. Yes, lashes do not multiply with each other - but still with the physical dmg roll. So basically like: (dmg roll + dmg bonuses) * (lash1 + lash2 + lash3). Separate PEN/AR issues ignored. To be fair everything pales in comparison to a prolonged, high value shocking lash from Deltro's Cage Helmet. Wizard is supernice in that regard because he can always shock himself (or party members) reliably. What I missed with a Bloodmage/Boar were some nice attack abilities. It's all about buffing up a ton and then just doing auto-attacks (besides Taste of the Hunt which Blood Sacrifice will not replenish). Stuff like Helwalker/Boar or Forbidden Fist/Boar is def. more fun to play for me. Forbidden Fist/Boar is also fun because you can run through your own Tanglefoot and get a lot of wounds because the rel. short-lived Hobbled afflictions expire all the time (especially with Clarity of Agony activated).
  9. Last time I tried (which was a long time ago admittedly) those green ones where mutually exclusive. Which is really mehhhaaargrblfxrraah for a subclass specialized in conjuration. The familiar shouldn't count towards the summon limit - but it does (or did?). I once proposed to give Conjurers a higher summon limit (so they could for example summon two phantoms or familiar + phantom). I still like that idea. Also bonus PL doesn't do anything to summoned weapons and creatures (I'll call that "summonings") except raise the duration. So even if you had +100 PL your summonings would just stay for longer since they are not scaling their values with PL but char level instead. This is not well balanced for all the drawbacks you are facing. I still don't know why Obsidian took this route with the scaling of summonings. Same with the Animal Companion - but that's another topic. Alternatively to mutiple summoned creatures (see above) it would be okay if all summonings would use char-level+2 for stats on top of the longer duration via PL. But besides the meh impact of PL on summonings: for me the biggest loss when picking a Conjurer is not being able to use Misma of Dull Mindedness - which is one of my all-time favorite spells. Only Enchanter is worse for me because I will not only lose Miasma but also Pull of Eora (the other one of my all-time favorites). Of course this last point is very subjective.
  10. Yeah. Aarik D. is back at Obsidian - so if you have forum issues (or other community-related stuff) you can tag him here or on Twitter. Usually he's very responsive and always happy to help. Okay, back to the build. Awesome stuff with the Megabosses.
  11. The gamepedia wiki is the official wiki for PoE. It's also pretty complete. You can't do queries on a wiki, sure, but which game besides maybe highly competitive ones with a league system etc. do have such data sources for "research"? With the full-text search you can do a lot of rel. quick research though. And if you find something new you can even contribute. You can find nearly anything important in that wiki. Stuff which isn't there you can ask here and we'll be happy to help. There's little the old geezers here don't know about the game. Part of the fun of RPGs - at least for me - is finding out stuff by myself and don't put too much energy into theorycrafting THE perfect character before diving in. If that's not your thing and you expect that you must be able plan out everything without too much effort - and if you can't it kills the enjoyment of the game for you: then I'm afraid you'll have to move on. I don't know about any comprehensive PoE database that provides the kind of interface you need to do what you're asking for.
  12. Yesterday I tried a melee Bloodmage/Lifegiver Boar with Zandethu's Draconic Fury, Alacrity, Infuse, Merciless Gaze, Eldritch Aim, Llengrath's Safeguard and all that selfbuffing stuff. Wall of Draining prolongs the shift and all healing over time endlessly which is cool because you will have the extra +5 PL for healing spells all the time. The damage was also good. All the lashes of Draconic Fury and Wildstrike add up nicely. Of course that's all high-level stuff. Before that the melee dmg isn't that cool.
  13. I wouldn't say Cloak of Death is "uber" - it's just a unique and good effect for a wizard who tends to get attacked in melee. It takes heat off of you through hard CC and deals considerable dmg at the same time. Piercing Sigil (PL8) and even Zandethus's Draconic Fury (PL7) do the same basically - they are also good. Citzal's Enchanted Armory is just unimpressive. Why would I want to summon Enchanted Armory instead of Spirit Lance? It would be okay at lower PLs but not at PL9. It's cool to have a kind of "brutish" melee spell at PL9 - but it's just not good or fun enough (at least the weapons).
  14. I have "report", "share" and (after a horizontal separator) "edit". Funny - maybe something's messed up with your rights or something. I have no editing limit, just checked with very old posts I dug up. @Aarik D, what do you make of this?
  15. I expect something more useful and "cool" after putting together an item puzzle. It doesn't have to be super powerful in all cases, just interesting and potentially nice for some builds. -weaksauce action speed to all around is meh in all cases, even solo. I once did a test where I stacked all action-speed debuffs from spells, weapons etc. on one char and used it in several testing sessions against several enemies. It's not worth it. It's so much easier and more impactful to just hard-CC the enemies. If the Ring would lower everybody's defenses by 5 in an AoE that would've double-edged as well - but I could work with that.
  16. Even as a melee-focused wizard I can't see how you ever want to pick the current implementation of Citzal's Enchanted Armory over for example Cloak of Death. The armor is ok for a PL 9 spell because it has 0 recovery penalty and somewhat decent AR but the weapons, other than being one-handed two-handers, bring nothing PL-9-worthy to the table. I wouldn't want to give them AoE because then they would compete with Spirit Lance. That's why I suggested higher base dmg so that they work very well against single targets. With adding the modal without having the proficiency I basically meant "give the morning star -25 fortitude on hit and the great sword +30% dmg" as enchantment. But I forgot that this might actually stack with the real modals which would be ridiculous. So maybe giving the Morning Star a dmg bonus that would counter the dmg loss of Body Blows and giving the Great Sword an ACC bonus that counters the malus of Rending Strikes would be nice? OR - since those things seem to be somewhat etherical weapons: tune down their basic recovery from 4 to 3 secs? OR - for the same reasons: let them do raw dmg instead of their normal physical one. This would make them very useful against single very high AR foes but wouldn't do a lot against normal mobs (no overpenetration). It would also fit the whole ethereal items vibe (ethereal weapons passing through armor and flesh, damaging your very essence blah blah). I think I like the last idea best. If nothing else then at least they should get a raw lash like Woedica's Wolverine Claws.
  17. You could edit before the new theme launch (that problem was fixed some time ago) and at least I still can with the new theme as well. The thing that might throw you off is that the edit option is hidden behind the three dots menu in the upper right (on mobile at least).
  18. At release (or was it in the beta?) it didn't have hit-to-crit conversion but either miss-to-graze or graze-to-hit, don't remember. Only later did Obsidian change it to hit-to-crit after some player feedback.
  19. In Deadfire only Berserker-Frenzy does conceal health, correct. All other Barbarians don't have that drawback with their Frenzy ability.
  20. I discovered that rel. early. The internal item name (something_something_base) was a good hint. But since the upgrade was quite awful I simply forgot about it shortly after.
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