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Everything posted by Boeroer
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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.
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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.
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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.
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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).
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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.
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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.
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Keep in mind that Debonaire is a bit tricky in melee because of the missing engagement (so no Persistent Distraction) and his passive that makes the Debonaire weaker when no friends are around. I just tried this combo out for a bit to see if it works - I didn't do a playthrough with a whole char concept so I can't say how fun/unfun it is as a real build.
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I would give both higher base dmg if that's possible. I liked the summoned weapons in PoE a lot because they had such high base dmg. Also give them both their respecitve modal effect (Rending Cuts = +30% dmg and Body Blows = -25 Fortitude) without the need for the proficiency and without drawback (no ACC loss and no reduced dmg). Maybe?
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Soul Annihilation is a primary attack that does normal physical damage but also dumps all focus you have into additional raw damage. The raw dmg part also profits from Sneak Attack, Deathblows, crit etc. and can reach very high numbers. The higher your focus the better of course. Extinction Event will trigger every time you kill a foe with a crit from Sungrazer (the ability you use doesn't matter).
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No, because Extinction Event is foe-only. And if it had firendly fire I would get no focus because you don't get focus from hitting/critting allies. I charm the enemy with Whisper of Treason and then use Soul Annihilation (which not only gets the bonus from Sneak Attack and Deathblows but also the crit) which will often kill an enemy right away. Since you don't get focus from hitting charmed enemies but Soul Annihilaion doesn't generate focus anyway but instead dumps it this is no loss. As alternative you can of course use stuff like Devastatig Blow and such to end foes with a crit. If the foe is surrounded by other enemies and Extinction Event triggers you'll get pretty good focus from it.
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30% would be quite wild. Since PEN is paramount and this whe style seems to scream "I can strike more precisely with thrusts and stuff" this also means you should be able to pierce into the gaps and weak spots of armor. Thus it could be fitting to give the style +1 PEN (I mean on to of the existing crit conversion. This would make it more valuable and attractive for everybody, even for non-crit builds. Another option would be to add 15% miss-to-graze and 15% graze-to-hit conversion maybe? This is stronger than it may sound.
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The good thing is that Takedown Combo and Disintegrate can be cast nearly simultaneously because they don't come from the same caster. Else I would recommend using a Ranger for TDC and another Cipher for Disintegrate - but since TDC is done by the Animal Companion there is no problem with action economy. Speaking of Disintegrate: Debonaire/Wizard is cool if you have somebody else to charm crowds for AoE-crits - but he can't charm himself besides kith. If the char should be more self-contained (the char himself can charm) then Debonaire/Cipher also works very well: you charm an enemy and then cast Disintegrate. 100% crit conversion for Disintegrate is also very good because of the +50% duration. Basically the same outcome as Forbidden Fist/Cipher with Enfeeble+Disintegrate. Very devastating combo and total overkill in most cases: Forbidden Fist enfeebles, AC does Takedown Combo, Cipher casts Whisper of Treason (or some Chanter uses the charming invocation), another Debonaire/Cipher casts Disintegrate. All timed to hit nearly simultaneously. You'll get a Disintegrate with +100% duration and +100% dmg. Not worth the hassle imo but quite hilarious. I didn't try but I suspect that a Debonaire/Druid could cast a Plague of Insects or Insect Swarm on a bunch of charmed enemies without flipping them back to hostile but getting +50% duration from the crits.
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Takedown Combo puts a "hostile" effect with a duration on the enemy. The next damaging attack roll that hits the enemy then gets +100% dmg. The effect gets removed immediately after. BUT: it only gets removed by direct dmg attacks (including pulsing stuff like Chillfog or Venombloom), NOT pure DoTs That means that while Takedown Combo is active you can hit the enemy with any pure DoT that does no initial direct dmg (so stuff like Touch of Rot or Necrotic Lance are out - Soul Ignition, Concelhaut's Corrosive Skin and Disintegration or even Plague of Insects etc. are in) the DoT-ticks will all get +100% dmg because Takedown Combo will NOT get removed by them. Disintegrate-ticks with +100% dmg are impressive. You can stack multiple DoTs like Disintegrate + Soul Ingnition, they all get +100% per tick. You DON'T want to hit the enemy with any direct dmg after you applied the DoT because that would remove Takedown Combo at once. You certainly don't need that. Once the duration of Takedown Combo runs out the effect vanishes and leaves the DoT ticks with the usual dmg. You can also cast Disintegrate first and then use Takedown Combo. The remaining ticks will profit. This also means you could use Necrotic Lance if you apply Takedown Combo AFTER the initial direct dmg was rolled and only the DoT part remains. Hard to time but possible. On top of that: Charmed enemies usually flip back if you damage them. But if you hit them with a pure DoT like Disintegration they will not flip back. And you can cast Disintegr. on a friendly (Charmed) target. So my Stalker/Beguiler routine was: 1. cast Secret Horrors on lots of enemies to gain focus for Disintegration and to lower fortitude and will. 2. hit with Morning Star to lower fortitude. 3. hit with Takedown Combo (targets fortitude), 4. hit with Disintegrate (often crits because low fort. and high ACC) 5. hit with Whisper of Treason oreven Ring Leader. It was then a Charmed enemy that had a build-in self destruct. You can totally leave out 1, 2 and 5 and you can flip 3 and 4. Sometimes it's better to leave out Whisper of Treason or Ring Leader because hits from the enemies on the charmed dude result in Takedown Combo's removal. Meh. However, I still used WoT frequently because I also had a Debonaire/Wizard in the party (100% hit to crit with spells on a "Ring" yo! )
