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Everything posted by Boeroer
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For the CP I drew unique icons for every passive in the game - which makes leveling up less confusing. Also it was a ****-ton of work. That alone should be reason enough for you to install it immediately.
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You can totally build Konstanten as SC Skald with sabres, no problems. If you pick skeletons you can even abuse Grave Calling which is always good. The only minor inconvenience is his not-so-high INT - but that's a general problem and not Skald-related nor has it anything to do with the Scimitar. I just happened to play him as a Barb/Skald and was impressed by the "on the fly" debuffing. I have not that much experience with SC Skalds. What are you planning for your Helwalker?
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Ah! So it was me. Hehe. Though in that post I didn't distinguish between poison and antidote like here. I just checked which Druid spell doesn't work on poison and/or disease immunities. I mixed the keywords a bit. By the time I didn't really pay attention to how the bonuses/immunities might have been implemented. But the results are still valid I guess.
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Woedica's fists did profit from Transcendent Suffering and Monastic Unarmed Training when that new priest class was released. The result was a potentially overpowered summoned weapon which could have double scaling. Insane weapons values were the result (with raw lash on top). So the devs removed the support for MUT/TS and kept the normal weapon scaling. Hence I think Spiritshift weapons shouldn't gain the status "unarmed" either because the problem would be the same: double scaling (from weapon quality and MUT/TS). No idea if you could add the "unarmed" label so that Fighters would be happy but keep it from scaling with those two abilites...? So, adding "unarmed" proficiency is a special case because it breaks balance 100% if done like before. With other weapons the balancing problems shouldn't be there - unless the proficiency's modal somehow screws it up (imagine Minor Blights would be a rod and gained the Blast modal --> AoE * AoE --> too good, see PoE). ButI can't think of any severe problems with the summoned weapons @AndreaColombomentioned once you add proficiencies. There's no disadvantage for anybody if you add them. Also we already have some summoned weapons that have them (Blackbow, Firebrand, Spirit Lance etc.) and I never read about a balance-breaking interaction between modal/proficiency and summoned weapon. Citzal's Spirit Lance could have been if the modal applied to the AoE - but it doesn't. I think the only reason why those weapons don't have a proficiency is that they don't really fit neatly into one of the weapon categories. Blights are small elemental objects that you throw (description), Cobra Strike are two snakes that work kind of like whips I assume, Rot Skulls are... well... rotten skulls that you hurl and so on. Maybe the devs didn't want to squeeze them into a category where they didn't fit 100%. Minor Blights as wand would be cool with me, Rot Skulls as scepter, too. Cobra Strike... no idea. It's a ranged weapon with melee reach range. Just to be on the safe side though: If you could make it so that the Devoted or Fighters in general gets their passive bonuses but that the modal isn't available: that would be the best solution. No idea if that's doable. Tl;dr: Proficiency "Light" - just enable Fighter goodies (Devoted, Confident Aim etc.) with those weapons but do not unlock additional scaling and modals. If possible.
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Amra can simply be bought in Dunnage. If you have the 50.000 pands from Berath Blessings you can basically sail there right away after Port Maje and buy it. Iirc it is not possible to steal it(?). For Amra you want a build that can reach 25 MIG without too much fuss. E.g. picking Dwarf from Living Lands with 21 MIG and +4 MIG from food and item. Or if you don't want to max MIG right away then maybe Helwalker (+1 MIG per wound) or Barb (+5 MIG from Frenzy). Consider that running into guys with Arcane Dampener will remove active buffs (like Frenzy) but not passive ones (Helwalker, items, food). So it's better to reach 25 MIG with those in order to not lose the Amra-Carnage mid fight.
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Keep in mind that if you add poison to spells like Insect Swarm, that spell might become useless against everything that is immune to poison (such as many vessels and spirits but also Coral Nagas etc.). So while it might sound nice to have additional power levels, it can actually hurt the ability. I experienced this in my second-latest solo run with a DoT based Assassin/Bleak Walker: while I like Toxic Strike a lot there were many, many encounters where I couldn't use it. I used Ring the Bell (one handed version with DoT) and it always works, no immunities. If I didn't had that that would have been quite the bummer for my enjoyment of the build an run. Now if Insect Swarm, Plague of Insects and Venombloom would all be poison, a beast/plant focused Ancient would be pretty frustrated once meeting some undead etc. I'm happy that he can be happy. So (rather long) bottomline: I'm actually quite okay with not too many spells having the poison keyword - although it might sound sensible to add it (but it's not 100% clear): Plague of Insects or Insect Swarm - those names do not necessarily mean that it's venomous insects (unless description says otherwise). With stuff like Venombloom and Toxic Strike it's very obvious of course.
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Amra is one of them and you can get it pretty early.
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As always: depends. On difficulty, on play mode, on preferences, on weapon setup, on build. There is no universal "best" melee striker. Monk/Rogue is very good in general though. Lacks the absolute oomph of Resonant Touch and Whispers of the Wind, but is very impressive during mid game. Helwalker/Bloodmage has the advantage of infinite Wall of Draining - which is gamebreakingly good because you can prolong all kinds of benefical effects endlessly, including Minor Lay on Hands from gloves. Unlimited healing + wounds all the time + huge AoE + Spirit Lance + endless Merciless Gaze + Swift FLurry and so on and to forth.
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Warbow is a good example: With Veilpiercer and St. Omaku's Mercy there are two war bows that have an enchantment that has a 50% chance to skip Recovery on a crit. With a Ranger you not only have high ranged ACC and thus can crit with a war bow more often than most other classes, you also have Driving Flight (crits of Driving Flight count as well!) which increases your chance to trigger a recover-skip significantly. So you could do a Devoted/Ranger for example and try to land as many crits with those war bows as possible, skipping recovery often enough and thus raising dps significantly. This is an example for RTwP mostly because skipping recovery is very benefical there. No idea if it's any good on TB mode. Another setuo would be to use Watershaper's Focus with Ondra's Wrath. A Ranger with Driving Flight and that weapon has 3 AoE attacks with one shot (initial attack+blast, 1st jump + blast, 2nd jump + blast). ALl those attack rolls can proc Ondra's Wrath which is a powerful AoE dmg effect. It can trigger multiple times. Very powerful combo from stealth. A Monk/Ranger with dual mortar increases his chances to get a refund for Stunning Surge because his AoE shots will jump, doing more attack rolls which might crit. A Fighter/Ranger with Driving Flight, Clear Out and Fire in the Hole can produce a lot more hit rolls because his Clear Out is not only producing AoE*AoE*2 attack rolls but instead AoE*AoE*3 attack rolls. Stuff like that.
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With certain setups Driving Flight can be reason enough to pick a Ranger. I would still summon the Animal Companion though. It's cheap and a powerful summon.
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Yes, only the duration gets reduced. But if you are applying a hard CC like stun the enemy still will still get stunned from a graze. It would be better imo if he only got dazed (but not for reduced duration but the normal one). That would also make more sense in terms of "realism"(TM): if you only graze the face of an enemy with a stunning blow he shouldn't be stunned, only dazed. Graze = Daze you know?
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Cool and different. I never used Halt because usually on PotD there are so many enemies and only so few spell uses. If such a single-target CC misses I'll bite into the tabletop. But maybe I'll give it a try now. Since you are mentioning Woodskin and Form of the Delemgan: Did you consider using the Lance of the Midwood Stag (which is obtainable quite early)? As druid it's easy to gain +2 universal Power Level via "Lord of the Forest" reliably, especially if you are planning to use Woodskin and Form of the Delemgan anyway. The universal +2 PL is nice if your most used spells are not beast or plant (where Spine of Thicket Green would be an alternative).
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Barbarian + Morning Star is an excellent choice. With Spirit Frenzy you will cause Staggerd with Carnage, lowering enemies' fortitude by 10 points without any additional effort - nearly passively. Add -25 from Body Blows from the Morning Star and Brute Force - and you have a char who always targets the lower of two defenses - and one of them he can debuff by 35 points without any additional resoiurces or action time. On top of that: lowering enemies' fortitude is so benefical for a lot of potential party members. If you take the Willbreaker (causes -3 Will per hit, stacks) and also pick one yell path (e.g. Barbaric Shout for the additional engagement or Barbaric Roar for the AoE interrupt) you can also lower the Will defense substancially which is also nice for your buddies like Wizard, Cipher and Priest. That's why - besides uttering "Whispers of the Endless Paths" - you often hear me mumbling about Morning Stars. Berserker/Goldpact is also a great combo. The very high AR (Thick Skinned + Gilded Enmity and so on) gives you high survivability, Lay on Hands helps with the self damage from Berserker Frenzy, Zealous Focus + Ring of Focused Flames + Flames of Devotion, combined with Berserker's crit conversion leads to great damage outpout and Barbaric Smash can then be a good finisher. Don't know what you expect from "fully optimized" - I don't think there is THE optimal build for the whole game, just for certain situations - but that is a pretty good, well rounded multiclass choice. My last solo PotD run was with a SC Furyshaper - and it was great. I'm a fan of Barbarians since PoE anyway, but Furyshaper is a fantastic class, especially as single class. The Blood Ward is insanely good and the Fear Ward is very impactful, either. I tried an Unbroken/Furyshaper in order to abuse the terrify-disengage situation and it's great fun (although not in solo - too specialized). Berserker is also very nice - but in my opinion you have to either pair it with something that has high AR and sufficient self healing capabilites (like Chanter, Paladin, Fighter etc.) - or you let a healer constantly rain down HoTs on him. The main appeal of Barbarians is not Carnage anymore but their attack speed (Frenzy, Bloodlust, Blood Thirst). That's not very important in Turn Based mode, so I would assume that Barbs do stink there. Except as SC maybe once you get Barbaric Retaliation and/or Driving Roar or Dazing Shout.