Jump to content

Boeroer

Members
  • Posts

    23113
  • Joined

  • Last visited

  • Days Won

    385

Everything posted by Boeroer

  1. You have to kill the skeletons with Grave Calling. Dual wielding can lead you to land the killing blow with the wrong weapon. Making sure you don't can mean you have to deal with very annoying micromanagement.
  2. You can use a AoE weapon to spread afflictions like a Barb could do with Carnage in PoE. For example Citzal's Spirit Lance works like that. A rel. popular choice is Monk/Wizard since the monk has access to a +10 INT buff (enlarges the AoE) and other great stuff such as Stunning Surge or Force of Anguish which work with the AoE of the Lance. But Barb/Wizard also works well - also because of the increased attack speed and most notably Blood Thirst later on. Another way to spread debuffs as a Barb multi or single class is to use Lord Darryn's Voulge. A Barb will apply sickened with it in an AoE through Static Thunder. A Monk/Barb can use crit conversions and then Swift Flurry to turn the Voulge into a deadly cascading weapon. Yet another way is to use a whatever/Beckoner (Berserker/Beckoner is tricky but has the highest potential) and grab Grave Calling (sabre) with the enchantment "Chilling Grave" and the one that paralyzes. This paralysis also works with the Chillfog that gets cast once you kill a vessel - and you can trigger it by killing your own skeletons... That's blinding + paralyzing via Chillfog and also staggering via Carnage/Spirit Frenzy as well as apply shaken with a shout. Furyshaper's wards will get replaced by other summons, so it's not a good pick for a Beckoner multiclass.
  3. Hm... why would you get higher base accuracy with a single class Arcane Archer? Starting ACC is 20 for all classes. Arcane Archer will get no bonus ACC for autoattacks with Essence Interrupter from the passive(but no malus either). Arcane Archer's bonus ACC for imbue shots comes from the Arcana skill (and +5 base) which isn't influenced by single- vs. multiclass progression. SC will give you Marksman (+5 ACC - no percantages) earlier than with a multiclass - which is nice - but Flames of Devotion has +10 ACC which stacks with all other ACC bonuses. It also does nice damage. And on top you will get Zealous Aura which will give you another +5 ACC.
  4. I would also say that Essence Interrupter is the best option. Or an Arquebus (+modal). I would pick an Arcane Archer/Bleak Walker (Essence Interrupter), Assassin/Tactician (Arquebus), Assassin/Bleak Walker (Arquebus) or Debonaire/Beguiler (Essence Interrupter).
  5. Somebody reported that Riposte and Offensive Parry trigger at the same numerical attack roll values, even if the miss/graze range is different. Cannot confirm but have no reason to doubt the report. Since two handers are on par with dual wielding in terms of dps in RTwP I see no problems with focus generation. Especially because Turn Based mode isn't as rewarding for attack speed boosts such as dual wielding and two weapon style. And also because a Fighter/Cipher has no full attacks besides Penetrating Strike (which you don't really need to pick with a Devoted/Cipher who can already get +3 PEN, even +4 PEN with two handed compared to dual damage single handed weapons. A fighter/Cipher could easily play with Offensive Parry IF Borrowed Instincts and Vigorous Defense would stack - which they unfortunately don't (at least they didn't when I last tested that - which admittedly was quite some time ago). But a RES inspiration + Borrowed Instincts OR Vigorous Defense is already not that bad. But WotEP is good with Soulblades anyways since the cone applies Soul Annihilation damage to all enemies (height of raw damage varies). And also stuff like Mule Kick is pretty hilarious with the cone. Clear Out with WotEP is a superb focus generator against groups of enemies because cone*cone AoEs generate a ton of attack rolls. Also WotEP has another +1 PEN compared to normal great swords. Against singular foes "Run Through" is a great enchantment in order to gain good focus and then follow up with Soul Annihilation. Iirc the special procs of twohanders such as Voidwheel (Necrotic Lance) do generate focus when they hit. Necrotic Lance will only generate focus with the initial damage, not the damage over time I would assume...?
  6. Ah, I understand. Then an instruction for the correct loading order would be ok with me.
  7. They simply overlay or does one replace the other? In both cases I would be ok with that since they both have the same size anyway afaik.
  8. Is it a mechanical problem that they both override AttackOnImpactID? Or just a visual one?
  9. Very nice! Another question: if one uses the Comm. Patch where Stag Spiritshift has a passive (weaker) Carnage instead of the lame active one - would you a) need to implement the AoE indicator separately (I guess) and b) would both indicators be shown on top of each other if you are a shifted Stag Druid/Barbarian and c) if the AoEs had different sizes (I don't think so but just in theory) would that get displayed correctly as well? Well that's actually 3 questions... Wahai Poraga is kaputt anyways. It only hits up to two targets (max) for me after the latest patches.
  10. Cool. Did you check what happens when you use a weapon like Whispers of the Endless Paths?
  11. Here's the original Tumblr post from Josh which all those "articles" are based on: https://jesawyer.tumblr.com/post/625546847907364864/hello-i-dont-play-many-games-i-never-played
  12. You mean after they learned German? I mean any excuse to start learning German is a good excuse of course...
  13. Devs: no way. That ship has sailed. Phenomenum did post about how he achieved visibility for Carnage if I recall correctly. So it should be easy for most modders to replicate that. Maybe we can find that post of Phenomenum where he wrote about that.
  14. There is Necromancy in Eora. Helig von Thein in PoE practiced (arcane) necromancy (nekrós, greek=death) to keep his body from decaying after death (which causes normal vessels to go crazy for essence) and combined it with (scientific) animancy (animus, latin=soul) to attach his soul to his dead body. Concelhaut did something similar, but with other techniques apparently. He is a known Necromancer. I believe (don't know if that's "official" lore) that only arcane dabblings with the dead/undead/spirits is called necromancy - so necromantic wizardry basically. While Chanters have quite some abilities that also deal with those themes I believe (?) that this would not be called necromancy - at least officially. But that last part is only guesswork.
  15. That's not a major bug. That's most likely you just you missing one or two other islands to complete the quest. It sounds as if you are playing the console version. Note that Obsidian did not develop/port them but only did the PC version. Which is rel. bug-free. I say relatively because naturally you can't fix all bugs in such a huge and complex game during the support time in an economically sound way.
  16. Iirc he found a way to make it visible - but then he didn't finalize and uploaded that new version of the Community Patch... unfortunately. I haven't heard from him for quite some time - same with @MaxQuest who also was involved in the making of the CP. I only gave feedback and made the custom unique icons for all the passives (that didn't already have one).
  17. @wih: But that is already done. Just that the developer has to put the strings back into the game (access to it's inner workings). It's not like a translation company does the translation and then also publishes the translated game - as it would be with books.
  18. There is a difference between a book and a game. You need to put the translation into the game which consists of a lot more than just text. Therefore you need access to the game's inner workings. There's nothing under the hood of a book. Everything the book consists of (on the material plane is visible. No need to shove the translation into an existing product, you simply create a new one.
  19. Nice one - but using a Nature Godlike for a fire nuker build def. gets you an unpleasant record with the Federal Bureau of Stylification. Unless you name it "the Black Tree" of course...
  20. @xzar_monty: Well, amateurs or not - if players like Phenomenum say that the Russian localisation is not acceptable and start do do their own then the outcome that those amateurs would provide can't be worse than the original. It might not be top notch literature either, but better than what's out atm. AND Obsidian weren't to blame. Win-win. The German mod for PoE (at least the parts I read about in these forums) was def. way better than the original. But having said that: those dedicated guys were able to work with an already existing translation and didn't have to do one from scratch - which most likey is more difficult and time consuming(?). It's also unknown (at least to me) if there would be big complaints because Obsidian didn't ship a game with localisations like they used to.
  21. I think @Phenomenum did an improved Russian mod or something? There were also improved German mods for PoE back in the days. They discussed German phrases and names in the PoE modding subforum. I think to most of the players who really need a German version (because their English is too bad) the localisation actually sounds alrighty... If you'd ask me how I would handle localisation of a text-heavy game: I'd provide an easy localisation framework (as part of a modding framework for example) and let the players do the localisations. Maybe make it a challenge with a badge. The ultimate translation! Would be cheaper I guess and would result in better quality. But you couldn't have localisations at release then.
  22. Don't think that this is a good example. The reward isn't minimal at all. If you clear the whole castle (like I use to do 90% of times) your reward will be the immense amount of loot (especially lots and lots of armors like plate which is pretty rare before that point). Once you sell all the loot you can suddenly afford to buy very good items quite early in the game.
×
×
  • Create New...