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Boeroer

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  1. Keep in mind that her subclass only grants 3 wounds per kill if the kill is done with a melee weapon. In other words: killing enemies with a mortar shot won't give her wounds. Since all her wound based abilites cost +1 wound to balance out the +3 wound generation per melee-kill, you will have a Mortar Monk who pays more but doesn't get anything back for it. This isn't a big problem until PL 8 and 9 where you get Resonant Touch and Whispers of the Wind wich you want to use as much/often as possible. Here the added costs (without payback for kills) start to become noticable. It's still doable and still good, it's just not optimal (compared to other monk subclasses). Before that you'll most likely use Stunning Surge a lot - which isn't influenced by Xoti's subclass at all. Tl;dr: it works but is a bit suboptimal. Little workaround at PL9: once you get Whispers of the Wind you can use Keeper of the Flame and Sun & Moon and use Imagined Pain in combination with Eder's Saint's War armor (enchantment "Veteran's Maneuver"): you will be immune to reflex based attacks (as long as nobody hits you with something else) -> Keeper of the Flame's AoE will cause friendly fire (targets Reflex) while doing Whispers of the Wind, but it will miss you 100% due to the immunity from Veteran's Maneuver. Every one of those misses will grant you +1 wound from Imagined Pain. So you will execute Whispers of the Wind, gain a truckload of wounds from Imagined Pain in the process, maybe even one wound from Enduring Dance of Death - if you kill an enemy you will get +3 wounds on top from Xoti's subclass. This makes it so that you can spam Whisper of the Wind non-stop basically.
  2. If you want to build the Rogue efficiently you cannot use dagger and stilettos, you'd have to decide which ones you like better and then pick a backup weapon set which belongs to the same weapon focus group. Weapon focus gives you +6 accuracy for a certain group of weapons. Weapon Focus Noble contains daggers (among other weapons). Weapon Focus Ruffian contains stilettos. You don't want to buy two weapon focuses if you can avoid it. Avoiding it means picking for example two stilettos as main weapon set and use two sabres or clubs as backup (since both belong to the Weapon Focus Ruffian) or pick daggers + maces or rapiers (Weapon Focus Noble). The best unique weapon of the dagger or stiletto variant is a dagger: Drawn in Spring. It comes rather late though. There's also a good speedy dagger early in the game (March Steel Dagger). But there are also two nice stilettos in the game which both proc certain spell effects on crit (once per encounter): Azureith's Stiletto (procs Jolting Touch on crit) which comes super early and Bleak Fang (procs Touch of Rot) which comes late. There are some really nice unique/spoil bound (early) clubs and sabres in the game, too. So I personally would probably concentrate on stiletto and use some nice clubs and sabres as backup (when you meet enemies who are resistant or immune to pierce damage): clubs do crush dmg, sabres slash damage. Then pick Two Weapon Style, several of the full attack strikes (Crippling, Blinding etc.), NOT Savage Attack (of doesn't stack with Reckless Assault which you should pick). If you get targeted a LOT despite Eder engaging enemies it's most likely that your Rogue is so soft that he is too much of a temptation for enemies' AI. Rangers, Barbs, Rogues etc. prefer to attack low deflection, low DR and low endurance targets. If you dumped RES and CON and put on no significant of DR you will be very attractive. So attractive that enemies will even break engagement with Eder in order to get to you. Putting on a thicker armor and giving some +deflection items can help. You will have less offensive output - but your offensive output will be zero if you get attacked and knocked out all the time. So you have to compromise a bit. Also stay stealthed until Eder really has engaged several enemies and only then in stealth and try to flank enemies - rather than approaching the middle of the front line. You can place Eder at the front of the group and then leave a gap. So that enemies discover Eder first and the rest of the party stays hidden for longer. Use Escape to... escape if things get dire. Use Boots of Speed to run away if enemies approach you. If you are a lot faster than the enemy the AI usually stops following you immediately because there's no point. Beware disengagement attacks though.
  3. Imo the free spellcasting is better in general. Yes, Ascension can be prolonged with Salvation of Time, Wall of Draining, INT, +x% to beneficial effects items, Ooblit and so on. Good point. I actually don't remember because it has been so long I used the sabre. I suppose it only works for weapon attacks then. Didn't test it lately so I cannot be sure. The synergy with Skald is that it grants +1 phrase point for each kill (not only with the weapon, with any kill, for example via invocation, too) and that Skald's offensive invocations often only cost 2 phrase points. It allows the Skald to spam cheap invocations more often despite not being in melee (doing melee crits). Besides that there is not much (except of course its healing proc etc. occurs more often bc. of Driving Flight). I personally wouldn't multiclass Ranger and Priest. I don't see effective or entertaining synergies (except high accuracy for offensive spells). I like SC Priests best. Summons are one of the most impactful things in the game. Even if they don't deal any damage they are still a potent CC tool that requires no attack roll and usually last a long time. Essence Interrupter lets you put summons on the field which don't count towards the summoning limit (you can have a proper summon and the ones from Essence Interrupter at the same time), cost no resources and no action time or recovery. Just summons "on the fly" on top of the positive effect to have removed an enemy permanently. It has two damage types (shock and pierce) which are different from other bows,which is always nice. Especially good against certain high AR constructs like Steelclads which have low shock DR. It has a shocking or burning lash which grows with Metaphysics -lashes are multiplicative damage bonuses. Its attacks count as elemental attacks so it can be used by the Arcane Archer with no drawback (no acc penalty). And it comes exceptional which is very good that early in the game. Hunting bows in general are good because of their modal combined with their inherent +5 accuracy. With Rapid Shots you get -50% recovery time for overall "only" -10 accuracy. -50% recovery is huge.
  4. I would say so. But keep in mind that PER also influences your ability to detect traps and secrets and the official companions usually don't have very high PER either. Not to me, it depends on how you play them (which spell selection etc.) though. I for example would play Serafen mainly as a Will and Fortitude debuffer with Spirit Frenzy, Secret Horrors and morning star modal. The MC I would use for fast-cast powers and damage I think. I run Aloth as SC Wizard most of times. I think it's the best option. Instead of Ghost Heart I would do vanilla Ranger then. Sharpshooter isn't good for this kind of playstyle (too slow) and Arcane Archer doesn't really fit thematically imo. Stalker is not good if you move around quickly and change from ranged to melee and back a lot. Instead of Cipher you could certainly do Troubadour or maybe even better Bellower ("ARRR"). This would also be a good opportunity to use Sasha's Singing Scimitar. With Scordeo's Edge Skald is also a good option, even though you won't get anything special from the shooting first. Most invocations have short casting time but longer recovery, which is great for shortened recovery effects. Ranger/Skald is very good with Blightheart (soulbound arquebus). The Skald doesn't generate phrases from crits then (because ranged), but every kill (no matter how) grants +1 phrase with Blightheart - and Skald's offensive invocations are so cheap that it makes a big difference. With dual blunderbusses instead of a pistol there's the Streetfighter of course. With Serafen's two mortars Monk is always a strong option. Stunning Surge + AoE + INT bonus is fantastic, paired with Driving Flight. In both cases there's no casting though. I don't really see a Paladin here. Thematically I mean. Principi and Paladins kind of clash in my head. Although Goldpact always works as long there's pay ofc.
  5. The Principi choice and what I sense about the "vibes" of this character seem to cry for one handed Scordeo's Trophy and one handed Scordeo's Edge. Could also do both in a dual wielding setup but: - both weapons' special enchantments profit from going one handed - it's likely a weapon style you've never tried before - pistols are usually better one handed + modal compared to dual wielding (except with full attacks) - very piratey vibes imo. You need one free hand to swing on ropes and stuff like that. Scordeo's Trophy can add stacks of either pure melee only recovery buffs (bigger effect per stack) or half of that as universal recovery buff. I personally would go with universal. It profits the shooting/reloading, too as well as the casting. Scordeo's Trophy has Blade Cascade obviously (skip recovery for 5 secs base). As well as the fantastic "Adaptive" (up to +20 universal accuracy, stacks with everything). As a Ranger you can get Gunner and Driving Flight, which in combination with Scordeo's Trophy and the modal (-50% reloading time) allows to build up universal recovery stacks pretty quickly from range, then use that for fast casting or going into melee with fast recovery already, allowing to proc Blade Cascade and Adaptive quickly, granting 0 recovery speed and high accuracy which in turn can again be used for casting. One handed is (in this case) a nice thing because you will attack with the weapon that procs the desired effect more often, build up the stacks more quickly. It is a little drawback for wounding shots and other full attacks, I think it's worth it. As second class I would use a Cipher. The Ciphers has several spells with fast casting time but normal or long recovery. Those profit a lot from reduced or even removed universal recovery time. The best choice would be Ascendant, because once ascended with little or no recovery you can spam a truckload of those fast cast spells with high accuracy. Ranger/Ciphers has the highest potential accuracy to begin with. Adding "Adaptive" (and one handed use in melee) leads to extreme accuracy. This also counters the main problem (for me) with Ciphers: they usually drop the ball a bit in boss fights because they cannot generate enough focus due to higher defenses/AR of the enemies. Very high accuracy can prevent that problem. Beguiler would also be good imo. Alternative would be Black Jacket to skip switching recovery entirely. But - as you said - for me personally that would be too boring of a playstyle for my MC. It limits the options to shooting and slashing which is fine for a companion imo but gets a bit repetitive for my main character. I'm willing to have a bit switching recovery but get spells and potentially limitless resources (focus) in return. For the Ranger subclass I think Ghost Heart (doesn't clash with summons because Cipher has none and is good for a very mobile playstyle). It's pretty cool to use Evasive Roll to go into melee distance, drop the animal companion right behind the target and get instant flanking and the accuracy bonus from Stalker's Link. With other subclasses the animal companion has to run across the battle field a lot in order to attack/flank enemies for you - and that usually takes longer than summoning it or is sometimes impossible. There's plenty of nice pistols and sabres on the way, so the feeling of (gear) progression should be there. Scordeo's Trophy can be picked up fairly early, Scordeo's Edge takes longer. Thundercrack Pistol with high accuracy and speed is also excellent. You might be able to paralyze-lock single (or two) enemies with it. Eccea's Arcane Blaster for everything that has crazy AR (hello Steelclads and friends). For armor I would maybe use Miscreant's Leathers (it just fits). Acina's Tricorn also fits theme and build beautifully imo, even Serafen's gifted hat (Fair Favor) works. And that would be my approach I think.
  6. Wood Elf would be totally fine, too though. The added accuracy is nice. Nature Godlike isn't particularly good in general in PoE1, but since this build has low endurance to begin with and uses Deleterious Alacrity of Motion+ Dangerous Implement (both doing self damage), you will drop below 50% endurance often anyway. Might as well use that for Wellspring of Life (+3 to MIG, CON and DEX) for extra dmg per hit and a bit faster attack/recovery and casting speeds. I don't remember if I already recommended it, but using Infuse with Vital Essence can help you to "spend" some endurance (which also drains health) and then heal up the health back up so that you don't have to rest so often (because of low health).
  7. If you want to compare two daggers vs. two stilettos then I'd say two daggers are better. Mainly because Pukestabber + Lover's Embrace is a very good combo when it's about attack speed. Both weapons' effects apply to both weapons which makes you very fast. But Rust's Poignard (stiletto) is also very good, especially if you critically hit a lot (Bring Down is good), also because it comes in legendary quality which is very nice. With Azure Blade in the offhand you can also have a nice stiletto setup: if you fight near your party members it gains a lot of accuracy (Cloak and Dagger: +15 accuracy if near 2+ allies, but only for the Azure Blade). I would simply do a weapon set of dual daggers and one with dual stilettos. You want a backup weapon set with alternative damage anyway: should you meet enemeis who are very resitant or even immune to slash damage (daggers) you will be happe that you can switch to the pierce damage of stilettos.
  8. Also the special thing about PoE1 and INT influencing AoE is that it has increasing returns, because INT does not actually increase the area size by 6% per point of INT but the radius(!) of the AoE. Because the area of a circle is Pi * radius², this leads to pretty nice effects once you put a lot of points into your INT. In Deadfire this was changed (because it was too good obviously) - there every point of INT does indeed increase the area by 6% per point, not the radius.
  9. Because INT not only prolongs hostile effects on enemies and beneficial effects on you, but it also influences the size of all AoE. Pretty important for a caster in general and especially when he's also using AoE weapons (implement + Blast). If you are using Kalakoth's Minor Blights: they have an AoE (bigger with more INT) and every hit in that AoE creates a Blast (bigger with more INT). So INT is much more important than PER in this case. The impact of PER on accuracy is pretty noticable in the early game by the way - but the further you progress the less significant it becomes because the accuracy bonus from PER is just a flat one and there are so many other influences on accuracy or hit quality (stacking acc buffs, weapon quality, stacking defense debuffs etc.) that the flat bonus from PER doesn't hold as much impact as in the early game (where it's very useful).
  10. Nope. It has to be a Priest of Berath with maxed starting Might. For Durance I'd recommend an arquebus build.
  11. https://x.com/Obsidian/status/1974215697845923976?t=VZRa8zAPXPL4QpGyQ-ZLnQ&s=19
  12. There was a security issue with the Unity Framework and PoE was affected. It (among other games) was pulled off of digital storefronts for a day or so because of that. The patch most likely addressed that.
  13. You have to put Lover's Embrace in the main hand if you want to apply its neverending damage over time effect from stealth (True Love's Kiss, it only works from true stealth at the start of an encounter, not invisibility!). So if you sneak up to an enemy (maybe the boss or the strongest foe of the group) and do a Gouging Strike or Vanishing Strike for example, the main hand will hit first (with Lover's Embrace), it will apply the DoT but also break stealth. The second attack with Pukestabber will already be out of stealth. If you put Pukestabber into the main hand it will deliver the first strike, break stealth and then Lover's Embrace with the second strike will not apply the True Love's Kiss DoT. That's probably not what you want. But that's the only thing where it matters in which hand you put which dagger.
  14. Hi! To speed up so you're able to squeeze more attacks into the duration of Vanishing Strike and to maximize the duration of Vanishing Strike's non-breakable invisibility (besides maxing DEX and INT) while looking appropriate for a dagger-type Assassin: Head: Blackblade's Hood (+10% action speed). Heaven's Cacophony (+2 INT) would be good, too - but imo its looks doesn't fit an Assassin at all. You could hide it though. Another alternative would be the Mask of the Grotto Deep - because Shadow Fang (raw DoT from stealth attack) works like True Love's Kiss from Lover's Embrace. Fair Favor can be used to maximize crit conversion for Gambit (I would focus on the duration of Vanishing Strike though). Armor: Cabalist's Gambeson (Arcane Extension, +10% beneficial effects duration), Devil of Caroc Breastplate (bonus Guile influences the crit conversion of Gambit) Neck: Strand of Favor (+10% beneficial effects duration, +1 INT) --> those two "+10% duration" effects work multiplicatively with each other, base duration and INT bonus! Back: Ajamuut's Stalking Cloak (bonus dmg, acc and stun from Vanishing Strike's invisibility and stealth, great for Gambit, too) Gloves: Aegor's Swift Touch (+5% action speed and +1 DEX), Gloves of the Dungeon Warden (bonus accuracy, Lockdown 1/rest can be nice against an enemy you put True Love's Kiss + Gouging Strike on from stealth), Firethrower's Gloves (+2 DEX), Hylea's Talons* Waist: Sash of Judgement (just some bonus dmg) Rings: Drunkard's Regret (only needed while resting with alcohol for Pukestabber to prevent hangovers, you can unequip after resting), Kuaru's Prize (+1 INT, +1 PER), Ring of Prosperity's Fortune (crit conversion for Gambit), Ring of Clenched Muscle* Boots: Rakhan Field Boots (teleport to+full attack + prone target 1/encounter, nice while invisible to spare time with running), Bounding Boots (exploitable as free jumping tool while stealthed/invisible: if you cancel the action mod air you will still land at the target spot but make no sound and roll no attack, great for "sneaking", stealth attacks, and pickpocket), Boots of Speed (it does matter how quickly you can reach subsequent enemies while you are invisible, stack with Fast Runner). Pet: Ooblit (+3 seconds on beneficial effects - it's just a flat 3sec addition to your overall duration, still good), Abraham (mitigate the recovery penalty from Gambeson), Epsilon (same), Cutthroat Cosmo (same), Trixie (+25% stride, see Boots of Speed, crit conversion), Milx (+1 INT, crit conversion for abilities), Levin (+1 INT, +10% stride), give Nalvi, Sheba , Trixie or Pes to Edér (if you have the Berath's Blessing unlocked for Edér to be able to have pets). --- *) the Frenzy from Lover's Embrace stacks with everything and it also procs off of all attack rolls, not only those that come from the dagger - for example attacks from Pukestabber but also spells you might cast (from an item or scroll or so). Because of that it can be beneficial to add additional hit rolls to your melee attacks. That can be done with Hylea's Talons (the DoT it provides will roll a separate attack which can trigger the Frenzy) and the Ring of Clenched Muscle (the affliction it can cause also rolls a separate attack which can trigger the Frenzy). Both of those will also proc Avenging Storm (from Heaven's Cacophony) which will in turn proc Frenzy.
  15. Hi, not stronger in general (lacks the amount of summons for example and no free empowered invocations 1/encounter), but it sure has more strong damage options. Ninagauth's Shadowflame alone is a very tempting spell imo. Not only because of the dmg but because of causing hard disable + dmg simultaneously: awesome use of action time. Also Wall of Draining + Cipher buffs is very good ofc.
  16. You mean for the Monk class or in general? Depends on what you want, where the "power" should go and on which difficulty you play and also on the party composition. All in all the Priest is the most impactful class in the game because it has the most influence on your party's performance. The exact build doesn't matter much, it's the (buffing) spells which make the Priest so good, but until you get Spell Mastery those spells are all per rest. But Priests also have Inspiring Radiance (+10 accuracy to the party, stacks with everything) and (Painful) Interdiction per encounter which are both very useful.And they can get to a Fighter's accuracy level with a weapon of their god (for example Priest of Berath: Great Sword or Mace) - which can make them decent weapon users, too. Many players don't like to main a Priest though because it's "only" doing support and that's no fun to them (although it's very powerful). So if you are looking for a build with more "self-contained" power, all things considered I would probably recommend a Spiritshifting Druid (Cat or Boar form). It is highly versatile (can do single target and AoE dmg and CC, healing and support), doesn't rely on per rest abilities in normal encounters because it has tremendous melee dps output while shifted - but if needed can cast powerful spells, too. Once you get your Spell Mastery picks (each time you pick a per-rest spell that turns into 1/encounter) you will only need your per-rest spells in long, tough fights after which you will need to rest anyways (because of the loss of health). Imo this is the build that usually feels the most powerful because it drops foes so quickly in melee without any per-rest resources - while it then can also do very good spells suchs as Relentless Storm which can decide fights by themselves.
  17. Unfortunately some of the abilities which used to work with the Long Pain and which I described do not work like that anymore. I didn't test in depth again which ones now work and which don't, but I guess we can assume now that the Long Pain does behave like any other ranged weapon and will only work with abilities and talents for ranged weapons. Anyway: the build doesn't work as described anymore. The Long Pain are still good weapons though. It's just that it doesn't synergize as well with all the other Monk abilities anymore which is sad.
  18. Maybe values of deflection you have to achieve if you want to get to 100% misses (enemies' attacks against you) - against certain enemies (megabosses?) I assume?
  19. Edér as Swashbuckler works very well for me as my main tank. I especially like Persistent Distraction in combination with lots of engagement slots (auto-hits). I also like Adept Evasion in combination with a large shield + modal and also Slippery Mind in combination with Fighting Spirit. But a Fighter/Streetfighter is even better since it has no real downsides when tanking comparee to a regulat Swashbuckler. And I absolutely prefer it over a Fighter/Paladin: it has a lot better offensive output than any other Swashbuckler or Crusader and ist still has sufficient tankyness (same as Edér, even better with optimized attributes).
  20. Unbroken/Streetfighter was just what I played while trying to stay below 50% health with the Streetfighter. I didn't mean it as a recommendation. +1 passive AR is great btw. Underpenetration malus is a sort-of multiplicative dmg reduction which pairs especially well with getting grazed a lot. Paladin is even better with AR, but if I plan to use a shield anyway and want a fighter for lots of engagement and increased speed while wearing heavy armor, I personally would pick Unbroken over Devoted any day. Just because of the +1 stackable AR. With a two hander (which I don't plan to switch much) that's another story ofc.
  21. What you can make happen relatively easily is that you don't quite outheal the average incoming damage with draining and other "side effect" healing stuff. That requires you to monitor your health closely and get the occasional actively triggered healing burst (to not just die) - but it allows for longer times under 50% health. Against weaker foes it will prevent you from going under 50% though - but that might be the fights wherer you don't need to go there anyway (because easy). I didn't try that a lot with a Streetfighter, but SC Furyshaper (bc. of Blooded and Fighting Spirit, using Blood Ward etc.). A lot of CON helps to manage that a lot. But it will never work smoothly or perfectly well because all fights/enemies are different, rolls are chance-based etc. But on average it allows you to be under 50% health longer which can directly add to your offensive output (even if you have to shift some points from a "good for offense"-attribute like DEX/MIG/PER to one which usually is associated with defense/survival - like CON). What also helps is high AR (ideal if you can activate it at low health, see Reckless Brigandine) and getting grazed a lot when under 50% (swichting to a shield for example). And in addition to that have some damage resistance/reductiuon, too (Death's Maw and something like that. Death's Maw is pretty cool in this case because it only triggers when there's dead bodies around you which isn't at the start of the fight - where you might want to get hit harder until you get damaged too much). I played an Unbroken/Streetfighter main tank with Gladiator Sword + Bronlar's Phalanx - but he woud start the fights dual wielding often (no investment in two handed style) and then switch to the large shield as soon as under 50%. That allowed him to stay under 50% for a long time and made him perform a lot better than trying to keep on with the dual wielding.
  22. Hi! Indeed! With a Pale Elf etc. you'd want to focus on fire and ice spells. I think I mentioned the crossed patch (unique headgear), too. It comes from a stronghold adventure and makes you immune to blindness. It's perfect for a Pale Elf who likes to stand in their own Chillfog (no blindness from it then. Also Rymrgand's Mantle would be great for such a Wizard. It's a random drop. If you use this with Chillfogs and other ice spells they will heal your endurance instead of harming you (if you have enough freeze DR). But your health will suffer nonetheless. Therefore it's very good to use Infuse with Vital Essence to heal your health back up, too. You have to check which spells you would like to use (for example Chillfogs) and which defense they target. Chillfogs targets fortitude, so you want that high. But if you want to blast Fireballs without regretting standing in their AoE you need high Reflex (and Burn DR), not high Fortitude.
  23. That is not true. They stack multiplicatively/probabilistically. 30% (Berserker) and 25% (Fighter) and 15% (one handed style) would result in ~59% overall. That is because the game goes through every applicable conversion ability you have, one after the other, and tries a conversion roll. If that's successful the process stops and the conversion happens. With applicable I mean if you roll a hit the game will only go through the conversions for hits. And then it's done. So only one conversion can happen! The game doesn't allow graze to hit and then again hit to graze. Only one conversion. So even 100% graze to hit + 100% hit to crit on a character cannot convert all the way from graze to crit. Exception: if one conversion happens on the character's side and the next one on the enemies'. Example: a Fighter with Confident Aim attacks a paralyzed target. He rolls a graze, but it gets converted to a hit. That hit gets "applied" to the enemy and because the enemy is paralyzed (25% hit to crit received) the game checks conversion again and in this case it works and the hit gets converted to a crit. I guess all conversions get put in an array, list or directory in the order they were achieved. And then the game loops through the array and checks every conversion effect on you in that order - it will use the first conversion that rolls successfully. I don't think they get sorted (like hit to graze first and then hit to crit conversions). But I cannot say for sure.
  24. I had most fun with the WotEP when I used it with a Steel Garrote/Bloodmage. I didn't use it to deal AoE damage but to drain health from melee enemies at the same time as casting spells (and using Blood Sacrifice). With Offensive Parry you daze enemies automatically which unlocks the Steel Garrote drain. You can then "passively" parry melee enemies and gain health from that and don't need to take action to heal yourself so often (good for your action economy). Against single targets (or when I wasn't tanky enough with the WotEP) I used Concelhaut's Draining Touch with the Grimoire switching trick so the Draining Touch never goes away during fights (with a large shield of needed, else with a club+modal in the offhand to lower enemies' Will for the Draining Touch (targets Will instead of deflection). This is also a great weapon setup in combination with Miasma + Ryngrim spells against mobs: they disengage and get wrecked by the hefty disengagement attacks which drain health (Draining Touch + Garrote). Again: disengagement attacks don't use any action time so you can cast spells instead. Obviously this isn't really a melee character in the traditional sense. It's more like a way to deal weapon damage and heal in the process without wasting action time but use this to cast (more) spells. While casting spells with you as the center (like Torrent of Flame for example) I really like Inspired Beacon (one of the few characters where I felt it was worth its heal cost). Naturally an Arcane Knight can become very tanky because of the combination of self buffs + Paladin passives. Not a striker though, so maybe it's not fun for somebody who likes to strike actively - then the aforementioned Soulblade/Trickster ist much better and also fun to play.
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