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Boeroer

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Everything posted by Boeroer

  1. How does she get 4 wounds when killing with Twin Eels? The passive gives her +3 on kill and you can't use the Lantern with a Great Sword...? Besides that: why Twin Eels in the first place? Because of the AoE heal on kill? Wouldn't Engoliero or Oathbreaker's End be better on-kill effects? I wonder if Magistrate's Cudgel wouldn't be good with Xoti since it's bindable to Monk and kills lower level kith on crit right away. Also Death Sentence on Saru Sichr seems to be a fitting thing. Doesn't trigger too often though...
  2. @thelee: thanks for the heads-up on the lantern and its wound-on-kill mechanic. That it doesn't need melee weapons is good. Does it only work with weapons though or will it also work with any type of killing blow (like Blessed Harvest etc.)? But still I wonder: why did Obsidian restrict the subclass mechanic to melee only? It's already bad (+1 Wound const is a harsh penalty, especially for cheap abilities like Efficient Anguish etc. - which more than balances out the +3 Wound on kill). Resonant Touch, Rooting Pain, Long Pain, Inner Death (not a weapon attack) - maybe even the AoE of Torment's Reach - won't trigger it. This is a bad decision. Edit: just checked: Inner Death does trigger the wound refill. It is considered a melee attack but not a melee weapon attack. The restirction seems to be that it has to be a melee attack but not necessarily a melee weapon attack. Also the lantern works with every kill (no matter what caused it). So it works fairly well with spells like Blessed Harvest and Pillars of Holy Fire etc. because you can get back Mortification and Wounds (+1/+1) that way. The two +2 PL bonuses are also nice obviously. Edit2: just dabbled around with Xoti as SC Monk and Contemplative a bit. Grave Calling's Chilling Grave (Chillfog) will trigger the wound gain. So if you kill enemies with a Chillfog you will get +3 Wounds from subclass and +1 from Lantern. Since the Chillfog profits from all weapon dmg bonuses (and Monk's lashes) it's a very strong combo. You only need vessels... Morning Star is still my preferred method even if I lose the Lantern. Also because it's very easy to trigger Swift Flurry/Heartbeat Drumming once you use Enervating Blows + Stunning Surge + Body Blows and then do Efficient Anguish. You'll lose the lantern refill but do a lot more killshots because of chained additional attacks. Have tried Sun&Moon but it's not as good in my opinion. One thing though: Blessed Harvest seems to be broken somehow. My tooltip says I can do 160 dmg with it (base + PL + MIG). But when I crit with it (easy since the fortitude is so low) I get very low numbers like 45 or 70 slash damage (no PEN issue). Also the combat log gives me no dmg calculation, the window is empty...?
  3. I had nice results with a Morning Star on Xoti Contemplative as well. Body Blows lowers Fortitude by 25 which is a huge debuff that early in the game. And it helps to land Blessed Harvest a LOT which tends to miss often otherwise. That can be frustrating. Once you get Stunning Blows and Enervating Blows it only gets better (or lower: now -25 & -20 fortitude on top). Also Force of Anguish + Body Blows and friends is just awesome. You can keep most annoying enemies away from you that way. Aaand Morning Star was a preferred weapon of Eothas in PoE, too (besides flails) - so that kind of fits as well. If you choose Willbreaker then it also helps to land Divine Mark and other will spells. Fists are good, too. I honestly gave up on her monk subclass and ignored the wound-on-kill mechanic - which is awful. It's only nice a SC Monk when going full on Whispers of the Wind. Kills with Resonant Touch don't count. It doesn't even work with ranged weapons - only melee weapon kills -which totally is an insult to my best buddies: Hand Mortar & Fire in the Hole. Also not with Blessed Harvest which is a bit of a bummer and not optimal design (theme-wise and mechanical). But seriously: trying to melee-kill-steal with Xoti in order to get 1 or 2 (with that lantern-kill the restrictions of melee are not there I think) more wounds is absolutely not worth the hassle if you can instead just use a decent weapon or fists and use Enduring Dance and Hylea's Talons to give you a steady stream of wounds.
  4. I'm pretty sure I never said that about soulbound weapons on Barbs. What I might have said is that their disadvantages (no lash, no Durgan steel) can sometimes be less significant on a Barb because of Frenzy/Bloodlust/Blood Thirst and that they will proc their stuff more often because of Carnage. So if you want to use a soulbound then a Barb is often the best pick. But that doesn't mean that soulbounds are the best choice for Barbs. Tidefall is very good on Barbs, so is Hours of St. Rumbalt, Tall Grass, Edge of Reason, We Toki, Godansthunyr, Cladhaliath (stunning) and others. General rule of thumb: if it has an on-hit or on-crit effect like draining or stunning and so on - or a proc chance - it's good for Barbs. Carnage has a -10 ACC malus so people think you can't crit often with it. But what they miss is that it gets +1 ACC per level which means that at lvl 10 it has the same ACC as you main attack. And from that point on it will even have better ACC. If you take Accurate Carnage this point can already be reached at lvl 5. So from mid to late game you will actually crit quite often with Carnage. Especially if you lower enemies' defenses with some nasty spells like Miasma and Cursed of Blackened Sight etc. first. The best dps choice is Tidefall. St. Rumbalt is a great mix of CC+dps. Tall Grass/pike is nice because you can stay safe behind the front line which is good in the early game because Barbs tend to be very squishy in the early game (gets a lot better with some levels). Against vessels there's nothing better than St. Ydwen's Redeemer (if you took Blood Thirst). The destroy-vessel proc triggers Blood Thirst and works with Carnage. There are some good monk builds in the build list. Melee Wizard: Spirit Lance is always best in my opinion. The AoE and the very high base damage are too strong. Especially if you can pull together several enemies with Pull of Eora or with a tank so that you can hit a lot of enemies with the AoE. Drawn in Spring is a very good weapon and better in 1:1 situations once it's fully enchanted - but as soon as you can hit more than one enemy the Lance would be my pick. Also I feel it's a bit of a waste to give Drawn in Spring to a Wizard. Drawn in Spring works best with highest MIG and lowish INT Other gear for melee wizard with Lance: everything that gives you dmg bonuses (via MIG etc.), attack speed and INT/AoE size.
  5. Most fun with a Barb I had with this build: Or what about a monk? Monk is the strongest melee class in my opinion. Melee wizard is fine. You goal should be Citzal's Spirit Lance.
  6. Wow - that's weird. Also doesn't make any sense unless they turned it into some kind of mini Wounding Shot mechanic (which would be pretty awesome and way better than a flat 20% additive bonus). Maybe this was a more recent change because there still were some issues with Stalker's Torc's bonus not getting removed after taking it off and turning it into a DoT fixed that issue - no idea. It used to work as I described and I didn't play PoE for quite some time now. I will just check in game and report back... @mentaltyranny Edit: Ah, so I guess I know what happens now. It seems the game applies the 20% additive dmg bonus to your character every 3 seconds. I tested the dmg output with the help of the console and it really seems to be a standard 20% additive dmg bonus as I said. It won't show on your char sheet under weapon dmg though because the dmg bonus is circumstancial (only applies if the AC attacks your target as well). Another hint was that the description doesn't say something like 20% over 3 seconds like it does with other DoT effects - but instead it says 20% per 3 sec like it does with "pulsing" effects like Beams, Chillfog or Wall of Flame. Sp the "buff" gets reapplied every 3 secs and overwrites itself (doesn't stack). In the end it works just like before and as I said above: a simple 20% additive bonus to your weapon's base damage (no DoT effect). Only weird thing is that the bous gets reapplied every 3 secs. But I guess I know why: in the past there was a bug with Stalker's Troc: if you put it on it gave you the passive 20% dmg bonus - but if you took it off in certain situations the game wasn't able to remove the buff from Stalker's Link and you had it permanently then. The dev team had big troubles in fixing this in a straightforward manner (I guess because the buff wasn't pinned on your char directly but onto Stalker's Link). So I guess what they came up with is that the Torc now refreshes the buff every 3 seconds - and once you take it off it can't refresh that buff anymore and thus it runs out and goes away. Funny workaround - but seems to work. A bit confusing though. So tl;dr: it's a 20% additive dmg bonus only with a funky application.
  7. Dragons terrify you with their aura. Let a priest cast Prayer against Fear and you instantly gain 20 Accuracy. Or use a scroll with the same spell. Adra Dragon can be charmed - if you use Inspiring Radiance (+10 ACC), Devotions (+20), a marking weapon (+10) and then cast Whisper of Treason on her she will most likely kill all other ads for you. She can also go prone.
  8. Not that I know of. But you can give a new copy of that item to you via console.
  9. Can't say I find the plot overly complex. First time players might find it obscure and mysterious - but that's intended up to a certain point.
  10. No, you were not told to go there yet. In fact you were told that it's there but that you are way too week to tackle the Torn Bannermen. It's astonishing how many players don't actually read what the steward is telling them. Stalwart can be done fairly well from lvl 8 upwards though. You should finish that and come back to Concelhaut after that. Crägholt Bluffs are high level content. They just happen to be on the way to Stalwart (geographically). Endless Paths of Of Nua are designed in a way that you can go in and out at any time. You don't have to finish it from top to bottom in one swoop. That's not really possible since you won't level fast enough just by crawling around in there. As a rule of thumb your char level should match the dungeon level. The fight with the Adra Dragon is nowhere near impossible (players do it solo on PotD difficulty) - but it surely is a challenging bossfight if you meet her for the first time. And especially if you are lvl 10 only. But you don't need to fight her to complete the quest. There are other options. You can also do something else first, level up some more and come back later then. You won't break or miss anything.
  11. Critical path = main quest line (Thaos and stuff). High Level = scale the difficulty up. Standard = leave the difficulty as is.
  12. Abilites/talents/spells gain +1 ACC per char level. This includes Bash from certain bashing shields and also Carnage. That is in addition to the +3 ACC that your char gains on level-up anyways. But only abilities/talents/spells, no auto-attacks (unless Bash or Carnage). Marking is an enchantment on some weapons that give +10 ACC to somebody who's also attacking your target. It's very hard to spot it in action because it's not listed anywhere during combat. Flanked is an affliction and does -10 deflection already, so there's no more ACC bonus for that. Some weapon such as Rapier or Dagger and Spear have an automatic +5 ACC bonus. But it's rather obvious. Chanter's offensive chants profit from one handed wielding (+12 ACC). It's not intended but that's how it is. No other non-weapon attack has this quirk, only some chants. Besides that I don't know about "hidden" accuracy bonuses. Range or so doesn't matter at all as long as you can reach the target.
  13. He could justify the programming part if he decompiled the code and had a look at it - while being a better programmer himself. Do I think that even one of those assumptions may be true?
  14. Wait... don't you stomp with your feet? So to connect your writing and programming skills to stomping one would have to write and program with their feet? How does one write and program with their feet? Seriously this doesn't make any sense I simply can't... oh wait:
  15. Predator's Sense adds a +50% additive dmg bonus to the attacks of your animal companion (as long as the enemy sufferns from any DoT effect). Stalker's Link gives the Ranger +10 ACC for his attack rolls if he attacks the same enemy as his animal companion does. Stalker's Torc adds a +20% additive dmg bonus to your Ranger's damage (not animal companion). Same as Savage Attack or so would do. It is no DoT effect but just a plain old damage bonus to your Ranger's weapon attacks. so if your Ranger's bow would do 10 base dmg it now would do 10 + 2. You can see the effect if you open the char sheet during combat, go to active effects list and search for Stalker's Link. It will say +10 ACC and +20% dmg. If you are not wearing the Torc it's only +10 ACC. So - tl;dr: Stalker's Torc doesn't do anything for Predator's Sense. What you can give your Ranger in order to almost always unlock Predator's Sense is to use a wouding weapon such as Persistence. THis will put a DoT effect on the enemy every time you graze, hit or crit. SInce the duration usually is longer than your recovery you can keep up the DoT all the time (it also stacks). Other option could be a Chanter with a DoT phrase like Soft Winds or Drgon Thrashed or a Druid with Plague of Insects etc.
  16. Right. I guess we all agree that PoE and Deadfire don't explain and present their mechanics very well. At least I never read something like "Cool - the mechanics are exceptionally well explained in the game". But maybe... maybe it's all intentional. So that new players get drawn to the boards, seeking advice. Genius plan, huh?
  17. The Outer Worlds was nominated for four game awards 2019. That is hardly "not showing anything". Too bad it didn't win any of those, but the competition was tough. Still: getting nominated in four different categories is an achievement in itself. Are you implying that The Outer Worlds didn't get attention? Grounded isn't out yet so it doesn't factor in. It's also not really an RPG as far as I can tell. Besides that we don't know which other Obsidian games might get released in 2020.
  18. Everybody who uses Area of Effect (AoE) abilities of any kind. This includes nearly every class. Even Barb's Carnage is affected. Rogues may get the least out of it unless they are using equipment with lots of spellbindings (like a sabre with Fireball on it or something). Note that a Ring of Overseeing doesn't stack with Aloth's Armor (also Overseeing). One will get suppressed. You can only make use of one Overseeing item. But it stacks with the effects of Intellect (which also influences AoE size). It also staks with Voice of th Mountaintop (chanter item) which raises your chant AoE. So high INT + Overseeing + Voice of the Mountaintop = big, big chant area. There are also boots for Paladins which raise their aura AoE. They also stack with Overseeing and INT.
  19. Those talents themselves will add nothing if you don't already have a source of direct damage that fits (e.g. fire damage + Scion of Flame). They will affect the following: Lashes on weapons (like a burning lash on your sword). The lash will gain a 20% increase. This means it will rise from 25% to 30%. It doesn't matter where the lash comes from (enchantment or own ability or chanter's phrase or whatever). Weapons which do elemental damage as primary dmg source. Examples: Firebrand (burn + Scion of Flame), Bittercut (corrode + Spirit of Decay), Stormcaller (shock + Heart of the Storm) and such. This means that they will get a general 20% dmg bonus that always applies, even if the secondary damage gets used. So for example Bittercut does corrode/slash damage and will try to use the damage type the enemy is weak against. If you take Spirit of Decay however, Bittercut will get a general 20% dmg increase even if it does slash dmaage to an enemy. Weird, but it's like that. Note that weapon which have elemental damage as secondary dmg type (e.g. Durance's Staff has crush/burn) do NOT profit. The elemental damage has to come first. This also means that if you have a weapon with elemental damage AND an elemental lash (e.g. put a corrosive lash on Bittercut) you will profit twice. All spells and abilites that do direct elemental damage. Direct means NO damage over time (DoT). So - stuff like The Dragon Thrashed (Chanter) or Wizard's Corrosive Siphon will not profit from those talents. DoT means there's one hit roll and then the damage is applied iver the course of several ticks without further hit rolls. Pulsing spells though (Chillfog or Wall of FLame or any Beam spell) which do a hit roll every few seconds will profit. If your cipher's weapon doesn't do burn damage nor has a burning lash then you will not profit from Scion of Flame. Powers like Soul Shock however would profit from Heart of the Storm. Note that a cipher has no power that profits from Scion of Flame. Soul Ignition is a DoT and therefore gets nothing. So - usually Scion of Flame is a bad pick for a cipher unless you are using Firebrand as your main weapon. For a cipher with Bittercut or Stormcaller Spirit of Decay/Heart of the Storm are decent picks though.
  20. Some active attack speed bonuses don't stack (like potion of Alacrity wouldn't stack with Lightning Strikes. Same with Frenzy from Sanguine Plate with Lightning Strikes). But passives always stack and stuff from weapons also. If you want a relly good visual tool to see what certain abilites and items will do for you in PoE then use this handy thing here that @MaxQuest made: https://naijaro.github.io/poe-speed-calculator/ It's accurate and very helpful. if you combine certain buffs there and the action/recovery bar only blinks (refreshes) but doesn't really change then those things don't stack. Noteworthy speed buffs that stack with everything: Dual Wielding*, Two Weapon Style, DEX, Zahua's passive Anitlei, Gauntlets of Swift Action, speed enchantment on weapons, Durgan Steel on weapons and shields, Armored Grace. The rest will stack with those but not necessarily with each other (as I said: Frenzy + Swift Strikes). Just play around with it. )*actually dual wielding doesn't give you a bonus but one single handed weapon or two handers give you a "hidden" penalty.
  21. You should put a lash on your weapon asap. It doesn't cost much but has a big impact. Enchanting your equipment up to exceptional is never bad - generally speaking.
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