Jump to content

Boeroer

Members
  • Posts

    23113
  • Joined

  • Last visited

  • Days Won

    385

Everything posted by Boeroer

  1. It depends. If you use offensive chants (I mean those who do attack rolls like Dragon Thrashed or The Long Night's Drink) it doesn't matter much if your phrases overlap without a gap. Because the duration of effects that those phrases produce are not based on linger. Most of those effects last 10 seconds (plus INT bonus). It doesn't matter much it there's some gap in between the phrases as long as the durations you apply to the enemies are long enough (and they usually are with 10 secs base). Once you want "gapless" support with stuff like Ancient Memory or Mith Fyr you might either want 30 INT or pick a Troubadour (in order to have 100% uptime with two parallel supportive effects) or stick to one single phrase. Pallegina may be best with Ancient Memory only and Exalted Endurance as Aura for example. I don't remember: is she a Troubadour or vanilla chanter? Haven't used her for a long long while...
  2. You sing a chant. A chant is composed of one or more phrases (the things you pick on the passive/right side of the ability tree at level up). A chant loops. That means it starts with the first phrase you set in your songbook. Every phrase takes 6 seconds and then it's the next one until the last phrase is sung and the chart starts again. Phrases have a linger time of 3 seconds. That means that the effect of the phrase will keep working for 3 seconds although you stopped singing that phrase. Like an echo basically. Since the linger time is only half as long as the phrase time it's difficult to overlap two phrases so that their effects are always active without any gap. Linger time is influenced by INT. In order to keep two parallel phrase effects active without a gap you would need 6 seconds linger time - or in other words an INT score of 30 (3sec linger base*(1+20*0.05)=6). Chants do get paused: several afflictions like stun, paralyze etc. cause a pause of chanting. Also using an invocation will cause a chanting pause. This pause is not affected by anything (neither stat nor armor etc.). Chanters can compose several chants in their songbook and during encounter switch between those chants. There's a pause when switching chants. A Chanter starts combat with a filled phrase counter. The max phrases you can accumulate is determined by the invocation with the highest cost you have(!). So it can make total sense to pick a very costly invocation even though you don't plan to use it. Example: Skalds pay +1 phrases for non-offensive invocations. If a Skald picks a non-offensive invocation which usually costs 6 phrases to cast - and 7 for the Skald - he will set his max phrase counter to 7. He will then be able to collect up to 7 phrase points during combat and start combat with 7 phrase points(!). Not many players realize this since it's unintuitive and obscure. A Troubadour has the automatic effect that his linger is longer. He can easily have two parallel phrases going without any gap. With investment in INT even more. The downside is that his invocations are more costly (+1 phrases). His modal ability "Brisk Recitation" makes phrase time a lot shorter (3 sec instead of 6) and removes linger time completely. This means no parallel phrase effects whatsoever, but double the phrase point generation. It basically means you can switch the Troubadour from "passive phrase mode" into "active invocation mode" with that modal. A Bellower gets a Power Level bonus for his invocations based on the number of phrases he holds, but his chant radius is halved. A Skald works pretty much like a vanilla Chanter when it comes to chanting - but can get additional phrase points by doing melee crits. A Beckoner's chants/phrases are like vanilla Chanter's (even the skeleton summoning one).
  3. I'm not against it. But the focus atm is on Priest and Druid trinkets since there is need. For other classes I would like to do trinkets that don't necessarily have bonuses but that somehow change some ability mechanics. For example a cipher trinket that lets you cast ally-only spells as self buffs (but you'll lose the ability to cast them on allies). Or a Fighter's healing (Constant Recovery + Unbending) would heal in an AoE but not the Fighter.
  4. There are some spells that work with Instruments of Pain (Monk). I think Burst of Summer Flame is one of them. Since IoP gives you range * 6 it leads to ridiculous spell ranges. Ah no,it was Sunlance, not Burst. Too bad.
  5. Interesting. Or maybe it would get +10 if it did a separate attack roll - but since it's an autohit... However this should be moddable. Another proposal for the community patch I think.
  6. So I'm doing another playthrough atm in order to test some things in the community patch. I rolled some adventurers and had no priest. After two hours I ran into the Wild Mare, dropped a Black Jacket/Skald who was designed to be the party's debuffer (and worked well) and rolled a SC Priest. Because I missed the buffing at the start of the encounter.
  7. I don't plan to use all of the ideas I wrote down. Just to have a nice collection. Maybe do a poll... No problems with dual Carnage. They get rolled one after the other (first Carnage, then Stag Carnage) and everything seems to work fine.
  8. Still at it. Have a bit much work atm. Two parallel work projects, uff... I wrote down 13 so far (mostly Priest). By the way I tested Carnage and Stag Carnage with the Accurate Carnage ability (Barb): It is as you said: Stag Carnage is not affected, only Barb's Carnage.
  9. They scale ok. If you like the combo of summons + DoT then I'd say Ancient is your thing. There is no other class that combines thise two parts that well. Also heals very well which is always good. Debuffing is also decent. Chanters are also good debuffers and support, but they have no impressive DoTs and the healing is more passive than "on point". They are very good at summoning though. A Troubadour can passively summon a skeleton every 3 seconds. Those don't count towards the summon limit (usually you can only have one summoning instance on the field). You can even make an Ancient/Troubadour and give all your summons Mith Fyr and other passive support. Wild Growth works on all beast/primordial summons of the Chanter as well (wurms, oozes, shrooms). But you'll lose the high level stuff (e.g. upgraded Ancient Weapons summon which is really good - especially as Beckoner). If you have a Single Class Chanter and a Single Class Ancient in the party you can cast Wikd Growth (Ancient) on a summoned Dragon (Chanter) which is quite spectacular.
  10. FoD of Bleak Walker has two different attack rolls: one for the damage and one for the sicken (it should be the same for Sunbeam). You can check in the combat log if the sickening roll does get the ACC bonus. If not then it's an oversight. Then they forgot the correct keyword maybe. Don't know why Sunbeam's initial attack roll gets +10 ACC as well though. Only the blinding roll should get it I think. But maybe here the whole spell is keyworded as an affliction or so.
  11. I can't think of any side effects besides Static Thunder and Blood Frenzy. Apparently Carnage procs no other weapon effects than Static Thunder.
  12. It's base damage. So I don't think it's expecially powerful. Great Sword/highest base damage: 21 * 0.66 = 13,86 * 1.3 (20 MIG) = 18 raw. In case of a crit it would be 21.5 raw. At PL 10 with 20 MIG. I don't know... it's okay but it's not that OP I think. The good things about Carnage are currently: procs Spirit Frenzy (stagger), procs Static Thunder (Lord Darryn's Voulge). Sadly it can't proc Blood Frenzy because it can't crit.
  13. Doing a "test" playthrough at the moment and everything seems to be fine and quite well balanced. I just realized that my Furyshaper/Ancient (Stag form) can have two parallel Carnage effects going when shifted - which is cool. Doesn't feel OP since both effects are not overwhelmingly powerful. But they add up nicely. I wonder if Accurate Carnage and Barbaric Smash affect Stag Carnage. I guess not but will give it a try. By the way: why does Carnage not crit? Is there a special reason for that? It can miss, graze and hit but it can't crit. That's a bit weird and I always wondered why the devs did that.
  14. Of course it's better if the general healing is handled by somebody else, but in case of SC Berserker it's still good to have Stalwart Defiance - since it counters the self damage effectively in a "self contained" way and you can still get stacking healing from another source (which does not apply Robust but heals directly without inspiration). You don't need to use it in every encounter - but if you see that your Berserker suffers too much (question mark turns orange or Blooded triggers) you can quickly activate it. It is indeed great that it is an instant cast. Lots of other healing abilities take too long to be cast spontaneously but have to be cast kind of predictively - so Stalwart Defiance is a good "oh crap" button for a Berserker. If you have a single class Barbarian you might also have more Rage due to Blood Surge in the later game. Especially when "abusing" Driving Roar you don't run out of Rage quickly then.
  15. MIG can indeed be important for melee Barbarians due to Carnage. It scales its base dmg by PL and then MIG comes into play. For a Berserker it means more self damage, but it also means more healing via Savage Defiance. If you pick Savage Defiance-->Stalwart Defiance and later wear the Voidward ring then the self damage is not a big deal at all - even if scaled. Berserkers do profit from high CON, that's also right. In certain cases (Berserker/Monk) the self damage actually helps since it generates wounds. You can then use all your Rage for self healing and Frenzy while your attacks get fuled by wounds.
  16. Correct me if I'm wrong but I'm pretty sure it's called Ancestor's Memory. I actually almost never use Paladins and Ciphers only seldomly (and then Beguiler mostly). Thing I always incorporate in a party is a Morning Star. Can't play without one it seems. There is no class that I must bring - but if it comes to the class I miss most in a playthrough it's actually Priest. Everything else I can easily substitute with another class(build) to equal effect.
  17. Rogue? Rogue's pretty terrible with the Ultimate I'd say. I know of three people who started an Ultimate run: @thelee, @Raven Darkholme and jesussaysno. The last two seem to have paused or canceled their attempts. At least they don't stream it anymore.
  18. If you go single class: in my opinion Heart of Fury (absolute killer ability in PoE) isn't even as good as the last two shouts. That is because they only cost 1 Rage and they are - as long as Power Level scaling is concerned - level-1-abilities. That means the base damage they show in their description already gets scaled by 40% due to Power Level scaling. That is a multiplicative bonus, so MIG and crits will use that improved dmg for dmg calculation. They don't use weapons though so no fancy procs. Heart of Fury on the other hand uses weapons - but it is a Power Level 7 ability which means at PL 9 is will only scale its damage by 10% multipl. In terms of cost/effect the shouts are much better, especially Driving Roar which also prones enemies. With Blood Surge and Blood Thirst you can sometimes make it so that a group of enemies that you shout at from stealth will never get up again until they are all dead. Just as an info which can be useful when you want to know where to spend your precious Rage. SC Barb's tend to spend it all for HoF... Here's a gif of Driving Roar in action with Serafen: Keep in Mind it's PL9 - so no fun to focus your Barb on it right from the start. But once you get it it's very, very good. Another very good ability is Barbaric Retaliation, especially with Battle Axes(+modal Bleeding Cuts activated). Even as the slowest brick you will kill enemies quickly with it as long as you catch crits. Which you always do because of Frenzy (-10 deflection) and the Barb's low starting deflection. You can also drop RES for even less. But you'll have to wear heavy armor (the higher the better) - else you're dead too soon.
  19. Single class Ascendant with dual mortars (Hand Mortar + Fire in the Hole) is very decent as well. Single class Ascendant begins to take off (compared to multiclasses) once you get Time Siphon and Reaping Knives.
  20. I don't think that works. Maybe you can get a steam key for PoE2 from Obsidian support if you ask nicely and explain the situation. Or a GoG key for Gaun's Pledge.
  21. Whatever the wrinkle is: there are invocations on one Power Level that cost different amounts of phrases, right?
  22. Ok By the way why is my post about steam in this thread? I am pretty sure that I posted it in the Deadfire Polishing Poll thread.
  23. Would need to test that. Might be that it procs on crit but also from itself.
×
×
  • Create New...