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Everything posted by Boeroer
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I tried to build a Forbidden Fist/Druid and run through my own Tanglefoot. It works somehow but is still fiddly and meh. THe only thing that works allright atm. is building a Sage "tank" and step into your own Pull of Eora all the time. That gives you plenty of wounds. Don't know exactly on what to spend them though... Don't want to self dmaage myself to death with Forbidden Fists and also I get pulled around a bit often... It also works if you go with 1 INT and maxed RES and use Forbidden Fist all the time. Buffs don't work that well and the Enfeebling also only stays for a short time but at least you don't kill yourself while doing some damage and build wounds from short curses (2.5 secs). All in all it's screwed up still.
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Yes, Beguiler usually is all about casting these days. No need for lots of weapon attacks. Melee with Soulblade + Sun and Moon is quite nice. Apply raw damage and regain some focus with the second flail head. Rapier can be nice early on to make sure your SA does connect. +37 ACC in the early game (+12 single handed use, +5 rapier, +20 modal) is golden! Also against hard to hit enemies. But all in all I would prefer the dual-headed flail I thinkand use a rapier as backup option. By the way: Ring of Focused Flames improves the auto-attacks of the Eothas-head of Sun and Moon. So it's rel. easy to connect with the firt attack roll (+10 ACC) and then potentially regain some focus right away with the second Ondra-head (which iesn't get the +10 ACC).
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you literally just equip two hand mortars and use stunning surge. you gain + 10 int with turning wheel so your hand mortar aoe becomes bigger. so when you use stunning surge it hits in a big aoe, stunning mobs for a loooong time. and since you will be aiming a bunch of mobs, you are bound to crit hence you can keep spamming stunning surge. i would actually say double hand mortar stunning surge combo will deal with mobs better than double hand mortar whispers of the wind. By the way: Turning Wheel's lash doesn't apply to ranged weapons anymore. So you can spare a point and not pick it. Or pick Iron Wheel and pick Enlighened clarity for a constant +5 INT without fluctuation from wound usage. And def. Stunning Surge will not deal better with mobs than Whispers of the Wind. With Ajamuut's Stalking Cloak you do stun without attack resolution (WotW makes you invisible) and you skip reload entirely(!). Which you don't with Stunning Surge where you reload after each Full Attack. The dps is a lot higher than with Stunning Surge (even though the casting time is significantly higher) and it builds up Resonant Touches a lot faster. It also scales better with Power Level (adds jumps which means adds another five AoE attacks - Mortar + Fire in the Hole + jump + 2 Powder Burns - plus tons of Blinding Smoke attcak rolls that count for Avenging Storm). Once you have WotW you should only use Stunning Surge or Flagellanth's Path in those moments where your wound count is below 5 - to brigde the wound gap.
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What do you mean? Kitchen Stove and Xefa's Empirical Expication don't have multiple "targets". Unless you mean through Powder Burns which suffers from very low PEN and usually doesn't penetrate. Or Thunderous Report or Wild Barrage. The one is 1/encounter and the second per rest. What they have is multiple projectiles which all hit the same target. So they are not that good against mobs except for Thunderous Report which is nice to have as opener, but not that important for a Streetfighter/Helwalker. Since Helwalkers have access to +10 INT which affects all your AoE effects significantly I would use Hand Mortar and Fire in the Hole mostly. Currently the AoE is bugged so that it doesn't apply afflictions like Arterial Strike or Toxic Strike or Stunning Surge - but shouold get fixed pretty soon. Mortars also have the advantage that they target reflex and have two damage types (while Kitchen Stove and Xefa's only have pierce - except the lash). You can switch to the "normal" blunderbusses as soon as only few enemies are left over. So basically do this: keep mortars in one weapon slot and use them against mobs and use the other two against single targets. Enchantment tipps: Hand Mortar should be enchanted with Blinding Smoke(! NOT Point Blank). First of all that unlocks Deathblows directly and secondly it counts as hit for Avenging Storm(! and maybe even Confounding Blind, Combusting Wounds and Death of Thousand Cuts, but didn't test those three). That means with Heaven's Cacophony(!) + Hand Mortar + Fire in the Hole you will produce a TON of lightnings that rain on your enemies. That's because every AoE hit has the chance to lauch a Blinding Smoke which it self is an AoE cone. You will produce hundrets of attack rolls per shot which will all trigger Avenging Storm (I know why I play a single class Fury with mortars atm ). Put it into the main hand so that it shoots forst with Full Attacks, applying Distraction so that the following attack rolls will all have Deathblows. Fire in the Hole should be enchanted with Chain Shot. This will produce two AoE attacks instead of one. He second one will have weaker dmg, but it triggers Avenging Storm and other effects like Toxic Strike, FInishing Blow (once AoE gets fixed - Finishing Blow still works in AoE though). Put it into your offhand. Kitchen Stove you can enchant with Wild Barrage or Thunderous report (what you like better) and Frantic Reload. Anything and Everything is also nice, but here comes the trick: put it into your offhand, NOT the main hand(!). Then see down below why. Xefa's you can enchant with Inexpicable Mass or Jagged Load (I like Jagged Load better but ut depends, the first one is also nice but Rogues do interrut on hit with most abilites anyway). Then enchant it with Full Choke. The ACC malus is a bit stupid but you gain longer range which can be important for such a squishy char as Streetfighter/Helwalker. Put it into the main hand(!). Now what this setup does with Full Attacks: It gives you a longer range because the range of your Full Attack is determined by your man hand weapon. The second weapon will simply use the linger range as well when doing a Full Attack. It also gives you a shorter reload because the reload time is only taken from the offhand weapon (and here we have Frantic Reload). So all in all you have +50% longer range and -25% reload speed with Ful Attacks just because we put the weapons into the right hands. Another tip: Use Flagellant's Path. It skips reload entirely and uses its own recovery which is shorter than reload. With Streetfighter's passive it usually means it's superfast. You can spam AoE shots without reload like crazy. Use Stunning Surge: Which that many hits (mortars=AoE hits + jumps or blunderbusses = multiple hits) a refund is very likely. THat way you can do a lot of Full Attacks without running out of Mortification. Use Dance of Death: it immediately gives you +1 Wound and +3 ACC. After 9 secs you are already at +12 ACC(!) You can think about NOT using Turning Wheel (because the lash doesn't apply to ranged weapons anymore) and use Iron Wheel. The higher CON and AR are useful as well because you have to get close with blunderbusses in general and you will be disoriented all the time and get amplified damage from Helwalker's passive. At the same time pick Enlightened Clarity to get the smart inspiration. This will give you +5 INT (compared to +10 from Turning Wheel with 10 Wounds) but it's independent from Wounds. YOu gain up to +10 CON and +2.5 AR and +5 INT. Or you don't pick Turning Wheel and Iron Wheel, spare the ability point and use it for something else and use the +10 INT mostly. Also good.
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Grave Calling. With Grave Bound you paralyze enemies with every hit (once you have 10 stacks). I believe (iirc) that Toment's Reach's AoE hits count as stacks. Chilling Grave hits (Chillfog) def. count. You you can combine paralyze + Adaptive which lets you crit a lot (Swift Flurry). And also the lash on Grave Calling is good.
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That Geomancer was melee. And unfortunately the Phantoms don't scale properly at the moment (bug). Though I don't know if OP means "range" build or "ranger" build and only forgot the "r". A good dps/support buiild at the moment is Bleak Walker/Arcane Archer. Skill Arcana and grab Spearcaster. Maia's armor, AcinaÄs Tricorn, Ring of Focused Flames. You can shoot FoDs without accuracy penalty but instead get +10 from the Ring. Als Eternal Flames puts a lash on your Imbue shots which will have tremendous ACC (double scaling from Arcana). Imbue Fireball will get +5ACC from Zealous Focus, +10ACC from Ring, +10% lash from Eternal Endurance, 2*ACC bonus from Arcana and jump with Driving Flight and +1 PEN from Scion of Flame. Besides that crazy high ACC and great damage with FoD/Imbue you can heal with Lay on Hands and do other stuff Paladins can do. Best "range" builds are SC Streetfighter or SC Helwalker in my opinion. SC Fury also very nice. But that's rel. short ranged damage (blunderbusses).
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You can't use Forbidden Fist with weapons and weapons abilities like Driving Flight. It has its own base damage (always crush no matter your weapon) and is always a melee attack. Afaik it only is influenced by Transcendent Suffering and Power Level (and universal buffs) but not weapon enchantments or proficiencies etc. I don't know if it even works with haymaker.
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When I use Stunning Surge a lot I always wear Mortification Bindings and sometimes also Devil's Breastplate. Singel class Monks not only scale their abilites sooner than multiclass monks, also their fists scale with Power Level (as opposed to summoned weapons which scale with char level). That means an unarmed single class Monk profits twofold from higher Power Level - twice a bonus to: base dmg, PEN bonus and ACC bonus. Then a single class Monk gets access to the really good stuff a lot earlier (Turning Wheel, Raised Torment, Endurung Dance, Stunning Surge etc.). So even if they may not be as powerful in the mid levels as a meticulously planned Shadowdancer (but honestly I doubt that they are weaker) they are still very capable without any fuss. And then they totally take off at PL 8. I played a single class Monk in the previous playthrough and are now playing a Shadowdancer and I can't say the Shadowdancer is significantly better at lowish levels. More resources is always nice, but a Monk has a replenishable resource, so... @Swift Flurry: Swift Flurry just repeats the attack roll it did proc from (afaik). So for example a swing with Sun & Moon which has two attack rolls (one for Eothas's head, one for Ondra's head) has two chances to crit and proc Swift Flurry. But if the Eothas-head procs it it will only repeat that attack roll (which itself has the chance to crit and proc Swift Flurry again). So no AoE or Full Attack shenanigans with Swift Flurry/Heartbeat Drumming. Both are better with a single class in my opinion because of Razor's Edge. You can also raise crit chances (and thus the chance to proc Swift Flurry/Heartbeat Drumming) by using stuff like Grave Calling (Grave Bound) + Scordeo's Edge (Adaptive) and so on. @Wounds/Enduring Dance: I used a ranged Helwalker Monk with Enduring Dance and Mortification of the Soul. I had zero problems generating wounds in order to spam Whispers of the Wind (also because WotW takes some time to finish - casting time, the attack itself takes longer if you have many jumps - and recovery). Helwalkers start with more wounds into combat. It doesn't stay at +1, it scales with level (maybe Power Level). Then Enduring Dance immediately gives you +1 wound and +3 ACC once you trigger it - and then adds +1 wound and +3 ACC every 3 secs. So after 3 secs you are already at +2 W/+6 ACC, after 6 secs it's +3/+9 and finished ACC boost after 9 secs with +4 W/+12 ACC. After then it's +1 wound per 3 sec until you get hit a few times. If you get pommeled too much to hold up Enduring Dance you will have wounds anyway. If you don't get attacked you can uphold Enduring Dance. If you want to speed up the process you can use Mortification of the Soul (it doesn't break Dance of Dance - no self damage without attack roll does). If I had problems generating wounds I would pick Nalpasca, not Helwalker. Dance + drugs generate 1.5 Wounds per 3 secs on top of any damage which is very strong. So... it is a no brainer in my opinion. In general: IF I consider multiclassing a Monk it's often not with a single target class/build but with something that has AoE capablilities (caster mostly). The +10 INT is great as is Enduring Dace and Thunderous Blows.
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Wouldn't the easy to kill skeletons from beckoner add zeal to each 25% of the time?As a Paladin you can not only get 25% Zeal from a kill (on average).With Devine Retribution you also get +2 Zeal on top because summons count as allies. You can also get +1MIG/RES from those amulets you can get in SSS (stack to +4). And if you kill with Grave Calling you produce a foe-only Chillfog that profits from weapon enchantments. Yes, I'm using a single class Paladin atm.
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I only recently realized that Saru-Sicher's DoT "Poison-Dipped" and its upgrades stack (get applied multiple times "in parallel") which makes it a ton better than I initially thought it was. When looking at the description you think "every 12 seconds pffff!". But once you hit some enemy multiple times all the ticks add up pretty nicely.
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Just a Thank You
Boeroer replied to Gizm0w's topic in The Outer Worlds: General Discussion (NO SPOILERS)
How come you know that feeling? You never try to say something nice. Or do you... but just fail miserably at getting acknowledgement? -
Patch Notes for 4.1.1.0034
Boeroer replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Well it also allows you to stack more curses on top of each other = more bonus damage. If you have sombody who can heal very well (or multiclass with Paladin for Greater Lay on Hands+Exalted Endurance) or profit from Barring Death's Door it's a good thing. But generally it's a bit eh, yes. Making a 3-INT Monk who then uses Ring of Mule's Wit makes some sense with a Forbidden Fist.