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Boeroer

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Everything posted by Boeroer

  1. Oops. PotD increases all AR by 2 which means that some weapons/classes have more issues avoiding underpenetration. Thus, everything that has access to PEN raise (or effective AR debuffs) is a bit easier when it comes to dealing damage. Crusader can still be build into a decent damage dealer while being pretty sturdy. Pick Devoted and Bleak Walker I'd say. You can make Swashbucklers and Holy Slayers rel. tanky when picking Trickster as Rogue subclass. Especially Holy Slayers can do good damage with the combo of Rogue's additive dmg bonuses and the Paladins's FoD lash. Something that can do serious AoE dmg is for example a Berserker/Nalpasca. But you need to make sure that the confusion gets removed (Devil of Caroc Breastplate for example). The Frenzy of Berserker causes self damage which will fuel wounds with every tick, Nalpasca drugs will generate 1 wound per 6 secs and Dance of Death (doesn't break with self damage) will add anotther wound per 3 sec tick. Usually that means that you can spam stuff like Raised Torment all the time. But you have to make sure that this char get regeneration and/or healing (until he gets to pick Savage Defiance that can somewhat counter the self damage) because he can go down rather quickly if you don't watch out. But on the other hand he can do great spammable dmg + CC (Raised Torment stuns in a cone). If you pick a reach weapon like Quarterstaff you can attack from rel. safety. Aim for Chromoprismatic Staff and Lance of the Midwood Stag. With Instruments of Pain you will be able to attack from 10 meter range (IoP raises melee range by +500%) while retaining all the benefits of melee abilites (Swift Flurry/Lightning Strikes, Raised Torment etc.). You can either make this guy a lot sturdier with Iron Wheel or deal more damage with Turning Wheel. With highish RES and Voidward you can keep the self damage a bay a bit if it gets too crazy (due to level scaling). Also good that Monks as well as Berserkers have access to Tenacious (+2 PEN and more) which helps them to overcome AR better. Thunderous Blows and Berserker's Frenzy do not stack when it comes to PEN, but you can still use Thunderous Blows even if your Rage (for Frenzy) is depleted. For example...
  2. They didn't say that you shouldn't compare it. They also didn't say that they hate it. What they said is that they didn't make games to mock other games. And that they "don't want to foster" that kind of behavior. Most likely because it is a morally low thing to do - not because their game is its own thing.
  3. Weird that those "trolls" have zero warning points...
  4. Eh? What do you mean? Did you realize they all have charges?
  5. You are right. It doesn't trigger. Just tested it. Good find. You should write a bug report.
  6. Yes, Static Thunder applies to carnage hits. So more INT = bigger AoE = more Static Charges (if there are enough enemies). But Carnage can't crit, so while you can apply Static Charges via Carnage you can only trigger them with a crit on the initial target. No problem though since a crit triggers all Static Charges in an AoE. I think 14-16 is enough, no need to go for maxed INT if you don't want to.
  7. I'm killing myself a lot when dual wielding (like 100% of times). But with two handed weapons it's all not spectacular. I'm doing it in real time with pause though - maybe that's the problem.
  8. I did a quick test and indeed something unusual happens. First of all I was very dead. I left Haymaker on... But you are right that somehow I produced a ton of hit rolls with Carnage. I think it only stopped because I killed myself. I didn't get stunned either. Rebound + No Quarter + Retaliation seems to produce some chain reaction. I suspect that No Quarter crits you which then triggers Retaliation and rebound which hits you which tirggers Retaliation/Rebound etc. But it doesn't trigger without Rebound - so you need the Patinated Plate it seems. Really nice find! Further investigating...
  9. Ah... Patinated Plate. Hmmm. Interesitng... maybe Rebound+Retaliation allow a chanin reaction. Will test further...
  10. You can write to support@obsidian.net and kindly ask if they want to send you a steam key so you can redeem the game on steam. You'd have to proof somehow that you actually bought the game and didn't sell it I guess...?
  11. Support for the console version can be found in the forums of Paradox. Obsidian did not develop the console version of PoE.
  12. Support for the console version can be found in the forums of Paradox. Obsidian did not develop the console version of PoE.
  13. Did you realize that you can only cast it on fallen enemies (corpses)? Doesn't work if you have gib options turned on (see game menu) and explode enemies on crit/death. Gibbed enemies don't leave corpses. If it doesn't work on corpses as well then it's indeed a bug.
  14. Level 7 ist way too low for Longwatch Falls. I'd say it's even too low for the whole White March for average players.
  15. Could you (try to) explain what happens? Where is the synergy between Barb. Retaliation and No Quarter? Afaik it only allows a Full Attack at the target. Why does everything explode? Edit: hm, just tried what you said and nothing unusual happens. I must miss something...? Edit2: Ahhh! You hit yourself! Hang on... Edit3: Hm... still nothing special happens. What am I doing wrong?
  16. Actually, you do not. You get linear returns. And especially not with Time Parasite - since it doesn't seem to add multiple separate speed boost instances that get multiplied but instead it seems to sum those up and then applies them in a big chunk. I didn't mean that it stacks if you cast it repeatedly, but if you cast it once and it jumps so often (and that stacks) that I got +175% attack speed (in one chunk!) from one cast several times when enemies where standing densely and were debuffed properly before. I didn't analyze this too much but... try to cast with that 175% speed boost (says tooltip) while ascended... whooha... If Driving Echoes is too good the class can't peak at PL7 though, can it? Combusting Wounds is nice but rel. weak against most bosses with high AR. It then often suffers from -75% (double inverted) dmg reduction which results in puny dmg ticks. I tested Death of 1000 Cuts quite excessively to get the most out of it and it's def. better suited to kill a high AR/high RES boss than Disintegration or CW is (except Neriscyrlas maybe since she's vulnerable to fire). Disintegration is not that good on high RES enemies (most bosses have very high RES) since its duration gets reduced a lot by the high RES. Even more so when you only graze. THen it's not worth the focus at all. Secondly its dps is not that good to begin with. Death of 1000 Cuts, once applied, does good dps once you get an Antipathetic Field going. It's 31 raw base dmg per second then (on top of the raw DoT ticks). If you have two ciphers it's 62 raw per second and so on. And you don't need that much initial duration as long as you can apply enough shred hits - so it's no problem if you only graze with in initially. The whole "trick" is to use Antipathetic Field - since it's a 1-sec-pulse beam but also a shred spell (not an echo spell like Ectopsychic Echo). Mind Blades also kind of works if there are only two enemies left. But Antip. Field is better. The good thing about the Field is that it doesn't hurt the weaker enemy you are attaching it to - it hurts only the boss (we don't want the ad to die too soon). Even without any ads you can use the Belt of Magran's Chosen to spawn a (weak and manageable) hostile Flame Blight which will stay forever. So you can anchor your AField to it. If you do stuff like that then Death of 1000 Deaths is indeed one of the best (what's the best anyway) boss killer for me. Bit fiddly maybe - but works very well. Edit: ROFL... wrote "Cut of 1000 Deaths" at some point. Hilarious...
  17. Maybe it's really hard to fix properly... given how often they broke that AoE/affliction thing with new patches in the past.
  18. I was using it (with its raw damage AoE on unconcious enchantment) on my Wizard's Phantom together with Shroud of the Phantasm and Effort (AoE Full Attack on unconcious like Vengeful Defeat). If you get roasted: summon 6 duplicates with low health, if they die they will wreak havoc upon my enemies. Awesome. Also tried with a SC Death Godlike Berserker + Blooded + One Stands Alone + Barbaric Retaliation + Vengeful Defeat + Effort + Mantle of the Seven Bolts. If you can decouple yourself from the feeling that going unconcious and resting is bad it's a hilarious combo: jump into a group of enemies, do HoF and get attacked a lot (but also dish out a lot) - and if you get downed even better: you simply explode and do a hell lot of damage while going down. Needs a guy/gal who revives him though - else it's rel. short-termed fun... Of course not everybody's cup of tea but I liked it. Wanted to recreate this build and guess I succeeded. Also not bad if you have people in the party who gain something if an ally goes down (and you have no summons to do that job).
  19. Right! Especially since it stacks with most other debuffs. Actually I know none with which it doesn't stack. Why does it stack? What's the rule here? The (somewhat obscure) rule is that debuffs to "all defenses" stack with debuffs to "defense x only"*. It seems to be a different category of debuff (code-wise) und thus stacks. That makes it an awesome Invocation for a debuffer or a group of debuffers. For example with the weakening chant "The Long Night's Drink" (-5 CON, -2 MIG, targets fortitude), the stunning invocation "Its Crash Could not be Denied" (-5 MIG, +10 ACC, targets reflex!) a Morning Star and a Club (target deflection or fortitude) and Ben Fidel's Neck (targets will) a group of Fighter, Wizard, Barb and Chanter can lower Will and Fortitude in an AoE so much that most encounters become supereasy. You simply look for the weakest defense (e.g. deflection) and then start with the debuff which targets that (in this case a Heart of Fury with clubs for example which lowers Will by 25). Then follow up with the debuff that targets the lowered will (Ben Fidel's Neck, -10 to all), add a Miasma (-10 deflection, -20 reflex, -40 will), follow with the stunning invocation to lower fortitude by 10, the chant usually hits, lowering fortitude by another 10, then do a Clean Sweep or Clear the Path with Morning Star to lower fortitude more while the barb switched to fails and lowered reflex by anohter 25 with HoF and suddenly all defenses of the enemies are so ridiculously low that you pulverize them with you damage dealing abilities. That's why I currently like single classes better than muliclasses (in a full party): the powerful synergies unfold much earlier and some things (HoF with club or flail or so or Clean Sweep) you only get as single class char. SSS and FS become very easy with such a party because no matter how high the enemies' defenses are - usually there is one that is rather low compared to the rest (by design). And if you can manage to slide your first debuffs in there and crack the other defenses open it's over quickly. )* It's the same with buffs by the way: Vigorous Defense or Llengrath's Safeguard (+20 to all defenses) stack with Mirrored Image (+30 to deflection only). Edit:+/- typos
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