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Boeroer

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Everything posted by Boeroer

  1. And yet you don't know how to make it work? Buff ACC, debuff defenses and then nuke (if you must). It's a party game. If casters would you do auto-hits with big, high damage AoE spells while mundane classes could only hack at single targets and miss/graze occasionally... would neither be balanced nor fair. Casters are in a good spot. No need for crutches.
  2. Nick Carver said that: - AoE weapons are not supposed to trigger multiple Imbue-spells (see mortars or blast) - multiprojectile weapons like Blunderbuss and Frostseeker are not supposed to trigger multiple Imbue-spells - and that jumps (including Driving Flight) are indeed supposed to trigger multiple Imbue-spells. I know that because I got a response to several beta-patch reports I posted while testing Arcane Archer. So I don't expect any more changes on that front. Just a fix of the spell scaling.
  3. Sadly I think even in those cases a troubadour using brisk recitation and Many Lives would get more mileage out of the combo in a prolonged fight. The point is that Beckoner's skeletons are so squishy that you can kill them a lot faster. Edit: realized later that the Many Lives skeletons are even more squishy, so... point taken.
  4. I don't play with AI since I don't have issues with micromanagement in general. You have to place the Phantom really well though because it's on autopilot. Usually it will attack the nearest enemy so it's not too hard. But if the battlefield is crowded it will sometimes get placed elsewhere because some schmuck ran onto its summoning spot... Good thing that it usually makes short work of trash mobs. Having three rel. sturdy bodies that can deal good damage instead of just one is pretty fantastic. If you don't like micro then Ranger may be the wrong pick per se (maybe excluding Ghost Heart).
  5. For solo a Beckoner/Goldpact might be interesting. Use Grave Calling to kill your skeletons quickly and produce a ton of foe-only Chillfogs that way. Also all most effects (including those from items) that give you something when a teammate dies also apply to summons.
  6. Shattered Pillar is bad - because the max wound count is halved. You can only directly generate wounds (with much higher threshold) by auto-attacking already. Don't know why that lower wound capacity is still there. Forbidden Fist is still a bit bugged/unbalanced right now. Helwalker is amazing (if you play a second row char in particular). There are few things that boost non-weapon damage besides MIG. And for DoTs the combo of +10 MIG and +10 INT with increased ACC is just the best. Also great pick for healers. Nalpasca is amazing as well. A drug lasts for a whole fight, there's enough of them so you will never have to fight without one, no matter the drug bonus (that's just a nice plus on top) you will get additional wound generation that stacks with Dance of Death and damage received. If you play a Nalpasca right you will have an endless stream of wounds with no real disadvantages (other than having to use a drug every now and then).
  7. Twin Eels heals on kill I believe. Blade Feast from Engoliero do Espirs heals on kill. Not strictly draining but sort of related.
  8. I'm sure you could make a nice healer/tank from Kind Wayfarer/Livegiver. There's also the sturdy melee combo Goldpact/Shifter. Especially in Bear form the AR is pretty high and the combo FoD/Wildstrike is decent for offense. You could also use Steel Garrotte. It's very easy to place afflictions as a Druid and the you could drain life from afflicted enemies. But they are cruel as well.
  9. Nope. I think that's too situational for most builds. It can be good against bosses and if you already focus on high defenses. And also if you want to bomb yourself with AoE-friendly-fire spells. The key features of that build were Body Blows, Takedown Combo, Concelhaut's Draining Touch, Essential Phantom, Miasma of Dull-Mindedness and Killing Bolt.
  10. You may doubt it - but it happened anyway. I presume because sometimes trollish or just douchy users get put on mod queue and simply create a new account to circumvent that.
  11. No, not at all. Nothing changes the speed of chants except Brisk Recitation. INT affects linger time.
  12. Drake's Ambassador is most likely the better pick since it "starts its magic" way earlier.
  13. Deadfire has different mechanics than PoE so most builds won't work the way they used to. You will have to recreate your character anyway - only your choices you made during PoE will get transported to Deadfire.
  14. Scordeo's Edge has the enchantment "Blade Cascade" which sets recovery to zero for 5 secs (base). If you combine it with Salvation of Time (Priest) you will have some time with crazy fast attacks.
  15. That would be quite bad if it didn't give you some bonus in return. Because having two bodies is a big advantage and the class is balanced around that. If you remove it by spending an ability point you should get some decent buff. Honestly I really think so many people think Rangers are bad because their either totally forget the animal companion or don't know how to use it properly.
  16. If you use Savage Defiance every time you Frenzy you won't die. Of course that's expensive. The self damage really is the most off-putting part of Berserker.
  17. I played a Stalker/Wizard Geomancer. One of the best chars so far. Not single class of course, but at least half of it is Ranger. My animal companion didn't die too often. You can't use it for tanking but flanking. And this one didn't even use they usual "key" abilities like Driving Flight or Marksman - because melee.

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