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Boeroer

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Everything posted by Boeroer

  1. Monastic Unarmed Training got buffed not long ago so that it Alters your fists' base dmg. It's especially good on single class chars since it scales with Power Level.
  2. So what you're saying is, it would be good for a Diplomatic char? Also- https://pillarsofeternity.gamepedia.com/Uses_of_Resolve_in_interactions Yes, but please don't try to put things into my mouth. Besides the feeling of "proper" roleplaying you gain not much from the diplomatic approach - unfortunately. It would be nice if one could get some other unique rewards for playing like that. Like a cruel char can get when sacrificing people to a dargul or a blood pool. Imagine that. A lot more people would find resolve useful all of a sudden. Same in Deadfire where being an arse captain gives you a nice bonus while being the best one gives you nothing (mechanical). As is the impact of RES to diplomatic solutions doesn't increase its value when one focuses on the mechanical aspects of Resolve. It has increasing returns as deflection booster though. So if you want to get untouchable it's pretty important. So that's something.
  3. You mean Riposte. But it doesn't grant a Sneak Attack on anyone who missed you. It gives you a chance of 20% to trigger a Full Attack on somebody who missed you with a melee attack. The point with the flat healing is important. If you would get more healing the more CON (or max health) you have that would make sense I guess. At the moment somebody with a lot of max health and 1/4th of it left heals more slowly than somebody with low max health. Then alter Tough and flat bonuses to health (greater amulet of health and so on) so that they count towards base health. Then they would scale with CON. Atm they give you a flat bonus which is very good for low health (and low lvl) chars but meaningless for high health chars (also high level chars).
  4. The only important things that I remember in PoE that you could do with high Resolve were: Getting Ryona's Vambraces from the Alpine Dragon without the need to fight him. Or in other words: get them a lot earlier if you wanted to kill him anyway. Negotiating with Lenrath and getting a minor stat boost - but not getting bog dragon scales.
  5. In PoE the bash gained +1 ACC per char level because it was considered an attack ability. That made up for the missing ACC enchantment. However bashing shields were only good if they had something special like proc on crit or hit. See Dragon's Maw and Badgradr's Barricade. The rest was bad (when talking about the bashing property). I didn't check if the bash scales with Power Level in Deadfire like Carnage does. But so far the only "bashing" shields we got do have some useful enchantments that make them worthwhile. Still not a big fan of them though. It seems to be easy to make dedicated offhand weapons with special features which can be enchanted with quality (see St. Drogga's Skull). So it should be possible to do something similar with offhand weapon-shields. Don't know why it's not.
  6. Not with Wounding Shot. Wounding Shot only works on the initial target. The rest should work with Driving Fight.
  7. Try to unequip, save, reload and reequip. If that doesn't work you should write a bug report in the technical support subforum.
  8. Nice. That also means I can update the game version to 3.0.2 in the build list, right?
  9. Why? Especially for Full Attacks bashing shields are nice. You'll lose some dmg but get an additional attack which might apply an affliction (rogue's strikes) or regain your resource (Stunning Surge). If you use Primary mostly you will see no difference to a normal shield. Edit: brainfart - you will recover faster. So you have a point.
  10. I think the main point is to avoid the high self dmg of the Berseker. It can make you quite squishy and knocked out chars don't deal damage.
  11. That's also very nice. Ball and Chain would also be nice against anything that is restistant/immune to dex afflictions (once Grave Calling is fixed which obviously has its own, seperate form of paralyze which doesn't really get lowered by resistance despite saying so ). Awesome multiclass for a complete boss lockdown by the way. But I need the Morning Star to lower Fortitude for Takedown Combo and Will for the Phantom+Draining Touch. Ich think few people know how robust and great an Essential Phantom can be. ACC is nice (especially with a scaling, one handed weapon like Draining Touch). Also Draining Toch applies weaken on hit (another -10 Fortitude). Anyways it was just an example how a (multi)class can be very powerful despite its lacking popularity. It's the build that counts, not the classes (at least in Deadfire).
  12. What? 20 Accuracy for your Combusting Wounds. I don't see how you wouldn't go for that .Well I don't see that many Geomancer builds around. It's even better if you combine it with The Willbreaker and Body Blows + Accurate Wounding Shot. +40 ACC make it easy to land. Then apply all your fortitude stuff like CW (also profits from Ring of Focused Flame). That means you CW has a "virtual" ACC bonus of +55. Or do a Takedown combo (+100% dmg for your next attack) and follow up with a mean single target spell like Killing Bolt. At the same time have an Essential Phantom that got Concelhaut's Draining Touch from you (which won't get removed after a hit on a Phantom and targets Will instead of Deflection which also gets lowered by Willbreaker). Concelhaut's Draining Touch has very high base damage and also works very well with Takedown Combo - and Miasma of Dull-Mindedness of course. Dropping the Will defense of a Dracolich by half and then having a Phantom pummeling it with corrode crits is kind of fun. While it stands in a Wall of Flames, piling up Combusting Wounds of course. Style points for adding some Minor Missiles.
  13. No. Because they get the attack speed bonus from Dual Wieldig and Two Weapon Speed. They didn't get that in PoE and that was the reason for them being worse than a non-bashing shield in most cases.
  14. While I generally like concepts that leave well-trodden paths I can't see which high dmg bonuses you will get from Fighter and Barbarian that "balance out" the low MIG. There's Blooded, One Stands Alone (+45%, conditional) and Weapon Mastery (+15%). And those don't come early. Don't forget that dmg maluses are calculated with double inversion which means that as soon as you have a dmg bonus in your calculation your -21% from MIG turns into a value of effective -32%. That's rather harsh. Same with healing but also with self damage of course. I mean I'm sure it's totally viable at some point, but is it a good approach right from the start? On a Helwalker maybe... Blood Frenzy's raw DoT will be lower. Bleeding Cuts as well I suspect. Carnage will suffer a lot since it scales with MIG and Power Level. The bonus you'll get through PL will be eaten up immediately. The already low Constant Recovery from Black Jacket will be diminished further (no problem in his case though). The biggest advantage might indeed be the lower self dmg which can really reach annoying numbers at higher levels. And because of this I'd say instead of using Voidward (or in addition) it could be smart to lower MIG that much in the late game because then also legendary enchantments can indeed dwarf the dmg malus. But the early game might be a huge pain. Good thing that Black Jacket makes the game somewhat easier by being able to immediately switch to the perfect setup. Rogue bonuses are somewhat overrated. Even if you stack +500% dmg bonus on a Scout you might end up with numbers that are somewhat disappointing considering all the effort you put in. It's "only" base weapon dmg *6 after all. On the other hand very high attack speed (multiplicative), decent dmg bonuses and more than +35% lash (multiplicative) can bring you there. That's why Streetfighter/<something with lashes> is usually so powerful. And in the late game -21% from MIG won't matter much to weapon dmg (but to Carnage and raw DoTs). But the early game... phew. Also being able to prevent underpenetration (Black Jacket) itself can mean a huge damagse increase. Underpenetration is more severe the higher it gets due to double inversion. If you can switch to a penetrating weapon instead of suffering -3 underpenetration you can gain up to +300% (additive) dmg.
  15. People always forget the single classes (besides Wizard). Those not only get some key abilites a lot earlier but also get some gamebreaking abilites at high levels: SC Monk can be one of the greater dps classes in the endgame: Barbarian with stacked AR (Platinated Plate + Bronze Juggernaut+ Thick Skin) and Barbaric Retaliation + Bleeding Cuts wrecks everything that hits him in seconds as well: There is no best class. There's only a good build for a certain purpose. For example I would consider a Rogue/Soulblade with WotEP to be a better dps build than the barb above. However - when getting surrounded the barb surely is the better pick because the cone attack of the WotEP doesn't work very well when surrounded while Barbaric Retaliation is not as effective if you attack from the flanks. I even did a Geomancer as single target dps guy - and although most people don't think much of a Geomancer in general I can easily solo the Dracolich without any consumalbles with it...
  16. And me. Besides one or two dialogues where you can get items earlier (don't have to kill to get them) you don't miss anything "marterial" if you skip dialogue options.
  17. Great stuff! Thanks for the numbers especially. The mentioned quirk works also fine when stealing stuff from chests etc. or opening doors you are not allowed to open by the way. What also works is to stealth where you can't be seen and leap right besides the "victim" and steal or pickpocket. Can be done with Bounding Boots or Leap from Barb.
  18. Most of the time enemies are strong against two of pierce/crush/slash and weaker against one of the group. Sometimes a lot weaker.
  19. Because it lets you use an empowered invocation in every encounter (if you enchant it properly). It turns Empower from x/Rest to 1/Encounter AND gives you back 3 phrase points when doing so. You can pair it with Scordeo's Edge and stack quite ridiculous amounts of accuracy (it says it's capped but still isn't). Also Scordeo's can trigger Blade Cascade which is pretty awesome as well. I think that is the best setup if you want empowered invoations. Else Grave Calling + Scordeo's would be nice. Grave Calling it self does good dmg, but in addition as a Berserker you will kill your own skeletal summons while Confused. Grave Calling will proc a foe-only Chillfog each time you kill one of your own skeletons. It's a very powerful combo but even more so on Berserker/Beckoner. Should also work with Hel Beckoning, Noxious Burst and summoned Phantoms (although they take forever to be summoned). Or Grave Calling + Sasha's or whatever combo. It's all good. Besides that and speaking about non-uniques: for generating many crits you want a light dual weapon setup that has +5 to ACC. Like daggers, clubs and rapiers. Clubs have another synergy for a Skald: they can lower Will by 25 which maes it very easy to land Killer Froze Stiff. That invocation will paralyze and that will lead to a 25% hit-to-crit conversion which helps the Skald again. So uniques aside a club + dagger, rapier or another club would be best. Also Monastic Unarmed Training can be good: it's fast and it has higher base damage (which is good for Carnage) and its ACC can scale pretty high with Power Level (works well if you have some means of raising PL through gear or/and ability).
  20. Summon a Shade and then kill it with Hel Beckoning to cast Noxious Burst.
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