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Everything posted by Boeroer
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ROFL for "young". Well I guess I'm more healthy than most people. As I said every now and then: I have a job I like which gets me good money for very little efford (not the great sword), I have a beautiful and smart wife (best person I met so far) who has a prestigious and well paid job, I have three healthy little kids. I even managed to build our own house while playing PoE/Deadfire. I guess I even spend more hours on that than on PoE. I definitely got more white hair from that... But enough about me. I guess other people do more weird and unhealthy things with their lives. For example I just stretched my fingers, did some computer-science-magic-research with some trinkets of mine and read about rather self entitled people who rant online about every restaurant in the Perth area because they think the staff is treating them poorly. People who discuss the quality of hard drugs online in some dubious forums. People who create one forum account after the other to deceive the other users but forget to mask their IPs. Wael have mercy with those people who do all of that weird stuff at once, right? Well this thread is going into the shredder anyway, so why bother...
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I think Holy Slayer is still stronger because of the Streetfighter/Powderburns cheese. Arterial Strike in an AoE is def. better than Pierce the Bell. It's only 1 Guile, it has bonus PEN and damage and it will apply it's very strong raw DoT effect on all enemies in the AoE. It also gets more Power Level bonus since it's of lower level. Every additional Power Level adds 5% multiplicative base dmg to abilities. The lower they start the more they profit from your Power Level. Higher base dmg combined with Sneak Attack and Deathblows is very powerful.
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That's what I'm doing. Alas the only bad thing about weapon debuff modal is only single target. That's why I was thinking of carnage aoe debuff A single class ranger can debuff reflex, will, deflection or fortitude in an AoE with Whirling Strikes. Any class with a melee AoE attack can do that (Barb with HoF, Monk with Whispers otW, Fighters with Clear Out and upgrades).
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Until Heart of Fury or Whispers of the Wind I think Holy Slayer is better. The combo of additive dmg modifiers from Rogue and the multiplicative lashes from the Paladin are great. Also that you can apply Rogue's DoTs like Arterial/Gouging Strike in an AoE is very good as well as Deep Wounds. So all in all great class for dual mortars. Monk will be better once he gets Whispers of the Wind - but that comes rather late. But Stunning Surge is also really powerful because you usually crit one of your several enemies and thus pay no Mortification. You can spam it nearly endlessly as long as there are several enemies left. Also Dance of Death and Turning Wheel (crazy big AoE and burning lash) combined with the shocking lash of Lightning Strikes and the MIG bonus is pretty nice as well. Good think about SC monks is that they can get the Long Pain as single-target backup rel. early which scales very well. If there wasn't Whispers of the Wind I'd say Monk/Ranger would also be great because of Driving Flight adding yet another jump to the mortars.
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No, but it raises Mortification by 2 points. If you also wear Mortificaton Bindings you'll have +4 Mortificaton.
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No idea. I think the only class that has the Poison keyword among its abilites is Wizard (stuff like Malignant Cloud and such). They also have Acid. Noxious Burst has Acid AND Poison (and would profit from both - like Spirit of Decay + Spider Silk Robes + Mask of the Grotto Deep). Druids all have Decay instead of Poison (even when looking at stuff like Venomblood), Chanters have Acid.
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I don't know how it can be justified, but I think the explanation is that a lot of the description get written while the game is still in development. That's a time when mechanics change all the time - so the descriptions are kept rather vague. Then later when the mechanics are kind of set there isn't enough time to update all descriptions. And then after realease Obsidian is doing so much patching and balancing (which I appreciate) so there's also not much motivation to carve descriptions in stone and make the very specific. THat would explain it - but I still don't like the way it's handled. I complained a lot about the obscure descriptions in the past, in fact that's my biggest problem with both games until today. Obviously I still like them, but if I could choose which part of PoE and Deadfire should be fixed/polished first - it would be this. Concerning Rooting Pain: Interrupts are more powerful than in PoE. Rooting Pain interrupts enemies each time it fires. In beta (maybe even at release?) it used to proc every time you got a wound and thus was way too powerful. So they changed the mechanics a bit. Now it only fires occasionally once you get a wound. I don't know if there is a proc chance (I guess) or if it procs every third wound or so - no idea. But it is not triggered every time you get a wound now for balancing reasons. It would have been really nice if the description said how exactly the mechanics/chances etc. are. But I guess also here there was a problem that nobody really knew which number would feel balanced. It may get changed a lot until it feels balanced enough. And so they decided to keep the description vague. That's only my guess though.
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Wait... horses... At first I thought there may be no horses on Eora because you don't see them anywhere. Deer and stuff, wolves, boars, spiders... sure, but horses? But then I remembered Defala in WMI. That slaver from from Raedceras. She has a cart with a horse! And there are the ones in the prologue. Are there more horses in the game? Maybe Josh is like me: not particularly fond of horses. "Sid Meier's Pirarates!"-like ship battle would have been AWESOME! I kind of hate it that you can't really make use of the higher manoeverability of ships like Voyager and Sloop.
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Since the Voulge only binds with Barb, Druid and Fighter single class Monk is out. Berseker or Berseker/Something is only cool if you remove confusion - else you will be constantly stunned by your own Storms. However, this can be good if you are using Deltro's Helmet (and Cage) to first cast some shocking spell onto yourself (thing of Berserker/Fury with Dancing Bolts), then remove confusion with switching to Modwyr and back to Voulge and cast Storms and such. But it's a bit of a hassle. It also levels differently if you bind it with the Druid class or not. For example you don't get the bonus to Storm Power Levels if you bind it to Barbarian or Fighter. Having said that - I personally think the Storm spells don't scale exceptionally well with PL - so one can skip that without being gimped too much. My guess would be that a single class Barb might be the best pick for the Voulge if you want to attack with it in melee and not merely use it as a PL buff trinket only (like you would on a single class Fury or so). Static Charge works with Carnage and I can imagine that it works very well with Heart of Fury (which generates a lot of Carnage hits). Or maybe single class Devoted with Clear Out + upgrades? Also sounds nice... I never tested if Static Charge works with Torment's Reach though. If it does Barb/Monk may be great as well. I'm a big fan of Berserker/Nalpasca...
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Nature's Balm with its Robust inspiration is relatively short-lived, the AoE is quite small and the spell is centered on the Druid. You can apply it on all party members at the start of the fight if your formation is with the Druid in the center of the group. Later on it's not that useful anymore (except for the Druid himself). So it's not as crazy good as it appears. However, it is nice to cast it right at the start to heal back your pals from getting focus fired - which often happens at the start of an encounter. I agree that Druids should not be able to reach the offensive nuking capabilites of Wizards. Wizards have very few healings (mostly draining stuff and only self-heals). So they have to better at dealing damage. Druids can cause AoE afflictions, give AoE inspirations and heal like crazy while they are good damage dealers. Having a single class Druid in the party is like having a multiclass character (when it comes to versatility) who is able to reach spells and Power Levels of a single class char. Would be unfair to make them as powerful nukers as Wizards. When I look at the former per-rest casters and draw a chart with damage, CC, support(buffing, removing afflcitions) and healing is would look like this: Sort of...
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It only gives Lunar Heart, nothing else. That is if you use the console to get it. I never tried to test if the situation is different once you obtain it via quest. I don't think so, but might be a possibility. Bit when using the console the only thing you will get is Lunar Heart no matter the race and character.
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No, you are not the first one. It should auto-pause. It does not. That never got fixed unfortunately. It's not game-breaking though since you can hit pause manually I've you realize the game won't do it when starting stronghold fights. It's just inconvenient and annoying. Luckily the game has some nifty options in the game menu that can be used to tailor auto-pause to your needs.
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By the way: I'm experimenting with a Corpse Eater Barb and Carnage (which scales with PL - also the Corspe Eater food induced ones). A Corspe Eater has to use more auto-attacks than other Barbs because his Rage costs are so high. Shattered Pillar only gains wounds when using auto-attacks (besides Dance of Death). I now wonder: if I make a Corpse Eater/Shattered Pillar -will I get focus from Carnage? It's an ability so it shouldn't count and only the initial hit roll should give me wounds. But I never tested. I can't play today - so could somebody give me a hint? Pretty please?
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1. If I have somebody who can heal, healing is never his/her only purpose. For example I have a SC Animist Druid who specializes on Beast and Plant spells. He can apply very powerful offensive spells (Plague of Insects etc.) as well as strong healing over time (which I cast before anybody gets hurt too much). 2. SC or MC Druid/Priest/Paladin/Chanter. In my opinion the best healer in the game is not Priest but Druid - even without being a Lifegiver. Herald is nice as well because of the unlimited passive regeneration. I also like Priests, but their healing spells are more like emergency buttons most of the time so that's not their focus in my parties. THey are there for buffing and removing afflcitions. 3. They do. Try Garden of Life or Pollen Patch on a single class Nature Godlike Druid with Spine of Thicket Green. My party can't die then. THe more healing the molre squishy your party members can be (while shifting their focus to offense). Base healing amount scales with Power Level - so it should somewhat keep up with your growing health pool. If you are also mighty and invest in an ability like Practised Healer and use something like Physiker's Belt, then even better. That's not a must, but those additive bonuses work very well with the raised base healing through PL. You also have more healing spells per encounter compared to the early game. Another thing that stays being great until late game is this special healing spell "Triumph of the Crusaders" (priest). If you have some glass cannons it's one of the best spells to keep them alive (without using Barring Death's Door). I'm kind of sad that Veteran's Recovery is gone. I understand why, but it used to be my most picked talent in PoE1.
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Yes, I'm using Helwalker. Swift Flurry only works with melee weapons, that's why I chose Lightning Strikes. The first levels might be a bit boring to play because you can't use Force of Anguish or other melee abilities. But at PL III you already get Stunning Blows and that makes it more interesting. Later Stunning Surge is the way to go. With such a big AoE you will most likely crit some enemy and get back your Mortification costs - yo you can use Stunning Surge a lot of times before Mortification runs out. I think Monk is more fun than Barb with dual mortars. I can imagine Frostseeker is cooler with a Barb because there Blood Thirst will work. It does remove reoveery (from bows) but not reload (from guns).