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Boeroer

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Everything posted by Boeroer

  1. Then show me how the Holy Slayer can spam an AoE-attack that stuns all foes behind the initial target or how he gets +12 ACC for all his attack rolls. Rogue's Devastating Blow has very limited uses by the way and tends to either overkill or not doing a lot of damage for its 2 Guile. A Crippling Strike will do more damage for its cost most of the time (also see PL scaling of offensive abilites: 5% base damage per additional PL). The reason why the Holy Slayer does higher per hit damage is that the lashes from FoD and the dmg bonuses from the rogue work very well together. You could even better though with a Shadowdancer (Monk/Rogue) because he can have higher attack speed, +10 MIG =+30% additive dmg in addition to Sneak Attack, Deep Wounds and Deathblows as well as a big AoE attack with Torment's Reach (with profits from Turning Wheel's +10 INT), +15% shocking lash and +20% burning lash. You can even take Swift Flurry when you go into melee and later Heartbeat Drumming. An additional attack from a crit - which alsio causes weakened with Enervating Blows (Flurry + Heartbeat = overall 50% proc chance on crit) is like a 100% multiplicative dmg boost for that attack. The Holy Slayer doesn't have good AoE attacks (as long as he's not using an AoE weapon). But he makes the multiclass a lot sturdier and less micro-intensive. Monks are not low micro. They need a lot of positioning to be good - but in my opinion they are one of the best martial classes then. Stunning Surge alone... Also monk's fists scale very well with Powel Level. There's no weapon in the game that can get +26 Accuracy and has that high base dps (fast attack speed but high dmg per hit). And their biggest advantage: they don't have a single fixed resource pool but can spam their stuff. Holy Slayers are rel. easy to play. Monks are not. I think that's the main reason why some people think monks are not that good. I would always prefer a monk over a paladin or rogue. And then there's this: I call that pretty nice dps.
  2. You are right. I would like to be able to bake (it's quite fun to do with my children). Unfortunately everything I bake either tastes like a sponge or has the consistency of a brick. Cookies may work sometimes. It's funny because I'm doing quite ok when cooking. If you don't like the game (or that types of games) that's totally fine. I nearly only like these types of games - limits my options somehow.
  3. Swift Flurry went down from 50% to 33%. All of those nerfs were good I think. And still monk is one of the best martial classes:
  4. 40 Minor Missile hits translate to an overall proc chance of 33%. That (very tedious) procedure will not be very reliable. Even with 100 hits you would only be at ~63%. I mean sure - at some point it will work.
  5. Afaik you can even trigger those Chillfogs with Grave Calling in the offhand while shooting at your skellies with a ranged weapon in the main hand? Is that true or am I imagining this? Yeah, you could also grab some gear that makes you resistant to perception afflictions (to avoid the Blind which is really nasty) and pick a Pale Elf as you said. The thing I don't like about the Berseker is that his self damage becomes a really dangerous thing at higher Power Levels. Combined with the Chillfogs that are friendly-fire... I don't know.
  6. True, but the Barb cliche is also about: "Go all-offense and don't care about getting hurt". So trading speed, MIG and CON for Deflection somehow fits. To balance this a barb can stack a bit more AR than some other classes and has more health. A single class Barb even profits from lower deflection because of Barbaric Retaliation - which is very powerful. On the other hand the Streetfighter (if you are not going to use Blunderbusses but getting flanked by actual enemies) has -10 deflection AND -1 AR - and on top of that he's not as meaty. -50% recovery time is nice but the downside is severe. Still his passive is considered to be powerful. For me Frenzy and Heating Up (when getting flanked) are on par. Edit: not talking about stuff like Spirit Tornado or Blood Storm etc. as upgrades of Frenzy.
  7. Hm.. Barb's Frenzy: Pros: +25% attack speed (influences action time and recovery time which is good for most casts) +5 MIG (= +15% dmg and +10 Fortitude) +5 CON (= +25% health and +10 Fortitude) Cons: -10 Deflection Streetfighter's Heating Up (self-induced with Blunderbuss modal): Pros: +50% recovery timeCons: Distracted (-5 PER = -5 Accuracy and -10 Reflex) Flanked (-10 Deflection and -1 AR) Directly compared: +15% dmg, +20 Fortitude, +25% attack speed, -10 deflection vs. -50% recovery time, -5 ACC, -10 Reflex, -1 AR Looking at those numbers Frenzy seems to be in a good place - also if we consider that nobody complains about self-inflicted Streetfighter's Heating Up... Also when talking about the power of Barbs we shouldn't forget: It's not a bug, it's a Barby!
  8. Yes but speed bonuses that are designated to recovery also get applied to reload. That is why it has doubled up. Yes it is a clear 100% bug. I can prove it is a bug because only ranged weapons with reload get the 40% bonus. Bows, sceptres, rods ect only get 20% Good find actually. Did you file a bug report?
  9. And that's totally fine. I'm pretty sure some of those just got forgotten. For example I can't believe that chanter stuff like Seven Nights should be keyworded with freeze. Even if it already profits from Secrets of Rime is should also make this clear with the proper keyword. Else every new player has to test and find out by himself (or search in forums). That can't be the proper way.
  10. It's totally fine - but a bit cluttered (visually) sometimes.
  11. I I remember correctly nothing can kill you when under the effect of BDD - not even a kill command from console.
  12. As a melee caster you can wear Rekvu's Fractured Casque and give yourself a harmless injury (like a Severe Burn or an Acute Rash - can be done outside of combat after resting with some fire spells or Necrotic Lance o something similar). Then you can't get interrupted at all - very convenient. You can also pick Combat Focus and wear the Upright Capain's Belt. That will give you 2 layers of Concentration right at the start of battle - but the Casque is better. As a Skald you need to go melee and you also want to cast Invocations. But conveniently most offensive invocations have a very short cast time (0.5 secs), so interrupts are not even an issue. BUT: calling summons takes forever in most cases - this is prone to interrupts. Also some of the good AoE invocations (Seven Bolts and Eld Nary) take a bit longer to cast. But if you mix them smartly with short-cast CC I think you can get away with Combat Focus just nicely. OR: use a reach weapon. WotEP can be used from behind your front line as well as all pikes and quarterstaffs. A great option for a lot of melee crits is Wizard/Skald with Infuse wVE, Merciless Gaze and Spirit Lance: great phrase generation. Howler is awesome with Grave Calling + Summons (preferably skellies from Beckoner). Kill your own skellies and cast numorous foe-only Chillfogs that also profit friom weapne enchantment and weapon related passives. Until you get "Many Lives pass by" you really have to watch out for interrupts though. The skellies can be summoned rather quickly, but it's a real bummer if you get interrupted while doing so. Also a Howler with skellies can be made in a way that he looks like a Draugr from Skyrim who's followed by skeletons. The Casque fits really nicely.
  13. @AoE: You mean while shifted? I don't know if per-rest abilites from items are also blocked when shifted. If not you can use trinkets and per-rest-abilites from other items to cause AoE effects. Besides that you can always do stuff like Relentless Storm or Moonwell etc. before/between shifting. Also the Stag form has a Carnage-like AoE ability. There are scrolls and bombs, too.
  14. Made a quick test yesterday: nuked myself with missiles all day but always died before I could proc brilliant. THat's not a reliable way to proc it if you don't want to reload the fight like 10 times or so - at least for me.
  15. Battlemage: Citzal's Spirit Lance + Clear Out + Cleaving Stance + Disciplined Strikes = epic damage. Also stuff like Mirrored Image + Vigorous Defense is great. Nice tanks who can nuke can be build out of that.
  16. Priests are totally fine. As party buffers and removers of afflictions they are unmatched. Devotions + Blessing + Salvation and your party has +15 ACC for the whole fight. I can't see how this is overrated. Makes every fight a lot easier. I have the impression that some players simply don't know how to use priests properly. Using them as primary healers is not the way. By the way: powerful, long lasting healing over time (HoT) is a lot better than instant healing. With instant healing you have to be on the spot, timing your recovery and the health loss of your buddies. It's nearly impossible to find the right time to cast an instant healing spell in a way that it's most effective (doesn't overheal for example). It requires a ton of micro and is frustrating if your buddy drops a second before you can finish the spell. Just cast a healing over time spell right at the start of battle - or have those passive chats/auras (or both, even better). Then make sure the healing over time never stops. In the meantime you can do other stuff like nuking around or whatnot. That way you don't have to concentrate on healing. You don't have to watch out for low health party members all the time (because there will be less - or even none) - and if one squishy gets pinned down he/she will lose health less quickly than without HoT. So there's more time to react. If you want to use a lot of instant healing you should use reloading weapons: you can always skip reloading and cast a healing spell right away. You can't do that with recovery weapons. Now, with only health left (and no more endurance/health) just look at healing as if you had a much bigger health pool. And who would turn that down?
  17. ^ Didn't think we would agree on anything - but here we are: I agree! Like 100% or so.
  18. Would you consider to edit your thread title so it doesn't use Spiritcapslock?
  19. I just did some tests with Bounding Missiles and a lvl l20 Evoker: everything seems to work as intended. Also dmg wise in line with other wizard spells even with Evoker passive triggering. It seems that a recast only repeats the corresponing missile, not the whole spell. It seems that the Evoker passive gets procced after the cast (not on hit rolls) and simply casts the whole spell twice - it doesn't seem to be checked for every projectile. At least that seems to be the case after more testing with Bounding and Minor Missiles.
  20. Empower adds quite a few jumps to missile spells. It's normal that an empowered spell kills three enemies - especially at lower levels where the impact of Power Levels from Empower is much higher (relatively) than at higher levels. An Empowered Missile Salvo will kill all enemies most of the time. I also don't think that Bounding Missiles individual projectiles or jumps trigger a whole new cast of Bounding Missile but only for that projectile. But if not (I didn't test it myself) this surely should be addressed.
  21. 1% chance with every dmg appliance combined with 10 missiles (=10 times dmg appliance) means the overall chance to trigger brilliant is -1*(0.99^10-1) or in other words 9.5% per missile cast. If you can reliably proc it with one or two missile spells then the mechanics of the cloak are bugged.
  22. You are in the wrong forum (PoE I). Oldtown and the GIant Cave Grub are in Deadfire (PoE II).
  23. Stalker's Link itself only gives you +10 ACC. It's the torc that gives you +20% dmg on top. It should go away once you remove the torc. If it doesn't then that's a bug. THis has been around forever. I thought it got fixed though.

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