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Everything posted by Boeroer
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I repeat: the shield works exactly the same on Shattered Pillars. It's the Shattered Pillar that doesn't work like other monks. In this case it's the max 5 wounds. But the shield has other enchantments. You don't need to pick the defense buff per wound And even if you use that one: normal monks don't run around with 10 wounds all the time either. I think it's a good item for a Shattered Pillar. You can generate wounds without getting hit (also add Dance of Death!) - and that fits Weapon & Shield Style. While being awesome, a Nalpasca cannot generate wounds as fast as a Shattered Pillar if he doesn't get damaged(!). The drugs only grant 1 wound per 6 seconds - that's easy to get with a good Shattered Pillar. As soon as the Nalpasca gets damaged regularly he will drown in wounds of course (playing a Nalpasca/Berserker atm and am nearly always at max wounds due to self damage from Frenzy). It's a bit counter-intuitive, but if you are looking for a high deflection turtle monk with shield who should still do good damage then Sh. Pillar + Tuotilo's Palm is not bad at all. However, I agree that Shattered Pillar is a bit underpowered in general atm because of the lower wound limit AND the auto-attack restriction. One has to go.
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More dps on a graze or moer overall damage? Because the latter would be totally weird for me. Since there is Body Blows high fortitude usually isn't a problem. And since you get drwwend in weapon proficiencies anyways (with a party) it doesn't hurt to bring a guy who can also do Body Blows. Actually a cipher with Morning Star isn't so bad either. Hit an enemy with body blows yourself and then cast Soul Ignition or Disintegration or what ever targets fortitude. Pairs well with a Fighter who uses Mule Kick (targets fort) or a Monk who uses Force of Anguish (dito). In a party or multiclass. I played a Helwalker/Cipher for half a playthrough an concentrated on Soul Ignition rahter than Disintegrate because it works with the Ring of Focused Flame and scales with high INT. Instruments of Pain: throw your morning star + Body Blows + Enervating Blows at somebody's head, then follow up with Soul Ignition (best case: eq. of +45 ACC against fortitude), then Force of Aguish - repeat with somebody else. It's fun. The High INT gives you very long lasting Body Blows and a nice duration of FoA and afflictions.
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I very much regret to have backed OS2. I really liked the original (the original original) Divine Divinity, then skipped the following games from Larian (too much to do with studying, writing thesis, then too much work) and then, when live decided to let me relax a bit more and after playing PoE1, I decided to back OS2. When it came out I tried to play it... but I couldn't even get past the first few fights. I mean not because it was too difficult or so - just because I didn't like anything about the game. Well I like turn based combat - but that wasn't enough. The whole package just lets me go "Urgs!?!".
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The damage that is mentioned is the overall damage which will be done over all ticks. It's an UI bug. Afaik Disintegrate still has fixed damage when it comes to duration - no matter the INT, the overall damage will stay the same. But but drops/raises with MIG. So a low INT character would do more dps with it than a high INT character. Correct me if I'm wrong.
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Yes. Two weapon style. Heart of the Storm gives your Fury-attacks +1 PEN since they are shock-based and properly keyworded. Fighter/Druid can do lots of Penetrating Strikes (Full Attack with +4 PEN + scaling on top). You can even get the +2 discipline from bracers (applies when shifted). So weapon PEN shouldn't be a problem even on PotD difficulty while you are shifted. Cleaving Stance is really nice (if you are not a Fury). Unbroken/Shifter can be great when you use Defender Stance to bind enemies after you cast Relentless Storm or Nature's Terror or Plague oI on your own head and prevent enemies to leave (or else get punished by severe Disengagement Attacks which have +10 PEN).
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To me it's extremely boring. But since I value character development over plot that's a normal thing I guess. I don't like crime/detective novels too much in general. I also loathed the style of language. I don't like anything from Umberto Eco to be honest. Maybe the translation is just bad, don't know...
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@Teclis23: your post is not correct. All unique two handers have the same base PEN as the non-unique ones. And those got raised by 1 point in a prior patch. The only thing we can discuss is Oathbreaker's End because it has the same PEN as one-handed Battle Axes. Two Handers got +1 PEN to balance out their disadvantages when compared to dual wieldig or one handed usage or shield setups - so we could say that a Two Handed Axe should have +1 PEN as well - but the rest (Effort and all) doesn't lack PEN. And you should know because we explained that to you in another thread you started before this one.
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Kaylon showed (with math - no need to discuss this) that Aamiira's Legacy does more dps than the Red Hand. Maybe nerf that as well? The Red Hand is nice - for an arquebus. But it's not that OP if you compare it to certain other weapons that nobody calls OP (like the example above). The only thing that might need a nerf is the weird damage bonus that gets applied to other weapons etc. as well.
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Dude... "God Lord"? I think first of all there should be a balance around Full Attacks: give two handers max dmg roll on Full Attacks and give single one handers increased crit damage on Full Attacks or so. Then I would like to convert Backstab into a fixed raw dmg bonus that scales with Power Level. Not an additve weapon dmg modifier and not a multiplicative one like a lash. Atm Backstab favors heavy hitters like two handers and arquebuses etc. which is weird. A weapon-independent bonus would finally make using a dagger, club or stiletto useful when backstabbing. It would be even cooler if the dmg bonus would be higher with light weapons and/or if heavy weapons and armor would lower your stealth skill - but for starters a flat but PL-scaling raw dmg bonus would be fine. Amor/Penetration still has too much influence in my opinion. I also find it bad that in PotD not only types of enemies changes and numbers of enemies and stats like health, accuracy and defenses get raised but also AR(!). Why is that? It wasn't so in PoE and for a good reason: It means that certain weapons are worse for PotD - which I find really bad. You have a more narrow choice of weapons for PotD if you want to play efficiently. For example great sword (the modal also doesn't help at all) have a really hard time on PotD while suddenly estocs are great (if you prefer two handers). Those are the things I would want to see balanced/changed first.
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Nature's Mark lowers deflection and reflex. Morning Star + CON affliction + MIG affliction will lead to -45 fortitude I believe. A Witch with Spirit Tornado/Leap, Willbreaker and Secret Horrors, making use of Brute Force should have 0 problems. Willbreaker also lowers will on hit and applies a RES afflicton. So fort AND will will be down.