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Boeroer

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Everything posted by Boeroer

  1. It's very powerful. Just keep sombody around for revival...
  2. Not really if you like to tackle enemies whose level is way above you. For example I'm currently grabbing Rekvu's Scorched Cloak while being lvl 9. Without a tank I would be screwed. A can't kill the Nagas quickly enough because they have 13+ AR and I don't have enough PEN yet. I need time - and my "tank" (funnily enough a Warlock) takes all the heat while the rest whittles down the enemy. I don't have summons and don't use figurines. Those could of course play the role of damage sponges as well.
  3. You forgot "Vengeful Defeat + Effort + Mantle of the Seven Bolts" as synergies for Effigy's Husk.
  4. Maybe Kapana Taga with the Unblockable enchantment. Would give you +2 engagement slots and +8 ACC per engaged target. 5 engaged targets = +40 ACC sounds rather awesome for me. I'd pair it with Mob Stance and Reckless Brigandine I guess and pick a Devoted/Streetfighter with Persistent Distraction. And Sasha's Singing Scimitar. Empowering an invocation would give you 6 phrases without any further enchantment and in theory ou could get back 2 Empower points after using 1 Empowerment.
  5. Maybe because it removes engagement completely.
  6. No, of course not. He's the damage dealer with powerful self heal (I was speaking of ) whom I would prefer over a pure tank as damage sponge.
  7. That gear is usually no option. You can't pick up companions and thus can't strip them. Maybe on death they drop it - but you need hefty sustained damage to kill them out of combat.
  8. Sure. But I think he meant the Undying Titan can survive damage very well while at the same time concentrate on dealing damage. And when you can eliminate foes more quickly it also means you get damaged less after some time. But of course an Unbroken/Trickster can deal damage as well. Automatic Sneak+Deathblows via Persistent Distraction is great.
  9. I demand that as soon as you speed combat up the Benny Hill theme should play.
  10. The thing is: if you get hit with Arcane Dampener and similar effects which strip you off of healing, if you are weakened or enfeebled, if you get gunfire focused at you: Undying Titan drops, high defense tank stays. Arcane Dampener is a common tool of enemies in the later game. I always try to interrupt the guy who wants to cast it, but often enough they make it and stuff like Constant Recovery and Unbending is gone. At the same time a tank who relies on passive defense (like a Paladin with shield for example) can't be stripped off of his defenses. A useful tank also doesn't just stand there. He should be able to contribute in additional ways. For example a Chanter/Paladin tank could boost party damage via Mith Fyr + Shared Flames. Or provide great passive party heals with Exhalted Endurance + Ancient Memory. An Unbroken/Trickster or Paladin/Trickster can deal great damage to mobs that surround him while tanking and also apply afflictions. You can drop damaging reflex spells on him while he's surrounded: with thick armor and the Wall active + Adept Evasion he doesn't care at all while enemies get nuked. And so on. A pure tank who's just soaking damage is not super useful in my opinion. I'd prefer an offensive char with powerful self heals as well in this case.
  11. Everybody can get access to Arms Bearer and Deep Pockets through Fleshmender and Giftbearer's Cloth. But I know what you mean.
  12. You are always untargetable if you are invisible afaik. I didn't test if the invisibility stays after attacking, but I doubt it. Shadowing Beyond also doesn't mention that invisibility drops after attacking, yet it does.
  13. Yes, they stack. A nice trick you can do: grab a chanter with Dragon Thrashed, give him max defenses and both items, cast Defensive Mindweb on him and then Withdraw. He will still chant and share his ridiculous defenses (buffed by +100) with the party. The Long Pain is declared as ranged weapon. That means no engagement and no Turning Wheel. The distance to the target doesn't matter and doesn't change the behavior afaik.
  14. Those advices are all wrong: Paladins are not terrible. They are versatile and reliable and can be build in different directions (offensive for burst damage, defensive for tanking, build for support - even crowd control is possible). Priest is superior - but Priest is superior to any other class as well, so... But Paladin is the much easier class to play during the first levels. There are some great two handers for paladins. My favorite is Firebrand which works extremely well with Flames of Devotion (I've had crits for over 250 dmg). But others are nice as well: Hours of St. Rumbalt, Blade of the Endless Paths... Given that the weapon with the highest dps potential is Tidefall (a great sword) the statement is wrong per se. Monk is the most potent non-caster class in PoE. Great defenses, great offense great crowd control/disables. How anybody can seriously claim that monks suck is so far beyond me that I think they played a different game. Or only rogues... Number 5 is the most hilariously wrong thing of the list. Lots of room for individuality even on Path of the Damned. No need to min-maxed if you want to play with a full party.
  15. As a damage-focused Soulblade you don't need debuffs (I mean not necessarily). You could dump INT to 1 and just use Shred powers without any duration and AoE (Mind Blades, Mind Lance, Disintegrate and so on). The upside would be that you could put a lot of points into other attributes.
  16. One of the dragons can be charmed quite easily which makes things go much smoother. So yes, doable.
  17. 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.
  18. I did - on a suicide barb with Effigy's Husk and Mantle of the Seven Bolts. On Unconsciousness you'll do two Full Attacks (Effort + Vengeful Do) + raw AoE + shock AoE. Usually you kill most surrounding foes. Until that you deal decent damage with Efford + Frenzy + Bloodlust + Blood Thirst.
  19. It works exactly the same on Shattered Pillars (as on other monks).
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