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Everything posted by Boeroer
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I think you could improve damage output while ascended even more if you switch to the Espirs Estoc or Oathbreaker's End. Because the AoE dmg on kill gets triggered by spells as well and gets all bonuses from the weapon and weapon skills. May not be intended, but still. By the way: Blood Thirst's 0 recovery "option" stays for 10 sec. That means your next attack that will have 0 recovery must be within 10 seconds. Then the effect ends. Blood Thirst does not give you 0 recovery for 10 seconds straight for all attacks that you might be able to squeeze in (that was the case when I tested it somwhere prior to 2.0). This is usually no big drawback because with every cast there's someone dying, triggering it again.
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When you use it on a tank (for example Unbroken/Trickster) and pair it with lots of engagement slots and Persistent Distraction and another riposting ability from an item (Tuotilo's Palm or Akola's Apex Ward) it's not bad - because you'll get Deathblow-Ripostes and your defelction, combined with enemies' debuff, will be very good. It needed to be better in PoE (30% on graze, 20% on miss) because the PoE rogue youldn't reach such high deflection numbers as a Deadfire rogue can. It's not supergood but in certain situations it's not as bad as I first thought.
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wait are you telling me that the 3 Int Deep Wounds Rogue from the first game's release actually works here that's ridiculous Only an amateur would use 3 INT. You want 1 INT. There was a list (from MaxQuest maybe?) that contained all abilities that behave in that stupid "less INT=higher dps" way. If I remember correctly Wounding Shot and Disintegrate were among them.
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I would also say that most of your latest threads belong to the char build/strategy subforum. Not necessarily because they evolve around strategies and char building all the time but because discussing your mechanics/item/class questions is nigh impossible without heavy (item) spoilers. And using spoiler tags is so tedious. ) Most of these threads will get moved there anyway, so maybe starting them there is better. Just a suggestion though. The auto-knockback effect is annoying as heck. I like push effects, but I prefer those you can trigger at will so you don't run into those problems you describe.
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By the way: Blade Turning will not generate wounds with Shattered Pillar. Those damage is not considered yours. But that's info from beta - so who knows... You can hardly get an attack off (be it auto-attack or ability attack - where's the difference in speed?) if you want to turn blades without downtime. Nalpasca with Dance of Death generates 1.5 wounds every 3 secs (1 every 3 with Dance and 1 every 6 sec with drug). If you multiclass with Berserker or Wizard you can add a lot of wounds via self damage. But usually the drug/dance combo is good enough to keep on blade Turning - whith an occasional hit every now and then from ranged weapons and spells. Riposte/Tuotilo's Palm crush riposte will not trigger because you won't have incoming attack rolls - those are all reflected and don't do an attack resolution against you but against the enemy.
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Console: setCharacterClass <player_name> Barbarian <level> truePlayer name is easily resolved: just type "play" and hit tab - console will autocomplete your internal name. Same with class name: type "b" for example and then tab and you'll get barbarian. This command only takes vanilla classes. For subclasses see below. The last value checks if you want to delete the old class (true) or if you want to keep it for multiclassing with the new one. With setSubclass you can then give a subclass. Note that both commands will not give or remove abilities. You'd have to do that manually with addability or removeability. Or go to a tavern and retrain - that's easier.
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Oh. Does that mean you don't need me to test it anymore? Because that works for me as well, I've sort of hit a wall in terms of drafting out a theorycraft for this. I just started a new playthrough and thought I can bring one such hireling in in order to test the concept. I also forgot that Bronlar's Phalanx has an enchantment that makes you smart once you engage an enemy. This could also be used against Confusion.