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Everything posted by Boeroer
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Multiclass Fighters can get Clear Out which is very strong. It's actually the only AoE melee attack that you can have when multiclassing. Pair it with Spirit Lance and you can do an AoE attack which procs another AoE attack with every hit roll. It's pretty hilarious but comes quite late. It's also only a Primary Attack (a Full one wouldn't work anyways because the enemies will be send flying around after the first hit). Even Mule Kick is quite strong if you pair it with an AoE weapon. Or if you are using a morning star with body blows: lower Fortitude by 25, attack with Mule Kick (does +20% bonus damage and attacks fortitude). One of the best damage/dps tools of the fighter is still Cleaving Stance/Mob Stance. Fightsrs can pair fairly well with casters because of Disciplined Strikes and upgrades and also Vigorous/Refreshing defense. That stacks with the common self buffs that raise deflection and can last a long time if you have high INT and buff with Infuse or other smart inspirations. Generally mukticlass fighters have more Primary Attacks than Full Attacks. With cipher/wizard I mainly meant Soulblade/Wizard. As I said: Citzal's Spirit Lance applies the raw damage to ALL targets it hits. Take Draining Whip and usually it's like: auto-attack --> full focus --> Soul Annihilation --> AoE crush dmg + raw dmg. Most enemies are dead pretty quickly.
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The damage numbers per hit are lower because the attacks jump one time. That's a high multiplicative damage increase. Of course the base damage is lower than the melee variants to balance that. But the overall damage output should be equal at least. Also those attacks gain +1 PEN from Heart of the Storm.
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Hm? I meant because the thread mainly evolves around game mechanics and in my opinion fits better into a froum where game mechanics get discussed most of the time - with potential spoilers. If you think that the General Discussion Forum is better then that's ok with me. It wasn*t meant as a punishment or something - I just thought it's easier to discuss game mechanics without the need for spoiler tags. I noticed that Teclis23 opened several threads around mechanics and char builds in the General Discussions Forum where it's difficult to talk about such things without spoilers.
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After patch 2.0 they should all stack. What wouldn't stack is two times Robust for example. But you don't have that in your list. Even better than Constant Recovery (for solo) is Exhalted Endurance since it has no time limit. It also stacks with Robust nd the stuff above (like Constant Recovery does).
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There are several statements that are not true - or need more differentiation. Most likely because the author didn't play certain class combos that he judges (I mean who can play them all?). For example: Barbarians pair poorly with casters: Warlock strongly disagrees: nuking with Tenacious, Frenzy, Bloodlust and Blood Thirst makes you a believer. "Don't tend to get much benefit from Barbarian's passives" - hehe... good one. Also Barbarian + Ascendant (hello Blood Thirst with being able to spam shred spells for 0 focus with 0 recovery) is great. Cipher pairs awesomely with Wizard because Citzal's Spirit Lance and Minor Blights fill focus with one attack and Soul Annihilation gets applied to the whole AoE of Spirit Lance. Rangers pair wonderfully with melee classes if their goal is to crit a lot (see Streetfighter or Barbarian). No other class can give you that much accuracy. Stuff like Accurate Wounding Shot works with melee weapons. Rogues pair wonderfully with Wizards because Spirit Lance and Minor Blights apply DoTs in an AoE while the wizbuffs make sure that you don't drop dead. Assassins work well with Wizards, too.
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Then wait until lvl 9 and then judge again. Golden Dragon takes off with Heart of Fury (lvl 11). Before that he's doing good tanking and ok AoE damage via Carnage. Barbs are quite dependent on gear - so if you haven't the items listed yet that might be another reason for underperformance. You can totally replace any of those with a boar druid though, why not.
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Hopefully Ixamitl Planes with some mixed Conan/Zahua vibes. I'd like a more "grounded" setting that has nothing to do with gods but instead focuses on a local problem. I'm done with epicness and would like to see a more envolved "development" of my character and other protagonists. I'm also not against more railroading and less open world.
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That is true. It is very powerful. And the best thing is you can use any weapon you like without looking at damage values because your weapon isn't used for attacking at all. Add Unbroken and also punish enemies who want to leave the Blade Turning Party. Nalpasca with Dance of Death usually generates wounds quickly enough that you can spam Blade Turning endlessly. It plays a bit weird though because you can't do much besides casting Blade Turning since the duration got nerfed. With Turning Wheel you can expand it nicely, but still not enough to do anything else that requires a bit of action time and recovery. AI can handle this totally fine. It's like you only have to steer 4 party members. One of the nicest tanks I played is actually Unbroken/Trickster due to the reasons Dorftek explained (Multi-Engagement + Persistent Distraction and Riposte and so on). Also because Akola's Apex Ward gives you a second crush riposte on top of your normal one and the automatic Deathblows are just awesome. I used Mob Stance + Reckless Brigandine for this guy to stack some attack speed and to have Cleave on kill. Engagement can be gained via Hold tL, spear modal, shield, Unbroken itself, Reckless Brigandine and Persistent Distraction (=6 slots). It's a pretty awesome mix of defense + offense. At least one of the most enjoyable "tanks" I used so far.
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It allows you to forget PEN entirely. Which is a good thing. But the point of one handed style is to generate crits. And crits' +25% dmg bonus is not enough to make up for the loss of the offhand. You need overpenetration from time to time to reach good dps. And the Energy Blade will never get Overpenetration. In my opinion direct raw damage should always and automatically overpenetrate. As an inherent bonus. Then the lower base damage makes some sense which seems to be a leftover of PoE where we had DR and not AR. How can a weapon that has to puncture armor do 30% more damage than a similar weapon that just ignores armor entirely? Does the armor suck the first weapon further in once it has overpenetrated or what?
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Def. Blood Testament. Because they are not random and the +2% multiplicative raw dmg per wound is pretty awesome. Mourning Gloves give a bunch of neat bonuses on kill: https://pillarsofeternity.gamepedia.com/Mourning_Gloves But the speed bonus doesn't stack with Swift Strikes. Rabbit Skin Gloves: meh! I guess overall the Gauntlets of Swift action will give you the highest dps increase (because you don't always have 10 wounds).
