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Everything posted by Boeroer
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Assassinate and Backstab both only count for the first hit. So using a high damage two hander (which usually have the highest dmg per hit) is the best option. I think arquebus is one of the best options there is (because the modal can make sure you really crit - it gives you +20 ACC). With Assassinate however also AoE spells that roll all attacks at once (Fireball for example - so no jumping stuff) wil profit from +PEN, +ACC and +crit damage if you cast from stealth or invisibility. It's pretty powerful - especially if you combine it with Empower.
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That's most likely because you play the game only once and then move on to other games. I personally don't play a lot of games nowadays. But if I do I (and I really like it) I will play it over and over again - like PoE and Deadfire (others were Diablo II ToB, Torchlight II, FTL for example). And if you stik to a game a bit longer it's obviously way better if expansions adds somnething to the main game because it lets you have more fun with additionaly playthroughs. If you only play once and then move on it's not so nice - unless you wait until the game is completely done with patches and DLCs (like PoE is now).
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Assassin-Scout with the new boots, Scepter+Rust's Stiletto and Evasive Roll: Sneak in, do backstab with a great sword + modal + accurate wounding shot, turn invisible after the first kill, repeat, evasive roll away, fire away with scepter with Accurate Wounding Shot + Driving Flight to trigger invisibility, Evasive Roll to target, backstab with great sword. In times of need and no guile left use Rust's and trigger Shadowing Beyond. Or instead of Great Sword use Arquebus at point blank. That's better anyway because of the skipped recovery - and Driving Flight gets used. Sound like lots of micro but also fun.
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Yes - dual hand mortars are better. I think there is no other spell than Wall of Flame that works so nicely with Combusting Wounds. Both last a pretty long time. That is as long as you can make sure the enemy doesn't move around. I simply made a wizard tank, let the enemy engage and then cast Wall of Flame right in front of me. They are too stupid to leave and die very fast.
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I think they fixed Dance of Death (and also Mirrored Image, Gilded Enmity, Ironskin, Wizard's Double) in a way that only attacks that do a proper attack roll and deal damage will count. All self damage stuff does no hit roll - so I suspect (only suspect) that they all work fine with Dance of Death etc. Edit: Ha! Pushing this build over to the "hot" category.
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You can use the console to get it: giveitem hunting_bow_u_animancer Of course achievements are gone then. Maybe use the Unity console mod. I think it doesn't disable achievements...? It's a pretty good hunting bow. By the way you don't have to kill an enemy with the bow to trigger the morph. It's enough to hit once to apply the soul charge. If the enemy gets killed then (doesn't matter how) it will transform into a random creature. Some of those are stray pets and do nothing besides strolling around, but others can be oozes, guls and whatnot that are either friend or foes (random). With Sould Diplomacy they are alsways friendly and will act like summoned creatures - except they don't count towards your summoning limit. Sop you can have summoned some skeletons or whatnot and these creatures will still pop up and not remove your summons.
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I find CON afflictions to be one of the least bothersome generally. They don't hard-CC you - they just prevent healing. Thus you can always reapply Frenzy to nake them go away (1 Rage only). Thus I would never enchant the Breastplate with Resistance to Constitution afflictons. Also you can get the Breastplate and a Vithrack brain for enchanting quite early (if you know where to buy one). The Splintered Reef tavern guy always has them and you don't need to fight to get to him. There is a merchant in Neketaka who also sells those. Forgot who it was. Breastplate armor + Principi = good fit as well. Modwyr is cool. But a Principi Marauder not not be the best fit for a sword. I can see one handed guns, rapiers, sabres and daggers. Squid's Grasp is very nice but the immunity to flanked might not be so good for you.
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Thank you. Nope, I only have offensive monks - one can be used as a sort of punchbag-tank later on. He's pretty powerful after some levels: The Monksterlasher. Tanky monks are the Juggernaut and the Anvil. Both are in the build list here. I don't have a ranged cipher either, sorry.
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This build works like on day one. No changes to mechanics or so. For not so experienced players I would recommend to lift CON a bit in the early game, yes. Although a barb with 3 CON has about the same endurance as a fighter with 10, his lower deflection makes it harder in the first few levels. Raising RES is difficult because it's already at max (18). Maybe you meant DEX? Paladin or Chanter do both work. What you like better.
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The DLC adds more content to the base game and is not a sequel. It's designed for chars of lvl 14-16 but scales properly (if you activated scaling). All items and sidekicks you pick up can be used in the main campaign as well. So I wouldn't advise to finish the base game first and then tackle the DLC. It is surely more fun to slide in in between in order to use the new stuff you can find/buy for the rest of the game.
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Assassinate works from stealth and invisibility (which are two different things). Same as Backstab. So Backstab and Assassinate are more related to each other than to Sneak Attack. Assassinate has no range delemiter like Backstab has though. Assassinate, Backstab and Sneak Attack (and Deathblows) do stack! Combine with a powerful multiplicative bonus like Flames of Devotion and you will one-shot most things from stealth or invisibility. There are now some new assassin's boots in the game (since today) that make you invisible after a kill (1/encounter). They don't give you additonal Smoke Veils. Maybe that got changed from beta to release?