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Everything posted by Boeroer
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Oh, I didn't check. Last time it was still the case - AND he disrupted also abilites (Skulking Terror couldn't use any of his abilites). If they fixed that: even better in my book.
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I like Paladin(Kind Wayfarer)/Chanter(Troubadour) a lot. You can do passive "buff party dps" via Mith Fyr + Shared Flames and "heal party" via Ancient Memory + Exhalted Focus at the same time while also providing good damage on your own with FoD and doing heal spikes with LoH and White Flames. I also like pistol or blunderbuss because they have no recovery - so you can cancel reloading and react with stuff like Lay on Hands really quickly.
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Max INT, Watershaper's Focus + Trickster + Ghost Heart. Pick Accurate Wounding Shot and all the Rogue's DoTs, especially Toxic Strike. Driving Flight. Deep Wounds. Also Devastating Strike. Use Escape and Evasive Roll to escape melee guys. The Watershaper's Focus let's your AoE attack jump one time, Driving Flight a second time. Tons of AoE damage and Deep Wounds + DoT. You'll apply afflictons with the first AoE hit already, the second and third profit from Sneak Attack. This also works very well (even better) with Hand Mortar and Fire in the Hole (also jumps one time with enchantment). Use Streetfighter + Sharpshooter + Powder Burns then. The damage per shot is lower than with the rod for some reason (base damage is supposed to be higher, no idea why), but the attacks are way faster because of Street Fighter. Also here you can escape/evade even faster because: guns have no recovery. I like the rod better - but just because of style and everybody uses Streetfighter/Powder Burn. Toxic Strike is the most underrated ability in the game I think. Everybody shies away from the 3 Guile, but the DoT damage builds up very quickly and is devastating. You can even go single rogue just to get Toxic earlier. Or you pick single ranger in order to use Twinned Shot. Twinned Shot + Driving Flight + the two hand mortars is very, very devastating in an AoE as well.
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Also the Mage Slayer put on a spell disruption "afflicton" on hit. This has to be balanced as well, not only his resistance. And the disruption stacks. That means that you can take out one very powerful enemy out of the fight after a few hits. Even several if you use AoE weapons or AoE abilities like Heart of Fury. But the Mage Slayer could be made a lot more appealing if non-spell buffs like Frenzy/Shouts etc. wouldn't get cut in half. It's a bit silly that his own rage based abilities only last 50%.
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Why? Gear seems to be fine. Which level? Pallegina with Sun-Touched Mail etc. is nice. You can give her a cloak of minor Missiles as well and skill her for ranged burst damage with Wrath of the Five Suns etc. Your Edér is build for speed and has two of the best weapon for that. Just enchantment/upgrade them. Barbarian with Novice's Suffering is ok, the fists just don't work with most dps-enhancing gear and talents/abilities. Basically you want to boost MIG as high as possible (items, Frenzy, Greater Frenzy) and wear the Sandals of the Forgotten Friar (White March). You wouldn't surely regret taking him if you'd give him the Belt of the Royal Deadfire Cannoneer (merchant in Anslög's Compass) and Forgemaster Gloves and take Frenzy, Bloodlust and most importantly Blood Thirst. It's a most awesome synergy between dmg per hit and skipped recovery and so much fun. Going the Doemenel route is best then, but not mandatory. But pick Two Handed Style and Scion of Flame as well as One Stands Alone as well. Durance: he's there for buffing, not showing off gear or doing auto-attack. Give him everything that makes him a faster caster (+DEX) and boosts INT. He is also a great damage dealer later on (with spells). Give him Inspiring Radiance (one of the best talents in he game) and use Devotions for the Faithful. This gives all your chars +30 accuracy for their first actions (once Radiance wears off still +20) and they will wreck things. In general: enchant your weapons with elemental lashes asap. Spread your figurines over all party members. That way you can have more than one summon active at the same time. I can see no items from expansions/DLCs. There's some awesome stuff in the White March I and II and the Deadfire Pack. Those are expansion that weave quests into the main story line - it's not taking place after PoE - so all the items you find there can be used in the main-game-part as well.
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As far as I know, at the moment all AoE weapons that have no special proc chance (such as Frostseeker) translate nearly all ability effects. Hand Mortar, Fire in the Hole, Whahai Poraga, WotEP, Minor Blights, Spirit Lance - they all seem to transport afflictions etc. Even rod's Blast does it again (was removed and then reintroduced). Exceptions: weapon modals such as -10 deflection (pike modal for Spirit Lance): those only work on the initial target. Also Swift Flurry and Heartbeat Drumming don't work with the cone of WotEP, but with Whahai Poraga and Spirit Lance.
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They do even stack, so why complain? Just use both.
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Picking Human over Hearth Orlan is totally fine. I just picked Hearth Orlan because I mostly attacked the same target with both ciphers and then "Minor Threat" is always active. But since Novice's Suffering's damage doesn't increase much with crits it's not really important. Human or other races are totally fine. The higher the MIG the better for Novice's Suffering - so maybe Dwarf or Coastal Aumaua would be best.
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Nope. Have arrived to the same conclusion. P.S. And do like Boeroer's suggestion of removing +1 rage cost penalty; but reducing max rage pool by 2 instead. If needed, corpse-eater can have a small penalty to deflection and reflex while... consuming. Incendax's suggestion is also nice and looks better than the current state. Problem with reducing max rage pool by 2 is that for PL1 you literally can't use any abilities, and for PL2 you can only use frenzy or shout despite having access to barbaric blow. Yes, I assumed that Flesh Communion allowed you to exceed your starting "max" Rage. I think it's stupid that there's a ceiling.
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As Alex said in the stream, that first DLC BoW could be made by designers mostly (while the rest of the dev team is still fixing bugs and doing balancing). Raising the level cap would mean new mechanics for new abilites - and this would mean that artists, animators, programmers etc. have to be involved more and so on. WMI raised the level cap from 12 to 14 and WMII from 14 to 16. Maybe in one of the later DLCs we can expect an increase as well - because that might come at a time where resources of programmers etc. are not bound that much anymore. The time between Deadfire --> BoW is a LOT shorter than PoE --> WMI. Just wild guessing though.
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Turn off the gib option in the game options menu - then you can eat all killed enemies (I mean kith/wilder/beast of course), no matter how they died (except Dintegration). It's the same with White Worms and Death's Maw and so on: doesn't work on exploded enemies and enemeis that leave no corpse. Gib option is the first thing I turn off - even before turning off companion auto-leveling. It's ridiculous anyway: exploding enemies on crits? Yeeeeah... meeeeh... Good to know! I don't mind the gibs myself, but it's rather ridiculous that what's essentially a graphical option affects game play in this way. It would never have occurred to me that that might be a factor (though now you mention it, I recall something like this being the case in PoE 1 as well; presumably White Worms there as well, at the least). Presumably the corpses still get gibbed once you eat them though? This certainly helps for a Corpse-eater, it still needs a more varied diet though. And at the very least, they should also put "turn gibs off in the Graphics menu" in big bold font in the Corpse-eater class description. I agree - they should put a warning on every ability/item enchantment that works with corpses (White Worms, Corpse Eater and so on).
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