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Boeroer

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Everything posted by Boeroer

  1. Exactly - no need to respec. You will even find unique Grimoires with spells you can't even learn.
  2. The tree says passive and active. It's that simple. Passives stack with everything, including actives. Actives are not supposed to stack with each other if they address the same stat. However, there are a few exceptions. For example an active ability that does +20 to all defenses can stack with one that does only +20 to deflection so that you get +40 deflection. It's not a lot, but they are there (Circle of Protection, Vigorous Defense, Llengrath's Safeguard...).
  3. They are looking. I have the impression that they are looking more than ever. Which is good! They are answering a lot more questions from the forum in the streams now, they mention stuff from the forums in the streams. This might sound evil but maybe the pause that Josh is taking from PoE does us good. No more Somethig Awful and Tumblr questions in the streams means more place for our suggestions/questions, hehe. Still wish that he comes back pretty soon though.
  4. Yes - nearly exactly as I played it. With one exception: why not Clear Out? I loved it with my Morning Star Berserker/Devoted. It does really nice damage on clumped mobs - because Carnage will trigger on every hit of the AoE attack. And it will apply Shaken and Body Blows to all enemies you hit with it. It will apply prone and push the enemies around as well. I mean the latter might not be desired sometimes, but still... For the levels before getting Brute Force you can make great use of Knockdown and then Mule Kick: both target fortitude and Mule Kick even gets +10 ACC. Those are pretty darn good attacks for a guy with a Morning Star (and Barbaric Yell). You can retrain as soon as you get Brute Force.
  5. Confounding Blind does -2 deflection on hit. A blunderbuss should only do -8, a Full Attack with Blunderbuss -16. Dual wieldig might have two chances of refunding Stunning Surge - but the one handed style still has a higher overall chance to crit/refund. Only two handers will have a disadvantage in this case - but to be honest: it's only Stunning Surge and Gambit. I can live with that.
  6. A Spellsword is a Wizard/Rogue. I guess you mean Arcane Knight (Wizard/Paladin)? You have to become the Herald of Berath in the opening scenes. If not you will be returned to the wheel, reborn as a rodent and the game is over. Arcane Knight (Wizard/Paladin) is strong class combo. Try Citzal's Spirit Lance + Bleak Walker's Flames of Devotion.
  7. Cool. Did you take into account that this would be an increase of base damage and thus would be multiplicative? I strongly suspect so - just to be sure...
  8. That is not correct. If you deliver a Full Attack with dual weapons the main hand strikes first, its recovery is omitted and the second weapon strikes second and its recovery counts, So if you put a faster weapon in the offhand you will have a faster recovery with a Full Attack than doing it the other way round. So it's smart to put the faster weapon into the offhand and the slower one into the main hand when doing Full Attacks.
  9. Hm... I already put a "deprecated" tag on a build once I see that a patch has a negaive effect on it. Or if people tell me that it is so. I think that covers 50% of your wish. I don't know if we really need a "buffed" tag though. If a build is really working well it should usually get a lot of feedback ("hot" tag) or likes ("popular" tag). Again for that I would have to go and check if a build got positively influenced by patches. Every time a patch hits. Too much work for me I guess. What I planned was to go through the list after a major patch release (for example from 1.2 to 2.0) and blanket-tag all old (non-updated) builds with "deprecated". The author then can go and update it and I'll remove the tag or I'll remove the build at a certain point.
  10. +10 ACC would be fine by me - although it could be overkill with the +12 you already get, the ACC bonus most full attacks have and the crit conversion. That's why I thought increased crit damage would be nice. Instant recovery after Full Attack maybe?
  11. It is indeed. Also works with chanter's offensive phrases by the way. A Skald/Barb I tested just five minutes ago was staggering foes with Soft Winds. Pretty nasty...
  12. Druids have spells keyworded with "Decay". Priest of Berath and Priest of Rymrgand have decay spells (maybe some others have as well). The developers would need to check if a certain priest subclass has any spells with acid or decay properties and then grey out SoD if they don't have any. Besides that, Spirit of Decay can be good with multiclass options (Bleak Walker for example) that have decay/acid abilities but can not take Spirit of Decay on their own. Then there are some weapons that do corrode damage and might profit. So taking away the option might not be an improvement after all. I don't think there's an issue.
  13. The difference is: Those two subclasses are already in the game - just not playable. That's a different thing than adding a whole new subclass. And it's not that developers think like "if we do Steel Garrotte we can't do other rogue subclasses anymore". We wouldn't ask for this if Obsidian had to implement those subclasses from the ground up. If you don't want to support this wish, just don't post - unless you really want to prevent those two npc subclasses to become playable subclasses, then go on.
  14. Yeah, nice idea. At high levels I knock myself out a lot of times with the raw self damage. Even took Vengeful Defeat and Effigy's Husk because of that. Only a suggestion: You might want to edit your title to "Berserker's Frenzy" though. The others don't have concealed health.
  15. Two hander already got +1 PEN with the 1.2 patch. They also already have enough base damage to compete with one handers when it comes to auto-attacks (paired with the higher PEN). Raising the base damage for two handers doesn't solve the Full Attack problem. All weapons need something special for Full Attack so that they are balanced for auto-attacks, Primary Attacks and Full Attacks. And two handers shouldn't get better than dual wieldig with Full Attacks because they are already the better choice with most Primary Attacks. But they (and single handed style) def. need to see some improvement for Full Attacks.
  16. This was already discussed in a former thread, but it can't hurt to bring this to OBS attention again. I think dunehunter suggested that two handed weapons should just get a max dmg roll with Full Attacks. I found that pretty interesting. Basically it's a base damage increase for Full Attacks with two handers and makes them very predictable (when it comes to dmg output). I liked that suggestion best so far. It would still not compete with dual wielding - but one could always add a short interrupt on crit or so. Another suggestion was to hit multiple targets - while that makes sense with a great sword or pollaxe it's a bit "eh?" for pikes, staffs and the like. Since single one handers already crit a lot and Full Attacks often get additional bonus ACC - and also bonus base dmg through Power Level - I would think that bonus crit damage on Full Attack would be neat, wouldn't it? One would have to check how high it needs to be to be on par with dual weapons and improved two handers, but I guess +25% wouldn't be too bad?
  17. I agree, it's pretty lame. But on the other hand: in PoE items like Shod-in-Faith and We-Toki etc. could be found in nealry every build - because they were so powerful and reliable. So something had to be done. I just think that making the procs more random is lame. I don't like things in a combat game you can't influence at all too much. I would rather weaken the effect itself than adding another layer of randomness. By the way: attack conversion rates were multiplicative in PoE as well. That's not new to Deadfire.
  18. Yes! I'm playing a nuking Warlock right now and that effect is very, very good. I think this will get fixed/nerfed. Blood Frenzy only works on weapon (and Carnage?) hits and so I guess Spirit Frenzy is supposed to work the same way. At least it shouldn't trigger on hit rolls that deal no damage (like huge CC spells - just my opinion). If it's intended like it is: even better!
  19. It is cool and overlooked (also because its mechanics are obscured) - but it's single target only and in the end it "only" adds 30% to damage. It's like giving everybody who hits that enemy a 30% lash for all damage. That's pretty awesome against bosses and other "hard to kill" single targets - but still I think in most cases you can spend your focus more efficiently. I never checked if it stacks on an enemy in any way though (from one or different ciphers). That would possibly lead to a loop - so I guess not.
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