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Boeroer

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Everything posted by Boeroer

  1. You can still enchant gear, but it's limited to unique weapons and armor. But those you can bring up to legendary status by yourself - and they have special unique enchantment "trees". So you can still grab a low level weapon and armor and use it until the end. It just needs to be unique. You can also pick up a soulbound one. With the altered enchantment system they are finally on par with enchanted gear while they treat investment of money vs. investment of time.
  2. Don't they still induce injuries in Deadfire, some even major ones? That wouldn't be useless at all compared to PoE1 where they were really near useless except some high level ones (petrify) and besides getting money. It's a never-ending debuff after all. Enemies don't rest. I wonder if they also die if they get more than 3 injuries. You just need 4 guys with traps to test that... Too bad classes like ranger or rogue don't have abilities that somehow improve traps.
  3. Savage Attack in PoE was (or is) -5 ACC for +20%. That is without doubt better than in Deadfire. But you had to spend a talent point for it while in Deadfire you get it basically for free unless you are a Devoted. If you use the basic assumption that 1 ACC equals 2% dps on average then -10ACC/+30% isn't that bad though. Since modals are supposed to be balanced when it comes to bonus and malus this isn't the worst modal we have. It's still ok if there are some cases where it's beneficial - it's not supposed to be beneficial in all or even the majority of cases. And I can see where it has its uses. For example when you meet low defense enemies with very high health (eg. Rotghasts or so). Nearly all the modals with reduced recovery are worse when it comes to usefulness. Not every class has a lot of damage bonuses like Rogue or even Rogue/Cipher has. A Ranger for example has an overbundance of ACC but no dmg bonuses. I think one should run some tests in order to see how bad/good it really is - because theory crafting alone is not enough. The whole ACC vs. DMG comparison is too complex.
  4. In Poe 1 Wild Leech did not stack, if it stacks in Deadfire it's not that bad tbh. It did stack in PoE - you just had to cast it on different enemies and then could stack it on your side as high as it can get. I managed to get +50 MIG once. It does not stack in Deadfire.
  5. Toxic Strike is very good with decent INT. Every tick (3 sec) increases the dmg by 10 points if I remember correctly. Like 6, 16, 26, 36 and so on. It's especially good with AoE weapons like rod+Blast.
  6. Hi. I didn't block PM. But it may be that my inbox is full again. Unfortunately this happens from time to time without me noticing. I will check and clear it so I can get messages again. Edit: yep, it was 50 again. I deleted some messages, now you can write me again.
  7. I think I would rather skip PL 4 entirely and use something from a lower PL than to use an ability point for Wild Leech. Depends on the subclass as well. With a Beguiler I would mainly want to choose spells that target will and are deceptions, with a Souldblade I would want to pick shreds while with an Ascendant I would want to focus on fast casts. So in the last case Wild Leech might get a chance because the high cost doesn't matter at all - the only thing that matters ist that you can spam the spell as often as possible. I just mae a quick test and I have the impression that Wild Leech is not that random if you cast it repeatedly: I used it 6 times on six different enemies and every time I got a different inspiration so taht I ended up with +5 to all attributes after six casts. Coincidence? If not then it would def. be valuable for an Ascendant. Getting +5 to all attributes for a rel. long time is nice - although you mit still be better off if you just would have cast something else six times in a row - like Mind Lance for example.
  8. I agree on everything except Ring the Bell+ with one handed weapons. Because that stacks its DoT just fine with Arterial Strike's, Gouging Strike's and Toxic Strike's DoT. Two times Gouging Strike for example doesn't work because t)the DoT won't stack.
  9. Urm... same for me. I didn't take it as an attack. Just wanted to clarify why The Long Pain & Instruments do behave like that. Did I sound brusquely? That was my inner German I guess. He was screaming ACHTUNG from within.
  10. Only works if enemies have buffs running u can leech time from It has actually zero effect on Barring Death's Door (just checked on Rotghasts + Broodmother who casts Devotions on them). Salvation of Time is obviously bugged: if you apply it for the first time it gives you +20 secs instead of +10. Only the second appliance will give you +10 secs. So for the second time it's actually better to cast Barring Death's Door again because its duration is usually 10+ secs at higher levels while Salvation doesn't scale at all.
  11. Did somebody test Barring Death's Door (+ maybe Salvation of Time) + Wall of Draining yet?
  12. Sacred Immolation isn't that bad: if I use Voidward, cast Sacred Immolation and then put Greater Lay on Hands on me I barely lose 88 health after all (at lvl 20 - no special healing bonuses). Singing Her Courage Thick as Steel also helps a lot. With Brisk Recitation it will take away 10 damage of each pulse away. Then my paladin only loses 47 health. With Courage, Physiker's Belt and Practiced Healer I lose 30 health overall. Other damage reductions that mention "incoming weapon damage" (like on Nerian's Ward) don't work against the self damage. Maybe others that don't use that restriction work?
  13. No. It doesn't even prevent alcohol hangovers (those you get after being boozed and then rest without alcohol). I guess it's only useful for scripted interactions where you have to drink...?
  14. I already have a bust. It's called "the Steward". So I guess I will have to ripple a sponge...?
  15. That's because all that "Instruments of Pain" does is to increase your melee weapon's range by 500%, nothing more. It works wonderfully well with reach weapons and is especially beautiful with Citzal's Spirit Lance (because you can then use Swift Flurry and Heartbeat Drumming in combination with Stunning Surge at range AND in an AoE). Because +500% weapons range is more impressive when your weapon range already is 1.8 meters and not just 1. And what's one players downside (doesn't work with Driving Flight) is another's upside (monk's and other classes' "melee only" abilites work with Instruments of Pain).
  16. Get the pipe that you can hang around your neck and that gives you a Whiteleaf trip after every rest. Must-have for a Nalpasca obviously...
  17. I didn't double-check. It does not. But it seems that Sharpshooter's + Barbaric Blow's conversion (or Accurate Wounding Shot's ACC), combined with high accuracy of the ranger, leads to a lot of crits and high crit damage even without Berserker-Frenzy's conversion.
  18. Berserker/Sharpshooter is quite the crazy combo for Frostseeker. You'll miss the Twinned Shot but Tenacious + Bloodlust + Bloodthirst means very high attack speed (to compensate for the Sharpshooter's malus). Also Tenacious, the higher crit damage of Berserker's Frenzy, the crit conversion of Berserker combined with the conversion of the Sharpshooter and Barbaric Blow make this guy crit a lot an really hard. Another nice variant is Geomancer. Essential Phantom will also get Frostseeker (and all other items you wear). The phantom will not have your abilities, but it's fun enough to attack groups with two Frostseekers. I still didn't try out if Combusting Wounds works with Frostseeker or if the ice quenches the burn.
  19. It's really bad though - because it's random and it's single target. You can't plan encounters or anything on random effects on a single targets - let alone for that price. Even if it would be good "on average" (which it is not) most people won't consider it because it's unreliable.
  20. No, but they reduced recovery penalty and increased attack speed - which is both the same (for dps numbers) as raising base damage.

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