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Everything posted by Boeroer
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WotEP has an enchantment "Offensive Parry" that lets you Riposte on 100% of misses (stacks with Riposte - meaning that you can witness two Ripostes being executed on a miss) - is also adds +5 deflection. As a Trickster you can blind enemies (which results in less ACC). Of course you cannot achieve the deflection of a shieldbearer but it's still possible to get missed a lot in melee. However, the Offensive Parry has its own damage and effects - it does not do a cone-AoE-riposte or something but is only single target. But it causes Dazed which is not bad.
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Yeah, but then this last person seems to be a bit sloppy - if he/she thinks that a Firebrand Great Sword with +25% burning lash and 60 sec duration is balanced with a Faith Attuned Great Sword with 20% and 30 secs duration. I will cut her/him some slack when it comes to Scion of Flame and the Ring of Focused Flame - which both push Firebrand further away from the spiritual weapons. Because this can be overlooked by somebody who doesn't play the game a lot and/or theorycrafts build all the times in their head. But the balance mismatch of the plain weapons is obvious now. How can you "balance" this in such a bad way? It's like having a scale with 1 pound on the one side and 2 pounds on the other and in order to balance it you put 1 pound onto the weaker side and take away 0.5 pounts on the stronger...
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This one is fairly ok, but some minor changes from 1.1 are not yet covered and the class-specific upgrades are not displayed properly: https://pillarsofeternity.gamepedia.com/Category:Pillars_of_Eternity_II:_Deadfire_soulbound_items Best woud be to use the console to spawn them all into your inventory with [giveitem], bind them and then use the [levelSoulBound] command to bring them all up to end tier. Since there are not that many (yet) it's not that much work and you'll get the exact data. In my current playthrough I have them all (besides the Cudgel because I have 3 RES ) and all in all I find them to be nice.
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@last question: no idea. It seems to work the same. I don't understand why they nerfed the spiritual weapons while they buffed Firebrand. The faith attuned weapons only have half the duration and don't work with elemental talents - which makes them STRICTLY worse than Firebrand now. I guess it's not the same person(s) who nerf and buff around? What a mess! ANd seriously: who determined that Spirutual Weapons need a nerf in the first place? I saw no build so far that used them on a regular basis.
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The Palm shield is awesome with anything that multiclasses with monk. It scales with Transcendent Suffering, it gives you deflection and relflex with Weapon & Shield Style, it gives you dual wielding speed and more speed via Two Weapon Style and gives you additional wounds once you get damaged. Lantern go home! It also helps to trigger Riposte more often since the deflection with a shield is so much higher than without (or a dagger). And since it scales with Transcendent's Suffering the damage becomes respectable (for a shield bash). It's hard to hit you when you stack its deflection with Wizard's Double and deflection rings + cape for example and have some serious RES. Using it on a Minor Blights-based Wizard/Monk with Stunning Surge. It's awesome.
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I guess they didn't change the "procs off itself" problem at all. They just made sure that it's less likely to happen (=reducing chances with Swift Flurry and only let cleaving stance attack one additional target only). But if you use AoE melee weapon attacks + enough enemies (hello Pull of Eora + Binding Web) it still will happen. Just did it wirth Xoti + Wahai Poraga and several Rotghasts: one-shot. So it seems the recursive problem is hard to fix...?
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I'd like to see Transmuter's Ogre fists altered in a way that they profit from Transcendent Suffering and Monastic Unarmed Training. I would like to have two handed war hammers and two handed battle axes (double bladed/headed or danish/norse style would be nice even it they don't fit the Deadfire carribean theme). I would like whips. They can be considered flais when it comes to proficiency, do less damage but automatically reduce will or resolve on hit. Cat o'nine tails could mechanically work like a blunderbuss: multiple smaller hits. Maybe a special enchantment that lets you flangellant yourself and raise resolve/will: perfect for monks, eh?
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The soulbounds in Deadfire are better (compared to uniques) than in PoE. My favorite so far is Magistrate's Cudgel. Marux Amanth is also useful - especially great on a Priest of Skaen (also multiclassed - but you have to bind it to the priest class). Lord Darryn's Voulge is also very nice. So yeah - I think they are pretty nice overall. Also spare you a ton of coins because you don't need to upgrade them via enchantments. Two superb/legendary enchantments already will cost you a junk.
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You assume that the majority of players don't want an animal companion. Yet you have no proof of this claim. I personally liked the animal companion in PoE a lot (after it got buffed in one of the more early patches) and I think a lot of people felt the same. But since I can't say how many I don't claim that this is the general consensus. I also ask myself if this is a poll or just a "rangers suck!" rant in disguise. First you asked everybody who voted something else why they did it - and once ranger got mentioned the ranting started. I think the "ranger" part of the class is strong enough - due to the high ACC the ranger can stack. It is also quite boring... The animal companions are indeed too weak. It's not fun to make something weak merely viable with a lot of abilities. But still: an additional body in a party (that you can control directly) is a huge advantage. How else can you balance it other than nerfing other parts of the class? The animal companion is part of the class after all. Now one can like that or not, but it is as it is. A way out of this would be to make the animal companion a pickable ability and not an automatic one. It would nerf several other parts of the ranger (to balance the additional body). All abilities tied to the animal companion would be upgrades of that single ability that gives you an animal companion. If you didn't take it then your petless ranger could be made stronger (or not nerfed). Or you could make a fork: one ability branches out into pet stuff, one into non-pet stuff (making the petless ranger stronger) and the rest would be universal. Whatever... What I really really don't get is why Obsidian nerfed Evasive Fire. Sure, it was *really* good (and most people here didn't notice) but it wasn't that overpowered and gave me a reason to take ranger in the first place. Ah well... Concerning the poll: I have a hard time to name the weakest class. Too many variables (multi/single for example). And also I think currently there is no clear "weakest" for me as it was in PoE. That might be a sign of good balance or that I didn't play enough. However, I will pick ranger just because the nerf of Evasive Fire annoys me and Barbarian as strongest because of some broken combos of items+abilities...
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He is a single class Barb who uses Heart of Fury with the Pollaxe. Same result with a consoled Spirit Lance + HoF. The pollaxe does its circular attack on every enemy in HoF range. I suppose it also works with Vengeful Defeat. So a suicide Wizard/Barb with Citzal's + Vengeful Defeat + Second Chance might be possible. I didn't try WotEP - if it behaves the same way or not with the cone. I guess not. And yes: the pollaxe hits always all enemies in range, not only two additional as the description says. The range is not being altered by overseeing or INT. Funnily enough the pollaxe does not do its AoE attack with Flagellant's Path (1.1). Also Wahaī Pōraga + Swift Flurry and Heartbeat Drumming still proc endless crit chain if you only get enough enemies in range.
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Concelhaut's "Fist" is weird. If you use it with special full attacks like Crippling Strikes it doesn't disappear. You can use it over and over. If you do an auto-attack it disappears. I think it has something to do with the full attack and that your second weapon/fist will strike last. Bug I guess. And no, unfortunately Transcendent Suffering does not improve it. Back to Firebrand: Scion of Flame and also the Ring say: +1 PEN / +10 ACC with fire attacks, not only spells. An attack with Firebrand (whose primary dmg type is burn) can be seen as an attack with fire. And it is labeled and coded that way intentionally. Some other weapons like the Blackbow have the same features (primary dmg src corrode) but here the devs forgot to label its basic attacks as acid. Kalakoth's Minor Blights with the same feature are labeled again. Does the +10 ACC of the Ring of Focused Flame get applied twice with Firebrand + FoD? Unfortunately not. It works with FoD alone and also on Firebrand without FoD. But since FoD + Firebrand still counts as one single attack with fire it's consistent and logical that there's only +1 PEN I think. We might wish there's two, but it would be cheesy. Does Scion of Flame get applied twice? Nope. Same reason. Does Fury + Scion add +2 PEN to Firebrand? No. The spell itself is a non-offensive one and just summons Firebrand. It can't get any PEN. The sword itself doesn't seem to fit the Fury criteria. I wouldn't be sad if it did though. But as is the Fury bonus only gets applied to the druid spells that have the keyword "elements", even if there are others that do corrode damage but then have the word "plant" instead for example. Firebrand itself doesn't seem to be labeled in a way that the Fury bonus gets applied. Does Wildstrike profit in any way? No. Just adding a lash doesn't work. The basic attack has to be labeled as fire attack. Same with Eternal Devotion and Turning Wheel and so on. My build ideas are not always min-maxed in terms of pure power. The whole package should be nice: There has to be consistency with a certain theme and style as well. So of course one can find a better weapon than Firebrand at some point. But the fun will come from coming up with an idea to make Firebrand viable for a whole playthrough. Before it was just a "maybe" because I thought the +10 ACC and the +1 PEN could somehow make it work if I would have those items/abilities anyway (as a druid who also casts). Now, with the +25% lash I'll give it a go. I don't plan to use it as primary source of damage anyway. Of course as a Druid I will also cast lots of fire spells. That makes Barbarian with Bloodlust and Blood Thirst appealing as well, I agree. But my current char is a Devoted/Berserker and thus I still think I'll try out either non-shifting Fury or Animist/Bleak Walker's. Fury... I don't like the restrictions and that you can't choose your elemental form (always shock), but the name of the class itself sounds so fitting for a Bleak Walker's who's aggressive and cruel.
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OR... you could leave all that 1-1(1-)//1()(1/0.674)) shenanigans aside and use a simple cap?
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In 1.2 all two handers will get +1 PEN. So it's 7+1. For a Druid/Bleak Walker it's 7+2 PEN on Flames of Devotion with Scion of Flame and also Spirit of Decay. Or a Devoted with 7+2+1 PEN of course. But since I'm alread playing a Devoted atm I think I will go for the Bleak Walker. What I like most about Firebrand atm ist that the Ring of Focused Flame works with it. FoD gives you +10 ACC, the ring another +10 ACC... it's quite nice and you don't need to enchant anything. A nice gun as backup weapon maybe? I also thought about multiclassing with Ranger and use Accurate Wounding Shot + Ring + Rending Smash. +30% dmg with +20 ACC and raw damage...? Hm, still like Bleak Walker better.
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Spirit Lance is actually better than in PoE: ability effects translate to all its AoE hits. That means Flames of Devotion, Stunning Surge, Arterial Strike, Force of Anguish, Mule Kick, Clear Out and so on and so forth work in an AoE with the Lance. Also Swift Flurry and Heartbeat Drumming and Cleaving Stance. No big advantage for single class wizards, but awesome for multiclass wizards. My first playthrough I started with a Helwalker/Wizard because of this. Same with Minor Blights (samehavior, but ranged). Those are also awesome because they are one handed now. Rot Skulls is still great. Caedebald's Blackbow hasn't changed much. I didn't look at Llengrath's weapons. The ones that are worse in Daedfire: Concelhaut's Draining Staff and Firebrand (although it's ok now with the lash).
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Don't know - last time I tried a Priest of Berath his sword still had +50% corrosive lash - but that was some time ago. I'm still at 1.1 - so this is definitely not new (like 1.2-new). I just never looked at it again after release. I think I checked at release if Firebrand was still as crap as in beta and if I remember correctly it had no lash then. Secret buff somewhere in between release and 1.1 maybe? Whatever - works well now. I don't mind the "ethereal" looks too much. From a zoomed out perspective it's ok. Very yellowish. I like yellow. What looks really bland is Caedebald's Blackbow. They should call it Caedebald's Brownbow... But Firebrand: looks like I found my first serious build idea...
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Hi, while toying around with the console I found this: I was planning a Druid/Devoted or Druid/Bleak Walker build based on Firebrand just for fun when I wondered why I always get additional lash damage even without using Flames of Devotion. My initial idea was to pair Scion of Flame (+1 PEN) and the Ring of Focused Flame (+10 ACC for fire attacks) with Firebrand and also use the fire spells of the Druid. Either with Devoted for the +2 PEN an crit damage or the Bleak Walker with additional Spirit of Decay for +2 PEN for FoD. The Bleak Walker does serious damage with Firebrand now due to the stacked lashes. With the Ring of Focused Flame I can leave on Rending Smash all the time with no ACC loss (compared to a normal great sword). So basically I now have a Great Sword with +1 PEN (+3 with Devoted), +25% burning lash and +30% damage (or +10 ACC). Sweet! If you ask yourself why Firebrand has +25% lash while the priest weapons have 50%: Firebrand lasts a lot longer: 60sec (base). I'm happy.