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Boeroer

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Everything posted by Boeroer

  1. You asked the same question in the thread about the beta changes and got a correct answer (that MIG got changed pre-release). If it's for discussion purposes then I'm all in though. One of the best balancing decisions made so far. But I guess the multiplicative nature of the beta-MIG was an oversight to begin with. Josh was taken by surprise when somebody asked him why MIG is multiplicative during beta. MIG shouldn't have as much impact on weapon damage as DEX or a crit (PER) since it also influences healing power. Also MIG can be important as dmg booster for abilities that can't get many dmg bonuses - like spells. There's no Sneak Attack or Two Handed Style etc for spells - so the additive nature of new MIG doesn't matter that much when it comes to spellcasting, bit it hurts weapon users a bit (which is good).
  2. Only weapon attacks. Medium and large shields however will reduce your spells' accuracy.
  3. It's a weapon for crowds. It's easy to just switch to a good two hander for single targets and switch back to the WotEP once you face a mob. It also has a crushing lash that makes up for the low base dmg a bit. The base damage is really low though. Like a fast one-handed basically. It could do with a bit more.
  4. All stuff people were constantly and vocally complaining about. I've seen people rage-quit because the +5% damage from Baubles of the Fin made them cut through enemies like a knife through butter. With the already criminally slow average recovery time at 4s, it was of utmost importance to reduce speed/recovery buffs—especially Swift Strikes and its upgrades from 20% to 15% because, frankly, that insane attack speed was breaking everybody's game. The Chanter nerf, however, is the real winner. Problem: Brilliant Inspiration is too powerful. Solution: Leave Brilliant untouched. Remove the only source of Brilliant in the game. That Brilliant was created and implemented for nothing is but a minor side effect. Nerf the Chanter phrase so that it becomes unnecessarily bland and weak for its Power Level, granting three tier 1 Inspirations that most other classes can already access in spades at much lower power levels. Now the invocation is useless, and Brilliant is still broken (but unavailable.) Very, very good design. Wow Andrea, you are really, really p!ssed right now. My supersensitive sarkasm-antennas are vibrating like you wouldn't believe.
  5. The second part only appeared if you imported a PoE1-Savegame where you forged the Blade of the Endless Paths.
  6. NPCs don't have large portrait pics. Crewmembers dito. Judging by that It's either a companion or a sidekick.
  7. That's ok since it really seems to be made for fighting groups and is pretty good at it. 9 -15 isn't so great but the AoE pollaxe even has only 9-13.
  8. Even if it only has the base damage of a heavy one hander: it still hits several enemies at once with decent INT, has a longer reach than normal great swords (1.3 meters - not like a reach weapon with 1.8 but close) AND has some of the best enchantments in the game. Again the example of the 100% Riposte. You can roll a whatever/Wizard and riposte the crap out of everything around you with AoE attacks. With a Spellblade you even have the chance to riposte twice on the same miss (100% WotEP + 20% from Riposte passive). Barbs still proc Carnage on every hit it does (I guess). I can't see how that is pretty bad. It's not super OP anymore, that's correct. Also consider how early you get this. I just retested my frontliner Aloth as Battlemage with it again (wears that weird but beautiful Illusion-Mask and wields WotEP) and it's still a lot of fun. I'm doing the same with Aloth. How did you go about getting deflection high enough? Did you rely on Llengrath's Displaced Image by itself (which is what I'm doing), or did you use Arcane Veil instead or additionally? I stack deflection items + Mirrored Image/Wizard's Double/Arcane Veil/Llengrath's and use self buffs + Ryngrim's Spells as well as PER-afflictions like Curse of Blackened Sight (-5 PER, -10 ACC) and PER-drains like Miasma of Dull-Mindedness (-10 PER) and such. I would really like to test a Monk/Wizard with 35 INT (Duality 10 + Infuse wVE 5) with the Blade. The cone should be very large and I didn't really test how the AoE-hits of the Blade work with the cone Torment's Reach...
  9. I don't completely understand what the OP means. Since Edér is not in your party (yet) when you fight the pirates he (and others) can die when at 0 health. Just don't hit him yourself and don't let the pirates kill him (and your crewmates). I started with a barbarian/fighter several times now and Edér is not "instakilled" unless you let him drop in the initial fight.
  10. Eh? The patch is already there and the bug (double hits on every enemy) got removed. The rest stays the same.
  11. Why is that? Turning Wheel & WotEP? Hm... maybe it's still an inspiration to others? Anyway: I will tag builds that no longer seem to be maintained or suffered greatly from patches (and don't get refurbished) with "DEPRECATED". If nobody contacts me I will then remove them eventually after some time. So I will put your build on deprecated for once and wait a bit, ok?
  12. Even if it only has the base damage of a heavy one hander: it still hits several enemies at once with decent INT, has a longer reach than normal great swords (1.3 meters - not like a reach weapon with 1.8 but close) AND has some of the best enchantments in the game. Again the example of the 100% Riposte. You can roll a whatever/Wizard and riposte the crap out of everything around you with AoE attacks. With a Spellblade you even have the chance to riposte twice on the same miss (100% WotEP + 20% from Riposte passive). Barbs still proc Carnage on every hit it does (I guess). I can't see how that is pretty bad. It's not super OP anymore, that's correct. Also consider how early you get this. I just retested my frontliner Aloth as Battlemage with it again (wears that weird but beautiful Illusion-Mask and wields WotEP) and it's still a lot of fun.
  13. Added the build to the build list. Did overlook it at first but now found it when I was searching the forum for class builds. Thank you for providing stuff like description and solo/difficulty infos right from the start.
  14. Hi - should this go into the build list? If yes I need some more info: - what difficulty? - solo/Non-Solo? - short description
  15. Don't forget that Devotions not only raises your ACC and MIG but also lowers enemies' MIG and ACC in the same fashion.
  16. Devotions in version < 1.1 is a PL-4 spell, not PL 7. That's char lvl 7 as a single class and char level 10 on a multiclass character.
  17. Those are both passives - how can they be Full Attacks? Do you mean if the dmg bonus still applies for the first hit only or if that got changed (maybe into a small time window)?
  18. I added the latest requests to the build list. Please report if something's not right or missing. Due to patch 1.1 some builds might need some refurbishment...
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