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Everything posted by Boeroer
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Wood elves shouldn't have facial hair
Boeroer replied to Aramintai's question in Backer Beta Bugs and Support
Hey, I recognize my artwork in the OP! -
DruidShifter/monk - Roundkick while shifted is just awesome
Boeroer replied to Farsha's topic in Backer Beta Discussion
The Ogre fists are dual wielding but slow weapons with high base damage. This makes them ideal for Full Attack abilites like FoD. I made a Bleak Walker/Transmuter and the FoD hits for 100+ with each fist. Hoever, the armor is total crap: 6 AR with 100% armor penalty at lvl 9. Why that? It's so bad... Effectively you gain +-0 stat points as an Ogre: +4 MIG, +2 CON, -4 INT and -2 DEX. No extra health or anything. Compared to spiritshift you get: - much slower casting time (druid: instant compared to Transmuter:4.5 secs) - worse armor (druid: 0% recovery penalty compared to Transmuter: 100%) - no special passives or anything to make it better - you spend a spell use per encounter (druid: modal 1/encounter, not a spell compared to Transmuter: lvl-1-spell) - you have the hefty drawbacks of your wizard subclass while an Animist has none This ability needs an overhaul to make it worthwhile. At the moment it's only okish with a rogue, ranger or paladin multiclass (= many Full Attacks). -
And Spiritshift's and Form of the Fearsome Brute's (Transmuter Ogre) armor & weapons.
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I meant "Toxic Strike". Maybe it's a lash attack, maybe another lame raw DoT.
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
Also Carnage doesn't generate focus. -
Actually the combo of additive dmg bonuses and multiplicative MIG can be quite the advantage for the rogue with his multiple dmg modifiers (Sneak, Backstab, Deathblows...). He just needs high MIG. Eventually he will also get a lash ability at higher levels (I read something about a poison ability).
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Only of the same attribute (perception affliction + perception inspiration = 0; and vice versa). And then it doesn't matter which rank the affliction/inspiration has. For example Distracted removes Aware or Intuitive although the later is tier 3 and distracted is of a lower tier. If you are distracted and cast Disciplined Strikes you will not be intuitive. Distracted will be removed. Same behavior with Disciplined Barrage which only grants Aware. So if you are distracted and plan to use Disciplined Barrage or Strikes you should first get rid of distraction (for example with an inspiration that a priest casts on you) - or you just cast Disciplined Barrage twice. This may also be a reason to take Tactical Barrage instead of Disciplined Strikes: You will get a percention inspiration plus an intellect inspiration. It needs an percention AND an intellect affliction to remove both. You can also counter both types of afflictions with Tactical Barrage. Truly tactical that.
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DruidShifter/monk - Roundkick while shifted is just awesome
Boeroer replied to Farsha's topic in Backer Beta Discussion
Transmuter is a bit of a bummer. Slow cast, -4 INT and bad weapons (might get changed). The idea itself is great though. I would like it if you could keep your weapons or if Transcendent Suffering worked. -
Can't say (would have to test first) - but if Combusting Wounds works anything like in PoE then ticks of DoTs won't trigger it (only the initial hit). It seems to be connected to actual hit rolls. A blunderbuss however triggers it 5 times (if you hit 5 times that is of course). Even more often with Powder Burns (even adds hits to the initial target).
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If you have an inspiration like Intuitive and get hit by Distracted (from Powder Burns) they cancel each other out. I don't want to cast Disciplined Strikes after every shot with Powder Burns.
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Whew - I tested a Black Jacket/Wizard gunslinger again (did it in beta1 and it wasn't good) - the idea is to cast Combusting Wounds on a bunch of enemies and then grill them with Powder Burns. In beta4 now it's very good. I killed 6 CRE_dummies with one cycle of my weapon sets (4 exp. blunderbusses). A new thing is that Scion of Flame works with Powder Burns. This is great because its PEN is rather low. I also used Expose Vuln. I made sure to cast Infuse with Vital Essence before casting Expose & Combusting Wounds because the INT helps duration (and terefore damage with CW). Expose is only for situations where Powder Burns/blunderbuss can't penetrate. Combusting Wounds itself now works properly. In addition to that I chose Minor Missiles and Bounding Missiles which can be used after the weapon cycle is done. Only after that you'd have to reload. Now searching for the easiest way to prevent distraction...
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Enough for a Black Jacket to empty his 8 blunderbusses.
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Deadfire: Would you like to know more?
Boeroer replied to Tattyblue's topic in Backer Beta Discussion
For 10 damage you get 1 wound (as a non-Shattered Pillar). With Lesser Wounds you only need to receive 8 damage for a wound. So - same as in PoE. A Shattered Pillar has to deal 20 damage to gain 1 wound. With Lesser Wounds it's 15 damage. Last time tested in beta4. I don't know why this isn't mentioned in the ability description. I guess they wait with that until they are sure they won't tweak things anymore. -
https://naijaro.github.io/poe-speed-calculator/ Use pike and check the box for speed enchantment (Citzal's has speed). You don't need any DEX to reach 0 recovery. As you can see with the calculator, you need Gauntlets of Swift Action to reach 0 recovery with the Spirit Lance (with DaoM). If you do so you can also wear durganized padded armor (or robes of course) because the Gauntlets give you a tiny bit too much attack speed.
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Some guesses: Bloody Slaughter? On the Edge (Streetfighter's +100% crit damage)?
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Crippling Strike or something similar will do.
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rogues do not suck
Boeroer replied to Gromnir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
First of all: I never said or meant that I don't like rogues in PoE. I like them. I only said that they are the weakest class in PoE. Mainly because they fall behind in the mid to late game due to the lack on any AoE and no multiplicative damage mods like lashes or whatever. Doesn't matter... The rogue in Deadfire interrupts with every active ability on it (correct Gromnir), which is great. He's is not as squishy, has even more tools to avoid damage (I like the immunity to engagement after a crit but think Escape is too expensive) and can turn invisible multiple times per encounter (cool and useful). That's on the plus side. What I don't like about the new rogue is that he has a lot of active abilites (most of them a bit unimpressive if you don't abuse them - like Arterial Strike or Confounding Blind) that compete for guile but are not very distinct and that he only has a few interesting passives. At the moment he plays very well as a "behind enemy lines" striker who can lock down and kill casters very quickly. As Gromnir said, he's very useful against the Engwithan Saints. Of course atm a rogue feels a lot better in a multiclass setup because Power Level doesn't do a lot for him and his good abilites (most importantly Sneak Attack and Backstab) come pretty early and can be combined with multiplicative lashes. And since we can't see what comes past lvl 9 we can't be sure if a single class rogue will be equal in power to a multiclass one. I really hope that some of the stuff that got data-mined is an ability that gives the rogue a lash (be it raw damage from poison or corrosive or whatever) so that his additive dmg mods scale better in the late game.