Jump to content

Boeroer

Members
  • Posts

    23048
  • Joined

  • Last visited

  • Days Won

    383

Everything posted by Boeroer

  1. They scale with level, have ok base acc and can buffed. Summons in Deadfire are awesome. They shred Titan and Saints alike. Of course there is some grazing,missing and No Pen - but they just keep hacking till it's over. @dunehunter: yes, 5 Beckoner/Rangers can have 30 summons + 5 animal companions on the field. Pretty crowded - especially once the skellies split into two BIGGER skeletons after death. Yes, that bug's still in.
  2. It was like that with every "wounding" labeled attack in PoE (boar, Tidefall, Drawn in Spring, Persistence, Acuan Giamas). Intended. Would fall far behind cat form if not.
  3. Yes, something is weird. Do Soul Annihilation with Spirit Lance and the function goes totally haywire where nothing matches up anymore.
  4. Rogues are not so bad. You just have to use rod+Blast with Arterial Strike as an alpha strike to punish every enemy for moving around severerly or use a blunderbuss with Confounding Blind to drop an enemy's deflection into negative regions. And that's no multiclassing, single class. I have to admit that those are pretty gimmicky uses though... However, rogue (or assassin) with Backstab and invisibily few times per encounter is effective and fun. Also, Deep Wounds is way better than in PoE. All in all I agree that rogues have too many active abilities and not enough good passives. But maybe that will be different after lvl 9. It's not even half of the level range we can see in the beta. Fighter's active attack abilites I always found quite meh in the beta - now they can get Charge more early which is good. Disciplined Barrage + Strikes Upgrade is one of the top abilites of the game - due to how strong Intuitive as an inspiration is. So in my opinion you don't need to nerf Disciplined Strikes, you have to nerf Intuitive. If you want to develop a ridiculous tank you can multiclass paladin with fighter. Paladins have even better defensive capabilites which match pretty well with the fighter's, creating a great synergy (defensive-wise). But the craziest thing still for tanking is Blade Turning. Funnily, nobody complains about that.
  5. I think it's a leftover from PoE where animal companion's had no health pool and were used to trigger traps all the time. So they removed that "feature". In Deadfire there is no health mechanic like in PoE, so this "nerf" is kind of pointless I guess...?
  6. I don't know if the actual (auto) attack itself will be counted as fire even if the weapon is tagged. Don't know the code... Well however - they could make a first step and tag the spells appropriately.
  7. Or - don't give them DOUBLE the amount of summons? I mean 6 skeletons... They could have given him different summons (more powerful creatures) or +1 summon or whatever. 6 is already their own dance party... I would have made one of the tanks a Devoted/Skald just for Mith Fyr on the skeletons and Killers Froze Stiff on the enemies. The other tank would have used Shared Flames. Did he?
  8. It's not. Since it is a passive it stacks with every other defense boost. So if your paladin already took an ability which gives him +25 to all resolve intellect afflictions or whatever and he also takes Bull's Will he would have +35 defense against all mind control afflictions (just an example). As you may know, the higher the defense the more valuable every single added point becomes. So those +10 abilities may not be the "wow I need it so bad" stuff for everyone, but for defensive builds they are good.
  9. Hehe - nice. I don't really know what the problem is though. I only experienced that it can help to do this. Maybe it's just a coincidence that it fixes this problem - no idea. You might encounter the same problems with on-hit-effects on weapons (like "10% to trigger xy on hit/crit").
  10. Hm, for an assassin I would recommend hard hitting weapons. So, no rapier or dagger or something like that. You only get one attack out of stealth/invisibility with the assassination bonus so you want to make sure it hits as hard as possible. One handed sabre or sword could be ok though.
  11. Yes, but that's not part of the ability "Single Weapon Style". You get +12 ACC automatically when using a single one handed weapon - like in PoE. Since dual wielding has been nerfed to 30% speed instead of 50% it's ok now. For example with a single rapier + modal you can reliably crit even foes with high defenses. Crits have 1.5 times the PEN, so it can be very effective against tough enemies.
  12. The conversion got changed from miss-to-graze to hit-to-crit, yes.
  13. I can't promise anything. But it wouldn't hurt either.
  14. I avoid thinking about that.
  15. I die in the Dadfire every single day.
  16. Sure, but with summoned weapons the ability itself doesn't do any damage but summons a tool. That seems to be more complicated than tagging Noxious Burst with Acid and so on.
  17. Got removed with beta 4, now only works on weapon attacks.
  18. Sorry to say this, but sometimes I think the devs that go through the bug list and fix stuff must be half asleep... or boozed... or both.
  19. Huh? I never experienced this nor did I read about this here before. Do you have more details on system specs and stuff?
  20. Dammit... wait. Does this work: https://www.dropbox.com/s/3s2qbg9b3j1fuso/cover-Heavens-Gate-Purple-Shroud.jpg?dl=1 ?
  21. Whaaat? Tell me more secrets!
  22. Singel class rogue with rod+Blast is good because of the AoE that applies afflictions of striking abilites as well (Arterial Strike in an AoE and then kiting is great). But sadly said rogue with rod+Blast is even better when multiclassed with a Cipher or Priest of Wael or Bleak Walker or or or. At least at lvl 9. I'll wait and see...
×
×
  • Create New...