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Boeroer

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Everything posted by Boeroer

  1. I could swear the Skulking Terror is german though...
  2. I also have the feeling it's like that since yesterday. I didn't see any update process with steam.
  3. Yes, I would. The Mad Hornet was used to shoot at several enemies to make good use of the long Deep Wounds (high INT = more damage in total) and the high Envenomed Strikes, emulating AoE damage which the rogue doesn't do normally. But woundig dps (from Persistence) suffers a bit if you have high INT (the mechanics of woundig are a bit odd because the damage itself doesn't change with INT but just gets applied in a shorter or longer timespan. So shorter time means more damage per second). That's not so important if you shoot one enemy after another and let them "bleed out", but it's a little disadvantage if you focus on taking down single enemies. With Prestidigitator's Missiles I would focus more on single target damage and here low INT with Persistence would be better. Luckily, missile spells don't care about INT at all (except Concussive Missiles). Also Deep Wounds don't suffer that much because they get reapplied with every shot (they don't stack like wounding does). So I would actually dump INT and skip Envenomed Strikes and max out MIG (boosts wounding damage), DEX and PER. The rest as you like. I'd still use Deep Wounds though. It's good with high MIG if you focus on one enemy - even with low INT. I'd make sure that other party members deliver afflictions for me since my own strikes+afflictions won't last that long. You could think about getting a crossbow/firearm and use it for the first shot out of stealth. If you do that I'd also pick Runner's Wounding Shot. It is very powerful and has similar mechanics as woundig on Persistence but is only 1/encounter, so it's best used with a hard hitting weapon. You could open up with a Sneak-Attack-imbued Runner's Wounding Shot from an arquebus or crossbow (aim for Twin Sting as it works with Weapon Focus Peasant),then switch to the bow and use the missiles as soon as you see that a target has two afflictions (triggering Deathblows). Sneak Attack + heavy hitter + crit + Runner's Wounding Shot can one-shot casters right at the start of the Battle. If not, the missiles can finish them off. By the way: Distant Advantage (wood elf racial) also works with Prest. Missiles and such.
  4. Just restarted the computer, made a new char, leveled all companions to lvl 6, went in to the village, talked to Vektor, bought some stuff (did not use the console or whatever) and saved. When I try to reload the same issue as reported above occurs. I can't play the beta at all - only if I'd do a playthrough without saveing/reloading. Does anybody else experience this bug?
  5. Hi! With the new Backer Beta (v0.0.0.0021 Backer Beta Release 2.0886 BB -steam on Linux) I have the following problem: Whenever I save the game (I'm still in the starting village) and reload, the character editor opens and I'm forced to reroll my main char again. Only the name is that of my previsously rolled char, the rest is gone. Once I finish this forces char creation the savegame loads and I'm exactly where I saved last time - but with a new main char who replaced the old one. This only occured after the new patch was released. Before that I never encountered this problem. What's this? My savegame (happens with all current savegames by the way): https://www.dropbox.com/s/sb7se0p7t319rfi/Ryngrah%20%28Tikawara%29%20%28216cb64b-1f17-498a-95fa-ed5f5d744bd7%29%20%28754588918%29.savegame?dl=1 My output log: https://www.dropbox.com/s/yn6d2vez9v7veme/Player.log?dl=1 System specs: Ubuntu 17.04 64 Bit RAM: 32 GB CPU: Intel® Core™ i7-7700K CPU @ 4.20GHz × 8 GPU: GeForce GTX 1080/PCIe/SSE2 (driver version 318.22)
  6. Hi. Persistence is a great pick for a bow rogue. I'd even say it's the best pick. Prestidigitator's Missiles is a good pick as well although it doesn't work with Sneak Attack. BUT: it works with the hit-to-crit conversion of rogues, it works with Penetrating Shot and it profits a lot from the rogue's high accuracy. It also has an inherent ACC bonus and gets +1 ACC per char level which leads to a lot of crits. It also works with Deathblows which doubles its damage. Together with crit bonus and Merciless Hand, Dungeon Delver and for example Azalin's Helmet you can get +100% damage on a crit. A crit with Deathblows then means +200% dmaage with Prestidigitator's Missiles and it's once per Encounter. This makes it useful even in the late game. It's a great caster killer. Also the range is fantastic and it's a very fast cast. You need good DR bypass though. I would not open with it (because the stealth/sneak attack bonus will not apply to it) but instead use a Crippling or Blinding Strike from stealth and then follow up with the missiles to ensure even more crits. This also works well with any other missile spell, be it from items (cloak) or from scrolls. Try Missile Barrage with Deathblows - it's devastating. Or try Concussive Missiles with Deathblows + Deep Wounds. AoE raw damage included.
  7. Just checked with v. 3.7: no enchanting for soulbounds. I didn't install the beta patch 3.8 and don't intend to. Can somebody confirm v. 3.8 beta? This would be a serious bug.
  8. Usually soulbounds can't be enchanted. The recent patch notes didn't say anything about a change in that regard either.
  9. To test this you have to roll a Wizard/Soulblade. Since you can't level higher than lvl 9 and thus won't get to the Sprit Lance yet you have to add the weapon manually via console with "giveitem". I think this is a pretty nasty thing since it shows that Citzal's Spirit Lance is implemented in a way that it's prone to game-breaking effects whenever it comes to abilities with on-hit or on-crit effects like Soul Annihilation, Lightning Strikes, Swift Flurry and so on. The same might be true for Kalakoth's Minor Blights. It doesn't work with Soul Annihilation obviously but does have weird effects like with Swift Flurry and Driving Flight (as I and several others already reported). I guess it's the same implementation of the AoE effect as with the Lance.
  10. Or introduce some "magical" items that have an impact on your shifting - like the Wildstrike Belt had in PoE1. I'm pretty sure one could come up with some more neat ideas that wouldn't take ages to realize. A normally pretty furry hide armor that gives you +1 armor when shifted, a quite badly sewn fur cap that gives you -5 ACC when in human form but +5 ACC when shifted - stuff like that. But maybe that's already in, who knows?
  11. Currently the only class that can change damage type efficiently is Black Jack, if all summon weapon spell is instant cast, what is the point of Black Jack?"What's the point of the Black JackET anyway now after the PEN system got changed?" some would ask. First of all most wizards who want to focus on summoned weapons won't use them as backup weapons for situations where their damage type doesn't fit but as main weapons. And even if there will be some melee wizards who only use them as an alternative to weapon switching: they still have to invest a precious ability point and a spell use to get an alternative damage type. He's faster with summoning than a Black Jacket can switch? Well he pays for it I'd say. The Black Jacket can not only have up to four weapon slots but can also switch weapons faster than any other character by the way. Besides some quick switching builds that you can realize with the Black Jacket you can also use his quick switching to omit recovery I guess. Didn't test it yet but I guess you can just switch weapons after you used a spell/ability with a very lengthy recovery time to cancel recovery. Not intended of course, but this could make the Black Jacket useful (until OBS decides what proper perk they want to give the Black Jackets). I for example would like so see that hey get improved modals for their proficiencies. Like... higher bonuses or lower maluses. For example Savage Attack could have a lower ACC malus when used by a proficient Black Jacket. Anyway, I don't think Black Jackets and summoned weapons interfere at all when it comes to balance.
  12. As I said before: consider it to be a self buff (which it technically is). Nearly all self buffs have a casting time of 0.5 secs. There's no mechanical difference in buffing yourself with +15 ACC or summoning a weapon which has +15 ACC (as long as you only intend to attack with the weapon)
  13. If you have problems hitting with Force of Anguish: make sure you don't use it with fists. Transcendent Suffering's ACC bonus doesn't get applied to Force of Anguish (and also Torment's Reach) for some weird and buggy reason. Instead, If you use a single handed dagger/rapier/club/spear, your Force of Anguish will have +17 + quality enchantment's ACC instead. So for example a single handed Drawn in Spring would give you +29 ACC compared to your fists. That way you can send them prone very reliably for a long time. FoA is a primary attack anyways. After that you can switch to a more damaging setup to finish them off if you like.
  14. Blood Sands, Twin Elms, in a hidden treasure room. You can get them without a fight but I guess you need 10 (?) mechanics.
  15. You can simply use St. Ydwen's Redeemer and destroy them quite easily. You don't even need to bind it. The vessel destruction also works without binding. You only need to have at least the same level as the Eyeless, so don't go there underleveled if you want to use the Redeemer. Another way is to use Tidefall or Drawn in Spring since the wounding even works if your physical damage roll is 0 due to immunity (wounding dmaage gets calculated pre DR and immunites). You can add Blood Testament Gloves' raw damage lash to that, too. Those should also do damage with Battle Forged and other retaliation effects if you have some wounds. Blood Testament's raw lash works with all forms of retaliation (except Rooting Pain).
  16. That's because it's very hard to reach defensive values that make enemies miss you all the time. Have a look at the accuracy vs. defense mechanic: Attack Resolution You can see that you need a very big gap between enemies' accuracy and your defense to achieve only misses. With 120 fortitude the enemy can still graze you theoretically if they only have 36 accuracy (which they usually don't ). And if the enemies' special attacks even graze then the affliction will affect you, but it will be 50% shorter. That's the reason why Fenwalkers are so good. The -50% duration from graze, paired with the -3 second means that if you get afflicted at all it's a very, very short duration that's left.
  17. Exactly. And they knew that (if you followed the answer of Cdiaz in the bug forum). I really don't get why they decided to go with char level. Multiclass chars can make up for power level shortage with a variety of good synergy effects, like Summoned Weapons + Lightning Strikes/Swift Flurry/Flames of Devotion/+PEN from chosen weapon/Sneak Attack and whatnot. Just think about a faith attuned Great Sword of Berath + Lightning Strikes: +attack speed + 60% corrosive lash + 50% shocking lash... ouch! A single class char could then have the advantage of higher power level scaling. Sounds totally fair to me. Then they could rebuff the summoned weapons a bit without having a guilty conscience when looking at multiclass powergamers.
  18. I'll put 100$ on Edér being interested in an homosexual relationship. Who's in?
  19. Jojobobo, do you think you can keep up those truly impressive numbers during the whole fight when soloing? I played a melee solo wizard in an ultimate attempt (given my unpatient nature I failed in WM II in a random encounter of course ) and while the self buffing (and the awesome summoned weapons) are truely great I often had problems to uphold the high defenses during longer bounty fights (for example the WMII bounties have some guys with very high deflection + reflex defenses that are hard to hit reliably and take some time to pin down). What do you think? Granted: in a party this wouldn't be an issue at all and make this guy a very effective tank. What I always like about non-paladin and non-fighter tanks is that they not only withstand most things that get thrown at them but also can contribute in some/several other ways. Wizards can do so much cool stuf during a fight even if you skill them completely for defense.
  20. There's a ring that gives you immunity to stuck (Wyrwood Ring, but if you're doing a "pure" solo run you can't get it since it's from a stronghold adventure) and the stag helmet that also makes you immune (Fire Godlikes can't wear helmets though) as well as several items that give you +25 defense against it (Wayfarer's Hide, Orlan's Bramble Ring, Tempered Helm (again: FIre Godlike, so no)) or +20 and 3 secs reduced affliction time (Fenwalkers) which is even better in my opinion. This can cause grazes of stuck to be very short or even get omitted entirely. Then you should use potions of protection (very powerful against all afflictions) or even better: Scroll of Prayer against Restraint which will make you immune. You need 6 lore for that. Against Sirens it's also crucial to avoid getting paralyzed which can be done with the same items, but you need a Scroll of Prayer against Imprisonment (lore 10) to become entirely immune. I feel that most of the time a high fort defense (that you'll have with this build) + Fenwalkers is enough to deal with those afflictions and thus you don't necessarily need the lore.
  21. Yes, with rogue's Full Attacks a bashing shield is better than a normal one because you can "prepare" the victim with the first strike (which is the offhand's bash) and then your main hand follows with the more hefty hit which already gets Sneak Attack or even Deathblow bonus. Badgradr's Barricade is great with a rogue. ToTV on Deathblows does tremendous damage (most of the time the Thrust also crits which means +150% damage, even more if you have Merciless Hand and so on - can be boosted up to +200% on crit) and also with Cladhaliath (or other stunning/proning weapons) and decent INT you can score crits + Deathblows all the time with just one Blinding Strike while being very tanky (for a rogue). I used a similar setup with the Devil of Caroc but used Godansthunyr instead of Cladhaliath - mostly because of the looks of the hammer which matches the body of the construct. It was a great offtank-dps setup. So I can totally recommend this build.
  22. (in Kana's voice) "Hello? Hellohooo?"
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