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Boeroer

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Everything posted by Boeroer

  1. You can spawn creatures if I'm not mistaken.
  2. All those talents have a rather small effect, so I don't see how the game has to be balanced around them.
  3. Nope, the MIG and CON bonus did not stack with Priest's Holy Power or Champion's Boon for example. In that regard I find the new categories of inspirations and afflictions a lot better because it's pretty clear that you can't profit from strong or tenacious two times. Also that whole tier-stuff and countering is neat.
  4. It might be that taking an orlan is bad for engagement builds. Because the ground circle of an orlan is smaller than that of other kith, meaning that there's less room for multiple enemies to engage. Just checked if Aumauas have bigger circles: They don't. But Animal Companions have bigger circles anbd they can have additional engagement slots. Also some summons have very big circles and can have additional engagement slots - for example with the help of that chanter phrase. Six to twelve (Beckoner) skeletons with engagement totally lock down the enemies' movements.
  5. Frenzy also gives you decreased recovery. You can also not take Frenzy if you feel it's redundant with your party - and use the Yell instead. Shaken is a good debuff. Or you use Frenzy at the start of combat because it's a fast cast but doesn't last forever, while those "imagined" spells (I'm also sure there will be buffs with those inspirations) might take longer to cast. Just wild guessing though. I'm sure this will be tweaked if it turns out that Frenzy is really redundant.
  6. Berserker's Frenzy gives you two tier-2 inspirations instead of two tier-1: Tenacious & Hardy instead of Strong & Fit. Tenacious adds +4 penetration to strong (+5 MIG) and hardy adds +4 AR to fit (+5 CON) - which is a HUGE bonus with the current PEN system.
  7. Lightning Strikes also works with spells! Superfury here we go! :D Relentless Storm is very powerful with Lighting Strikes + Wildstrike. Also Switt Strikes shortens casting time.
  8. Why not Berserker? With Killers Foze Stiff you'd get 100% hit to crit conversion. And I can confirm that Mith Fyr still works with spells (although it says "weapons" in the description) and Wildstrike stacks with Mith Fyr. It's pretty nice. Fury is a nice spellcaster. BUT Wildstrike and Myth Fyr DON'T work with invocations, only real "spells" from wizard and druid and so on. At least both didn't work with the lvl-1 lightning invocation. Also with 20 DEX the casting times are still long, but doable. Now testing Lightning Strikes...
  9. Did you know that Wildstrike Shock/Burn whatever now also adds damage to spells? Trying a Fury/Evoker atm (Spirit Shield and highest DEX help a lot when casting bythe way) and no matter which damagiung spell I use - wizard's or druid's - I always get the Wildstrike bonus. Neat, isn't it? I wonder if Lightning Strikes also adds damage to spells since it doesn't say anything about melee or ranged ranged... Maybe a druid with Wildstrike + a chanter with Mith Fyr would be cool, too?
  10. The last one is cool. Also note that the Devoted + Berserker not only gives you +5 INT with Tactical Barrage but also removes the INT debuff (from Confused). So it's a double tap on that nerf. Also, Devoted (like any fighter) + Berserker has 100% hit to crit conversion when using Tactical Barrage + Frenzy. Preeeetty OP I guess. 100% crits means you will get a lot of penetration all the time which stacks witth the Devoted PEN which leads to a lot of overpenetration wich leads to even more damage because of the *1.3 bonus. Ouch-ouch-ouch!
  11. Too complicated and too much work I guess. A few passives are easy to code and don't need UI changes (only an icon and an entry in the combat log). So it's more likely that those get implemented.
  12. Yes, he was trying to backstab with a ranged weapon from within 2 meters (we talked about this in another thread - and the 2 meter-rule ist the same as in PoE). I works with melee weapons but not with a ranged one from withing 2 meters when using Shadowing Beyond.
  13. I guess the might part is left out in this case? If it's also 0.18 then it nearly matches.
  14. When you turned on AI you mean?
  15. What enforced Grimoires switching?
  16. Yes, there has to be some good measurement. Maybe even tweak the base damage again.
  17. I find Stalker and Ghost Heart a bit meh. But the Sharpshooter is actually quite powerful. I multiclassed him with a Beckoner so that melee enemies can never touch me (6 skeletons break up into 12 skeletons after they get killed! Hahaha! Best protective spell there is...) and in order to get Sure Handed Ila. Then I took Gunner as well and bought the tricorne hat and used the arquebus modal to deliver amazingly powerful shots in rel. quick succession from afar or near (holy moly: the overpenetration ).
  18. Judging from the description of Devoted his special abilities should only work with melee weapons though. Might be a bug if they also work with ranged.
  19. I would def. leave the resistance talents in the classes. Bull's Will and friends are no resistances but only raise the defense by 10. Resistances automatically lower all fitting afflictions by one tier (dominate to charm to confused to nothig). A paladin with resistance to intellect afflictions, multiclassed with a Berserker means that the character is not confused while frenzied anymore. Bull's Will can't do such things. But those add up pretty nicely I guess. So, the more powerful resistances should be class specific. It's ok for me if Bull's Will and so on will become talents. But does that mean that a druid/monk can pick Bull's Will three times?
  20. The ogre's "clubs" don't count as clubs when it comes to proficiency. Ogre + Berserker is nice and so is Ogre + Corpse Eater. Because the stat buffs stack. The only thing is that the grazing gauntlets don't help you and that the INT debuff of the Ogre makes you Carnage area smaller. Berserker also has an INT debuff when frenzied because of confusion and it stacks with the Ogre's so you better max out INT at char creation. Paladin+Berserker is a strong combo because you can take away the confusion once and for all with a passive. Bleak Walker + not confused Berserker sounds nice. The +50% crit conversion could be cool with FoD. I also tried Devoted/Priest of Berath with the summoned great sword (which is awesome with the +60% corrosive lash at lvl 6 - just takes too long to summon). Too bad I can't try Bleak Walker + Priest of Berath. I also tried Bleak Walker + Lightning Strikes (Shattered Pillar). Very nice spike damage and no shortage of wounds here. Still: Devoted or Assassin + Soul Blade still seems to be one of the most powerful single target destroyers. I mean even when you ignore the bug of Soul Annihilation. 150 raw damage on top of your usual weapon damage (which is already huge) and building up enough focus with one or two attacks, then doing it again is very strong.
  21. Oh, hopefully not! They should def. add more stuff to casters. Not only spells but also some passives. Why not reintroduce stuff like Inspiring Radiance and such? Or "severe punishment" which will make punishment spells more powerful - whatever. Something that makes sense.
  22. Yes, they are already complaining when you can't penetrate. In addition to that there is TONS of "No Pen" messages popping out if the enemies' heads. How could one miss that?
  23. Yes, that was my thought as well. Invent some passive bonuses that are easy to implement and add up nicely to the corresponding "talent", but can also stand on their own. That would make fighter truly the master of weaponry while giving the other classes access to some basics. Just to express that they are "proficient" with that style of fighting. Fighter would still be better then and everybody might be happy because there's more choice to single class chars while nothing was taken away from the fighter (or barb or whomever). That's a good opportunity to alter the Single Weapon Style ability of fighter by the way. At the moment it's underwhelming for a fighter who can already get high accuracy and can have auto graze capability. Here a hit to crit conversion like in PoE for example would make more sense I think (didn't do any math though nor did I playtest this - just gut feeling - so it may be wrong). At the same time a single weapon style proficiency that lets you turn some misses to grazes with a single weapon that you are proficient with should be pretty nice for not-so-accurate weapon users. Crits are more powerful than in PoE now because they also raise PEN which can lead to the 0.3 damage multiplier when "overpenetrating". This could make fighter's own single weapons style more appealing as it was in PoE1. Maybe at the same time nerf the upgraded Barrage conversion a bit because that seems to be awfully strong atm (50% hit to crit, phew). Somebody already combined that with a Berserker and got 100% conversion when frenzied. Maybe a little over the top.
  24. Hm, if passive talent + passive abilities of fighter stack that would solve the problem that the fighter feels stripped now. Maybe too powerful? What about making them a little distinct then? The talent could be Weapon & Shield Style (+x deflection and reflex) while the fighter's ability would grant something else that is a nice addition to that, like additional graze to miss conversion when using a shield. Same with two handed (hit to crit for example or more PEN) and so on. By the way: does Bill's Will/Bear's Fort and so on from different classes (when multiclassing) stack?

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