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Boeroer

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Everything posted by Boeroer

  1. No, you can't. But if you don't care about steam achievements you can just open the console and type: iroll20s<enter> *open console again* additem sabre_resolution 1<enter> *open console again* iroll20s<enter> And you will get a new one. Just sell or trow away the old one with the wrong enchantments.
  2. In terms of defense: Whispers of Yenwood is a good way to raise your fortitude defense (+4) as well as adding a bit more endurance and health. Its +2 CON stacks with everything. Usually fortitude is more important than deflection in the tougher (later) fights. So I wouldn't say it's outright crappy. But in the early game +5 deflection from Hearth Harvest is better than +4 fortitude. Offense: Hearth Harvest comes with a burning lash and is rending, which is nice. For dealing damage Ravenwing is the best weapon on that list (early in the game) because it comes with Damaging III which is quite an improvement if you don't have a lot of other dmg mods and can't enchant gear to exceptional yet. With more dmg modifiers and enchantment Hearth Harvest will be better at some point though.
  3. Soulbound weapons work with any weapon focus, you don't need WF Soldier. You should grab Shatterstar and enchant it with a shocking lash. I mean because of the name. But it's also a great hammer. You can wear the Animancer's Boots and pretend that the spellbound Jolting Touch comes out of your hammer. You can also use the White Crest armor and pretend that the Dancing Bolts are caused by your hammer strikes. Sadly there's no weapon that procs Crackling Bolt, Dancing Bolts or similar. Only Jolting Touch - and those are a stiletto and a war bow. Maybe playing a shock druid + single hammer or Abydon's Hammer (later) without using Spiritshift would be the best solution.
  4. If I remember correctly there was some info that they are doing their own cloth physics this time?
  5. That's the case for all classes in the game and not a bug. All offensive abilities get +1 ACC per character level that goes on top of the ACC that's displayed on the character sheet. Auto-attacks will have the displayed ACC (except Carnage hits - because Carnage is an offensive ability as well and also get +1 per level). The Accuracy will not be displayed when you hover over the button of the ability (e.g. Knockdown or FoD) - for whatever reason. This could be improved indeed.
  6. That's because you like to watch the very entertaining and blazingly fast loading screens of PoE...
  7. Of course I will not close the game when I go to the bathroom, eat a (second) dinner or make me some coffee or so. But usually I will close it when I'm finished for the day or when I go out. There were some nights where I didn't close it because I fell asleep while bringing my kids to bed. So... hard to tell. Maybe 1/4 is idle time? Just a guess. I played a lot in the beginning but not so much nowadays.
  8. For Sagani: use Persistence and skill for max pet damage with Predator's Sense, Vicious + Merciless Companion, Takedown + Brutal Takedown (Brutal Takedown only has to overcome 1/4 of DR). Combined they are great for taking out high priority targets. Ituumak crits for 100+ damage against high DR targets all the time for me. Druid's Avenging Storm doesn't get triggered by retaliation any more, sorry. I would suggest an offensive shapeshifting (wildstrike shock) build with focus on self heal via Veteran's Recovery and survival 14 - also using Nature's Vigor & Balm right at the start of combat while the party is still in a compact formation. This way he can be placed in an offtank posistion as well. Aloth as blaster with Kalakoth's Minor Blights is good enough. I like to also use his Phantoms frequently. Also because of the following: I found a way to make good use of Kana's horrible skeleton summons (and also Rhymer's Summons): summon the skeletons together with other (multi-instance) summons like wood beetles, wizard's Phantoms and then cast Spark the Souls of the Righteous and gang up on the enemy. Ranger's animal companion also helps of course. Don't let the weak summons come into contact with the enemy though. The multiple shock damage is so numerous and strong that most bounty fights end very quickly if you only have enough summons + Spark the Souls.
  9. Durgan steel on clothes does not make you any faster, because recovery penalty will not drop below zero. It also reduces the recovery penalty of some robes that only have 5% recovery penalty to "only" 0, not -10 or something (see Berathian Robes in Raedric's Keep for example). However, the 15% crit-to-hit conversion will work just fine even on clothes. Don't know if you want to use durgan steel only for that though. If durgan stell doesn't lower the recovery penalty on an armor you most likely encountered a bug (that I didn't hear of until today, so maybe you should post it). Also note that durgan steel enchantments on armor will not stack with enchantments that already adress the same thing (unlike on weapon and shields where it stacks). For example Hirbel's Protective Skin has a 10% crit-to-hit conversion called "Saveguarding" that will get suppressed by durgan reinforcement's 15% crit-to-hit conv. Same thing happens if you have other items other than weapons/shields that affect the same thing as durgan reinforcement. Pilferer's Grip will give you 10% less armor penalty - but it doesn't stack with durgan reinforcement on the armor - it will get suppressed. Hope that helps.
  10. Most speed buffs that stack do stack multiplicatively, so it gets easier with every additional speed bonus to reach 0 recovery. It's harder with Soulbound Weapons like Stormcaller's though because those can't be enchanted with Durgan Steel (another +15% multiplicative speed boost). Swift Aim is not a good pick if you use a bow or a gun unless you plan to retrain at lvl 13. Because Twinned Arrows or Powder Burns are modals as well and don't work with Swift Aim. If you don't plan to use either bow or gun or if you are willing to retrain at lvl 13 it's a good pick. Attack Speed is a multiplicative damage boost and therefore more effective than additive damage bonuses like +20% damage (if not fighting extreme DR). In this case it also comes with -10 ACC which is a drawback of course, but a ranger can work around that with Marksman, Stalker's Link and Stunning Shots. If you want to know when you hit 0 recovery try MaxQuest's PoE Attack Speed Calculator: https://naijaro.github.io/poe-speed-calculator/ But with Stormcaller it's not possible without consumables or spellbinding (using DAoM).
  11. Sure Handed Ila's speed buff stacks with every one of those, the rest doesn't stack. The reason is that Sure Handed Ila is in a different group (code wise) and only affects ranged attack speed and reload - while the others are all in the same group and buff attack speed universially (ranged, melee, casting and so on). Ila's reload buff also used to stack with Swift Aim's reaload buff and also Gunner. Can't say if this is still the case though. Other speed buffs that stack with everything are Two Handed Style (only one handed melee weapons when dual wielding), speed enchantment on weapons (only works when using the weapon for attacks), durgan steel on weapon or shield (same), Bloodlust (barb, universal), Gauntlets of Swift Action (universal) and Anitlei (Zahua, universal). Hope I didn't forget something. All other speed buffs will suppress each other (better one suppresses the weaker one with the exception of Spelltongue's Time Siphon which supresses them all although it's only 15% - for whatever buggy reason).
  12. I think that human is the best race for a barb who wants to abuse Vengeful defeat with the help of paladin/priest/chanter. It might also be good for Heart of Fury, if you plan to maximize the damage per hit. You'd have to take Greater Frenzy and Blooded as well and maybe wear Ryona's Buckle, too. Basically all items that give you something once endurance is below a certain point. You'd just have to wait till Endurance drops below 50% and then use Heart of Fury. Too much hassle for me... It used to be the best race for the Leech build (prolonging buffs endlessly with the help of Spelltongue + Carnage, including Fighting Spirit), but nowadays that part of Spelltongue seems to be nerfed away.
  13. I don't had Charge yet and Zahua has higher DR, health and only -5 deflection. So in theory he shouldn't be forced to rest a lot more often than Edér - unless he gets attacked much harder...?
  14. I like to compensate low deflection on front liners with high self heals (Veteran's/Constant Recovery, healing bonuses), decent DR (early game) and health pool (highish CON) and healing + spell holding gear. This way you can go all offensense with talents and abilities and shift the "improve sturdyness" part to the skills (and sometimes spells), I mean putting 12 or 14 points into survival. The result is always a good damage dealer who is also not dropping quickly in an encounter. This works with every class. Health loss can be an issue, but most of he time I rest because my caster's spell uses are empty and not because of low health, so... not an issue for me.
  15. I consider monks to be more powerful (or to have the potential to be more powerful) than fighters but it's true that monks require a lot of micro, especially when using Torment's Reach, while the fighter does not (necessarily). I just picked picked up Zahua for my last playthrough and parked Edér (only offensive talents+abilities + max regeneration) in the stronghold - just for his questline. I play them both in the same way with the same items (plate armor + Tidefall and so on). I don't know why but although Zahua has a lot more health and not that much less deflection I notice that he's running out of health a lot faster than Edér did. Although I have Iron Wheel. Why is that? I can only guess that Lagufaeth like to attack monks more than they like to attack fighters? When I enter an encounter usually it's Zahua now who gets all the Blowgun-darts. They never bothered to attack Edér. Is this just coincidence or is there a part of enemies' AI that prioritizes monks over fighters?
  16. Depends. The bear had a bit more DR while the antelope had higher defenses. With "Resilient Companion" they were all good offtanks.
  17. DAoM does not stack with Frenzy. I usually give my chanter 12 survival and an item with +2 to survival so taht I can choose the +60% healing bonus. I also will wear an itme with +25% healing bonus. THis all stacks to +85%. It works with Veteran's Recovery and also Ancient Memory + Beloved Spirits and makes your passive healing powerful. Dragon Thrashed does rely on ACC. It targets reflex. So high PER is good, but high MIG and INT are more important. You can boost the ACC of Dragon Thrashed by +12 if you use a single one handed weapon (weird). Mob Justice is pretty meh, but it depends. For example Merciless Hand does nothing for DoT effects like Dragon Thrashed and such. But it's good for characters that crit a lot with weapons and for high ACC casters who use direct damage spells.
  18. Another good candidate (actually best in terms of dps) is Strike Hard - but it comes as late as Godansthunyr. Hours of St. Rumbalt is a great weapon. It works also well with durgan steel because the crit chance goes up (=more prone) while the crit damage gets boosted, too (stacks with Annihilating). If you focus on crits and crit damage (Merciless Hand and so on) it's a lot of fun.

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