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Boeroer

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Everything posted by Boeroer

  1. Starts at lvl 4 with 10% and then adds 10% every 3 levels. At lvl 16 your phrases will only take 50% of the original time to finish. Linger time is not affected of course.
  2. You don't necessarily need it. I played all kinds of parties, even 6 rogues with no hard CC and ACC buffs at all and it's all doable. It's just nice to have, that's all.
  3. Not broken. They just nerfed CW so that DoTs don't trigger it on each tick. Also, there are only some DoTs where less INT means higher dps. Most of them work like "more INT = more damage". And the damage increase via INT is multiplicative.
  4. Also, everybody who can lower DR can profit from those two flails with the 10% burning lash. Chanter, even wizard (dual flail + Alacrity + Expose ). Cipher with Body Attunement seems to be the perfect candidate for Starcaller + Unforgiven. Gaun's Share isn't too bad for a barbarian, at least in early game. He grazes a lot because of his mediocre ACC base and Carnage's ACC malus - and the AoE draining is quite nice that early. Also, with Savage Attack, One Stands Alone and Blooded he has some dmg bonuses, for the 10% lashes, too. Also, a low PER fighter with a large shield and Confident Aim comes to mind. Generally they are not bad for the use with a large shield. -8 ACC is hefty and the 30% conversion will help.
  5. What? Weird! Never realized that. That's neat. Another multiclass combo for Deadfire. Did you ever test Spark tSotR with chanter's Mith Fyr?
  6. Do you need a Marking weapon for PotD? No. It's just nice to have one.
  7. Unforgiven is good as auto-attack weapon if combined with Vulnerable Attack + Ryona's Vambr. and durgan steel on shield, armor and weapon. And it comes quite early (basically with Tidefall). The 20% 30% graze to hit is not bad in the early game, too. Starcaller + Badgradr's Barricade is good. You will be fast enough to potentially perma-stun and triggering Thrust oTV all the time. Edit: just saw MAxQuests post and realized that flails have a more powerful variant of "reliable" which is 20%.
  8. Yes, Chillfog, Wicked Briars, Nature's Terror, Spark the Souls of the Righteous and such are still working great, but nowadays DoTs are not. Also, I did a nasty typo with the 300 - I meant 30. Rodriguez called, he wants his Buttercut back...
  9. Combusting Wounds doesn't just add some fire damage to a hit: it applies a burn DoT effect (that does around 5 damage per tick). I believe MaxQuest showed once that every instance of CW does over 300 burn damage against 0 DR with decent MIG and INT. Of course DR lowers this a lot. The good thing is that it applies the same DoT over and over again (stacks) with every hit - and it doesn't matter how puny the hit is. All you need is to generate a lot of hits in a short amount of time (Heart of Fury, blunderbusses, retaliation, missile spells, wall of something and so on). One of my favorite wizard setups is Island Aumaua + Arms Bearer + Quick Switch + Combusting Wounds + Expose Vulnerabilities + 4 blunderbusses. I don't think there are many competitors to single target burst damage. I never did the math, but it feels more powerful than FoD with an arquebus,especially because you can combine it with special attacks: 24 parallel Combusting Wounds instances and reduced DR already wreck almost everything. But then throw in Runner's Wounding Shot and Envenomed Strike for total DoT Overkill... Also, Kaylon's video where he's killing Magran's Faithful with CW + HoF + Vengeful Defeat shows the power of CW (and HoF of course). Edit: lol dammit, I meant 30 burn damage, not 300! :D
  10. Because even on PC the performance of the game breaks down if you put too much stuff into your stash. On the consoles with potentially weaker hardware this issue is even worse. That's why your stash is limited. Don't know if chests on the floor are limited, too, bit I doubt it. It makes no difference for the game whether you sell stuff (it's in the merchant's stash) or put it into a container. The only real performance killer is the party stash.
  11. You should go to WM I asap. The content there is from lvl 8 upwards. Level tehre and come back to Act III later. lvl 11 for upscaled Act III is tough.
  12. Honestly? It's not so nice for mobile use now. I also don't favor background images behind text and other formatted content - but maybe that's the little media designer in me who prefers clear and simple designs for info stuff like wikis, outvoting the fantasy geek. Looks aside, I appreciate the effort you put into the PoE wiki!
  13. You mean damage per hit? In the beginning the damage per hit is better against foes with ≥ 3 DR. But with every damage bonus the slow one handers will get better until they take over. But a rapier is faster even without speed enchantment - and this one has speed. So damage per second is usually a lot better than the average slow one-hander's. It's a good weapon, often overlooked. But it's obviously a terrible choice for FoD or Runner's Wounding Shot. But it's a fitting weapon for Darcozzis - and those can always use an arquebus, pistol, great sword or estoc (style-wise) for FoD - especially if they don't use a weapon focus anyway.
  14. If I recall correctly, fast casts have 32 frames base recovery. With an armor (melee wizards often wear a thicker one) you should see a noticable difference when casting with or without the speed bonus of Alacrity. Instant casts have no recovery (Disciplined Barrage, Savage Defiance...).
  15. The problem is that if you cast all those things before Alacrity then it takes a lot longer until you can really start with the fighting. I think it's better to finish the casting more quickly than to have a bit more Alacrity left. Especially in a party you want to be done quickly because else the rest of the party already killed half of the enemies while you are still casting. Solo is another story of course.
  16. Clearing the stash helps a lot on my case. Also with the speed of quicksave.
  17. Oops - I forgot Alacrity. Cast that first.
  18. Yes - it's not that something magical happens if you get from very short to zero.
  19. If you don't use mind control in your party then a fighter's "Take the Hit" is actually very good and better than Zealous Endurance - when you combine it with high self heals and max CON. With mind control involved it's totally bugged and bonkers.
  20. Basically you cast Citzal's Spirit Lance, Wizard's Double or another defense buff and then Martial Power, then use Arcane + Hardened Veil. It's like an untouchable pike barb on steroids. Usually the duration of Arcane Veil is enough to kill most groups with the lance.
  21. You could try a duelist monk with Torment's Reach and the weapons I mentioned. Torment's Reach + two speedy weapons that also give +5 ACC each is perfect for Torment's Reach. Tons of AoE damage. And Force of Anguish is the best single target CC ability in the game. It also profits from the +5 ACC of the weapons and the speed because you can send several people onto the floor in seconds. It's a lot of fun. Also monks have huge endurance and health pools and therefore don't struggle as much when they are used as shield-less frontliners.
  22. The burst damage (there is no burst dps) of the fighter is shice. Well not too bad, but he only gets +25% (+Confident Aim) more base damage than the paladin while the paladin can deliver two attacks with +120% lash (against 0 DR) Until the fighter gets Charge, then he does superawesome burst "AoE burst" damage turns into one of the best "alpha strikers" in the team I'd say. Paladin is better in terms of burst damage or "alpha strike", especially if he uses arquebuses. No running around - just fire from stealth, switch, fire again. But on the other hand the figher has a nice single target Knockdown which can be reliably used to disable annoying enemies. That's a good alternative to burst damage. When the enemy lies on the floor the fighter has an easy time finishing the job because he does better auto-attack damage and is usually faster due to Armored Grace.
  23. Def. speed weapons because most speed boni multiply. If you are about twice as fast (with DW, Two Weapon Style and 2 speed weapons) you do twice the dps. While annihilating only adds +50% to weapon base damage. This is not superpowerful. In case of a sabre it's only 6,75 damage per hit. Rimecutters are both annihilating and speedy, so it's great. I would alway buy two of them. Bittercut is better if you can get to 0 recovery (with durgan steel + gloves for example) because it has +40% base damage with all grazes/hits/crits compared to +50% on crit on Rimecutter. This alone is better. Then Bittercut has two damage types which is a huge advantage over axes and other sabres. Then you will also automatically get a 30% corrosive lash because you want to take Spirit of Decay anyway. And on top of that it has some nice Spell Bindings. But the main reason for me is dual damage types. And there are also builds who don't need to look at recoery so much but want to have higher damage on hit - like a dw barbarian using Barbaric Blow, Vengeful Defeat and Heart of Fury for example. Or a paldin who only has 2 FoDs and wants to maximize the damage on hit to get the most out of it and not nec. dps. Same with Fighter using 3 Knockdowns and Charge. Rimecutters allow you to reach 0 recovery sooner and also pick Vulnerable Attack later and still be at 0 recovery while wearing thicker armor.
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