Jump to content

Boeroer

Members
  • Posts

    22857
  • Joined

  • Last visited

  • Days Won

    370

Everything posted by Boeroer

  1. Skip Persistent Distraction. It's quite useless in my opinion. Distracted doesn't count for Sneak Attacks/Deathblows. Reckless Asault is nice (but doesn't work with Savage attack, so you have to choose which one you want), Deep Wounds is ok. Dirty Fighting and Vicious Fighting are actually quite good - because you can also stack that with Durgan Steel later on and several other hit-to-crit conversions. Iy you combine that with an annihilating weapon (Rumbalt, Shatterstar, Resolution, Firebrand and so on) things get really interesting.
  2. Thanks a lot. Monks are awesome. But you have to understand how they work. My first monk was a disappointment because I couldn't figure out his strengths in the early game. But once I got it right it was so much fun. Lots of micromanagement though. The total opposite of a chanter. Barbs start relatively weak (drop down quickly, miss a lot). But they have a steep power curve compared to other martial classes. A fun approach that works very well in the early to late mid game is to use Novice's Suffering (aka fists).
  3. An example how to make the early game a lot easier with just two talents: Priest with Inspiring Radiance and any other character with Aspirant's Mark. The priest starts encounter with Holy Radiance, everybody gets +10 ACC. The other char casts Aspirant's Mark. Now your whole party has a +18 ACC bonus when it comes to rolls against deflection and reflex. This is a party-wide buff/AoE debuff that works in every encounter! You can imagine that a Paladin with Zealous Focus will also be very helpful here, adding another +6 ACC bonus to the whole party. Most CC spells / abilities that follow will be hits or crits, same with damaging attacks. You can add Prestidigitator's Missiles then (for example use a ranger with Vicious Aim) which will most likely one-shot most early enemies. Tricks like this will make you rest less and reach Act II with a lot less fuzz.
  4. On PotD, the beginning is more difficult than the rest of the game. It's normal that this is the part where people struggle the most. One little tip if you don't oppose retraining: cross-class talents and other things like Runner's Wounding Shot, Envenomed Strike, Prestidigitator's Missiles and also Aspirant's Mark are very powerful early in the game. But they don't scale well with level (except Runner's Wounding Shot, which is always very useful). They make the beginning of the game a LOT easier. At some point you will feel that they don't work as well anymore. Then you can retrain and pick something else.
  5. Hi! Your stats would work well with a ranged cipher. Just note that he indeed will be a glass cannon and will die quickly once he gets attacked directly. If you can avoid that (good frontline or smart use of crowd control), it's all good. And you'll have Silver Tide (Moon Godlikes' racial feat) which will prolong the time you can withstand a beating. Accuracy is very important in this game, because there's not only hit or miss, but actually there is miss - graze(only 50% damage or duration) - hit (normal damage or duration) or crit (+50% damage or duration). The higher the accuracy the more likey you will avoid misses and grazes an do more hits and crits. Since the accuracy bonus from PER stacks with every other accuracy bonus you can get, PER is important for most characters who want to hit/crit - be it with damage or with crowd controlling effects. However, since you are playing on normal difficulty, where enemies' defenses are lower than at Path-of-the_damned difficulty for example, you can do with lowish PER and still be happy. So, yeah, you should be fine. One rule of thumb for PoE combat: 1. buff your accuracy 2. use crowd control (favorably things that disable foes like prone, stun or things like blind which lower enemies' defenses a lot) 3. deal damage No. 1 can be easily done with a priest (some classes also have their own accuracy buffs), 2 is what ciphers, wizards and druids are good at and 3 can be done with any class, although some have more potential than others. Ciphers are also pretty good at it, be it with weapon or with spells. Crowd control is very powerful - that's why the cipher has INT as recommended stat. He has some good crowd control spells and INT prolongs duration as well as it extends AoE. If you want your cipher to be more of a crowd controller than a damage dealer then INT is more important than MIG. If he should be more of a damage dealer then MIG can be more important than INT (depends on the spell - some deal damage over time and in that case INT is important, too). Hope you like it!
  6. Ok, thanks for the info. I recall that I got them in one of my earliest playthroughs. Version 1.x. Because I seldomly use the random loot table (only when doing ToI) I assumed that I just missed them since then. But apparently that was changed quite a long time ago without noticing me. Or I'm confusing something. Might also be the case.
  7. Don't know if this will help with the bugfix, but if you pause a LOT (like, every microsecond it feels) during drinking animation and click on that potion symbol again you can prevent the fizzling. Did that all the time during an ultimate run. Superannoying but it prevents that the game finishes the animation without actually drinking the potion.
  8. And yes, if you have survival 7 then you will get +2 DR instead of +1 (if you choose that option while camping). You would get +40% healing if you'd have survival 8 (and choose this bonus while camping). However, the ACC-bonus doesn't scale like this: you'll get +10 with survial 4, +15 with survival 10 (so, only 5 more) and +18 at survival 16 (only +3). A good value for survial can be 4 (for +10 ACC against certain enemy types), 8 (in order to get +40% healing) or 10 (+15 ACC).
  9. Wait, this is the best? Didn't you read my other builds in the PoE charbuild subforum?
  10. Depends how quickly you can end the fight. And you can have lots'n lots of health but bad defenses (barbarian for example). In that case constant healing is great. Every level reduces the health issue a bit, too.
  11. Yeah, what Jerek said. For example plate armor: base DR: 12 Vs. slash and pierce damage it has a modifier of 1.25, resulting in 12 * 1.25 = 15. Vs. shock damage it has a modifier of 0.5, resulting in 12 * 0.5 = 6. Armor enchantments like crush-proof or shock-proof add their bonus to the base! So a plate + shock-proof would only get a +2 bonus in the end, because (12+3) * 0.5 = 7.5 which is rounded to 8. Putting crush-proof on would lead to a value of 15 (12+3, no modifier). Putting pierce-proof on would result in 19: (12+3) * 1.25 = 18.75 Any other, "external" source of bonus DR which has nothing to do with the armor itself, for example a ring with +4 DR and +4 burn DR from Scion of Flame and such just get added to the modified armor value. They will not be influenced by the armor's DR modifier. So, Heart of the Storm would add a flat +4 DR bonus on top your plate's 6, resulting in 10. A Blunting Belt will always add 5 to slash and pierce DR, no matter the armor modifiers and so on...
  12. I think the resulting spells which you generate in Tyranny felt really... generic. "Bland" would be another word to describe it. Of course more adaptable and flexible, too. A bit like when you compare hand-crafted maps (PoE) with dynamically generated ones (Diablo or Torchlight or whatever). Pros and cons. I would be cool if you could not only create or craft spells and abilites from certain resources, but also develop them over time - like you develop your character. Would give even spells that feel bland a bit more flavor and a certain feel of "history" after some time.
  13. It's totally possible in PoE1. Create a rogue with high MIG and INT, Pick up the Sun-Touched Mail from the guys that stole Wael's scroll in Woodend Plains, pick up the Amulet of Summer Solstice from Lady Aelys "father" in Dyrford and you'll have a rogue with 6 Sunbeams per rest pretty early. When slaying Maerwald, opt for siphoning his soul for knowledge. Then grab the sabre "Flames of Fair Rhian" from the Endless Paths lvl 13(?). If you have the Helwax Mold from a stronghold adventure then duplicate that sabre. You will have a dual wielding sabre rogue with 6 Sunbeams and 6 Fireballs per rest which work with Deathblows (not Sneak Attack). Which basically means double damage on hits. And hit-to-crit conversion of the rogie also works with spells. The great thing about Sunbeams is that those cause blind for a long time. Also pick up the Silver Flash! You can add more Fireballs with Taluntain's Staff (3/rest, Act III) and Curoc's Brand (1/rest, WM I). And of course you can add other AoE spellbind items like White Crest armor, Bittercut, Spelltongue and so on, adding more and more spells per rest or even per encounter. Swaddling Sheet is especially nice! Also use scrolls of Twin Stones or Concussive Missiles. Those will cause Deep Wounds in an AoE. Another thing would be Grey Sleeper for the Twin Stones proc, but it doesn't trigger often enough in my opinion. AoE rogue is very nice to play because you can get the first Sunbeam item quite early and it can be played like an ordinary sabre rogue - so it's not gimped in some ways just to get the AoE capability.
  14. As the OP points out, there is Pain Link which can be cast on the cipher - and it has the same description concerning allies. I think that's the only power that the cipher can benefit from which doesn't involve targeting a friend or a foe. Maybe OBS just overlooked that during development. It's a very nice spell for a retaliation build by the way. So yes, it's bad description. One of PoE's major flaws is misleading, cloudy or simply erroneous descriptions. Some cipher powers can only be cast on other party members - not charmed or dominated foes, not summons. If you want to use these powers with a cipher, you need a second cipher - unfortunately.
  15. Wizards can use Infuse with Vital Essence, other players could use the potion. Besides that: yeah, I let them go KO, too.
  16. The older robed man is a vision from a past life of yours. It's not supposed to make any sense - yet. See it as a puzzle. You should know by now that you are a Watcher and that you became awakened. This old man is the same whom you met right after the first dungeon in Cilant Lis. The guy who operated that strange machine. I guess you haven't fully read all the text and dialogues?
  17. Since there were a few weird things in the last video around full attack abilites I'm a bit confused. But it would be really nice.
  18. Quickly looked it up in an older thread. So yes, blunderbusses, too.
  19. I said what I remember what was said by Josh and other developers during the Twitch streams - not what seems to be realistic. Since when are implements that shoot projectiles off their knobs realistic anyway? They called it a mortar and that Serafen will start with it. I guess it's a small cannon, but I can't remember if it behaves like a blunderbuss (multiple projectiles) or more like an arquebus (single projectile) or even like Powerder Burns (AoE damage). Probably AoE... Don't ask who Serafan is...
  20. Yes - chanting is not affected by low DEX and heavy armor. If you use an invocation however, you will see that the recovery time is much shorter with high DEX and no armor. This recovery will also stop your chanting. That's why a chanter tank who uses Dragon Thrashed doesn't use invocations at all. No, armor's DR is not universal. If you open the character sheet and look in the bottom left corner, you will see all the DR values against certain damage types. People going for survival because it's the most useful skill if you're not the mechanics guy and if you're not planning to use scrolls (needs lore). Althletics is quite crappy in my opinion, stealth you only need if you want to use Backstab or want to avoid encounters. Mechanics is pretty important, but one guy specializing in it is enough. Survival on the other hand is very useful for tanks (+DR, +healing bonus) as well as for CC and dps guys (+ACC, flanking bonus) and so on. Especially the ACC bonus is very helpful in the early game. VERY helpful. Give Sagani a backup weapon. For example a wand, rod or scepter. Those have two damage types.
×
×
  • Create New...