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Everything posted by Boeroer
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Abilities Predator's Sense: it's very good because the base dmg of the Animal Companion scales with level and +50% then leads to attacks that hit like trucks, ripping through DR with ease - if I use my AC for damage it's a must-have imo. Very convenient if you use a wounding weapon such as Tidefall or Drawn in Spring - or if you have party members who deal DoT constantly anyway (Rogue with Deep Wounds for example or a Druid etc.). Stunning Shots! It's named "shots" for some reason - but it works with melee weapons nontheless and is very good with fast melee weapons such as daggers, rapiers, hatchets and so on, stunlocking enemies completely. Talents I personally wouldn't pick Vulnerable Attack as long as I'm not able to reach 0 recovery. Because most of times it would be detrimental for dps then. An Animal Companion and a wounding weapon will take care of high DR enemies well enough most of times. But as soon as you can reach 0 recovery despite using Vulnerable Attack - for example with the help of dual wielding + two weapopn style, durgan steel etc. - then of course it's a nice pick. Savage Attack: it's a bit counterproductive with Stunning Shots, especially if you also pick Swift Aim. IIRC the AC maluses of both will stack. Maybe Swift and Steady would be a better pick if one has to choose. If they don't stack their ACC maluses (not 100% sure anymore, maybe Swift Aim supresses Savage Attack's ACC malus) then it's a good pick imo. Bloody Slaughter is really bad in PoE since it only applies to enemies with 10% health left. Most enemies will die with the next strike anyway, Bloody Slaughter or not. And Bloody Slaughter doesn't even guarantee anything - it's just an added chance to deal a bit more crit damage. It's a little bit better with fast, light weapons which don't do very high dmg per hit - but still bad imo. Apprentice's Sneak Attack: you will flank a lot with your AC so this is a reliable way to gain additional dmg without any drawback. I would pick it. Veteran's Recovery: can help with the sturdyness, I like it in the early(ish) game. Later it doesn't make a lot of difference because it doesn't scale so well. Maybe retrain out of it at higher levels. When using Bittercut one wants Spirit of Decay, if using Firebrand then Scion of Flame. Pretty niche, but then the effect is good enough to pick them over something else. Attributes When using Wounding Shot and/or a wounding weapon then low INT raises dps because the amount of wounding dmg doesn't increase with longer duration but is only stretched thin over time. In that case maxed MIG is also benefical because wounding scales with MIG. Because of Stunning Shots I would want high DEX. Because of Swift Aim (and eventually Savage Attack) I woud want high PER. Both are also very benefical if you use a weapon that has prone or stun on crit until you get Stunning Shots. Items I guess my personal dual wielding melee Ranger would use durganized Ravenwing + Drawn in Spring, durganized Wayfarer's Hide and Gauntlets of Swift Action. And stuff that raises MIG bc of wounding. Then I could achieve 0 recovery even with Vulnerable Attack on and always have Predator's Sense unlocked, too. Drawn in Spring with good MIG is the best dps weapon in the game anyway so this is a nice synergy. Comes rather late though, but maybe one could make a beeline for it (never tried)? This weapon setup is fast enough to stunlock enemies - and the crush+slash+wounding setup will have no problems with DR, also because Rending (mace) and Vulnerable Attack stack to 8 DR bypass and woundign bypasses DR completely anyway. "Coordinated" is a nice enchantment on a weapon for a Ranger because he will flank with his AC most of times anyway and the +4 ACC and +25% dmg are nice bonuses then. Cladhaliath with Marking + Coordinated would be even cooler imo, especially for a Ranger - but it's in a different weapon focus group than Drawn in Spring and I wouldn't want to give that one up. Addendum: Thorny Roots is a cool ability/talent combo imo. It's not melee of course, but 5/rest and fast cast means that you can spam it in tight encounters in a very short amount of time, killing weak/low health enemies on the spot and immobilize the rest for a long time. In addition the dmg is fixed (15 pierce + 15 slash): fixed dmg in PoE only has to overcome 1/4 of enemies' DR (same with Priest's Iconic Projection and Ranger's AC's own Brutal Takedown) which helps against high DR targets, too. Aspirant's Mark is pretty good on an okay-INT Ranger if you don't have a Druid. Rangers have naturally high ACC so using this to debuff deflection and reflex even further is benefical. It's a like a mini spell mastery because it's 1/encouter.
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Streetfighter has very high dmg bonuses when bloodied. So as long as you deal damage with weapons mostly you don't need MIG. It's even benefical to lower MIG because the Blood Sacrifice will hurt less - which In turn lets you use it more frequently and more safely to not accidentally kill yourself while trying to become bloodied - which is the basis for this build. If you use your spells for buffing and CC mostly then high MIG would be wasted points. For the same reason (getting to bloodied reliably and safely) raising CON is not a bad idea. With low MIG your fortitude drops considerably. Using CON to get more wiggle room with Blood Sacrifice but also to get fortitude up is reasonable. And should you get hit: half of a big health pool is way better than having half of a small one. This build drops to bloodied in order to achieve Heating Up asap and then stay there without getting harmed. High deflection and short-lived afflictions on yourself are very benefical then. Having high deflection also makes Riposte a lot more useful, and Riposte makes a lot of sense with Bleeding Cuts. Raising RES has increasing returns for deflection and also the reduced hostile effect duration is great. Even if you are immune to afflictions: RES even works against durations of Arcane Dampener and other stuff that knows no immunity. Long-lived Arcane Dampener would be really bad for a build that relies on self-buffing so much. Luckily the Will defense is stellar due to high INT and RES - so Arcane Dampener will mostly graze and then get its duration reduced by high RES even more. 10 PER is manageable, especially if you mostly attack with weapons and don't use offensive spells too much but prefer self buffs. Enchanted weapons, party- and self buffs provide more than enough accuracy. Reflex isn't needed that much because large shield + style + modal provides excellent protection against reflex-based spells and all sorts of AoE spells in general. So, in the scope of this build the attribute allocation makes total sense and isn't way off. Besides the general self buffing: at tier 7 I personally would use Wall of Draining + Zandethu's + Citzal's Martial Power (and use Blood Sacrifice to allow that) because WoD would make sure you don't need to recast buffs. And I would use Abraham instead of Cosmo because that way you retain the reduced recovery pent but get a heal on kill (even if it's a bit low bc. of low MIG it can still be good for somebody who needs to use Blood Sacrifice from time to time). And I would use another armor for even more defense buffing instead of Blackened Plate (like Nomad's Brigandine or Gipon Prusensco or so). I would also get a Magnificent Escape Cape as soon as I have access to Wall of Draining because the +50 deflection buff of this special Escape stacks with all Wizard deflection buffs and can be prolonged with WoD, giving you stellar deflection (+50 on top). But the attributes I wouldn't change much.
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Blaidh Golan is good in combination with Little Savior or Ilfsn Byrngar's Solace. The two preservation effects (+50 to all defenses when prone or stunned) stack and will give you +100 to all defenses. This makes surviving a ton easier should you have been hit by either prone or stunned. Because of that Blaidh Golan was one of my favorite solo run armors. Higher dmg reduction is not very impactful in the late(ish) game because dmg rolls and health/endurance pools scale much more quickly than armor. So I would look out for benefical enchantments on armor rather than the DR value. For example the Wayfarer's Hide has some nice defensive enchantments, too. Later you might get something like the Hunter's Mail or also Ryona's Breastplate or whatnot which also have nice effects. DR isn't that important then. In the early game high DR is very benefical though because the ratio of DR:incoming damage is much bigger than later in the game.
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When going solo I would recommend leveling up to the max first, yes. Fighting dragon can be easier if you use charm/dominate (Munacra Artet, Spirit Spiral, Ring of Changing Heart). Only one dragon is immune to that - and he comes with a dragon bro who is not. So you can buy precious time to buff up and take out annoying ads while the dragon is even helping you with that. Afterwards you can face the dragon 1:1. You need do buff up accuracy for that, but imo it's a rel. reliable way besides kiting (which always works except if you have no room - like against the Alpine Dragon). And of course use summons like there's no tomorrow. Also prayer scrolls (against fear and stuff lie petrification etc.) are nearly mandatory.
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Bounties for ultimate
Boeroer replied to Ulm's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You can re-enter Defiance Bay as soon as you visited Twin Elms for the first time. By that time the riots will have stopped and you can go back at any time and as often as you want. -
2 trial of Iron save files wtf?!
Boeroer replied to Ulm's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No problem for the achievements, just ignore. Steam synched an old cloud save game with your computer. It's an error of steam, not PoE afaik. -
The other suggestions here are all cool and fun to play. But I will always recommend single class Monk with dual mortars because it's still my favorite ranged combination after thousands of hours played. Not saying that other combos aren't very nice, too. Just my personal taste I guess. You'll get Stunning Surge a lot sooner bc. of faster Power Level Progression of single classes. Same with Duality of Mortal Presence (INT). Stunning Surge with huge AoE due to +10 INT is extremely good with mortars because you will nearly always get a critical hit if you target several enemies, giving you back the Mortification points. Then you will get Resonant Touch at some point - and that is extremely potent with Hand Mortar+Blinding Smoke & Fire in the Hole+Chain Shot. Blinding Smoke can produces a lot of additional attack rolls which - although they deal no damage - will apply a Resonant Touch. Fire in the Hole will jump one time including the AoE, adding even more Resonant Touches. And finally you'll get Whispers of the Wind which is absolutely fantastic in combination with mortars and Ajamuut's Stalking Cloak. WotW makes you invisible which allows the cloak's stun to work. Also a scroll of Avenging Storm or the Helm Heaven's Cacophony are absolutely insane with Hand Mortar + Fire in the Hole because of Blinding Smoke and Chain Shot. With WotW you do an AoE attack with AoE weapons, result is either instant death of enemies - or they are left with so many Resonant Touches that you only have to trigger it and then they die. Against single targets just summon the Long Pain fists (they are very good backup weapons). Or use normal Blunderbusses. You'll have two summons with Dichotomous Soul which help with the survivability. I've played two full runs with Mortars Monks now (1. Helwalker, 2. Nalpasca - prefer the Nalpasca, the faster wound generation lets you spam WotW non-stop) and it has been a blast both times. It is very benefical to build a party around the mortar monk who can keep enemies in a group instead of spreading out. This can be achieved by simply using a tank who unstealthes first and get swarmed by enemies and who can pull enemies in with Into the Fray or so. Spells like Pull of Eora are also extremely helpful. The Mortar Monk also works well without that, but it increases the devastation considerably when enemies are standing near each other. I used Edér with a Large Shield + modal and a belt that makes immune to push + pull (so he is not influenced by Pull of Eora) and Aloth with Pull of Eora or an Arcane Archer with Imbue:Pull of Eora. Not mandatory but as I said: improves things a bit. Few impressions (attention, huge animated gifs, may take a while to load):
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Yes, Citzal's Spirit Lance is also a good way to build a nice melee damage dealer. By the way: if you use a Berserker/Wizard with Citzal's Spirit Lance and have a Troubadour in the party who uses "Many Lives Pass By" with Brisk Recitation you basically have a Warlock without recovery (most of times) as soon as you pick up Blood Thirst. The skeletons will pop up every 3 secs and are extremely weak (don't scale at all) so that an AoE hit from the Lance + Carnage kills them, triggering Blood Thirst, Bloodlust and Blood Storm's prolonging effect - as well as heals from a pet (+x heal on kill) or stuff like Triumph of the Crusaders, making it easy to survive battles as Berserker. The Blood Thirst combo is late(ish) game stuff of course but heal on kill can start very early when using the usual skeleton summons and Carnage. You have to stay confused though and party members shouldn't come too close. Remember that a Wiazrd can use Essential Phantom to deploy a summons which has the same items, including unique weaoon with all enchantments on them (soulbound upgrades, too) and summoned weapons - which will not run out as long as the Phantom exists. So you can have two people wielding AoE weapons for the price of one. Another way to "abuse" those skeletons summons with a Berserker is to use a Berserker/Devoted with Amra and Riven Gore, using Cleaving Stance. Once you kill an enemy or a skeleton the cleaving will most likely crit a bystanding skeleton which will die instantly because of Riven Gore (destroy everything that has <50 health), triggering another Cleave and so on - all the cleaving causes Carnage and Amra's Riven Gore which will eventually destroy normal enemies on the spot, too. It will also destroy party members with low health (meaning instakill + removed from party), so watch out! This Brute would also work with LD's Voulge. The funky mechanics of AoE+Soul Annihilation also apply to Citzal's Spirit Lance - so Soulblade/Wizard is also an option. It does less dps as a Soulblade/Rogue on the individual targets but has the better AoE weapon and tons of buffs for survival. Also Essential Phantom... --- About WotEP not being only good against 3+ targets: I disagree. It comes with +1 PEN compared to other Great Swords and a 15% crushing lash. It's not the best tool against single targets of course, but I think as soon as you can hit 2 enemies with it it's a solid choice. It also has reach wich makes it possible to attack from the second line. Offensive Parry isn't an AoE - but it procs on 100% of misses which is awesome. You can combine it with Nomad's Brigandine or Gipon Prudensco for parry on disengagment - so you can hurt enemies while you disengage on purpose. Offensive also generates focus for non-Psion Ciphers and wounds for a Shatttered Pillar Monk. With very high deflection this can make WotEP even good against single melee enemies because they will kill themselves. Offensive Parry has no attack animation and no recovery. A Soulblade/Wizard with Wall of Draining can uphold all buffs for a whole encoutner - including buffs from the Weyc's Mask (doesn't stack with Arcane Veil but all other deflection buffs) and the Magnificient Escape Cape (stacks with everything except Escape itself). This can let you reach absurd deflection numbers of 200+ which makes sure nearly all melee attacks that target deflection will miss you, giving the enemy an Offensive Parry. Besides that Offensive Parry dazes enemies - which is very helpful for lifting your AR over enemies PEN, making you a lot sturdier. When not using Offensve Parry the speed enchantment als isn't bad. Against a last standing enemy one can use Run Through which has very high base damage. Still, when facing a single enemy I would also switch to another weapon.
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No need to pick Moon Godlike because you will have "Blooded" which will be displayed as benefical effect as soon as you drop below 50% health. The White Witch Mask and several other items like certain belts, capes and amulets only proc 1/rest so imo they are not well suited for indicating your health status - as long as don't want to rest after every fight. There are some items that always indicate when you are near death (<25% health), for example Effort. But usually I find Blooded enough to make sure to start healing. Furyshaper is def. better than taking vanilla Barbarian, especially when going single class. Because the Blood Ward is excellent for a melee build (and the whole party). I general the PL-9 shouts of the SC Barb are a lot better than Heart of Fury or Instrument of Boundless Rage. For melee Barbs Dazing Shout is an excellent CC tool for survival - as well as a great damage tool in a big AoE around you. Flames of Devotion does indeed apply to the cone of WotEP. Also Eternal Devotion's lingering lash works with everything that deals direct damage, including spells and other non-weapon attacks. SC Soulblade can make use of Time Parasite to attack really fast and Shared Nightmare to increase the cone of WotEP a lot. If you give a party member Reapng Knives they can farm focus for you that you can dump into Soul Annihilation. Other good melee AoE abilities: Whispers of the Wind (SC Monk), Clear Out/Clean Sweep/Clear the Path (Fighter/SC Fighter), Whirling Strikes (SC Ranger). Most effective is difficult to say and depends on the way you play, which enemies you encounter when and what party members you use - but if you also want to use WotEP's enchantment Offensive Parry and stack it with Riposte (those are free attacks which can raise dps considerably and the Riposte with WotEP even uses the cone) I would pick a Soulblade/Trickster over Streetfighter.
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PoE's Edér was a Rogue in the first iterations of the game. They had to change it to Fighter because playtesting showed that player characters who weren't sturdy needed a tanky party member as soon as possible. So - in a way - Edér being a mix of Rogue and Fighter in Deadfire is the most "canony" version you can do.
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I would do it differently. If you combine a reloading weapon like a firearm or a crossbow/arbalest with Gunner and Sure-Handed-Ila you'll have a shooter who is reloading VERY quickly. This can be extremely useful because the modals of crossbows/arbalests do interrupt - but they slow you down. With enough shooting speed like from gunner + SHI you can lock down a single enemy all by yourself nonetheless. The reason why this is so fast is that Sure-Handed Ila applies both the recovery bonus AND the reload bonus to reloading weapons, making it twice as good for them in comparison to normal recovery weapons like bows and wands etc. Also Driving Flights allows you lock down two enemies at once. I like Spearcaster for a crossbow build because first of all it comes so early - and secondly with max Arcana it has insane accuracy. The lashing enchantment is great as well. Add Myth Fir chant for more lashes (for your party, too) and even get very good DPS from your shots, not only CC and interrupts. SHI + Mith Fyr is also very, very nice for companions such as Maia as Scout with the Red Hand and such builds. In combination with Spearcaster I always pick Arcane Archer - because I want to max Arcana anyway. The acc bonus of Arcana for Spearcaster and the one for the imbue shots do stack, giving imbue shots extremely high accuracy because they will have a bonus of 2*Arcana that stack with alle other ACC bonuses (Marksman, Stalker's Link, Marker for the Hunt and whatnot). Even late in the game this combo is great because you can combine Imbue:Web and Imbue:Eora with the "Their Champion" invocation. Since you accuracy is so high and since you can dish out four AoEs of pulsing CC in seconds from stealth (driving flight procs the Web and Pull oE twice with each shot) you will interrupt in an AoE with the help of the energized inspiration all the time - while also disabling most enemy groups on the spot by simply immobilizing and pulling them together. Using Web and Eora and not Missiles and Fireball as imbue shots is not only the superior choice imo - it also makes PEN issues with the Arcane Archer non-relevant. On top you can have summons + animal companion = multiple additional bodies on the field which is always very impactful. In the beginning to the mid game summoning Wurms and boosting them with SureHI + Mith Fyr is incredible ranged dmg imo, especially if you focus the Wurms on one enemy and just blast them to pieces one by one. Because the Wurms scale badly you might want to retrain out of them in the later game though. So: Troubadour/Arcane Archer with maxed Arcana and Spearcaster is a top combo imo. Superb single target dmg and CC, superb AoE CC, lots of additional bodies and also nice support for the party.
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? Since Hunter's Claw and upgrades provide bonuses that stay active until the next rest, the idea is to use it in easier encounters with the same type of enemies - but tougher - you might fight in encounters a bit later (e.g. Splinter's Reef: load up Beast's Claw to the max in the tavern fight and enjoy +20 ACC and +20 deflection for the rest of the island: everything's a vessel there). It's not meant for gaining high bonuses instantly for the fight you are currently in. Because of that I think it's perfectly fine. Are you sure the race-specific ACC bonus doesn't stack with other active bonuses? It should at least stack with Devotions and of course all inherent ACC buffs of abilities sich as Accurate Wounding Shot - giving you +40 ACC in a biss fight instead of "only" +20. +20 Deflection aside which I think is awesome.
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They will all trigger at once and so all but the first one will be completely wasted. No, those will trigger just fine. Revive will happen afterwards. That would have been my advice as well. Just for additional info: you can refresh the charges by stacking two of those rings in the stash. So the second one is just for resetting the charges, you wouldn't use it during combat.
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Im playing PoE Deadfire on Linux as native versions since the beginning and a couple of other games with the Proton layer. I never had any issues - but usually I'm not playing fancy new AAA titles. I won't buy the Steam Deck though because I'm not a fan of playing games on small screens and especially not RPGs without keyboard and mouse.
