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Everything posted by Boeroer
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Driving Flight works with most ranged attacks - spells included - that are targeted (like Missiles, Necrotic Lance, Killing Bolt and stuff). It also works with Twin Stones for some hilarious effects. Funny thing is: Driving Flight also works in melee - but only in combination with Stunning Shots: if you hit an enemy in melee with Stunning Shots then the enemy behind the first one will also get stunned (but not damaged). Did anyone check if the Martyr spell on that Marked Amulet (ledendary Caed Nua adventure) stacks with "Behold the Martyr" from paladins or other speed buffs?
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How can it be with a paladin? You'd have to pick Zealous Focus and take all the damage-enhancing talents and abilites you can get, including Intense Flames, Scion of Flame and whatnot. But that will leave you with lower defenses. You will have to decide what suits you. It's a viable approach to boost your defenses to the max and only do whimpy damage. Fights will last forever, but you will not go down. Focusing more on offense will shorten the fights - but it will also be your K.O. which ends the fight prematurely from time to time . What can work is to get some retaliation items quickly (Supper Plate + Garodh's Chorus for example) and then use a Ring of Searing Flames. That way you can do with low DEX and still deal damage when you get hit or grazed - and the Combusting Wounds will speed up things. It doesn't work well against very high DR foes or burn immune enemies, but most fights it will speed up drastically. If you combine this later with Sacred Immolation it gets really interesting. Also, if you can get Aila Braccia you will see that it is one of the best shielkds in the game in certain situations (Lagufaeth - including Broodmothers, Thaos and everything that uses ranged weapons and targeted spells against you). In a solo game you can't stick to one weapon setup anyway. You have to adapt to the situation and the enemies. For example, using high DEX + Sanguine Plate + Executioner's Hood + Inspiring Triumph + St. Ydwen's Redeemer is quite nice against vessels while it's totally useless against Banshees.
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The wird thing about traps is this: if you trip a Sunlance trap it will deal like 300 to 400 damage to you. If you disarm it and place it yourself then it will deal about 30 to 40 damage to an enemy. Erm... Sadly, there's no talents or abilities around traps - so it's not worthwhile to use them with a party. Maybe if every character in the party had 10 mechanics and you would place 10 traps - but why the hassle?
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It would seem that "Going Between" could be a good example of the special powers an Ascendant might have. It's description and all sound so "ascendantish". But wait - I totally missed (or forgot) that there is a wizard's subclass named "Sorcerer". What was it all about again? Evoker also sounds more like a summoning specialist to me. That's cool with me because I really like the summoned weapons in PoE1.
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If you want to use summoned weapons you shouldn't spec for weapon & shield. Take Arcane Veil + Hardened Veil and use Wizard's Double. I would also recommend Veteran's Recovery as it works very well with high MIG and INT as well as Concelhaut's Corrosive Siphon to help with survivability because both can heal your endurance nicely. Infuse with Vital Essence doesn't look like much, but its values are influenced by MIG, and healing bonuses as well. It will give you back quite some health which can be very useful for a melee wizard since a wizard's health is low. Things like Savage Attack and Two Weapon Style work well with all summoned melee weapons. They are all two handed and have higher base damage than "normal" weapons.
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Wall of Flame Interruption
Boeroer replied to MaxQuest's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It seems that hazards are like characters on their own. -
Before complaining, look at MaxQuest's signature! He made an excellent webapp. Far better than crappy spreadsheets.
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Yeah. Like plate: it has 12 base DR in general against everything - but slash and pierce are higher and shock is lower. And watch out: the bonuses/malus are percentage based (like a plate with 12 DR has -50% shock DR: means 6). Those percentage based bonus/malus also applies to your own proofing enchantments that you put onto your armor.
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The Long Pain has high base damage that profits a lot from high MIG. At the same time its ACC bonus doesn't work with special attacks (like Transcendent Suffering), so you need some PER, too. Good INT let's you keep the Long Pain for quite some time and its also beneficial for all the cc abilities as well as healing over time. DEX is nice to speed up the casting animation of the Long Pain (which is rather long) and also speeds up the attacks. RES and CON are left - CON is quite useful for monks because they have high endurance and health pools. I would totally dump RES to 3 and use Vet. Recovery, Shod-in-Faith and healing bonuses from items and survival to counter the damage I receive. My priorities would be MIG>INT>PER>DEX>CON>RES
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Wall of Flame Interruption
Boeroer replied to MaxQuest's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Maybe it's considered a hazard? If yes: do all hazards work this way? -
The Long Pain is awesome. It also works with many of the monk's abilites which would otherwise only work with melee weapons. You can read the following class build for information about the Long Pain since it completely evolves around it. It's not a heavy armored or tanky build, but the info about the Long Pain is still viable. I think you can easily adapt that stuff for your build idea: The Witch Doctor Sanguine Plate's Frenzy does not stack with Swift Strikes if we talk about the attack speed bonus. But the +4 to MIG and CON will work. And you can spare your wound for Swift Strikes for the time when the frenzy weares off. So it's not a bad pick. Don't know which Kana chant you mean atm, I guess Shure Handed Ila. This does indeed stack with Frenzy's or Swift Strikes' speed bonus while you are using the Long Pain.
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Painful Interdiction is nice - the size of the AoE always amazes me. But if I choose Painful Interdiction I always make sure I have Inspiring Radiance first. This way you get +10 ACC for both interdiction rolls (dazing & weakening) without using a single per-rest spell. Since Interdiction's duration is rather short, it's good to do crits with it to get longer durations or to make sure it really hits.