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About the Barbarian...
Boeroer replied to KulltheBarbarian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes, I agree to that. In the early game the shortcomings of the barb (mainly his lower starting value in deflection) are very obvious. At the beginning of the game +15 deflection is a huge advantage while having a bit more endurance just means you can take one more hit. This totally favors fighters and monks for example which feel a lot sturdier. You need quite some levels in order to balance out the 15 points of deflection with a lot more endurance and health. The high health is very beneficial later on though because if you rely on healing (Veteran's Recovery, Savage Defiance and stuff) a lot you want to have as high health as possible or you have to rest all the time. Of course, the 3 CON barb only has the same endurance and only a little bit more health than a 10 CON fighter - so he needs to stack more defenses (or ACC debuffs) than a usual barb in order to survive. The best thing about that barb tank isn't even his own tankyness, but the ability to stack his ACC debuffs with every other deflection buffs the party can give. That was a reason why he was pairing up so well with a Shieldbearer Paladin: the deflection buffs of the paladin plus the AoE ACC debuffs of the barb result in a super sturdy party even though the other party members where build squishy. -
Huh? I was just about to donate another batch. How dare you, anonymous patron! Well, more toys for my children I guess. Now voted for trinket. But there it's even more difficult to know what is allowed and what not. But since OBS won't have to create 3D-models and animations around trinkets (like they would have to do with weapons, hats, cloaks and armors) I guess there are less boundaries...? Maybe Aarik will know.
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About the Barbarian...
Boeroer replied to KulltheBarbarian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That is correct. You should always target the toughest foe if you are dual wielding + HoF. If the initial target dies after the first swing then HoF will not execute the second swing of the Full Attack. (same with Torment's Reach by the way, just for info). This is no problem of course if you are not dual wielding. Blooded triggers at 50% endurance, not health, but I guess you meant endurance. Just want to be clear. Barbaric Blow (BB) seems to be a bit meh - but it can be really good when you're dual wielding. First of all it's a Full Attack, but the best feature is the hit-to-crit conversion and the +0.5 crit damage mod. With annihilating sabres or battle axes, Doemenel Talent, Dungeon Delver, Rabbit Fur Gloves or Azalin's Helmet and Barbaric Blow you will deal +50(crit)+50(annihilating)+50(doenemel+delver+items)+50(BB) = +200% base damage on crit. So it's one of those abilites that you have to shape for yourself - like mst of the barb's stuff is to be honest. Barbaric Retaliation: that's right. But it's raw damage and thus works reasonably well against high DR foes as well. As I said I didn't mean the barb is particularly good against single enemies - but he's better than other melee guys (e.g. chanter) who don't have any abilites that improve their performance against single enemies a bit. At least the barb has some tools that also work okish against single targets. Nothing fancy of course. It strongly depends on your party composition and how you play. When the barb is your main tank and you don't have other tough frontliners than maybe 3 CON is too low for the early to mid game. I had a two handed priest of Berath and a Ploi paladin as additional frontliners, too, and I think he went down 3 times in the whole playthrough. The healing alone could balance out the lower starting deflection if he missed the shouts or got diabled too quickly. About barb in general: despite people saying he isn't viable for soloing or he isn't good for this and that - I did a solo PotD run with a dual wieldung sabre barb and is was one of the most "easiest" solo runs with a melee (non-caster) guy. Mostly due to the AoE capabilities and the very high endurance and health pools. It's true that a barb needs more levels and some special items to bloom. Their advantages around endurance and health are not visible in the early levels and you don't know yet how aweseome the combination of carnage + special weapons enchantments can be. I think that's the main reason why a lot of people think that barbs suck. Since I have no problem to work around his weaknesses (especially not with a party) that's no problem for me. I really like barbs. Also they way how you play them. Due to the nature of casters (very strong in tough fights, good enough in trash fights) those will always be superior to the other classes after some levels, but in terms of fun (also concerning build variability and in comparison to other dedicated melees) the barb is a good class. I wouldn't substitute a barb with a caster - not because the later isn't more powerful, but because they play differently and usually I play to have fun. If I would be looking for the most OP party I would use 6 chanters with Dragon Thrashed and will have the most boring playthrough ever. Or 6 wizards... Wait... why did I say "would"? I already did it... -
About the Barbarian...
Boeroer replied to KulltheBarbarian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nothing can compete with Dragon Thrashed to be honest. It's the best combination of tank + damage that you can have without using any resources at all. About barb tanks: we have different perceptions then, because my barb tank (like described above), who stacks at least -30 acc malus on enemies in every fight, was absolutely awesome and added a lot of survivability to the whole party, not only to himself, while doing more damage (countin carnage damage, too) than most other tanks. He's not as tanky as a full tank paladin of course, but who needs that in a party? Heart of Fury is the best "active", per encounter damage ability in the game. But you have to do some preperations to make it superpowerful. It is also able to kill dragons - if the dragon is surrounded by enough of his minions. First of all you have to be dual wielding or wearing Badgradr's Barricade or Dragon's Maw, then you have to skill everything for maximum damage on hit (not dps). Because speed is of zero use when using HoF. Also, the radius of HoF is bigger than the initial circle you see when you apply it. That's because every enemy who gets hit by your HoF radius will trigger a carnage attack that reaches beyond that radius. So, you can even hit enemies utside that circle, but with less hits overall. It's good to have a wizard with Pull of Eora if you want to use HoF. Another advantage is that HoF generates a lot of hits (with enough enemies around) and thus works with Combusting Wounds (unlike Dragon Thrashed) and it also works with things like Vulnerable Attack (you don't have to care about attack speed here) and all on-hit/on-crit effects of weapons. For example using We Toki (left hand, in order to attack with it first in a Full Attack - offhand hits first with Full Attacks) + another battle axe will result in tons of crits with annihilation. Every additional enemy will increase the overall HoF damage exponentially (literally, not just figuratively). So you want to have max INT and an overseeing item, too. With 4 enemies in that initial range of HoF you will generate 16 hits, with 5 enemies 25 hits, with 6 enemies 36 and so on. You will trigger 36 Combusting Wounds with one attack. You can imagine how much damage this will be - even without the damage from HoF itself (which is also huge, at least you will hit every enemy 5 times, not counting additional effects from weapons with spell chance or whatever). With Combusting Wounds + Heart of Fury, maybe even adding Vengeful Defeat + Second Chance, you can solo upscaled Magran's Faithful without kiting and splitting. Whiping them out in a few seconds. Watch Kaylon's video where he did it. You can't do that with most other builds or classes. This can be very valuable! Even better than Dragon Thrashed if you look at the tactical perpective, because you will kill right at the start of an encounter, instantly, not over time. You can even combine instant AoE CC and AoE killing with one attack. It needs better positioning and preperation than Dragon Thrashed of course, but is has its advantages. HoF is level 11 by the way, not 14. Quite the difference... And how can a barb with be useless against a single enemy? His abilities evolve around AoE damage, that's true, but he will have things as Frenzy, Blooded, Barbaric Retaliation, Barbaric Blow and other stuff that also work well against single enemies. Therefore he's better against single enemies than the usual chanter for example. He will never be the dedicated single target damage dealer, but he's far from being "useless". Wizard's Blast is very nice as well, I will not argue with that. But it is not connected to the weapon damage, it doesn't profit from talents that benefit weapon damage, not from dual wielding and has crush only. It does work with spell chances and on-crit-effects, but it will not cause draining in a AoE like Tidefall + carnage, it will not apply lashes or durgan steel's enhanced cit damage, it will not profit from Vulnerable Attack or any other DR bypass other than its own (Penetrating Blast, you need to put a precious talent point into that) and its AoE size is smaller, too. It works very well with Kalakoth's Minor Blights & Combusting Wounds though and I like it a lot. But that's a totally different way of playing. There is fun in jumping into the fray an hacking at stuff rather than standing aside and swinging an implement. -
Same. Brilliant & Aggrandizing Radiance are pretty nice (and their bonuses stack with everything), but Brilliant Radiance is bad, even if it hits in a big AoE. The damage is so low that most of it will be eaten up by enemies' DR. Just a wasted talent point. You can make it work as MC with a lot of MIG (Aggrandizing + item + Champion's Boon/Minor Avatar), lots of ACC for crits, Doemenel talent and Scion of Flame (not DoT, so it should work). But why all the hassle when you can just cast something better without wasting casting time for a low damage ability and wasting a precious talent point?
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Low DEX is not so crucial with a barb since you will have Frenzy, Bloodlust (both stack). With Spelltongue both get prolonged a lot. You can also try this with dual wielding and Two Weapon Style to be even faster and balance out the lowish DEX even more. Also don't forget that Spelltongue itself will give you an additional speed buff.
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Should work OK. With Maneha you can also go two handers with Frenzy + Bloodlust + Blood Thirst. Low DEX is not a problem with those abilities. I really like Hours of St. Rumbalt with a barb.
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About the Barbarian...
Boeroer replied to KulltheBarbarian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Heart of Fury kills whole encounters without using up resources. I'd say it's better than most spells if used properly. Also, a barb with an overbearing or stunning weapon will be a great walking CC effect that doesn't use resources and at the same time deals great damage. Of course you can nuke everything to pieces with a caster after the early game if you have to. And that's the strength of the casters. But you will have to rest all the time if you want to unleash everything you've got in every encounter. The barb however can unleash most of his potential in every encounter and thus can be a lot of fun and effective. It's relatively easy to solo with one after Act I is over without kiting and pulling while it's difficult with other non-casters. And they can make awesome tanks, too, if you want more than the usual tincan that can't do anything but standing around and get rushed by. You just need to follow a different approach: https://forums.obsidian.net/topic/89991-class-build-the-golden-dragon-barbarian-tank/ Not only will they have high virtual defenses (by lowering the acc of attackers) but all other party members will profit from their debuffing, too. -
Right - the ring and the cloak don't stack. The only cloak whose defense bonuses stack with everything is Cloak of Comfort. Athletics gives you Second Wind - it doesn't scale with level and has awful casting time and recovery. I don't put a single point into Athletics no matter the build. I nmy opinion it's better to invest in lore and cast Moonwell or invest in survival and get healing bonuses instead. Edit: corrected some horrible grammar mistakes (left some in for your amusement )
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Soul Whip & Biting Whip stack with Apprentice's Sneak and also with Savage Attack and Two Handed Style. I find Draining Whip more useful than Greater Focus, but as was already said GF is ok in earlier levels because it lets you start an encounter with a power from a higher tier or lets you use two Whisper of Treasons instead of one before you have to regain focus. Particle effects are buggy but do not affect the damage you deal. It's just a graphics glitch.
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So I did some quick'n dirty vector graphics to show what I meant with the "standard shape" and the "obsidian edge + inlays" in one of my previous posts. In this case it's the model/shape of a fine great sword in PoE, no changes to the shape, only the textures. This could be done to any weapon with a blade, not only great swords. Of course great swords has the biggest "blade canvas": This could be ivory + obsidian or so... What do you think?
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Yes, that's not the best strategy when using rogues. They do a lot of single target damage in the early game compared to other melee classes, but you have to babysit them a lot because they have abysmal endurance and deflection (for a melee setup) and no self buffs to make up for this. As I said: Veteran's Recovery and a thick armor help. Less babysitting but also a bit less dps. But you will deal 0 dps when you're kncoed out, so maybe it isn't a dps loss after all. If you reach Defiance Bay and unlock Durance's Shop in Crucible Keep via quest, buy Shod-in-Faith boots. Those will add a lot of survivability to your rogue as well without sacrificing offense. If you use those things you might also want to boost survival a bit (8 points are ok) in order to get the +40% healing bonus and also get Fulvano's Amulet (it's obtainable very early) which will give you additional +25% healing bonus. Those bonuses also boost Veteran's Recovery and Shod-in-Faith. That way your rogue will be sturdy enough for most encounters because his self healing capabilites will be very good. Those bonuses also work with any other heals you might receive, including potions. Then comes the part where you will run into health issues. Potions with Infuse with Vital Essence can help a lot here.
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Only attack disables enemies. If you find that boring, pick up a thick armor (brigandine is thick but doesn't look too bulky) and Veteran's Recovery. You have decent INT so it will last long enough. It helps with endurance loss without the need of micromanagement. It obviously doesn't help with health loss.
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In my opinion you roll a cipher for good weapons damage + mind control. The rest that comes later is only bonus and not really crucial - because who will challenge you anyways when your party is lvl 13+?. But mind control at such early stages in the game and with such good accuracy is invaluable. 3 CON on a melee cipher can work - however, it would be too much of a hassle for me.
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About the Barbarian...
Boeroer replied to KulltheBarbarian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Depends how you use and build them. For me, even lvl 1 barbs don't suck. You have to play out their strengths and avoid the weak spots. They have low deflection but good endurance and health. Veteran's Recovery for example adds a lot of survivability - especially when paired with Frenzy and high INT. A barb with a reach weapon can be very beneficial in the early game when you like to use chokepoints. And with reach weapons it's also easier to place the center of carnage better so you hit more foes. -
Disable them asap. Knockdown, Slicken and so on. But charming them is the best way to deal with them. They will unleash their Plague of Insects on their fellows and it's foe only. You can use Edér with Munacra Arret if you don't want to use a cipher for that. Edér + Disciplined Barrage + Munacra Arret = crit charms. I only mentioned reach weapons because some people get the idea that Defender + Overbearing Guard might be very good with reach weapons because those have longer reach. That's not the case with engagement which has a fixed range - no matter the melee weapon. If you want a great melee wizard then I would spec for two handers. Citzal's Spirit Lance is super powerful and every dmg mod you can add to it (Savage Attack, Two Handed Style, Apprentices Sneak) is good for it because its base damage is huge. For the times you don't want to summon it you can also use the Parasitic Staff (works with the same talents) or Tall Grass or Llawran's Stick or even a great sword or whatever two hander. Citzal's Spirit Lance + Citzal's Martial Power is absolutely awesome and turns tough fights into easy ones with only two spell uses. Spirit of Decay + Bittercut is also nice. Note that for a wizard it's very easy to reach 0 recovery with dual wielding + Alacrity. This is also very beneficial in order to cast as quickly as possible after weapon attacks. Single one handed weapon use has no advantage for a wizard like it has for a chanter. But if you like it then go for it. Arcane Veil is not meant for every-encounter-use. But Hardened+Arcane Veil + Wizard's Double or other defensive buffs lead to an absurdely high deflection value that will leave you untouchable for over 15 secz. This can be extremely valuable when facing tough foes. In a full party you can totally do without though.