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Everything posted by Boeroer
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If you are in a party then normally 1 use of Firebrand is enough. So you can do 3 fights with it. I usually put it on Pallegina with Scion of Flame because she wants that anyway and there's nothing more powerful that early in the game. You can cling to it if you don't want to use Arms Bearer or switch arquebuses. If you add Runner's Wounding Shot it's better than arquebuses in my opinion because you don't need additional weapon slots. Enduring Flames and Runner's Wounding Shot are both better with low INT - but that's not so great for Firebrand and for paladins in general. In the late game - with Durgan Steel and burning lash - Hours of St. Rumbalt nearly does the same FoD damage on crit and also crits more often, causing prone. Tidefall will also be better maybe. But before that Firebrand is supergood. Especially if paired with Merciless Hand and other crit bonuses. And with Sworn Enemy, Zealous Focus and FoD crits are common.
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Concerning multiple wounding entries in the past: This is 3.02. You can see that there is only one entry of Drawn in Spring all the time. At this point wounding stacked. So I assume it still does. Edit: v. 2.03 (same): Maybe my brain is not swiss cheese after all and I rembered correctly that there only was a single wounding entry since I started to play PoE.
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Sure, the usual rogue build is not suitable. But actually a high INT rogue build with focus on spell bindings and scrolls is more powerful in the late game than the usual rogue. Because of ACC, crit conversion, Deathblows and Deep Wounds (which works with AoE spells that deal slash, pierce or crush damage). But it's rare, yes. I once made a rogue build that was specialized on scrolls because else I rarely use them (if ever) in party play - and he was very powerful compared to the usual melee rogues I did. Of course only because of consumables, but still. It finally gave the rogue AoE damage. It was not even fully optimized but had a focus on background and role playing instead. https://forums.obsidian.net/topic/86156-class-build-the-sorcerers-apprentice-twisted-sneaky-dps-scroll-user/
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It always looked like this. You have to look at the health (!) loss, not endurance. As you said, this regenerates too quickly. Health doesn't and gets reduced by the same amount as endurance when you get hit. Look at health (not endurance), hit twice with Tidefall, wait a few seconds and then look what's left of health.
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Higher pledge could mean that your chances are higher. Like if you bought more than one lottery ticket. That way even the guys who donated not so much (but for them it's a lot of money) will have a chance at least. Just an idea. I also don't want to divide the community with this. I just like the ledger idea a lot.
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Just opened up another playthrough and checked drawn in spring. Wounding defeintely is not stacking. Combat log just shows the timer counting down and then getting topped up again with every strike. Eg Drawn is spring 3.4sec And then when you hit Drawn in spring 5sec What Kaylon said. I already said that there is the possibility that the UI is not correctly displaying it. Sadly, the UI and also the combat log are not very reliable. When Disorienting was still stacking back in the days it also only showed up once in the enemies' mouseover-tooltips and the duration got prolonged - but the defenses dropped down to zero after some quick hits because it stacked "under the hood". Same with Dragon Thrashed or Come Sweet Winds for example. Also stacks but it's not displayed by the UI. I guess there is not more than one instance shown because it would clutter the UI if there were like 10 parallel lines of "wounding x sec" or "Drawn in Spring x sec". But that's only a guess. So that the duration only gets refreshed in the UI doesn't necessarily mean that wounding doesn't stack. You will have to check the health damage done like Kaylon said to be 100% sure about this. Another first hint (but also unrealiable) are the red numbers that pop out of enemie's heads. But maybe it got nerfed. I didn't check myself since 3.04. That would be a heavy blow to all wounding weapons for sure. Maybe I'll do a quick test myself if I find some time to load up Pillars today. @Kaylon: (offtopic) oh crap - sorry that I forgot to test the Fenwalker + Suntouched Mail question. Totally forgot about that.
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Sure - but in order to do a quick test and get a hint what's powerful and what not you don't want to do complete playthrougs all the time. I would ban consumables completely just because it would make it easier to focus on the class abilities and talents which make the class powerful. But yeah - a rogue is a better scroll user than a wizard, a paladin or a barbarian. One encounter is also not enough to see if a supporter build is really good or not. And playing solo surely doesn't say anything about support abilities. But I guess you have to lower the sights if you don't want to do excessive testing marathons.
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I habe experience with marking + Zealous Focus + Coordinated Attacks + Devotions + Inspiring Radiance. Dragons are easy with this if you have one dedicated single target CC guy like a fighter or a monk or whatever. No dragon is immune to prone if I remember correctly (only resistant, meaning +10 defense - maybe the flying one is immune to ground attacks like Slicken). And only one dragon is immune to charm - so a cipher or anybody with Munacra Arrest/Spirit Spiral is also a nice option.
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The great thing about Azureith's Stiletto is that you can use it with a monk - and Turning Wheel as well as Lightning Strikes and Blood Testament Gloves will add their lashes to the shock damage. And since Jolting Touch's damage should be higher than the usual weapon damage in that phase of the game it leads to an impressive increase in damage - even if it's only 1/encounter. Also works with Animancer's Boots by the way and all other things (items, scrolls) that can deliver Jolting Touch. It also works with Deathblows.
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Yeah, two different damage types is quite handy. And the combo corrode/slash is very unique. I think only one creature is immune to both (Earth Blight)? But you could always have a second set of clubs or stilettos to avoid immunities - so it might not be too bad to have slash only with the annihilating sabre duo. Anyway, I rate Bittercut as no.1 sabre and also as one of the best weapons overall.
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I basically do agree with firkraag888. One exception is Stormcaller. I think it's one of the best bows in the game because it has the -6 shock DR reduction on hit which is really good, it works with Heart of the Storm (weapon damage as well as the Returning Storm proc) AND it has two damage types. But the weapon is not OP. If you look at pure dps then Persistence might even be better, but many people don't know how powerful (and weird) wounding is. For CC Sabra Marie would be better. But still Stormcaller is one of the best overall, also because the shock DR reduction is very helpful for team members. The Gyrd scepter is quite nice, too. Enormous acc bonus which is great for the everyday implement user, raw lash and domination are pretty nice features. What I like about soulbounds is that they have an universal weapon focus. What I dislike is that you can't give them a lash and also no durgan steel. That's the main reason they generally fall behind in the late game if their enchantments are not really awesome. The "problem" with all spell chances (x% spell proc on of all hits & crits), spell striking (100% spell proc on crit) and overbearing and stunning (100% prone/stun process on crit) is that those are really powerful with all the abilities that help to generate several weapon hits or crits with one attack, namely Carnage, Heart of Fury, Torment's Reach, Blast, Twinned Arrows, Driving Flight. With those it's rel. easy to proc all the time while single target specialists like rogue or fighter are not able to do this. The nerf of the Unlabored Blade was only done because barbs and monks would proc Firebug all the time. But now the weapon is useless for single target damage dealers. There's one approach that doesn't have this problem and that's proc on kill (forgot the proper Name for that). But this was implemented in a way that it's too weak: 25% of all kills is bad. 100% like Inspiring Triumph would be appropriate. Stat bonuses from weapons and shields always stack with everything by the way. Also most enchantments of weapons stack, for example herald (+5 to all defenses aura), wounding and so on. Exceptions are disorienting (-5 to defense on hit) and interfering (-5 to acc on hit) because it was too powerful to let them remain stackable. I partly blame one of my threads that showed the game breaking features of disorienting for that nerf. I reduced the defenses of whole mob crowds to below zero with a barb and made screenshots...