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Everything posted by Boeroer
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For me, the most powerful class is the priest - and not only in the support role. But all of them are pretty balanced now with the exception of rogue who falls behind a bit after mid game.
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Just some sidenotes: DEX can be important fpr a chanter if you want to use invocations a lot. A chanter won't chant right after the use of an invocation because there will be a significant recovery time. This can be greatly reduced with high DEX. So let's say you want to spam Killers Froze Stiff as often as possible then you shouldn't dump DEX. If you plan to mostly use chants (like stacking Dragon Thrashed or Her Courage) and don't care about invocations then it's totally cool to dump DEX. Dropping MIG is indeed not good if you plan to use things that damage or heal (Dragon Thrashed, Come Sweet Winds, White Worms, Ancient Memory, Veteran's Recovery and so on). If you want to focus on summons, CC or support only (Aefyllath, Mercy and Kindness, Killers Froze Stiff, Sure Handed Ila...) then MIG can be dumped. Aefyllath is indeed a good phrase (as is Dragon Thrashed). It is especially good if you have a lot of casters, because - surprise, surprise - its lashes also apply to all non-DoT spell damage. Dragon Thrashed does a ton of damage of course, but you need high MIG and want to have high ACC for it to be really good. For Aefyllath you need no special stats at all. So it can be a great support phrase for a chanter with low MIG, DEX and PER (typically the stat spread of a pure tank).
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Nice! I know you chose the Belt of Chimes because of Concentration. But since you want to receive crits in order to trigger certain spell holdings you might want to look at the Girdle of Mortal Protection. It's description says "reduces critical damage by 27%" and people think "wtf? only 27%" - but if you look at it closely then you can see that 27% of 150% (crit damage) is actually ~110%. So if an enemy crits it means that he will only do 10% bonus damage instead of 50%. THis can be a big plus if you get pummeled by crits lot. Wht I didn't tet yet is if the whole damage roll (including things like Sneak Attack, Savage Attack and so on) is reduced by 27% if you receive a crit or only the base weapon damage + 50% crit bonus. Anyway - it's worth considering. I used it on my melee solo priest with a 2hander and it was better than a Blunting Belt for example.
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I wouldn't say that. A fighter does decent single target dmg and disables - but you can't compare his overall dps to that of a monk. When I try out new class builds for PoTD solo and approach the Nalrend Bounty for testing it's nearly always the monk that shines and the fighter that fails. I don't blame my skills. In fact I think the monk is cooler with me because I found the most effective way (for me) how to use him - which can be tricky. Monks do have some awesome abilites that can break the difficulty. Fighters are cool in a party and Disciplined Barrage and Charge are supernice, but Charge comes so late while the monk gets his best stuff from lvl 1 to 7. All you need to do is to find the sweet spot between gaining enough wounds and not getting knocked out. But with Veteran's Recovery + healing bonuses it's usually easy to stay alive while receiving enough wounds. And because the monk often uses his special ability attacks rather than auto attacks the accuracy is not such a big deal since all abilites get +1 ACC per char level. That means Torment's Reach and Force of Anguish and so on all get +1 ACC per char level. Figher's Knockdown and stuff also get that, but he uses less special attacks per encounter than a monk does. What's totally right is that a high INT fighter can be one of the best scroll users and Envenomed Strike + Disciplined Barrage is indeed a great combo. Good recommendation! By the way a paladin with Zealous Focus & Sworn Enemy + Envernomed Strike can also do that nicely. Once had a dps Bleak Walker whith that and it not only fits mechanically, but also thematically.
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Rapid Recovery scales with level as does Constant Recovery. With Rapid Recovery you can make Constant Recovery better than Veteran's Recovery. You have to decide for yourself if you need it for your fighter. If you don't lose a lot of endurance anyway then you might not need it. I like to stack a lot of healing bonuses via items and survival and thus more regeneration is always very benefical. I'm able to drop deflection and armor a bit then. Since I have to rest from time to time because of spells the health loss is not a problem. That's a reason I like Rapid Recovery personally. But perhaps that's just me. I also take Veteran's Recovery for nearly every frontliner because I don't like to give them all shields and superhigh deflection. You see where my preferences are. In my experience an offensive fighter is more fun than a defensive one. A defensive fighter "tank" can't do anything but staying alive. Take the Hit is bugged as sh!t and Overbearing Guard was always underwhelming when I used it. Into the Fray and Clear Out are the two abilites that can deal decent damage and don't depend on your weapon and talent/ability choice at all - and that's that for a fighter tank. There are other classes which can be build very defensively as well but are still useful while standing around (for example a paladin with auras and heals and other support abilites or a chanter with summons, support or DoT phrases). The good thing about a fighter is that you can combine decent single target dps and disables (applied with crazy high accuracy) with a lot of staying power. Thus, a fighter is really good at rushing to enemy squishies and taking them out while not risking to get knocked out. Once you get Charge this playstyle is like "Whooohooo! Down you go!" I have to admit until recently I wasn't a big fan of fighters because most builds I tried seemed pretty boring. But then I tried to build around Take the Hit and spectacularly failed because it's so awfully bugged. I then retrained a bit and thought "Well srew it - I'll just use this guy with the Cape of the Cheat to get behind enemy lines and mess things and later use Charge". That's when I discovered that this is a really fun way to play a fighter. But you have to be able to compensate for one missing team member in the front line because this guy is not part of your formation most of the time. Another nice role is that of an offtank who helps out here and there when other party members are under pressure. That doesn't mean that a fighter can't be a good tank. But he will not do anything besides soaking up damage.
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Your last part is important. It's a difference if you fight a single troll or a bunch of wichts. Against the troll you need no RES at all. He hits hard but is very slow so it doesn't matter much if he interrupots you once or twice. Wichts on the other hand hit like wet noodles but very fast. With dumped RES you will be screwed.
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Hem..."enhanced" how, exactly? O.o As I said: port to Unity 5. This would result in better graphics and better pathfinding for starters I guess. Paladin is one of the most useful classes in the game. Also quite versatile. Can't see how they are unplayable.
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In terms of ACC the fighter and monk are not really on par because the fighter has +20 ACC via Disciplined Barrage. That's a big plus. But still the monk has the better offensive options in my opinion. Not only does he have the better CC abilites, but he also can deal good AoE damage. The fighter's capabilites concerning AoE are somewhat limited.
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Cobusting Wounds doesn't work with DoT-effects like Dragon Thrashed. It used to, but this got patched some time ago. But even without it the Dragon Thrashed is one of the most powerful abilites against mobs in the game. Another alternative would be a barb - especially with Heart of Fury. And with that ability Combusting Wounds works like a charm.
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Build a Darcozzi with Coordinated Attacks, Inspiring Liberation and dual wield marking weapons (marking stacks in this case and only in this case). Then add a priest with Inspiring Radiance and Devotions. You will buff a single's ally's ACC by +80. All those things stack with any usual ACC buff like Zealous Focus or Blessing or scroll of Valor. You will crit-prone or crit-charm dragons like so *finger snip*. Considering CON: well, not much to say. Mountain Dwarf with Rauatai background and the Iron Circle in the late game. Maybe add Outlander's Frenzy for even more temporary CON? It helps a lot with nasty disables. If you put on Pike's Pride and Fenwalkers then paralyze, stun and prone will be no problem anymore.
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It's right that PER is a lot more beneficial to DPS early on. But later on it doesn't matter that much anymore: You might use debuffs and buffs to raise accuracy, your weapons will have ACC bonuses. In the early game you really *feel* a difference, later not so much (if we're only talking about 5 points or so). The thing is: in a scenario where you crit a lot anyway because enemies' defenses got debuffed like hell and your ACC got boosted into the sky some points of PER will not do anything for you while MIG will add some damage on top of every crit. This is especially true with wounding and fists + both Sufferings' bonuses because MIG will work with them. MIG will not only raise your damage (a bit), but also your healing. This can be good with things like Veteran's Recovery and Shod-in-Faith and such. And it's also better (in some way) for defenses: PER bolsters reflex (which can be raised with a shield and also some self buffs) while MIG is good for your fortitude. If you use wounding weapons or want to heal I would recommend MIG over PER. If you want to use on-crit weapons or weapons with annihilation I would favor PER. Of course it's best to have both maxed, along with DEX.
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I would still use Torment's Reach, although it's a Full Attack. It has its own crushing lash which works well with high per-hit damage of 2handers. If you combine Turning Wheel + Lightning Strikes + weapon lash + Torment's Reach there will be 4 lashes in one hit. That should lead to great damage per hit. Force of Anguish is also great. But if your enemy is already prone or stunned you might want to have a tool to finish him off quickly. I think I would use Hours of St. Rumbalt because of its Annihilation enchantment. Once you crit you will cause prone AND weakened, but more importantly you will have done +100% crit damage, too. If you go the Doemenel way and use the other crit modifier bonuses you could do +150% damage on crit. And then imagine 4 lashes on top of that. In the early to mid game Firebrand could be a great choice, too. Annihilation with such high base damage is good. My tactic would be to initially attack with Force oA or Stunning and then finish off quickly with Torment's Reach-crits. The enemy will never get back on his feet.
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As the others said: no problem with story companions. Since they are one level higher it's actually easier with them in the early game. The early game is the hardest part by the way. One level+ compared to hirelings is a lot more power than a few "suboptimal" stat points. You don't need any special class or build to play PoTD with the official companions.
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Concentration is important if you get attacked a lot. Getting interrupted all the time sucks. Especially casters who want to cast self buffs but get interrupted constantly will suffer. It's more important when you play solo though. There are some items and spells which raise concentration. Once you have those and don't care about deflection you can retrain and drop RES. Interrupt is great if you are a fast hitter. For example a fast hitting barbarian can interrupt whole groups with carnage. It's a nice side effect. For builds which focus in single target damage it's not that superuseful in my opinion, but still nice to have. There are talents, abilitites and items which raise the interrupt chance. If you pile up those things it gets interesting. It's right: the flat bonus for deflection and accuracy is great in the early game but doesn't matter a lot later on. But since the early game is the hardest part of PoE it somewhat fits.
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You can sing Kindness and then maybe squeeze 3 Dragons into its linger time at the higher levels. Maybe even four at lvl 16 (Brisk Recitation at 50%), never tried it though. If there's a little gap between the Kindness phrases it's not a big problem. But actually Come Sweet Winds also does some damage at higher levels because it triggers every 2 seconds. And it does raw damage which can be great against high DR foes. Of course it's not comparable with Dragon Thrashed, but the Seven Nights invocation can close the gap... a bit...