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Everything posted by Boeroer
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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...
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Tyranny combat and mechanics are boring - with some exceptions. What I don't want to see anymore is this very annoying bug when you try to drink potions while being attacked. If necessary, just remove the animation altogether. Better than having to click on that button all the time. I also would like to turn off all that glowing aura VFX stuff for Vulnerable Attack, slayer enchantments, Savage Attack and so on. It just looks ridiculous and ugly. It's ok to put VFX when the weapon has an elemental lash like burning lash or freezing lash (actually, that one is quite beautiful) but that should be it.
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I think what QuiteGoneJin means is that there's nothing like "Dodging" where you don't use shield or weapon to parry, but using your speed, perception and agility to dodge and evade melee attacks instead. So, if you would want to carry the Tyranny stuff over to PoE2 you would have to invent a talent or ability that lets you use reflex instead of deflection against melee attacks. As QuiteGoneJin said, this would be a bit OP. Once you create such mechanics where you can dump one defense completely players will abuse this to create OP-builds - which is understandable. I personally found the mechanic of tyranny quite interesting where you could either increase your defensive conversions (crit to hit, hit to graze, graze to miss) with certain talents and also with certain "light" items while heavy stuff gave you more damage reduction but no conversion and could be boosted with other talents (making you less slow like Armored Grace does). I could also imagine a talent like "dodging" or "evasion" for nimble builds that'll give you an evasion bonus for all defenses, based on the type or armor. So basically wearing clothes would give you the full bonus while heavy armor would give you zero. We have the rogue ability that raises the chance to avoid attacks which target reflex. But only AoE attacks target refles in PoE, so it's not too useful. Something like that but for deflection would be nice.
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No, it's no bug. This is the case with all abilities. Things like Knockdown, Crippling Strike and so on all get +1 ACC per level. Even bash does. Else its ACC would be so crappy that you wouldn't hit anything with the shield. With Accurate Carnage and lvl 16 carnage will have +11 ACC compared to your normal auto attack. I really don't know if the +1-per-level-ACC bonuses of Barbaric Blow and Heart of Fury or Vengeful defeat also translate to carnage though.
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Picking the exceptional option at creation time is actually a very bad pick. Like Khagmas and JerekKruger said you can enchant it later with any quality you like. Based on your character build there are usually three ways how Cladhaliath can be enchanted for best performance: - Stunning + Vicious: mostly for barbs who want to stun in an AoE and then deal a bit more damage. Works really well with Apprentice's Sneak and especially One Handed Style because you will have +12 ACC + hit to crit conversion as well as the +5 ACC that all spears have. - Stunning + Coordinating: mostly for rogues who flank. It will lead to good damage and a very high chance to crit (65% hit-to-crit conversion, +21 ACC bonus) if you use it single-handedly. ONce the target is stunned it will nearly always be perma-stunned. - Marking + Coordinating: mostly for builds that want to flank and give huge ACC to others while also gaining a bit of damage for themselves - like a ranger with focus on pet damage or a paladin with Coordinated Attacks or a priest with Inspiring Radiance and Devotions. If you also use Shame or Glory and dual wield it with a marking Cladhaliath the marking enchantments will actually stack and you will give stackable +20 ACC just with marking. One example: a Darcozzi Paladin with Inspiring Exhortation can give the equivalent of +50 ACC to a single ally with whom he flanks enemies: +10 Insp. Ex. + 10 marking + 10 marking + 10 Coordinated Attacks + 10 flanking (actually -10 defense for the enemy). Setups like this make it very easy to disable and kill dragons and other tough enemies. - I can also imagine a Draining + Valiant combo for Fire Godlikes, but this is a very special and not too powerful appliance I guess. Edit: @Khagmas: the link that you accidantially posted as your steam name messes up the forum.
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I played a one handed chanter with a lot of DEX and PER, high move speed and low armor in order to spam Killers Froze Stiff. You can perma-paralyze at higher levels if you choose lvl-1-chants. I just didn't write a build for it because it became more powerful once you switched to Dragon Thrashed - and well we already have a build around that. There are some vague build descriptions of summoning chanters floating around. Basically they dump PER and MIG and let the summons do the offensive work while being sturdy enough but keeping recovery time short. But nobody wrote down a proper build description.