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Boeroer

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Everything posted by Boeroer

  1. Maybe not, that would be too good. Weapons which cause effects "only" on crit (like overbearing or stunning enchantments) also use the weapon's acc against fortitude. Same with weapons which have a spellchance (x% of hits/crits trigger the effect). Since bash is an ability it gets +1 ACC per level it usually has high enough ACC (comparable to the main weapon's ACC). If now every bash would cause a second roll against fortitude for an effect like prone it would be already better than those "on crit" weapons (Tall Grass, Godansthunyr, Badgradr's Barricade, you name it) or those with spell chance (Unlabored Blade, Dragon's Maw etc.). And doing it on every hit or crit with -10 ACC against fortitude is no big difference than doing it on crit only with normal ACC. This would just add another new mechanic while the existing ones (on crit or spell chance) would do equally well. An effect that would be ok if it would apply on every hit and crit would be a push of 0.5 or 1 meter or so. So every time you hit or crit (like 100% spell chance) there would be a push against fortitude. It's not a huge CC effect, but could be used to push a single enemy off of squishy companions or to drive them over the map or into a better position. Could be fun. So, the simplest solution would be to add a on-crit effect or a spellchance to bash without additional enchantment costs. Something that causes either push, dazing, overbearing or stunning on crit or on x% of all hits/crits (although everything more than dazing seems to be too powerful as a general effect). This is already in the game engine and would be easy to add. For special shields, you could still add additional effects or replace the secondary bash effect. For example a polished silver shield could cause blind on crit or whatever.
  2. As long as it works it's not wrong. May get boring though. It is still a good way to win fights if you are underleveled. For example I still use that approach (crouch into a corner) when I go to Crägholt Bluffs very early only because I want to loot some exceptional weapons for free.
  3. If I remember correctly the +12 from one handed wielding also works with the White Worms invocation and the Killers froze Stoff invocation, but no other invocations. It was some time ago since I tested this, so maybe that changed or I don't remember correctly.
  4. Oops - so you won't get that 20$ from me.
  5. I think scaling the godlike bonuses would be the easiest solution. They already did it with Battle Forged (fire godlike).
  6. Hehe - stupid autocomplete feature on my smartphone. Sometimes it's a lot fun though. I remember good old Buttercut instead of Bittercut and Rodriguez instead of Raedric in this forums.
  7. from Josh Sawyer during the PoE Kickstarter campaign Source: https://www.kickstarter.com/projects/obsidian/project-eternity/posts/316398
  8. A good combination of effectiveness & fun for me: - Veteran's Recovery (+ healing mods from survival, items & eventually Mercy and Kindness): makes everybody sturdy as long as MIG and INT are ok - Heart of Fury: mobfight win button - Carnage: great mechanic - The Dragon Thrashed: mobfight win modal - Mercy and Kindness: combine it with Constant or Veteran's Recovery and as long as there's health your nearly unkillable - White Worms: cheesy as hell when turning off the gib option and piling up bodies at chokepoints - but a lot of fun, too - Combusting Wounds: great in combination with any kind of effect which generates a lot of hits (Kalaloth's Minor Blights + Blast, Heart of Fury, Wall of Flame, Blunderbusses...) - Pull of Eora: best CC spell in the game in my opinion - Coordinated Attacks (+ marking weapon): +20 stackable ACC on an ally, passively(!) - awesome - Flames of Devotion (+ Scion of Flame + burning lash + Intense Flames): so satisfying in combination with gunshots - Inspiring Radiation: +10 stackable ACC for the party per encounter(!), awesome - Devotions of the Faithful: +20 stackable ACC for the party and also a strong debuff for enemies - the best buff in the game - Relentless Storm: that sound effect! Aeseome CC + damage combined. But mainly: dat sound effect! - Rot Skulls: much more powerful than most people think. Totally worth to retrain a druid to be a ranged implement user. - Charge: fast, tons of damage for all enemies in line and the target + full attack on the target. The best "rushing" ability there is. Superfun to pick of casters. - Force of Anguish: come fly with me, come *smack* fly... best slaps in the game - The Long Pain: come fly with me, come fly away and *smack*... monk's submachine gun... ...there are a lot of others, but those came to mind first. Must've been the ones that impressed me most.
  9. Yeah, why not? There already are headgear items in PoE1 that could have worked like that: - Lavender Wreath - Crossed Patch - Munacra Arret I mean there's no logical reason why a Moon Godlike can't wear a monocle. Death Godlikes: not so much. But I guess it was just too much fuzz to make such distinctions - from the devs' perspective. Understandable. Maybe they can do it now if they have the time and the money.
  10. Then it must be an australian accent...
  11. Just note that shields which are larger than small will give you a malus to your spell's accuracy. So, a medium shield will give you -4 ACC and a large shield -8. A small shield makes you more sturdy (although not as much as medium and large ones) but doesn't lower your accuracy - it has no drawbacks to use a small shield while spellcasting.
  12. Stats look fine for any type of paladin. No real weaknesses, that's good. If I would want to build a paladin based upon that stats, I would also say that a tanky frontliner would be optimal though. Give him the Outworn Buckler (a small shield that you can buy very early in the first town you reach, it's one of the best items in the game if you consider how early you can have it), pick Weapon & Shield Style and a one handed weapon that you like and you're good to go. Your defenses will be very evenly balanced. your high MIG + CON will lead to good fortitude defense (against stun, prone, paralyze and so on), your high INT + RES will lead to high a will defense (against dazed, charmed, dominated etc.) and your reflex defense which will get no bonuses from stats will get boosted by Weapon & Shield Style. Deflection will be good because of RES and shield as well. As long as you're not playing on Path of the Damned Difficulty for your first run you will have no problems with your paladin. But you can't expect him to be a very good damage dealer. See him more as a tanky supporter. The shield will emit a defensive aura - that adds to his supportive role. He has really nice single-ally-healings and other nice things. If you like persuation, you can also try to combine "Sworn Enemy" with an item that can charm enemies (Munacra Arret). You can read about this in this build: Counselor Ploi If you want to follow that build instead of just pick up some inspiration: it is not necessary to have the exact same stats, items or race.
  13. Generally speaking: a shield leads to lower DPS than dual weapons or two handed weapons. Bashing shields - due to their bad mechanics - are even worse. But there are three shields in the game which can lead to an increase in DPS compared to a usual shield: - Sura's Supper Plate: it has retaliation which stacks with other sources of retaliation. While retaliation itself is not very powerful, you can use it to apply things like Deep Wounds (rogue) or stack so many retaliation hits that it works really well with Combusting Wounds. And against squishy targets with low DR retaliation is a great thing. - Badgradr's Barricade:it procs Thrust of Tattered Veils every time the bash crits (unlimited times per encounter). This is not as unlikely as it may seem because bash is considered to be an ability and thus gets +1 ACC per char level. This means that the bash attack normally hasn't much lower ACC than you main hand. Additionally Thrust of Tattered Veils works with Penetrating Shot without slowing you down, it works with Driving Flight, too. And best of all: it's damage gets doubled by Deathblows. So you can imagine that a crit-focused rogue or ranger can make great use of it. It's also great for barbarians who use Heart of Fury and Vengeful Defeat. - Dragon's Maw: this has a Spell Chance: Taste of the Hunt. It will trigger that spell with a certain chance when you hit or crit (not graze) with the bash. Taste of the Hunt adds raw damage and also heals you. It's not as offensive as Badgradr's Barricade but it makes you even sturdier and also increases DPS. It's very nice for defensive barbs in my opinion. There is also Scath Gwannek, the shield that Azzuro sells. Basically it lowers your melee DPS, but it has spell bindings of Winter Wind which can be very useful and does some good AoE spell damage.
  14. Yes. Make your backline sturdier. Shift a bit DPS to defenses and/or more DR and/or more endurance and self-healing like Veteran's Recovery. Then make your frontline do more damage while still keeping a good amount of sturdyness. This usually leads to an easier playthrough but encounters will take a bit more time. Perfect for a chanter by the way. The reason it that you'll seldomly have the situation where your DPS guys get knocked out and you are screwed because you can't kill stuff anymore. It also leads to less stress because you don't have to bodyguard the DPS guys all the time because the enemy likes to pick those off. That's why I recommend wizard or druid frontliners - or even barbarian tanks. And why my fighters are not tanks, but rushers who try to reach enemy casters and deal good damage and CC, but are sturdy enough to survive those things. Of course: if you manage to find a chokepoint, the approach with one supertank who blocks them all and five DPS guys is still very powerful. But in WM there can be open areas and some enemies really like to rush squishies or take them out with ranged weapons and nasty spells like Cleansing Flame.
  15. Yes. The Helwax Mold. It's from a stronghold adventure. What to use it on? It totally depends on the stuff you use. For example, if you have two guys with shields, then one could recommend cloning Little Savior. That shield has an enchantment called "herald" which gives +5 to all defenses (stacks with everything) in a big aura, usually covering the whole party. If you clone it you will have two auras that stack, giving you +10 to all defenses. Dual wielders like to clone their main hand weapon. Bittercut (sabre) is very popular because it not only has two damage types but it also works with Spirit of Decay (gives you +20% weapon damage) and has spell bindings. Another good choice would be Drawn in Spring, since it's the one handed weapon with the highest potential DPS (if you have high MIG - because of wounding). Then there are other awesome things you could clone. Like a ring of wizardry (Ring of the Seloan and stuff), Forgemaster's Gloves, Shod-in-Faith boots or whatever. As I said: it really depends what chars and items you use. In my opinion it's very effective to stack those herald auras. If you clone Little Saviour and also have a paladin with the Outworn Buckler you will have +15 to all defenses which stack with all other defense buffs. Makes your party a lot sturdier. P.s.: Blood Testament gloves are powerful if you also have Turning Wheel and like to stack wounds. They will give you +2% raw lash per wound you have. That's +20% raw lash once you have 10 wounds. This will stack with Lightning Strikes' lash (+25% shock) and Turning Wheel's lash (+50% burn) and will lead to tremendous DPS increase. Not only because it's raw damage and thus ignores DR, but also because lashes are calculated based on the actual damage you do (including all damage mods like high might, critical damage bonus etc.) when you hit - it's not only an increase of weapon base damage like other things like Sneak Attack or Savage Attack are. Thus, +20% raw lash leads to way higher damage numbers than Savage Attack with +20% base damage. The gloves also work with retaliation. If you want to know in detail, read the Monksterlasher build (in the sticky build list). If you like to spend your wounds asap then there are other gloves which are better.
  16. Well, it has events and listeners and stuff - so it shouldn't be that hard to trigger anything from anywhere in the code. Whatever, this can't be the reason why for example DoTs like Shining Beacon or The Dragon Thrashed don't work with Scion of Flame.
  17. Which animal companion gets wounds? A monkey? Wait: ranger/monk with a monkey as animal companion! First build set...
  18. Why does the size of PoE2 have to be the same as PoE1 + expansions? You could just level faster and then have the game balanced accordingly.
  19. It has nothing to do with unity. DoT mechanics are coded in C# by OBS.
  20. Ah ok. Didn't know that. I hope the beta of PoE2 will also include Linux, because I am using Linux and wanted to pledge for beta access. This is crucial info for all backers who pledge for beta and are not on windows. So I guess I will contact Aarik. Edit: did it - now we have to wait. Usually Aarik responds with lightning speed. Just remember that today is sunday.
  21. Sure... that's the whole point of the thread so far. And I think you didn't understand why a bashing shield is worse than a normal shield. The reason may be that I'm not able to explain it properly.
  22. There's a thread here that dove into that question at length and OBS already noticed. Josh mentioned this discussion in the last stream. Would be better to use that thread I guess in order to have all arguments and points in one place: https://forums.obsid...ashing-shields/
  23. Erm... very provocative statement. What about: "I hate wigs - I never use any of them. Better to just get rid of them entirely..." But wait - it's totally optional to wear wigs. Why complain that they exist? Some people with bald heads may like wigs. Those might want to have wigs that don't drop to the floor all the time while putting them on.
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