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Boeroer

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Everything posted by Boeroer

  1. Some people look at things like Charge, Clear Out or Into the Fray and think it's bad that they don't use weapon damage but their own. Because all your fancy weapon's damage mods and enchantments don't get applied - not realizing that it's actually better because the base damage of those abilities is much higher than that of your puny weapon - resulting in a lot more damage with crits and high MIG.
  2. Lashes do profit from every damage modifier, also crit bonus damage. Lashes get calculated with the whole pre DR damage that gets rolled - not only your base weapon damage. So - everything counts, even bonus from might. A +25% lash (like from Lightning Strikes) usually means more damage than a simple +25% to weapon damage (like from Weapon Spec. + Mastery). For example: a 25% shocking lash on a weapon with 10 base damage, with Savage Attack and 20 MIG that crits (=20 damage) would add additional 5 shock damage while a +25% damage mod like Weapon Spec + Weapon Mastery would "only" add 2.5 damage. But this is with 0 shock DR. A 25% shocking lash will get reduced by 1/4 of the enemy's shock DR. Lashes work with the according talents like Scion of Flame by the way. Also: you don't add base damage with things like Weapon Mastery. You only add a bonus that is derived from the weapon's base damage. A crit does the same thing - it does NOT take the whole damage you rolled and does *1.5 - it merely adds +50% weapon base damage to the roll. You can't influence weapon's base damage at all. Charge is powerful with crits because it doesn't use your weapon's base damage but it's own - which is way higher than most weapon's base damage. When you crit with charge the effect is much better than with weapon effects.
  3. See the Witch Doctor build for a boreal dwarf + monk combo. One of the most powerful non-caster setups in my opinion.
  4. Charge comes very late. Until you take it (or Clear Out) your fighter can only deal single target damage and CC - and even that, let's face it, the monk can do better with fewer talents & abilities as long as you gain some wounds and are willing to invest more micromanagement. You need to have wounds to make a monk worthwhile, but then he will *always* outperform a fighter n sheer dps - even in one-on-one. He has no per-encounter limits for most of his abilities like the fighter. And with Lightning Strikes and Turning Wheel he can pile up +50% burning lash +25% shocking lash with just 1 abilitiy and 1 talent, where the fighter needs to take 2 abilities to get +25% damage. But this is true: the fighter can start right away because he needs no wounds - and he needs less micromanagement because of that. Flagellant's Path is the same as Charge by the way, only that it comes earlier, with a debuff and you need wounds first. Maybe Charge's range is higher, can't say atm. The best thing about a fighter compared to a monk when it comes to offense is Disciplined Barrage: this makes him very good against very tough (boss) foes. He can reach ACC values the monk can't. But generally: go to the Abbey of the Fallen Moon or to Crägholt Bluffs and tell me: which kith enemy did annoy you most?
  5. Your stats are good. Your defenses through stats are perfectly balanced. Wounding damage like Tidefall's gets better with high might. So - items with bonuses to might + Alacrity + Martial Power is a good combo. Because of Alacrity 10 DEX is enough, too. You can wear plate, too - especially in the early game. It helps a bit with the lower endurance. Combine it with Spirit Shield and Iron Skin. And of course melee wizards - even tanks - are awesome. Wizard's self buffs are very powerful and all the summoned weapons are really good. Superior Deflection is never wasted if you plan to go into melee fights. With high MIG and INT Veteran's Recovery is also a good pick. The lower starting values of the wizard class don't matter after some levels, and you'll have plenty of spells after a few level-ups. Arcane Veil is nice, even Hardened Veil. If you combine Arc. Veil and Wizard's Double (+115 deflection) it's like a "don't hit me" mode. Later on there will also be spells like Rymrgand's and stuff which will use the wizard as centre - those are perfect for melee wizards. I also want to point you to the nice effect of Combusting Wounds + retaliation. You can stack some kinds of retaliation with a wizard, like normal retaliation from an item, Flame Shield and Minoletta's Piercing Sigil. When you use Combusting Wounds on enemies around you, each time you get hit they get hit three times, triggering combusting wounds three times. Another great spell for melee wizards is Concelhaut's Siphon. RES 10 is enough. You have Spirit Shield which boosts concentration and enough buffs for deflection. MIG, INT and PER are the most important stats for you, and you have raised those - stop retraining now! P.s.: Try Citzal's Spirit lance!
  6. Choose monk and take Veteran's Recovery as first talent and Torment's Reach as first ability. You'll have a sturdy melee guy with great AoE damage right from the start. Barbarians are also nice. But he is weaker at the beginning of the game so many beginners think they are bad (which they are not). They become very sturdy characters later on and can do INSANE damage later on, but need quite some levels to shrug off the disadvantage of lower starting stats. Fighters are reliable but can only do single target damage until later levels (and then it's limited). However, they can be build to deal impressive and consistent damage with very high accuracy. They are my favorite class to take down dragons and other bosses. Both barbarian and also monk can't reach such high levels of accuracy. Overall, I think the monk is the most powerful of the three.
  7. I agree. After that discussion I used it frequently with my gunslinging wizard and it's still awesome. I guess the few times that enemies get pushed out of the area (it's not that often and in close quarters it doesn't matter anyway) are bearable. It's one of the best CC spells for me because I like to use spells like Chillfog, Wicked Briars and so on - all those spells that deal damage or CC in pulses. Pull of Eora keeps the enemies in the hazard field and they do... nothing. They just stand around. There's also no immunity against it.
  8. You should have posted this in the character builds forum. You'll get more concrete feedback for you wizard build. Expansions: WM I can be played from ~lvl 8 on, WM II after that. You can always enter the new locations during the main campain - they are not seperated games, but are embedded into the main game. You can always go back and forth. WM I & II truly "extend" the main game. It's not very good to finish the main game and then do WM I - because then the expansions will be way too easy.
  9. Or use Ring of Changing Heart's dominate with Kana while he's chanting "Slay the Beast" and wears the Blackwarden's Breastplate. I know Kana's PER and therefore ACC is not the best but with +45 ACC it should at least graze. You don't have to wait for that until you have focus or enough phrases. Later on you can use the charming invocation, too. Of course the cipher can try it, too - preferably. A nice setup against dragon I use at the moment is a paladin who engages the dragon with a marking weapon and Coordinated Attacks while another char with high ACC and ACC buffs (like Disciplined Barrage or Tactical Meld or the things I said above) tries to land a disabling/CC effect on the dragon. +40 or even more ACC bonus works very well on dragons! You can keep the dragon disabled most of the time because the CC effects often crit even against resistances.
  10. Well - So it's not impossible that Eothas is still out there and just needs to gather (his) scattered essence. Like Dr. Manhattan after he got disintegrated for the first time, but even slower. And maybe he needs new essence for it to happen. Too bad there's no option at the end of the game to try to channel the essence to Eothas in some way - even if it wouldn't work.
  11. I voted for the Stormlight Archives - although they are not finished yet. I seems to be the perfect lore and setup for an RPG. Lots of different orders with different powers, enchanted items, different "races" and so on, while the books are simply awesome.
  12. I didn't notice anything with the Adra Dragon.
  13. I never use them. They are not worth the time you spend laying them out. Not even the ones that do CC. They also nerfed the drop traps of the chanter so hard that the chant is completely useless nowadays. It used to be really good. I once killed bounties with it. Nowadays you can't even cool down your White Yennefer with it.
  14. Turned out it wasn't about character builds.
  15. I nearly applied for the position as "build engineer".
  16. Charge is nice. But for me it's more about the mobility than the damage. And it comes so late, it's sad. It does good damage, sure, but that is nothing compared to Heart of Fury of a barb for example. However, you are right that even an offensive fighter can go behind enemy lines without going down - you can do that with a fighter very early in the game - which is really nice. You can build rogues and barbs that way, but you need to spend some talents and abilities to do that without too much micro while the fighter is good enough for this right from the start. Another class that does this equally well is the monk. You just need to give him Veteran's Recovery and he's even sturdier than the fighter (when both don't take defensive abilities) because he has the same starting values but more endurance and health. He can get an ability that is comparable to Charge, Flagellanth's Path, but at the same time he can do massive AoE damage via Torment's Reach and longer knockdowns via Force of Anguish. What I like about the fighter is the ability to further bolster self heal with Unbending and Rapid Recovery and the Cloak of the Tireless Defender while using the rest of the abilities and talents for dps. That, and Disciplined Barrage. In my opinion it's the best ability of him. Few other classes can stack such high amounts of ACC - that makes him great against bosses with high defenses - like dragons. Your build is totally viable for PoTD. I'm using nearly the same stats for my disruptor fighter, only that he uses Tall Grass for auto-prone. He uses Disciplined Barrage and Aspirant's Mark and then charges - then using his 3 Knockdowns to CC the most annoying enemies. That even works very well against dragons - I have a paladin buddy for him for those encounters: he has a marking weapon + Coordinated Attacks and marks the dragon for the fighter who then charges the dragon and keeps on using Knockdown and Clear out on him if he's not going down from auto-prone. It's great! And Disciplined Barrage is the one ability why I chose a fighter over a monk for this.
  17. I don't care at all if it has pathfinder under the hood or not - just go ahead and make me an isometric dark fantasy RPG with a deep character and skill/talent system and lots of cool unique items, abilities and spells.
  18. Yes - but I simply reloaded, so no permanent loss. I never chose the option to go to the edge of the lift before - despite the fact that I played this enounter like a hundret times. Don't know why to be honest. This was the first time and I was a bit surprised the outcome was so... finite.
  19. Dr <3 is right. If you have two ciphers they can cast Reaping Knives on each other. It has a nice effect: the ciphers gets focus from their own attacks AND from the attacks the buddy does. You will have tons of focus. Look here: The Dichotomous Soulbenders (one of the last paragraphs talks about Reaping Knives) It's even better to cast reaping knives on a fellow barbarian...
  20. A summoned firearm which doesn't have to reload but only lasts for a certain amount of shots - that would have been cool. Or a firearm that also has x uses/rest of Minor Missiles or Concussive Missiles or whatever spell fits (like a grenade launcher under the barrel). By the way - a bit offtopic: what I really miss in PoE are things like throwing weapons like javalins. Or grenades! There's black powder, so... I mean there are charged items like Remembrance Ashes and stuff since WM. Should have been easy to expand this principle to throwing weapons that you can craft yourself or buy at a shop. Or you make throwing weapons that have x uses per encounter and assume you retrieve them when encounter ends.
  21. Playing a island aumua wizard with 4 blunderbusses, Quick Switch, Combusting Wounds and Expose Vulnerabilites atm. I'm at lvl 16, he's awesome!
  22. Cast damaging spells instead? Another question: do charmed enemies also profit from Defensive Mindweb? Never tested that...
  23. I would say a barb is THE best. I can only imagine HoF with Reaping Knives: critical focus overflow! And all that raw damage...
  24. The problem is that you lose all the equipment, too. I lost my hireling priest of berath with Tidefall and all his good stuff. It wasn't ToI so I just reloaded. But I remember that I thought "WTF just happened"?
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