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Boeroer

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Everything posted by Boeroer

  1. One question: what happens when you cast Reaping Knives on a shifted druid?
  2. Since there's Quick Switch and Arms Bearer I'm ok with the reload time. They could give them a bit more damage though. Or they could give bows a short reload phase. I mean why not. They have to be "reloaded" after all - even if it takes only a fraction of time you need to reload a crossbow or even a muzzleloader. Then implements would also be a true alternative to bows for non-wizards.
  3. By the way - I think attacks of opportunity are disengagement attacks in PoE, not interrupts. Interrupts I would omit completely for pen & paper - way too much fuzz.
  4. At high levels it's ok - especially if you have the Blackwarden's Breastplate + "Slay the Beast", followed by Dragon Thrashed. But at lvl 8 I wouldn't be able to even graze that thing with confusion or charm.
  5. You mean Black Sanctuary? Of course you can't kill him < lvl 9. Well at least I can't.
  6. Why is that? you could make it so that you can attack more than once each turn. A dagger for example could be used to do 3 attack rolls, a normal 1h weapon could do 2 rolls and a two hander could do 1. Enchantments like speed or dual wielding could add more attacks per turn. It's easy.
  7. That's right - a lot of work you have to do before "the magic happens". But at the same time all that work lets you appreciate the outcome even more. And you can clear maps with it even if they are way above your level - like Longwatch Falls if you're under lvl 9. Very nice in combination with a Ring of Searing Flames...
  8. Yeah - maybe he meant right after the end of Act II. Whatever - "normal" Raedric at the end of ActII is a bit lame. The most satisfying way is using a solo chanter, kite the whole floor to a chokepoint and leave all bodies there. Then lead Raedric there and cast "White Worms". That will shred Raedric to pieces - as well as your headphones. So much fun...
  9. This also happens if you use a firghtening aura (like from Threatening Presence ot the Executionier's Hood) and use a special attack like Force of Anguish or Knockdown: all the enemies who got hit by Threatening Presence also will receive the prone affliction. This also happens when you use Consecrated Ground from Shod-in-Faith or any other spell that has those "pulsing" effects. The affliction somehow get piggybacked onto those pulses. It was reported before and I really hope this gets fixed. Loren Tyr already looked into the code and explained what could be the problem.
  10. "Arch-Mage" is my rank by the way, not my name. Took some time to figure out whom you were replying to.
  11. In my opinion PER > DEX with most builds. But with a great sword like the Redeemer which also has spell chance on hit/crit I wouldn't choose low DEX either. If you take Veteran's Recovery you don't need a ton of CON - and you'll have Lay on Hands, too. I normally prefer high MIG and INT over high CON (of course it would be best for sturdiness if all of those were maxed ). With Veteran's Recovery and Lay on Hands plus high MIG+INT you can easily balance out a not-so-high CON. But you also don't want to catch all those stuns and paralyzes from certain spirits - so don't dump it either because your fortitude would suffer. I think all in all it would be best to choose a fairly balanced stat spread.
  12. I personally would go priest - but paladin is also fine, especially against spirits. Your weapons could be St. Ydwen's Redeemer for the vessels and another great sword especially enchanted for hurting spirits. Like Justice - the crushing lash is quite special but not so special that you might want it to be your superduper main weapon. If you choose paladin you could also look out for items that will give you some priest spells in order to give you a better "multiclass" feeling: - Forgotten Tear of the Beloved, flail - The Last Tower, large shield - Black Sanctuary, small shield - Aimoranet, mace - St. Ydwen's Redeemer, great sword - Good Friend, crossbow - Silver Flash, blunderbuss - Rebel's Call, leather armor - Ryona's Breastplate - Ring of Unshackling - Gwyn's Band of Union, ring - Shod-in-Faith, boots - St. Borragia's Tears, amulet - Lost Periapt of the Winding Path, amulet - Sentinel's Girdle, belt - Celebrant's Gloves - Healing Hands, gloves - Spiderfingers, gloves - Sandals of the Forgotten Friar maybe more that I forgot
  13. Yeah sure. I meant to say that fighters are way better disruptors than tanks. At least for me and my playstyle... ...which is pretty neat of course. Basically I play them like my monks atm.
  14. The best tanks for me are tanks who also contribute to the fight in more ways then just soaking damage. Overbearing Guard my be such a way, but it's not very reliable. As far as I can remember Nerd Commando never showed it in action. From my experience Overbearing guard is totally overrated. On the other hand: a very defensive tank who can still kill all enemies in sight by just standing around like a chanter - that's a really awesome tank. I even think a druid is a better tank than a fighter (in most fights): if build defensively he can hold out long enough till his Relentless Storm is up - and normally that's the end of the encounter. A defensive barb with shouts and a bash shield - yelling at the enemy, shouting them deaf and then jumping into the enemy ranks and triggering HoF - killing the whole bunch. That's so effective. A pure fighter tank is really bad compared to those. His perfomance is underwhelming. He may be better at soaking damage, but he doesn't do anything else. What I really like to do with a fighter though: make him really fast moving with boots of speed and "charge" into the enemy ranks and then use Disciplined Barrage, an overbearing weapon like Hours of St. Rumbalt or Tall Grass, 3 Knockdowns and Clear Out to totally disrupt the enemy backline. With high INT his CC capability is awesome, and his damage is awesome, too. And he won't die because he's too sturdy. It works so well and charge is such an awesome ability - too bad it comes so late. You can substitute that with Escape from the Cape of the Cheat. Until the last run I loathed fighters because they seemed to be so limited and boring (except certain weird builds) - now found the perfect application for them.
  15. The Black Path is nonsense in my opinion. But Remeber Rhakan Field (=+25% corrosive lash) is nice in combination with 2 Bittercuts: You can pile up a high amount of burst damage via FoD if you take this: - Spirit of Decay - Scion of Flame - Fod - Intense Flames - Corrosive (or burning) lash on Bittercut - Savage Attack - Sworn Enemy Spirit of Decay gives a 20% bonus to Bittercut's damage (because it's corrode/slash - it also works for the slash damage by the way). Savage Attack adds another 20%, Sworn Enemy dito. So you will do a full attack with +60% base damage (besides bonus damage from MIG and enchantments). THis damage will be taken into account when calculating the lash damage from FoD and so on: +75% burning lash. +50% corrosive lash The lashes will profit from Scion of Flame/Spirit of Decay. So you will have: +90% burning lash, +60% corrosive lash So, a full attack (= two strikes) with +60% base damage and +90% burn damage and +60% corrode damage. If you crit (and there's a very high chance you do with Sworn Enemy's +15 and FoD +20 = +35 ACC - most likely combined with Zealous Focus) you will also do +50% crit damage. If you took The Merciless Hand even +80%. FoD with such a Bleak Walker normally leads to two strikes that do more than 100 damage with each strike against an armored target (tested against the bleak walker paladins who you have to kill in order to upgrade Ryona's Breastplate). So, the whole full attack can do more than 200 damage - and you can do it twice per encounter. You should always disable the foe you want to hit with FoD so it leads to crits. And your autoattacks are also not bad, too. Savage Attack + Spirit of Decay add up nicely. If you don't want to duplicate Bittercut then I would use Resolution and Purgatory. They both do double damage on crits which is also nice. But then I wouldn't take Spirit of Decay of course. Later on you will get Sacred Immolation and here Scion of Flame also works. At that point you could also take the Black Path - it would lead to constantly frightened enemies because you will kill a lot of foes with Sacred Immolation - but I think you will have no talent points left for that little gimmick.
  16. I find that if your deflection is already good, wizard's double is very nice. You won't get hit at all - at least in melee. What I also really like: Blaidh Golan + Slicken on myself when I'm surrounded.
  17. Dual Bittercut with a Bleak Walker is best in my opinion. But it comes quite late. But they are also great for FoD - so you don't have to switch weapons for that. If you want to see your build bloom early and also like highest speed paired with ACC bonus then go for weapon focus noble and take the Sword of Daenysis (rapier with speed, can be bought in Ondra's Gift at Vincent Dwellier) and the March Steel Dagger (also speed, can be obtained during a short quest in Copperlane). Both you can get early, which is great. You'll have the looks of a duelist and high attack speed and +5 ACC on both weapons. The rapier is even rending (3 DR bypass). FoD is not so great with these - two arquebuses with a burning lash, intense flames and scion of flame do wonders. Please note that a paladin is not a very potent DPS class until level 13. Dual war hammers is also nice.
  18. Hi - maybe a few more infos could be helpful: Which operating system, which version? Are you using Steam or GoG or...? Which Nvidia driver version?
  19. Nope. She's GSWMM* )* great sword wielding muscle mass... with a vengance.
  20. That's because you never played my berathian "Gatekeeper" build. Which is no wonder because I'm writing it atm.
  21. I couldn't read the whole thread because it's way too long, so excuse me if this was already asked for: Can we get some more weapons which fall into the category "unarmed"? I mean we already have awesome things like The Long Pain and Shiritshift claws, tusks, horns and such - but those are reserved for certain classes. I would love to see things like pitfighter gloves, brass knuckles and so on. If you are concerned about the interference of gloves and weapons: certain gloves could make it so that if you equip them in the glove slot they automatically equip the related weapon (and you can't equip another while you're wearing that special gloves) - just like with summoned weapons. For example if you put on Pitfighter Gloves (gloves slot) you automatically get 2 "Spiked Knuckles" as weapons in all your weapon slots. You can then decide if you can use weapons with those gloves (weapons "override" spiked knuckles like with monks' fists) or not (you can't wear other weapons while wearig those gloves then, like with spiritshifted claws). Brass Knuckles on the other hand could be treated like normal weapons - you can wear them over your gloves. And what I also would like to see: more defensive weapons that are no shields. Like parrying daggers (what's the right term?) and the like. They can even be unique daggers (or other weapons you can imagine that fit) with a special enchantment "interfering". I really wonder why such unique daggers weren't part of PoE. I mean we have the Vailian Republics - tehre should be such daggers in the game. There's a pike and a wand which have that interfering enchantment which cuses -5 ACC on hit. I don't mean that - I mean the thing hatchets have, plain +5 to deflection. Oh yeah: whips! Please give us whips. This is the second time I beg for this. I did it when you guys were doing WM and WM II... to no avail.

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