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Everything posted by Boeroer
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Right! I also experienced the bug with Stalker's Torc. But here (like with the things I mentioned above) it helped me when I unequipped, reequipped and then saved and reloaded. Same with Blood Testament and so on. Even Turning Wheel. There seems to be (or have been) a bug where the game doesn't trigger or catch events properly or they get overriden. I also have problems with all modals: when I hit them (or multiple of them) while the game is paused most of the time (once I unpause) the icon/button in the action bar will have that sparkling border but the actual effect of the modal is not switched on (no mini icon beside my char portrait, no active effect when you look at the char sheet). Triggering modals while the game is unpaused works like it should though.
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Yes, it works. Deathblows works with everything that does direct damage nowadays. Scrolls also work. Two White Spires: sometimes spells from items don't show up in the action bar when you equip it for the first time. I have that problem from time to time, too. When I equip Taluntain's Staff for 3 additional Fireballs sometimes I get no Fireball icon at all. Reequipping and reloading solves that issue for me. This also happens sometimes with Spell Holding and Spell Chance items: they don't proc the spell when I equip them for the first time. Also, sometimes scrolls don't release their spells. Animation is played and then nothing happens. Still a buggy game...
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Did you console the dupe item into the game or Mold it? Maybe it makes a difference? Actually after my last post I tested both ways and they seem to work identically (Flames sabre and Spelltongue rapier). Cloak of Minor Missiles also works (did not "mold" that one, found it two times). Still didn't test Ring of Searing Flames and Forgemaster's Gloves though.
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Hm... when I clone the Fireball sabre then I have 2 times 3 Fireballs per rest. The icons sit right next to each other. Works like it should. Same with dual Spelltongue and Corrosive Siphon (two icons with 1/rest each). It also used to work (maybe not after the latest patches) if I found more than one Cloak of Magic Missiles. So I assumed it also works with Forgemaster's Gloves. But I didn't test that. Only with the Flames of Fair Rhian and Spelltongue like 1 hour ago.
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Vent Pick only procs the +50% burning lash part of FoD - it doesn't trigger any animation and also no Full Attack. Talents for FoD like Intense Flames don't work with the Pick's FoD. Same thing with Sanguine Plate and Greater Frenzy. I'd say one of the best items for duplication - dps wise - is The Flames of Fair Rhîan. It's an exceptional sabre with a burning lash that gives you 3 Fireballs per rest - which makles it 6 per rest if you duplicate it. A rogue with that setup can dual wield sabres for good damage and also throw fireballs like crazy - which work with Deathblows and Scion of Flame (not Sneak Attack). So his best single target damage multiplier of +100% also translates to AoE damage and Scion of Flame gets on top. And most of the time he will crit with the Fireballs, too, because he has hit-to-crit conversion and high ACC - combined with the +10 ACC from Fireball itself. Add some Fireball scrolls or Rolling FLames in case you run out of spells per rest and you're ready to go. For a barb I would try the Forgemaster's Gloves. 6 times Firebrand per rest is better than 3 per rest. You can use it all the time then. Also good if you have two characters int the party who might want to use it (monsterlash paladin with on-kill-effects/barbarian/rogue).
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Hi! Like the title suggests: Weapon Specialisation: Peasant and Weapon Mastery: Peasant don't add to the damage of Novice's Suffering - at least not when you take a look at the character sheet. That's a shame...
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Yes, Torment's Reach AoE works with on-crit effects at the moment. Tried Godanstunyr a while ago and it causes stun in an AoE - like carnage does. I think that's not intended but who knows... I have no idea why that Protector got hit twice from one strike - but as I posted some while ago there were severe bugs with Force of Anguish and Torment's Reach on enemies' monks. Sometimes a monk would use Force of Anguish against me and a) hit the whole party and b) caused multiple hits with one strike. So I guess there's still a ton of bugs in that abilities.
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Firebrand has Damaging III, which includes +4 ACC nowadays. The Redeemer's destroy vessel enchantment only works on vessels who are of the same level as or a lower level than you. So it won't instantly destroy tough vessels like Death Guards or Eyeless if your level is too low. A barb who took Blood Thirst (and Bloodlust) and uses either one of these weapon is fun against big mobs. Every time you kill (includes destroy) your recovery will be 0. For every two kills you will get a 20 sec haste that stacks with frenzy.
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I also had the feeling that it's as fast as fists and faster than average one handed weapons. I also remember they were not considered dual wielding (and Two Weapon Style didn't work) when they were introduced and that the attack animation was different. You would only use your right fist back then. Now the animation is like with fists where you punch right-left-right and so on. But maybe my memory is not correct in this case. Blood Testament are a bit bugged. Have always been. Sometimes they don't work when you equip them for the first time. If you save & reload they do - at least for me. Also with the Long Pain. And sometimes thwy just refuse to work at all. Don't know what triggers this. But as I said they are inferior to other options because with this build you won't accumulate a lot of wounds and then sit on them like a tanky build would do. Yes, Pen. Shot works. Thanks for adding this - I forgot that in my list above. Edit: added pen shot to the list
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Hm... can't say. I guess fists are a bit better - once you engaged. The base damage is comparable, the ACC would be +20 for Long Pain and +13 for fists. Maybe the +7 ACC outweigh the +20% damage from Savage Attack a bit. The Long Pain can be buffed with the cloak without losing Gauntlets of Swift Action - but on the other hand the fists can profit from the sandals - and Turning Wheel of course. The real advantage of the Long Pain is that you don't have to waste precious time with moving/positioning/engaging while having nearly the same damage as fists. And you can give your monk stats that you would normally only use for a squishy in the back row - optimized for damage.
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Cool (or hot ), thanks. You could add Scion of Flame - it works with Sacred Immolation but not with the dragon chant. Then it would cause more damage I guess - slightly over 400. And Immolation causes Interrupts, right? Chant doesn't. And I have no idea how DR is calculated when you compare SI to TDT because one is pulsing and the other is a double DoT... :shrug:
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I think we should look at the dps of both. I'm interested how they compare. I like both abilities a lot, so it's just out of curiosity. As I said: don't forget that TDT stacks and that it gets recast every 4 seconds with Brisk Recitation - and that it's linger time gets increased by INT. With 20 MIG and 20 INT your chant's duration is 4(recitation)+6(linger)=10 seconds. It does 65 burn + 65 slash damage in this time. It gets recast every 4 seconds. Over 30 seconds it would have 6 cycles that would do 390 burn + 390 slash damage (building up 6 phrase points in the process). Using any invocation would cancel chanting because of recovery time, that's true. But you don't need to use an invocation if you don't want to break the chanting (but if the Ogres also profit from Defensive Mindweb - no idea, do they? - then maybe it's a cool trick to summon them (or a drake or whatever), then cast Defensive Mindweb and then turn into the Invincible Fire Totem again with Withdraw. ) How much damage does Sacred Immolation do over 30 secs? It's damage output is not in the wiki and I can't start PoE atm...
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They hit like trucks - so maybe that would be too powerful. But I would like to see equipment slots on the pet like in Torchlight II - where you could give them a collar (which might have some magical effects like speeding the pet up, raising stats, giving it spells or causing bleeding damage and so on).
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Ha - the Withdraw trick is very sweet! Didn't think about that. And an offensively build priest is very potent, too. Once had a priest with 30 MIG and his Holy Radiance alone one shotted most vessels. Not to mention his offensive spells like Shining Beacon + Cleansing Flame. I think Sacred Immolation is not better. I can't say if DPS is better, but The Dragon Thrashed lasts forever, is a hazard (so it should have higher base ACC - but I didn't check), it stacks with itself every few seconds (don't forget Brisk Recitation that halves the initial phrase duration) and most important: it has a much bigger AoE that reaches all of the mobs most of the time. I did a quick test some while ago when I had a paladin with SI and a chanter with TDT in a party (made a fire aura party once). When I put my lvl 16 Immolation-Paladin in the midst of a group of upscaled ogres and cast withdraw he's not able to kill them all while Withdraw and Immolation last. When I do the same with a chanter they all drop dead. I didn't do any math, but it seems that even the DPS is a bit better at lvl 16 - because of Brisk Recitation maybe? Of course it doesn't heal my party members like Sacred Immolation. However, they are both awesome and should work nicely with Withdraw. Maybe somebody is willing to compare the DPS on a more scientific level...?