Jump to content

Boeroer

Members
  • Posts

    23109
  • Joined

  • Last visited

  • Days Won

    385

Everything posted by Boeroer

  1. Hehehe. I imagine 6 times Ancient Memory combined with the +100% healing & 30pt damage shield chant.
  2. 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.
  3. 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:
  4. I would love to understand your build posts, but honestly the formatting is so messed up that I can't properly grasp it all. Can't you edit those text-file-based formatting into something more readable? It would be a shame if people just skip this because they get confused a bit.
  5. 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...
  6. 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).
  7. Envenomed Strike used to stack - but they patched it long time ago because of blunderbusses.
  8. 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...?
  9. Well I picked it AND Stunning Blows. Because there's not much else to take that makes a lot of sense... and it's nice for breaking engagement and run away.
  10. I don't think that The Long Pain can outperform the pure damage of the dual annihilation sabres (your setup is very powerful) - but it's a huge advantage that you don't have to position yourself in order to spam Torment's Reach in really quick succession without getting into trouble. You can reach every enemy within 12m without having to move. You will "only" have damage numbers around 80 with Torment's Reach - but you lose no time with positioning and your normal attacks - when you're out of wounds - are also great - especially when you compare them to other ranged auto attacks.
  11. I didn't do any tests to compare the dps of The Long Pain with other weapons or classes - but I can't imagine any setup (except spamming spells) which does that much dps in ranged and melee combat (as long as you have wounds for Torment's Reach and the target is not immune to crush). THe per hit damage is very high and the attack speed is very fast. I don't know if The Long Pain is slower than normal fists. With Swift Aim and Two Weapon Style I can see no difference when I auto attack. Every attack takes less than 1 second and there's no recovery. And the base damage is way higher than on any one handed melee weapon (which is why high MIG is so good with this ability). I rarely need Resonant Touch because the enemies die so quickly that it's easier to keep using autoattacks than walking into the mob and trigger Resonant's Touch. It's only 10 raw damage per touch and you only cause 1 touch per attack maximum - not 5 when you hit for 50 damage for example. When you hover over your ACC on the char sheet it says +20 The Long Pain - while Transcendent suffering only gives you +18 (when you have your normal fists "equipped"). When you look at the Long Pain Weapon description (right click on the weapon) it also says "x crush damage | +20 ACC against deflection". So I guess it has nothing to do with Transcendent Suffering. The Long Pain weapon just gets a +20 ACC bonus.
  12. Long Stride is a monk's abilitiy and adds a flat +2 bonus to movement speed - which stacks with Maneha's Armor (+1) or Boots of Speed (+3) and the camping bonus as well as with Fast Runner (which I didn't take). It helps you immensely to outrun foes who want to catch you and makes positioning for ranged Torment's Reach really easy and quick. Besides that: there's nothing else you can take... And you can't substitute Long Stride with a talent... since it's an ability. The thing with this build is that talents are very scarce but abilitites are plenty (because so many don't work with the Long Pain or are simply not needed). So Long Stride is a good option for this build I think. Wound Binding can be awesome with the right healing mods - as I showed in the chanter build I posted before this one. You can heal over 132% health with it. But for this guy who doesn't get beaten a lot it's not my number one choice.
  13. Right! Two Weapon Style. Thanks for telling me, I corrected that. If I recall correctly: when The Long Pain was introduced it didn't work with all that stuff. It seems to have changed in one of the late patches. I remember that it used to work with Turning Wheel for example - like Nerd COmmando said - but not anymore. But the situation now is clearly better. Zahuas Anitley thing should work, but I don't know for sure because I didn't test that. But why shouldn't it? All the other speedup-things did work with the Long Pain so far.
  14. Do you know what happens when you knock your paladin prone, then switch to Ilfan Byrngar's Solace + Hatchet + another preservation item ant then cast Defensive Mindweb? THe paladin will have +100 to all defenses as long as he's prone. Would this boost also translate to the Mindweb?
  15. A witch doctor is originally a type of healer who treated ailments believed to be caused by witchcraft. The term witch doctor is sometimes used to refer to healers, particularly in the region of Old Vailia, who use traditional healing rather than contemporary medicine. In monks' societies, "witch doctor" is sometimes used derisively to refer to a warrior who hates magic and witchcraft which is not done by kith. this monk absolutley loathes all forms of non kith casters like Pŵgras, Ogre Druids, Vithracks, Cean Gŵlas and so on and tries to purge them from the face of Eora as fast as possible. =================================== The Witch Doctor =================================== Difficulty: PotD v. 3.02 -------------------------------------------------------------- Class: Monk -------------------------------------------------------------- Race: Boreal Dwarf -------------------------------------------------------------- Background: The Living Lands - Explorer -------------------------------------------------------------- Stats: MIG: 21 CON: 10 DEX: 16 PER: 10 INT: 18 RES: 03 -------------------------------------------------------------- Skills: Stealth 4, Athl. 7, Lore 8, Mech. 0, Surv. 10 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) Weapon Focus: Peasant Two Weapon Style Lightning Strikes ® Ghost Hunter ® Beast Slayer ® Wilder Hunter ® Primal Bane ® Apprentice's Sneak Attack Abilities Hunter's Instincts (a) Transcendent Suffering 4 (a) The Long Pain (!) Torment's Reach (!) Swift Strikes ® Force of Anguish (!) Skyward Kick ® Stunning Blow ® Second Whind (a) Knock Down (a - Girdle of the Driving Wave) Long Stride Flagellanth's Path or Resonant Touch --------------------------------------------------------------- Items (*=additional echantments by me; !=important, r=recommended): Weapon set 1: Fists/The Long Pain Weapon Set 2: Danulya & Irfarn Byrngar's Solace Boots: Echoing Misery Head: Maegfolc Skull Armor: Maneha's Armor (*Durgan Reinforced, INT+2, Slash-Proofed) Neck: Cloak of the Frozen Hunt Belt: Girdle of the Driving Wave Rings: Ring of Thorns, Bartender's Ring Hands: Gauntlets of Swift Action or Mourning Gloves or Blood Testment Quick slots: Scroll(s) of Tanglefoot, Binding Web, Plague of Insects, Prayer against Restraint ----------------------------------------------------------------- After "The Long Pain" was introduced to the game I thought that soon there would pop up some builds around that in this forum. But until today, I saw none specific build. Nerdcommando did a video about this, but it had some errors and didn't point out some of the most amazing features of The Long Pain. So I went out and did some testing to verify what works with this awesome abilitiy and what doesn't. Here are my results and the character I build around that. But first of all I have to explain an important fact: The Long Pain is considered a dual wielded ranged weapon - but for whatever reason it also works with most (not all) melee abilities. This allows for some crazy and relaly powerful combinations, have a look: What abilities, talents and items work/don't work with The Long Pain? Abilities: + Swift Strikes (makes flying fists hit faster) + Stunning Punch (stunning at a range of 12m without using wounds? Aweseome! Also: Full Attack!) + Skyward Kick (like above, but only Primary Attack - still good when you have no wounds left and want to take somebody out of the game fast) + Force of Anguish (pushing enemies away - but keep on hitting them at a distance. So much fun!) + Knock Down (from the Girdle of the Driving Wave; works like in melee but at 12m range. Only primary attack, but +20% damage!) + Torment's Reach (it's so easy to hit a lot of enemies when you stay in the back row, firing off Full Attacks(!) that do great AoE damage - this is the most powerful thing you can combine with The Long Pain - however, you need wounds) + Flagellanth's Path (like with fists - range 10m - but great to escape a mob - works even if you're stuck) - Enervating Blows (don't work with The Long Pain) - Turning Wheel (no fire damage gets added) Talents: + Lightning Strikes (+25% shock damage - since the base damage of The Long Pain is very high, this is awesome) + Two Weapon Style (The Long Pain is considered dual wielding - you get faster with this, tested and confirmed) + Weapon Focus Peasant (and I guess every other weapon focus, too, because The Long Pain is "universal" as all the other summoned weapons) + Marksman + Runner's Wounding Shot + Envenomed Strike + Apprentice's Sneak Attack + All the hater talents like Primal Bane and so on + Penetrating Shot (but I think with that high damage per hit speed is more important than 5 DR bypass) - Savage Attack (no damage added, no ACC malus) - Dangerous Implement (nope - but worth a try ) Items: + Blood Testament (will add raw damage per wound - but you will spend your wounds fast) + all items that spped you up like Gauntlets of Swift Action or Mourning Gloves + Bartender's Ring (20% more damage against vessels and spirits) + Archer's Gloves or Cloak of the Frozen Hunt (+10% damage) - Sandals of the Forgotten Friar (although titled unarmed, those sadly don't work with The Long Pain) Genereal thoughts: As usual a monk doesn't have many things that can boost ranged damage besides MIG, Archer's Gloves, Lightning Strikes and the hater talents. The Long Pain have enormous base damage and you want to add as many dmg modifiers as you can get to squeeze the most out of them. So maxed MIG sounds good. At the same time you want to have them as long as possible, so high INT is also good. High INT is also great for the cone of Torment's Reach and for all the disabling stuff you can have - like from Force of Anguish and Stunning Blows and so on. Because of this I took all the hater talents except Sanctifier - because you will also have St. Ydwen's Redeemer in your party and maybe also a priest. Those are great against vessels so we can skip Sanctifier. Talent points are scarce. And there's also the Bartender's Ring which gives us +20% against vessels anyway. I didn't take Marksman because most of the time I was not fighting at max range. In fact I was running around a lot and fought at melee or mid range most of the time. Standing right behind the front line, intercepting rushing enemies, catching some wounds or just running past some mobs in order to eat disengagement attacks for wounds before firing at the enemy spellcasters with the Long Pain. Also, with the camping bonuses I didn't feel the need for +5 ACC. The Long Pain also has a huge ACC bonus that seems to scale with level. At lvl 16 they have +20 ACC. I chose boreal dwarv as race because of the same reason: I wasn't doing ranged combat exclusively, so it felt like a waste to take wood elf. +15 ACC against two creature groups seemed to be better. I chose the second weapon setup because the shield, combined with the Ring of Thorns, gives you +100 to all defenses when you are prone or stunned. THis can be a lifesaver when you get cc'd and surrounded. Just switch to the second weapon set then and you get nearly untouchable. Once the cc effect wears off, use Force of Anguish to break free. Flagellanth's Path is also good for this. I didn't take it but I consider it a better choice than Resonant Touch actually. Damage, ACC and Speed: The Long Pain's base damage is 24-36 at lvl 16. I can add +10% from the Cloak of the Frozen Hunt (or Archer's Gloves) and also +42% from 24 MIG. The result is 37-55 crush damage against every enemy I meet. When I add the hater talents, it's another +25% against all enemies except kith and vessels. Now add the Bartender's Ring with +20% against spirits and vessels. Apprentice's Sneak Attack will add +15% from time to time. My ACC will get boosted by my racial ability (+15 against wilder and primordial), Weapon Focus (+6), the Long Pain itself (+20) and by resting bonuses (+15, not kith) as well as the cloak (+6 against beasts). So my damage and ACC bonuses would look like this: ------------------------------ Wilder: +77% (42-64), +92% with Appr. Sneak; +56 ACC Primordial: +77% (42-64), +92% with Appr. Sneak; +56 ACC Spirit: +97% (47-71), +112% with Appr. Sneak; +41 ACC Vessel: +72 (41-62), +87% with Appr. Sneak; +41 ACC Beast: +77% (42-64), +92% with Appr. Sneak; +47 ACC Kith: +52% (37-55), +67% with Appr. Sneak; +26 ACC (here you could use to use the bonus damage against flanked targets) On top of that, add +25% shock damage with Lightning Strikes... so much damage... ------------------------------ With Mourning Gloves or Gauntlets of Swift Action and Two Weapon Style, combined with Swift Strikes you can reach 0 recovery. So imagine very fast hits at 12 m range with more than 50 damage. It's like a gunshot from an arquebus, but with 0 recovery - you're basically a gatling gun. Now add the fact that you can do Full Attacks with Stunning Blows and Torment's Reach and it really gets ridiculous. If you have wounds and are at range - just use Torment's Reach - Full Attacks with a huge AoE at 0 recovery against a horde of enemies (also debuffing them) is pure fun. I never - really never - saw anything that powerful in my entire PoE "career". Too bad it only works as long you have some wounds left. But your auto-attacks are also pure destruction. CC: I also put together all the CC abilities a monk can have. Because the all work at range you now have a perfect disabler. Another reason is you just don't need all the other defensive stuff at all. You are not a pore front liner like most other monks - you just go in, get some wounds and retreat in order to summon the Long Pain and the start the gatling gun. So who need Crucible of Suffering and stuff? Some othjer things like Enervating Blows and Turning Wheel don't even work, so all is left are those CC things - and the synergy is perfect. Not only is this guy a dps monster when he has lots of sounds - he also can CC when he hasn't any: 2 Stunniung Blows, 2 Skyward Kicks, 1 Knockdown - all without wounds at range with The Long Pain - awesome! And it also triggers Apprentice's Sneak Attack. Theme: I wanted high MIG and the Skull is best for this. Unbending is also good because you want to get hit from time to time in order to get wounds (but you can also shoot this monk in the back to get them of course) and Unbening prevents a knockout when you get surrounded. Together with Maneha's Armor your char will look like a Witch Doctor from Diablo and so I chose this theme. The Mourning Gloves and Unbending work quite well togeher with the armor and high MIG by the way. You will get healed by ~27 points each time you kill an enemy - which was enough for my "non-frontliner" playstyle. Unbending will do more healing. And it all looks funny of course. I added some druidic scrolls which fit into the theme and are also great for CC - Binding Web for example stop the enemies from chasing you. This can happen if you're out of CC attacks for the moment. All in all this is a very powerful combination of DPS and CC. When you let per-rest spells aside, I think this is one of the most powerful dps/cc combinations you can build at the moment. Because you don't have to move at all while you send them all to the ground or hit them with mighty force. And this guy's also not too flimsy. Another good thing is that all the abilities and talents also work with your normal fists. So you're never helpless even if you didn't have time or wounds to summon your Long Pain. Thanks for your time! I'm looking forward to reading your comments. edit: Whoo! Tons of typos! Will fix that later... Added Pen. Shot to the list of talents.
  16. OK, thanks. Now I would like to know if it also gets suppressed on enemies. I'm on vacation - so please feed me guys.
  17. The -6 shock DR of Stormcaller works for every class. You don't have to bind it. It's like a double rending enchantment. But it's a bit of a waste if you have a chanter/cipher/ranger who could bind it. Persistence on a rogue is quite nice because you will have +25% wounding and also +25% lash - which overcome DR more easily because of Deathblows. It's also very nice for a ranger of course. The Mad Hornet's goal was to stack a lot of DoT effects so that you can build up a chain of commands with shift+click at the start of each encounter to mimic an AoE effect and to reduce micromanagement during the fight. And also because it's good in combination with Combusting Wounds. An Envenomed or Runner's Wounding shot with Persistence, including Deep Wounds, results in 3 parallel DoT effects. Each of those triggers Combusting Wounds with every tick.
  18. They used to stack. If they don't then that's a new nerf and Brute Force is not worth one ability point. If they still stack it's a good (not great) ability for barbs who use prone- or stun-on-crit weapons.
  19. It's especially good if you combine Brute Force, Threatening Presence and Painful Interdiction (or any other weakening AoE thing) with a melee weapon that does prone or stun on crit (check also targets fortitude). Like Tall Grass, Hours of St. Rumbalt, The Temperacl, Godansthunyr, We Toki, Mabec's Morning Star and Cladhaliath.
  20. The Backlash Beldam doesn't work as intended and as I described anymore because retaliation no longer gives you focus, sorry. It would either be the Dull Runner because you get a better bonus from Faith and Conviction as the MC - or the Mad Hornet because you can side with the Doemenels and get +0.3 crit damage multiplier and later +0.1 from Dungeon Delver I guess.
  21. I totally agree that you should use the builds in the index as an inspiration, not as a "you have to do it this way" guide or something. If you feel good with a pistol on your wizard and it's fun, then you've done the right thing. P.s.: you might want a blast wizard with implements as soon as you realize that on-crit effects work in an AoE with blast though.
  22. You should listen to guides that say "pick a weapon focus" - because they have more experience than you. It depends on the type of wizard or other caster you're playing. If you are going to cast your a** off in every encounter you don't need weapon focus for sure. But if you play an implement based wizard with blast you should definitely take weapon focus. Same when you're using summoned weapons a lot (Concelhaut's Parasitic Staff, Citzal's Spirit Lance, Rot Skulls and so on). You can spare a lot of spells that way and still do good damage. I took Weapon Focus Adventurer and Spirit of Decay recently for my Arcane Archer who uses Cadebald's Blackbow. It's devastating for just one spell and it lasts a long time. So it all depends. I think most people who post a build here know their stuff.
  23. I only used it as a variant of my withdraw trick against dragons: block the way of the dragon with a character and then cast withdraw or status shell on him. I didn't test if the chanter + the Dragon Thrashed + Withdraw trick also works with stasis shell.
  24. Did anybody test what happens when you use Father's Teeths' Rot Skulls with a Blast Wizard?
×
×
  • Create New...