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Boeroer

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Everything posted by Boeroer

  1. Very nice - but I'm confused. Wouldn't Shod-in-Faith be good? Because the fear aura crits you all the time (without Prayer) is would heal you and the bear a lot. Not that if you needed it this time - but as a backup if more blights managed to reach you? What about Lenas Er's defense debuff? With your high attack speed it should be possible to debuff the dragon by -50 I think. Even without stunning shots this would perhaps allow the confused blights, wraiths etc. to hit the dragon. Maybe you could still use Persistence for wounding if you had Quick Switch or the Coil of Resourcefulness...?
  2. Did you mean Disorienting (-5 defense on hit)? Or really Interfering (-5 ACC on hit)? Both do stack by the way.
  3. If you want single target CC and hefty debuff: Lenas Er If you want AoE CC and debuff:Stormcaller If you want your pet to do tons of damage: Persistence. I find all three to be very good bows. Few people know that the -5 defense from Disorienting on Lenas Er stacks. So Twinned Arrows will cause -10 to defenses with one shot. If you manage to shoot really fast and cause lots if crits, you can stack it for like -30 to -50 to all defenses. That's on top of the stun debuff! This also works against pierce immune enemies. But you get that bow very late. So I don't advice anyone to build a char around it.
  4. Let's agree that you wouldn't notice the difference in combat unless you really want to.
  5. I really don't know what you mean. PoE's level cap was 12. Then came WM Part I and raised it to 14. With WM Part II we will have a cap of 16.
  6. Exactly. I didn't say that "addexperiencetolevel 16" would work.
  7. So we nerf a class so that it's only working on PotD? WTF???
  8. I'm only playing PotD and can't see how this statement makes the situation any better. You have to admit it: it's just too much. As I said: no problem with a nerf of certain abilities. But demotivate players to use all powers above lvl 3 can't be the way.
  9. Two paladins are really great for healing. They don't only have Lay on Hands, but also Healing Chain and Sacred Immolation later on - it does not only damage, it also heals your allies. If you are a Kind Wayfarer you have other means of healing. If you are a Moon Godlike Kind Wayfarer you... just overegg the pudding.
  10. Just type "addexperiencetolevel 16" and see what happens.
  11. A nerf of Amplified Wave (smaller AoE, less damage), Ring Leader (shorter duration, smaller AoE) and Tactical Meld (not usable before combat anymore) and also Ectopsychic Echo (less damage) would have been totally ok. Still doesn't explain why they nerfed EVERY power above lvl 1. Even the balanced ones. It's ok if the powers of a cipher are a bit weaker than the spells of the other casters since he has a kind of per encounter mechanic - but that doesn't mean you have to make the casting above lvl 3 comletely useless. Now they still can spam low-level spells but will never cast Desintegration or Borrowed Instincts and whatnot.
  12. That would be so good. At the moment quick switching is a micromanagement hell.
  13. It would be better if the immunities are only displayed if you saw that your attack failed due to immunities. How can I know that a XY is immune to prone if I just shot it with an arrow?
  14. So they nerfed something that was already useless - and because of that it's not a real nerf? That can't be a justification. Then it would be better to cut off all powers above lvl 3 and just give the high-lvl-cipher some means of using the low level ones better (longer duration, more damage, shorter casting time...). Not all high lvel powers are bad though - or WERE. Tactical Meld was awesome. You could cast it out of combat (ok, a bit cheesy) and you didn't have to overcome any defense to get +20ACC. But now you need so much focus for this that this +20 ACC will never influence the next power you cast - because you won't have any focus left and it will take forever to cast anything else. Tactical Meld will wear off before you can cast any other power. Now it's solely helping you to hit your foes better with your weapon for a short time.
  15. You have to use Combusting Wounds with Wall of Flames - then it's damage is totally awesome. I like the new skill system. DR+4 really helps and the bonus to move speed is also very useful. Maybe they are a even bit too strong.
  16. I'm 99% sure that this is not intended - if you have that spell in your own grimoire it doesn't do things like that. It's good, but not that good.
  17. This would be true if they made the low level spells cheaper, left the ones in the middle alone and increased the costs of the high power levels (while fine-tuning some of them because at the moment nobody likes them). But they just made everything (exept lvl 1) more expensive AND nerfed two of the best powers while also nerfing the cipher drugs. Ok, +4 per hit with Carow Gholan was a bit cheesy with Blunderbuss and Retaliation - but they could have changed that to +50% or 40% instead. Not 20%. It lowers your stats while it gives you +20% bonus focus and you can't cook it yourself... yeah great. What does +3 for Draining Whip mean? Don't get your infos from the wiki - it's totally outdated. At the moment it gives you +20% focus gain. If you gain 10 focus normally you would now get 12 with Draining Whip - whoohoo! I mean it's ok - but not superpowerful at all. If they now buff focus generation then I will bite into my pillow. That would be the same as if they lowered the starting focus - what would have been less work and would have caused less trouble.
  18. Argh - I meant Amplified Thrust - so sorry! Spelltongue actually does +15% attack speed despite it's description (if I'm not misstaken). Besides this I think you calculated it correctly.
  19. I think the key is the amount of focus with which they start. If it's too high they will use one of their best powers to open a fight. Raining th costs of all powers may solve that issue, but at the same time also makes them completely bad. Would have been less drastical to lower the amount of focus they have at the beginning of a fight. I mean a monk also has 0 wounds when the fight starts. A chanter has 0 phrases. A cipher can start casting right away. THAT would have been a nerf that makes sense. This is not.
  20. Carow Golan also got nerfed. It now only gives +20% focus gain (not +4 per hit) while gimping your stats. Amplified Wave got nerfed a lot, Tactical Meld also. When this changes survive the beta I will never touch a cipher again.
  21. I maxed it more because of the really huge AoE (together with Overseeing and Voice of the Mountaintop) - so that the Dragon Slashed reaches really all enemies - and because of the AoE of the fireballs and durations of charmed/confused and scrolls. The linger time of the chants is also affected, but that wasn't my main reason to max it. But that was in a party where enemies don't clump together a lot. Maybe for soloing it's better to change the stats a bit. But I don't know, I normally don't so solos.
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