Everything posted by Boeroer
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3.00 patch teased by Josh on SA
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.
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3.00 patch teased by Josh on SA
Exactly. I didn't say that "addexperiencetolevel 16" would work.
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Cipher 3.0 - roll a Wizard instead
So we nerf a class so that it's only working on PotD? WTF???
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Cipher 3.0 - roll a Wizard instead
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.
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Best Healer
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.
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3.00 patch teased by Josh on SA
Just type "addexperiencetolevel 16" and see what happens.
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Cipher 3.0 - roll a Wizard instead
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.
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Cipher 3.0 - roll a Wizard instead
Exactly. Like I said: the new old ranger.
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[v3 request] *Gunner* AI script option
That would be so good. At the moment quick switching is a micromanagement hell.
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Defenses/Damage reuction
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?
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Cipher 3.0 - roll a Wizard instead
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.
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Update Notes: 3.00
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.
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[2.03] Pet version of Concelhaut is *way* too powerful
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.
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Melee dps Chanter build.
I like things like that.
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Cipher 3.0 - roll a Wizard instead
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.
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Attack speed 2.0
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.
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Cipher 3.0 - roll a Wizard instead
95% autoattack, 5% casting would be more accurate now...
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Cipher 3.0 - roll a Wizard instead
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.
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Cipher 3.0 - roll a Wizard instead
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.
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[CLASS BUILD] The Drake's Ambassador (searing & mesmerizing chanter tank)
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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Barbarians vs Rogues
If you don't like the fuzz to activate afflictions before hitting with a rogue the barb is better for you. THe barb is especially good with weapons that have chance-based on-hit effects (like Grey Sleeper or Wodewys and stuff) or other weapons that have on-hit-effects like disprienting or interfering (White Spire, Vile Loner's Lance, Strike Hard, Lost Theyn's Reach and so on) because carnage works with them. Also interrupt builds are great because of carnage. He's more of a disabler then than a dps machine, but still very effective. And you don't have to rely on crits in this case. The rogue however can turn a hefty fight into an easy one if he manages to kill the most threatening foes within seconds. I really like the new survival-bous for move speed (+2), Boots of Speed (+3) and Fast Runner on a melee rogue. Lets you sneak around in combat really really fast an reach the tough bugger very quickly without being knocked out on the way.
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Melee dps Chanter build.
Good question. Now it should. There was a bug report and Aarik said he did put it into the database. That was some time ago and should have been fixed by now. I didn't test it lately but it should be easy to see. If you sing it and then watch the combat log the burn damage should be higher than the slash. If it doesn't work the talent is a total waste of course - unless you don't plan to pile up Fireball uses from spell binding items as I did with my chanter back then.
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Melee dps Chanter build.
Before opening it one of the options is to wait to see what happens there and you can choose this option over and over with a single click and make the time pass. It's less tedious than resting where you have to click multiple times each time you want to rest... Oh yeah - right! That's even smarter. Thanks for the info.
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Proposal: Toggling fast mode while map is visible
I think that would be a good thing. Not very important, but convenient.
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3.00 patch teased by Josh on SA
Sure thing