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Boeroer

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Everything posted by Boeroer

  1. Druid with Returning Storm, Relentless Storm and Spiritshift+Wildstrike Shock is your best buddy. Also has lots of dot spells that help your pet with Predator's Sense. Wizard with some shock spells is also nice. A chanter with The Dragon Shlashed also triggers Predator's Sense - but he has only poor shock based invocations. The Sure Handed Ila chant is good at lower levels, but I quit using it after I got the two good, fire based lvl-3-chants. A dual wielding monk with Lightning Strikes and a shocking lash on his weapons might also be very happy to engage the foes that Stormcaller hit. The faster he attacks the better the effect. His 50% shock damage against 0.5*(shock DR - 6) will be great since most of the time this means very low DR - especially against foes in plate.
  2. That's absolutely right. And you'll never know what the game is doing "under the hood" while you test that things. Some console command to trigger some debug output would be nice.
  3. Are you sure about hitting? I think you don't have to land a hit to trigger engangement. For example: a fighter with 5 engangement slots (1 + 2 Defender + 1 guarding weapons + 1 Hold the Line) will engange the enemy that he directly targets first and then the other 4 arrows will appear automatically - enganging nearby enemies. You don't have to hit them all to engange them. If you can't engage while constantly stepping onto the heels of a fleeing enemy then I'd say that's a bug and not intended behaviour. I also didn't experience that a lot. But I have to admit I didn't pay a lot of attention to my own disengagement attacks lately. Maybe I will do a test today with a fighter, a reach weapon and 4 or 5 engangement slots and see if the system is totally screwed up.
  4. No rest for the builders!
  5. I would suggest Shatterstar and Godansthunyr. Both have (secretly) higher interrupts than normal war hammers. I don't know why, it's no official enchantment, but they do. Normal ones have 0.5, Shatterstar has 1.0 and Godansthunyr has 0.75. On top of that, God. has stun on crit. With the high interrupts you don't need to attack superfast, since 1/0.75 seconds per interrupt is very long. You can allow yourself to even use Vulnerable Attack. Also: Shatterstar comes quite early. Take Interruping Blows, Threatening Presence (lowers concentration of enemies a bit) and use Barbaric Yell/Barbaric Shout (dito) OR a chanter with the -10 concentration-phrase plus terrify-invocation) and you have a nearly perfect interrupt build for your barb. DPS is not superhigh, but ok. I tested that two days ago together with said chanter and it's great!
  6. I just had the following idea: why not let other classes pick one (just one) original ability from another class. So, for example, one could choose to pick Lay on Hands OR Zealous Focus OR Faith and Conviction and so on at the appropriate level (or maybe original lvl +1). Or choose carnage OR Frenzy OR Barbaric Yell. That would lead to very flexible builds and still be a unique system - no real multiclassing (that messes everything up). You don't even need to invent new "multiclass" talents. Just define which one could be picked by other classes at certain levels. Fighter with carnage, Chanter with Flames of Devotion - such stuff. edit: Yes, a classless system would be my dream, but classes are also ok.
  7. It's not too powerful. It's just not crap like some of the others. +4 ACC may be good at the start, but after some levels it hardly matters. Remember: the dice that are rolled are d100. So +4 ACC alone can make a difference, but doesn't very often. The paladin's aura not only gives +6 ACC in a bigger aoe, but also does graze-to-hit conversion and hit-to-crit with a second talent. My (maybe provoking) question is: why are these "multiclass" talents weaker than the originals in the first place?
  8. I just don't sleep anymore. That way I'm able to do a lot of playthroughs and builds.
  9. Looks great for a Stormcaller Ranger. You could even go for Penetrating Shot instead of Apprentice's Sneak Attack if you want to really demolish high DR foes quickly - but I also did it without Penetrating Shot. Slowed down my Returning Storm generation.
  10. At the moment the shock base damage of Stormcaller doesn't get affected by Heart of the Storm (same with Bittercut/corrode and Firebrand/burn). AndreaColombo filed a bug report. Hopefully this will get fixed soon. As for the Returning Storm from Stormcaller: I really don't know. Never tested that myself.
  11. Ah, right. ZF and scroll of valour don't stack. Inspiring Radiance in the other hand stacks with everything. So do marking weapons and Coordinated Attacks.
  12. There are some. For example the DR of animal companions. Was introduced because they died too quickly at higher levels. Same with Spiritshift Abilites.
  13. You could add Zealous Focus and Inspiring Radiance for +10 coolness though.
  14. Right - forgot that, sorry. Good point with the damage types. But there's just two foes in the game that are immune to pierce and shock st the same time - if I recall correctly.
  15. Stormcaller is a hunting bow - you need WF Peasant for that. Stats are OK. You could dump con to 3 and put it into INT for higher stun/wounding/marked prey duration. Twinned Arrows, Stunning Shots and Driving Flight(!) are perfect for Stormcaller. That way the Returning Storm triggers superoften and you hit more foes with the -6 shock DR effect with a single shot. If you want even more DPS, don't waste talent points on smth. rel. weak like Apprentice's SA, pump your pet instead. A Wolf with Vicious, Resilient and Merciless Companion plus Predator's Sense is a DPS monster, especially if you use wounding and stunning shots. I also strongly recommend Stalker's link. There's a torc that adds +20% damage to that talent.
  16. I would be happy if the chances to trigger something would be higher or if they had some truely unique features like Stormcaller (-6DR) has. Something that only this weapon does and is not tied to x% on hit/crit. Something like interfering for example (-5 def. on hit), but more special. One could have a weak elemental carnage/blast effect - Greenstone Staff for example: 10% raw damage over time aoe or something like that.
  17. That stuff gets triggered way to seldomly to be useful. Onlly exceptions are the barb and the ranger with their "one strike - multiple hits" abilities. Weapons that do stuff on crit are more reliable and trigger more often. So no - I don't disregard that - and I think it's not wack at all. Only exception: Stormcaller. It's -6 shock DR on hit is awesome. And with a ranger's multiple hits per it's Returning Storm is also very powerful. The rest of the soulbound weapons is just inferior to enchantet unique weapons. Especially in regard to durgan refinement.
  18. If I only had your problems...
  19. You think? Sounds like a physics thing. And Unity has 3D physics build in. Should be doable? Would also be awesome if the chars would react to a Ball of Flame or Twin Stones with a physics effect (aka push). They already have some physics in the game: sometimes the models of enemies fly around in absurd poses when I pause, it looks like slow motion - their arms and legs swirling around like that of a ragdoll. When I unpause, that spook is gone - everybody else experienced this?
  20. Not at the moment, no. I waited a long time for a RPG like PoE. A game that has a complex ruleset with many talents/abilities/items. A RPG that is not like many others nowadays which want to make everything supereasy for the casual gamer und simplifiy everything and making mistakes impossible. I'm looking at you, Diablo III, biggest disappointment ever! I played Torchlight II for some time and had some very nice Engineer builds, but I got bored quickly after two complete playthroughs. What also limits the choice of games is the fact that I use Linux and only buy games that I can install directly via steam (no Wine and other fiddling). And I have a job, two little kids (third incoming) and a really nice wife who want to spend some time with me from time to time. I only got permission for one game at a time.
  21. I don't know. If stacking things is a problem, you should just make it so that certain effects are powerful enough in itself, but don't stack. For example: Why does Ancient Memory stack with itself? If the talent itself would do 2 per tick but didn't stack, it would be viable for a single chanter. If you'd have more than one chanter in the party you could just take that talent with one chanter and the others could skip that talent. Problem with stacking solved - still a viable talent. The other is: balancing these regeneration effects is really hard if you use flat numbers. You can make it so that it's ok at low levels - but then t will be meh in midgame and totally useless in endgame. If you balance it for midgame, it will be totally overpowered in the early game and so on. That's why we don't have flat +x dmg modifiers in PoE (some exceptions), but mostly +x%. Regeneration would work ok for the entire game if it wouldn't give you +x endurance per tick, but +x% of your max endurance per tick instead. So let's say +1% max endurance per tick. That would always mean that it takes 100 ticks (300 sec) to heal your complete endurance. Doesn't matter if you have 500 max endurance or just 100. That would be fair. Why should the complete regeneration of a high-con char take longer than that of a low con char? Would also be another motivation to invest in more con, which is still the least importat stat.
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