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Boeroer

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Everything posted by Boeroer

  1. Yeah - I love the monk for that: Running behind the enemy front line with +speed, eating some disengangement attacks on purpose to gain wounds and then knocking the entire backline prone for more than 10 seconds is just so much fun. You can even use shift+click commands to assign a "chain of knockdowns". Then just unpause, lean back and watch the show.
  2. The good thing about ciphers: they can decide to do only CC with their powers and leave the damage part to their weapons. Cipher get+40% damage from soul whip which is pretty awesome. You have to hit foes anyway to get focus. I played a melee cipher with a sabre and small shield in a playthrough some time ago - and the combination of CC and weapon damage was great.
  3. Readric's Keep comes early - every class that hadn't the chance to pick any +dmg or/and +ACC talents and has no inherent modifiers like rogue or cipher will perform like that. A chanter would have the exact same problem. A fighter would have more ACC, but also wouldn't do a ton of damage. So I would say this is pretty normal. I always go trhough the front door in Readric's Keep and try to kill every hostile being because of all the loot (=money). When I have a tanky paladin I use chokepoints. I don't like that strategy too much but at this poinbt in the game the only thing a paladin does good is tanking and supporting, so... A barb is even worse at this point. Hitting nothing, doing miniscule AoE damage if he hits and falling on his face all the time. I find a paladin is doing ok melee damage with an enchanted heavy one hander and a small shield plus the generic +dmg-talents like Vuln. Attack and so on. I even had two of these in the frontline. The encounters' durations go up for sure, but at the same time your buddies don't go KO a lot.
  4. I once played a party of six rogues (=greatest single target damage dealers) - turned out to be doable, but veeery tedious. I would always say that not AoE damage, but AoE cround control is the key to an easy playthrough. But in general, it's the mix and the synergies that count. And good tactics of course.
  5. Paladin or Barb - most of the time. Also depends on the look and feel of the char and the type of armor he wears. This helm looks best if you combine it with a hide armor like Wayfarer's Hide or something like that. That's just my opinion of course. I would really appreciate it if we could enchant helmets with a +2 stat bonus.
  6. But remember that the +20% attack speed of the Sword of Daenysis is only for the recovery time of that weapon. +20% from Dual Wielding would apply to both of course. It would be a good setup I think. But one thing I don't like about dual rapiers is the look. I only like daggers or bucklers for fencing weapons. It's a pity that there are no interfering daggers (+5 defl. like hatchets) in the game. Would make sense. However - I found that the attack speed of Spelltongue with a shield was good enough for leeching and that this setup had a good balance between speed and defense. Your problem will probably not be your endurance, but your health if you get hit/crit too often. And also I wanted to do something different - as always. The Sword of Daenysis I gave to my monk (Fulmineo Prodroni) - and at least with the weapons and armors I want to spread them over my builds so that in theory you could play them all in one party without sharing these things. The quetion concenring Fighting Spirit is a good one. I also thought about that and somebody else asked that some days ago. I have no idea to be honest. I didn't have the time yet to test that. I will do eventually... if nobody else steps in.
  7. There were people in this forum who did a Triple Crown Solo run with a wizard and said it's good.
  8. How boring it would be if the classes were so restricted. I would have stopped playing after my second playthrough. But since you can experiment a lot with classes and equipment it can be fun to invent new builds and test how they perform.
  9. Happy you like it. I think it is possible to kill Cail at level 6 with 6 men, but it will be tough. You'll need summons and potions and so on. You could hire another pally tank or a second priest just for that fight. Repulsing Seal you know. Edit: What also worked for me: I used the Mad Hornet build to diminish the xaurips. I just fired around to affect as many of them with Persistence & Deep Wounds as I could. You have to be at least lvl 5 to do that. But watch out: two hits and your squishy ranged rogue is KO at that level - against these opponents.
  10. I honestly don't know when. But I know for sure that MIG does influence healing and damage for chants as well as for invocations. And INT modifies the linger time of chants, the duration of invocations and the AoE size of both.
  11. I have a laptop with a Nvidia GeForce 555M. It's nearly 4 years old now and PoE runs fine with low and ok with medium details. I'm using Ubuntu 15.04 by the way. Even if the 930M is abysmal - it's still better than mine, so...
  12. If you don't want to use consumables like food and potions you don't need it at all. If you want to benefit from them for a looong time, you should put points into it. You really don't need more than 4 athletics by the way. And only one char has to have a high mechanics skill. Stealth is also overrated. You don't need a lot if you don't want to sneak around every second encounter. Lore and survival are great skills if you are willing to use scrolls and food/potions. They make the game way easier.
  13. Yeah - that really broke my game. No seriously - how do you find all these things? P.s.: I just tested it and you're right.
  14. Hehe - thanks to pausing it's not THAT tricky to hit the sweet spot. I wouldn't do it in a party though because the amount of micromanagement would just be too much.
  15. Depends. The wizard has some nice spells early on, that's true - but the quality of druid spells becomes better and better the higher the level. Some of the most powerful spells are druidic. Like Returning and Relentless Storm for example. By the way: Hold Beast only works against, well... beasts. Like lions, bears, dragons and so on. Those guys you faced were primordial foes.
  16. Like this: http://forums.obsidian.net/topic/83190-class-build-fulmineo-prondroni-fancy-duelist-monk-on-speed/ and even this: http://forums.obsidian.net/topic/83338-class-build-the-dull-runner-caster-clipper-paladin-tank/ Sorry for the product placement... Used them in one party. Most casters never had the chance to pull off a spell. Except Lagufaeth - those bastards are all casters of some sort.
  17. https://www.reddit.com/r/projecteternity/comments/36l54y/rogue_devastating_blow_explained/
  18. For soloing I would use a wood elf ranger with 2 arquebuses, Quickswitch and Coil of Resourcefulness. With this setup the recovery time and loading animation get skipped if you quickswitch right after each shot, before the recovery bar appears. It's tricky and cheesing of course - but very powerful.
  19. I tested the following some while ago: - 1 wizard glasscannon with focus on CC and Combusting Wounds + Expose Vulnerabilities plus Veteran's Recovery - 5 chanters (3 tanks, 2 ranged) with max MIG, Ancient Memory, Beloved Spirits and Veteran's Recovery. They started with "Come, Come Soft Winds of Death" and later switched to "The Dragon Slashed...". Each of them (if they stood relatively near to each other) had a recovery rate of ~10 endurance per tick and the damage from the DoT was hilarious. You could stack 10 different types of DoT if you managed it well (5 times Dragon Slashed + 5 times Come, Come - Dragon's linger time is quite long). If you cast Expose Vulnerabilities and then Combusting Wounds every DoT tick the mobs got 50 burn damage (on top of the damage from Come, Come and the Dragon Slashed). On top of that came the normal attacks, the wizards damaging spells and the invocations. It was supereasy and fun. Ok, dragons were a bit hard to beat that way - but the rest was a walk in the park. Don't know if this is your kind of fun though. Another great fun factor is a barb with Spelltongue plus self buffs and a priest with Painful Interdiction and Crowns of the Faithful (and all the other buffs). As long as the barb keeps hitting, the buffs will not wear off during encounter. A Stormcaller Ranger together with a (Wildstrike-)Shock-Druid is also pretty nice. Besides the huge amount of damage he and his pet are doing, the ranger also lowers shock DR by 6 points, the druid wields shock spells or does huge amounts of wildstrike-shock-damage this way. Or use a wizard with shock spells for this.
  20. What about your auto-savegame. Shouldn't there be an autosave right after you enter the tower? Or does this also get corrupted?
  21. On top I would like some items that are for animal companions. Like collars or even armor. Like the bear in "The Golden Compass": Awesome!
  22. And if you have a squishy caster or another weak ranged character, you can always run away before you get hit. Because you are faster (and the AI knows it), they will turn around quickly and search for another target. I think high movement speed is a big tactical advantage - but it depends on how you play the game. I don't do the chokepoint tactics a lot nor do I have pure tanks in my parties most of the time.
  23. With the Engineer? Kind of in between - high burst damage and high survivability. 50% tank and 50% dps I would say. But I might retrain and shift the tank/dps slider a little bit back and forth before I set this build in stone. Making up builds is easy - but the validating from lvl. 1 to 14 takes a lot of time. I'm really glad that there's a console command that lets you unlock all maps. The test-guy-fighter I posted above was a pure tank.

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