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Boeroer

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Everything posted by Boeroer

  1. Right. Forgot about both. I never use Half-Mast because you get it late and the other poleaxes are not so special. I never had Stunning Shots since I never used a Ranger. But it's the same: you get it very late. Most of the two handed weapons mentioned above (including ranged) you can pick up very early. p.s. why is there no stunning or overbearing quarterstaff in the game? Would be fitting. There is no great quarterstaff I can think of.
  2. No. Maybe it's because I kill him so quickly. No, seriously: he will eat a painful interdiction and a cc-ability at the beginning and get's pierced by six alpha strike shots and usually that's it. Never had problems with him. Only his charming fampyrs are annoing from time to time. Now Arcane Dampener is really nice since the enemy gets heavily buffed when champions, priests or paladins are involved.
  3. Barbs rock! And they are the only class that can bring the soulbound weapons to some good use, since they land a lot of hits/crits with every strike and therefore the special enchantments geht triggered more often (more procs per attack).
  4. Nice list. You only forgot Cladhaliath. It's one handed, has +5 ACC since it's a spear and can stun on crit plus extra +4 ACC when attacking the same enemy as a teammate if you wish (good synergy with minor threat). And there's also all arbalests that have prone on crit and especially Aedrin's Wrecker that additionally stuns on crit. But they are too slow to keep someone down with the normal rate of fire. But you could use quick switch and more weapon slots to pin somebody down with prone-crits until all shots are fired. Maybe use Hold-Wall as last weapon in row since it has the speed enchantment. Then we have two warbows: Borresaine that stuns on crit and Sabra Marie that confuses in crit. They are fast enough to pin an enemy down or confuse him all the time if your int and dex is high enough. It's a pity there are no overbearing or stunning hunting bows since they are so fast.
  5. Tehehe. I think the PoE monk is the most powerful class overall. He has very good, long lasting single target CC, lots of (aoe) damage, can summon at higher levels, can be very tanky and can run very fast. And this starts at level one. To be honest the monk was the only class with which I managed to slaughter the caravan at the beginning of the game (without cheesing). From time to time, before an encounter, I save and then send only one of my chars into the fight just to see how he/she performs solo. And the monk is (most of the time) the only one who will not only win the battle but also win it quite fast. You can achieve the best balance between survivability, cc and damage with him. The only other class that can pull this off is the wizard with defensive buffs. But he's very weak at the beginning and without his per-rest-buffs. Every other class always fails to kill a big group of mobs because it either does not enough damage to win the battle, has not enough defenses and dies quickly or has no possibility to do some good (and enough) cc. I'm talking about "normal builds" that are not meant for soloing. Of course you can built any class into a good solo char with extreme builds and equipment. The only thing that keeps me from playing monks more often: the enormous amount of micromanagement. You have to pause a lot to get the best out of the monk.
  6. It stacks and lowers fort for more than 30 points because besides the -20 and -10 some attributes are also lowered which lets fort drop even further. And with a fast attack rate the CC was better than any of the spellcasters because you need no resource like focus or per rest spells. You do stunlock everyone around you plus doing lots of damage. My barb was nr. 1 concerning damage while at the same time doing CC. It was the easiest PotD playthrough ever. Well no... 4 ciphers doing 4 times Amplified Wave after Interdiction was easier... but less fun.
  7. Rofl. By the way: if you really have no more spells to pick because you looted a lot oft grimoires, then the game just goes on and adapts when you level up. The dialogue for spell choosing will not show up.
  8. Barb with threatening presence + brute force + interrupting blows, max per and gauntlets of acc +5 works really well with a priest who uses painful interdiction. I had mabec's morning star and the grey sleeper. While the sleeper was ok and summoned a lot of vessels the morning star was just ridiculously good. I had max int, per and dex plus an overseeing ring. Mig was not so high. The carnage radius was very high and interdiction plus threat. pres. lowered fort by more than 30 points - resulting in lots of crits and a stunlocked group of enemies. One of the best CC+DPS things I ever had. There is no duration - CC effect is endless and damage is also great. Tall Grass maybe even better because you crit more often and with the reach you can position the center of carnage even better. I just took the morning star because of the high interrupt. I had no idea if I would crit a lot and figured that a long interrupt with a normal hit/graze would also do good CC.
  9. Cool! Maybe they fixed it. That would be awesome and boost the monk's DPS.
  10. We Tokio plus Edge of Reason is good. This dual wielding approach where your first strike debuffs and the second hits harder also works with interfering weapons like blesca's labour as primary weapon: you cause -5 deflection with +5 ACC (club) with the first hit or crit and then the second strike will even more likely crit (and cause prone or stun). That's very good against high deflection targets. You can craft Cladhalidingdong to be stunning AND vicious - thats setting up sneak attack affl. plus 20% bonus in one weapon. Another spear does -5 defl. on hit. This is a great setup for dual wielding rogues and is early to get. Spears also give +5 ACC. The stun effect from weapons is not the same affliction as the "normal" stun you get from spells and special attacks, that's true. It does count for sneak attacks though. So you can combine stunning weapons plus overbearing weapons to cause deathblows without using special attacks.
  11. OK, that one is good because it lowers the shock DR and does shock damage. Together with Heart of the Storm that's pretty good. The rest I didn't hardly ever use because this x% on hit/crit is only good for carnage or low acc chars, you can't enchant them and most of them have this silly class restrictions. P.s.: The warbow that confuses on crit is even better I think.
  12. It's not soulbound. But it shares some characteristics. It causes daze with a 10% chance when you hit or crit if I recall correctly. That's quite... meh? At least it's not soulbound - so you can refine it with durgan steel. That's way better than all that soulbound rubbish.
  13. Heh? Which patch? In 2.01 it doesn't work for me. Either burn XOR shock damage. They never add up for me.
  14. Absolutely. So - the best thing to do in order to get a very long CC duration is to crit (= high ACC) and have max INT. That also counts when you have a weapon like Starcaller that stuns or causes prone on critical hits. In that case you also want to have high DEX in order to strike a second time while the enemy is still afflicted - because that raises the possibility for a next crit which will again cause the affliction, stunlocking the enemy without the use of special attacks like knockout and the like.
  15. Immolation's ACC is not influenced by shields. But it profits from zealous focus etc. It's like an aoe damage and heal spell with your paladin in the centre. 15 MIG without gear is certainly good enough. If it has 85 or 95 ACC - it will hit most mobs and burn them for good damage. I also have healing chain and used it like... once or so? But you can easily see yourself and retrain if you don't like it. I think my pal had 17 mig without gear and no other damage bonuses that count - besides scion of flame. And he had max INT. Every pulse of immolation scorched most enemies around him for ~30 burn damage - and that's without any DR bypass - while healing friends around him. Maybe he critted a lot, I don't know. But it turned him from an alpha strike tank into a really good damage dealer. And you still don't have to micro him a lot.
  16. I did some time ago. But it certainly wouldn't hurt if some other players would do it as well.
  17. I think it's always the case. Never saw them working together. Blood Testament and Turning Wheel do stack though. So it's not a matter of "there are too many damage modifiers".
  18. It's not late game. You can get it pretty early if you want. My paldin with high might and per, scion of flame and sacred immolation is going through the roof - DPS wise. Plus: no dex needed.
  19. Turning Wheel and Lightning Strikes' elemental bonus damage don't stack. Burn gets overridden by shock. True story... Enervating Blows (lowers fort by 20) plus Force of Anguish (targets fort) is a great combo. If you took Iron Wheel you could use lighter armor = gaining wounds faster at the beginning and stop getting damaged when you have plenty - while being faster.
  20. I used some rogues with Hours of St. Rumbalt and Tall Grass and so on and I have to say it's better to pump INT and DEX and drop MIG. Damage is still high enough and the extra duration helps a lot. Anyone noticed that Shatterstar and Strike Hard have higher than normal interrupt durations? Together with the Godanwhatever Warhammer that stuns it's a nice dual wield Combo for disabling - stunning and interrupting all the time
  21. However, with a flail you can reach crazy high rates of graze-to-hit conversion and add 20% hit to crit with durgan steel. Take the fighters talent, one handed style (also works with shield) and add a paladin with zealous focus and you get a 95% graze-to-hit conversion plus a 25% hit-to crit conversion. Together with a shield and not too high accuracy this is a good weapon choice for chars that use a shield and want to avoid grazes while doing CC-attacks like knockdown and so on. Doing a lot oft hits and avoid grazes is also good for weapons that cause afflictions in x% of all hits or crits (not grazes).
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