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Everything posted by L4wlight
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Okay tried it. Sap works on party members/ on Cipher. Not sure why I never tried it on my own Cipher. Really nice. Now I have another way to use Antipathetic Field in Boss fights. Thanks for the input in this thread. I think I understand now why it did not work on summon in the past: it is because once you use Sap on a friendly target, the target still has a green circle and not a yellow one, even though it technically is confused. This also means that your sapped Cipher will not suffer from friendly fire, which is very nice tbh.
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Pretty much this. For Antipathetic Field (and Mindblades) to be effective "at will" in bossfights you need someone to generate targets on the opposite site of the boss with stuff like Magran's Belt. Also Flail Modal comes in handy here. As for recasting Death of a 1000 Cuts: It just triggers the instant damage effect of the spell and increases the duration. Not really worth it. You can extend the duration by other means. Death of a 1000 Cuts is also nice to give Disintegration and Soul Ignition some immediate impact. Fast spamming Death of a 1000 Cuts against a horde of enemies is pretty easy thanks to Time Parasite. In cases were you face only one or just a few foes: That's where Magran's Belt comes into play again. It generates targets for Time Parasite too; thus Blade Cascade is not really necessary to let you spam shred spells. Obviously a Frostseeker Build or any melee crit monk build can spawn tons of adds with the belt. As an single class Ascendant you really want to bring a Priest, someone who debuffs Fort via Willbreaker and someone who abuses the Belt to it's fullest. Maia as single class ranger is perfect for this with Twinned Arrows. She also brings Enfeebled to the table. Against Bosses: Death of a 1000 Cuts + Disintegration + Antipathetic Field (+ Mindblades) Against 2-3 foes: Death of a 1000 Cuts + Mindblades Against > 3 foes: Death of a 1000 Cuts + Silent Scream Death of a 1000 Cuts is always the catalyst. As for Mindblades, you can influence the numbers of enemies with WoT and/ or Ringleader (same is true for Temporal Cocoon); thus increasing the impact by reducing the number of active foes. Single class Cipher (especially Ascendant subclass) is such a flexible an fun class. EDIT: Death of a 1000 Cuts it also a super nice counter spell thanks to interrupt on hit.
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True. As for Priests, Death Godlike is another viable alternative for even more PL stacking in combination with BDD. Priests of Breath have an easier time here though thanks to easy self same with Touch of Rot. Of course everything fails to shine compared to Deltro's Cage Helm, but we're getting into godhood territory here. As for the more support oriented route, I think it's overall more beneficial to go for Nature or Death Godlike.
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In my opinion it's not really fair to give ALL ciphers the advantage of the most powerful affliction in the game that early. That would totally undermine the main hook of some (sub-)classes. If anything, Enfeebled could be added to Haunting Chain. This would at least limit it to single class ciphers and would finally turn this previously underpowered and underused ability into a worthwhile consideration.
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The Cipher could just switch the trinket back and forth, couldn't he? What's your plan to prevent that?
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While I agree with your statement, I think that sometimes preserving the feeling of awesomeness is just as important as swinging the nerf hammer. The main problem of Blade Cascade is the ability to exploit it heavily. Limiting the number of attacks is a good idea to solve this problem. The number of attacks are debatable. Doesn't need to be 10 attacks. Just sayin' that with a higher number of attacks than 3 one could still keep the picture of a cascade of attacks or being on a "killing spree" intact.
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While I agree that something needs to be done about Scordeo's Edge, I think nerfing Blade Cascade to a limit of 3 attacks would also make it feel a lot less impactful and therefore a lot less fun. And that's the fun thing about this weapon: watching a cascade of attacks. I guess limiting the enchant to something like 10 (or 9 or 7) attacks (if this is, like you said, even possible) would be enough to make it a lot less exploitable while keeping the "fun" feeling associated with using this weapon intact.
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I'm with dunehunter here. In my humble opinion, having 4 sec base (!) recovery time after using Sworn Enemy for a tiny bit of damage is in many regards worse than even base Sworn Enemy or it's updates, which all have zero recovery time. And it was exactly the zero recovery time which, lined up with other attacks, gave it that nice bursty feel in POE I.
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Doesn't strike me as logical. A Harvester of Gaun casting Light of Eothas makes much more sense than for example a Follower of Skaen casting it.