brindle88
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Posts posted by brindle88
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im not saying you dont play potd.
the point is u dont try what people stated works for them because you are close minded in your thinking so you keep posting and saying how bad things are when their opinion differs from yours.
if fighters were the "most op" class in 2.02 why were they buffed in 2.03?? clearly im missing something.
How am I clouded minded on my thinking, I suggested barbs where weak at the start of this thread and when people vouched for them I went and built the builds they suggested and posted my response from experience gained trialing the barb.
We have not said the fighter is the most op build we have (almost ) unanimously agreed the wizard is, again go back and read the whole thread
do you even know what you are posting anymore?
read topic title. then read your first post
No you read ALL my posts, where I have listened to the opinion of others and agreed with them on some points and disagreed with them on others. This is called being rational and open minded, hence why I have changed some of my view points.
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im not saying you dont play potd.
the point is u dont try what people stated works for them because you are close minded in your thinking so you keep posting and saying how bad things are when their opinion differs from yours.
if fighters were the "most op" class in 2.02 why were they buffed in 2.03?? clearly im missing something.
How am I clouded minded on my thinking, I suggested barbs where weak at the start of this thread and when people vouched for them I went and built the builds they suggested and posted my response from experience gained trialing the barb.
We have not said the fighter is the most op build we have (almost ) unanimously agreed the wizard is, again go back and read the whole thread
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dude i only play on potd. dont knock it until you try it. the way u instantly hate on certain classes and play styles shows your inexperience in the game.
Well that's probably not the best response as I clearly play on POTD, this greatly off topic anyway, the point I am making is barbs don't belong on this thread, honey belong on the " weakest builds post patch 2.03" thread
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u do know that armor recovery is a useless stat in many situations. u pretty much go naked or super light armor as rogue/rangers. I played my rogue with an enchanted cloth almost the entire game. my ranger was just naked.
Also Attack speed % is better then amour recovery because it can be applied with and without armour penalties.
rangers and monks do more damage then the fighter (they have sustainable atk spd buffs). Fighters arent even close to the level of rogues in terms of damage. Also second chance seems to be nerfed to being once per rest making it kinda crappy.
now surviving and taking hits fighters is way better then every class except monk. (not counting casters)
You are obvisouly not playing on POTD, on hard difficulty any class with any build could beat the game without dying once. Most of us here are IE veterans and we are implying the toughest builds on the toughest difficulty. A reduced armour recovery time on POTD (sacred grace for fighter) is one of if not the strongest talent to choose from including all classes
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well, we know attacks consist of two phases, melee attacks i mean: attack phase, which can ONLY be sped up by the DEX bonus, and the recovery phase (the yellow bar) which is the part affected by the recovery penalty on armors and such. a fighter can pick the armored grace ability for -20% recovery time, and this is substracted directly from the recovery penalty on whatever armor they're wearing. if you add the pilferer's grip item then it's an extra -16% on the armor's recovery time penalty.
a fighter wearing full plate for example, which has -50% recovery time penalty would then have -24% penalty instead, or in other terms have the same recovery as someone wearing Hide Armor (the one right before leather armor), but have 12 DR instead of 5 DR.
now we take into account DEX bonus, which speeds up both phases, the attack AND the recovery, and it literally makes the fighter the fastest unit at the moment. you can give him full plate and have him be faster than someone wearing a robe, for example, give or take 5%, or give him a hide armor and have him attack at the same speed as someone NAKED.
when we take guns into account they have 3 phases, attack/recovery/reload, and their longest phase is by far the reload one which is only affected by DEX, same as the attack phase. bows on the other hand don't have a reload phase.
in any case, you're right of course rogue will out-damage this speedy fighter on crits, but the fighter will be EXACTLY %50 tankier (rogue base deflection is 15, fighter's new base deflection is 30), with equal Accuracy as the rogue, 25% more base endurance and 50% more base health and with access to two ability picks that give total of +25% dmg (weapon spec and weapon mastery). sure, not as crazy as the +55% the rogue's class abilities tack on but hey, still good!
obv. not mentioning the +20% from savage attack or the vulnerable attack since those two talents are universal. he'll crit less, as well, but will hit more often, and be even further tankier thanks to critical defense, unbending and unbroken. remember he can instant-cast +15 ACC for base duration of 15 seconds per-encounter too.
dual-wielding carries the least recovery out of all melee setups, being a base 20 frame of attack and 20 frame of recovery if using two fast weapons, and 30 attack / 30 recovery frames if using two average speed weapons. this means the armored grace + pilferer's grip fighter with 18-20 DEX dual-wielding Scimitars will out-DPS the Rogue on HITS, guaranteed, due to being faster overall than the rogue, so even if the rogue has more +DMG modifiers it'll even out, UNLESS the rogue starts critting. The rogue crits will put him ahead in the damage-per-swing race then. It all depends on the roll of the dice, then, since both have comparable ACC.
footnote: enemy immunities will put a legitimate dent in the rogue's reliance on sneak-attacks by the way, which is why i'm not taking into account the huge sneak attack dmg modifier when talking about this. a lot of mob types now are immune to blindness, hobbling, weakening, poison and sickening. watch the video posted in the 2.03 patch news announcement thread.
Mate we have to leave the magic items out of it or we will be ranting on for ever, forget the pilferers grip or boots of consecrated ground or whatever.
But yes a fighter would wup a barbs arse
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patch 2.03 makes fighters undisputed king of single-target DPS imho
-20% recovery from armored grace
-16% recovery from pilferer's grip
second chance scale mail (thanks eder!)
= 1% recovery time without taking into account any DEX bonuses. Straight up broken! LOVE IT.
gee, i think i'll use my base 1% recovery high deflection / high accuracy / high health / high endurance fighter to dual-wield purgatory and resolution, or hey, maybe i'll use the speed and durgan steel enchanted blade of the endless paths instead just for laughs while he plays Lawnmower Man with his spinning motor-arms.
Sure, the rogue might achieve slightly higher dmg numbers per swing ON CRITS, but he has low deflection / low health / endurance, and with the same gear will have 21% recovery time.
dunno bout you but i know who'll i'll be using.
The rogue would beat it mate, the fighter would be more tanky though,
And what do you mean by 1% recovery time without taking into cons dex?
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I'm kind of confused with this thread. If we can't take buffs from other classes in to consideration then is this for builds to solo the game? Why would you play a character in a party and not buff them with other chars?
Well for reasons of being able to compare classes adequately without taking into thousands of other combinations we are just looking at each class on its own merits. For synergies involving a multiple of classes that is a topic imam greatly interested in and I will start another thread on it soon.
The strongest synergy I have found I a cipher amplify waving, a druid relentless storming at the same time and then you melee classes having a field day. But let's try not to talk about that on this thread
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I Was going to create a new thread for this but I felt It relevant to leave it in here as this thead already will be a good read and helpful looking for people to build viable builds.
BARBARIANS ARE VASTLY INFERIOR TO FIGHTERS/ AND ROGUES
I have just spent the last few hours creating different barbarian builds from a save I made late game where I was able to hire henchman and build them up to level 13. I also had kept all the good items and weaponry throughout the game so I was able to give the barb the appropriate goodies to suit the different build paths I found viable.
I discovered a lot of interesting, obvious and blaringly fatal build paths and there are no strong builds for this class. Though obviously you would still be able to build a barb and finish the game on potd, a rogue or a fighter will be just be far stronger.
Im only going to point out some the more obvious fatal weaknesses of the barb. There are far more though
1. THE FRENZY BUILD. This is flawed in so many ways I cant even begin where to start.
First of all it is not a passive ability like the rogues reckless assault (which is far stronger compared to frenzy anyway),
Secondly the frenzy has a surprisingly short time limit on it before it expires 12 seconds, (can be increased with INT)
Thirdly to activate this ability you need to do the equivalent of casting an average speed spell. The opportunity cost to this is that your Barbarian has to stand there and have a hissy fit at the start of combat while your other melee characters start to position. By the time the barbarian has positioned you would have lost probably 30% off the time from you frenzy duration.
Fourthly, you loose ten deflection from already a very deflection prone frontline character anyway. On path of the dammed this deflection is essential due to the enemies having higher accuracy and therefore being able to crit you more often. The Rogue loses 2 deflection from reckless assault (once upgraded) and as I have mentioned above the RA is vastly superior in the fist place even before taking this deflection penalty into consideration.
2 MIN MAXING AND RAW STATS LATE GAME
1. You are absolutely forced to max your barbarians Intelligence even if you don't take the frenzy build, the barb is a frontline character so these are less points you can spend on str, dex, perc. These stats are essential to melee characters.
2. You absolutely must have high Perception on POTD. The barbarian has lower starting accuracy to fighters and rogues and the only strong point of the barbarian build is carnage which can apply afflictions with certain weapons on crits to mobs. You need the high Perc to land these crits.
3. Dexterity is the third most important stat to put points into,
3. Let me compare some raw stats from my late game fighter (after patch 2.03 to my late game barb) both builds with no weapons or armor equipped or any buffs activated, that's why I call them raw stats. To make my barbarian both survivable and able to deal damage on POTD I had to min max by barb as above and slightly dump some other stats. My fighter has min maxed in a melee classes strong points eg perception, might, resolve, dexterity
level 13 fighter deflection 79
level 13 barbarian deflection 49
level 13 fighter accuracy 69
level 13 barbarian accuracy 68 (remember I think PERC is the most important stat on POTD, may barbs perception here has been maxed to 20 and my fighters is 15)
level 13 fighter health/ endurance 1008/202
level 13 barb health/ endurance 936/ 156 (this is with completely dumping the barbs con and leaving the fighters at 7, only 4 points difference. I was forced to do this to give the barb the other high stats it requires to be a viable melee character.
3. THE SUPPOSESED POWERFULL FORTIDUDE TARGETING CARANAGE CRITTING BUILD THAT WILL APPLY AFFLICTIONS TO MOBS.
1. This ability got nerfed to not include spell striking so jolt of touch will not work on it anymore
2. on POTD it is far harder to crit enemies then on lower difficulties. Even with Perc maxed and remember the barb has a lower accuracy compared to fighters and rogues
3. The carnage attack is made with a lowered accuracy, therefore making it even harder to apply cits and afflictions from these weapons
4. even if the crit is landed the mob will still get an opportunity to avoid the affliction by making a save and saves are increased on POTD.
5. Any wizard, cipher, druid, chanter, preist can apply a more powerful affliction eg stun, petrify , dominate to a mob when they are postioned out of melee combat. Guys seriously this is a STUPID STUPID build.
4. THE OPPORTUNITY COST OF MAKING A BARBARIAN.
1. Just to compensate for all the barbs weaknesses compared to fighters and rogues I had to select talents and abilities upon level just to make my barb able to do what a fighter and rogue can do anyway. Fighters and Rogues are able to select far more talents that ADD to there abilities not ones that are selected to simply make up for major weaknesses
This quote above answers all the above barbarian lovers question. Like I have said on this you can still use a barbarian but a rogue or a fighter will be stronger. Just read the above and do your own trials like id. And this thread ClEARLY is not intended to include buffs from priests, wizards whatever , I should no I did the op
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Seeing as I'm the op on this thread I want to CLEARLY state that this thread is intended for " most over powered build post patch 2.02"
NOT INCLUDING any buffs from other casters, paladins whatever.
We are talking about builds not synergies.
If people want to talk about most over powered synergies go start another thread and state it on there.
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how can i make a barb succesfully on-crit on potd?
weapon focus
gallant's aura
accurate carnage
that's +15 ACC to their Carnage right there :D
if we add gear then it just becomes ridiculous:
gauntlets of +5 ACC
lilith's shawl +3 PER
barbs have Low Def / Med ACC
fighters have Med Def / High ACC
monks have Med Def / High ACC (same as fighter)
rogues have Low Def / High ACC
rangers have Low Def / High ACC (same as rogue)
paladins have Med Def / Med ACC
Fighters have high def high accuracy after patch 2.03 that came out yesterday
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A Barbarian can lock down the mob with every swing and can do it all day long in every encounter. Casters will run out of spells, even a Cipher only has enough focus for one Amplified Wave and then has to do normal attacks to regen.
To really make it work you need the Priest to cast his per encounter ability that debuffs fortitude, I think it is Painful Interdiction.
Going for the damage route gets the Barbarian hitting multiple foes with every swing. Maybe he hits only half as hard as your Rogue but he is hitting 4 or 5 guys at a time. All together he is doing twice the damage of your Rogue in certain situations.
Hang on mate a barbarian is only going to do this when he crits, and then only if the enemies fake there saves.
I've played POTD many times and never ran out of spells and the spells are more powerfull then this anyway.
Being limited to on crit is why you need the Priest's Painful Interdiction to debuff the enemy.
Personally, I much prefer using a Monk than a Barbarian. You're more durable, better defenses, better deflection, better single target damage and Torment's Reach can also clean up bunched up trash mobs. Monks are also more flexible on stats, as you've noticed Barbarians are stat starved.
Or use a Paladin with Sacred Immolation you clear trash as well.
What the hell does a priest buffing the barbarian have to do with this? You are completely ignoring me when I say that a priest could also buff a fighter or a rogue with a more powerful spell or if you want to say " what can one class do for another" then a cipher can knock down an entire screen with amplified wave and any melee class would have a field day
We are not talking about other classes interfering with other classes potential we are looking at classes on there own. If we where to look at all those option this thread would be 50,000 pages long
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^ That's pretty much it, unless you're rest spamming (or a Wizard) total battlefield control isn't feasible every fight. And that's where the barb comes in, essentially tossing out 35~ damage interrupting+stunning 2.15m ~ aoe every round, forever and ever.
Actually goes very well with those above caster moves, as the caster can spend one spell slot to open a fight and CC a bunch of things, then the rolling wave of stunlock cleans everything up.
What the hell is rest spamming? You mean resting very now and then at an inn or camping? You make it sound like its a sacrificial sin
It's official everyone wizards suck because you have to rest
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^ That's pretty much it, unless you're rest spamming (or a Wizard) total battlefield control isn't feasible every fight. And that's where the barb comes in, essentially tossing out 35~ damage interrupting+stunning 2.15m ~ aoe every round, forever and ever.
Actually goes very well with those above caster moves, as the caster can spend one spell slot to open a fight and CC a bunch of things, then the rolling wave of stunlock cleans everything up.
What the hell is rest spamming? You mean resting very now and then at an inn or camping? You make it sound like its a sacrificial sin
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A Barbarian can lock down the mob with every swing and can do it all day long in every encounter. Casters will run out of spells, even a Cipher only has enough focus for one Amplified Wave and then has to do normal attacks to regen.
To really make it work you need the Priest to cast his per encounter ability that debuffs fortitude, I think it is Painful Interdiction.
Going for the damage route gets the Barbarian hitting multiple foes with every swing. Maybe he hits only half as hard as your Rogue but he is hitting 4 or 5 guys at a time. All together he is doing twice the damage of your Rogue in certain situations.
Hang on mate a barbarian is only going to do this when he crits, and then only if the enemies fake there saves.
I've played POTD many times and never ran out of spells and the spells are more powerfull then this anyway.
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Also you don't need max stats, 15s can get it done.
Try something like:
Might 10 or 15
Con 13 or 10 and add 3 to whatever
Dex 15 or 10
Per 15
Int 15
Res 10
If dual wielding good pairs are Flails - unforgiven -speed enchant + Starcaller - fast speed stun on hit. Warhammers - Strike hard - -def on hit and speed + Shatterstar -bigger interrupt or Godansthunyr - stun on hit, Spears - craftable one with stun + the one with -def on hit.
Two hander - Mabec's Morningstar, Tall Grass, Hours of St Rumbault, Grey Sleeper
Or you can skip the on crit affliction weapons and go for speed, endurance draining, - defense on hit types.
Which one is it 15 or 10? You've made it look like you have more stats to allocate then you actually do. Compare this to a rogue or fighters min maxed stats.
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Can some please explain to me why you would build an entire melee class to sit in the middle of a group of enemies (let's say a semi- tough bounty fight) and attempt to do what any wizard, cipher, druid can do at a distance and with far more chance of succeeding and with far more POWER with a simple spell like amplified wave, relentless storm, or petrify?
I mean you guys have told me this is possible, I built it this morning and actually tried and and this is the comparison I am giving you.
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Brindle, brindle, brindle... ts ts ts.
Don't you read what I wrote?
The interrupting/disabling barb only works properly on PotD if you not only use Threatening Presence and Brute Force to lower the defenses of the enemies, but also a priest that casts Painful Interdiction on the mob. How can you say a build is crap when you don't do it properly? I also bet you didn't even try it out properly. My build suggested Mabec's Morning Star, the stunning warhammer or Tall Grass. Did you use this?
If you're attacking enemies that still won't get critted by carnage, you can cast the Inspiring Radiance from said priest (+4 acc), use a paladin for another +6, add Gauntlets of Accuracy and take accurate carnage (which I would do anyways). Altogether: -40 fortitude and will for the enemies, +15 acc for you (+20 for your carnage). Add interrupting blows and max out perception with items. I used this build in a whole PotD walkthrough and it was one of the best I ever had. All my rogues were good of course, but this barb was just amazing.
You just read stuff, make assumptions and then you caps-lock-rant about how inferior biilds are compared to rogues and fighters. They are not! It all depends on your party composition. If it wheren't so six rogues would be the absolute best party. But they are not! They are a crappy party. You just concentrate on DPS to much. But pure DPS doesn't make the game easy. For you it's: lots of DPS = OP - which is totally wrong. It's the mix that counts.
building a melee glass cannon to sit in the middle of a bunch of mobs and attempt to sun lock them on POTD is just plain stupid. That's what wizards, ciphers, druids do, but from a safe distance.
and a wtf does a preist have to do with this???? I may aswell say a cipher has just amplified waved my entire screen so my monk can punch it
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Brindle, brindle, brindle... ts ts ts.
Don't you read what I wrote?
The interrupting/disabling barb only works properly on PotD if you not only use Threatening Presence and Brute Force to lower the defenses of the enemies, but also a priest that casts Painful Interdiction on the mob. How can you say a build is crap when you don't do it properly? I also bet you didn't even try it out properly. My build suggested Mabec's Morning Star, the stunning warhammer or Tall Grass. Did you use this?
If you're attacking enemies that still won't get critted by carnage, you can cast the Inspiring Radiance from said priest (+4 acc), use a paladin for another +6, add Gauntlets of Accuracy and take accurate carnage (which I would do anyways). Altogether: -40 fortitude and will for the enemies, +15 acc for you (+20 for your carnage). Add interrupting blows and max out perception with items. I used this build in a whole PotD walkthrough and it was one of the best I ever had. All my rogues were good of course, but this barb was just amazing.
You just read stuff, make assumptions and then you caps-lock-rant about how inferior biilds are compared to rogues and fighters. They are not! It all depends on your party composition. If it wheren't so six rogues would be the absolute best party. But they are not! They are a crappy party. You just concentrate on DPS to much. But pure DPS doesn't make the game easy. For you it's: lots of DPS = OP - which is totally wrong. It's the mix that counts.
dude you've completely ignored my entire post.
IT IS BASED OF RAW STATS with no items, buffs from priests ect...............
If you want to look at it that way then I can have preists cast vastly more powerful buffs on a fighter or a rogue and I can equip the fighter or rogues with the same weapons
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all of the other martial classes are better than the barbarian at straight-up damage-per-swing: fighters get weapon mastery, rogues get several damage talents, and monks get... a ton of cool stuff. heh. all three of these classes have better deflection and better ACC than the barbarian. the paladin is the only martial class that would normally do less damage than the barbarian straight-up but they still have better deflection, and their FoD ability has built-in +20 ACC bonus, and they bring a TON of other stuff to the table to help out the party.
HOWEVER
the barbarian has two things that set him apart: an insanely large pool of endurance and health, and the ability to strike multiple enemies per swing and inflict an on-crit or on-hit affliction to all of them at once. think hard about this for a moment!
with high INT, PER and DEX the barbarian can:
- pretty much permanently keep a group of 3-5 mobs prone on the floor by using any of the million prone-on-crit weapons, the best one being Tall-Grass. the fact that it's a reach weapon makes it even better.
- keep himself almost indefinitely healthy by using a draining weapon, like Tidefall, sucking up endurance from 3-5 mobs per swing while already enjoying the largest pool of health/endurance available to any class.
- keep those 3-5 mobs stun-locked with the awesome combo of the stun-on-crit warhammer and a second weapon that inflicts -5 on their defenses. he can also replace the stun-on-crit warhammer with the prone-on-crit battleaxe.
these 3 options are available to all classes, but the barbarian is the ONLY martial class that can AoE-disable. that's pretty good.
IMO i currently rank these martial classes like so:
best single-target damage dealer: rogue
best single-target tank: fighter
best single-target hybrid of tanking and dealing damage: fighter/monk, it's a toss up.
best single-target hybrid of melee and ranged: paladin
only multi-target martial class that can AoE disable enemy groups: barbarian
they're literally in a class of their own. i wouldn't consider them overpowered though (none of the classes are); the closest to an "op" class right now would probably be the paladin, mostly down to their auras, faith and conviction, their heals, their saving throws versus afflictions and flames of devotion being per-encounter and crazy accurate and available as either melee or ranged option. their on-hit abilities like inspired triumph and so on are also worth mentioning. i really really really really like paladins
What difficulty are you playing on? I can't even keep 1 enemy (that is half powerful) with my rogue stun locked with a stunning weapon on POTD. And my rogues accuracy vastly superior to a barbs let alone a barb using carnage with an even lower accuracy to the barbs or airy attack.
The high endurance you have mentioned is not relevant. You have to dump con to get the high perception needed on POTD. God knows where you'd be getting the other points from cause I can't find them. Do you have stat adding items equipped? You need to look at raw stats as a fighter and rogue can add stat adding items also
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I Was going to create a new thread for this but I felt It relevant to leave it in here as this thead already will be a good read and helpful looking for people to build viable builds.
BARBARIANS ARE VASTLY INFERIOR TO FIGHTERS/ AND ROGUES
I have just spent the last few hours creating different barbarian builds from a save I made late game where I was able to hire henchman and build them up to level 13. I also had kept all the good items and weaponry throughout the game so I was able to give the barb the appropriate goodies to suit the different build paths I found viable.
I discovered a lot of interesting, obvious and blaringly fatal build paths and there are no strong builds for this class. Though obviously you would still be able to build a barb and finish the game on potd, a rogue or a fighter will be just be far stronger.
Im only going to point out some the more obvious fatal weaknesses of the barb. There are far more though
1. THE FRENZY BUILD. This is flawed in so many ways I cant even begin where to start.
First of all it is not a passive ability like the rogues reckless assault (which is far stronger compared to frenzy anyway),
Secondly the frenzy has a surprisingly short time limit on it before it expires 12 seconds, (can be increased with INT)
Thirdly to activate this ability you need to do the equivalent of casting an average speed spell. The opportunity cost to this is that your Barbarian has to stand there and have a hissy fit at the start of combat while your other melee characters start to position. By the time the barbarian has positioned you would have lost probably 30% off the time from you frenzy duration.
Fourthly, you loose ten deflection from already a very deflection prone frontline character anyway. On path of the dammed this deflection is essential due to the enemies having higher accuracy and therefore being able to crit you more often. The Rogue loses 2 deflection from reckless assault (once upgraded) and as I have mentioned above the RA is vastly superior in the fist place even before taking this deflection penalty into consideration.
2 MIN MAXING AND RAW STATS LATE GAME
1. You are absolutely forced to max your barbarians Intelligence even if you don't take the frenzy build, the barb is a frontline character so these are less points you can spend on str, dex, perc. These stats are essential to melee characters.
2. You absolutely must have high Perception on POTD. The barbarian has lower starting accuracy to fighters and rogues and the only strong point of the barbarian build is carnage which can apply afflictions with certain weapons on crits to mobs. You need the high Perc to land these crits.
3. Dexterity is the third most important stat to put points into,
3. Let me compare some raw stats from my late game fighter (after patch 2.03 to my late game barb) both builds with no weapons or armor equipped or any buffs activated, that's why I call them raw stats. To make my barbarian both survivable and able to deal damage on POTD I had to min max by barb as above and slightly dump some other stats. My fighter has min maxed in a melee classes strong points eg perception, might, resolve, dexterity
level 13 fighter deflection 79
level 13 barbarian deflection 49
level 13 fighter accuracy 69
level 13 barbarian accuracy 68 (remember I think PERC is the most important stat on POTD, may barbs perception here has been maxed to 20 and my fighters is 15)
level 13 fighter health/ endurance 1008/202
level 13 barb health/ endurance 936/ 156 (this is with completely dumping the barbs con and leaving the fighters at 7, only 4 points difference. I was forced to do this to give the barb the other high stats it requires to be a viable melee character.
3. THE SUPPOSESED POWERFULL FORTIDUDE TARGETING CARANAGE CRITTING BUILD THAT WILL APPLY AFFLICTIONS TO MOBS.
1. This ability got nerfed to not include spell striking so jolt of touch will not work on it anymore
2. on POTD it is far harder to crit enemies then on lower difficulties. Even with Perc maxed and remember the barb has a lower accuracy compared to fighters and rogues
3. The carnage attack is made with a lowered accuracy, therefore making it even harder to apply cits and afflictions from these weapons
4. even if the crit is landed the mob will still get an opportunity to avoid the affliction by making a save and saves are increased on POTD.
5. Any wizard, cipher, druid, chanter, preist can apply a more powerful affliction eg stun, petrify , dominate to a mob when they are postioned out of melee combat. Guys seriously this is a STUPID STUPID build.
4. THE OPPORTUNITY COST OF MAKING A BARBARIAN.
1. Just to compensate for all the barbs weaknesses compared to fighters and rogues I had to select talents and abilities upon level just to make my barb able to do what a fighter and rogue can do anyway. Fighters and Rogues are able to select far more talents that ADD to there abilities not ones that are selected to simply make up for major weaknesses
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Yeah I seriously hope the "if" in this sentence is just a red herring. I would love to see a Pillars 2 and if it needs to go to kickstarter for funding you just shoot me the link the day it goes live. I and many others will be happy to put our money where our mouth is once more.If we make a sequel, fixing that is a high priority.
Of course they are going to do as equal. He can't officially announce that while he would be in negotiations with stakeholders about it, or would about to enter negotiations about it.
The game has sold 500k copies in six months, and will continue to sell well over a long period of thtime.
The only thing stopping them from making the sequal to soon is they wouldn't want to affect the sales from the first release and the expansions. So unfortunately we could be waiting a while.
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Precisely. Tidefall restores Endurance. The Grey Sleeper is pretty neat but, strictly speaking, Tidefall is a better weapon in the hands of a high-MIG character.
Why did he not think tidefall drained endurance? It clearly says it in the item description.
If you max perception I think grey sleeper is probably more powerful as you will crit more and induce procs, it is Definatley more powerful on any difficulty less then POTD as enemies have lower deflection
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Didn't they change Tidefall to no longer have the Draining effect?Just wanted to chime in here and give the Barbarian an honourable mention.
With stats allocated as follows:
Might: 18
Con: 10
Dex: 10
Int: 18
Per: 14
Resolve: 8
and with Frenzy (33%), Bloodlust (20%), a Durgan Enhanced Tidefall (15% or 20% can't remember) and the recovery penalty gloves (15%) with Durgan enhanced robes (Gwisk Glas is good) you can easily reduce base weapon recovery by nearly 70%-90% which means with a Dex bonus added in (let's say with the +3 dex ring) you'll end up completely whacking your opponents in a large AOE almost once a second. More speed can obviously be achieved through other means (e.g. hastening exhortation, potions of power) though bear in mind the cap is 100%.
Tidefall has the draining property which means as long as your dude is attacking more than 3 mobs at once and isn't being disabled he will be golden. For more mobs maybe throw on the lvl1 priest spell holy radiance to prevent interrupts or lay down crowd control.
Other builds have used Firebrand for this kind of approach but I don't think that's as valuable any more because (a) Firebrand now targets deflection rather than reflexes and (b) you lose a lot of accuracy by using Firebrand (The weapon itself and potentially your glove slot depending on what kind of support you have). Better to have tidefall for survivability imo.
I don't think any class can't match the Barbarians sustained AOE DPS - Wizards, Druids and Priests included.
And a wizard with alacrity spamming fireballs will severely out dps a barbarian (the fireball is a fast cast spell)
Your barb build is also very balanced dude, it is not over powered at all, play the game a few more times on POTD dude
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Didn't they change Tidefall to no longer have the Draining effect?Just wanted to chime in here and give the Barbarian an honourable mention.
With stats allocated as follows:
Might: 18
Con: 10
Dex: 10
Int: 18
Per: 14
Resolve: 8
and with Frenzy (33%), Bloodlust (20%), a Durgan Enhanced Tidefall (15% or 20% can't remember) and the recovery penalty gloves (15%) with Durgan enhanced robes (Gwisk Glas is good) you can easily reduce base weapon recovery by nearly 70%-90% which means with a Dex bonus added in (let's say with the +3 dex ring) you'll end up completely whacking your opponents in a large AOE almost once a second. More speed can obviously be achieved through other means (e.g. hastening exhortation, potions of power) though bear in mind the cap is 100%.
Tidefall has the draining property which means as long as your dude is attacking more than 3 mobs at once and isn't being disabled he will be golden. For more mobs maybe throw on the lvl1 priest spell holy radiance to prevent interrupts or lay down crowd control.
Other builds have used Firebrand for this kind of approach but I don't think that's as valuable any more because (a) Firebrand now targets deflection rather than reflexes and (b) you lose a lot of accuracy by using Firebrand (The weapon itself and potentially your glove slot depending on what kind of support you have). Better to have tidefall for survivability imo.
I don't think any class can't match the Barbarians sustained AOE DPS - Wizards, Druids and Priests included.
I can only get the the armour penalty gloves literally right at the end of the game, just before you fight thaos. Does anyone else no if you can get them anywhere else?
Most overpowered builds post patch 2.02
in Pillars of Eternity: General Discussion (NO SPOILERS)
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What's that background noise?