mosspit
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Everything posted by mosspit
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If it was me, it would be having all invisibility skill cost reduced by 1 Guile, to a minimum of 1 Guile. Assassin is a class that depends on repeated use of stealth / invisibility so this change makes this subclass more active (albeit more spammy) in combat. But I think it is fine as it is. It is still quite viable, at least when compared to Corpse Eater (Yikes).
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@mant2si What the upgrade for the Focus does is to apply a status of infinite duration to fire off OW 15% of the time. I am guessing it was done this way to decouple the regular attacks from the OW effects. In order words, yes, OW will hit rod modal enemies. That is part of reason why this mechanics has a shotgun effect. Because OW is decoupled from the regular attacks, there is a consideration to how to select the OW target (epicentre of the AoE). So that's why the game uses a projectile "attack" with no dmg as the delivery method, as the attack proc'ing the effect is also a projectile. But it leads to the effect of multiple OW triggers due to Driving Flight. Intended or otherwise, I am not too concerned with unless it leads the game breaking in other ways (breaking here is meaning crashing or something that really impacts UX negatively). This is ofc comes from my interpretation of what happens behind the scenes. So feel free to confirm the mechanics yourself as well
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I tried Twinned Shots and Avenging Storm (Scroll). It was beautiful. I guess it was pretty close to what CW could have been. In any case, the key for the mechanism besides Driving Flight and Focus is the need to have as large as a AoE as possible to ensure the OW triggers Max trigger times for OW is 9 3 times proc by the AoE from the active skill (Arterial Strike). Scales with density 3 times proc by the Driving Flight project delivery method of OW. Triggered by above point Potential 3 times triggers by the base attacks themselves (projectile | non-aoe | density independent) With enough density, you are almost guaranteed to land 6 OW AoEs. The remaining 3 are semi-decent chance from the base projectile. The OW AoE is quite generous at 6(m?). So enemies hit by the rod modal will most likely get OW dmg.
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CW not working is unfortunate, I assumed it did. Guess all good things from PoE1 is gone. What should work will be Avenging Storm and Turning Wheel. Avenging Storm I am fairly certain can be integrated. Ofc if you talking about solo, anything that isn’t fast cast is not practical. But in a party setting, this char can be the last to reveal and have a few some seconds to itself to cast buffs and stuff.
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You have to engage enemies to make Mob Stance and Reckless Brigandine work. So you need many engagement slots to make it stack multiple times. 5 is a good number (that can be achieved by any char) to see some really noticable effects.Yes, I tested with engagements. I specifically tried to build around it but I found out tha recovery wasn’t affected so I didn’t use that armour. That’s was in previous patch, or my memory failed me.
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Nice! The interaction is very interesting to say the least. And so I took a deeper look,and yes "Ondras_wrath_Ranged" is a ranged attack with a projectile. Or rather is the AoE's delivery mechanism. It even have a Bounce Data node. And therefore affected by Driving Flight. So I guess the strength comes from AoE modal interaction with bounce Driving flight affected Ondra's Wrath triggered attack Rogue's strikes seems to apply an Initial DoT tick at the initial trigger, and it benefits from the AoE modal. By tweaking the bundle files, I was able to remove the additional bounce. You can see that Ondra's Wrath is procc'ing 3 times because 3 attacks (base + Focus + Driving Flight). So further tweaking yields this. (Limiting OW to 1 proc) I think the real key is the overlapping AoE. First caused by the Driving Flight derived Rogue Strikes, followed by the multiple Ondra's Wrath AoE (triggered by the driving flight affected delivery projectile mechanism). So obviously, CW will work extremely well, I think
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Shattered Pillar is the worst out of the three since the nerf to limit Wound Generation to Autoattacks. The switch from taking dmg to deal AA dmg should already be sufficiently balanced. But the nail to the coffin is the halving of max Wounds which restricts that gains from Duality and Turning Wheel (and maybe Iron Wheel in special builds). Cipher is not the same as Focus can be generated by active skills as well.
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I would say Assassin can work even when in melee. It has a decent synergy with the option to turn invisible to drop aggro when being engaged in an unfavorable situation. But Assassin with Backstab will be slightly clunky to use in ranged due to the conditions to activate Backstab. So maybe no need to pick up Backstab.
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Update to the build, I just completed a full playthrough with this build and some thoughts. It was a full party playthrough on PotD (no upscale), but it was on Trial of Iron. A few thoughts Decent survivability and by snapshotting Undending correctly, the build can overheal incoming dmg without the Unbending upgrades Dmg is not that good. It can win via attrition but it is better if team mates are killing enemies faster Perception Afflictions can be gotten rid of by using the instacast Discipline Barrage Besides Tutilo's Palm, weapon slot is not that critical Surprisingly not too much issues with Ranged Attacks. Didn't have to change to Large Shield modal Fares well against Arcane Dampener as Unbending doesn't get removed. Really annoying to deal with if using drugs. That's why I only use things like Svef for affliction res mainly
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There will always be classes that perform differently. There will be a limit where "balancing" can even out the performances. This allows the gamer to further fine-tune their own level of difficulty they want. Want a bigger challenge? Stop using classes that are clearly overpowered. And before replying and stating it always preferable to use overpowered classes, remember - playing the game in unconventional ways like solo are forms of self-restriction in itself.
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It probably will until about level 10-ish. Accuracies is also an issue in the early game, debuffs are not that easy to land. But OTOH, you can only get Kitchen Stove after the Gullet questlines and you will be probably have gained some levels upon Kitchen Stove acquisition. So maybe it will not be that bad. Until then, you can maybe use another ranged weapon in its stead. At that level, you have more accuracy from leveling up and also more debuff options. So it should work out in the end.
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It depends on what you mean by properly. Whether you like it or not, Dig Site and Gorecci Street will need a certain amount of luck. IMO, you just need to be careful of your skill choice to Level 4. Even then, it is sill lady luck's dice roll on whether a crit lands on your characters or not. To me, Streetfighter is absolutely terrible for those earlier fights. As you don't have enough options to make use of the impressive recovery, and again not enough options to circumvent the disadvantages of being flanked or being comfortable of being constantly bloodied. However, Streetfighter effectiveness increase exponentially with levels. So it is ultimately a decision of what you are willing to compromise in a build.
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I guess that was by design? AFAIK that was brought over from PoE where exp is mostly given by quest completion and not by kills so as not to hamstring gamers who prefer the diplomatic way of progress. Exp is only given to filling enemy classes in beastiary and even those were capped, and not very significant. Even so killing enemies still has the benefit of loot (in quantity and quality) though. Personally, I feel there is enough filler combat. What the game needs are more signature and well crafted boss encounters, which I guess will come in dlcs.
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That’s not exactly the same. It would have to be the enemies hitting your charmed party member in order to mirror the situation, but enemies don’t hit charmed party members. Paladins have a passive that allows them to smack an ally and remove charmed status, though. Right.... I guess I had a brain fart.... Maybe I will notice it if my charmed team mates stand on a hostile Wall of Fire or Chillfog and see what happens. Thanks.
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Yeah, I mean I guess it feels great to plan your build meticulously. But for combat effectiveness, it is largely fine. On PotD (well, without any mods or any other restrictions), builds don't have to be absolutely optimized. In fact, just be more concerned with the first 10% of the game. And afterwards you can mostly roll with it.
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That's a nice read into Carnage. I am going to assume that Wahai Paraga will proc Carnage on each individual hit (1.2.0028 apparently address the closed loop proc of its own attacks). Also I wonder how it interacts with WotEp. I mentioned before but I was deeply disappointed with how the on-hit/crit procs were taken out of Carnage. Made it much less interesting to work with compared to PoE1.