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exiledtyrant

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Everything posted by exiledtyrant

  1. I was wondering how high my saves have to be to counter the paralyzing wail spam Banshes do and what save the Adra Dragon's breath targets? My character right now have 80-90+ saves for my tanks and 70-80 saves for my dps but they still get chain paralyzed. The Od Nua spirit fight in particular was especially drawn ou due to paralyze being spammed over and over. I am also not sure what save I should be stacking for the Adra dragon breath attack.
  2. I just got POE of the steam sale this week and have been having a lot of fun so far. I tried my first playthrough up to ACT 2 with my main character as a melee wizard and the story companions. In the end it was a wash as I didn't have the support I needed and our group didin't really mesh. I went ahead and restarted with a fully custom party of 2 paladin tanks, 2 melee wizards and 2 arbalest chanters. It's gone really well so far and I am about to finish ACT 1 but I keep running into two problems. 1. I really wanted to use flails and since I have 75% conversion of grazes to hits I haven't invest in accaracy at all. It's worked well so far and when I run into really huge DR for blunt I just switch to stilettos. I'm not sure if this will hurt me later on however. Outside of savage attack I am not sure what else I can do to keep my flail damage up. I think i will also have to take a weapon focus for stilletos but I'm not sure if that will be enough with the paladins +6 accuracy aura to keep my secondary set useful. Is a low accuracy build with a focus on sustained quick hits instead of criticals going to hurt me overall? 2. I don't understand Aggro in this game. After I thought the monsters attention was locked in after an engagement occurs or amount of damage, but now I am unsure. I use my wizards for a large portion of the fight laying down aoe damage or debuffs. Then If I really need it I'll use melee spells to buff with. The problem is no matter how long my paladins have engaged an enemy my wizards seem to draw aggro when they moe in to clean up. Now I could use the deflection spells but my spells uses are already being taken up by aoe and melee buffs. If I have to spend even more on defense then my time in melee is even more limited than it is already. I'm not really sure what I'm doing wrong here. The scenario so far is: Diffulty: Hard Party 2 melee wizards 15 might 10 con 18 dex 10 per 15 int 10 res Weapons : 2 flails, 2 stilettos Armor: Robes/ Padded armor ( whichever is better quality) Talents: Two weapon style, savage attack Dps with access to various damage types, aoe, and debuffs. 2 paladins 10 might 18 con 10 dex 12 per 10 int 18 res Weapons: Mace/Shield, Sword/Shield Armor: Plate Talents: Deep Faith Tanks with good aruas and they heal themselves. 2 Chanters 10 Might 10 Con 18 Dex 18 Per 12 Int 10 Res Weapons: Arbalest Armor: Padded or Hide armor( whatever is higher quality) Talents: Ancient memory ( doesn't seem to do anything especially with them in the back) They contribute goo range damage and a permanent + 10 saves / slash and pierce reduction. They can also shred DR back to back or stun groups. ************************************* I was thinking of giving the party interrupting blows at some point. The arbalest focus has been able to knockdown enemies and deliver some serious interruption* with a unique enchant). I think with my wizards fast attacks we could work that into some mini stun tactics.
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