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FluxWing

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  1. Blackjacket/X with Fleshmender, Quickswap and 4 single wielded pistols/blunderbusses. You could call it the Galleon build, first you fire 4 guns, then you "Jibe", and then you fire again IIRC a few of the firearms have nice on-crit effects. Like Thundercrack's paralyze on crit(Overload enchantment), or Xefa's Empirical Explication Matter Repulsion? Permanent paralyze Chanter with Ila nocked her... Or perhaps a DoT applying build. Assassin/X with Alchemy. Do the Axe modal DoT increase in Damage/Duration?
  2. Slightly off-topic, but I recently tried a Troubadour/Evoker. And I found it to be a very good mix, due to Troubadour is a very passive class kit and while an Evoker is a very active class kit, and both classes are very strong on their own. Troubadour either wait for phrases to build up, OR as you have seen in this topic they provide 2 buffs: ex. Either: Resistance to Might/Dex afflictions, AND Resistance to Perception/Intellect afflictions. -20% ranged weapon reload AND +15% fire damage to all weapons. You also start every fight with enough resources to summon your highest level
  3. Compared to PoE1, maxing out might to squeeze as much damage per hit past the enemy's AR seems less important since any weapon-type can get 25,50,75 or 100% damage done. And I always feel the damage bonus from Might-attribute seem insignificant compared to what you receive from the sneak-attack bonus. For these reasons, in PoE2 I have come to prefer more a "mid-spread" for any Rogue or Rogue/X -multiclass. By mid-spread I simply mean how the stats are allocate from top to bottom, keeping Might,Con,Res near 10, while prioritizing Per, Dex, and for casters multi's more Int. ex.(with
  4. I think this has been posted on various forums, but some bars(ex. Wild Mare) and vendors sell an item that is called: Wael's Wind (cost: ~60-80 cp) Usually vendors have 2 in stock at a time, but it replenish over the course of the game. Stock up on about 10 of them. 5 for Famp cave, and 5 for the Foggy island in the South East. The item gives the following effect: Immunity to Intellect Afflictions -1 Dexterity (like all alchoholic beverages in the game). Beware the buff doesn't last forever, since afterwards you get the usual hangover debuff until you rest again. But it should l
  5. Attributes are general, might/dex/perception/int works with weapons, wizard, druid spells alike. Worse in BG1/2 when you had to have almost all stats Str/Dex/Con + Int/Wis/Cha. And none of them boosted both roles of a F/M or F/T/M or even a C/M. And buffs and debuffs are still crossing over, Wizard self buffs, Mirror Image, still helps a Priest/Druid/Cipher/Chanter survive better. Chanter and priest have good AoE buffs, Devotion of the Faithful -> +4 Might, +10 Accuracy to sub-sequent spells cast Cipher/Wizard debuffs help the other type of spells to land. Ex. Mental Binding
  6. Well pretty much every ability have the following, which is what I guess you are seeing (from abilities.gamedatabundle): "PowerLevelScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, Which from what I can only guess at this stage, (from trying to get an ove
  7. Not sure who you are competing with, nor what parameters are being optimized, but here are some numbers to play around with from my saves at lvl 20: MC, Ascetic, monk(helwalker)/shifter lvl 20, fist base dmg: 14-19 (crush) penetration: 7 Transcendent suffering bonuses: +50% dmg +14 accuracy +4 penetration (speed/recovery unknown since no tool-tip) Druid form: Cat, claw 13-19 (slash) penetration: 9 Attack time: 0.5 sec Recovery: 3 sec (-30% forced dual-wield) Level Bonus: +60% dmg +16 accuracy +6 penetration 12 armor (doesn't stack with regular armor) Special Abilit
  8. Hmm, does the multi-class have to synergize in power? Marauder with Sneak-attack Carnage etc? Two classes strengths can also complement each other. Give options/utility. Or like a Holy Slayer, Rogue-side gains survivability, Paladin-side gains damage dealing potential. Or Geomancer, Ranger is great for Single target sniping, but Wizard is better for AoE and debuffing in general. But no real ranged damage booster. For instance playing a pure priest has a lot of downtime with few casts and few decent spells to cast. My merc, Mystic of Wael filled that downtime generating focus with a
  9. Hmm, no replies. I guess too open question, we need to narrow it down to get an answer closer to what you need. But I am sooo booored today so I will try to cover most possibilities... Generally: You play a very support-heavy class. So i would suggest you to gather good targets for your buffs. Devotion of the Faithful etc. makes every front-liner more capable. Phrases makes them more durable so they can chose more offensive gear. Dual-wield instead of 1h+shield. Incantations, the armor breaking I found really useful, refreshes on hits, really low-maintenance. Ogres and the weapon summ
  10. Just thought I would add a few notes from my last PotD with a similar concept tank build based on Wizard buffs, Arcane Knight (Shieldbearer/no-school). Paladin class is another good candidate class for "might dumping" since they have very few ways to boost their dmg capabilities beyond Flames of Devotion. I did the following stat-spread: M: 10 C: 14 D: 14 P: 14 I: 16 C:10 Keep in mind that in Deadfire has a lot of gunners, and those are all "Veil Piercing" which is basically designed to counter Arcane Veil. And early to mid PotD are very slow and grindy fights, so Arcane wil
  11. Aw, I was afraid of that. Well at least that gives an definitive answer on why that build isn't discussed more. And maybe just as well. To be honest maybe the Wizard doens't really need such a boost to their already very powerful arsenal. Odd video-guide, mentions that backstabbing works with spells, the numbers do not seem that impressive compared to base damage, so my guess is that Loren Tyr is more in the know-how on this topic, no offense meant. And so many equipment that boosts spell damage and no mention of them. No Griffin's Blade with Hound's Courage, Magran's Favor or Monochroma
  12. I only find vague comments regarding the topic on how Spells works with Back-stab/Assassinate for the Rogue sub-class Assassin. So as I understand it you receive the following bonuses on the first "attack": + 25 Accuracy + 4 Penetration + 25% crit damage (Does this scale/change with Power Level or Character Level? ) Has anybody tested out what works with Back-stab/Assassinate? As I have read even with the Rogue's own abilities which do "Full Attack", only apply the bonus on the first hit if dual wielding. And casting even offensive spells like Ninagauth's Shadownflame does
  13. Oooo, I like the theme of a Liberator: Lifegiver/Bleak Walker(Lifetaker). - Female Pale elf, with black eyes and black hair. - Wield an Estoc and the Blackend Plate. - stoic/rational personality choices - Focus only on Life & Death themed spells/abilities: Rot Skulls, Hand of Light etc... Then whenever Berath calls upon you, you just have a staring contest with her, like: "What have you got to report on your progress?" Call it the "Handmaiden of Berath".
  14. I just threw together this example image from a screenshot. My suggestion is simply that it might help players if something like this exist in-game: NOTE: The spells that have no "defense icon" in their top-left corner, either is a buff/summon or always hits. The purpose of this chart is to helps me decide for instance: Get a better understanding of the limitations of the Wizard specialization choices. What are you opting out of when you pick a certain school? I found it was very difficult to determining which spells you loose at glance. After looking below I feel like I co
  15. To solve the lack of active abilities, I would like to see something like a combo-system with your animal companion, that rewards a more active play-style if you chose to specialize for it with talents. Simple Core abilities for both Ranger and Companion: ex. (like from Fallout) Ranger: Aim for Leg Aim for Arm Aim for Torso Animal Companion: Go for Leg! Go for Arm! Go for Torso! But when combined they add extra effect: Combinations: Go for Leg! + Aim for Leg = Target Pinned to the ground, (adds rooted X sec) Aim for Leg + Go for Torso! = Lunge (target knocked down) Go for
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