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FluxWing

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Everything posted by FluxWing

  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
  16. Regardless of single target DPS, in general the problem with Rogues in my opinion is: Low surivability, low party utility. Other CRPGs this is offset with unique utility such as: lockpicking, disarm traps, pickpocketing. In PoE, this is as we know is universal. When you bring a Rogue, keeping them alive is like an extra chore more than anything. That high single-target DPS rarely comes in to play. --------------------------------------------------------------------------------------------------------------------------------------- Other issues are: Problem 1 No incentive to use ligh
  17. Only one real answer: Lady of Pain https://forums.obsidian.net/topic/80748-class-build-lady-of-pain-high-speed-heavy-armored-dps-fighter/ It is a very good core recipe. Then you can alter it to your preferred flavour, add some chocolate-chip, rum-raisin or lemon curd etc. I went for human with dual-wielding 1h-swords for RP reasons when I first tried out a DPS fighter. It worked out great. And everything is covered, from ranged, melee and even tanking. One of the many must-reads on this forum.
  18. Hmm, interesting new build variant. I had a similar concept for my tank in my last run. Actually I was inspired by the Tanks in the Iron Flail camp. A place I usually use to level up soulbound weapons like steadfast, unlabored blade and the like. With a deflection potion and a shield you are usually safe against most enemies. Except for those tin-can warriors with flails. They always tend to consistently hit you for silly small amounts of damage regardless of your deflection, wearing down your Health. So I thought, what if those guy had really high Might? Would a custom warrior built with
  19. I think the Elmshore map has a relatively "new" offer to upscale in WM pt.2. I would say it fits the difficulty of things after upscaled WM pt.1 and the Endless Paths. (lvl ~12-13) So I would recommend to either, to level up in the mentioned areas. Or do as Raven says and move past the bigger enemy packs until you reach the city which has easier quests. IIRC, to reach the city I think you need to reach the south east part of the map. Reach there by moving along the road, but south of the huge pack of Ogre druids (what is it >5 druids and a couple of matriarchs these days, not much
  20. Considering how quickly the tentacles at the boss inside goes down, it looks like a bug. Or maybe the boss' HP is too low. Even the monks outside are more difficult than that boss for some odd reason... When I first played through that area I thought they were supposed to be invulnerable and expected they would simply withdraw once the Eyeless were defeated nearby. @Jojobobo: You say WM 1 up-scaled is a piece of cake on solo PotD. I am curious on how you deal with the two Spirit-ambushes in the Battery(at mine & at bathtub), those always tend to rip me apart even with a group. Sometim
  21. I have played and enjoyed both DA and PoE greatly. They are different story driven games for sure. PoE just doesn't have pure "voice over" quest presentation and NPCs on auto-pilot. Obsidian can make those games too, look at the Kotor sequel, The Sith Lords. With all the "completion"-mods added it is really solid just like the first Kotor game by Bioware. DA:O's quest system is what I remember the most. The way you could finish different quests in very different ways, even the ending. The demon corruption, elves and the werewolves, the golem forge and the dwarven kings, the last warrior r
  22. There are a lot of great guides on how to get the most of your characters in this forum. There are countless topics on how to make your way through the PotD -mode while minimizing the difficulty encountered. But how about the other way around. Do you ever keep keep yourself from relying on the same crutches over and over? Do you ever set up rules for yourselves to prevent oversights in game-mechanics? Of course there is the almighty solo triple crown, (Expert-mode, Trial of Iron, Path of the Damned-difficulty). But that is way too tedious for me, it feels like I am trying to chew th
  23. Problem with your party's composition is that most of your abilities defensively targets your party members. To create a more well-rounded team, you would simply need characters with abilities that target the enemies. I suggest your trade your duplicates for a Wizard, and some other offensive CC class, like the Cipher Beoroer is right, any char can be made into a front-liner. (I used a Druid + Chanter as tanks on my last PotD run.) 2 Priest spells ending "..of/for the Faithful" are completely broken. Who cares about low resolve when you can get +25 from a spell for your whol
  24. Does it have to be a build for a single character? Or can it be used in a build for a duo? What if you have a fighter with a hard hitting 2Hander in plate gathering up the enemies in front....but then there is a juicier target just passing by them just outside their range.... This other character would be a decoy tank, perhaps a rogue with low DR and low regular deflection, but instead stacking up "Defense while engaging" stats and movement increase. Like cloth armor, boots of speed and cloak of withdrawal, and what not.... So this rogue, or perhaps more like a jester, or shadow dan
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