Dr <3
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No, its not the same bonus applied twice, FOD has an inherent bonus, and the ring gives bonuses to fire spells which Firebrand is. If you use fod and have the ring, over the +10 accuracy from fod itself you get also the bonus +10 acc from the ring, since fod is keyworded as fire. The bleackwalker version have even acid keyword, so you can get +2 pen ( scion of flame + spirit of decay) as Boeroer already mentioned
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In 1.2 all two handers will get +1 PEN. So it's 7+1. For a Druid/Bleak Walker it's 7+2 PEN on Flames of Devotion with Scion of Flame and also Spirit of Decay. Or a Devoted with 7+2+1 PEN of course. But since I'm alread playing a Devoted atm I think I will go for the Bleak Walker. What I like most about Firebrand atm ist that the Ring of Focused Flame works with it. FoD gives you +10 ACC, the ring another +10 ACC... it's quite nice and you don't need to enchant anything. A nice gun as backup weapon maybe? I also thought about multiclassing with Ranger and use Accurate Wounding Shot + Ring + Rending Smash. +30% dmg with +20 ACC and raw damage...? Hm, still like Bleak Walker better. You can even go barbarian ( probably berserk subclass). You lose accuracy but gain dmg.- Frenzy for +4 might / +2 pen / +4 con /+2 ac/ +25 % speed / +30% hit to crit - blooded : +25% dmg - one stand alone : +20% dmg - +15 accuracy from lion sprint ( afaik it last for 6 sec, not only 1 strike) - +20% speed after a kill ( bloodlust) - istant recovery on kill ( blood thist) Also monk for lighting + another fire lash or rogue for multiple dmg bonus could be options... Many choices for you dear friend! Edit: on papar going for fury druid sublass could add 1 more penetration to elemental spells ( and firebrand is tagged as such)
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Atm i'm running a pala/wiz build. Themed about vampire knight. Concelhaut staff + blek walker fod = lot of life gain ( yes, the drain from the staff benefit from lash dmg). Moreover you have great defences, good self buffs ( spirit shield, arcane veil, llengrath Image, terror on demand , citzal martial power at high lvl) and since 1.2 : great phantoms! Now both phantoms of wizard ( essential and substantial) come with the weapon you are using, so are actually always in fight with your illusory twin whaking things for you.
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Mask of the grotto have some effect on rogue strike? They are note tagged with "poison" afaik ( also if itshould be the case imho). I tried to wonder about how to build a power "poison" build with mask of the grotto + silk robe (+5 poison power level). The sad thing is that the only abilities with "poison" tag are a couple of wiz spells ( poisonous cloud, noxious burst iirc). No druid spell, no rogue ability
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The thing that i miss most from the bg2 mage slayer is the SCALING spell resistance. In deadfire you are struck with 25%, i feel it should scale with power level. Sure you can also take the passive spell resistance talent ( but i still have not understand if it effectively add anoter +10 spell res --> 35% total spell res OR if it adds another chance of spell res --> so you have 2 separate checks: one at 25% and the other at 10% to resist spell. The doubt comes from hit to crit conversion bonuses working in the second way) And 100% spell resistance is not achiveable by any means (AFAIK) wich is both good for actual balance but bad for the power player inside me P.s. : moreover the whole mage slayer role is differen in deadfire vs bg2. As other said in bg2 all caster are kind of gods, and kill them is like to solve a riddle: you had to "dismount" all the protection layers before beign actually able to even hit them. And there are contingencies and so on. In poe casters are more balanced respect to non casters: they have protections and self buffs, but can't reach the "untochable" point ( unless some very specialized builds). And there is no spells like timestop that you have to stop before the casting by any means. So you don't actually need a "wizard slayer", since in the end even a rogue with all his interrupting attacks or any kind of hard cc can block wizards spells, and the higher magic resistance is another layer of protection, but not good as better defences.
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I have not completed the game so far ( up to now just testing things...), But i have a question: how is the whole fulvano vojage implemented? Nobody speaked about it
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5% of dmg reduction for every enemy engaged. With a long reach weapon you can even engage enemies in the "second row" around you ( very useflu if you are in a corner/door). Easy to rech 40% dg reduction. On top you can heave death runes from helm (15%), 10% from an amulet, 20% melee from a pollaxe after an attack and something more.
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@lokithecat: spell disruption affect "spells" from wizards, druid, priest, chanter, chiper. Warrior, barb, pala & ranger are "immune" to this. Or at least so is stated in the description, i actually have not tested this properly. @climhazzard/bigwillstyle: you need to hit with a melee weapon. Carnage doesn not apply spell disruption. Blunderbuss ( ranged attack) neither. The only way to apply it in an AOE is with things like hearth of fury/clear out or weapon like whispers of endless paths or the Wahai Pōraga. @bigwillistyle: yo, nice to read you again too. I'm glad you liked my build. Still trying to "convert" the Anvil in poe2, but unless they let scale the battle forged dmg there is no way to do it atm. When i started this thread i was wandering about how optimize a wizard slayer for a solo run. You can't use potion nor scroll, so the biggest problem, in particular in early lvls are the healings. ( Also in a party this could be a problem, since you have at least 25% to resist them). I also wanted to use morning star modal + brute force, bit i'm reconsidering it since it is badically anti sinergic with spell disruption ( and also morning stars are not particularry powerful) So the version i tried up to now are: - pure wiz slayer: your only healing came from athletics and stalwart defence. Not enough. On the other sice on later lvls you have heart of fury. - wiz slayer + fighter: good auto heals/ great dmg reduction with def stance + lot of engagements (barb howls + stand alone + ev helbard modal + other things) / great mobility thanks to eraly access to charge - wiz slayer + kind wyfarer : actually the one i liking the most: + accuracy from sworn enemy, lot of full atracks with flames of devotion, wich heal you in the process, a very good healing on demand, zeal back on kills, higher defences overall. Only thing that i really hate is that commands can't target self, but you can't have everything.
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Ok up to now: - as kdubya already noted spell disruption stacks perfectly. So after 4 hits you got 100% failure chance (capped). But the timing of every single hit is different, so they also fade in order, not all togheter. So Dual wielding and full attacks are very good for wizard slayer, instead using a 2 hander is not advisabe, at least if you want to maximize the spell disruption. - carnage dmg DO NOT take in account the lashes. Actually in the tooltip it says " 33% of weapon base dmg", but for "base dmg" i think is intended the dmg that you see in your inventory screen ( base dmg of weapon + might modifier + weapon quality + other passives es. +20% dmg from stand alone). Extras: - carnage dmg don't have a reduction if carnage "grazes". So graze and hits does same dmg. I've not checked crits. - all attacks trigger carnage : a full attack trigger carnage 2 times
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I'm going to test this things soon, uless someone else doesn't already know: - wizard slayer spell disruprion chance staks? I mean, when i hit someone for the second time what happen? 1) duration refresh and that's all 2) full stack --> now 50% spell failure --> after 4 hits you have 100% failure chance 3) partial stack : 25% of spell failure, if non failure : new check with 25 failure ecc - the carnage dmg (33% of dmg) gets calculated before or after the lashes? Or simpler: can i ise lash dmg to boost carnage dmg?
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You can even use pala: mark enemy for +10 accuracy, and devotion for the faithful gives another +10 every hit. You also have +6 acc aura and probably domething else i forgot. Btw i think your calculation have something wrong, you didn't consider the "roof effect": more you pump accuracy,more crits you have and less miss you have, that gives you "more dmg". But once you reach the point to get 100% crits ( 100 accuracy over enemy defences) you don't get more dmg anymore, also if you stack another 1000 accuracy point. And more you go near 100% crits, less dmg improvemnt you will se for every point of accuracy. TL, DR : you can't stack accuracy at infinite to get more dmg, doesn't work that way.
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Gods' punishment is real
Dr <3 replied to Silvaren's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
I heard that Galawain buffs some of the bosses to make their fights tougher for you. I believe everyone else is covered in the opening post? Not sure if promises to Wael and Skaen/Woedica even count since Wael, at least, doesn't give you any stat bonus.Wael's boon gives you a +1 Intellect bonus in PoE1, it's just that you don't get it til the very VERY end of the game. And I think it was added in a later patch. Haven't carried that playthrough over to Deadfire yet though so not sure if there are any effects carried over, but I doubt it Edit: did I dream this? Lol I'm not able to find anything about it on the wiki You didn't dreamed dear fellow. It actually was in game for some times. To activate it you should have hid the scroll, so in sun in shadow a little wael avatar appears to you. You could make a promise to him to send all the souls in an hidden place, than he gave his boon to you (+1 int, +def vs confusion if memory serves me right). Too bad that in later version this was removed. You should still be able to promise him to hid souls, but get no boon for that. Ps: any kind of bonus for give the soul to woedica/skaen?