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Dr <3

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Everything posted by Dr <3

  1. Somebody tested it? Apparently in beta 4 the tooltip was re-phrased, and now sounds like a 10% of the dmg done as a raw lash over time. I just can't understand if it stacks with itself or if every hit just refresh the duration.
  2. 1) dragon trashed full defensive chanter 2) the anvil monk 3) shapeshift boar druid with max str and "corrosion" flavour
  3. I did a normal monk/ devoted nature godlike, and i think that is superior to pure monk ( as far as beta lvl goes). Mostly for veteran recovery and even more imporantly for cleaving stance. Cleaving is broken atm, a full attack every time you kill someone turns most battles in free wins after 1 enemy is dead. You just walk in battle, use blade turning for tanking/force of anguish for interrupt casters, and than focus to kill the weakest mob.
  4. I did a couple of runs with wizard, i have to say that they are really great to play atm. All the self buffs fast cast gives back the poe1 feel of swift casters. Actually now they are good in every department: crowd control, pure nuke dmg, self defence, melee dmg ( conjured weapons). Lot of flexibility for a fun class
  5. As a side note: imho smoke veif for rogue is very strong. Maybe some of you have not noticed but it says also "untargetable" at the activation. That means that you can evade everything trown as you as far as you are invis. Es: languefath shaman cast necrotic lane on you? With a rogue you can A) easily interrupt him B) smoke veil before he finished casting ( and remain invis until casting is done and miss you, if you go back from invis too soon it will hit you) C) smoke veil after he finished casting but before projectile actually hits you A lot of options. And before it expires you will always have the time to backstab someone. And you can do it 2-3 times every fight. Rogues are ok as they are
  6. Whi adf hit to crit conversion? There are already the perception buffs for that stuff. But i think that could be ok to add a -10% recovery time and -20% recovery time for tier 2 and 3 dex inspirations
  7. I have done it solo ( but on normal, non potd) with a nature godlike monk/devoted fist user. Wellspring of life (via swif stykes) + aware ( from tactical stryke (?) gives you semi-costant +3 power lvl, wich is cool for both trascendent suffering and veteran recovery. Really main problems came from greater blights. with a bit of luck i managed to kill the titan before the blights reached me, after that i managed to survive to the scirocco ( tks to boosted veteran recovery and an on-time second wind). After that i focused on the weakest blight ( also using trascendent suffering for interrupt when needed), when it died it triggered the aoe full attack from mob stance, after that all the blights were in yellow ( half life). Some more hit on a random blight --> chain mob stance reaction --> everything died.
  8. I tried a fire godlike retaliation monk, up to now battle forged dmg seems TO NOT scale with lvl ( or if it scale is a risible amount). About 6 dmg at lvl 9 on hit. I think it will be fixed soon, like moon godlike healing.
  9. I can garantuee that an assassin / bleack walker can still do otrageous amount of dmg with a greatsword. Combat start --> smoke cloud --> +50% assassinate, +50% sneack attack, + 150% backstab, +30% overpenetration ( very often)+ 15% 2h style +25% crit ( very often) --> all multiplied x1,3 ( max str) --> on top are calculated lashes ( all total dmg x 0,3 ( fire) / x0,2 ( acid) Gibs everywhere after most hit/crits ( 200+ dmg), someone can survive to grazes
  10. Devoted monk is strong ( devoted + trascendent suffering + high monk fist dmg is good). Tracendent suffering is now % based insted of flat + bonus ( +5% dmg per power level vs the old one +2 dmg every tot lvls in poe1) The new novice suffering suck ( the bonus are quite the same as trascendent suffering, BUT the fist dmg of a non monk is 5-8 instead of 10-15 of a monk { more or less , don't remember exact values}, so all your good on paper dmg bonus multply a really trash base dmg --> useless. The new novice suffering should change also the base dmg of the fists for everyone. Ah and the new sweet winds of death are my new preferred ability, now it heals you too. Bleak walker + chanter ( deathguard ) is also very strong now
  11. He said "devoted bonus" ( the bonus to penetration ecc that devoted gains for his choice weapon) , not "the new passive mini trascendent suffering for everyone"
  12. They are simply the same for every class. What is the problem?
  13. I agree with you. In the end having a resource pool (es: 5 guile) vs a per encounter limit ( es: 2 per encounter) turned out to have 2 defects, in my opinion 1) you can do overall less things per encounter compared to poe1 ( if you use any "high cost ability") 2) you can spam low cost abilities lot of times ( es: paladin FoD now: is very hard to compel yourself in spending points in any other active ability, is simply not worth it) Moreover there are some class (es: monk) with 2 different pools ( mortification / wounds) wich feels a bit strange
  14. I'm trying sone build with the rogue. With smoke clud (2 guile!) you became invis now ( 5 sec, not much), wich open nontheless good possibilities for assassination abuse ( hit, smoke cloud, hit, ecc). Atm tesing wich multiclass is better: ranger for wounding shot, barb for carnage + barbaric blow, paladin for FoD. All seems promising. Ah and might is now compulsory for a rogue, since it have mutiplicative effect ( after backstab, assassination, sneack attack, ecc)
  15. Yahooooo!!! Party tonight!
  16. Uhm, actually very powerful effects all around, and also long lasting enough. As an addicted to solo play, i'm quite concerned about how to maximize things in a solo run. I mean: in poe1 you needed at least 9 in mechs, but you still got some points to spare in lore/survival. In poe2 you will still need high mech for exploring/ survival; arcana for scrolls, alchemy for better potions/drugs, suvival for resting bonus, maybe even stealth or pickpoket... Very hard to tell how you can balance all your needings... and on the top of this: your companions could help with their passive skill in a skill check. In solo you have to do everything alone, without party boost to passive stats... Much more metagaming involved in my future
  17. Imho the whole graze mechanich is a great improvement over other systems ( es: bg2 ) where spell can only hit or miss ( and in late game, where everything have absurdly low saves, just miss every time, so you are forced to use only spell without "saves negates" or stack a lot of greater malisons). With graze you always have a chance to *at least* have a shorter effect duration
  18. Because you are biased. Most of players DO NOT play on hard or Potd. People who finished the game multiple times, and as an hobby discuss in the forums about fine mechanichs of the game or special build ideas (""" veteran players"""") have a knowledge of the game that made the game easy also on potd. They are a minority, but usually are the one that wrote the most interesting posts
  19. The resolve afflictions will please your desire (es: while terrorized you should be unable to attack afaik)
  20. Anyway +5 power lvl is not an absurd boost. You get a random chance to have a moderate dmg boost/ better effect,that's it. I'm writing from my phone so i can't run heavy math, but the safest comparison is with perception. Every point of perception increase your critical chance and lower your graze/ miss chance. So every point of perception means more or less + 1% chance to do between + 30% and +50% dmg , without even considering the whole penetration thing ( i didn't play the beta for a while, so i'm a bit "late" about the correct graze and crit multpliers). So i don't get the whole "luck" / "randomness" thing. Until yesterday if you rolled a perfect 100 when tring to hit a dragon with a paralyze/ gaze of adragan/ random disable and got one hit or crit instead of a miss you had won the fight, and nobody ever complained about it; and nobody did massive "save scumming" to secure that kind of roll at the start of the fight.
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