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MaxQuest

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Everything posted by MaxQuest

  1. But why? You can preemptively disable them too. And for emergency cases liberating exhortation, scrolls of protection and potions of major recovery will help you greatly.
  2. ^ Whispers of Treason is awesome. One of it's uses is against low-will, but high-endurance enemies (notably Ogres). Another one is as preemptive measure against being dominated by Adragans, or paralyzed by a teleported Cean Gwla. Being a fast cast itself, and being used by high-dex cipher, it lands really quick. And the third is against dragons. Alpine Dragon killing half of his adds, is quite a help. Also you can later charm him again, to land a better disintegrate.
  3. Yeap, Thrust of Tattered Veils can proc really often. Both bash and thrust deal crush damage, and they do indeed proc Deep Wounds. Just tested Another worth mentioning thing is that Thrust does benefit from Deathblows. (check the spoiler: SA +50% melee damage, while Deathblows' description writes just +100% damage) P.S. The only downside is: that shield (Badgradr's Barricade) has bash1 property, which deals only 6-9 damage by itself. So you really want to crit as often as you can for the proc itself. - update - Actually a scroll rogue could be a thing. Even a 10 might one can deal some serious damage due to Deathblows.
  4. I used somewhat similar party composition. Just let your two ciphers charm their spellcasters. And dominate 1-2 of their closest melee.
  5. At the moment: - it does work with Carnage (armed). - it does not work with Flagellant's Path. (tested with both armed and unarmed monk). Dazed is not applied to no one. - it affects only the main target of Torment's Reach (and not everyone who gets hit). But that's because TR is bugged, as reported here.
  6. Well, you definitely need Twinned Arrows and Driving Flight to maximize Stormcaller's proc rate. Stalker's Link and Stunning Shots are pretty much mandatory too.
  7. Provided this info, I would avoid such 'fight resets' by any means.
  8. ^ Oh that's weird. From my current understanding, per-encounter abilities are reset on combat/encounter end/reset. And if it doesn't (yes, I see from your screenshot that it actually doesn't), it can be quite.. unpleasant, softly speaking. On the other hand, it would be interesting to know the exact definition of what an "encounter" represents.
  9. Rogues and Barbs seem to be buffed a little in 3.02. I do always have someone with Borresaine, Aedrin and stunning Cladhalíath. Meeting Deathblow conditionals will become easier. As for barbarian, Dragon Maw shield suddenly becomes and interesting option due to mass-affliction with Taste of the Hunt. As well as the Vent Pick, which was suggested by Boeroer as soon as WM2 came up. P.S. While druids were fix-nerfed a little, with: "Druid's Wildstrike no longer applies to spell damage while spiritshifted.".
  10. ^ True that. For full-attack abilities, you are always in bonus, when using 1h+shield_with_bash over 1h+shield. For auto-attacking through... bashing will only do good on low levels, before you get high attack speed and high-quality enchants for the main weapon; and only against low-DR enemies. (longer explanation can be found here).
  11. ^ Torment's Reach for sure doesn't act conform to it's description. Maybe this will also be of help. The expected behavior is for TR to act somewhat similarly to a FoE version of Fan of Flames. But instead of burning damage, each enemy to be hit with monk's main and off hands/weapons, plus 50% of that amount (after DR) to be dealt as crush, akin to paladin's FoD. Turning Wheel's bonus damage, Dazzling and weakened status effect from Enervating Blows being applied to everyone hit.
  12. At first this bug was quite annoying. But hey, it can be actually quite useful, if you want to reset per-encounter abilities
  13. Should it work with Carnage, Flagellant's Path and Torment's Reach?
  14. On the other hand, if retaliation is made to go through standard attack resolution, it can also crit now? And btw, does it benefit from Soul/Bitting whip bonus damage coefficient?
  15. Also it might be a good idea, to grab a shield with bash. Since most of rogue 'strike' abilities are full-attacks, bash should add to the total damage.
  16. From this very thread?
  17. That codex is.. the best pet I ever seen. If Eder won't agree on this, I know who is going to slip next.
  18. Hmm. It depends... No one is asking for the list of messages from the commit history/log, but for the task titles from the bug list itself, which in my experience usually do have 'human-readable' titles. In case of PoE, I would expect entry titles like: "Check/Fix anihilation enchant property", "Yenwood battle: Remove crowd infront of Caed Nua after the battle itself", and so on. (each entry besides title, also having task_id, priority, status, assignees, description and so on.) Just filter by status completed, export then proof-read/rephrase/beautify. Rephrasing can be somewhat time-consuming. But since Obsidian has also to translate the notes, I imagine this one to be the longest phase.
  19. It seems to be good with dual weapons as well, if they have some effect on them (like stunning). --------------- I decided to test how good Torment's Reach can actually be. And: - Made a test lvl 16 monk. With 40 int / 200 per / 15 mig. - Took Turning Wheel, Apprentice Sneak Attack and Enervating Blows. - Equipped Glittering Gloves, We Toki with freeze lash, and stunning Cladhaliath with corrode lash. - Issued the monk to hit with Torment Reach a swamp spore (with two spores behind it) Here is the combat log (from that 1 hit): Notes: - Both the stun and prone were applied to everyone screenshot 1 - If you expand all those closures, the total damage is actually higher: screenshot 2 (all those add up to 613.4 dmg) - Dazzling (from the gloves) was applied only to the main target - Weakened (from Enervating Blows) was applied only to main target - Because Weakened is applied first, it's easier to stun the main target - When you activate the ability, it does two cone attacks. Offhand first. Then using main hand. What I don't understand through, is: why each weapon makes 4+1 attack... Looks like two back oozes are hit twice.
  20. Yeap. Especially for 2h ones. Since the number of enemies, and hence the number of times this talent has potential to get triggered, is limited.
  21. For real-time rendering looks nice P.S. ytplayer plugin seems to be a bit broken. It parses your youtube link into: http://youtube.com/embed/44M7JsKqwow?html5=1&fs=1 And it's being blocked because it's not over https.
  22. Btw, what opinion do you have of Barbarian's "Blood Thirst" talent: "After killing an enemy, the barbarian's Recovery is waived, allowing them to attack again immediately."? Barbarian builds opt for zero (or almost zero) recovery anyway. And waiving 5-10 frames after killing an enemy, doesn't sound like a good deal. P.S. At first I missread it as: "starts next attack immediately". How do you think balanced that be? With a weird barbarian with firearms in mind?
  23. Yeah, classes seem to be quite balanced atm. The difference in opinions is mostly caused by different playstyles, party compositions, resting frequency, and trying to fit a class into specific niche.
  24. It seems that all weapon and shield enchants do stack without suppression.
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