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Gutbuster

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About Gutbuster

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  1. Infinite supplies at Alchemy shop and dark cupboard in perikis overlook. If u play in grp I'd recommend fighter/rogue for max possible hit to crit conversion. 'better' is a matter of perspective, but yes the only required class here is assassin, Sharpshooter gives access to wounding shot and Concussive Tranquilizer which I happen to find highly useful with blunderbusses as well as thematically appropriate. Between Crippling Strike and Wounding Shot with Driving flight that's a lot of Full attacks per encounter which I also like and contributes to the carnage. Fighter would definitely work as would Paladin.
  2. Thanks, the name has been my game persona for going 16 years or so now so it's just stuck with me everywhere. Also decided to re-brand the build, the more I thought about it the more I found grenadier to be slightly misleading since it implies strict focus on grenades, whilst although it does well is not the only aspect of it. The build is very strong with the blunderbusses as well, driving flight and the enchants for prone/knockback really demolishes groups of mobs.
  3. Yeah I agree about Int, I don't max it but set it to about 15 or so. (updated that section to point this out as well) And yes, Arcanum was amazing for sure.
  4. So, I've been tinkering (pun intended) with this build and felt the need to share it as it's amazingly fun to play. Basically it started it with me for some random reason starting to think about Arcanum and a build I ran in there many years ago Dwarves in Arcanum were a highly technological race and it got me thinking on how to transpose it into PoE. Most of these choices are for flavour reasons and I rarely drop stats below 8 for some unknown reason that my brain has decided on. Therefore, this build can be min/maxed further but I personally don't see a need for it as it's blowing s**t up even on 1.1 PoTD. Anyway, allow me to introduce the techy tinkering, gun tooting and exploding, demolition dwarf. Character Creation Race: Mountain Dwarf Classes: Assassin and Sharpshooter (Assassin because Grenades works with assassinate! and sharpshooter for some crazy pen with blunderbusses, ghostheart would work if you hate pet management) Starting Abilities: Cripling Strike and Marked Prey Culture: Living Lands Profession: Scientist Pose: Energetic (very important) Stat spread: Might: High Constitution: Low Dexterity: Low/Medium Perception: High Intellect: Low/Medium Resolve: Low Low: 6 - 10 Medium: 11 - 15 High: 16-20 Might is very important for this build as is perception. I personally leave Dex at 10 as I find the reload time to be more than good enough anyway and bring Intellect up to ~15 for grenade radius and because he's a scientist after all.. Weapon focus: Blunderbuss and Pistol Skills: Active: Pump all but a few points into Explosives, I'd recommend 3-4 points in stealth to allow for some insane combat openers. Passive: Streetwise and Survival even split. Abilities: Resilient Companion Wounding Shot Gunner Two Weapon Style Marksman Dirty Fighting Deep Pockets (gotta be able to fit them grenades in) Marked for the hunt Accurate Wounding Shot Debilitating Strike Finishing Blow Evasive Roll Concussive Shot Devastating Blow Driving Flight Deep Wounds Uncanny Luck Improved Critital Concussive Tranquilizer Survival of the fittest Evasive Fire Deathblows There's a few points left there, the build kinda comes together around level 15 or so and the additional abilities after that are just gravy. Equipment of interest: Acina's Tricorn Ring of the Marksman Betty: Xefa's Empirical Explication Bessy: Kitchen Stove Then generally speaking items that add to explosives and stealth. I have with a few of these pieces and some enchants got 2.3 second reload time on the blunderbusses which I find to be plenty good. Grenades: All of them have their uses, for straight up damage the concussion bomb is the best but honestly all of them are great and come with various debuffs. Playstyle: Generally what I aim to do is open up in stealth and lob a grenade into the unsuspecting gathering of mobs, one might see initial results such as this This will flat out kill weaker mobs or damage them pretty badly, after that high tail it outta there and send the meatshields in and continue either lobbing carefully placed grenades at the engaged mobs or target the backline. Where one wants to save on the grenades, ol' Betty and Bessy comes into play make use of the low cost Full attack skills of Crippling Strike and Wounding shot to pump them enemies full of lead. That's it, I'm having a blast with this build, it started out as a flavour/RP style build but has turned into an absolute beast. I'm not the greatest at writing these kinds of things up so do let me know if you'd like something else covered, I'll do my best to answer it. If you decide to do a play through with the build I'd be very curious to see how you find it. Edit: interestingly also noticed a bug I think, the blunderbuss -10 Accuracy doesn't seem to apply to the offhand.
  5. The 2nd one was done in one of the previous portraits threads. I just searched the whole of those threads and couldn't find it. EDIT: Ok, it's actually at the beginning of this thread. So it is, my bad. Felt like I saw it longer ago before this 3rd thread was started.
  6. The 2nd one was done in one of the previous portraits threads.
  7. Modwyr is one of the best weapons in the game and it makes you immune to confusion. It's pretty much the staple Berserker weapon. I'm presuming Modwyr wouldn't make a shifter immune to confusion while shifted? Or does it still work? Frenzy first then shift I would assume, can't test it right now unfortunately. I'm in the Svef camp though, with around 10 alchemy it completely removes the drawback of the confusion and gives you immunity to intellect, perception and resolve affliction for about 6 minutes as well as around 9-10 perception. My shifter has around 32 perception and raging blow hits like a truck and crits most of the time. I personally didn't build mine around carnage but instead the great frenzy ability, freezing wildstrike and spirit tornado. This video showcases a build similar to the one I've run. https://www.youtube.com/watch?v=MKiy3GDn8VQ
  8. Barb/Shifter is amazing, I personally went Berserker/Shifter both from an RP and power PoV, at later levels it becomes very very strong indeed. There are in game items that reduces or removes the drawbacks of the confusion so IMO no reason not to go berserker. Carnage does work whilst shifted.
  9. Greetings, Came across this issue in a play through I started after installing the Rum Runner's DLC. I did not enter Muhai's estate in my first play through so don't know if the issue was there then. But I did speak to High Priest Hati in it and there were no issues. Quest: Her Last Request So far not seen the issue elsewhere but it's still early on in the play through. I've set aside the save files if required as well.
  10. If the DLC is properly loaded, as the first question, and just ask her to continue, about after the 2nd "Continue", she'll ask if you need any help (don't remember the exact words). You do not have to start a new game to gain access to this. You can even have spoken to her prior to getting the DLC. Seems like it's not installed properly for me, for some reason it's trying to install in my secondary GOG location and for some reason it's not possible to change the installation path on the DLC.
  11. So how does one get her as a companion exactly? DLC installed but only got 2 dialogue options for her "How are things around fort deadlight?" and "Feeling okay?" neither triggers a choice to let her join.
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