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Braven

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About Braven

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    (6) Magician

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  1. There are certainly reasons to ignore History as a front-liner. There are other good cloaks that requires no stats and you could max a different secondary stat instead, such as intimidate. Instead of Gift-bearer, which provides 15 defenses with 20 history, you could simply wear a cloak of greater protection for only 5 less defense. Or you could go greater deflection cloak for +7 deflection, and then invest those skill points into a different skill that scales equipment. Since 90%+ of attacks target deflection, having extremely high deflection provides larger benefits most of the time.
  2. Yep. Both rest spamming and no rest are good. The worst is the intended behavior: resting occasionally. The sad part is that the most logical/realistic option is the least rewarding. No rest could be easily solved by adding fatique that builds up or have it automatically happen while sailing. Rest spamming can be lessened by having bad things happen if you waste too much time. I don’t see why the plot should pause forever; ignoring the dire threat to the world could result in a lot of material harm to the player. Doubt Berath would like you rest spamming.
  3. I wish, for balancing, instead of making duel-wield slower, have it come with accuracy penalty. That would better define each fighting style. Currently duel-wield can be better than single-wield for crits because the faster attack speed allows more hits and chances for crits. Having a faster speed but lower accuracy helps to make it have strong DPS, but poor for critting. I would like: 1-hand: best crits 2-handers: best penetration Duel: best DPS against lower armor/deflection.
  4. A fast weapon will be better than a slower weapon for generating crits because you will get more opportunities to get them. There is an item that further increases the speed of fast one-handers too. My pick would be rapier for maximum crits. The weapon modal increases accuracy in case you need more. That said, there are way more swords/sabers to be found.
  5. I have thought about making a 3 per paladin tank that just uses branded enemy abusing the fact it has no accuracy roll. Multiclass with another class for more spells and then just do nothing but heal/buff. MIGHT/INT/RES can be maxed out while per/dex is dumped. Druid has the most powerful DOTs. They are made even stronger by alchemy buffing poison spells. This makes plague of insects the most powerful DOT spell of all. Big AOE, raw damage, and massive accuracy/damage/duration from 20+ power level boosts. Quite a few enemies are poison immue though, so it won’t always work. Luckily,
  6. PL levels are normally the difference between the “tier” of the spell/ability and your current tier. Some, but not all (yay inconsistency) abilities you get as part of your class mechanics that you didn't explicitly pick are considered ”tier zero”, and begin with a +1 PL bonus. Why do you need built-in power scaling for an ability you have at character level 1? Greater Lay on Hands is not actually an upgrade, despite having the exact same healing effect and a very similar name as Lay on Hands. You can tell because the non-upgraded version still shows in the ability bar. Abilities like
  7. Upgrades are not always strictly better. Sometimes the extra perk just gets suppressed or is not needed and the original effect is worse due to less power levels affecting it. Paladin Lay on Hands is an example of this. If you were already getting the inspiration bonus from another source (or don’t need it), you are better off just not using the upgrade at all since it will heal for less and not last quite as long due to PL. This is not consistent by the way. Sometimes upgrades do benefit from the original power’s tier as far as PL goes. “Branded enemy” paladin upgrade is one such examp
  8. Well, if truly stacking defenses to the max, I like the bloody links armor that is available early. It is cheap and provides +5 to all defenses when bloodied. The bloodied part doesn’t matter if the extra defenses causes you to be unhittable when you reach half health. “Effect when Bloodied” is kind of the new replacement for “effect when critted” that was a prevalent strategy in POE1. Only, instead of minimizing deflection you still want to max it. There are a few items that get better when you lose heath and some increase defenses significantly making them work well with a tank. Th
  9. Just out.of curiosity, do we know what the max deflection build is yet? Can you actually reach 200 deflection or is the functional cap closer to like 120?I have gotten over 230, however you start really giving up other defenses at around 215 and that is really enough deflection anyway. Getting those numbers certainly takes some cheese, like never resting and stacking one-time bonuses that expire on rest. The hardest part is increasing the other defenses which is particularly important if using Wizard’s Double. Reflex and Will are fairly easy to boost up, but fortitude can be hard. This
  10. Because multiclassing was one of the new features everyone was looking forward too, I think the devs over-tuned that option so that players would be encouraged to try it out without feeling they were gimping themselves or missing out. Just making the 8-9 tier powers stronger relative to lower level ones is probably the easiest way to make single class more powerful without significantly altering the game mechanics.
  11. If more visual effects are added to items, I think there should be an option to turn them off for those who don’t like them. Similiar to pets and helmets.
  12. Just out.of curiosity, do we know what the max deflection build is yet? Can you actually reach 200 deflection or is the functional cap closer to like 120?I have gotten over 230, however you start really giving up other defenses at around 215 and that is really enough deflection anyway. Getting those numbers certainly takes some cheese, like never resting and stacking one-time bonuses that expire on rest. The hardest part is increasing the other defenses which is particularly important if using Wizard’s Double. Reflex and Will are fairly easy to boost up, but fortitude can be hard. This
  13. Yep, it is viable. Solo play might cause problems because some enemies are poison immune so you have to fall back to something else like returning storm which is not as strong and they will just kill you too quickly at high difficulty. If soloing, I would prefer a multiclass because you need a better “plan b” option since you must deal with every encounter without additional help. I created a druid/priest build here on the forums called Lord of the Flies specifically designed for soloing at high difficulty. If you have a party, Either single class or multiclass is perfectly viable. Multi
  14. Paladin was nerfed. Passive is now max 15 with deep faith instead of 21 like before. I agree that skill scaling items should be capped instead of just requiring more skill points. It is still possible to stack defenses such that enemies can’t hit you. I have done so even without paladin. (Monk/Wizard). While some items, like the skill scaling were nerfed, others were not nerfed. Notably ones that require “bloodied”. Turns out being bloodied or near death is no problem if enemies can’t hit you at all so those items really only help a min/max and do very little for a balanced build.
  15. I think shifter is a lot of fun. It is probably the strongest class in the game early. You can always shift back to human to cast spells. The claws might fall behind fully optimized character later on, but think of all the gold you can save by not boosting a weapon set to legendary. Though, you will be hard pressed to find a better weapon than the cat form’s claws with cat’s flurry active. Even if you did, just can give it to a companion instead. Martial class powers can be used while shifted making paladin/rogue/fighter/monk/barbarian good multi-class options. Your animal attacks ar
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