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Everything posted by Clerith
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Start the fight with one of your party members casting an aoe cc that activates your rogue's sneak attack. Said rogue should be in stealth at the edge of enemy detection. Once the cc hits, open with the rogue. Or if you use an Arquebus, skip the cc and just open with the rogue due to bullet reload mechanics. Then yeah, use rogue abilities to go invis, which activates your from stealth passive again. "From stealth" and sneak attack are indeed two wholly different things.
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Robe models
Clerith replied to LordofBones's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Proper robes go down to the ankle! What are you, a promiscuous, lewd beast!? -
Robe models
Clerith replied to LordofBones's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yo. Did any new robe modes make it into the first DLC? -
How the **** do I delete my posts... Ah wells. Yeah, I might be underselling the Fighter a little, I do think it's good though, like I said. And that's essentially three votes for Monk so far. I wonder what the best single target dps option for that combo is. Just keep stabbing with the spear? Switch to dual fists? Dual legendary sabres/other? Empowered Wizard missiles? Or do you cast dot/cc spells instead? Oh yeah, and does Avenging Storm (from the helmet) work with Spirit Lance's AoE? As in does it shock every enemy or just the primary one?
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I love this thing, it was my baby in PoE1, and I finally have the time to build for it in PoE2. My first thought was Monk. So many things just synergize super well. Lance's AoE will make Swift Flurry proc a lot. You have AoE stun and knockup. Melee buffs, lash, more int. Seems great. Shattered Pillar, perhaps? With Wizard buffs you should be hard to hit, with Spirit Lance you have high damage, so getting Wounds via damage dealt seems better. My second thought was Streefighter. What can I say, the subclass is broken? I personally don't like to play it because of the conditional way it gains power, but it should be super strong if you get bloodied and flanked. My third thought was Paladin. AoE Flames of Devotion, anyone? Spam spam. Definitely thinking Bleak Walker here. You get nice passive defenses, and you even have healing if you want. Tanky when buffed, high damage with Spirit Lance, healing/cannot die? Are we even missing anything here? My fourth thought was Fighter. I'll be honest, I'm not really considering it, but just for completion's sake. I haven't liked Fighters after they gutted Charge and the cleave stance. But Devoted is always great for more damage, you have useful offensive and defensive buffs, and AoE Mule Kick isn't bad. To be honest, the multiclass is still good, but probably not as good as the first three. My fifth and last thought was Barbarian. Definitely Berserker. Recently there's been somewhat of a Warlock surge on these forums, but mostly from the spellcasting side. Barbaric Blow is a strong spammable attack, Frenzy is a huge steroid, and the Barbarian passives, especially Blood Thirst, work as well for melee as spells, especially with Spirit Lance's AoE. Not my first thought, but perhaps surprisingly strong? You self-damage though both Frenzy and DAoM though, so you'll probably need a pocket healer. I still think that Monk is maybe the best, but I'm not sure. Your thoughts?
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Trying to bring dw and 2h into constant perfect balance at every point is just unnecessary homogenization. In my ideal world, for auto-attacks, dw would be ahead for low armor, 2h would be ahead for high armor, and they'd be balanced for medium armor. That only makes sense if you ask me. As for skills, Full Attacks should be better with dw, but Primary Attacks should be better with 2h. That only makes sense too - in a Full Attack you attack with both weapons, while Primary Attack is just with one weapon, so... What I'd like to see would be buffing Primary Attacks for 2hs (increased damage by weapon base damage or something), and then rebalancing some skills into Full Attacks and some into Primary Attacks, so we'd have a balanced mix of both for all classes.
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Honestly, I like single-class Ascendant for the same reason I like single-class Wizards, even if their high tier stuff is a lot weaker. You get access to the good stuff much earlier, you're a god in Ascended state, your goal is to reach Ascended asap, and you when you do, you just spam Cipher spells. I don't know, I just have a hard time multiclassing this subclass. I also highly recommend the Red Hand for your Ascendant.
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Was it the 1.1 or 1.2 nerfs? Fighter's Charge lost the aoe full attack, Stance lost lost the infinite full attack, Unbending was halved, Monk's lash was halved, some other minor nerfs. Back then, it was Charge city and everything just melted right off the bat, encounters were over before my non-mobility melee characters had the time to run up to the closest enemy character.
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Holy ****, you actually made Monk/Ranger sound strong and made me want to try it out for the first DLC. Strongest Monk multiclass, huh? I wonder if you played Monk/Devoted before the nerfs - now that was an obscenely powerful combo. Most of my Monk knowledge is pre-nerf, so all I can really say is that power level up pure Monk is very very solid and strong throughout and near godlike with T9 abilities.
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They're not increasing the level cap, so 1st DLC 14-15, 2nd DLC 16-17, 3rd DLC 18-20 is my expectation. They need to reduce the exp gain by like 15% globally or something... or increase the level cap. But no, that's too much work. I'm 100% sure they're expecting the option of level scaling to be enough. What I'd LOVE is that all three DLCs would be lv20 tough content.
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Shattered Pillar - wounds only from autos? Extreme anti-synergy for martial multiclassing and lategame in general, when you have power pool to spend. RIP my Monk ideas for 1.1. Everything else was fine, just tuning down the numbers, but this is a mechanical change that makes my favorite Monk subclass play differently and worse imo. I understand why they did it (infinite wounds from spamming abilities), but I still hate it.