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SaruNi

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Posts posted by SaruNi

  1.  

    It's an endgame ability. Maybe consoled-in tigers don't scale well?...

     

    Even if endgame bosses don't have thousands of health, judging from Paladin/Fighter/Druid, they'll be able to auto-resurrect multiple times.

     

    And they should also have abilities that do equivalent (or better) damage....

    Why auto-resurrect if you can one shot anything? This is the damage of one monk, if u rolled 5, u can do 10000 damage, and what boss has such amount of hp?

     

     

    I mean that auto-resurrect abilities are so common even before endgame that the bosses are probably going to auto-resurrect like crazy. With lots of hp on resurrection. Probably resurrect even stronger. 

  2. Streethfighter/Begulier or Soul Blade seems nice for solo damage spike. Spamming Phatom Foes (to get enemies "Flanked") and Mind Afflicted powers will allow you to get full advatage of crazy damage bonuses that Streetfighter has:

     

    "Bonus: -50% Recovery time +50% Damage against Flanked, Mind Afflicted or Body Afflicted targets, when the street fighter is Flanked or Bloodied. +100% Weapon Crit damage when the Streetfighter is both Flanked and Bloodied"

     

    So you can get crazy -50% Recovery, 50% Damage and 100% Weapon Crit damage.

     

     

     

    Phantom Foes is foe-only, so you'd need to be Confused to use it on allies. (For example, Berserker-Cipher... unfortunately Serafen is limited to vanilla Barbarian.)

     

    However, the Blunderbuss "Powder Burns" modal applies "Flanked" to the user.

     

    On Berserker-Storm form: it's not good because the attacks are ranged and the bounces hit your own allies. 

  3.  

    im stuck between a

     

    Assassin/ Devoted

    Assassin/ Blackjacet

    Assassin / Wizard

    I say go Assassin/Black jacket, have dual weapons for your full attacks, and a 2h weapon for backstab, maybe have a powerful ranged weapon for your first backstab, or run dual pistols/scepters for a ranged option for your full attacks or just an alternative opening move.

     

    I'm biased though cause I have a softspot for black jackets that aren't just cycling firearms.    

     

     

    Black Jacket loses constant recovery, and damage against Assassin is increased... OTOH iirc Black Jacket can quick-switch to shield immediately after attacking without recovery penalty. 

     

    Devoted accuracy and penetration bonus combined with assassinate is probably overkill... and even if you choose a dual damage type weapon as your only proficiency, you may miss out on good unique weapons, which may even have a special bonus for backstab or crit etc. You can always respec that though....

     

    Wizard/Assassin was fun back before it was nerfed and DoT could be used while invisible, hopefully they'll at least have changed it so that DoT like Deep Wounds don't end invisibility... guess we'll find out soon. Even in the beta multiclass only got a few uses of assassinate (Smoke Veil invisibility), early levels will probably be hard, but Wizard buffs and good companions should get you through. 

  4. Now I can't decide between Assassin and Beckoner. Would it be too bad to multiclass both?

     

    In the last version of the beta, non-offensive spells and abilities were breaking invisibility. Not sure if that applies to chants but it probably does. So that would be bad. But hopefully that was just a bug and it will have been fixed by launch.

     

    You can cast summons and nonoffensive spells without breaking stealth though.

  5. Just checked out rangers,

     

    They got hit with the nerf bat pretty hard,

     

    They are in desecrate need of a buff in there current state, 

     

    Twin arrows is no longer a model costs bond and is pushed up to level 8, all the good modals from POE1 are completely gone eg the one that increased speed ect

     

    They have really bad low/ mid level abilites and i could only see two good passives worth taking, gunner (20% reload) and driving flight (shot bounce once)

     

    I think they have nerfed them so hard because alot of people would multiclassed them just to get the pet

     

    IMHO in there current state rangers are the weakest class in the game at the moment, I am confident they will get buffed in future patches becsause they royally suck 

     

    Wounding Shot is great, rangers are great in the beta. Universally agreed on these forums iirc that rangers are good in the beta.

     

    However the new higher level abilities really do seem absurdly underwhelming. But maybe they get powerful/interesting ranger-only weapons that require a certain power level to use?...

  6.  

    I saw a video with a Priest/Fighter and it looked ok, it seemed like a DnD Cleric. What's so bad about multiclass priest?

    you will lose alot and gain nothing

     

    Preists have pretty mediocre low-mid level abilities. They have incredible mid-high level abiliites. 

     

    If you multiclass them it will take longer to get those mid level spells and when you do get them you wont be able to cast as many. You wont be able to get above level 7 spells aswell of course. If you attempt this all you will be achieving is severly weakening a really good class.

     

    There also no benefit in multiclassing a preist with a martial class. They have no good self buffs apart from minor avatar witch is very late game and they have no good passives at all. 

     

    You would be far better of having a single class priest buffing and healing from afar.  There high level magic is just to powerful to contemplate doing anything other then using there high level magic.

     

     

    Plenty of people tested multiclass Priest/martial class in the beta, spiritual weapon lash makes it great. (And Priest of Wael is one of the best tanks.) Unless they've nerfed the lash....

     

    While Minor Avatar is end-game the devs have assured us there will be plenty of game content left.

  7.  

    Am personly glad fighters get to be NOT the most boring classe in an RPG for a change. Black jacket in particular seems like a lot fun(not necessarly strong though)

    just finished checking out priests on EA,

     

    Man you DEFINITELY DO NOT want to dual class a priest with anything,

     

    They have no good passives that provide a bonus to offense or defense and where they really start to shine is when they gain access to late level spells,

     

    Mulitclassing them would be a complete waste of time. Like a frickin total waste of time. You want those high level priest spells asap and when you get them you wont be doing anything other then slinging them trust me dont multiclass a preist.

     

    It would be super cool to see a multiclass Rogue/ priest with minor avatar activated but that will come so late that it wouldn't be worth doing it.

     

     

    Spiritual Weapon by itself could be reason enough. Priest of Wael has great defensive self-buffs too. 

     

    If you want to have a maximum number of healing spells per level multiclass might also be a good option.

     

    If assassinate ends up working properly with Priest seals (it was weirdly bugged last I checked, so that it only gave the accuracy bonus) that could be good too.

  8.  

     

     

    Has anyone figured out what his tier 8 Watershaper ability is? Isn't described and icon doesn't appear to be in any of the other classes' lists... probably unique.

    Isn’t that Wall of Ice?

     

     

    Don't see any Wall of Ice in the Wizard list....

     

    Watershaper is druid subclass

     

     

    Don't see it in the Druid list either. Watershaper gives Tekehu unique spells and some Wizard spells. I'd have expected Wall of Ice to be in the Wizard list along with Wall of Fire, Wall of Many Colors, Wall of Draining etc (though Druid does have Wall of Thorns).

  9.  

     

    Chants

    Oh I thought you meant something unique to his subclass. I assume L4wlight meant his sub was bad compared to a vanilla Chanter.
    I think the argument was “his chanter subclass sucks”. My counterargument is that his his chanter subclass allows you to focus his druid abilities on passives and healing spells, and let the chanter side do most of the offensive casting. I’m not seeing anything in the higher level druid offerings that makes that look like a dumb move.

     

     

    His Druid subclass actually has great offensive casts---especially foe-only Chill Fog and Ocean Burst.

     

     

     

    All of the invocations in his Chanter subclass are Druid spells except for Bulwark Against the Elements, Crackling Bolt, and Chain Lightning.

     

     

    Dancing Bolts

    Bulwark Against the Elements

    Crackling Bolt

    Overwhelming Wave

    Cleansing Wind

    Chain Lightning

    Avenging Storm

    Weather the Storm 

    Tornado

  10.  

     

     

    His Chanter subclass is largely disappointing. I think he is better off as pure Druid, at least,if you're not in dire need of some of the Chanter phrases.

    Constant AoE buff for free and a second renewable resource for Foe AoE offensive spells is disappointing? You’re hard to please.
    Huh? As far as I can tell he gets some cross class spells that he can cast as invocations and loses access to summoning spells.

     

    What constant AoE buff and second renewable resource do you mean?

    Chants

     

     

    What does that have to do with his chanter subclass?

  11.  

    Don't do berserker + any type of chanter. The phrases you sing will buff enemies and hurt allies. Otherwise fighter or barbaian should be fine combos with chanters.

     

    Oh... That sounds like it might be a problem. I wonder if it is intentional. That happens when the character is frenzied, I assume?

     

     

    Well currently it would be great if it worked because you could gain massive health from using Come Soft Winds on your own skeletons... but then gaining health from every character hit is probably also a bug.

  12. Yeah, interrupt is silly good in this game vs PoE1. Enemy casters can be a pain. It actually shuts the cast down, and removes the resource from the caster. Rogues have a 1 guile teleport and a 1 guile interrupt with an added bonus of hobbling. Then they get bonus damage on attacks for 15 secs.

     

    Dont have the game in front of me, but Monks are the only class nearly as good as rogues at interrupt. They have a few abilities that interrupt on hit iirc. I cant remember if it is still the case in beta 4.

     

    Well, Barbarians always interrupt on crit with the tier 5 passive. Wizards have Thrust of Tattered Veils... etc etc.

  13.  

     

    However, multiclasses get more total ability *uses* per encounter. 

     

     

    Depending entirely on what class(es) you choose and what abilities you pick.   A passive heavy class doesn't have more 'uses' of anything, especially compared to the potential of a  chanter or cipher, who both have a lot of active abilities and innate recharge of their 'uses'

     

     

    Abilities like Disciplined Barrage and Berserk cost resources too. And some of the best passives operate based on how many resource points you have left.

     

    Don't think going passives-only is an optimal strategy for any class, though there might be stretches of the early game like that.

  14.  

     

    There is a post on reddit with screenshots of the the displayed abilities from cohh stream

     

    https://www.reddit.com/r/projecteternity/comments/8h88pe/complete_albums_of_abilities_summaries_and_talent/

     

    Cuts off the text of Death of 1,000 Cuts:

     

    "Keyword: Shred

    Target when damaged:

    31 Raw Damage, +10 sec Duration of Death of 1,000 cuts effects Acc vs Fortitude

    Target: 31 Raw damage, 19 raw damage per 3 sec for 30 sec Acc vs Fortitude

     

    Fracture the target's soul, causing them to receive Raw damage over time. Shred spells used on this target will cause another fracture, dealing Raw damage instantly and extending the duration of the effect."

     

    One of several cases where the top and bottom text seem contradictory. Guess the bottom text is more likely to be accurate? If not it could form a loop with Combusting Wounds....

     

    Reminds me of another one where the top numerical description says "on hit" and the bottom says "on critical hit". Maybe they tested it one way and decided it was too powerful?

     

    [Edit: Recall Agony is Shred... guess that doesn't trigger Combusting Wounds though, so it probably doesn't trigger this?]

    It will be interesting to see how it works. Against many targets, I'm not sure it will matter. 31 plus 190 Raw damage over time is pretty lethal in its own right. Adding 31 plus 57 over time per other shred spell (Plus, well, all the other bonuses you've accumulated over 19 levels?)

     

     

    On a related note, has anyone tested whether hostile effects get cleared if you're knocked out and get revived? With Paladin, Fighter, and Druid getting automatic revive it may be relatively common among enemies as well at higher level....

     

    Classes without a "Destroy" ability might have to resort to scrolls or items against enemies with unlimited self-revives (Paladins, for example).

  15. There is a post on reddit with screenshots of the the displayed abilities from cohh stream

     

    https://www.reddit.com/r/projecteternity/comments/8h88pe/complete_albums_of_abilities_summaries_and_talent/

     

    Cuts off the text of Death of 1,000 Cuts:

     

    "Keyword: Shred

    Target when damaged:
    31 Raw Damage, +10 sec Duration of Death of 1,000 cuts effects Acc vs Fortitude
    Target: 31 Raw damage, 19 raw damage per 3 sec for 30 sec Acc vs Fortitude
     
    Fracture the target's soul, causing them to receive Raw damage over time. Shred spells used on this target will cause another fracture, dealing Raw damage instantly and extending the duration of the effect."
     
    One of several cases where the top and bottom text seem contradictory. Guess the bottom text is more likely to be accurate? If not it could form a loop with Combusting Wounds....
     
    Reminds me of another one where the top numerical description says "on hit" and the bottom says "on critical hit". Maybe they tested it one way and decided it was too powerful?
     
    [Edit: Recall Agony is Shred... guess that doesn't trigger Combusting Wounds though, so it probably doesn't trigger this?]
  16. The beta has wizard spells which don't show up as options on leveling but can be added using the console. Presumably they'll be available in grimoires.

     

    All the ones I've found are on the rpgcodex list. Consulting the list just now I found one I hadn't remembered to check for---Ninagauth's Death Ray. (As in WM 1, 

    "This more powerful variant of the common Ray of Fire spell inflicts Raw damage, attacks the targets' Fortitude, and only affects enemies.")

     

    Hopefully there will be more, and some completely new spells....

  17. Why did they feel the need to reduce Coordinated Positioning's range from 4 m to 2.5 m? In PoE 1 it was difficult to use defensively because enemies would just run after you and reengage immediately. This looks even worse....

     

    And why does Slippery Mind require Blooded?... did they really think it was OP without that? 

     

    Really disappointed with Rogue for the most part. Especially caster Rogue---nothing worthwhile except generic abilities. Forcing caster Rogues to use weapons is just crappy inflexible design. More uses of Smoke Veil will be nice, but at higher levels we'll have access to Potions of Invisibility so that may not even be relevant. So all caster assassin basically gets, through the whole game, is assassinate... pretty boring.

  18.  

    Gambit: 

     

    Full attack
    When scoring a critical hit:
    +2 of each Rogue resource (of "each"? there's more than one? huh?)
     
    +20% crit damage per Guile possessed, +10% hit to crit per Guile possessed
     
    At power level 9, 11 Guile, that's +220% crit damage and 100% hit to crit
     
    Murderous Intent passive:
    100% of Hits converted to Crits with Empowered attacks against <= 50% health targets,
    +100% Crit damage with Empowered attacks against <= 50% health targets
     

    Not bad for a passive.

     

    Trickster might get Wall of Many Colors ( in rpg codex leak), which looks pretty good.

     

    Coordinated Positioning seems like it should be a lower-level ability. And range is only 2.5 m....

     

    I'm fairly sure the abilities use that description because, as a lot of people seem to forget, there are 3 DLC's coming. Those will most likely highten the level cap allowing even multiclass characters to go past power level 7. So +2 to each resource on a level 8 or 9 ability will probably become relevant for future multiclass characters.

     

     

    But it specifies "each Rogue resource"... not "each resource". It implies there's more than one Rogue resource. But Guile is the only one?... 

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