Jump to content

SaruNi

Members
  • Posts

    557
  • Joined

  • Last visited

Everything posted by SaruNi

  1. That is a pretty good idea. I'm undecided between having Maia Rua as a Geomancer or Aloth as a pure Wizard in my party. Maybe I'll do as you say. Maia's annoying, because she specialises in something that seems to go actively against the best Geomancer build. She's built around guns, but it seems like the right way to build a Geomancer is as a melee specialist. Both summoned weapons and the pet scale with character level, so if you build into that aspect you're essentially getting a "full power" multiclass. Take the summoned weapons you want to use and buffs from wizard, and the pet passives from ranger. It things in melee with a wolf. Voila. What about Kalakoth's Minor Blights? Probably best Wizard summoned weapon in the beta, and it's ranged. Though full game will add Llengrath's Warding Staff for multiclass.... I was assuming that Maia's passive, whatever it is, will only work with guns (given the subclass is called Gunhawk). But if it's generic ranged, yeah, that would be a good option. Kalakoth's Minor Blights is one-handed, so you can have a gun in the off-hand and dual-wield. (Hopefully this won't be changed.) More genereally there's some synergy between guns (or anything with reload) and summoned weapons, since summoned weapons are like an extra weapon slot. Fire first set of guns -> fire second set of guns -> fire third set of guns -> summon weapon.
  2. That is a pretty good idea. I'm undecided between having Maia Rua as a Geomancer or Aloth as a pure Wizard in my party. Maybe I'll do as you say. Maia's annoying, because she specialises in something that seems to go actively against the best Geomancer build. She's built around guns, but it seems like the right way to build a Geomancer is as a melee specialist. Both summoned weapons and the pet scale with character level, so if you build into that aspect you're essentially getting a "full power" multiclass. Take the summoned weapons you want to use and buffs from wizard, and the pet passives from ranger. It things in melee with a wolf. Voila. What about Kalakoth's Minor Blights? Probably best Wizard summoned weapon in the beta, and it's ranged. Though full game will add Llengrath's Warding Staff for multiclass....
  3. If you're out of Guile after your last backstab, and +deflection from escape has worn off, you can immediately switch to a shield.... If you only get 3 uses of backstab / assassinate, you can do arquebus - arquebus - arquebus - then switch to dual blunderbuss/pistols etc.
  4. Incidentally, is Helwalker (or Helwalker/Assassin) + can't die LoH/spell + Pain Link or similar a worthwhile combo? Pain Link iirc had been bugged... Of course Turn the Blade can do more damage against melee, but if Pain Link doesn't require a successful attack roll against the enemy it could be useful against very high deflection, high DPS enemies... and does Pain Link work on spells and ranged attacks?
  5. Serafen's Cipher subclass is Wild Mind. Findgamedata iirc reveals a Wild_Mind attack but not an addable wild mind ability. Maybe it has some sort of synergy with dual wielding guns?...
  6. And Skald is the only one that benefits from speed bonuses. Optimized dual-wielding melee crit skald with maximal speed boosts should usually be the clean winner in casting invocations. Though that's mitigated by invocations with long casting time, especially the higher level summons. And requires melee... so ranged or caster multiclass, or any multiclass other than speed crit build, might be better off with troubadour. Advantage of vanilla chanter is the ability to cast higher level non-offensive invocations at beginning of combat---the buffs have very fast casting time unlike pretty much all other caster AoE buffs.
  7. How's the Troubadour in general? The Troubadour modal seems somewhat... out of place. You gain phrases faster but everything costs +1 phrase. Does the modal even offset that? Yes. Brisk Recitation generates phrases twice as fast. All invocations cost more than 1 phrase. (If they cost 1 phrase, then Brisk Recitation and ordinary Chanter would generate invocations at the same rate. 1+1 = 2.) As I posted before: Troubadour Brisk Recitation vs. normal Chanter 3 phrase invocation: 12 seconds vs 18 seconds 4 phrase invocation: 15 seconds vs 24 seconds 5 phrase: 18 seconds vs 30 seconds Of course that's not taking into account the initial phrase count which iirc tops out at 4 in the beta. So regular Chanter has the advantage of being able to cast 4 phrase invocations immediately. If they both use 4 phrase invocations ASAP, we get the above scenario but with +3 seconds added to each troubadour time (still significantly faster than chanter for all after the first). Alternatively, if they both use 3 phrase invocations as soon as possible: 0 seconds: Chanter 1 invocation 1 phrase, Troubadour 1 invocation 0 phrases 3s: T 1 / 1 6s: C 1 / 2, T 1 / 2 9s: T 1/3 12 s: C 2 / 0, T 2 / 0 (Chanter casts second invocation, Troubadour casts second invocation) 15s: T 2 / 1 18s: C 2 / 1, T 2 / 2 21s: T 2 / 3 24s: C 2 / 2, T 3 / 0 (Troubadour casts third invocation) 27s: T 3 / 1 30s: C 2 / 3, T 3 / 2 (Chanter casts third invocation) 33s: C 3 / 0, T 3 / 3 36s: C 3 / 0, T 4 / 0 (Troubadour casts fourth invocation)
  8. It's the same as slow one-handers, but there are still fast one-handers like stilettos, daggers, and clubs. Recovery rate is exacerbated by armor (or, for one-handers, shields). For survivability you could mix in arquebus assassinate, because it has reload rather than recovery. The reload time doesn't prevent you from immediately moving or using Smoke Veil after the arquebus shot. But Soul Annihilation requires a melee weapon, and weapon switching has a recovery time.
  9. After the initial volley, Black Jacket doesn't give any speed boost. For speed, other options are Monk (especially Swift Strikes, Thunderous Blows, the passive which reflects back ranged attacks is nice too) and Berserker (Bloodlust, Frenzy, Blood Frenzy, Barbaric Blow---not sure if upgraded Barbaric Blow now affects reload time for the "0 recovery after kill" effect). The dual pistol companion is Barbarian/Cipher (special "Wild Mind" cipher subclass).
  10. Greatsword has a long recovery time, so you'll be left standing there unable to do anything and extremely vulnerable. Even if you have great tanking and summons as meatshields you can be hit by ranged, AoE, etc. Escape does give a +50 deflection boost, though with short duration... and as a multiclass assassin Guile will be scarce so long as you're relying on Smoke Veil for assassinate. Deflection doesn't help against most DD spells though (target reflex or fortitude usually). On the bright side, assassinate should work with Whispers of Treason. Maybe if you base your party strategy around defensive buffs for your main (Paladin, Chanter, Priest, and Druid buffs/heals together... should give you some survivability) and have fast, accurate interrupts to halt ranged/AoE attacks (swashbuckler Eder's rogue strike abilities for example)....
  11. Incidentally, just confirmed that Lifegiver "cannot cast creature summon spells" only applies to druid summon spells. Lifegiver-Beckoner or Lifegiver-Conjuror work fine....
  12. Three major issues with priest buffs: 1. All the buffs in the beta are iirc AoE, so any multiclass would be better off having a single-class priest cast it on them. They're not self-only buffs. This should change drastically in later levels with Minor Avatar though. 2. A lot of the lower level buffs are just inspirations that don't seem that great. But there are major exceptions. 3. Long casting time last I checked. This might have changed significantly in beta 4, but iirc they're still relatively long compared with other spells? In contrast, Wizard buffs are mostly self-only and have very fast casting times with 0 recovery. However, Priests have Spiritual Weapon, which only they can use and which has strong lash damage. So Priest/Rogue does good DPS---once you've summoned the weapon. But the weapon has a relatively long casting time. On the bright side, you can summon it without leaving hiding (though summoning it currently breaks invisibility---so either one or the other is almost certainly a bug). Beguiler-Trickster: one minor bit of synergy---the cipher passive that increases length of afflictions caused by the cipher does iirc work with rogue afflictions too. But it's not a large bonus....
  13. Doubled health but half numbers = identical health over all. Beckoner summons do 2x damage plus they do something in PoE2 that was very important in PoE1: they block space better. "Identical health overall" against single-target-only attacks, but not against AoE attacks. Another consideration: Beckoner summons are immune to Paladin Abjuration. *But* they're not immune to Great Abjuration AoE, which iirc destroys summons below caster level and does massive damage to all other summons.
  14. Also can't eat companions. Too bad, otherwise you could get fresh hired adventurers to eat in difficult battles not involving kith/wilder/beasts....
  15. I don't remember corpse eating has 1/encounter limit in earlier beta. You mean in Beta 4 it is limited to once per encounter? Also all summons are not eatable because they not die, they disappear after being killed or duration expired. Also your pet is not eatable :D Anyway I agree KDubya that currently it is not very economically wise to use that ability because the animation and recovery time is too long. If they can remove the recovery time it might be better. Imagining a corpse-earter use Heart of Fury and killed one or two enemy then use corpse-eating and then Heart of Fury again and again. Just checked with a hired adventurer, Flesh Communion (corpse eating) is 2 / encounter currently.
  16. Corpse Eater might be interesting if they removed the 1/encounter limit on corpse eating. (Maybe they added that when they made it heal too?) Guess you can't eat your own summons? (Ogres should be edible but I don't remember if summoned ogres leave corpses.)
  17. Yes, he gets Chill Fog at level 5 and Kalakoth's Sunless Grasp at level 9 (or level 13 if multiclass)... a bit OP obviously.
  18. With the DoT from Accurate Wounding Shot and Deep Wounds, you don't need to one-shot to kill because you'll be getting 40% weapon damage per tick as DoT. (Not to mention the pet's damage bonus against enemies suffering DoT.) The arquebus modal does stack with Accurate Wounding Shot (or the accuracy bonus from Finishing Blow, Confounding Blind, etc.).
  19. it's a very slight difference, though, and Arquebus would be slightly preferable for use with abilities, since it has a higher base damage. I'd still like to see the Arquebus shifted over to Crushing damage type, I think that would make it a much more interesting choice. Yes and it also has tighter damage range and is a mutha****ing gun. It is also ignoring Arcane Veil unless Obsidian's The Great Unification desing philosophy removed it. There's a reason guns are mentioned way, way more than xbows (or arquebuses than arbalests if we want to be specific). Yeah, guns are more popular because they're cool, and they're situationally useful, but they have some real downsides that there doesn't seem to be much purpose for -- for example, the "blunted criticals" effect is unduly painful for little real purpose (and doesn't show up in that DPS chart, which is just a chart of base numbers). Arbalest has blunted criticals too.
  20. Once you crit and overpenetrate, additional accuracy and penetration don't do anything. So sharpshooter/assassin might not be optimal. (The arquebus modal also adds +20 accuracy.) Sharpshooter/Streetfighter could be better. You can get "flanked" using the Blunderbuss's Powder Burns. (And Sharpshooter +penetration helps with Blunderbuss's low penetration.) For max damage you'd also have to get blooded. Escape adds +50 deflection so it's not that hard to drastically raise defenses / get blooded in melee then escape and attack from range. Status effects from Powder Burns give you an accuracy penalty, so ranged Streetfighter benefits from the high accuracy bonuses you get from Sharpshooter and/or arquebus modal.
  21. Thankfully "+50% crit damage" actually seems to mean +50% total damage on crit, rather than +50% of the extra crit damage (which would be +12.5% total damage without blunted criticals, and 0 with). Hopefully that's intentional. With Assassinate and Sharpshooter you get so much Accuracy and Penetration that it may be redundant in almost all encounters. (Except maybe to deal with Wizard's Double or Escape or other deflection boosting spells/abilities. Firearms should bypass the +50 deflection from Arcane Veil too.) Firearms have reload rather than recovery, which means you can escape/stealth immediately after using them. Huge boost to survivability, especially since you have to get close to backstab with firearms. Arquebus is better than blunderbuss or dual-wielding pistols because backstab and assassinate only apply to the first attack roll (so for blunderbuss, just the first projectile). Even if you don't one-shot, wounding shot will let you do good DoT. That will also give your pet a damage bonus against them, and the pet iirc has a special attack that can interrupt spells/abilities.
  22. Many Berserker abilities also work with DD spells (Blooded +25% damage, Wilder Hunter +25% damage, Bloodlust +20% action speed that stacks with other speed bonuses, Blood Frenzy DoT on hit, Spirit Frenzy, as well as +2 penetration from Tenacious). And Wild Sprint can be useful (gives Nimble (+5 dex, +100% stride) and immune to engagement). Concelhaut's Draining Staff might make it easier to survive while Blooded and Berserk. More generally, spells make it much easier to get Blooded (less than 50% health) quickly without dying quickly. In addition to hitting yourself with your own spells, you can start out with weak defenses and then once you're blooded raise your defenses dramatically.
  23. Μήτ᾽ ἔμοι μέλι μήτε μέλισσα Οἶον τὸ γλυκύμαλον ἐρεύθεται ἄκρῳ ἐπ᾽ ὔσδῳ ἄκρον ἐπ᾽ ἀκροτάτῳ λελάθοντο δὲ μαλοδρόπνεσ οὐ μὰν ἐκλελάθοντ᾽ ἀλλ᾽ οὐκ ἐδύναντ᾽ ἐπίκεσθαι Πέρροχοσ ὠσ ὄτ᾽ ἄοιδοσ ὀ Λέσβοισ ἀλλοδάποισιν
  24. In AD&D (and Baldurs Gate etc.) "multi-class" and "dual-class" have different mechanisms, but in that system a Fighter/Mage can be multi-class or dual-class. Only nonhumans can multi-class, and they gain exp in all classes simultaneously. Humans can only dual-class, and they have to stop gaining exp in one class before starting to gain exp in another class. Logically, outside of that particular system, dual-class should be a form of multi-class.
×
×
  • Create New...