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kamuizin

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Everything posted by kamuizin

  1. I can say that the Kith x all part is true. But the beast x vessel i don't know. In Anslog Compass, the guls don't attack the xaurips and in Magran's Fork the will o' wisp will not attack the wolfs. Life would be easier for solo players if PoE races had more hostility between them :(!
  2. I found that sometimes enemies can attack each other, or they attack animals and provoke their aggro on them. Does anyone have know the patterns? Is their agressivenes based on kind (kith, beast, vessel...) or the behavior is more complex?
  3. Dunno, i would at least diminish the bonus for two handed weapons, so sabres are kept in the game.
  4. Now the char is done, i'm keeping him. But i changed the approach, used ranged attacks, survival is 3 so i get +1 mov. that's suffice to make most of the enemies return to their position when chasing as the game calculate my speed greater than them, so i killed the little nasties with hit and run tactics. A future dragon fight, if i even try, will be a hell to deal with.
  5. There's also the Anslog's compass that stop me from finish a quest. But is that stun defensable by will or it's perma based on hit (if you're hit, you're stun)? That make sense as my Barb Build is: Str 8 Con 8 Dex 19 Per 17 int 10 res 17 My fortitude def is **** (and i regret the Res 17 that only has use for banters).
  6. Drop con would be easly, but to take advantage of speed the use of fast weapons with low Might would result in damage scalling low. Anyway, for me, sneak attack and all these dps damage from rogue should be restricted to fast weapons, otherwise a penalty would be imposed to the skill. Sneak attack should be: 50% when using fast weapons, +15% with any other. Dirty Fight: Only work with fast weapons. Whitering Strike: Only fast weapons. Deathblows: 100% with fast weapons, 30% with any other. Of course i'm suggesting here considerable changes, but i have the feeling that Rogue was kinda of wasted on PoE, and by the number of posts complaining in this forum, i believe i'm not alone in this. +65% damage with heave is still something good, but not overpower in the level you get Deathblows.
  7. Greetings, Trying to solo a PotD and faced an very incoherent problem: Permanent stun from Xaurip Skirmisher. From my perspective, a solo player (unless doing the ultimate achievement) should avoid fight with a dragon... not a goblin. Basic quests and map travels are being blocked by this. no other enemy has a 100% stun chance as Xaurip. Even grase attacks will result in perma stun. I'm holding my barbarian solo game for now until this is fixed (what shouldn't be a problem for the devs), just change 100% chance to some % chance. Obs: If the game isn't balanced for solo, it should be now as obsidian make achievements for this on steam.
  8. Greetings, I played the game to the end once (on hard), currently i'm playing a PotD party with an Bleak walker on a future party of 6, but i'm planning a future PotD run (preferable Triple Crown Solo), and so i studied some Rogue builds. Evaluating the rogue abilities and talents i would like to suggest something that was already done with the barbarian abilities. As Barbarians have the Brute Force ability, that make the character target the lesser defense of an enemy bettwen Deflection and Fortitude, i would like to suggest the following ability for a Rogue: Improved Evasion (or any name that comes to mind): Prerequisite: Adept Evasion. By the select of this skill, the rogue become so aware of his surroundings that he become capable of evade attacks instead of block (deflection) them. When this character suffer an incomming melee or ranged attack, use his/her reflex or deflection attribute, whichever is higher, for defense rolls. So, what you ppl out there think of it? Obs: By this suggestion, the talent would be only avaliable on level 8+. Obs2: Adept Evasion should suffer an penalty, if this talent is taken, otherwise rogue would become the ultimate defensive class.
  9. But if we base the choice of class of the NPCs that we can get, Hivarias (druid joinable NPC) can come at the same time that Sagani (Ranger Joinable NPC). Hivarias is a lot more fun, and he comes with an unique spiritshift that isn't allowed for anyone else that's more powerful than others. I have little time on these forums, but barbarians appear to be pretty fun to play. It would be an wilder class, that has a lot to do with the Glanfathan people and very functional, specially if you take Éder on begin and use him as a tanker. For how to build the character, that i will let to people with more knowledge than me to say.
  10. Barb build Ready, atm i have the custom mage and barb with me, trying to get to Caed Nua directly at lvl 3 (main) and lvl 2 (cohots). Time will tell if it will work or not.
  11. Hi KDubya! I'm in doubt about the barbarian, thought of make him later and play 5 members party until lvl 6 or 7. Chanter ==>In overral, seeing this party is composed of 1 tank (bleak walker main char), 1 main DPS (Zahua WHEN i get him in WM), 1 off DPS (Devil of Caroc in her dirty ranger role, maybe not the best role for her, but i have difficult to see her stat structure adapt to a dual hand daggers sneak thief), 1 buffer (Durance) and 1 crowd control / AoE damager (mage), do you think a chanter will fit beter here than a barbarian? I can trade the barbarian for a chanter (beside my lack of knowledge of how to play chanters). Veteran's recovery ==> is that good for PotD? From my experience on hard, Pallegina didn't benefit much of that skill, the fight always ended fast except special ones (dragons and archmages for example). What really make a difference on these fights, was normally a triple combo from Hivarias: Moonlight - Garden of Life - Cleansing Wind. Maybe early game it's a must, then? After middle game i reset the char and change the skill? Edit: Early game it makes difference, real difference. Zahua, with his 17 con, maybe can gain some more wounds from this skill to keep cleaning the enemies. For Zahua ==> My first gameplay was with monk main char. I made just that, got Lighting strikes before even take torment's reach, but in ondra's temple i saw how useful those per encounter hit attacks are, and i don't know what to call off to put lighting strikes in the build (and his upgrade from normal talents). For the Mage ==> I found an balanced stat distribution, i think. Gonna stick with it for now and see what happens. About the implements, indeed, that suggestion i already followed. I only put Aloth on party in my first game after lvl 10, so i didn't relent much in weapons. For the Paladin ==> High resolve is half power game, half roleplay. some harsh answers from the game banters require high resolve stats. I already started the game and got Flames of Devotion First, i will reshape the talent/ability tree, but now is a bit late to put lay on hands on level 1. I dropped Liberating Exorthion from lvl 5 to lvl 7, and so i will w8 a bit before i engage spirit fights, so my party isn't overrun with confusion / domination abilities. Critical focus i dropped to lvl 14, as the 5% early critical isn't so important as a good lay on hand. Revive Exortation is a must have for me, it cast fast and revive a character in full life. Saved my ass many times in my first gameplay. it's really a shame to not be able to take it soon. Specially when you have monks in the party, what will gain instant wounds after RE start to expire (playing until the end with a priest can change my perspective for future games, but atm i really like this skill).
  12. Hmmm, i see. Thx @K Galen B, i will adapt the mage build to these new infos. It's a bit hard to accept that Might give damage to anything, even spells and bolts of crossbow. A misjudge of the devs maybe (in not link magic damage to int and ranged damage to dexterity), or maybe they did it on prupose, who knows. i will also adapt my durance for this run with your hints.
  13. Greeting People, I'm new in PoE, just finshed the game in the Hard Difficult in my first playthrough and now i'm preparing myself for a new game to be played in PotD Difficult. Overrall, i find the game somehow easy in Hard Difficult with 2 (two) exceptions: Adra Dragon Fight at level 10 with 4 characters (Extremly hard from my perspective. Until lvl 12 i keep my party with the max of 4 characters all the time). Albine Dragon Fight at level 13 with 5 characters (a little difficult). Based on that i'm making preparations before i embark in PotD difficult and the party i have in mind is the following below (and i will be extremly grateful to any insight on those builds): 2° Game PoE: PotD Evil playthrough (primary behavior: Agressive, Cruel / secondary Behavior: Clever, Stoic / acceptable exceptions: Honest, deceptive) Main Char: - Name: Nemesis - Race: Human - Background: Aedyr Bleak walker paladin - Tank Str 12 Con 9 Dex 9 Int 16 Per 12 Res 18+ Ability / Talent per level (Reorganized by KDubya Suggestions). 1 - Flames of Devotion 2 - WF: Ruffian 3 - Zealous Focus 4 - intense flames 5 - lay on hands 6 - Remember Rakhan Palace 7 - Liberating Exhortation 8 - Great Lay on Hands 9 - Aegis of Loyalty 10 - Weapon and Shield Style 11 - Healing Chain 12 - Hold the Line 13 - Reviving Exhortation 14 - Critical Focus 15 - Sacred Immolation 16 - Deep Faith Equips: Weapon - Steadfast (SB 1HS) + Sabres (bittercut; Resolution) Armor - Saint's War Armor (stolen from Éder, Early) / Argwes Adra (later) Shield - outworn buckler, Ilfan Byrngar's Solace and Litte Savior (in order of game progression). + res, per, Str and dex for combat related issues. Keep + int at hand for metagaming. COMPANIONS - Devil of Caroc: Archer rogue Weapon - Estoc (White Spire and The Grey Sleeper) and War bow (Borresaine and Sabra Marie). Armor - Self Items: Atk speed, crit., Int, Dex, Per. Ability / Talent per level 1 - Crippling Strike 2 - WF: Adventurer 3 - Escape 4 - Marksman 5 - Dirty Fight 6 - Penetrating Shot 7 - Adepted Evasion 8 - Shadowing Beyond 9 - Fearsome Strike 10 - Shot on the run 11 - Deathblows 12 - Graceful Retreat 13 - Coordinated Positioning 14 - fast runner 15 - Shadow step 16 - Interrupting Blows - Durance Main Buffer / off Healer EQUIPMENTS (option 1 - off tanker build) Armor - Hand and Key (early) / The colored Coat (later) Weapon - Whispers of Yenwood (early and later) / Sheathed in Autumn (Later / situational) Shield - Any non used by the paladin, or with luck, a duplicated shield made with "The Helwax Mold". Ability / Talent per level (option 1 - off tanker build - Reorganized by K Galen B suggestion) 1 - 2 - Arms Bearer 3 - 4 - Interdiction 5 - 6 - Inspiring Radiance 7 - 8 - Painful Interdiction 9 - 10 - Inspired Flame 11 - 12 - WF: Knight 13 - 14 - Weapon Style Sword and Shield 16 - Ability / Talent per level (option 2 - Ranged Arquebus + Nightshroud in later game - Reorganized by K Galen B suggestion) 1 - 2 - Interdiction 3 - 4 - Inspired Radiance 5 - 6 - Empowered Interdiction 7 - 8 - Painful Interdiction 9 - 10 - Inspired Flame 11 - 12 - WF: Soldier 13 - 14 - Sword and Shield Style 16 - - Zahua Main DPS (the entire build is based on my previous main char monk, some from that build and some from regret of not using in that build). Equipments: Weapon: None (i just finished my first game on hard with a main char monk, played with bare hands the entire game except against immunes, when i simply put something in my hand. PoE as i see don't require the monk to be bare handed, so any insight will be helpful). Armor: Angio's Gambeson or Jack of Wide Waters (early, or anything by the way) / Ryona's Breastplate (later) Accessories: Mantle of excavator (or lower per bonus early), Ring of Thorns, boots of speed, Siegebreaker Gauntlets and other stat, skill raise items. Ability / Talent per level Long Stride 1 - Torment's Reach 2 - WF: Peasant 3 - Force of Anguish 4 - Two Weapon Style 5 - Stunning Blow 6 - Savage Atack 7 - Rooting Pain 8 - Outlander's Frenzy 9 - Enervating Blows 10 - wound binding 11 - Flagellant's Path 12 - fast runner 13 - The Dichotomous Soul 14 - lesser wounds 15 - Skyward Kick 16 - interrupting blows - Custom Mage (I have really high doubts when the subject comes to wizard class) - Name: Havoc - Race: Death Godlike - Background: Old vailia Stats: Str 18 (Recalculated by K Galen B suggestion) Con 3? (Despite K Galen B suggestion, i believe 18 Str will keep the odds even for fortitude save, so i lowered con to the minimum) Dex 15+ (fast recovery time = fast spells, i believe) Per 16+? (By K Galen B suggestion, Perception is one of the few things that affect spell accuracy) Int 19+ Res 6+ (As this mage is intended to be a cohot, not main char, neither is a solo game, and partially based on K Galen B suggestion, i reduced this status) EQUIPMENTS Weapon: The lady's Hand (Scepter - i'm under the impression that an weapon accuracy is used when determining if a spell hit or not, if i'm wrong, please someone correct me) Armor: Gwisk Glas (if another suggestion is given, i will appreciate) Items: Ring of Selonan, Telda's Ring, +10% spell damage, +10% area effect, +int. Ability / Talent per level (Changed and Reorganized by K Galen B suggestion) 1 - blast 2 - 3 - Penetrating Blast 4 - 5 - Arcane Veil 6 - 7 - weapon focus: Noble 8 - 9 - Dangeours Implements 10 - 11 - Secrets of Rime 12 - 13 - hardened Veil 14 - 16 - Spirit of Decay SPELLS: I really have no idea. Gonna do an Bleak Walker (evil) run here, if that helps what are the spells per level better to chose that i will not find early in grimories? - Custom Barbarian (don't know if it's the best, but here we go) - Name: Khan - Race: Moon godlike - Background: Slave Equipments: Weapon - Tall Grass Armor - something heavy to compensate 5 Res Focus - At least 1 second chance item, perception and dexterity. -Stats: Str - 10 Con - 6 Dex - 20 Per - 18 Int - 19 Res - 5 Ability / Talent per level 1 - Frenzy 2 - Greater Frenzy 3 - Savage Defiance 4 - Acurrate Carnage 5 - Brute Force 6 - Stalwart Defiance 7 - Threatening Presence 8 - Barbaric Blow 9 - One Stand Alone 10 - WF: 11 - Heart of Fury 12 - Savage Attacks 13 - Eye of Storm 14 - Bloody Slaughter 16 - Barbarian Retalitation Thx for the time and the help people!
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