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Natures Bounty

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  1. Ok, my statement was imprecise. I was thinking of an off-tank troubadour who uses summons. In such a case, summons plus your main tank will most likely stand closer the the horde of enemies than the chanter. E.g. in my current playthrough with such a chanter, I just don't hit enough foes with "thrice was she wronged" that it feels overwhelming. But I can see that it's like a lightning festival if you're standing at the very frontline and manage to get maximum usage out of the aoe cone. Sure, there is such a thing as PL-scaling, yet in the case described above, my subjective impression is
  2. I don't agree on the summons part here, at least not generally. The early level summons are quite bad indeed, and I wouldn't take the skellies either. However, mid- to high-level summons are very strong and will make a difference in almost every fight. It's more about the question whether you like playing with summons, not whether they are powerful. Thrice was she wronged and its upgrade are very strong in the early game, but I feel it becomes less and less useful the farther you progress. You can't spec out of it, if you select it at char creation. So I would select Hel Hyraf at char cre
  3. With Eder as main tank, you should be fine. I'm on a playthrough with Eder as main tank SC fighter, SC troubadour off-tank with versatility plus 3 casters. Works very well on potd. Medium shield should suffice for your chanter, you lose quite a bit of accuracy with large shields and the medium shield modal is quite good, too. Eder wears two-handed weapons like willbreaker btw. Refreshing defense plus the recovery passive are usually enough alongside situational party heals to keep him alive, wearing medium armor. But that's mainly true from mid- to endgame. In the early game, you might need mo
  4. Could you tell whether it's important to you in terms of roleplay that your MC is a classic main tank? By classic main tank I mean a char that is the first to step into the way of your opponents, engage multiple foes and soak up a lot of melee damage. Because if you want that, a SC Troubadour will have quite some problems to fill this role in combat. You will lack engagement slots, HP and possibly defenses to do that, no matter what your attributes look like. In that case, I would suggest mutliclassing with fighter, or choose arcane knight, herald, etc. as your class. If you are not set o
  5. Thanks, I was quite blind in that regard. Tbh I didn't even think of chanter invocations as spells. I realize that I should maybe have a look into spell reflection mechanics, what can be reflected or not. Also a good point, thx! I was not aware that Eld Nary can turn against me even if the casting party member gets confused after casting the invocation. I've been searching for downsides of Eld Nary, it seemed too good with the high base damage, number of jumps, high base penetration. That's quite a big disadvantage, actually. The strange thing is, I cast so many spells in that
  6. Hey guys, I seem to have hit myself or one of my party members in up to three different encounters with Old Nary's Curse now. I wonder whether that was an intentional part of its mechanics or just buggy. It's difficult for me to tell, because last time it happened was the fight with Nemnok, and the battlefield got so crowded, and there was tons of spell effects and afflictions so that I had a hard time of keeping track of everything that was going on. The combat log and the afflictions tooltip showed that my MC got hit by an empowered Eld Nary's Curse (maaaan, I hits like a truck). The
  7. The game is not perfect and I love it. And, not but. After all, the multiclassing system (well, dualclassing actually) is quite balanced and that is a great accomplishment, really difficult to achieve. It's simply beautiful to be able to play a Psion or Beguiler / Priest of Wael (ok, that feels like a multiclass :-)) Even more so, I remember some points in the game when I got really enthusiastic because of the intense atmosphere, e.g. Evon Dwer in Beast of Winter. So for me, there are enough highlights in the game that I can forget about bugs etc. I can say that although I was
  8. Let me add that the Aspirant's Mark talent is very valuable in the early game (debuffs enemies for -8 deflection an -8 reflex once per encounter). Combined with Inspiring Radiance, you will hit much more often. You can pick it with any char one even levels. I like to pick it with Kana on lvl 2 or 4. Let Kana chant only the phrase "at the sight of their comrades". That gives you up +20 fortitude when phrases overlap, so you don't get stunned by phantoms or proned by kith. It is much better than the other early chants. Although this is counterintuitive, the early game is the hardest p
  9. Thank you all for the insights! Really appreciate the discussion. I decided to roll wit Encore, as it fits better with my playstyle. I simply want to rest from time to time. Maybe it's the false hope that Durance or Grieving Mother pop up and and bring up some weird discussion ;-). Jokes aside, I just don't have the meta knowledge to go for specific bonuses in a no rest run. My party members get injured from time to time, plus I seem to have a good grasp of when to use empower. But I see the argumentes for Refreshing Finale now and may try it in a future playthrough (with bonus shena
  10. Hey guys, I've read several recommendations to enchant the Scimitar with "Refreshing Finale" to get the empower point back plus 3 phrases. But I am not sure why people seem to not choose "Encore" instead. I am currently running a POTD non-upscaled party with SC Troubadour, Pallegina, Eder, Aloth and Xoti, Lvl 15 atm. I do not really need to empower (mostly Eld Nary) in every single fight, I don't need that in "average" encounters. But I want a good bonus in the tough fights, and it seems like "Encore" would just give me that: does it not allow me to both summon instruments of death p
  11. Personally, I monk and wizard the most for soloing. The monk is beefy, has good defenses, and his offense is great right from the beginning (torment's reach is so devastating). The wizard is probably the most versatile class and has an answer to all the problems. But that is just my personal taste. I don't like it when fights take too long, which is the case with paladin and chanter (before Lvl 9), in my opinion.
  12. The dragon's fear aura targets your will defense. Choose those two cipher talents that retaliate against will attacks with stun + raw damage. The Dragons will perma-stun and ultimately kill themselves, if you stay alive long enough. I think psychic backlash is the name of the first talent. Use potions of vital essence, defensive and CC cipher powers to stay alive, maybe borrowed instinct to push your accuracy, and a scroll of immunity against fear. Kill Llengrath early. Disintegration and recall agony are also great cipher powers for beating meaty foes like dragons. But as Boeroer pointed ou
  13. as you might already know, firebrand is a great melee weapon for ciphers early on because it fills up your focus very quickly. with forgemaster gloves plus that nrw soulbound belt you can summon firebrand 6 times per rest. whispers of treason and mental binding can protect you early on. during midgame, I like to protect my melee ciphers with those turquoise cloaks that allow you to insta-cast mirrored image. you can also cast vampiric shield out of combat on one of your teammates with min RES, but that is a bit cheap imo.
  14. I agree that the base damage of tlp is a bit too high, but if we talk about balance, priests, wizards, druids and the dragon thrashed should also be nerfed to some degree. the mechanics of poe 1 are fun and interesting. Still, they require rebalancing, although they were patched so often. I do not understand why the devs decided to throw all this work away and develop so many new but totally unbalanced mechanics for poe 2. why start from scratch?
  15. I found monk and wizard fairly easy for soloing, but these are the only two classes I have tried. I can recommend both, though. The wizard is just so versatile, he or she can handle all situations the game throws at you (but you need some experience and knowledge how to use the spells efficiently and which spell combos are good). Plus the per rest casting system allows you to drown your enemy in the sheer volume of magic in a single encounter. Monks are beefy and can deal a lot of damage. The Monksterlasher / Anvil builds are good for soloing. Will your solo run be ToI mode, and do you intend
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