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mant2si

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Posts posted by mant2si

  1. OP, should be more specific for which builds he post this info. For example, I didn't use any armor from TIER 1 & TIER 2 for my solo plays

     

    > Gipon Prudensco: Can get Immunity to disengagement attacks. Good if you want to rush past frontline to get into the backline.

     

    This argument looks like OP only read info about this armor on WIKI

     

    >Blackened Plate Armor - Grants damage or heal over time aura. Random Mind Inspiration when bloodied. The second Aura deals damage over time and reduces armor by 1

    >Patinated Plate: Chance to Stun attackers when hit with a melee weapon. +armor against melee attacks. Strong on a pure tank but makes you super slow

     

    TIER 3? What? How can someone put possible Legendary Plate armor on TIER 3? Only 13AR make this armor very strong

     

    > Miscreant's Leathers: Hands down the best armor for dps due to the reduced recovery time

     

    But robes has 0 recovery time and 7 or 9 armor doesn't make any difference  on PotD

     

    > Sharpshooter's Garb: Best Armor for Arbalest/Arquebus/Crossbow users. Reduces reload time.

     

    If you already stack a lot of recovery bonuses, the robe will be better

     

    > Reckless Brigandine: Increased Action speed per engaged target. Best armor for tanks with a lot of engagement slots

     

    -4 to pierce armor make this armor useless without proper deflection stacking

  2. mant2si I think had some success earlier in the thread killing skelletons while in melee range of nearby enemies.  Mob stance triggers when you kill the skelleton, and then cleaves an attack onto a nearby enemy.  That's what I was referring to.

    Yes, that works, I even create pretty fun death knight build, but it doesnt work with DD mod, that why I didn't post it. 

     

    Fighter/Troubadour  take Gravecaller in the off hand, summon minor blights via scroll, goto enemies center, cast unbending, auto summon skeletons, start kill skeletons, mob stance will trigger full AOE attack with Gravecaller and Blight, Gravecaller will give you x2 bonus (1 from Skeleton, 1 from Full attack) and cast chillfog or summon imp :D

     

    Now exist 2H AXE with AOE attack on kill

  3. Thks for the response, i forgot to say that i was aiming to a solo build.

     

    As a side note: draining from concelhaut staff consider also the lash dmg. So to maximize the chanter part you should go troubador with mith fyr + old siec

     

    As a side side note : draining weapons were super common in poe1 and super rare in poe 2

    This class should work very well for solo, at least all x + chanter can solo game

  4. New 2H sword heal you on kill :D Pick Troubadour (select only debuffs and don't forget about Many Lives Pass By, Each Leaving Footprints) sacrifice your own summons and heal your party. (You can par it with Corpse Eater for more thematically game-play) 

    Conjure souls and flesh of your enemies and minions :D

  5. What the Barbarian class is missing: accuracy, defenses, healing, penetration (less of an issue if you take the crit talents as critical hits fix this problem)

    Subclasses: Berserkers multiclass very well. Several abilities from other classes can completely negate the penalties of the improved Frenzy, and the extra penetration and Armor is huge. Items like Modwyr can also do the trick. Corpse-Eater provides a situational heal and extra resources in a fight, but at the cost of damage uptime. Mage Slayer’s penalty is very difficult to build around and is not recommended, but I’m sure there’s a way to make it work.

    Pairs poorly with: Casters, because they don’t tend to get much benefit from Barbarian passives. Ranged barbarians are harder to get working since Carnage doesn’t apply, but Frenzy and Barbaric Smash are sometimes worth it.

    Very fun reading, thanks :D I know you want some feedback but most of your suggestions is very questionable ? Why lack of accuracy ? Why didn't work with casters ? Why not ranger ?

     

    Same with other classes 

     

    Will be better to create post with links on subclass discussions, because this will be more informative 

    • Like 1
  6. Pure ranger? Why not Scout? Possible +160% Sneak & Deathblow attack damage seems totally worth it to me. Plus affliction/DoT bonanza (in aoe with rod modal or dual mortar).

    Because OP ask about a lot to do. Of-course you can pick Scout, but then you will return to same point as Marauder but only with ranged weapon

  7. Similar tactic could in theory be used with Frostfall to keep extending some hard CC's indefinitely. If someone wants to test it out :)

     

    OMG did this mace proc on friendly target kills ? So chanter/priest can cast empowered Cleansing Flame and then kill their own skeletons to increase it's duration ? That sound pretty crazy, because Cleansing Flame has very high base damage and fire keyword

  8. So I will offer you to pick pure Ghost Heart, you can start with DW scepters/pistols -> Switch to Watershaper's Focus/Frostseeker -> Switch to 2x Blunderbuss or any melee weapon that synergy with WW strike 

    You want to help your druid land AOE ? Use WW + Morning star Modal 
    You want AOE dispel ? Then Blunderbuss your selection
    You want to stop enemies from moving ? Use Thorny Roots
    You want to put strongest DoT AOE ? New Mace + <a data-ipb="nomediaparse" data-cke-saved-href="https://pillarsofeternity.gamepedia.com/Eccea"href="https://pillarsofeternity.gamepedia.com/Eccea" s_arcane_blaster"="">Eccea's Arcane Blaster + WW
     
    Each new PL you will get more and more different tools and skills, check The Arcana Archer , The Deep Leap

    P.S For Pirate role-play, I offer to install mod that give you bird companion + you can use Sabre + Pistol as main weapon set :D And Red Hand as second weapon

  9. Priest of Magran - because of PL stacking 
    All Magran PL8 - PL9  spells has Fire keyword - now in game exist 2 weapons with +2 to fire power level, pet with +1 to fire keyword, and ring that give you +10 acc to fire spells
    Death Godlike with Death Door will give you additional +3 PL
    Prestige talent +1 
    And potion +2

    Which in summary give you +11 PL to L9 spells, you can go further and empower it and receive +16 to PL ~ (didn't remember correctly) 160% ~ 80% 
    PL bonus multiplicative which mean if you has 20 strength (+30%) to Damage + (25%) potion of last stand + 40% (RED HAND) + 20% Captain Food ~ +(115 - 130)% DM 
    --- 

    Which in summary produce 3x - 4x DM output, with symbol of Magran each critical tick usually do ~200DM, you can cast 2 symbols, and watch how your enemies melting

    Symbol of Magran also target Will defense instead of Fortitude, make your enemies blind, and hit only FoE targets 

    Usually you cast BDD and run into middle of enemies group, cast symbol 

  10.  

    You miss 2H sword with Healing on Kill

    Yeah I haven't found the sword yet, but tbh I sounds pretty straight forward. Healing on kill, more healing on death, hit to crit chance which we aren't sure exactly how much it is. All scaling off religion.

     

    Maybe it will even proc on Chanter skeletons kills :D And produce a lot of free healing

  11. The long pain fists deal a little more damage than normal fists, but have slow recovery instead of fast, so overall it’s a damage loss compared to normal fists. But you can probably do stuff like pair it with driving flight for overall strong effects. I haven’t tested it, though.

     

    Monk fists had better do more damage than any normal one-handed weapon, but I think they exceed normal weapons by a little too much, now. Fists deal 37.5 percent more than a club, have an innate 2 accuracy, compared to a clubs 5, but also get a slight damage boost (5 or 10 percent, I forget) and innately have one higher penetration. It’s almost impossible for normal weapons with damage focused enchants to keep up, though obviously some weapons are better on specific builds. I think fists should deal about 30% more damage or lose their innate penetration, accuracy and damage bonuses.

    Yeah, but what bother me more is their scaling with PL :D This is already 5M range DW weapon but pure monk will also get +95% DM ? and +7 to pen ? I don't fun of big numbers, but I want to see same scaling and base damage on Druid claws for example 

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