mant2si
Members-
Posts
679 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by mant2si
-
Okay, I just post these videos there (you can compare DPS with HoF for pure Barbarian), I specially recorded Queen fight for this post. This is DD mod with +30% HP and +9L scale I made an error this is normal up-scaled PotD not DD And of-course I mean Unbending not Constant Recovery :D I if you ask me about early - middle - endgame, then again carnage is really bad, just compare it with any L1 AOE spell, Corrode touch or Chill Fog Carnage is bad if you compare it with any AOE weapon for any game stage Carnage is bad even when you fight with more than 1 guy But after your post I ended with good solo shaman build that can do 20 AOE DM per hit, not that bad, but single target damage still suck
-
If you look something different from Paladin/Rogue/Chanter I offer Soulblade/Devoted for tank, with Great Sword specialization, pick Fire Godlilke, level up Arcana to 2, cast Fireband, very solid build with cc, middle damage and good ropleplay And second one (Berserker/Mage Slayer)/Priest of Skaen, pick Death Godlike, Cast Death Door + Spell that increase buffs duration and kill all of them Now I'm little bit lazy to post entire builds by myself but you can try :D
-
Haven't tested yet. Since it's a low level spell, it should be a quick. Though, I've looked at the game files and it does not look promising. There doesn't appear to be any possible interaction with Carnage in the gamedatabundle files, just the unique melee attack made for the summoned weapon. It doesn't influence Carnage damage at all. The only thing Carnage will do is lay on a count of Static Charge if your secondary Carnage attacks hit. Pre-nerf, Fighter was definitely better than Barbarian in almost every way. We don't live in that world anymore, and to top it off Constant Recovery is not comparable to Carnage. They are two different passives achieving different goals. Carnage was nerfed to be farther behind compared to other damage passives unless there is a well placed mob, where you'll likely break even or better. Due to scaling and enemy variety, it's hard to adequately compare Carnage to upgradeable passives like Soul Whip, but over the course of the game you will see the Barbarian's Carnage net more damage than other single-class damage passives simply due to the consistency it brings in fights against mobs with damage immunity and/or high armor. Besides, the nerf lets the dev team throw all that power/potential into other tools in the Barbarian's kit. It's not meant to single-handedly win vs mobs like it did in PoE1. You have to use your active abilities in concert and risk exhausting your Barbarian resources to truly spike. Low startup, no cooldown Frenzy, instant Nimble + engagement immunity via Wild Sprint, quick cast Leap with relatively low cooldown (something you couldn't do in PoE1 until the very end of the White March), the list goes on. By the time you get Spirit Tornado, you can start spamming 30+ cold damage + Terrify AoE nearly every second, and this gets much higher with each PL beyond. It's beautiful and arguably makes the nerf to Carnage worth it. The last arguments sound very squishy, we play in world where Wizard can eliminate entire group with single spell, pure monks with unlimited Whispers of the Wind and auto-attack Resonate can kill last boss with - 4 - 5 htis, where Fighter can regen more damage than incoming DPS, where any rogue get 100% + 150% DM In current game state carnage without barbarian passive/food/poitions DM modifiers is garbage
-
Opening combat isn't the brightest idea when you're squishy anyway. If you wait a moment, some enemies will charge. After a Powder Burns you can switch to another weapon, with more range (and probably accuracy and penetration). You're correct with the formal amount of the recovery reduction bonus. But when you compare it on the same scale as other speed boosts/maluses (Frenzy, Bloodlust, Swift Flurry, Blind malus) it functions like 100% (compared with their +25/20/15 or -33%). Crippling Strike and the like do way more damage then a Backstab because they are Full Attacks (2 for the price of 1). That alone makes them more damaging. But on a Streetfighter they also get another 50% boost. They are significantly cheaper in both Guile and action time as well. Cipher CC abilities help the Cipher and the whole party. Assassin wasting time and Guile playing hide & seek only needlessly prolongs the fight putting more strain on the rest of the party. And I don't consider spamming invisibility potions a valid point of discussion. You can also spam spell scrolls and various other potions that will greatly help different aspects of your characters/strategies. But in principle they are a limited resource. You could spend a few during a boss fight or something. But personally I always hoard such resources and sit on them till the end of the game. But as assassin, you can cast 800 - 1000DM disintegration after first attack from invise, you don't need even wait for enemies around you > You're correct with the formal amount of the recovery reduction bonus. But when you compare it on the same scale as other speed boosts/maluses (Frenzy, Bloodlust, Swift Flurry, Blind malus) it functions like 100% (compared with their +25/20/15 or -33%). So we compare something like 60% and 30% ? I prefer 30% but without debuff > Cipher CC abilities help the Cipher and the whole party. Assassin wasting time and Guile playing hide & seek only needlessly prolongs the fight putting more strain on the rest of the party. I didn't get why do you need hide & seek at all with range weapon ? > Crippling Strike and the like do way more damage then a Backstab because they are Full Attacks (2 for the price of 1). That alone makes them more damaging. But on a Streetfighter they also get another 50% boost. They are significantly cheaper in both Guile and action time as well. There a difference between our suggestions, you offered to play as DPS rogue and sometimes use ciphers powers, I offered to use cipher DPS with assassin invisibility
-
This mod add +30% HP, and make all enemies scaled for 9+ levels, i.e you will never over-level 11L+ enemies. The main point to use this mod is disable bonuses which you get when you over-level enemies. Maybe with new difficulty mod Obsidian do something similar as this mod. For example all dragons has +30 Fortitude and +30 accuracy Yeah...not a benchmark. I don't know how to benchmark something like Magran Priest on normal PotD, usually all enemies die with single spell tick, if they don't immune to fire
-
You need to use blunderbuss with < 4m range to get your bonus and then run away to increase range between you and enemies, or you need attack allied guys, that didn't sound as good roleplay options > More like 100% Check spell recovery time in tooltip, your recovery time in cloth armor will be halved, nothing more > a 1 Guile Full Attack of a Streetfighter does WAY more damage then a Backstab You gain only 50% DM bonus > To me Assasin felt very weak and unefficient. You waste combat time trying to hide and loose precious ... you waste combat time with cipher cc abilities Assassin is about high DM from long range, disintegration, items abilities etc... > Guile resource that could instead be used to directly deal MORE damage You can always use potions of invise
-
I didn't get point to use Streetfighter subclass. In fact you get only 50% to recovery speed and receive -1 ARMOR, -10 DEFLECTION, -10 REFLEX. -5 ACCURACY debuff and limit yourself to < 4 range Any other rogue can use x2 pistol/rod full-attack to get max focus from 8m range There a chance that you can cast x2 cipher spells, but then you skip rogue damage abilities.... Just pick Assasin, equip 2x pistols, generate focus from middle-range/invise attack, cast Ectopsychic Echo, goto invise, cast Disintegration or Debuff OR If you need additional +3 PL, pick death godlike damage yourself before fight and start fight with other guy and then cast Disintegration with 1000DM
-
Okay, the last try: You need Fighter/Beckoner, take Gravecaller in the off hand, summon minor blights via scroll, goto enemies center, cast unbending, summon skeletons, start kill skeletons, mob stance will trigger full AOE attack with Gravecaller and Blight, Gravecaller wil give you x2 bonus (1 from Skeleton, 1 from Full attack) and cast chillfog or summon imp :D There it is - fun DEATH KNIGHT build for solo play Note: What will happen if we use armor with Riposte ? Did skeleton trigger riposte, die and produce more Full Attacks ?
-
or they can leave rage and just give barbarian buff and debuff depend on eaten meat until next rest or 500s. You eat human meat (randomly chosen heart, brain ...) you get bonus to Int, Resolve ... and debuff for Might, Constitution You eat beast meat (randomly chosen hear, brain) you get bonus to Strength, Constitution and debuff for Int, Resolve You eat dragon meat, you get dragon breath ... They can even make this ability work in battle some like Corpse-Eater bite 3 rage, 50HP, Raw Damage DOT .... :D The bonus will works for all battles
- 54 replies
-
- barbarian
- corpse eater
-
(and 1 more)
Tagged with:
-
You don't need to hit all skeletons at once, you can manually target skeleton and then mob stance will hit random enemy around you, then you can target your skeleton again and again, if you upgrade saber to chill fog, you will cast a lot of them... You can use minor blights from scroll with barb combination to no-recovery/infinity AOE barbaric blows
-
Yep, that is also my thoughts when I picked Priest as weakest class But with current game balance they can't fix that, otherwise they need to: Add hard cap formula to Deflection Add hard cap formula to Accuracy Add hard cap formula to PL Add hard cap formula to Reflection etc.... Fix infinity monk procs Nerf rogue damage Remove druid scrolls Nerf chanter summon etc... For my point of view they need only review encounters AI, make mages cast different spells, rogues use invise, fighter block and defend mages... They don't need nerf or fix for DPS priest if some of enemies will run out of AOE spell range or if mage will cast Arcane Dumper on you when you cast Death Door They can make this AI as additional checkbox in difficulty screen, I really want to play in party and use some cool classes skills combination, I want manage targets priority, manage aggro, kills mages from invise ... but currently game offer only numbers management In fact they only need to develop tool for manage encounters AI and give it for community, then we can fix enemies AI by ourselves
-
Yeah they count as kills. Blood thirst refunds ur recovery. Blood lust triggers. Barbaric blow gets refunded. I can only say that with mob stance combination this skeletons kills can produce full attack spamming, need more tests :D You kill skeleton -> summon Imp or cast Chill Fog and do Full Attack, Full Attack Increase your bonus from Saber ... You take Polaxe kill skeletons, this kill trigger next skeleton kill ... etc
-
This mod add +30% HP, and make all enemies scaled for 9+ levels, i.e you will never over-level 11L+ enemies. The main point to use this mod is disable bonuses which you get when you over-level enemies. Maybe with new difficulty mod Obsidian do something similar as this mod. For example all dragons has +30 Fortitude and +30 accuracy
-
Which one ? I assume that only Magran and Skaen is viable options for pure Priest, Skaen because his symbol target deflection. All others symbols target fortitude i.e bosses will **** you :D This isn't poe1, so fortitude isn't the end-all defense for enemies (even big ones) like it was, and it's much easier to debuff fortitude in deadfire (worst case scenario just grab a morning star proficiency for a huge, unresistable -25). also determining viability for pure priest based on one PL8 spell is sort of.... not right? also you must be mistakenbecause i think the only symbols that target fortitude are wael's and berath's. Magran gives you a lot of nukes to cast, Berath doesn't give you as much (just Touch of Rot essentially), but gives you some interesting debuffs and also Rot Skulls which is a really nice summoned weapon. Still good and comparable to Magran, just not as good as Skaen or Wael imo. I compared only L8 symbol because they unique priest skill and you can cast them 3x time (AOE spell which do 100 - 200 damage per tick for 10 tick). You can even place 3 symbols at once Magran symbol target will and put Blind - L3 affliction (which reduce Armor, Deflection, Accuracy, Reflex), you can lower will with any single-hand club, Magran symbol has Fire keyword i.e has +5 PL from gear and +1 penetration, +10 ACC from Ring I don't like Wael because I always play via Death Door combination, I don't need deflection and Wael symbol didn't put any affliction and doesn't has +1 penetration from passive tree I don't like Berath because his symbol can't hurt endgame boss and don't has PL bonus from gear All dragons has +150 Fortitude, I don't know how you plans to lower this value even in party
-
Nope, you right, this subclass the worst one They must make this ability passive, reduce health regeneration to 10-20 and rage refund to 1
- 54 replies
-
- barbarian
- corpse eater
-
(and 1 more)
Tagged with: