mant2si
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I assume that on L1 this fight will be hard as hell, maybe street-fighter/druid can do that in bear form :D Heh on L2 if we can use something like Explosives and Traps not so hard
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Yep, you put chill fog under your feet, buff yourself, cast pull of eora, when enemies reduce your health to 50%, then blind affliction will be removed, jump to center of eora spell and kill them You can take one injury and use helm that give you immunity to interruption, I suggest play as human to max accuracy bonuses If you played solo, to get free injuries, kill Eder in ship before first fight, and use his armor :D If you run out of resources switch to shield and jump to corner -> If there ranger enemies cast minor blights and attack them If there only melee use your fists Pretty easy tactic :D
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Hmm, alright... So maybe something like this. 12 Might (6 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion +2 Gloves) (16 with food/21 with Inspiration) 22 Constitution (18 Base + 2 Berath's Blessing +1 Rauatai +1 Effigy's Resentment (Durance)) 18 Dexterity (14 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) 16 Perception (14 Base +2 Berath's Blessing) 22 Intellect (18 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) (As high as 30 with Smart Inspiration/Drugs/etc) 7 Resolve (5 Base +2 Berath's Blessing) (10 with Drug) If my Resolve is so low, should I bring Riposte or drop it for something else? Or will my Deflection bonuses from Wizard spells make up for it? Keep riposte, because chill fog apply blind affliction, and Citzal's Martial Power stack with Llengrath's Safeguard, so you can hit 130 Deflection and lower enemy Accuracy You also need talent that give you immunity to perception affliction with low life I usually ended with 3 scenarios: Kill all enemies before you run of spell Kill bosses with unarmed fight talent, before run of spell With long fight use monk shield and minor blights or unarmed fight
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> What boots give you +2 Dexterity? Also, does the Upright Captain's Belt give you +1 Con, or do you need to choose between Pull of Eora resistance or having the additional Constitution? You need resistance to pull of eora https://pillarsofeternity.gamepedia.com/Footprints_of_Ahu_Taka or much better https://pillarsofeternity.gamepedia.com/Boots_of_the_Stone can be found during theater quest in Dunnage > Furthermore, I'm assuming there are dialogue checks you can use to threaten people that don't rely on Might to succeed? You can take gloves that give you +2 might and food that give you +4 with yourself > Also, for PotD, isn't a super high Perception something I should shoot for from the very beginning? Or do I not need it because of the Afflictions/Aware Inspiration/other bonuses? For start you can take bracers that give you +3 acc and use drug that give you +3 to perception, pick unarmed fight talent + palm shield for additional 5 acc, persistent distraction will reduce your enemy deflection by 10 > Also, I assume this build maxes Alchemy, and the Drug bonuses are with 1.2 taken into account? You can mix alchemy with explosives
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Thanks for the feedback! I went ahead and swapped out Arcane Dampener for Pull of Eora. Edit: I'm not exactly comfortable dropping Constitution that low, especially since Might isn't really needed that much in a build like this. I might consider dropping both it and Might to bump up Resolve for more Deflection/Riposte chance though... * To use Pull of Eora you need Captain Belt My stats for this build 06 MIG -> 8 with blessing -> 9 with gift of machine -> 10 with potion that give you 1 attribute -> (+15 with inspiration) 17 CON -> 19 with blessing -> 20 With Durance Effigy's Resentment -> 21 with belt -> 23 with per rest bonus (+28 with inspiration) 16 DEX -> 18 with blessing -> 20 with boots (+25 with inspiration) 14 PER -> 16 with blessing -> 19 with drug -> 20 with per rest bonus 18 INT -> 20 with blessing -> 21 with amulet -> 24 with drug -> 25 (per rest bonus) -> (you can hit 30 if you used some item that give you intellect inspiration 05 RES -> 07 with blessing -> 10 with drug
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Video with Queen fight for the same build https://forums.obsidian.net/topic/103001-build-concept-aoe-spellblade-or-why-summon-weapons-the-stronger-weapon-in-the-game/ :D Very fun build, good job for role-play part, I suggest to put one skill point to Pull of Eora I also dump constitution to get bloodier state with 150 - 170 HP
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I was a bit worried about streetfighter+berserker that it would be very squishy. And since trickster got nice buffs this patch i wanted to give it a shot. Please note that i am only strictly interested in solo potd upscaled with no beraths viability. I dont care about group viability. Very squishy To do solo PotD you need: * High regen + Constitution * Regen that overcome damage (only fighter has it :D) * Stack armor (Paladin or Barb + Fire Godlike + Heavy Armor) * Stack deflection something like 130+ * Big and strong AOE, Druid, Mage, Priest * Cipher CC * Summons
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I post https://forums.obsidian.net/topic/102168-build-glanfathan-soul-hunter/, this build for solo play, but if you plans to play with party, just switch armor on light and pick second weapon instead of shield :D You also can change any passive spell's like Sneak reflexe's and Bear Fortitude, Defensive Bond to some offensive skill from Ranger Tree
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I tested it, Carnage ability didn't apply skills effect on multiple targets, will be better if we can cast martial skills on multiple target (as spirit lance) but with less damage. Otherwise increase carnage damage at least to 50% percent and remove all other damage modifiers I afraid that Rogue's can abuse such big damage amount, if you can limit rogue deathblows to single hand weapon (+ we wait nerfs for streetfighter from obsidian), this weapon type will be good choice Applying martials to multiple targets is absolutely broken. Besides the obvious unlimited stunning surge.. Imagine barbaric blow on 5 targets, each of which triggering its own instance of carnage in addition to the weapon aoe itself, Rogue applying aoe arterial strike, fighters locking down entire groups for minutes with constant aoe knockdowns... Just no, applying weapon abilities in an aoe is no bueno. Just breaks the game. I don't have problem with multiple barbaric blows (with 70% damage reduced). Just imagine - DW rogue|monk with full attack can do 150 - 200 DM, to do same damage with AOE, you need - 70 damage to primary target and 30 DM to five targets near There exist at least 3 range weapon that do AOE which apply skills effect without damage reduction Don't forget that all DW characters has 2x recovery speed and 2x unique bonuses Normal player will use 2H weapon with heavy armor which mean at least 5s to recovery Oh I forgot mages, druid, priests who do in large AOE 200 - 400DM per 1 skill, and Rangers who already has driving flight that works with multiple projectile weapon. Cipher do 700DM per one disintegration... And unbalanced monks with their bugged shield +20 Deflection, +10 Reflex, 2 DW recovery, additional wounds and possible deflection per wound... so balanced Did PoE I carnage with 2H break game ? Nope again only DW. Even Tidefall with carnage didn't break game The problem only L3 afflictions (Stun, Paralyze) on AOE, because of that I limit different weapon AOE in my suggestion. In my suggestion there no weapon that do similar AOE as spirit lance or Minor Blight
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I tested it, Carnage ability didn't apply skills effect on multiple targets, will be better if we can cast martial skills on multiple target (as spirit lance) but with less damage. Otherwise increase carnage damage at least to 50% percent and remove all other damage modifiers I afraid that Rogue's can abuse such big damage amount, if you can limit rogue deathblows to single hand weapon (+ we wait nerfs for streetfighter from obsidian), this weapon type will be good choice
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Thanks, I will test this tomorrow with DD mod on, I'm already record video with WotEP so I can compare clear up speed for Queen fight :D Everything that is an aoe attack is game breaking op right now if it procs anything else (see page 4). Only with monks skills combination. For all other classes 60 - 75% damage reduction will be fine. Poleaxe that do AOE damage not fixed in current game version, but you can find fix in bug section forum
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Yep, good Idea, maybe you can replace all existed modals and make all of them do AOE damage with cost of accuracy (as first step) You can always replace all 2H items :D Great Sword will do 90DEG attack with 33% DM Estocs will do 90DEG attack with 40% DM Pollaxe will do 360DEG attack with AOE 25% DM (Make all of them use Wahai Pōraga animtaion) Pike will hit 2 random target near your primary target 33% DM Morning star, Quarterstaff will do 180DEG attack 25% DM Then we need mod which will replace monk crit -> hit abilities and stunning blows, and change spirit lance and Wahai Pōraga which attack multiple target
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1) Monk - OP, unlimited mortification for Stunning Surge and multiple hit on crit passives 2) Chanters - OK, Same as in PoE I, Summoning rules 3) Rogue - OK, Streetfighter's OP (Remove +100% Crit DM modifier, make recovery buff add only +25% RS), change Criplling stike to primary attack 4) Wizard - OK, Make Chill fog apply L1 affliction instead of L3 5) Ciphers - OK, Beguiler under-powered 6) Paladin - OK 7) Figther - OK, Make charge do Primary attack 8 ) Ranger - OK, Miss some attractive skills 9) Druid - Bad, with current scrolls consumables and shiftier scaling 9) Barb - Bad, miss DM and ACC buffs 10) Priest - Bad, add real buff's instead of inspirations
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ROFL. "Look, when I juggle overripe avocados with rubber gloves then it's no disadvantage that I have no legs. It's a myth that having no legs is a disadvantage when being a circus artist." Not to forget that the main problem of Two Handers vs Dual Wielding is not auto-attacks (or Primary Attacks) but FULL Attacks. It's the Full Attacks that make two handers strictly worse. Then at least they should be better with auto-attacks in general to balance that, shouldn't they? Or they should add something that makes them Superior to dual Wielding in some cases. +1 PEN is a first step and maybe it's sufficient. At least at PoTD it can be an advantage. They can add AOE for full attack for all big size weapons, nerf monk Stunning Surge mortification recovery, make crippling strike primary attack, and add bigger DM bonus to carnage