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Ensign

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About Ensign

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    (4) Theurgist
  1. Why the preference for Sanguine Greatsword over Effort or non-greatswords? I presume the self heal on crit is valued highly?
  2. I mean that (Wizard) Aloth and (Theurge) Tekehu are versatile classes that aren't dependent upon tricky synergies to make effective. Aloth can nuke or debuff or use summons, there are a variety of ways to take him and with the composition of the party any of them would work. Theurge Tekehu isn't so versatile, but gets free spells on both the chanter and druid side - if you use those and don't try and do anything too crazy he'll be very effective. I don't think you need feedback there. Summons don't need to be a priority or your main play pattern. I just mean that if you see a lot of en
  3. Quick thoughts: Theurge Tekehu and Wizard Aloth are staple characters. Single class wizard (no subclass on Aloth; could be Evoker or Blood Mage custom) is really flexible with lots of good options. Theurge Tekehu is a bit less flexible given the subclasses but the guide you link is solid for building around his strengths. Two weapon Fanatic will be solid. This is your primary engage in this composition. There is a bit of cross purpose between the two classes, as the dual wield works wonders with Flames of Devotion but less amazing with the Barbarian's resets. Still a good call, wa
  4. Also a big Pain Block fan here on pretty much any Cipher. The nature of the class is to spam whichever power is most relevant, and the ability to transition into a spot healer on demand for the cost of a single ability point is really strong. You don't need to build around it as a Cipher healer or whatnot, let someone else do the heavy lifting and use it as a complement as necessary.
  5. I wouldn't want it to blow out in combination with Sneak Attack on a Mindstalker. That said it would be worth considering converting it from a 20% vanilla damage mod into a 10% raw lash (which would then be doubled by Biting Whip).
  6. Stat priority is pretty straightforward - for a ranged Mindstalker you can safely dump resolve as far as you are comfortable, and constitution is fine in the low to mid (8-10) range. For your other stats, perception and intelligence are always good for accuracy, area, and duration of powers. Might is really important if you are using a lot of damage dealing powers, but if you are more focused on control might isn't all that important (you will get plenty of +damage from your rogue abilities). Dexterity is also always nice, and higher priority if you use a two hander, but generally not as im
  7. A properly scaling imbue: missiles should blow twinned shots out of the water. Besides the base damage IM will presumably get a big accuracy bonus which will easily push it over the top of the (rather pedestrian) twinned shots.
  8. I can only assume this is one of the many shop bugs in the game. I would think these would want to work like Royal Bronzers from the gunsmithy - one available initially, then additional ones popping up every few days - and the flags are just not set properly. ...and yeah, it's unfortunate, they'd be a fun cannon to play with.
  9. Well, the main design problem with the PEN vs AR system is that the possible range of AR and PEN values you can achieve increases as you progress through the game, but the effective range continues to be constrained to that 3 point difference. That makes it feel like it unravels late game, where you either stack so much that it defends everything or you don't bother since marginal investments don't do anything for you. PoE1 had a similar problem, where the DR made a big difference early game, but as you progressed damage scaled up much more quickly than armor could, leading to a situation
  10. You can scale AR and PEN with difficulty or with upscaling but not both. Even 'end game' enemies are usually level 16, so on PotD upscale they'll get +2 from PotD and +2 from level scaling. I think the +2 ar/pen at par is important to keep the mechanic relevant to modest optimization but the +4 you frequently encounter really narrows down the range of acceptable options.
  11. I agree with this, and I think it's more to do with some of the map levels being set too low for the foes in them. The Neketaka transition encounters for instance seem like they have an almost absurdly low level, since I see full upscaling on them every time even if you hit them at level 7.
  12. The only parts I would fiddle with are over penetration thresholds and the bonus penetration from crits. Those two mechanics are multipliers of armor instead of arithmetic differences, which makes them behave differently throughout the game. I'd fiddle with changing those to a flat AR difference threshold for overpen and a flat penetration bonus on crit.
  13. Ranged DPS weapons are 100% the highest priority. Melee martial characters have a bunch of good options for swapping to different damage types or a higher penetration set, but ranged attacker's options are a lot more limited. There are only so many good scepters to go around after all. I'm a little skeptical of using it on armor. It's nice in principle to shore up a heavy armored character, though for a main tank / primary engage that is usually overkill - I can't remember the last time I had a party wipe from a tank being overwhelmed. That said I can definitely see it on say a Barbari
  14. As obviously good as a full 5% anything to crit conversion trait paired with 5% auto miss would be...I hesitate to call it out as obviously a must have just because it doesn't scale amazingly with really min-maxed characters. If you have already pumped accuracy through the room and debuff effectively does a bunch of miss to crit conversion really help you that much? Who am I kidding that trait would be sweet and you'd take it at high priority on everyone.
  15. You got me! 5% conversion on all rolls would be nice. I'd price that at about a 4% (real) damage increase, as compared to the current 1.7%. That's worthwhile. Or hey go real natural 20 style - 5% of all rolls are converted to crits regardless. Miss to crit gogo! Yeah, it'd be well over budget (especially when you tack the defensive bonus on), but that's the flavor of it, right?
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