
hansvedic
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Quick question regarding Power Level and spells that apply damage multiple times (e.g. Relentless Storm) and damage over time spells (e.g. Touch of Rot): If I were to equip some +PL gear, cast such a spell, and then switch the gear I'm using, would the subsequent ticks/applications of damage use the PL I had when casting or my current PL? Here's a couple examples to further illustrate my question: 1. Let's say I have Deltro's Cage and Lord Darryn's Voulge equipped, and I cast Relentless Storm. Relentless Storm hits enemies once, and then I switch to another weapon (or spiritshift). Will the subsequent hits of Relentless Storm use my current PL (w/o Lord Darryn's Voulge (and Deltro's Cage if Spiritshifted)), or the PL I had when casting? EDIT: Just tested this one, and the PL does drop after spiritshift. 2. Let's say I have the Spine of Thicket Green w/ beasts upgrade, and I cast Plague of Insects. I then switch weapons or Spiritshift. Same question as above: what happens?
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A Berserker could also be a good candidate if you don't mind the -10 deflection penalty for +30% hit-to-crit, not to mention Bloody Slaughter. In addition, a Streetfighter rogue might also be viable, if only for the greatly increased attack speed when flanked or bloodied + Dirty Fighting. Of course, staying bloodied or flanked may be too much work. EDIT: But yeah, Fighter's Intuitive inspiration is certainly an excellent option.
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Basically, the Troubadour modal causes each phrase to take 3 seconds to chant instead of 6 seconds, but removes the linger time on the phrases. Since the phrases take half as long to chant, you can build up phrases for invocations much more quickly and reliably than with any other chanter subclass. That being said, the tradeoff is no linger, so you'll generally want to stick to one phrase that you chant repeatedly. I hope this helps. EDIT: No linger means that, after the 3 seconds of phrase chanting is done, the effect of the chant should also be done and the next one begins.
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Unless something has changed, a Skald can only gain phrases through *melee* critical hits, and since critical hits are rare on Path of the Damned (PotD), I would recommend a Troubadour for a summoner build. Also, with that low CON and RES, enemies are going to target you like crazy. You're going to need a really good tank or front line, like an Unbroken/Trickster (or maybe Eder with the Defender modal and Overbearing Guard), to keep the melees off of you and even then ranged enemies will want to kill you first. I'd recommend having at least 8 CON. Still, summoners do very well in this game.
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You're going to have a lot of additional accuracy, which will help in landing those Fortitude-targeting spells. Maybe consider going melee w/ a Morningstar for a fortitude debuff and rely a lot on Druid DoT spells? Or perhaps shoot for Aamiina's Legacy (a ranged weapon), which has a chance to stun on hit, for additional fortitude debuffing? EDIT: From my knowledge, Beastmaster isn't exactly one of the most favored combinations, especially on PoTD, but perhaps you can make it work.
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Thanks for updating this awesome build! I look forward to hearing about this other character, if you haven't already put it out there (have you?). Also, have you considered using battle axes on this character? The modal, when used when you have the streetfighter recovery time bonus, allows you to inflict quite a few long-lasting bleeds (60s base, 10% of swing damage per 3 seconds). This might be useful for enemies that you need to outlast rather than kill quickly, especially given all the time you can spend untargetable or unkillable with stealthing abilities, Withdraw (Footprints of Ahu Taka perhaps for an extra cast), BDD, and Salvation of Time. I'd be interested to hear your thoughts on this.
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Okay true. I guess the times I’ve tried summons hasn’t been overly fun for me. I have rolled a chanter maybe 7-8 times only to feel it as underwhelming. I know it is possible to have a chanter that hits like a truck and stands like a brick wall, I just don’t know how to achieve that. Maybe consider doing something like this build: https://forums.obsidian.net/topic/100407-class-build-harbinger-of-berath-street-fightertroubadour/ Perhaps with Battle Axe modal and medium shield modal (when streetfighter bonus kicks in) it will still attack plenty fast, will have decent defense, and will hit hard and make things bleed.
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only as a stat stick if you are on a caster if the wizard blightheart upgrade (+10% damage done as carrode) is still applied to a varried range of abilities - it used to work that way but may have been changed What about the +1 phrase on kill for chanter multis w/ strong non-weapon killing abilites, such as a Troubadour or Beckoner combined with an Evoker? Has anyone tried this? EDIT: If the on kill effect works also w/ killing of summons, then it could be possible to get phrases even quicker than usual and fire off more invocations. Once the battlefield has a corpse on it, for example, one could cast the corpse explosion invocation, kill stuff, rinse, repeat, at least theoretically.
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Thanks, Boeroer. As for the battle axes, the calculator seems to suggest that, with Frenzy, Bloodlust, Two-Weapon Style, and the Streetfighter bonus that one can get the total attack time down to 2.1 seconds (0.5 attack time, 1.6 recovery time) per attack with 10 dexterity even with the Battle Axe modal on. That seems pretty darn fast. I may have to try a dual battle-axe build one of these days on a Streetfighter, especially a Maurader, given this.
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I noticed a couple things as I was playing with the speed calculator: Picking the Articulated bonus (Devil of Caroc breastplate), a breastplate as the gear, and the Armored Grace & Cutthroat Cosmo options results in a lower recovery time than the base. Is this correct? I was under the impression that Articulated, Armored Grace, and Cutthroat Cosmo all affected the effect armor has on recovery, and thus couldn't go lower than the base. It seems like a Marauder activating Frenzy and with the Streetfighter bonus can still swing battle axes rather quickly, even with the bleed modal on. Has anyone tried this in a playthrough? Any thoughts on those items?
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Maybe even make it *gasp* not take up a Level 1 spell slot? Probably not possible to do that, though. On another note, it would be cool if they could make it so the Beckoner buff applies to ALL summon spells, not just invocations. I wonder how that would work with the "Conjure Familiar" spell... would you get twice the bonuses? (yes, I've also requested a mod that makes the Beckoner buffs and debuffs apply to all summon spells).
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[Potential Bug] 60-second Battle Axe Bleed Modal?
hansvedic posted a question in Patch Beta Bugs and Support
So I just started a new game, and I decided to pick battle axes as my first modal, along with the small shield. When I looked at the modal in the character creation screen, it said that the bleed lasts for 60 seconds. I was, needless to say, shocked. Still, I thought I'd test it in combat and, sure enough, the prologue pirates started bleeding for 60 seconds each, modified by intelligence. Is this supposed to be like this? Please let me know; I'd rather find out now before I base a build around it. Thanks! EDIT: Further searching have led me to conclude that this behavior is intended. Interesting, to say the least, if so. -
While it's true that Wizard subclasses generally aren't that great to begin with (except for Evoker), some subclasses get shafted harder than others. Take the Conjurer, for example, whose special ability is a PL1 spell with a limited (though long) duration that RANDOMLY summons one of 6 familiars. Not only do you lose out on a cast of Chill Fog or Slicken, but you can't even choose the familiar you want, and during long fights it will go away! I would like to request a mod that does the following two things for the conjurer: Makes the familiar summoned last until either combat ends or it is killed. Makes it so that you can choose which familiar you would like to summon instead of leaving it up to random chance. I realize that item #2 may require some additional GUI boxes, which may not be possible, or may require removing the flexibility of choosing a summoned creature in favor of picking one at character creation. If possible, I would like to retain the choice of familiars, but that can be dropped. Thanks! EDIT: just saw the request form. Thanks.
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Thanks for the feedback. Good point about RES, MIG and Rangers, Monks. I may end up making that change... Stalker's Patience is definitely a good weapon for this build, as it adds a chance to immediately recover on top of the chance to immediately attack again provided by Swift Flurry & Heartbeat Drumming. Nemnok doesn't have low deflection anymore? Interesting. Well, if Alchemy isn't that great anymore, I guess I should stick to Drugs & Explosives, like you suggest. I'm still considering when to get Stunning Surge; the -defenses from stun is definitely good. Perhaps it is worth getting that early. EDIT: How would you suggest I get heals with this build, if not through alchemy? Perhaps going Arcana instead of Explosives would be viable? I suppose I could also use the Avenging Storm Scroll/Helm.
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I'm working on a Wanderer build, and I was wondering if I could get some feedback on the build below. The main focus is about taking full advantage of the two great things that a Ranger brings to a multiclass: accuracy (crits) and a pet for additional help and more accuracy. Combine this with Swift Flurry & Heartbeat Drumming, and you've got a potentially quick attacker. __________________________________________________ Build Idea: The Furry Flurry (name subject to change) Difficulty: PotD, perhaps solo Race: Hearth Orlan for more crits and PER (can go Wild Orlan as well, I suppose, or an Elf) Class: Nalpazca (Svef user for PER bonus, Ripple Sponge against Arcane Dampener users) / Ghost Heart (for no Bonded Grief) - Animal Companion: I'm thinking the Boar for its healing abilities, but I might also go with the Lion for its faster attacks and good health Culture: White that Wends Background: Your Choice Skill Focus: - Active: Alchemy (For drugs, poisons, and potions) - Passive: History (if using Giftbearer's Cloth), otherwise it's up to you Base Attributes: - Mig: 10 - Con: 10 - Dex: 10 (9 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) - Per: 21 - Int: 10 - Res: 17 (could swap with Int if playing in party) - Rationale: Want high Perception for crits to activate Heartbeat Drumming/Swift Flurry. Since this build would rely on those skills to gain excellent attack speed, Dexterity is not as important. Since a lot of crits will occur, especially as you increase in level, Might is not as important, either. Resolve is chosen over Intellect because Intellect can be boosted by Duality of Mortal Presence up to 20 at max, and Resolve provides additional defense for this build (which goes 1-handed) as well as providing lower affliction times. Preliminary Ability Layout (Essential Stuff Bolded, Good Stuff Underlined, Replacable Stuff Regular Font): Level 1 - Swift Strikes / Marked Prey Level 2 - Resilient Companion Level 3 - Wounding Shot Level 4 - Clarity of Agony / One-Handed Style Level 5 - Vicious Companion Level 6 - Protective Companion Level 7 - Torment's Reach / Marked for the Hunt Level 8 - Accurate Wounding Shot Level 9 - Swift Flurry Level 10 - Duality of Mortal Presence / Stalker's Link Level 11 - Thunderous Blows Level 12 - Predator's Sense Level 13 - Raised Torment / Uncanny Luck Level 14 - Faithful Companion Level 15 - Merciless Companion Level 16 - Turning Wheel / Survival of the Fittest Level 17 - Enervating Blows Level 18 - Improved Critical Level 19 - Heartbeat Drumming / Tough Level 20 - Rooting Pain Abilities Rationale: This setup provides several stat boosts independent of drugs/potions/scrolls, as well as on-crit effects such as attacking again or weakened-on-crit. In addition, Torment's Reach adds AoE capabilities to this build, which it would otherwise lack in terms of abilities. I made Swift Flurry my only Mortification ability on purpose, as its attack-again effect is central to the theme of this build. In addition, this build is meant to use Wounds thoughtfully, as Turning Wheel provides more damage per wound (plus you can switch to the +CON bonus in emergencies). I considered Clarity of Mind, but given the options and the fact that it would generally be suppressed by Turning Wheel, I decided against it. One could replace some of the skills to add more defensive bonuses, such as Crucible of Suffering, Soul Mirror, Superior Camouflage and Defensive Bond. However, I chose to go with a more offensive approach. One could also substitute 2 abilities near the end for Stunning Blow + Stunning Surge, which might be very useful against low-deflection enemies, such as Nemnok. Gear: - Pet Options * Abraham: heal on kill * Frau Nils or Nikki: bonus melee accuracy * Baby Boar: melee interrupts * Trixie: More crits and faster movement Weapons (all One-Handed) Ranking: 1. Stalker's Patience (w/ Mercy Strike upgrade for even more chances to attack again quickly after crits and wounding) 1. Kapana Taga (Champion's Relic, Legendary, and Unblockable upgrades for max accuracy) 1. Squid's Grasp (w/ Rapier Modal for max Accuracy) 1. Rannig's Wrath (w/ Rapier Modal, Superb for max Accuracy) 5. Pukestabber & other accurate weapons w/ on-hit or on-crit effects 6. All other on-hit, on-crit effect 1-handed weapons Armor: Devil of Caroc Breastplate - additional Mortification & Bond is great. Helm: Thaos's Headdress, Fair Favor (when using relevant items in a party), or something w/ + PER or + accuracy, such as the Horns of the Bleak Mother. Belt: Physicker's Belt, perhaps, for the extra healing & alchemy boost. Cloak: Giftbearer's Cloth is a good choice for the additional defense, and especially the extra Quick Item Slot. Other options include Ajamuut's Stalking Cloak for additional PER and a 1-time accuracy boost per encounter from stealth attacks (unless invisibility potions used...), Cloak of Greater Protection, etc. Gloves: Gauntlets of Accuracy (for more accuracy, and thus crits). Rings: Chameleon's Touch (For +1 to PER & DEX) and Kuaru's Prize (for additional PER), or Ring of Focused Flame/Ibis if Turning Wheel ever actually activates their bonuses. Boots: Boots of the Stone are a good choice for MIG Affliction Resistance. Other good choices include the Rakhan Field Boots, Footprints of Ahu Taka (more healing, Dexterity). Amulet: Protective Eothasian Charm for additional PER, may also consider Charm of Bones against Vessels, Elewys's Locket against Spirits, etc. Rationale for Gear: Accuracy & PER are key for this build. Crit effects & +crit damage may also be useful. Of course, some defensive measures are good for survival at times, as well. _________________________________________________________ So, any thoughts, feedback, or comments on this idea?
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I'm hopeful that your analysis is correct. That being said, I worry that perhaps the bigger damage numbers may have been due to hitting one of the benchmark levels that increases fist (and thus TLP) damage. Could you investigate this further? EDIT: My memory was slightly incorrect; TLP does get more damage as you reach certain benchmark character levels, but it does NOT get the Transcendent Suffering bonus (https://pillarsofeternity.gamepedia.com/Long_Pain_Fists).
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Have you considered the possibility that it was just RNG luck? Could you provide screenshots? EDIT: Please know that I am not trying to rain on your parade; on the contrary, if what you say is true, it opens up a build I wanted to do! EDIT2: Could you also list your equipment if you test this again, please? It might have been the Blood Testament gloves, I suppose.
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My testing suggests that The Long Pain is considered only a ranged weapon unless you get the "Instruments of Pain" upgrade, at which point it is ONLY a melee weapon. Kind of sad that upgrading TLP on a Wanderer would result in a loss of Driving Flight... EDIT1: Basically, when I tested this, none of the melee abilities of the Monk, such as Force of Anguish, Torment's Reach, etc. worked with the ranged version of The Long Pain, but they did work once the upgrade "Instruments of Pain" was chosen, at which point ranged upgrades such as Driving Flight stopped working. EDIT2: Sorry to necro this thread; I just wanted to share some observations.
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What about Concelhaut's Parasitic Staff? Does Carnage contribute to the healing provided by it?
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I remember asking this question awhile ago re: Monk's Clarity of Agony, and I think the answer back then was that no, they do not stack in an additive manner, but in a multiplicative one. If it was additive, a Monk with 15 Resolve, the ring w/ -35% hostile effect time, and Clarity of Agony activated would reach -100% quite easily.