
Lampros
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I recall it didn't in PoE 1 and was thus vastly under-counting Chanter damage contribution (which I believe was redressed by a mod by MaxQuest).
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Tons of stuns. The other front-liner will likely be a Fighter/Chanter, so he will have both Charge and Chanter CC. I will also have a Druid/Chanter spamming Relentless Storm and other Chanter CC as well. One difficulty in deciding here is that I've used Charge before so I am familiar with it, but I've never used Flagellant's Path. (I also have never used a melee Monk; the only time I've used Monk was as a blunderbuss platform.)
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I am going to start a playthrough soon where my main character will be a Devoted/Monk. So I have access to both Charge and Flagellant's Path, and I cannot decide between them. Both are gap closers, but Charge does AoE stun and Flagellant's Path does AoE damage. What is preferable? I suppose I can get both, but that's a lot of investment, especially since this is a build that requires a lot of level-up abilities. Oh, and it will be turn-based.
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ROFL, I really think all free action abilities should have been limited to one use per turn for turn-based. Otherwise some of this stuff is ridiculously over-powered - as well as lacking in realism/verisimilitude. (I am not one of those guys who believes all common sense should be abandoned because this is a "fantasy game.) Just one more question on this build: It seems like I need 14 Intellect to give an ability with a duration an extra turn and 20 Intellect to give it two extra turns. Is it worth going to 20 Intellect in this context? Or is 14 sufficient? So with 14 Intellect, a default single turn duration ability would last two turns; with 20 Intellect three turns.
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I like to keep things simple and micro-management-free! Mortification of the Soul is free! I will also grab Hylea's Talons; I thought I have to be hit to get the bleed? But is it if I hit someone instead? The wording is not clear. I guess I can also have the Chanter terrify enemies. Finally, is Mortification renewable other than during Stunning Surge crit?
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Hmm, max out Resolve? That sounds very unattractive Also, what is the self-damaging debuff called? I'd liked to look it up. In general, I would still imagine Wound generation would be slow, if I have to rely on debuffs expiring. Keep in mind that I play turn-based; and you get hit and debuffed far less than real-time - as far as I've experienced. I will look up Hylea's Claw. Thanks!
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The problem with Monk for me - other than my general ignorance of the class - is that I play turn-based; and that means I will have trouble generating Wounds, because most things will be crowd controlled early on, and I will not get hit much. Fighter/Monk also means I will have high Deflection, with Refreshing Defense on most of the time. (Do Fighter/Monk builds ignore this ability?) So is there an alternative way to generate Wounds than getting hit? Also, Mortifications cannot generally be regenerated, correct?