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Ansalon

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  1. Does it make you immune to enemies fire damage or just your own? If you end up posting the warlock build send me a PM and I will add it to my guide as an example build for the Scorched Cloak
  2. The reason I didnt add instant potion/summon scroll belt is because I feel like you could just spend that money you use to buy it on actually crafting the potions/scrolls you want. The belts will be economical over time, but a lot of the times you might get sub optimal scrolls and potions. I personally wouldn't waste the gold/item slot on it. Other then Rekvus Fractured Casque the other two Rekvus items seems like their benefit doesn't really justify taking up an item slot and an injury at the same time. Maybe im wrong and you could make a high fire dmg build to make Rekvus scorched cloak worth it. Maybe Paladin/Firegodlike/Hearthchime amulet could make it worth it, but it seems to me you will be trying to use 2 sub optimal items and a weak subrace that synergizes well together. When I get the time I will do some testing with it but im doubtful that the synergy is strong enough.
  3. Thanks for the tips I will update the list when I have time. As I pointed out in the overview I haven't added all the accessories in the list because the list would be filled with a lot of items that are rarely useful and a few weak accessories, therefore i chose to just link to the official forums. It does seem like i missed a few useful ones though.
  4. Overview:​ For the full list of accesories head over to the Official Wiki. The intention of the list is to make it easier for players to hunt for the accessories they are most likely to need in their playthrough, and to know at which point in the game they can aquire them. The List is ordered by what catagory the accessory belongs to (head, amulet etc) and within the catagories they are ordered after when you can expect to get them (early,mid, lategame). ​ Used ingame stats to get the most correct values (patch 2.0). I haven't added all of the accessories because that would take a long time. There are several more accessories that can be useful in particular instances. The majority of accessories in this game can atleast be conditionally useful, but this is the list of accessories I would look to grab almost every playthrough or use on specific builds. Just because an item is recived later in the game doesn't necessarily make it more powerful. Some might be abit more powerful then their counterparts, but it is very rare they have to compete with other items of that particular slot. Most of these are only strong for a particular role (Tank, Ranged dps, Melee dps, Caster, Healer etc). In the cases where they do compete you can most of the time hand it over to another party member. Most of the items are pretty self explanatory, but I added a small note to all of them explaining what uses they have. List does not include trinkets. ​ Youtube/Twitch/Donation Links: Youtube channel Twitch channel Donate via Streamlabs ​Steam Guide Headgear: ​ Defiant Apparel (Pre-Order Bonus): Not that great but you get it for free if you preordered the game. As of 2.0 it still gives -5 deflection while flanked even though it's not stated in the description. Not sure if its intended. Perception afflictions downgraded by 1 tier Thaos' Headdress (Worn by Aloth if Leaden key Grandmaster): Great for any dps as long as you have away of setting up flanked status. Authority: +1 Intellect Grants Mantle of Authority (+5 Will vs Mind attacks aura). Conspirator: +5 Accuracy and +5% Damage to Flanked targets. Acina's Tricorn (Sold at Tikawara): Great for Ranged Physical dps Shootist: +5 Ranged Accuracy, -10% Reload Time Rekvu's Fractured Casque (Sold in Delver's Row): Makes it so you don't get interrupted when injured. Great in combination with Grimoire of Vaporous Wizardry for non godlike Wizards. Whitewitch Mask (Sold by The Spindle Man, Can also kill him in a quest): 2 Strong Illusion actives and +1 Illusion PL makes this great for Illusion Wizard/Trickster/Priest of Wael. Gaze and Despair: Ability activated when wearer becomes Bloodied Grants Ryngrim's Repulsive Visage Look Not Upon: Grants Ryngrim's Enervating Terror Fearful Geometries: +1 All Illusion Power Levels. Heaven's Cacophony (Queen's Berth: Sold by Wanika): 2 Powerful 1/rest actives makes this very strong for any physical dps. Divine Knowledge: +2 Intellect, +1 Religion Shout of Hosts: Grants Shout of Hosts Heaven's Wrath: Grants Avenging Storm. Helm of the Falcon (Sold in Crookspur): Great for Two handed wielders. Falcon's Wings: 15% of incoming Hits converted to Grazes from Ranged weapons.Raptor's Grip: -10% Recovery Time with two-handed Melee weapons. Cap of the Laughingstock (Deck of Many Things): This is a very interesting item since it gives immunity to Resolve afflictions and -10 deflection in a 2.5m aura to both FRIEND AND FOE! Can probably make a build involving it. Village Fool: Immune to Resolve afflictions, -10 Deflection Belled: -1 to Stealth Blackblade's Hood (Midgame quest reward): Great for phyiscal dps that uses the listed weapons. Hawk-eye: +1 Perception, 5% of Hits converted to Crits with Ranged weapons Duelist: +10% Action Speed with Daggers, Rapiers, and Stilettos. Fair Favor (Serafen lvl 2 loyalty): Great for phyiscal dps that uses listed weapons. Swashbuckling: 10% Hit to Crit chance and 10% Crit Damage with Daggers, Rapiers, Sabres, Stilettos, and Swords. Blackened Plate Helm (Splintered Reef, Mid-lategame): Great for tanks. Pallid Countenance: +1 enemies Engaged, +1 Intellect, +1 Perception. Horns of the Aurochs (Harbingers' Watch) Very good for frontline dps. When hit or crit, wearer's next successful attack does additional freeze damage (10%). Immune to Push and Pull effects. Serpent Crown (Lategame faction questline reward): Pretty decent on a dps frontline. Not bad on a tank but + accuracy is more important for dps. Royal Plumage: +1 Intellect, +1 Perception Serpent's Strike: +10 Accuracy, -10% Recovery Time for 15s when critically hit. ​ ​ ​ ​ Amulets: ​ Protective Eothasian Charm (bucket in Gorecci Street, Port Maje) Great for tank/dps frontline. Darkest Before Dawn(1/rest): +1 Perception. At <25% Health, restores +5 Health per 3 sec over 12 sec and reduces damage taken by -25% for 12 sec. Cipher's Shackle (Serafen loyalty lvl 1): Useful for dps until you get better an easily obtained. Of Constitution: +1 Constitution Shattered Chains: Dexterity afflictions downgraded one level Dragon Pendant (Randomly found on world map ship wrecks.) Very powerful summon 1/rest and an ok active. Breath of Flames: Grants Breath of Flames Call the Clutch: Grants Call the Clutch: Spawns a desert wurm, young drake, and a regular wurm Dragon Scales: +1 Burn Armour Rating, +1 Slash Armour Rating Claim and Refusal (Sayuka: Obtained from Marofeto Liano, requires Intimidate 6 or Bluff/Diplomacy 6.) Great for a dps frontline or tank depending which modal you use. Faces of the Pendant: Grants Claim , Refusal Claim: Modal Ability; +10% Damage taken from Melee attacks, +10% Damage with Melee attacks Refusal: Modal Ability; -10% Damage from Melee attacks, -10% Damage with Melee attacks Sisyfo's Stone (Delvers' Row: Sold by The Spindle Man) Decent for tanks. Futility: -2% action speed to attacker for 35 sec when wearer hit in melee Neriscrylas’ Hope (Drops off of Neriscrylas): The awesomeness is: it also works when summons go down. Hence it's the perfect necklace if you have a summoner in the party. Unlimited Stacking. +1 RES and +1 MIG for every party member that goes down. ​ Cloaks: ​ Cloak of greater protection (Beraths Blessing vendor or in Arkemyrs Vault): Decent defensive option for both frontline and backline +10 to all non-deflection defenses. Cloak of greater deflection (Beraths Blessing vendor): Great early game tank cloak. +7 deflection. Badrwn's Cover (Queen's Berth: Sold by Rebero.) Combined +5 resolve/10 stealth makes this a super stat efficient cloak. Steeled in Darkness: +2 Stealth, +1 Resolve to allies in 5m radius (excluding wearer). The Magnificent Escape Cape (The Sacred Stair: Sold by the temple vendor). Extremly useful for a squishy backliner. Fairly cheap and almost always my highest priority to buy early game. Escape Artist: The Magnificent Escape: When Bloodied or Near Death, receive immunity to engagement and +50 Deflection (1 per encounter) Neither Here Nor There: +10 Deflection against disengagement attacks Three Trolls Stitched (Iolfr's Raiments in Periki's Overlook): Decent tank cloak. Trollskin: +5 Health restored per 12 sec, -2 Burn and Corrode Armor Rating Cape of the Falling Star (Deck of Many Things): Great on sole frontline tank. Lone Traveler: +7 to All Defenses when not near allies. Fiery Descent: Deals Crush and Burn damage to nearby enemies on knock-out Ragged Cloak (killing Lueva Alvari in the vailian trading co headquarters). Good for frontliners. Vestment of Skaen: +1 Resolve, Raw Damage retaliation Attack when Critically Hit in Melee. Rekvu's Scorched Cloak ( Kohopa's Fang at 7'30" 47'3") If you are injured it turns burn damage into 10% healing. Isn't mentioned in the item description but it also makes you immune to fire damage. Possible to make high fire dmg builds around it for sustain. Nemnok's Cloak (Drowned Barrows) With the +15% dmg taken this Cloak is best used for survivability on a non-tank, probably a squishy backliner. Life of Suffering: 15% Damage taken. Blessed in Spirit: Ability triggers when wearer falls to 75% Health. Grants Spirit Shield Built for Pain: Ability triggers when wearer falls to 50% Health. Grants Ironskin Cursed to Endure: Ability triggers when wearer falls to 25% Health. Grants Barring Death's Door Ajamuut's Stalking Cloak (looted from a coin pile next to Jadaferlas the Ancient): Great for Rogues especially Assassins/builds with a lot of invisibility resets. +1 Perception, +2 Stealth Bushwack: +5% Damage to weapon attacks made from stealth, +5 Accuracy to weapon attacks made from stealth, Attacks made from stealth Stun the target. The Giftbearer's Cloth (Cave of Threshing) One of the best accessories in the game, lots of tank stats scaling with History. Very hard to get since you have to kill a bunch of Fampyrs to get it. Hidden Depths: +1 Quick Item slots, +1 Weapon Sets. Steward of Memories: +5 All Defenses except Deflection (Increases with the History skill). The Giftbearer's Cloth is very easy to get. It is in an unlocked container and a sneaking character can get to it without having to fight with the ancient fampyrs just by hugging the right wall. Violet Redemption (Ukaizo, kill Director Castol's or Governor Alvari's if you sided against them. Possible to get sooner?). Great for a dps frontline but you get it past the point of no return making it unobtainable for most of the game. When Critically Hit in melee, 15% chance to negate wearer's next Recovery Pernicious Retribution: While stationary, receiving melee weapon Hits grants 2% melee Damage (Stacks 5 times), While stationary, melee weapon Hits grant a stacking 2% melee Action Speed bonus (Stacks 5 times). ​ ​ ​ ​ Gloves: ​ Gauntlets of Ogre Might (Beraths Blessing vendor) Great for anyone relying on Might. +2 Might. Healing Hands (Beraths Blessing vendor) Helps out with healing in early game. Grants Lesser Lay on Hands (1/encounter). Firethrower's Gloves (Beraths Blessing vendor or in the Jagged Keep) Must have for Evoker Wizards. Artificer's Precision: +2 Dexterity, +2 Explosives Spellbending: +1 Arcana, +1 All Evocation Power Levels Gauntlets of Greater Reliability (Dropped by Master Kua in the Crookspur fort.) 25% miss to graze makes it decent for dps. Burglar's Gloves (Iolfr's Raiments in Periki's Overlook) Grabbing these early helps a ton with opening different chests in Nekataka/Dunnage for more loot. Lithe Hands: +1 Dexterity, +2 Mechanics Second-story Work: +2 Athletics Gatecrashers (Queen's Berth: Sold by Wanika.) Very strong for melee. Slugger: +1 Might, 15% chance to perform knock down attacks against target with Critical Hits in melee Reeling Blow: Cone attack that pushes and stuns target (2 per rest) Rekvu's Stained Grasps (Sold by Dimesa in The Treasure Trove in the Radiant Court district of Dunnage.) Good if you are already wearing Rekvu's Fractured Casque or Scorched Cloak, but not that strong on its own. Immunity to Constitution afflictions when having at least 1 injury. Rokowa's Fingers (Get them of Bertenno (either buy after or keep yourself, Dark Cupboard quest) Sparkcrackers have many uses for instance luring guards away from chests or luring enemies to a Gunpowder barrel for then to explode it dealing strong aoe dmg. Grants Sparkcrackers. Skillful Dodger: +1 Dexterity, +1 Sleight of Hand Woedica's Strangling Grasp (Found on an old Battleground) Basically a Better Gauntlets of Ogre Might. Strength of the Oathbound: +2 Might Choking Vengeance: Grants Garrote (1/rest Paralyze) Twice Burned: +2 Burn Armor Rating Boltcatchers ( Bounty - The Steel Preacher): Very good on melee dps and decent active. Lightning Wrangler: Grants Crackling Bolt Shock Repulsion: 33% chance to reflect Electricity attacks. Storm Blows: Shock Damage attack on target on scoring Crit in Melee Aegor's Swift Touch ( top of the map, to the left of Kohopa's Fang, on a Plagued Ship) Great mix between dps/survival. Bullet Catch: While above 50% Health, 5% chance incoming Ranged weapon attacks inflict 0% Damage. Rapidity: +1 Dexterity, +5% Action Speed with weapons. Onepahua's Strength (Killing Prince Prince Aruihi). Basically a Better Gauntlets of Ogre Might. Iron Fist: +2 Might Royal Blood: +2 Intimidate Bracers of Greater Deflection (Unsure). Great tank gloves. +7 Deflection. ​ ​ ​ ​ Rings: ​ Gaun's Pledge (For people who own PoE 1) Basically Grants the Priest Spell Restore. Very useful. Gaun's Pledge: Grants Gaun's Pledge (2 per rest) Chameleon's Touch (Looted from Bounty - Nomu the Marauder.) Easy to get. Multi class gets +1 attribute from each class making it extra good for them. List of stats per class in the link. Versatile: Gives +1 to an Attribute and a Skill determined by the User's class. Drunkard's Regret (Drops of/Given by Oswald, Oathbinder's Sanctum) Really Great in combination with Pukestabber Lush: Immune to hangovers from alcohol, if worn while drinking. Entonia Signet Ring (Fort Deadlight: In the shrine to Skaen.) Great tank ring. Inviolate: +2 Defenses per engagement (stacks 5 times), +2 Diplomacy Halgot's Warmth (Quest reward for finishing Harsh Medicine). Very easy to get early game. Makes your Priest heals stronger. +1 Priest Restoration Power Level. +2 Burn Armor Rating. Ring of Overseeing (Sold by Tiabo Sacred Stairs and in hidden stash in Crookspur Fort): Decent on high INT characters with lots of AoE. Overseeing: +10% Area of Effect Kuaru's Prize (Ori o Koiki: Sold by Kipeha.) Great for caster dps. Sonorous: +5% Damage with Spells. Jewel of Clarity: +1 Intellect, +1 Perception Ring of Focused Flame (The Dark Cupboard, Can be stolen): Very strong for Evoker Wizards or Paladins (Flames of Devotion). Focused Flame: +10 Accuracy with fire attacks. Ring of Prosperity's Fortune (Deck of Many Things) 15% hit to crit at 200k gold makes this super good for dps when you are rich but very bad when you are poor (3% at 10k). This thread to see breakpoints. The Power of Money: wearer's Hit to Crit chance increased proportional to the party's current wealth. Ring of Reset (Deck of Many Things) Very useful on Magran's Fires Challenge. Saving Fate: Allows for instant revival without any injuries. Three charges. Ring of Greater Regeneration (The Brass Citadel: Sold by the Orlan peddler or Boot-suck Bog: Dropped by the Bog Warden.) Great sustain for frontliners. Greater Regeneration: +3 Health restored per 6 sec Ring of the Marksman (Queens Berth, Dropped by sailors during A Bigger Fish) Great for physical ranged dps. Marksmanship: +4 Ranged Accuracy with Ranged weapons, +1 Penetration with Ranged weapons Ring of the Solitary Wanderer (Looted from Bounty - Purakau) Great for solitary frontline tank/solo play. Lone Wolf: When there are no allies nearby, gain Self: -35% Hostile effect duration. ​ ​ ​ ​Boots: ​ Bounding Boots (Fort Deadlight, room on the left side of the Command Quarters) Useful for frontliners to gap close/mobility. Grants Leap. Boots of the Stone (Beraths Blessing vendor, Eamund the Fox in Dunnage) Great on all dps but resolve is slightly more useful on a frontliner. 1 Dex, 1 Resolve, Resistance to Might affliction. Slippers of the Assassin (Deck of Many Things): Very strong on Ranged and Melee Assassins (especially Two handed). Melee Rogues have Persistant Distraction so for them the drawback is negated. Untrustworthy: Enemies attacked by the wearer require one additional ally to flank Shadow Form: Grants Shadow Form,1 per encounter (kills turn character invisible briefly) Footprints of Ahu Taka (Scripted event in Whenura Cleft) Divine Inspiration: Good for any healer, especially Priest. +1 Casts with Level 2 Priest Spells Graceful Motion: +2 Dexterity Path of Mercy: +15% Healing done Pathfinder's Boots (Unsure) Good for both frontline and backliners. +5 Reflex, +1 Dex, +1 Athletics. Rakhan Field Boots (Mercenary Paladin on the Spire of the Soul-Seers rooftop during the quest Skipping Ahead): 5m-Charge with Full Attack on anybody in between (1/encounter) Good on frontliners. On Sodden Peat: +3 Corrode Armor Rating. No Quarter: Grants No Quarter Boots of the White (Harbingers' Watch) The Freeze Armor rating comes in really handy in Beast of Winter Content. +2 Freeze armor rating. +1 Resolve; resistance to Dexterity afflictions. ​ ​ ​ ​ ​Belts: ​ Upright Captain's Belt (Early game Quest Reward) Very good for any caster because of concentration and beeing immune to beeing pulled into the fight. Buttressed: Immune to Push and Pull effects Hold Fast (Concentration at start of combat). +1 Constitution. Physicker's Belt (Port Maje: Sold by Henric): Good for healers. +10% Healing done, +1 Alchemy. Girdle of Eoten Constitution (Bounty - Beina, also random drop?) Great fir tanks +3 Constitution https://pillarsofeternity.gamepedia.com/Girdle_of_Eoten_Constitution_(Deadfire) Ngati's Girdle (Can be looted/bought in Iolfr's Raiments in Periki's Overlook) Not the best belt but Hey! Its free! Against the Tide: +1 Athletics Fathoms' Redress: 10% chance to cast interrupting Crush damage AoE when critically hit in melee Wavebreaker: +1 Crush Armor Rating The Undying Burden (Delvers' Row: Sold by Imuani.) Having a Second Charge of Second Wind makes this super strong on anyone skilling up athletics. Grants Second Wind. Dig Deep: +1 Athletics Grit: Incoming weapon damage reduced by 10% (stacks three times as health is lost, for a max of-10% to damage) Of Constitution: +2 Constitution <a data-ipb="nomediaparse" data-cke-saved-href="https://pillarsofeternity2.wiki.fextralife.com/Belt+of+Magran"href="https://pillarsofeternity2.wiki.fextralife.com/Belt+of+Magran" s+chosen"=""> Belt of Magran's Chosen (Deck of Many Things): The Flame Blight is hostile TOWARDS YOU. Not sure if it's worth it because of this, especially on Iron Man. Linked in Flames: +3% damage dealt as Burn (all allies in 2.5m radius) Ire of Magran: small chance to summon a hostile Fire Blight on hit. Sash of Judgment (Deck of Many Things): Taking 10% more dmg isn't a big deal for a backline dps. Probably not worth it for a frontliner. Also good on Streetfighters/Humans because they want to get bloodied (below 50% hp). Balance in All Things: Enemies take +10% damage while above 50% health, while the wearer takes +10% damage while above 50% health. Girdle of Mortal Protection (Midgame quest) Of Constitution: Great for tanks, +2 Constitution Mortal Protection: 15% of incoming Crits converted to Hits The Maker's Own Power (Dropped during Bounty - Torkar) The King of Belts. Really good to prevent the wearer from dying. Absolutely insane with Paladins Sacred Immolation. Grants Reforge the Flesh upon becoming Near Death (1/rest) Reforge the Flesh: Paralyzed, +10 Health Restored per 1.0 sec, -85% Damage taken for 12.0 sec Wrought : +1 Might. Shaped by the Hammer: +1 Crush Armor Rating. Edit: Made some changes based on feedback. WIll do more when I have time.
  5. List is pretty old. Can't promise I will keep it updated for patches but I will do my best. Think it was No Fool I that was bugged when i made the list, and kinda forgot about it. Moved Gipon to Tier B. Casita can reach quite insane deflection in the lategame if you stack intimidate.
  6. Maybe I'm undervaluating but the way I see it it is almost always a better option to move the other character close to the tank, then moving the tank closer to the other character. Of course thats assuming that other class isn't currently engaged or has no way to break an engagement. To me it feels like more of a quality of life thing then something that is inherently powerful.
  7. In the subsection "Why multiclass" you list some of the drawbacks of multiclassing. Maybe it would also be worthwhile to point out if what build you are trying to make is supposed to be a full caster then single classing (with some exceptions like chanter/healer) might be better. You do touch on that fact with power level scaling, but in my experience this is more punishing for casters then for martial classes.
  8. As a note to anyone disliking the idea of Tiers. My reasoning for ordering it this way is because in other games, as a newcomer to the game, I have gotten great value of other peoples Tier lists when trying to theorycraft my own builds. This was my way of trying to add something of value to the Pillars community. Tier lists are of course problematic and someone with a lot of experience might take a lot of issue with any particular item on the list. Therefore I have tried my best to put my evaluation into context so people can make up their own minds. It was never my intention to come across as if I have the definitive answer on how this game is supposed to be played, I just wanted to provide a tool that people could use to further their (and my own) understanding of the game, while also sparking a discussion.
  9. My claim was supposed to be this item is the one who has the best mix of survivability/recovery time for a dpser. I'm assuming most people understand that 0% recovery of a robe is faster then 10% recovery of this armor Did you miss Boeroer's point? If you choose the right pet, a character with Miscreant's Leathers will be faster than one with a robe. I might be under the wrong impression but I thought armor recovery penalty capped at 0% and couldn't go into the negative? If that is the case this is both new to me and very useful information, but as Boeroer pointed out its a point in favor of Miscreant's Leather.
  10. I would love to be able to do such comparisons but too be frank its too time consuming do to irl constraints. The best I can do atm is giving educated guesses backed up by limited tests. Therefore most of my time spent testing has been with weapons with complex mechanics. Essence Interrupter is one of the weapons I would really love to do a full run with, but its so new I haven't had time to do anything more then quick tests (where my initial assumptions were quite flawed). As a side note its very hard to conclude why your EI user is doing more dmg then your Red Hand user. You mentioned he was a Geomancer which might mean he is spending time throwing out debuffs and CC resulting in lower dps. Another factor can be which weapons you chose to upgrade first, which might skew the results one way or the other. The three most likely sources for error is probably that I have vastly underestimated the usefulness of the summons (which might end up adding a lot of dmg), my understanding of the relative strengths of a Hunting Bow vs Arquebus might be flawed, and three that your Beastmaster might have a more dps oriented build and is built more towards the Strenght of a Hunting Bow then your Geomancer is. From my experience (Done multiple runs with The Red Hand) The best 3 classes for this weapon is Ranger because of Gunner, Assassin due to Assassinate beeing so much stronger on slow 2hs, and Chanter because of Sure-Handed Ila Nocked Her Arrows with Speed (but it does turn the build into a utility build resulting in lower dps for the character but higher dps for the party).
  11. Thanks for the link looks like a lot of fun These kind of creative builds are very hard to take into account when trying to determine their true value. Think I will just end up and make a sidenote with a link to this build as an example. Was thinking of maybe making an own category outside of the S - E Tiers that points out some similar shenanigans.
  12. Gotta ask why specialized item choices are in a list you're rating for general usefulness? Pukestabber is a strong weapon in a niche build, utilizing certain consumables in combination with another item choice. The only weapon I can actually agree with it's place is Mātakau, but that's because it starts at -5% Damage and only gains +1 Pen vs Vessels after dumping 3,000g into it which is utterly terrible. I completely disagree with the rating for Gladiator Sword, especially if this is geared towards beginners or for a hardcore gamer looking to complete the game and obtain most items to do a proper theory-craft instead of relying on opinion that's marred with untested ratings. It still has Skrim, providing a +15% Damage increase when wielding a shield, it's not soulbound and it's not tied to certain class mechanics. If you don't use a Shield, it's still better than a Fine Sabre. It's an everyman's sword (Especially when upgraded with Sharpened Blade) Early game this thing's like an A-tier for generic melee builds. It drops off as you gain access to better gear, but that's the entire purpose of the Gladiator Sword. It's your transitional one-hander as you progress through the game. You also include Animancer's Energy Blade, which generally by the time you get it you've got other overall more useful selections available. As far as I can tell, this is marked as an "S" tier weapon, yet it's described as a backup weapon for situational encounters (C or D examples). Wasn't this list supposed to be a general "usefulness" list? The entire point of an "S" tier "general usefulness" weapon would be it's capability of excelling in most scenarios without the need to rely on other conditions/tactical decisions to come into play. Because it's a Slashing Weapon that deals Raw Damage instead, it's a "S"ubjective Tier weapon, which isn't that good. Just pull out a different damage type weapon that's probably packing some better rider effects per hit, especially since Weapon Modal is "useless" with the Animancer's Energy Blade so there's nothing tying you down to the Sabre weapon type here. In fact, optimization to cover multiple damage types at once would generally put a weapon above others due to covering a wider variety of resistances. Based on how you're selling this tier list, Swords of equal quality to a Sabre would be higher tier, unless the Sabre holds a rider effect on hit that supersedes the dual-damage type nature of the blade since it's supposed to be for general usefulness. But it's not. You refer to combat mechanics favoring slower attack weapons as a reason for why Rust's Poignard is not S tier, but then list alot of faster-than-normal weapons with action speed increases as part of their abilities in S tier. That in itself is conflicting to why items are, or not are S tier and your bias in favor of low recovery/action speed shows throughout the write-up. The way grading in this fashion works on the following principle, which you haven't followed if you're making this a generalist tier list for the category defined (one handed melee, in this example). S - Best A - Good B - Above Average C - Average D - Mediocre E - Bad From everything I've seen out of your tier list, it's in support of a single build style - low recovery, DPS build, graded based on your personal opinion on what's good and what isn't. You've stated yourself some items haven't been tested so it's difficult to really take it seriously or view it as more than an inflated opinion piece to boost views on your media platforms. ​Other people have stated it and I'm going to echo the opinion - Tier lists on these types of games are better focused on the role you are filling and how an item could fulfill that role. There's also the issue of early > mid > late game items where some builds will sit on a defensive start and transition into a more offensive design once the items and power level upgrades start to come online. I agree with your assessment that Gladiator Sword is great early game, but this list is ordering it by max enchants usefulness. I will definitely rate this weapon higher when I make a weapons progression guide. I agree that putting Animancer's Energy Blade highly and weapon vs spirits/vessels low, considering they are both conditionally useful, is abit inconsistent. However I have made notes reflecting on why I decided to put them in their respective place, and I'm giving the reader the benefit of the doubt that they will take that into consideration. I have even given a rough estimation of what Tier Animancer's should be in, depending on your penetration status. Rust's Poignard is in my opinion borderline on the edge between tier S and Tier A. That was the reasoning I put forth, to put into context why I didn't rate it higher. I'm happy to discuss if this weapon deserves Tier S. Like i've stated multiple times, this guide is not supposed to exist in a vacuum.
  13. You didn't list what dex you were using,what weapons, or what other effects you were taking into account in your original post. I probably should have prefaced my assumptions and asked more follow up questions. If you don't want to discuss this further thats fine.
  14. As I pointed out in my post Engoliero do Espirs does have some of the highest dmg potential in the game. The reason why I didn't put it into Tier S was because of the penalty you get before a kill. If you have done a lot of testing and find the weapon worthy of Tier S I will take your word on it. Oathbreaker's End is BoW content which this list isn't updated for yet but I will keep that in mind once I do update. Wahai Poraga isn't inteded to be wielded as your sole weapon. You can swap it out when there are fewer targets left. This is a timestamp link on a build i made, for a combat showcase that utilises this Weapon. I haven't added Summoned Weapons mostly because i'm too unfamiliar with them. Never run anything resembling an Arcane Knight. When I have the time I will look into it, but it's not a huge priority for me right now. One build I made that uses WotEP and another one reddit user u/teesinz made
  15. You don't take into account the fact that the base damage for Arquebus is much higher. You mention a lot of the weapon effects of Hunting Bow but if you compare a normal Arquebus next to a Hunting bow thoughs effects are balanced around having different recovery, base dmg, penetration, modals etc.It's simpler to just look at what additional modifiers the weapons of themselves get, to get a comparison on the relative strength of the weapons. Basically the total theoretical dmg output of Red Hand is gonna roughly double that of Essence Interrupter if you have a lot of Guilty Conscience stack. If you compare it to a standard Arquebus it attacks twice (bit less then doubling its dps, due to having two attack animations), then another 40% from max stacked Guilty Conscience. Essence Interrupter gets a 20% Lash effect, which is multiplicative dmg, making it decent. This is obviously simplified and won't translate 100% into game but its close enough to see the massive disparity. Got some feedback on the summon for Essence Interrupter on reddit and it was better then my initial assumption (summoned creature does scale with enemy level), so Im planning to move it into B - Tier atleast but my post seems to be bugged atm. Well, then you don't understand very well how it works... The 20% lash damage basically compensates for the lower base damage. The main dmg advantage of the Red Hand is given by Guilty Conscience which can be used by ALL weapons (and by itself it represents overall only a 10-20% dmg increase - depending on your total dmg bonuses). On the other hand Aamiina's Legacy will shoot at least 10% faster (based on the average attack of a double shot with the Red Hand). That means Aamiina's Legacy has 10% lower dps than the Red Hand in the worst scenario and 20% higher dps in the best scenario (if you're using Guilty Conscience with Aamiina's Legacy) If I understand you correct, you mean that you first stack The Red Hand to max THEN swap to Aaminas Legacy and you retain the buff? That obviously does complicate the calculation, but seems very cumbersome especially since the buff resets on rest. There might be something i'm missing but attacking twice should be a much more powerful effect unless you have insane recovery time compared to a 20% lash. Are you making the case that Hunting Bows are just way better weapons then Arquebus and that compensates for a weaker effect, or that the Lash effect is stronger then shooting twice? It just seems you are only taking into account the positve effects of a Hunting Bow and not the negative effects like lower pen, weapon modal giving a huge accuracy penalty, lower base dmg etc. The main damage advantage of the Red Hand is the ability to shoot twice, not Guilty Conscience. Shooting twice without reloading is like having an arquebus with half reloading time. Rapid Shot does nearly the same thing for the recovery time of the bow. The average base damage of the Red Hand is 23. The average base damage of the hunting bow is 19. That's 21% higher base damage for the arquebus, but Aamiina's Legacy has 20% lash which is almost as good. After that the Red Hand has 3 more penetration and 5 more accuracy but less range and blunted criticals, only a damage type and, of course, the buff (which can be considered an advantage or not). PS. Playing without resting is perfectly viable and the buff is easily obtained if you have a chanter. The burst damage effect of the Red Hand is very powerful to quickly kill a backline threat, severely crippling the enemies damage output. Arquebuseses are especially useful on Assassins that has tools to reset stealth, due to getting assination bonuses which synergizes nicely with slower weapons. Combining it with Sharpshooter's Garb and/or Gunner you are gonna have very competetive dps. As others have pointed out, making attacks underpenetrate is a huge deal which can be an issue for Hunting Bows. It's possible to build around this fact, but in a lot of the circumstances where you would be able to achieve normal penetration with a Hunting Bow, you would overpenetrate with an Arquebus. I will probably end up putting Essence Interrupter and Aamina's Legacy higher, same with Kitchen Stove/Hand Mortar. Just need to figure out how Im gonna edit the post and do some more testing.
  16. Then the list is of little relevance, right? Because judging weapons based on their description alone doesn't work well. Take Scordeos Edge: you can't know that its bonuses work for all weapons you use unless you used it. You'd have to test it to find out. Also that Grave Calling and Hel Beckoning can be used to summon imps that don't count towards the summon limit and let you create a huge imp army (if you pair it with the right classes) can only be experienced by testing (or reading people's posts about testing). Another example (not one-handed though): the Espirs estoc will proc Ghost Blades on kill. That's the description. Sounds rather lame because Ghost Blades only have 8-11 base damage. What the description doesn't say and what you can only find out via testing is that those Ghost Blades profit from the enchantments of the blade, from all passive abilities that work with the blade (e.g. Sneak Attach, Two Handed Style etc.). And that not only kills with the Blade trigger those "empowered" Ghost Blades but all kills as long as you hold the weapon. This includes the Ghost Blades themselves which can therefore proc themselves. So, the difference between description and actual behavior is huge. There are so many behaviors that only get revealed once you use an item - a tier list (partially) based on item description is rather pointless in my opinion. Hel Beckoning and Grave calling only summon when killing spirits/Vessels no? So as in the preface to my guide, items like these will be very powerful in those rare circumstances but terrible in others. If only there was a class that could summon an unlimited number of spirits and vessels. I'm guessing there is some chanter synergy I'm not aware of. Please enlighten me. A link to a discussion would be very helpful.
  17. Hi, this is my list of the tastiest food in the world. I never even tried any of those, but that doesn't mean the list is useless! Hi this is my list of the tastiest pizzas in the world. I haven't tried every pizza topping combination imaginable, but I have tried enough toppings in different combinations to make a pretty educated guess on how each individual pizza will taste if you put these toppings together. I certainly didnt like putting ice cream on my pizza! Maybe some people in very rare circumstances will like it, but for the most part I think most people won't!. Your "educated guess" put in Tier D a weapon that casts a foe-only Chill Fog on kill and summons a monster on each kill (that ignores summon limits). And yet in tier S you put a weapon that is inferior to every other Sabre in like 80% of the encounters. I'm sorry but it is really difficult to take you seriously. Please remind me to never try your pizza recommendations. This only works vs Vessels making it only useful in rare occassions.
  18. Wasn't aware that aoe abilities gave you muiltiple stacks with these weapons. My testing was done with single target damage. Updated the list.
  19. Then the list is of little relevance, right? Because judging weapons based on their description alone doesn't work well. Take Scordeos Edge: you can't know that its bonuses work for all weapons you use unless you used it. You'd have to test it to find out. Also that Grave Calling and Hel Beckoning can be used to summon imps that don't count towards the summon limit and let you create a huge imp army (if you pair it with the right classes) can only be experienced by testing (or reading people's posts about testing). Another example (not one-handed though): the Espirs estoc will proc Ghost Blades on kill. That's the description. Sounds rather lame because Ghost Blades only have 8-11 base damage. What the description doesn't say and what you can only find out via testing is that those Ghost Blades profit from the enchantments of the blade, from all passive abilities that work with the blade (e.g. Sneak Attach, Two Handed Style etc.). And that not only kills with the Blade trigger those "empowered" Ghost Blades but all kills as long as you hold the weapon. This includes the Ghost Blades themselves which can therefore proc themselves. So, the difference between description and actual behavior is huge. There are so many behaviors that only get revealed once you use an item - a tier list (partially) based on item description is rather pointless in my opinion. Hel Beckoning and Grave calling only summon when killing spirits/Vessels no? So as in the preface to my guide, items like these will be very powerful in those rare circumstances but terrible in others.
  20. You are not representing the full reason why the recovery time is so low. It's because monks offer a ton of action speed bonuses, and you don't point out what weapon you use. With the information you are giving me you could be comparing the action speed of a one handed dagger, with multiple self buffs plate user to a two handed Great Sword, no buffs, robe wearer. Sorry to burst your bubble but that value is outside of combat and has absolutely zilch to do with monk abilities. I hoped that would have been clear when I talked about how a fighter would get slightly better recovery. Any class with patinated plate, 18 base dex and abraham gets this attack speed. I'm using a flail with the monk shield (counts as dual wielding for speed bonus) but the weapon type would once again not change the recovery by more than 0.1 - 0.2s, diminishing returns are quite a big thing once you have high dex. (which you should have if you're that concerned about recovery.) If you are presenting me with incomplete information I can only make educated guesses on what you have in mind.
  21. Moved Deltro's Cage up to tier A based on your feedback. Willing to discuss if it deserves higher placement, but at 55% recovery im reluctant. I will more then readily agree that there are probably multiple synergies I haven't taken into account for with my writeups. I even pointed this out in the preface to the guides. I hope you are willing to concede that it is wortwhile to make an attempt at a draft for a list, then adjusting it based on feedback.
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