Jump to content

1TTFFSSE

Members
  • Posts

    526
  • Joined

  • Last visited

Everything posted by 1TTFFSSE

  1. I mean among pirates you generally see "outcasts", Rogues" "barbarians" and "mercenaries". So so yeah any combination of rogue, barbarian, cipher, darcozzi paladin (Furrante) and generic fighter as "mercenary" will be right at home. Principi might have a problem recruiting Druids, trained mages, as well as priests so those classes would be rarer among the Principi ranks.
  2. Out of the new items I use: fire damage belt on my cipher - it is the only +damage belt in game?? and if I summon a flame blight I don't care I just charm it! hylea's gloves - more love for a barbarian, and barbarian/combo horns of arouch - the +freeze damage helm I put on a secondary melee damage dealer it is one of the better helms the guardian set helm (+10 accuracy to afflictions) - it found a spot on the head on my secondary ccer/ healer, hopefully it gives accuracy to chanter cc/damage invocations that would be sweet. the cloak you get at the end of the dlc - more love for a deflection/riposte tank basically (if you ever find the bracers of deflection to pair with it) I'll get the greed ring when I have more gold than I know what to do with. as for weapons themselves -all the new two handers including the animancer bow have "cool" effects but I think they still don't match the efficiency of some dual weapon setups, but that is a whole different discussion. -the new scepter is definitely one of the bis scepters and ranged weapons if you use scepters. -the +pen icepick is nice on some form of chill fog tank. -Frostfall is my favorite weapon in the dlc because of the dual damage type but I am still thinking of on what build best to use it with. armours: all of them are heavy no? I am always scared of that +55% recovery thing and not sure if it worth it. But the fire imbued plate (you get in bridge ablaze area) looks really cool and can find it's use on a dual-wield armored grace fighter/combo.
  3. I am curious to know wich one of them are you PC ? I main the cipher (ranged) mainly. Because ascendant ai is still a problem and otherwise the cipher would attack with weapons when focus is full which is stupid - they should be casting spells at that point. I sometimes manually switch to the marauder just to teleport them to the backline of enemy mages so she can get to work. The healer and tank pretty much run on ai. Actually, the marauder does too once you set them to prioritize target:spellcaster - it's just it is sometimes faster to click on them, use "escape" ability to teleport behind an enemy mage and that point the script kicks in and the marauder start attacking the mage backline. I mean you can get any ai script to work really well with few exceptions like the cipher focus thing still seems not to work, even with the ai expanded mod from nexus. But I would recommend when leveling a toon to manually "adjust" custom ai script for that toon and not use the default ones 1.) clean up any script by removing abilities in the script that you don't want used. 2.) Puting defensives/ high priority attacks at top and on low cooldown while more general buffs like circle of protection etc off as you want to use those manually in case you run into a boss or hard encounter and need more protection. 3.) if a class needs "buffs" or self buffs through spells like trickster or wizard put those on top of the ai script but make cooldown pretty much the ability's duration length as you don't want them to recast the buff on themselfs when they have the old one. 4.)adjust the ai script as you go through the playthrough as if you see something that can be better optimized or something not ideal tweak the ai script of the character doing something weird in combat.
  4. yeah barath or magran is good so is evoker wizard for nuking. or cipher single class ascendant or multied with streetfighter or even berserker.
  5. That is finally some good level combat design by Obsidian with those lolFire Archers. Doesn't help that I am lvl 14 party and playing on Deadly Deadfire mode. I'll clear it but I have to be really slow and methodical about it so no leroy jenkins action. Sunken City area was easiest of those three areas, The Queries were all right and Burning Bridge is hell.
  6. Spear+stiletto looks really clunky too and I have no clue how one would fight with those two weapons equipped so that might be a rp no go too.
  7. -Pure priest as you want that special level 9 spell to Rymrgand priest eventually. general guidelines and build foundations: 1.) two handed style+high metaphysics skill to use Chromosmatic Quarterstaff + Essence Interruptor as main weapons and make the most of them 2.) Armor as light as possible for spellcasting and if you can get away with using Barring Death's door + salvation of time later you can use his default armor, Get the belt to build concentration and be immune to pull effects (Captain Upright Belt) - it is also pretty essential 3.) Secrets of Rime + Spirit of Decay to take advantage of the damage spells he gets per level by default. 4.) Extra spells I would take per priest level: 1 - Restore or Remove Afflictions 2 - Withdraw, Prayer for the body 3 - Dire Blessing, Consecrated Ground 4 - Circle of Protection, Devotions of the Faithful and optionally Litany for the Body 5 - Litany for the Spirit, Barring Death's Door 6 - Salvation of Time , optionally Spiritual Ally or but this ability point later into one of the "empower boosts" 7 - Minor Avatar 8 -nothing, put points into the empowers+ quick summings (if you have Spiritual Ally) and also practiced healer 9 - prestige and I guess Incarnate??? lol although most of the time you should be casting the Call of Rymrgand spell and nuking. Actually don't take incarnate the -5 powerlevels to self is not worth it, just take all 4 empower spell talents from level 7 + improved critical by level cap. Ai: Buff yourself with litanies/ minor avatar slower than a wizard of course but still better than nothing, nuke stuff with ice+decay spells. And yeah I took "healing spells" because those were the best options at each level like Restore or Consecrated ground but if you rp I guess you can take barbs of condemnation + despondent blows.
  8. On any melee character, I like bonuses to Alchemy and Athletics generally. By the way The Daltro's Helmet got nerfed to the ground. The only way it still works is if you use Elementalist's Bracers to shock yourself to proc it but it is generally not worth it unless you make a build around a very high damage ability - like the thunderous report from Kitchen Stove. If you are an assassin for instance and you hit yourself with jolting touch damage from Elementalists's Bracers for say 40 shock damage that applies 40% shock lash to your attacks. Thunderous Report on the Kitchen stove blunderbuss hits for 200+ damage in aoe so you would add like 40% shock lash to that 200. Add bonuses for Assassin etc and you can open with a 400 damage aoe attack. That is the way I would do it now in 2.0 if you want to make the most of Daltro's Cage helm. Wizard/ Assassin would be good for that as then the Wizard can jolting touch himself.
  9. pierce setup is probably Mohara Taga+ Rusts while slash is Tarn's + Scordeo's. Good luck upgrading all of that to legendary though. early game definitely Gravecalling+Rusts. and in the dlc Magran's Favor+Rusts's Since I like the helmet Fair Favor I usually just go Gravecalling+Rust's most of the game and upgrade either Tarn's or Scordeo's to legendary by end game. It's still good penetration considering you get bonuses from Frenzy (and food).
  10. This sounds intriguing and I've wanted a good Xoti replacement. Care to share more details?There is a good "solo" thaumaturge build here in the forum builds list from araj. I suggest using it as a blueprint and modify it slightly for party play, like taking circle of protection and maybe despondent blows instead of llengrath safe wards. Basically, it is a midline support. You use Ninigath's grimoire ideally, take all the cool and useful priest party buff spells like level 1 aoe heal, withdraw, salvation of time, circle of pretection and the fire damage spells. Skip devotions for barring death door+shining beacon imo. In wizard you take defensive boosting spells at low level but maybe also combusting wound+expose vulnerabilities, definitely scion of flame and maybe secret of rime. At mid level (5+) wizard you take terrify spell and at high level pillar of flame and holy storm from a priest. In the end you basically get a more tradition backline/midline priest who uses utility spells to buff part and debuff enemies and do damage through cold+fire spells. Ideal weapons are Sun+moon and the soulbound dagger (or Xoti's sickle with speed buff). It's not a monster damage dealer until storm of holy fire but it has a nice toolkit of buffs and debuffs which are different in their nature from cipher or chanter buffs/debuffs. Basically also you make wizard/priest if you want a dedicated buffer/debuffer of that type in your party - one that does not need other resources to buff/debuff like chanter or cipher and can unload all the spells instantly without attacking. Nice. Thinking of going Priest of Rymrgand(modded)/Generalist Wizard for a new hireling. Thanks. It's not that special minus the high level spells. Considering its unique spells are mostly Wizard spells the combo above might be a bit redundant. Maybe Priest of Berath, then. I like the idea of a character that has access to Priest, Wizard, and Druid spells. Yeah Rymrgand priest himself does not have access to scion of flame so fire priest spells and a bunch of other classes fire spells are suboptimal with that subclass. I got to the dlc yesterday and I think I like Rymrgand subclass combined with 1.)barbarian (if spirit tornado gets boosted by secrets of rime -that be even better?). 2.)druid if you go with fury druid+decay/cold nuker - but you'd be really glass cannony, considering druid does not have the good self defensives as a wizard. -literally you'd have to relay on some other toon constantly buffing healing you or use barring death's door. Vatnir himself (his race) is really good for Barbarian/Priest btw because his race gives bonuses to applying sickened afflictions. I guess that is good for a rogue/priest too which you can make him normally. Chanter would be a good choice too if chanter evocations were affected by secret of rime because chanter has a nice cold evocation but right now those talents do not affect evocations. (sad) With the new patch PotD enemies have another +2 ar so you kind of have to be concious of that on your DDs. (cipher still master race +1 spell pen and +1 weapon pen) Spoiler here my blind first kill of the "Messenger" with a level 14 customized party - he can be tricky if your ai starts to focus on the mobs that appear and don't burst down the Messenger I found because that allows The Messenger to do too many harmful AoEs.
  11. That works with drugs too btw at least in previous patches. Drugs normally overwrite each other but if you take a drug/ save reload and take a different drug they seem to stack.
  12. I think fully upgraded the other old unique hunting bow in this game deals somewhat more damage. I'd run Berserker/Cipher or Berserker/Ranger or Berserker/Chanter with it though. Frenzy provides bonus attack speed and penetration all in one and each of cipher ranger or chanter provide various perks around this. If I mix in rogue it is too tempting to dual wield pistols or pistol+blunderbuss for full attacks.
  13. don't you need sapphires for maelstrom scroll? and last i tested at least on deadly deadfire scrolls even with high arcana were not that good anymore. but potion of invisibility + chanter summons while hiding in the corner could work.
  14. Tank - Holy Slayer Bleakwalker/Trickster dual wield Magran's Fury+pukestabber (+10 melee deflection modal) - riposte+trickster and paladin deflection monster with dual wielding full attacks each costing 1 resource in crippling strike and Flames of Devotion, plus you get wizard "fear" spells from Trickster on your tank that way. Secondary Healing from Greater Lay on Hands check, combines tankiness of paladin and dps of rogue "sniper" - eehh the best "sniper" is actually a lightning fast Marauder Streetfighter/Berserker with lion's sprint and escape to run/teleport to mages and priests and annihilate them dual wield Gravecalling+Rusts and switch to Tarn's or Scordeo's + Rust dagger late game Crippling strike+finishing or barbaric blow 2 hit knockout combo on any squishy mage or priest - that's the way I have ai setup. I guess if you want ranged you can go Streetfighter/Sharpshooter Scout but the Berserker does more single target burst damage in melee than a scout at range and burst damage to quickly kill enemy mages and priest is what I want from this toon. Sharpshooter would probably use dual pistols or pistol+blunderbuss. Monk+Berserker or Monk+Streetfighter would work too and is similar. magic melee: Shaman Priest of Magran/Berath/ Berserker fire aoe dps +unamermed with monastic unarmed training. Late game dual wield Sun and Moon+Soulbound priest dagger to trigger repeats of fire spells while casting. Healing capabilty check since it is a priest. You can try Priest/Monk too I guess - it is similar. magic nuker: I like cipher still and combo them as ascendant with streetfighter or berserker but a pure ascendant cipher is good too. Evoker or generalist wizard is good too I guess. Pure single class cipher ascendant gets amplified wave early and that usually out-dps wizards. Plus you have good cc. On cipher (pure) you just run The Red Hand Arquebus and Miscreent's Leather or Sharpshooter's Garb. On Witch variant you run Hunting bow either the lightning one which is new or Amiina's Legacy. On Mindstalker you dual wield pistol+blunderbuss as you do more full attacks. On a Wizard you'd probably run Chromo Quarterstaff or Griffon Blade+another weapon to increase action speed. Heals: I run Theurge now Troubadour/Lifegiver to buff all defenses, aoe heals and summons. It's a frontliner because most druid and chanter buffs are most effective in melee range but considering 4/5 of my party are frontliners I get away with leather armour for good casting speed - I use Fleshmender now as it has extra AR and usually the other frontliners "engage" enemies and the Theurge is not focused. I use Xoti's Sickle+Sasha's SingingScimitarr for extra speed buffs on the Theurge. I have 3/5 party members that have healing abilities. I skip the wizard class because The Trickster Rogue has terrify spells and that's enough.
  15. Chanters should be run Troboudour, Sasha's Singing Sciminat+Xoti's Sickle (Urgent harvest) dual wield with two weapon style, Fleshmender or Garari Cuiress Armour, Rapid Casting and Quick summoning that build is far from a tank If in that armor you feel too squishy equip Hearth Defender Scale, Black plate or The Bloody Links. Dual Wield rather than weapon + shield is still preferable though because it does increase your action speed a lot especially with the weapons I mentioned.
  16. Ship boarding is fun but if you board (PotD) -it favors a melee heavy party with no "squishies" -you have to use grape shot from your cannons ideally to injure their above deck crew before you board -if you recruit all the companions and not just your main five and constantly upgrade their levels and give them proper builds and ai conditions it is also easy.
  17. This sounds intriguing and I've wanted a good Xoti replacement. Care to share more details?There is a good "solo" thaumaturge build here in the forum builds list from araj. I suggest using it as a blueprint and modify it slightly for party play, like taking circle of protection and maybe despondent blows instead of llengrath safe wards. Basically, it is a midline support. You use Ninigath's grimoire ideally, take all the cool and useful priest party buff spells like level 1 aoe heal, withdraw, salvation of time, circle of pretection and the fire damage spells. Skip devotions for barring death door+shining beacon imo. In wizard you take defensive boosting spells at low level but maybe also combusting wound+expose vulnerabilities, definitely scion of flame and maybe secret of rime. At mid level (5+) wizard you take terrify spell and at high level pillar of flame and holy storm from a priest. In the end you basically get a more tradition backline/midline priest who uses utility spells to buff part and debuff enemies and do damage through cold+fire spells. Ideal weapons are Sun+moon and the soulbound dagger (or Xoti's sickle with speed buff). It's not a monster damage dealer until storm of holy fire but it has a nice toolkit of buffs and debuffs which are different in their nature from cipher or chanter buffs/debuffs. Basically also you make wizard/priest if you want a dedicated buffer/debuffer of that type in your party - one that does not need other resources to buff/debuff like chanter or cipher and can unload all the spells instantly without attacking. Nice. Thinking of going Priest of Rymrgand(modded)/Generalist Wizard for a new hireling. Thanks. It's not that special minus the high level spells. Considering its unique spells are mostly Wizard spells the combo above might be a bit redundant. It would possibly work well with an Ice build with secret of rime - the problem is I think in the DLC ice is a nono and fire based damage is better. Also the guy used Skaen in the original build because it have stealth and a few full attack powers for solo and being able to do all the things ie cast spells, go invisible, use full attacks against single large target etc.
  18. Chanters should be run Troboudour, Sasha's Singing Sciminat+Xoti's Sickle (Urgent harvest) dual wield with two weapon style, Fleshmender or Garari Cuiress Armour, Rapid Casting and Quick summoning
  19. I'd run Ecea"s Arcane blaster + that blunderbuss. It seems that Ecea's still triggers +100% projectile count on all weapons and projectile spells. But now the effect triggers a bit rarer and does not last forever. It still seems to last for a long time though, maybe until you rest or transition the area.
  20. Ah yeah that is a problem for ranged wizards, probably 2 meter range or so, if you are a melee battle caster the sickle+griffon's blade (+10% spell damage) is pretty good though.
  21. -Keep track of the recovery modifier on your armour (the closer to 0% it is the better) but 0% are robes, 20% leather, 35% scale etc -Pump dex it directly modifies action speed -the best weapon setup for pure speed is dual wield + two weapon talent, Xoti's Sickle with urgent harvest upgrade+any other weapon that modifies speed and maybe useful for caster - griffon sword is a good choice.
  22. So those items basically make a powerbuss streetfighter who is flanked and heating up even more "op"? Because the streetfighter is afflicted (perception).
  23. Here is pretty much the first and only Theurge build so far: https://forums.obsidian.net/topic/104351-healer-support-build-theurge-my-pocket-healbot-customtekehu-build-variants/ Name: "The Healbot" Class: Lifegiver/ Troubadour Difficulty: PotD + Solo: No Description: Party heal bot for heavy duty healing Companions: can be adapted for Tekehu minus the Troubadour perks
  24. This is the archetypal "healer" we generally associate with rpgs. Ironically in PoE2 it is the druid lifegiver sublass that fits this role the best and not the priest class. It is good in a party with a more offensive minded, rather than just a "meatshield" tank and several glass cannony damage dealers. It allows those party members to do what they do best - deal damage, while the Theurge will keep them up and their defenses buffed. The Healbot itself will do very little damage but will summon dragons to support the party in addition to healing and buffing defenses. The fact this toon does not need perception really allows for a more efficient distribution in a party between the dedicated healer/buffer (this toon) and the tank(s) and damage dealers. Race: Coastal Aumauna or Nature Godlike Druid Lifegiver + Chanter Troubadour Skill Points base Might - Max, Con - 8, Dex -14, Perc -10, Int - Max +1 Vaillain , Res - 8 Mechanics to 9/10, some Athletics for Second Wind, rest in Alchemy Max Religion! - we will use Xoti's sickle and urgent harvest for speed (recommended) I use high mechanics on this toon in a party because that way he can be the trap disabler and free the mechanics skill for other party members to take skill points like alchemy or arcana to deal more damage. We pump Might, Int and some dex because those allow faster and better healing and larger aoes. Since we are not there to "attack" we can ignore perception. Proficiencies: Hatchet, Sabre, (small) shield, Dagger, whatever Levels 1 Bearshift d, Nature's Mark d, At the sight of their comrades c, Not felled by the Axe c 2 The Thunder rolled like waves... c 3 And Hel-Hyraf crashed upon the shield c 4 Woodskin d, Gernesic Slew the Beast c 5 Two-handed Style 6 take whatever but suggestions are: One dozen stood against c, weapon+shield style or a wildstrike d 7 Ancient Memory c/ Combat Focus d 8 Rejoice my Comrades c 9 The Shield Cracks c 10 The Silver Knight's Shield c, Form of the Delemgan d 11 ...and their screams reached the heaven c 12 Aefylles Ues Mith fir c RETRAIN - to get the big drake instead of the hatchlings 1 Nature's Vigour (default), Bearshift d, Nature's Mark d, At the sight of their comrades c, Not felled by the Axe c 2 The Thunder rolled like waves... c 3 And Hel-Hyraf crashed upon the shield c 4 The Moon's Light (default), Two weapon style c, woodskin d 5 Thick grew their tongues c (recommended) or One dozen stood against c 6 Shatter their shackles c 7 Nature's Balm (default), Rejoice my comrades c, Combat focus d 8 The shield cracks c 9 Ancient Memory c (melee heavy) or Sure handed Issa (ranged heavy party) 10 Moonwell (default), The Silver Knight's Shield c, Scion of Flame d or Form of the Delemgan d 11 Aefylles Ues Mith fir c 12 ... its crash could not be denied c !!! - extra accuracy on your only spell attack (the tunder rolled...) 13 Cleansing Wind (default), Gernisc's Beast c, Practiced Healer d 14 ...and evil turned away from the sun c 15 rapid casting 16 Garden of Life (default), Old siec would not rest c, Quick summoning d 17 ...nor flame nor thrusted blade c 18 her courage thick as steel c 19 Nature's Bounty (default), Yet it's mate was more feared c, Lasting empower d (for empower proc on Sasha's Scimitar) 20 Mercy and Kindness Brisk recitation is usually on to trigger more castings of ...and evil turned away from the sun/ summoning drake and ...nor flame nor thrust armour buff chanter invocations. Chant order: 1 (optional) Her courage, 2 (recommended) The silver Knight's boon, 3. Aeffylath, 4. Mercy and Kindness, 5. Old siec or Ancient Memory Takehu Build Ability list: General: Level 2 Two Weapon Style Level 3 Combat Focus Level 4 Secrets of Rime Level 5 Practised Healer Rapid Casting Level 6 Quick Summoning Druid: Level 1 Ondra's Whip Tanglefoot Level 2 Blizzard The Moon's Light Woodskin Level 3 Chill Fog Nature's Balm Level 4 Moonwell Boiling Spray Greater Wildstrike Freeze Level 5 Cleansing WInd Ocean Burst Level 6 Garden of Life Watery Double Level 7 Clast of Frost Lashing Vine Chanter Level 1 The skies opened Level 2 The cave provided Level 3 The shield cracks Great Amira let her Wrath Level 4 ...it's crash could not be denied ...not Flame nor thrusted blade Ngati's Power struck the shore again Level 5 A cool wind washed over the tribe Level 6 Not one foe was spared Level 7 Within Ngati's Embrace Recommended Items: Weapons - Sasha's singing scimitar with encore upgrade + xoti's sickle and maxed religion and urgent harvest. - these provide the best speed and efficiency boosts to this build. And because Xoti's sickle has relatively low penetration I give my damage dealer's other weapons. Offhand you can use dagger + light shield in case you need to boost defenses and deflection a bit (rare) Armor - any good armor not heavier than +35% recovery time, although an exception can be made for Blackplate. I think the Junvik armor (Hearth Defender) is the best personally. Aloth's is good too if it is free but at 20% light armor it may be too flimsy before it is fully upgraded for a frontliner/offtank Bracers: + might Amulet: +intellect or baubles of the fin rings: protection and overseeing boots: + heal % belt + heal % (physiker's) cloak + deflection Head - none if nature godlike or Heaven's Cacophony (+ int) In the Ai, healing spells are on top anytime anyone is hurt basically. Otherwise, you constantly buff everyone's defenses at the start of a fight with wood skin, + not flame nor thrusted blade. If there is a window where the party members are not taking damage the ai summons a drake or in Tekehu's case a Vine. This toon is keeping my class-cannons up currently in my deadly deadfire Potd+mods run currently. you can briefly see it here supporting the party in this clip Casting stuff like woodskin, summoning a drake and casting moonwell. Basically what its supposed to be doing.
×
×
  • Create New...