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Tosho

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Everything posted by Tosho

  1. Yeah I'm playing pure wizard at the moment and it's quite annoying. Half of my AOE spells miss lol. I know about a +10 to fire accuracy ring but that is about it.
  2. Yeah there is more and longer load screens than modern day AAA huge open world games. Which is rather odd. (Witcher 3, etc.)
  3. Holy cow that item is nuts! I wonder if this would also be good with shield bearer/wizard since you would have access to so much invulnerability and very early on. Also I believe unbending is effected by +healing items and effects. So the 100% chanter buff, some food, inns, the priest in the first town, pet with 5%, and a few pieces of gear with 15%.
  4. It's okay, but a bit lacking due to no special accuracy or weapon effects talents, and no full attacks coming from the wizard side of things. You're mostly getting +defenses from the wizard side. But mixing in big aoe spells helps even the odds.
  5. Yup this spell is insane and also can be cast while stealthed and not break it.
  6. I wonder if one were to add Assassin in the mix, he could potentially Snipe someone with FoD (and get assassin bonus - but not backstab due to melee range requirement) and if the target dies just hit smoke bomb to reset combat so you can do it again and again 1 enemy at a time for easy solo. Like a true sniper would do lol.
  7. Ok for anyone wondering the shop in Herbalist Overlook has most things you need. The shop on top of hers has some stuff too. If you wait for 24 hours it restocks. Infinite bombs (if you have the gold) lol. From the free 55k I was able to make like 40+ of the good ones (grenade/concussion). A dedicated grenadier build is a easy possibility. Now just to see which class can take advantage of them the most. Monk/X as I wonder if they are effected by Turning wheel (it's bugged and works on some spells). Crusader for the all the universal hit you can load up on on top of near invulnerability from start to end. Rogue/X for assassination buff and restealth shenanigans. (Cheese+Cheese).
  8. I just had the same reaction! Those skeletons were just... I mean they are probably strong, been hearing a lot about the greatness of beckoners but... Size matters ok?! :D Actually, I would say that in serious encounters Troubadour's summons are stronger. Beckoner's summons are win-more summons. If battles are easy, Beckoner will win faster. That's all there is to it. Troubadour's summons have 4x more hp, last much longer, are much bigger and so they can block corridors more or less just as well as more numerous but smaller summons, and at PL7 Troubadour can block enemies much better because he can summon 2x more skeletons with Brick Recitation + whatever is the name of skeleton Chant. At around 20 INT that's 5 skeletons that Troubadour will have, plus whatever Invocation summon he chose. On top of all that, Troubadour is more versatile and can cast other invocations more frequently than Beckoner. It's not like Beckoner can spam invocations without overriding previous ones. And yes, size matters! What I like about Beckoner is you can gear purely and build purely defensively and still do good damage. 6-8 Weapons hitting for 50-150 is not a joke, and rivals some power dps builds while being super tanky. Double the Summons is double summon damage. With enough INT they are always out. I don't find any of the damage Invocations really good so not casting them inbetween summons is a non issue. I doubt those invocations do as much as dmg as another 1-4 high end Summons over 30 seconds.
  9. Mind sharing the items? I am interested in applying Zerker to one of my new builds and would love to know for future reference
  10. I'm thinking of doing an Explosive (and 2x Blunderbuss for flavor) based build for the luls and RP. But before I being I would like to know a list of were I can reliably get materials for such a thing.
  11. Wall of Colors is one of the best debuffs it just keeps stuff perma dominated/paralyzed that it touches. If that counts as debuffs though, not sure. Quite hilarious and good dmg too.
  12. I prefer the 6 weapons. That is 6 empowered attacks from other classes every attack for ~100dmg each if you Micro them and they feel sturdier than Ogres. As a Single class Beckoner Chanter my PC has nothing to do most of the time (he's a explosive expert but no fight is hard enough to need them yet) so I don't mind microing them. I'm having problems with the Ogres and Lesser Drakes, they all near instantly kill each other from AOE if AI is on since their attacks auto cleave. I guess that's a plus for the Drakes though, since the male Drake who comes down from the upgrade is SUPER strong but can't be controlled. So I think the weapons are best.
  13. Hold up let me summon that completely useless Enchanted Armory because I was too cheap to click on a vendor for far better items instead of 1 shotting everything with Salvo or Meteor. lol. Buff the T8/T9 ones substantially, at the least.
  14. Have you seen what these spells bring to the table? Lvl 8 Blackbow for example lasts 67 seconds (int 15) with a cast time of 2.4 seconds (faster than 3.4 recovery time for actually shooting it with 15 dex), that terrifies enemies and has foe jump. Lvl 7 warding staff, last about 46 seconds and still has faster cast time than the recovery of an actual attack that pushes and hobbles enemies every hit. Lvl 5 spirit lance, lasts 42 seconds and is a piercing weapon that does addtional crushing damage AoE explosion (close to full damage) every hit. Lvl 3 blights, scepter level damage lasts 45 secs, cycling elemental damage in an AoE lvl 1 staff, 48 secs, faster again, drains 20% damage as health from what I can tell All of these scale up to legendary at lvl 19. The only one that doesn't do something useful is lvl 9 spell but even that lets you summon a legendary greatsword and legendary morningstar along with a legendary breastplate. Needs some type of effect to make things interesting for a Lvl 9 spell though. Maybe remove the armor action speed penalty as well. Considering how long fights last in this game, you will maybe go through 2 castings of weapon spells tops, not to mention again they can be cast faster than regular attacks once you pick up the feats for it. Besides, by the time they run out, half your protection spells will also have run out, so it's casting time regardless. This a pure mage we are talking about that can deal decent damage without any gear needed. If you think these are 6 spells of varying levels are taking too many ability points somehow, grab Katreen's spellbook which is a bounty reward you'll run into if you are doing bounties. Wanna switch things up, grab the 8k gold costing spellbook (vaporous wizardy) from Dark Cupboard (a store you'll most likely not miss early on) that gives +1 casts to all your spell levels. Apart from the level 9 one we are asking too much out of these spells in my opinion. And calling them 100% worthless? What you want them to one shot the entire encounter? Stun lock everyone? You kill much slower using those than just using your spells or unique weapons.... Whats the point.
  15. BG2 wizard doesn't start at level 1. (least it didn't in my imported save). And googled you start at level 7+ or something. BG1 wizard level 1 is garbage. You don't get decent til like...level five ish? Comparing it to BG2 isn't really fair. Lol true I almost forgot. Either way BG1s lvl 5 is still better than POE2 lvl 5 Wizard. Slow spell count ramp up. Gets real OP at like lvl 11 tho.
  16. Wizard: -Empowered Meteor 1 shots everything -Empowered Salvo 1 shots everything -Wall of Color - can be cast while stealthed and not break stealth and slowly owns everything. Invisibility Effects: -Allows easy reset of combat. So basically cast 1 empowered spell, cast invisibility skill (there is a few), and run away. Rest and rinse and repeat.
  17. Ok so you can cast any "Wall" type spell and it won't break stealth. Although only 1 of them does decent enough dmg.
  18. Well I guess the drawback is they don't last forever, require a hefty cast time, and take very valuable ability points for the high lvl ones. The drawback shouldn't be that they are 100% worthless. Trap options shouldn't be in the T8/T9 brackets.
  19. Hmm, true. And I guess with Arkamyrs T6 invis and invis potions the only reason I wanted Rogue for (restealth) becomes unnecessary.
  20. lol "Wall of Many Colors" doesn't break stealth and just wreaks havoc on mobs. A lot of paralysis or domination, and 30 sec of lot of dot dmg. But it puts you in combat though letting you summon things while remaining stealthed. Sadly Essential and Substantial Phantom do like 5 dmg and have no powers, but I've found they get the same powers you have from gear. So I have a necklace that summons dragons, the phantom dude can do the same lol.
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