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Ivanfyodorovich

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Everything posted by Ivanfyodorovich

  1. Thanks for all this work! Am I understanding the options correctly, then? First Conversation: Option to choose specific responses and gain an inspiration themed to those responses (PER, INT, or MIG). Second Conversation: Option to choose the same theme responses and gain a tier 2 inspiration of the same kind OR answer differently and get a second inspiration added. Third Conversation: Option to choose the same as first, second, and get a tier 3 inspiration of the same kind OR answer differently and get a third inspiration added. (Can you answer here and get the 2 inspirations upgraded to tier 2)
  2. I see the ease of adding all of these to one trinket or as passive talents, but I actually think putting different passive improvements to these on several trinkets is preferred. Imagine multiple priest trinkets adding a different effect to radiance or interdiction. You would have to choose between them (no stacking), but if the bonuses fit the flavor of the trinket, I think that's a cool choice. It also simplifies the other design choices around trinkets, because we wanted some passive effects that weren't just bonus spells. Passive talents creates a worse problem for the priest in terms of railroading, since there are even fewer points to spend on less desirable spells. I don't think bringing back all of the PoE1 talents is needed, either. Some of them were pretty bland. +ACC on interdiction, for example. Trinket 1 - Condemnation Gain 2-4 Condemnation spells at various levels Condemnation spells gain +3 PL Interdiction becomes per encounter and now also Weakens Inspiration spells cast at -5 PL Trinket 2 - Inspiration Gain Inspiration spells at various levels Inspiration spells gain +5 PL (since it's only duration here, no healing or DMG, right?) Holy Radiance gives +10 Acc for 8 seconds Condemnation abilities have reduced accuracy -10 Trinket 3 - Selfish Priest Holy Radiance now gives +4 all stats to Priest, but does not heal others, 15 sec duration +25% healing received for duration of buff (including Holy Radiance heal) -50% area of effect for all Inspiration and Restoration spells for duration of buff Trinket 4 - Punishment Holy Radiance now also deals burn DMG to all enemies (more to vessels) Gain bonus Punishment spells +2 Punishment PL -50% healing done
  3. I totally get it. There’s a little bit of that not being taken seriously that fits here, but really the idea isn’t specific to a race. In terms of game mechanics, The core build works with any race. Orlans have a history of being slaves and their “sneaky” flavor works, but Skaen is equal opportunity! As long as you have high CON and high PER with low DEF it should work well.
  4. Definitely. This build is more flavor in terms of those choices. Human probably works better because the Accuracy bonus they get while bloodied is stronger than 2 PER.
  5. I appreciate this helm consideration. Since the original helm was defensive, and crimson panoply requires being crit to work, how about that being the trigger? The only helm with an On Being Crit proc is the Kettle (10% chance to cast boiling spray), so this would fill a gap. Helm attributes available are only INT and PER currently, and blackened plate helm does that well. Instead of MIG, CON, or DEX on kill, how about MIG affliction immunity and immune to push/pull for 15 sec after being crit? Or Restore 3 health per 3 for 9 on being crit? It would also be great if the helm had one smaller bonus that isn’t proc dependent. Concentration fits the original somewhat, yeah? For Tempered Vibes I like INT resistance as a passive, with a weaker on kill effect: +1 MIG +1 elemental AR, -2 def per kill for 20 sec, stacks 4 times.
  6. I love I’ve the idea of upgrading these. A saints based version that changes the functionality would be awesome. @Stardusk78 has put lots of work into a priest mod that, among other things, gives each subclass a new, themed Holy Radiance and new themed passive, avatars, etc. I think the trinkets should be more subtle (he is not worried too much about balance), but I suspect there is good inspiration there and some code that could be used as reference. Re: spiritual weapons - I think having them as subclass spell options is best. Most people won’t choose both, but it’s great to have an option. A summoned weapon trinket could effect all of the summon weapon abilities - similar to your Druid bite spell idea, Boeroer - get more casts of spiritual weapon, lose other casts - or add additional scaling with disposition - or give themed Inspirations when summoned (Woedica MIG & RES, Magran DEX & MIG, etc)
  7. WotW is hard to beat. Are you saying that WotW with a Greatsword feels more powerful than a Devoted/Helwalker with Greatsword? Or are you using two weapons on the SC to optimize the Full Attacks? There are 2 ways to go with this Brawler that I'm seeing. One is more defensive and stays in the middle of enemies with Mob Stance on and Refreshing Defense, etc. The other plays at range with Dance of Death and Conquerer's Stance (won't stack with Dance, but is +10 Acc for the first 12 seconds until Dance can stack up). The Mob Stance bruiser version with Firebrand, Accuracy is 119 (109 with Savage Attack on) in Mob Stance self-buffed only. You could pick up +10 from a priest or 5 from paladin/deadeye. *Note that Mob Stance Free Attacks get bonus Accuracy: +8 ability level and +2 per power level (+10 for this character). As for speed, after a Crit (for necklace buff) with 2 enemies engaged, attack speed is .4 and recovery is 1.9 (1.8 with Abraham). That's with every slot dedicated to speed (Aegor's, Necklace of the Harvest Moon, Helm of the Falcon, etc.). I'll play around with the Dance of Death + Instruments version, but I think it's wanting something different. There's less incentive to wear the Contender's armor, since we won't be engaging from range and the extra armor isn't helping as much. Someone who is better at attack/recovery math can weigh in if downgrading to Miscreants is better here, or if the single large bonus from Mobility is still better, or if we just scrap light/medium armor + Armored grace and switch to a 0 recovery armor. You would want to dump RES here instead of INT, to extend the duration of Instruments. Also, in a little bit of testing, I don't think wound generation is high enough with just Voidwheel self damage and Dance of Death. The 4 wounds for Instruments, which needs to be refreshed, along with Thundering Blows, leaves very little for Monk Torment's Reach (which gives another +25% additive DMG). I'm imagining trading out the Devoted for a Berserker would work better. In that case we really are dancing with death. You probably would have enough wounds to keep up Blade Turning, in a pinch, but the self-DMG might be too damn high.
  8. Done! Would love to see that functionality come back for a host of other threads. If they don't change it, and we find a mod that's willing to help, would you be up for reposting periodically (if there are new builds), and having the mod unsticky the old and sticky the new?
  9. I had some fun playing around with a blade master of Magran idea devoted/helwalker. Dump INT, Max DEX, PER and MIG on an elf. Stacking up every additive bonus (fighter passives, modal, etc.) and lash (iron wheel, lightening lash, magran belt) you can and toss in firebrand for fun. Its 25% fire lash is weaker than spiritual weapon maxed (I think?), but it’s duration is 60 seconds and unaffected by INT. Athletics and Contenders armor plus armored grace have a similar interaction as Palehide or miscreant’s, where you are faster than if you had no armor on (again, I’m pretty sure). The added engagement slot also gives another +5% speed with mob stance (not sure if it stacks with lightening strikes). Then stack the usual speed stuff - helm of the falcon, dex boots, etc. it seemed pretty much the idea of the lady of pain, but with a few changes. One variant is using void wheel to generate wounds and stating at range with instruments and dance of death. Voidwheel only has a 20% lash (combined), but it’s 2 other dmg types (raw and corrode). I didn’t get to test that as much, but instruments with a greatsword is pretty fun and fits the idea of someone who has honed their training with a weapon to the point where they can hit you with it from across the room.
  10. I would really like the option to edit posts indefinitely come back. The new functionality is something like 8 days only. There are some pinned posts that have tremendous community value, like the build lists. Being able to keep those updated not only supports the community’s ability to share builds more effectively, it also encourages continued interest and excitement for the game that can continue as long as we are able to post and edit that thread. Thanks!
  11. Yes - these are the ones I remembered and was excited to see. I’d love to see them added, in addition to anything else done.
  12. Jumping into this thread to say thanks for the work, and I am really interested in the trinkets for Priest and Druid. It might take some added design work, but I really think it would be cool if each trinket had a small bonus that is great for most and then a stronger bonus that has to be built around but could be used by several subclasses (e.g. Psalter of Bodily Discipline: grants Prayer and Litany for the Body; deal 10% bonus melee weapon DMG against targets with a Body affliction). Ideally these could open up new build options, rather than just making existing ones better (though making existing ones better is cool, too). Boeroer had some great ideas, but I'm sure we can think of some others. Do you have an idea of roughly how many we want to add?
  13. I love the synergies here between Brute Force and Druid CON affliction Dots; making the most of Spirit Shift armors speed and tankiness, and the way Dots prepare the way for an "on kill effect" avalanche. Question: Do the Spirit Shift weapons and armor scale with Power Level or Character Level? Can you push the "quality" of them higher by stacking bonus PL in the same way as Monk fist/unarmed training?
  14. I’ve been working on a party build idea this last week and it’s turned into a fun challenge that I think the community might enjoy: Create a party of characters that each personify a different deity. Divine Avatars The gods of Eora are the personification of mortal ideals and experiences - Justice & Vengeance, Memory & Grief, etc. This concentration of personality and singular focus is the source of lots of drama and conflict, but it also serves as a mirror for mortals to see what it looks like if one part of who they are becomes too dominant. For some it’s a cautionary tale, but for others, it is the path they choose or the the path they’ve been placed on by their experiences. For us as character builders, what would it look like to create a character that is the personification of a god? To build a character that reflects the ideals, themes, and portfolio of a god, but also a story that explains how they have come to be this way. They may worship this god or not. The god may acknowledge them or not, but they are an embodiment of the archetype the god represents. Challenge Criteria Create a party of characters that each embody a different God of Eora. These characters must have: Consistent Choices - choose attributes, items, skills, and abilities that express the character and portfolio of the god and create a fun, successful, and compelling build. Most choices are in the spirit of the challenge, but don’t pick things that contradict the theme of the god, even if they are mechanically strong. E.g. a Rymergand build might really benefit from Magran’s Favor, but it would be a stretch to connect a fire focused item with his portfolio of cold and decay. Divine Power - Have at least 1 stat that is 18 before racial and background adjustments Divine Flaw - Have at least 1 stat that is 3 before racial and background adjustments Unique Traits - must be different class or class combination than other gods in your party, have different attributes, etc. E.g. Can’t create a party of gods who all have min RES and max PER Bi-Vocational Clergy - cannot be a single class priest. That’s no fun for this challenge. In a sense, SC priests are already themed in this way. (Optional) Enable some or all of Magran’s Fires for the corresponding god’s in your party An Example Single Character Build: The Effigy, Avatar of Skaen I'll post my first party build soon.
  15. INTRODUCTION An escaped slave from a Rautai saltpeter mine, The Effigy draws from a reservoir of pure hate for those that have harmed them. Tormented by the ghosts of their past, deaths they witnessed and those they caused, they lack the will to confront foes directly. Instead, they wait in silence, crafting bizarre and unnerving totems that resonate with power. When threatened they unleash a blood rage, surviving vicious wounds and lashing out in unbelievable speed against those who strike them. They reserve their most vicious attacks for those from the spirit world that have manifested among us. Their weak will makes them susceptible to all forms of mental manipulation and frequent changing alliances, though they resist the weakest forms of fear. When wounded, they become even more powerful - an unstoppable terror that shrugs off any assaults on their body and is fueled by torch and flame. When drunk they become immune to any attempts to stop them, short of pure physical violence. Truly a horrific creature to behold. Crowned in pure disdain Barely able to contain Now this will all end in blood Cleansing, lasting, murderous THE BUILD =================================== =================================== Difficulty: PotD v. 5.0 -------------------------------------------------------------- Game Mode: RTwP (Not ideal for Turn-based, given the reduced number of auto-attacks and the reduced value of recovery reduction/elimination) -------------------------------------------------------------- Solo: No -------------------------------------------------------------- Class: Barbarian (Fury Shaper) -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Rauatai (CON) - Slave (Survival, Athletics, Streetwise) -------------------------------------------------------------- Attributes: MIG 10 CON 19 (+1 Rauatai) DEX 10 PER 20 (+2 Orlan) - Divine Power: Skean sees all mistreatment and abuse INT 15 RES 4 (+1 Orlan) - Divine Flaw: Skaen is haunted and a coward and is easily manipulated by the strong willed -------------------------------------------------------------- Abilities | Skills | Proficiencies (a=automatic) (I) 01. Frenzy + Shape Ward: Frenzy (a) + Carnage (a) + Furyshaper (a) | Flail, Sword 02. Barbaric Yell | +1 Athletics, +1 Streetwise (II) 03. Thick Skinned + Barbaric Blow | +1 Athletics, +1 Streetwise 04. Accurate Carnage| +1 Athletics, +1 Streetwise | Battle Axe (III) 05. One Stands Alone + Two Weapon Style| +1 Athletics, +1 Streetwise 06. Bloodlust | +1 Athletics, +1 Streetwise (IV) 07. Barbaric Shout + Blood Frenzy + Shape Ward: Fear (a) | +1 Athletics, +1 Streetwise 08. Savage Defiance | +1 Athletics, +1 Streetwise | Greatsword (V) 09. Barbaric Smash + Bloody Slaughter (III) | +1 Athletics, +1 Streetwise 10. Tough | +1 Athletics, +1 Streetwise (VI) 11. Brute Force + Bear’s Fortitude (III) | +1 Athletics, +1 Bluff 12. Blooded (I) | +1 Athletics, +1 Bluff | Stiletto (VII) 13. Blood Storm + Stalwart Defiance | +1 Athletics, +1 Bluff 14. Blood Thirst | +1 Athletics, +1 Bluff 15. Two-Handed Style (II) | +1 Athletics, +1 Bluff (VIII) 16. Heart of Fury + Vengeful Defeat + Shape Ward: Blood (a) | +1 Athletics, +1 Bluff | Club 17. Improved Critical | +1 Athletics, +1 Bluff 18. Threatening Presence or Uncanny Luck | +1 Athletics, +1 Bluff (IX) 19. Barbaric Retaliation + Blood Surge| +1 Athletics, +1 Bluff 20. Dazing Shout | +1 Athletics, +1 Bluff | Dagger -------------------------------------------------------------- Items (!)=important, (r)=recommended Weapon Set 1: (!) Whispers of Yenwood (Whetted, Unfaltering), (!) Ball and Chain (Indomitable, Subjugation) Extra DMG against Spirits is on brand here, along with the boost in Crit DMG and CON. Our WILL is already so low, that we don’t care if it drops even farther. The CON buff stays for the whole fight, even if we switch weapons. One we have Barbaric Retaliation, we will switch on the Sword Modal and leave it for increasing our chance to be crit by enemies. Ball and Chain is on brand as a weapon of liberation and violent revenge. 10% chance to recover immediately on Crit feeds our DMG engine nicely. Reduced Action speed and Knock Down when we Crit them is also helpful to slow down the incoming DMG a little bit. It also means we can shut down single targets if given a chance to focus them. Flail Modal plus Heart of Fury means we have softened the group for AoE fire spells. Weapon Set 2: ® Sanguine Greatsword (Prepare the Offering, Greater Blood Gift) Mostly a fun item with a cool path to acquire it. Fits our blood theme, and adds some healing to the mix. Greatsword Modal is a waste here, as we really want to Crit with this weapon. Consider swapping over for a Heart of Fury. Head: (!) Rekvu’s Fractured Casque (This way we can replace wards while being wailed on by enemies) Back: (!) Rekvu’s Scorched Cloak (For pairing with a fire DMG party member(s), ideally a priest), Ragged Cloak (more retaliation DMG on crit) Neck: Precognition (fits both sides for us - we are gonna be Crit and we are gonna Crit enemies), Claim and Refusal (extra DMG reduction) Armor: (!) Effigy’s Husk (Armor of Flesh, Skaen’s Hatred) and The Bloody Links (Crimson Steel) or Magnera’s Chain (Staunch, Padded Underlayer) or Crimson Panoply Effigy’s Husk gives us MIG immunity, which paired with our boots and gloves & Wael’s Wind or Captain’s Banquet makes us immune to all afflictions, as well as a nasty healing reduction aura that should affect CON immune enemies, and a nice burst of DMG when paired with Vengeful Defeat. You can switch to one of the heavier armors for fights where you need more survivability. Waist: (!) The Undying Burden (extra heal, CON, and much needed DMG reduction - flavor text fits) Hands: (!) Rekvu’s Stained Grips (CON Immunity - keeps us alive in the midst of the fray) Rings: Ring of Overseeing, Greater Ring of Regeneration, Whispers from the Depths, Drunkard’s Regret Boots: (!) Sandals of the Water Lily (we want that -10 to DEF, and with Affliction Immunity, we don’t care too much about the other defenses) Trinket: Betrayal (On brand, plus a way to buy a few seconds of time for healing) BUILD OVERVIEW This build takes big hits and dishes them right back out. You will lose health quickly, and can either stay alive with focused healing or death denying effects, or let things run their course and explode with two AoE explosions of DMG. The risk is highest at the start of a fight when there are the greatest number of enemies smashing you. Even at Near Death you will have around 200 HP, which is plenty to take a few hits. With Robust, Shape Ward: Blood, and Second Wind, you can stay alive long enough to take quite a few enemies with you. Any other sources of healing are needed (Old Siec, Lay on Hands, Healing Aura’s, etc.). A priest makes an ideal pair with The Effigy. Resurrection, Barring Death’s Door and Salvation of Time can keep the Effigy alive long enough to decimate the enemy. Additionally, once injured, they can unleash fire spells on top of The Effigy, healing it and maximizing foe damage. Storm of Holy Fire and Pillar of Holy Fire are great for this. Divine Mark is a great spell here. It targets WILL (which is crazy low for us). It’s another option for a heal post injury, and a great way to pick up the best injury for The Effigy, serious burn. It also fits our theme, as it’s one of a Skaen Priests’ auto learned spells. For Drugs, use Mouth Char or Deadeye. For Food use Wael’s Wind or Captain’s Banquet. Alternatively, use Forgetful Night, Arrack, or Daibō o Osa.
  16. Thanks for starting this thread, Mike, and sharing your experience and approach. I appreciate learning how others think about creating characters and how personal that is for most of us. I create characters based on a play style preference that is a reflection of my personality (more defensive and passive oriented with lower micro and risk needed), and I usually end up making choices from a similar place - benevolent, rule following, trying for the best outcome, looking for harmony between all competing interests. It's been fun to try on characters that make different choices, but that takes some work and sometimes is hard to sustain. I have also appreciated some of the challenge PoE has given my instincts. There is never a "right" path that is without compromise or conflict. Siding with the Huana my first play through of Deadfire was a great experience to frustrate that instinct in me. RE: Multiple Personality Disorder - my .02 based on some reading and personal relationships with therapists and clinicians - personality disorders are very complicated and are usually critically different than what you see represented in media (and most common diagnoses are not represented much - like Borderline Personality Disorder). The clinical diagnosis that most closely resembles multiple personality disorder is Dissociative Identity Disorder, and it's controversial, but there isn't as much a debate on if the person is really having an experience or not, more so how to accurately describe what's actually happening for folks diagnosed with this.
  17. Thanks so much for your work on this! Is it too late to make a request for the keyword fixes? The following abilities are coded as poison but lack the keyword. This means they can’t affect poison immune targets, but don’t benefit from +pl items. Vile Thorns Plague of Insects Wall of Thorns (also missing counter: antidote) Curiously, Venombloom does benefit from +poison pl items, but lacks the keyword.
  18. Even better, some benefit from the higher ability level when calculating AL bonuses, even though they scale power level based on the original. E.g. Sacred Immolation upgrades give +4 Accuracy and +1 Penetration without lowering PL scaling.
  19. 1. I think they mean flagging these summoned weapons to have a weapon type. IIRC Minor Blights was tagged as a wand in PoE 1.
  20. @thelee - w/r/t Woedica's challenge and lack of regen between fights, I believe trollskin belt and similar equipment still regens outside of combat, which sort of trivializes this aspect. You can just equip regen gear right after a fight and quickly heal up.
  21. The loss of Evocation and Illusion spells significantly reduces the power and versatility of the class, but it can be played around if you're looking to work within constraints for fun or RP. The familiar is a nice buff (+3 to a stat, +1 PL, +random bonus), but the randomness means the PL is really all you can count on. If you summon another creature after the Familiar, the Familiar goes away, but the buff remains, allowing you to take advantage of other summons and prevent a loss of the buff from the familiar dying. That said, you're giving up a spell slot and cast time to summon it (Eldritch Aim, Chill Fog, Spirit Shield, etc.). Summons and summoned weapons do not benefit much from Power Level (They both scale based on Character Level, I believe), so being a conjurer doesn't help them much (+5% duration over other Wizard Sub-classes), but the upshot is they don't scale well with Power Level, so being a multi-class Conjurer doesn't hurt the much either. There are lots of mutli-class options that are fun. Access to summoned weapons means you can multi reasonably well with one of the martial classes (but loss of illusion means you don't have access to most of the major deflection buffs that make MC Wizards so powerful). A suggestion from other threads I've seen is multi into Priest of Wael to gain back the missing illusion spells, as well as some other priest uniques. I'm working on an RP flavored build for Fassina that is trying to crack this nut, since she is forced into Conjurer for all of her class choices. There's definitely some fun options there that I'm almost done testing in a playthrough.
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