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Vonbek

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Everything posted by Vonbek

  1. Isn't the regen from Brilliant for Monks Mort? Wounds is their renewable, and Mort is handy to have as fights drag... Unless I'm missing something that I should really be using?
  2. I'll pull a couple to have a look. My main issue is never having modded POE at all, I've noticed that a lot of the hook calls/anchors seem to be Hex Codes which is why I was wondering of there was a class resource guide as most of the hard bit if this is like anything I've done for Torchlight or WoW will be making sure the hooks are correct and not calling something either nulled or able to cause a livelock or misfire. Icon/Anim is easy enough to check and somethign that is QoL pass level, it's calling an empty proc or even worse a class error proc I want to avoid even at the start whenever possible; especially since I think I'll need to call either SP or Cipher checks for the way I'm thinking of doing Wounds on it ( either Damage or Crit ). Is there enough activity in the actual Modding Forum to make it worth forking this into a fresh thread there?
  3. Sworn Rival variants ( may require use of More AI Conditions mod ) in this order : Target : Affected by Sworn Enemy + Distance : Target : Target in Melee Range > Attack : Enemy : Priority = Sworn Enemy/Marked Prey Target : Affected by Sworn Enemy ( not ) + Distance : "Enemies in Melee Range > 0" > Sworn Enemy : Enemy : Nearest Target Target : Affected by Sworn Enemy ( not ) > Sworn Enemy : Enemy : Nearest Target This will attack any melee range targets currently under SE, and if none marked then mark up another Target in melee range, and if nothing in melee range then mark closest target and then attack it due to the "Attack SE enemy" step being above the SE ability. Doing it this way will always make it attack a marked enemy rather than cast SE variants until it has no SE enemies to attack, thus stopping it spamming the SE ability. Strikes is even easier. Inspiration : Self : Has Perception Inspiration ( not ) > Barrage/Strikes ( timer 15 ) Setting it to check for the Perception buff from strikes means it will only cast when you have no Strikes/Barrage up, and the 20s timer also means it won't cast in a chain. If you are running Tactical Barrage and need the Int buff then just add a second line to make it Inspiration : Self : Has Perception Inspiration ( not ) > Barrage/Strikes ( timer 15 ) Inspiration : Self : Has Intelligence Inspiration ( not ) > Barrage/Strikes ( timer 15 ) It's all going to depend on what you pick as abilities, but I generally have my crusader set up to keep 2 zeal back for a res on the healer at all times pop second wind at 50% but also use LOH first with Break Engagement set so it will interrupt casts to do it have LOH for allies set for Self<50%(not), Target<50% so I don't end up dying if I break Engagement to heal I'd seriously suggest grabbing the More Conditionals mod, it makes it actually not too hard to set decent AI.
  4. other possibilty if you don't mind mods? Lord Darryn's Voulge plus LDV bondable to Paladin plus if you fancy looks over abilities... Deltro's Cage Personally I want a mod to allow monk bonding ( instead of barbarian ) for LDV and then I'll build Raiden, God of Thunder ( most likely to be Shadowdancer ( Monk / Rogue )) and just go to town with Electrical Explosions everywhere.
  5. Get ChromoPrismatic, Focus on metaphysics and pick Soul Storm and Enthralled Blights Chromoprismatic Quarterstaff
  6. yeah, not sure what's causing that unless it's the fact you're not in a combat timer causing it to trigger constantly.
  7. What about defining a ration? caster x martial y single class gets 2 ( ration ( random for caster )) multi gets one allocation of each class, so ShadowDancer would get 1 Mort ration plus 1 Guile Ration for example. BattleMage one random SL, One discipline Ration. Cipher would obviously need to have a value worked out to make it worthwhile but not "here, now cast Time Parasite again" If you set Ration to say 2 of class spenders for example? Fighter would be able to throw up Barrage again, but not anything close to an Empower Refresh. Monk would be able to extend a little but again nothing stupid. Wizard could end up with 2 more level 9s, or be sitting on two casts of Missiles
  8. If anything I prefer that idea. To me it should be a "flash of brilliance". Immediate Pool regen, buff for small time. Rather than a low buff and having to wait for the result. Eureka is Instant, not 5 minutes down the street once you've got out the bath and found the towel.
  9. I meant no idea how and if the Shift-Key could be done, I wasn't saying what are hotkeys. You had also asked about the Modding Forum, so added link.
  10. Fire me your set of triggers over. I run the same and mine rarely spams off Strikes unless they get the dex inspiration nulled by something. I'm wondering if it might indeed be the DoD tick as I dont have DoD set to be usable in stealth as it and thunderous are set up so as to trigger only in full combat at 10 wounds.
  11. Not sure about the hotkey thing... however the other one is easy. Mod Forum
  12. More AI Self: Inspiration ( Dex ) ( Not ) : Swift Strikes ( 20 delay ) works fine for me and only ever casts on drop off from testing so far not sure if you have the needed conditionals without more AI as I've always used it even on mates machine.
  13. That reminds me seeing the Deep Sea King build. There's also the Full Support/Shock Build for Tekehu which has the added bonus of the non-negotiable items being early game accesible, adn the rest replaceable with lower end items till you get them. [COMPANION BUILD] Tāwhirimātea, the God of Storms Used it on two full runs now, and just about to add it on my POTD run as it's that solid. Plenty of DPS, and solid heal/res capacity. If anything the Foe only AOE/Chill Fog etc makes it too powerful in places, as does the ability to swap from Shock to Ice if they're shock Immune and vice versa.
  14. Maybe it's something in More AI but I can set targets for Summons like Best Threat etc.
  15. @Boeroer / @MaxQuest, quick question. Is there an guide to creating, or easy way to create, custom subclasses? The more I think about it, the more I feel my Zen Archer idea would be better as an actual Monk Subclass that's pretty much a Shattered Pillar/HW hybrid ( possibly gaining wounds off crits and to a lesser degree dealt damage ) with the emphasis shifted to "Martial Archery" ( I'll get me coat ) rather than fists. That mucking about would probably give me the insight to be able to do a low impact "Trick Shots" mod afterwards for allowing certain abilities that make sense be able to proc off ranged too.
  16. Considering I feel the FF12 Gambit system is the pinnacle of design all games should aspire to ( as games like Dragon Age and others have shown ), I like it as it means you can micro as required on each character as needed without worrying or continually pausing. I'm already running More AI Conditions, and I would like about another 30 additions to it.
  17. HelWalker/Trickster ( monk/rogue ) is fun... now on my 4th including a ranged bow version
  18. Good to hear, @MaxQuest. RL sometimes needs attention. After finishing my first full run and achievements got a few further requests/ideas for perusal and possible "nope, that's game breaking/impossible/both"; I've scoured nexus and can't find anything that seems to cover them. Range Mod - Specifically Sap, Both rogue Blows, Flurry, HBD and other thematically possible Melee abilities to be range possible too ( caveat : balance it out by having the "proc on crit > fresh attack" become "on crit > reset recovery bar" so that things like reload and animation time still affect it ) ( inspired by wanting to build a Zen Archer style character who starts doing mad stuff once he's "in the zone" ( ie critting ))... and no, it's not to abuse Frostseeker. I actually had St. Omakus in mind when the idea cropped up If possible someone to work out what needs changed in the UC mod to fix the Global Teleport and Add Skills errors for 5.0+ GOG versions. I've tried multiple things including a fresh install of both UC and the game and while most stuff works now AS is totally borked even in new games and Teleport does one jump then blanks the list. And yes, I've tried both the Forum thread .py file and the Nexus instructions too spitball idea here - a Godlike Mod that changes the max stat base to 19, so instead of the usual Dex/Int that they all have you could have a Strong (MGT) and Bold (RES) Firelike or a Fast (DEX) and Perceptive (PER) Moon or even a Sturdy Oak (CON/RES) Nature. Having seen how the Engine handles Racial Bonuses, I'm wondering would this be as simple as coding up a way to add +1 to all stats then reduce "Pool" points by 4 at creation time? Beyond that thanks to the various Modders and Forum folk for their time and work and advice. Especially @Boeroer ( loving the Icon Set ), @Stardusk78 ( liking your approach to the mods, just about to give TS a whirl on an Unroken/Stalker/Bear tank ), @checoden for Deadfire Tweaks, @MaxQuest ( for both Spoils and the CP ), @Spherikal ( for the Enhanced UI ), and last but not least @peardox ( for the Quality Mod that has made my life much easier for quick "is this better" comparison ) and @Armakoir ( for the wonderful IPD mod ). Shout out to @bringingyouthefuture, @Waski, and @Ophiuchus as well for help with some ideas.
  19. Cheers, @bringingyouthefuture. Any idea whether it's worth using Death or Moon godlikes or is it pretty much Fire for tank and Nature for everyone else since they will usually have Inspirations up at all times for the PL?
  20. I'm using Eder ( via UC ) as a defensive Crusader and plan to do my full POTD run with a Fire Godlike with the same Build. Unbroken/Shield, Kapana, Swap between Devotion and Bulwark... and One Dozen Stood. Low Discipline use on the Fighter side ( it's there for Barrage and one other active, but mostly for the passives ), so between endgame Discipline stocks and Brilliant I have it set up to do the following Discipline > 5 AND Enemies in Melee Range >1 : Clear out : Enemy : Greatest Number of Enemies Between the effects of ODS and the Guardian defence Modal it's handy keep the Damage incoming down while also generating some extra DPS and also afflictions for other characters to abuse. The paladin side is the same. Actives are literally Sworn Rival, Res, LOH. The other "main screen" ability is Exalted Endurance, the rest is side screen passives or conditionals. I find with the way I build the Crusader it's great for creating a self healing Choke Point that also penalises anything trying to run away from it and buffing other melee toons, can heal and res and tag on autopilot and is very low micro if you build a decent AI for it while still having an oops ( the lvl 7 fighter passive i forget the name of ) just in case you tunnel in on the MC or a more Micro intensive toon. That would explain why I had issues in the Sepulchres early on until I managed to kite them away from each other quite a few times.
  21. lvl 7 Horrors over Ignition for me every time, I find it just too useful for activating/enhancing my Tank and Melee characters lvl 8 I'd swap Soul Mirror for something else. I never seem to get much mileage out of it on ranged characters lvl 12 *cough* Silent Scream *cough* Lvl 16 and 19 ( disclaimer : not tried a ranged monk yet ) why those on a ranged weapon character? I may be missing something here but surely the whole point of being Ranged is to not need these? lvl 19 cipher? I'd always be picking Memory for the Brilliant Inspiration Beyond that looks decent and interesting, and as Boeroer says Blunderbusses is probably the one that will max you out for Ascend fastest. Boggles in Max Wound HW/Trickster Melee Build
  22. Mostly Sustain seems to be my experience so far, apart from certain broken abilities there isn't many things that don't require you to keep casting somehow. That's why you seem to either need a renewable class like Monk/Chanter/Cipher or a source of Brilliant in case the fight is one of the longer ones. After that I work on Defence > Burst > CC > DPS > Alpha ( mainly because the DPS of a body on the floor is 0 ) and it's been doing fine for me. Also unless you go actual fists, Monk in this game is more like Kensai from AD&D. It's a Fighter Kit with some bonuses on top for bare hand, I've yet to actually run any of my monk characters or companions without weapons. I'm guessing to get Whispers and Imagined Pain and Resonant? Also I just don't like the issue with Naz and Dampener, so would always be HW as I'm getting used to them. Still trying to work out how you get FF to work.
  23. Wasn't sure about them myself... then tried a Dev/HW and that was fun with Modwyr/Watchers as a variant of the AC Lady of Pain... then I saw Malux Finally and also looked at how well Rogue was able to do debuffing via Trickster while also making Sneak Attack trigger. After about 15 minutes trying a Shadowdancer I was hooked/
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