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masterty66

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Everything posted by masterty66

  1. About level 9 now and this character is wrecking faces. My god does it hit hard with the Spearcaster. Anything that I can penetrate reliably on gets destroyed. 12 base pen on Arbalest and then +3 from Superb quality on Spearcaster. Soon enough it will be Mythic as I took that Berath blessing. Just need to get it to Legendary first. I have the Devil's armor on too so even though I'm only level 8 I think I have something like 8 Bond and 8 Zeal which means tons of spammable dps abilities. I switch to the Watershaper Rod sometimes when I wanna hit a group with imbues. I did have to spend most of my cash from blessings + quests I've done so far to get Spearcaster/Devil's Armor but it was so worth it. The dps on this is gonna be scary once I have takedown combo. The accuracy is sky high so far too thanks to Ring Of Focused flame + Devotions + Spearcaster. So there's lots of crits, and even when I don't, I reliably hit. Took the wolf pet which seems to do reliable damage with Sworn Enemy on what I'm attacking. Anyways all that is to say thanks for the tips. Character is a lot of fun. The single target dps on this is so high that it reminds me of how strong Rangers were in Poe1. There's even a little bit of utility with lay on hands/imbue web although most often so far I prefer to use my bond/zeal for imbue missiles or devotions of flame respectively. But sometimes I like to pin enemies in place with an imbue web and let Tekehu/Aloth go to town with aoe nukes. But I'm rambling now. Character is fun and I'd definitely recommend the class for anyone who enjoys high single target dps.
  2. Did you dump Resolve? Enemies prioritize your party members with low deflection and armour. No, I didn't. I don't think I even have the lowest deflection in the party usually thanks to the Paladin defense bonuses. Only thing I can think of is maybe they prioritize the Arcane Archer because of the penalty to health that class gets?
  3. Got through the prologue easily enough so far. Character hits pretty hard so far even with just basic gear. Just got to Neketaka so will be buying Spearcaster soon enough. I have noticed that enemies seem to be making a bee line for me though. Not sure why that is. They'll ignore Aloth, Xoti, and anyone else I use just to rush towards and beat on my Ranger/Bleak Walker. That can be a problem if a lot of enemies have high initiative but if I can live past that first round I'm usually fine. Actually the enemies have wanted a piece of my Ranger so badly that they've even been willing to take disengagement hits from Eder to rush past him and try to beat on me like a rented mule. Given the frequency of that happening so far I think I'm gonna invest in Eder having the upgraded engagement fighter stance which prones enemies that disengage. Also might be worth using a little bit of con/protective gear on myself. But aside from enemies hating my guts the dps has been really good so far.
  4. Interesting. I'll keep that in mind. I opted to go with the Bleakwalker/Arcane Archer for now, but my next playthrough after that is definitely the Barb/Evoker combo. Looking forward to these plays, should be a lot of fun.
  5. That's awesome. You're really tempting me right now with that character idea. How did you apply injuries to yourself to make the most of Revku gear? Knockout injuries are kinda severe, no? I assume there's some better way to do it or did you just try to find traps or such?
  6. I've gotten most of the way through TB Potd on my current run (Cleric) and yeah maybe I'm underrating having a casting speed bonus. I'm tabling that run for now since I've gotten a little bored on that character. It was a good character but I've played a lot of tank type characters on Poe2 and want to mix it up with something more dps focused - hence these two characters. I also still have a Druid from Poe1 I'll eventually play - probably an Ancient for that - but that's a couple playthroughs off at this point . I guess the Barb abilities would probably make next round actions happen earlier which would mean a better chance of getting spells off before an enemy tries to interrupt. Of course Spirit Shield is a free action as is Arcane Veil so having concentration on a caster isn't usually a huge deal unless you're taking a lot of hits in a row in the same round - which honestly does happen in some fights with lots of ranged enemies. So since I really like both of these character ideas I'll probably just pick one, play it, and then eventually try the other. I'll see which way my whims take me when I get to the character creation screen later today but I think you guys have convinced me to go either Berserker(or Fury)/Evoker or Arcane Archer/Bleak Walker. Both sound fun as hell.
  7. Thanks for the tips Boeroer. That's good stuff and gives me a lot to think about. Regarding the Berserker/Furyshaper - do you think those are still worth it on turn based? I would probably be playing TB mode. I guess I should have added that. Are the Barbarian action speed passives still worth it there? Bleakwalker/Arcane Archer definitely sounds fun. That is tempting.
  8. How are these classes? I was debating trying them. Probably I would do either as a single class since they seem best suited for that. Evoker seems straight forward I guess. Pick the best nukes and go to town? Not sure what gear or grimoires are ideal for that. As for Arcane Archer, I'd guess it would want to focus on Frostseeker or such?
  9. 5 Clerics (Fighter/Priest) isn't bad. They could all tank, heal, dps, and control crowds with aoe dps spells. And could take turns making each other invulnerable with barring death's door/salvation of time if they ever got into trouble. I dunno how well the AI would handle such a party though.
  10. Weaker...I guess, but they still feel very powerful to me. I'm playing a Cleric (Wael) right now and I also bring Xoti everywhere I can. Xoti hits pretty hard with her burn spells and she's not even optimized stats-wise or gear-wise to take advantage of the burn spells. For example, if I really wanted to optimize for burn damage I could dual wield the Axe and Flail that both give + to fire PL. Xoti is only using one of those. I could also use them on a character with higher might than Xoti has. But anyways Priests can do pretty nice AOE damage (party friendly too in many cases) with their burn spells. Shining Beacon/Symbol of Eothas are great. I've won many a fight with those spells. As for my Cleric, he is able to buff himself up to be very tanky thanks to Wael spells. He's basically a Battlemage but with heals. A pure Battlemage does have access to a little bit more self-buffs probably than the Wael version does but he's still very tanky. He's able to fill just about any role I want - tank, dps, heal, etc. Very jack of all trades character. And of course Barring Death's Door, Resurrection, and Salvation of Time are all enormously powerful buffs and are in fact game breaking if you combo them with Ancestor's Memory since you can make yourself effectively invulnerable. Granted Ancestor's Memory is cheesy with a lot of classes but none moreso than a Priest I think. Anyways all that is to say Priests are still plenty strong. They aren't the one man gods they were in Poe1 but I almost always want one in my party in Poe2. Between Devotions of the Faithful and all their utility (rezzes, etc) they are worth a spot.
  11. The Sepulchers is always a tough area. I'm not sure if there is something weird with level scaling there or if it just starts high level but I usually don't go in there before level 14ish. I remember trying a few times and finding it pretty hard.
  12. First of all, I'm loving turn based mode so thanks for this. After extensively playing it I've run into a bug that seems to happen sometimes. At least, I assume it's a bug. So what happens is, after a round ends, the game will sit there with no noticeable gameplay/video lag or anything like that, but it simply won't allow me or the enemy to act regardless of who has the top initiative that round. It will say next round etc but it just won't allow me to do anything, and if the enemy is going they won't do anything either. Eventually the game will allow me or the enemy to act, but it usually takes around 30 seconds to a minute. It doesn't happen every fight but when it does, it's fairly annoying. I'm not sure how to reproduce it because it doesn't always happen. I noticed it just now fighting Belranga which made it take forever to kill her. I can't even pin it down on the enemy AI taking forever to do an action because this delay in allowing me to go seems to happen even when I'm going first in a round. Anyone else seen this?
  13. I've made Maia a Geomancer in my current turn based run and it has made me see Rangers in a new light. Her high accuracy makes it easy for her to land devastating spells, and when she doesn't have spells available or would rather be shooting, she can blow things to hell with the Red Hand. She's devastating with Ninagauth's Death Ray. Her accuracy lets her land it even on high fort targets as long as I help her a bit and debuff them with the Morningstar first. Ranger seems like an underrated class to pair with any kind of caster. The accuracy bonuses really do help land your spells.
  14. I've had good success with a Black Jacket/Priest of Wael build. It's good for a variety of reasons. It has survivability thanks to the Wizard buffs that Wael grants. It has solid damage since the Fighter half provides good melee abilities/accuracy bonuses and you can afford to use a 2 hander or dual wield thanks to the Wael buffs providing more than enough defenses. It has good support abilities since it can heal. It's versatile in terms of what damage it can apply since you can use Priest spells like Shining Beacon/Divine Mark or you can use different melee weapons. Being able to swap weapons as a free action is really nice on turn based since it means you can always have the right tool for whatever enemy you're facing. It's not the very best at anything it does. But it's an excellent jack of all trades character that can do anything in a group.
  15. Escape is fantastic just for setting up attacks. I use it all the time with Eder. I use it with Shadow Step which is a very expensive ability but which helps me lock a caster down for a round which I've found invaluable on turn based.
  16. interesting balance adjustment for TB, I guess to avoid strings of misses and quicken the pace. Though seems to me a "be careful what you wish for" situation since I can only assume the change is symmetric with enemies against you (riposte just got extremely crappy). Re: forbidden fist - looking really eager to see how this ends up working out. Frak: where are you to run the numbers/tests?? edit - still awaiting that summon/vela scaling fix... The patch notes says "Characters" when referring to the graze change so I wonder if this is a change that only effects the player and their party or if it also applies to enemies.
  17. That's actually a really good question. I haven't tested it. If they did, that would make it extremely attractive for a Battlemage.
  18. Messed around with an Ancient as my merc in the prologue and they are quite nice. Sporelings are sweet on turn based mode since you can really position them well to achieve flanked status and they're meat shields as well that the AI actually will target sometimes. Furyshaper is interesting on turnbased since I think their totem gives initiative but not improved casting speed? I could be wrong on that, I'd have to take another look. That might make them less good than they are on RTWP though initiative can still be nice.
  19. That could definitely work. Guns for most enemies and bows that do slash/pierce against enemies that are pierce resistant. And Rods for things that need to be hit by crush damage. And of course you could still use your other niche weapons like the Eccea's Arcane Blaster against enemies that have very high damage reduction. My Black Jacket/Priest has been rolling so far. Wael buffs make him tanky and Black Jacket abilities let him always be penetrating (that sounds wrong lol). Other general impressions I have are that high dex is actually not a bad thing. I went 16/16/16 might/dex/int on my guy, and being able to go early in rounds is nicer than I thought. The reason for that is I can get positioned, get some hits in, and get arcane veil up. If I were to always being going later in a round I'd want more defenses since you can take a lot of damage before going. And the high dex lets casts finish earlier which is also nice for getting those buffs up. I think dex is less important for characters that don't cast or have high natural defenses. But if you do, it's quite nice. I've also been using the pet which gives lower initiative (think it was sold by the custom merchant you get w/ Berath's blessings) so I often go first in rounds. The only thing that worries me about going early in rounds all the time is that I imagine later on Arcane Dampener might become an issue so if I buff in my first turn and then an enemy goes I might get hit by it. I assume Arcane Dampener is a cast and not free action though so interrupting it should be possible and will be a high priority.
  20. I haven't noticed this, but I play on POTD and admittedly haven't gotten very far yet. Potd actually seems harder in some ways since the nature of turn based means you can't as easily split encounters. In RTWP you can kite enemies around and split tough pulls, but here that seems harder to do. I started a Cleric (Wael/Black Jacket) and I gotta say the Black Jacket bonus is actually super nice on turn based mode. Being able to switch weapons as a fast action ensures you basically always have the right tool for the job. That's huge in turn based where you want every attack to count.
  21. I think I'm already restarting. Wael Priest/Assassin is a bit too squishy for me. I was really struggling at the Engwithan ruins. But I also didn't like doing Eder as pure fighter or Xoti as priest multi. So gonna change those two as well. I'm definitely sticking with the Wael Priest theme but think I might do something slightly beefier as the other multi. Probably Barbarian, Fighter, or Ranger.
  22. Man, I'm getting absolutely pulverized by the Engwithan ruins drake fight on turn based. Even luring them up top I still keep dying. The early accuracy issues on Potd are just brutal. Was playing a Waelite Priest/Assassin. I think I'm gonna restart and make sure to grab at least one Wizard henchman (assuming I myself don't choose Wizard). Chill Fog got me close to winning a few times and is a hugely powerful spell on potd. I also don't think I liked having Xoti as monk/priest or Eder as pure fighter. So both of those are getting changed by me also. I do still want to stick with the Wael Priest theme but maybe not go Assassin for my first run through on potd turnbased since it's a bit squishy even with the buffs.
  23. I haven't been able to confirm one way or the other. I have noticed enemies getting attacks of opportunity when I break engagement so that's definitely a thing.
  24. So with engagement, it seems like the way that works is you have to click on the enemies you want to engage. So as example, let's say we're facing three Xaurips in melee range. Eder can do his normal combat action to swing his sabre. Then, after that, he has no actions left but if you keep left clicking on enemies you'll see this little green stream next to them and if you view the combat log it will say Eder has engaged them. So that's how engagement works. Left click the enemies you want to engage after you do your combat action, and it should engage as many as you have slots/space for.
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