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NotDumbEnough

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  1. I don't think Wildrhymer offers much that can't be done by a singleclass chanter or a ranger multiclassed with something else. Sure-handed Ila makes you shoot VERY fast with guns (an all gun/crossbow team with this chant is very strong) but there's nothing preventing you from running it on another chanter in your party. As a high level SC chanter in general you are mostly choosing between opening a fight with an empowered Eld Nary (use Sasha's Singing Scimitar for infinite empower points) which will end most smaller fights instantly by itself. If there's a particularly durable single target you generally summon weapons for sustained damage output. The dragon looks cool but is a bit less useful in high level fights where enemies like fampyrs can just teleport past the dragon and go straight for you; it's extremely slow and clunky and isn't that great against enemies that are smart enough to switch targets.
  2. Maybe adding an interrupt on graze would help? I think their primary issue is that high level Paladins don't really spam Flames of Devotion to deal damage, it's just not cost efficient to spam it like Rogues and Fighters do with their 1 cost attacks. So boosting that ability in particular for purely offensive purposes is not too interesting.
  3. If you can get the enemy to attack the barbarian, the battleaxe modal combined with retaliation on crit can deal pretty decent single target damage. The retaliation attack bypasses the downside of the recovery time penalty from the battleaxe modal. Obviously this incentivizes high intellect and low resolve so that the bleed lasts longer and you get crit more often.
  4. https://www.nexusmods.com/pillarsofeternity2/mods/354 Are you running this mod just to be sure? I usually do no rest runs and I have never seen my resting bonuses clear unless I intentionally rest.
  5. This example is too extreme, most characters cannot deal 200 damage in a single blow. Because Soul Annihilation is most efficient at low focus, usually you are using it every other attack, so even in late game you are only going to reasonably deal maybe 60 weapon damage at most in most scenarios. That is roughly 36 vs 60 focus, for SA that is 16.5 vs 22.5 damage in the next hit before PL and damage modifiers. It is a 6 damage difference (before modifiers) on every other attack, whereas for Biting Whip you are dealing 12 damage (after modifiers) from the lash on every attack assuming you always hit for 60. For Draining Whip to keep up in terms of sheer damage you need about +300% damage on your weapon, which is pretty difficult to reach even for a level 20 rogue using the best weapons. Most likely it is somewhere around +200% or +250% bonus. Biting Whip therefore usually deals a small amount more damage, and is less prone to overkill damage for Soul Annihilation, while Draining Whip obviously favors casting spells.
  6. Hold a melee weapon in offhand to fool the game. But it doesn't work everywhere, you're not allowed to Mule Kick with a ranged weapon.
  7. In my experience Biting Whip is OK on a Soulblade. Having slightly less focus for your Soul Annihilation is not THAT much of a penalty to your damage and the lash makes up for it. Even a 10 focus Soul Annihilation deals nice damage and most importantly gets the PL-based damage bonus. With a multiclass (e.g. Streetfighter Soulblade) you are often just hitting the enemy all the time so not having much focus to cast spells doesn't matter much either. For the other subclasses Biting Whip is indeed not great.
  8. Sure, a human Streetfighter at low health will hit like a truck. Perhaps consider multiclassing with Devoted Fighter for more penetration and accuracy if you want to use only greatswords, or Soul Blade for Soul Annihilation attacks that can deal ridiculous damage.
  9. Some of the chants do not really need very large AoE. The skeleton chant does not care at all, the one that removes concentration too since most enemies don't have concentration. Most of the chants that buff your allies do not need a big AoE since you can just group up a bit, with high intellect the AoE is sufficient. The upside is extremely powerful, I think the only issue I have with the subclass is that the power level bonus lasts only an instant so it does not interact well with things like Eld Nary.
  10. 1. Most of the time the strongest way to open a fight from stealth is with a spell. If you have more than one caster, you can synchronize their timings so the spells go off at the same time. Combos like Pull of Eora+Symbol of Deity can more or less win fights by themselves. 2. Non-hostile spells do not break stealth. I usually build Xoti as a stealth priest who spams buffs from stealth. While in stealth your recovery is extremely fast, almost doubling the rate at which you cast spells. 3. Keep in mind that the AI is dumb and will not attempt to run away from hazardous AOEs. Put your Chillfog in a choke point and stand right outside it, and the enemies will fight inside it and get blinded for the entire fight. Also consider using Chillfog's blind to herd ranged enemies closer to your parties so that you can hit more targets with AoE spells.
  11. There's even a mod that lets you keep achievements after using iroll20s. By the way, I thought this only happened to helmets. It's only ever happened to helmets for me. Also it's only ever made them lose ALL of their properties, but they don't seem to be all gone here.
  12. The Moon's Light and Nature's Balm, much like all other healing over time abilities, scale very powerfully as you gain power levels, as you get both additional ticks and additional heal per tick with power level scaling. A high level Lifegiver can heal someone back to full HP, sometimes several times over, with a single cast of The Moon's Light.
  13. I used Deadly Deadfire, though you may have to do your own tweaking to get the exact effects you want.
  14. Pull of Eora spam with Arcane Archer can very easily lead to enemies being stuck in place for more or less the entire fight. The more you stack the more likely it is that the enemy will just get permanently stuck in the ragdoll animation and be entirely unable to act.
  15. Wizards in general do not make great tanks in PoE2. The AI in this game tends to stick to the first enemy they engage and never move again unless they have an ability to break engagement and someone else is doing large amounts of damage. Therefore you want your tanks to run towards the enemy ASAP, but wizards tend to spend the first few seconds of combat just casting self-buff spells. Not to mention that most of the wizard self buffs tend to prioritize damage avoidance and therefore dissuade the enemy from approaching.
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