NotDumbEnough
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I'm not sure whether or not blunderbusses are better than other weapons here. The -10 accuracy contributes to grazing, and a properly built rogue probably shouldn't be missing outright with Gambit in the first place on higher accuracy weapons. For ranged weapons in particular lots of weapons also have useful effects on crit like Thundercrack, Current's Rush etc. Better range is also always good. Note that you can also mix and match. If you have a long range weapon in your main hand and a blunderbuss in your offhand, you can perform full attacks with both weapons at the range of the main hand weapon, which lets you take the -range +damage enchantment on Xefa's blunderbuss with no downside.
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Conjurers are pretty decent in melee with summoned weapons and self-buffs. You also can't really go wrong with Caedebald's Blackbow outside of single targets with very high defenses. Keep in mind that any phantoms you summon inherit summoned weapons so 2x Caedebald's Blackbow usually steamrolls most fights.
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I feel that the Sure-Handed Ila chant could use a bit of a nerf. I get the feeling that it was designed before the devs made recovery bonuses also affect reloading, and the current bonus for reloading weapons is a bit obscene, so much so that basically any sort of all gun/crossbow party can wreck everything as long as it has a chanter in it. I think a simple -25% recovery time (or even just -20%) for all ranged weapons would still be quite worth using without being obscenely powerful.
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Sabre proficiency modal was changed in Community Patch. Since you're doing only single classes some of the longer range ranged weapons are quite powerful for ciphers (though pay attention to the range of your spells, some of which are quite short). Time Parasite can get you obscene attack speeds and is therefore almost always worth picking on a SC cipher -- however, you get so much attack speed that you lose out on quite a bit of damage from melee weapons due to the need to move around (i.e. your damage output is bottlenecked by the time you're spending moving around while having already recovered from your previous action). You can just search for the list of unique weapons on the wiki for PoE2 and find whatever is suitable, though keep in mind that lots of enemies are immune to pierce damage so you shouldn't rely exclusively on arquebuses, crossbows, etc. I personally like Spearcaster as single class ciphers are incentivized to pump Arcana (Shared Nightmare works with bombs and scrolls). Pair with a chanter singing Sure-Handed Ila, steal Maia's armor and pick up the tricorne sold at Tikawara to shoot faster.
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You should post this in the strategy forum instead as you'll get more attention there. Anyhow you should take Sacred Immolation and upgrade it to the team heal variant (Divine Immolation). The self damage can be split with a SC fighter with Take the Hit (which costs no discipline with the mod) so you can have Eder share half the damage which immediately gets healed by the healing component of your ability. The healing over time is fairly amazing if you keep your party bunched up and together with Take the Hit they'll likely be mostly unkillable.
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Perhaps a silly idea, but how about something like this: Full attack with secondary effects in the following order (but they follow one another almost instantaneously like Jernaugh's Equalizing Burst): 15s Sickened roll against Fortitude with +40 accuracy bonus 15s Weakened roll against Fortitude with +10 accuracy bonus 15s Enfeebled roll against Fortitude with -20 accuracy malus Assuming the rogue is dual wielding, it would be an almost surefire way of guaranteeing some sort of constitution affliction against the target (even against a constitution resistant enemy with constitution inspiration, you are still likely to at least Sicken them), with enemies that have lower Fortitude suffering more severe afflictions. While Enfeeble is a possible outcome, it is not as reliable as Cipher's Fractured Volition, which preserves its unique status.
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I think it's worth noting that DoT's scale much more strongly with might, intellect and power level. A 35.5 base damage DoT + 17.5 base damage would hit incredibly hard at max level. On the other hand, Rangers are really bad at utilizing intellect (it's very easy to build a single class ranger that literally does not use intellect at all) so I think it's fine here.
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As Boeroer pointed out, Heart of Fury is actually not that great. What you want to do is to just spam the shout that dazes and damages in a large AoE. Turn on your battleaxe modal and wear heavy armor, and just stand there and let enemies crit you. Hopefully they'll underpenetrate due to being dazed, and Barbaric Retaliation simply bypasses all of the recovery time maluses you have. In case you didn't know the retaliation attacks also have a massive accuracy and penetration bonus so they're really really good.
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I don't think there's much of a dark side in PoE. The gods are fundamentally "hard-coded" to serve kith society even if they differ wildly in how they attempt to do so (with varying levels of competency), even Skaen and Woedica. They might be cold or occasionally petty, but none of them are fundamentally out to commit genocide, and it's probably more accurate to interpret their actions as misguided tough love rather than malice. You might argue that Rymrgand is trying to end the world, but on the other hand he does allow you to close the portal, and I suspect that the gods are set up in such a way to keep each other in check to prevent the others from running wild (i.e. Rymrgand's presence is likely necessary to counterbalance the other gods). All of this also extends to their followers. For Bleak Walkers in particular the game also states that their aggression is intended to help them eschew actual combat and bloodshed in favor of intimidation, even if it's not very nice. There's also really no such thing as "dark" magic in the game. Magic is powered by soul energy (stored in grimoires for wizards, drawn from nature for druids, drawn from the caster for priests and paladins, drawn from the enemy for ciphers, and drawn from the ambient environment for chanters) which is really just fantasy electricity, with at most ethical concerns as to how you acquire the soul energy (i.e. is excavating adra pillars to power grimoires harmful). The presence of a reincarnation process which everyone believes in (even Pallegina is anti-theistic, not atheistic) also means that pretty much everyone you meet has a pretty fatalistic outlook on life in general. As long as there isn't actual torture, slavery, suffering, sacrifices to Skaen or bugs that prevent the dead from moving on to the wheel, people generally have an "Oh no! Anyway..." reaction to death (see: the Vailian cook after you tell him the entire expedition died in Poko Kahara). Even the spirits themselves are generally pretty chill about being dead when you talk to them. Generally I think the game touches on ethical issues (is it OK to excavate adra? Tolerate slavery? Sacrfice someone to Skaen?) but does not have anything you can broadly paint as "dark" on a large scale.