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Posts posted by Desmodeus
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17 minutes ago, davoker said:
Anything is better than your current state, it turns a triple crown challenge into child's play, you are a passive boss killer, in POE2 it works well, how useful it is is up to each individual.
Stunning a boss once is better than none, and certainly keeping it stunned constantly because of a bug is not ideal, it kills the challenge, Cipher is broken because of this bug.
Another point - having option for building is better then not having. By fixing it you will essentially remove two viable talents from cipher skill pool. If you think its op, you can always skip it, its not stuff you get just by levelup. While it is a strong talent, for example range cipher has little use of it.
17 minutes ago, davoker said:how useful it is is up to each individual.
No it is not. Usefulness is objective measurement. You take all situations you get in game, check in how many of them you get noticeable effect from something and how much work you need to make use of it. It might be fun to have in your spellbook a spell that will allow you to kill enemy once an ingame month in night during monday when its hp is above 15% and below 17% but stuff like action economy and amount of work needed to setup it will make it useless. Feat that trigger once per fight, against single enemy with no way to control whom it will be is simply a bad talent, filler slot in build. If you build function with it its not becouse of it, it becouse other feats do enough work to cover for its defishency
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14 hours ago, NCarver said:
I'll make sure we investigate these issues, especially Psychic and Brutal Backlash. Thanks!
I would recommend not to rush with backlashes for now. Problem there is much much bigger then just fixing amount per fight. The moment when it becomes 1 per fight as it tooltip implies, talent will become useless. Its once per fight effect that you have no way to control when and more important on whom it will be used. While modern day version is busted as heck, its easy to forget that prior to this bug it was pretty much worst class talent in game. That thing need a lot of work to rebalance it so it would not just fall into complete unuse. Probably either major trigger logic revamp or something
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So just began to wonder, what is elemental tier in term of ingame effectiveness is there
From my own experience it looks like something like
- Fire
- Corrosion
- Storm
- Ice
Fire is widely avaliable on many classes - paladin, monk, chanter, wizard, priest - with very strong abilities to support it. Stuff like Dragon Thrashed, Sacred Immolation, Turning Wheel easily push fire as a top of elements. But there are immunities which hurts a lot. Firebrand is also great weapon though probably less for end game unless specifically built around(in my opinion stuff like Tidefall and Grey Sleeper are much better in general performance)
Corrosion is probably second best, while it is much more rare - pretty much centered around druid and wizard, with bleak walker paladin, it is almost never run into immunities and Bitter Cut sabre is just insane for how easily it is to get and how strong it is
Lightning is pretty much druid toy with insanely strong storm spells and very very good Stormcaller bow for rangers and ciphers. But outside of that niche it kinda meh, even walking brutality called Monk has slightly more reason to focus on fire and acid prior to lightning. Wizard has some decent spell but in term of effect per action I found it not that good
Ice has some nice toys like that ice mine chant(fantastic on higher difficulties if you need to run away fast or have decent place to kite stuff out), Chill fog, frost pillar but it still represented by close to two classes(Cold chanter and cold wizard) with both being more effective focusing on other element and there are no primary ice weapons, so elemental talant can transition to weapon boost as well.
Thats how I personally ended up feeling but I wonder, is my opinion correct or am I missing something when ranking those elements?
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Is there any way to give Woedica priest access to haymaker? Its a bit strange that summoned "fists" are not counted as fists for profiency sake
On 10/16/2022 at 2:11 AM, Elric Galad said:Pallid Fate :
I think it might be a bit too hard to balance in modern enviroment. Near death is very unstable status even in base game with BDD, now its extremely hard to keep on for decent amount of time, especially early on, when this bonus metters the most. Couple with fact that you sacrifice helmet slot for it and I fell now its a bit too weak for amount of work needed to sustain it
Maybe it would worth looking into total rework of Pallid fate? Something more reliable but still tied to flavour of closeness to Death. I was thinking about +1 PL per wound. Its easier to get but walking around with 3 woulds early on is kinda scary early on. Also you loose wounds on rest so it is additional restriction. Though it might become a bit too annoying without reliable way to wound character outside of combat
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This is the thing I am worrying about - that buffing and debuffing capabilities of Mythic will still outweight amount of damage it can deal even with two raw lashes and soul annihilation.
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Got an idea of combining prist of woedica 20% raw damage from summoned fists with +20 raw damage frombiting whip added from community patch coupled with soul annihilation for PotD run but I actually wonder how well it will work in practice.
- On one hand cipher side has some very good melee passives and +40% as raw is pretty big raw damage output. Woedica has some very nice unique spells for more aggressive playstile.
- On other hand in term of selfbuff priest lives a lot to be desired, compared to wizard for example, minor avatar is a shade of what it was in PoE1. Same with priest passives - most of them are not that useful for melee focused build. Rapid casting and martial casting are always welcome on summoned weapon user. Additionally this class combo completely lacks any type of full attack so no dps boosting
Anyone tried this combo themselves? Is it viable for melee focused build with dash of party support or casting and supporting part will mostly overpower melee side even with +40% raw damage?
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If you go PotD solo I am pretty sure you outright want S&B for main setup. Things will hurt. Ideally I'd recommend to look onto some class with inbuild disables and debuffs but pretty sure pal is doable
For skills - I would recommend to get lore at to 8 points asap. Lore will allow you to use some very good scrolls, which is really helpful. It probably would be very good idea to start with lore boosting background, simply becouse when you are alone, there is no one to cast suppress afflictions onto you, so scrolls with protections against effect are absolutely required. Also stealth is really useful solo. Stealth around encounters, shoot FoD from arquebuss from stealth as fight starter
First of all I recommend getting Zealous Charge and maybe even fast runner. Since you are alone in situation which were balanced for party, you will be severely outnumbered, so ability to run away is absolutely required. Most of your fights will consist of trying to break out one or two enemies. And in case when you can't you would still be able to seperate yourself from enemies to renew some effects. Veteran recovery is also useful. Quick switch and deep pockets are good. For race I'd went with island aumaua for extra weapon slot. And obviously weapon and shield style for survivabiluty.
Get all summon items you can, they are extremely important when solo
For weapon since you are paladin I recommend having two arquebuss in back pocket. With quick switch you can have two strong fight openers, then running away to either restart fight(and have two more openers) or to seperate ingured target and kill it with SnB
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20 hours ago, Boeroer said:
That is false. Only the nearest ally to the marker who also attacks the same target as you will profit.
Interesting. Was it always like that or was it changed in some patch? Looks like I have some mod altering that interaction
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True but on other hand wounding lash of Tidefall with 3 int is very potent as well. Its obviously not ranger but I'd say it about as good as tidefall fighter. Maybe even better as it still have really powerful heals and revive - 21 Mig is good on those things xD
But yeah, overall marking is better. Especially if you go with Darkozzi
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As long as your paladin has intent to attack target after first swing(i.e even if its reloading/recovering but not if its running to new target) everyone who hit the same target will have bonus applied. Marking even stacks with marking and coordinated attack.
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For twohanded paladins there is also possibility of Tidefall Goldpact Knight. Enduring flame damage is X over Y dot so it becomes stronger the less Int character has. Same goes for tidefall wounding
So 21 mig 3 int aumaua GK paladin from Living land can do quite decent damage through swinging high base damage tidefall with fully boosted FoD + Scion of flame.
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its a bit hard question as companions are rather flexible in this game. Most of them can be built into 2 or more different ways depending on what you need. Might be slightly easier if you tell a bit about your own character or like who do you want
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Recently played around with dual wield paladin and ended up very impressed by this guy. Played rather nicely, have decent damage output and great starting burst. Somewhat of mix of Monksterlasher with Bleak Walker
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Difficulty: PotD
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Class: Paladin - Bleak walker
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Background: The Living Land - Colonist(sweet brigandine at start with colonist bonus)
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Stats:
- MIG: 18 +1(Living land)+3(Belt of the Royal Deadfire Cannoneer)
- CON: 16
- DEX: 15 +1(Godlike) + 3(Belt of the Royal Deadfire Cannoneer)
- PER: 18
- INT: 5 +1(Godlike) +4(Gwyn band of Union, +2 from Belt gets suppressed)
- RES: 3
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Skills
- Athletic: MAX
- Survival: 12 +2(Sanguine Plate)
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Abilities:- Flames of Devotion
- Zealous Endurance
- Sword Enemy
- Lay of Hands
- Reviving Exhortation
- Healing Chain
- Sacred Immolation
- Abjuration
Talents:- Intense Flame
- Remember Rakhan Fields
- Weapon Focus: Ruffian
- Scion of Flame
- Spirit of Decay
- Two weapon Style
- Vulnerable Attack
- Apprentice Sneak Attack
For story talent it is mostly irrelevant I'd say. One for consuming souls is nice but I went without it and effigy. Donellies as always best act 2 side----------------------------------------
Weapon sets:
- Dual Bittercuts(Durgan-refined, Legendary, Corrosive Lashed)
- Bleak fang stilletto + Azureith's Stiletto.
BONUS: Firebrand
First set is your main tool, while second has really nice on crit effects. In general since FoD has accuracy bonus, you can try to fish for crits with it to unload holded spells then go back to bittercuts. To be fair most of time I used bittercuts exclusively. It is better to fully enhance Bittercut to legendary before you copy it to save on rare resourses and limited durgan. So before you do that, just wield bittecut+saber you like(I used one from Endless Path) or Bittercut+Bleak fang
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Equipment:
- Head: Awesome flaming hairdo!
- Armor: Sanguine Plate(durgan refined)
- Hands: Gauntlets of swift action
- Back: Hiro's Mantle
- Belt: Belt of Royal Deadfire Canoneer(Mig, flame shield, Firebrand!)
- Ring I: Gwyn's band of Union
- Ring II: Orlan's Bramble ring
- Boots: Shod-in faith/Glanfathan Stalking boots
Quick Slots: I recommend keeping Potions of DAoM and Potions of Flame Shields, else probably up to taste
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Main problem of DPS paladins is that class lacks decent damage boosters outside of two FoD. And yeah, FoD is nice but its only two charges. In a game where you rarely fight less then 4 enemies at once! SO I was thinking how to fix that problem and came to this build, which for not perform adequatly(I didn't beat alpine with it though)
Main idea is play on corrosive and flaming sinergy for Bleak walker and bittercuts, which in combination with decent con allows to also get in some Battleforged damage. After that all started falling in place. Paladin is very good at survival so its relatively easy to survive long enough for battleforged to do it thing and Sacred immolation will ensure you getting to battleforged point even without enemies help
As for equipment - staples for dual wield guys: frenzy holding sanguine plate and healing shod-in-faith. But since paladin is significally more durable then normal dual wielder I myself ended up passing those boots eventually to Spirit lance wielding Aloth, while getting myself +sneak attack damage boots.
Firebrand duration is rather short here so might have been better to give belt to someone else, especially since +2 Int gets suppressed but Shield is useful. Suppose it is possible to have 2 less con and 2 more int and give Gwyn's to someone else
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Ok, thats begins to sound brutal
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Btw about SC barb. Is it possible to make SC barb on dual mortars? AFAIK HoF works with them
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10 hours ago, Kaylon said:
However I would use Dragon's Dowry instead because it does better damage and coupled with the Ring of Focused Flame you have free +10acc.
Oh yeah, I forgot about that rings.. Wasn't there also a gloves that boost fire damage as well?
10 hours ago, Kaylon said:However Maia will still out DPS you by a large margin
Since she will listen to my Ila, I'll count part of her dps as my own xD
Did rough take on idea using merc. Result is something like this
Basically mostly passives from ranger to augment bussing chants and summons to fill the field. Not sure what to get as active ability though. Arcane? Maybe get stealth for one giant starting shot in combination with Maia(two arquebuss from invis into one soft target).
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Thinking about doing arquebuss wielding ranger+ chanter multiclass. For now is thinking of going Ghost heart + troubadour with chanting of two Sure-handed on brisk restation
For now I see build as this:
Race: Aumaua for might bonus
Class: Wildrhymer: Ranger(Ghost heat)/chanter(troubadour)
Stats: Might 21/Constitution 9/Dexterity 9/Perception 15/Intelect 18/ Resolve 3 prior to Berath
Main Abilities:
Ranger side: Marked for hunt, Accurate wounding shot, gunner, marksman. Thinking about maybe skipping on companion feats so I can get more from chanter
From chanter side: Sure-handed, two-handed style, bones, wisps, drakes and quick summoning. Also some nice thing like at the sound
Probably something like that, hooe I counted stats correctly
For equipment: devil of carroc breastplate for sure, blightheart for gun(probably ranger bound), rest I don't think I have any specific ideas
For skills probably just max survival
Will this work or I am ignoring something? I know I might be tempted of making Maia geomancer and giving blightheart to her instead(wizard bound) so maybe dragon dawry instead?
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Weapon focus is irrelevant as all soulbound weapons are considered universal. So you can even useit yourself - stuff like two weapon fighting obviously will not work but stuff like savage attack and apprentice sneak attack will work. They even work with priest god weapons talents
As for another character - Zahua can be decent user. Monk has ton of lash bonuses (lightining strike, turning wheel, torment reach, blood testament gloves) and it wortks really nice with high base damage weapon. Maneha has frenzy and speed boosts. Obviously Kana is decent user with champion invocation and fire weapon chant, though you might want to just go with dragon thrashed
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Small question not worth a seperate thread - Is there any reason to go with neutral int on battlemages? Melee self-buffs and summons quite long by default
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8 minutes ago, Boeroer said:
Sword of Daenysis + March Steel Dagger are nice for reaching 0 recovery a lot sooner. But Frenzy doesn't stack with Swift Strikes - and I think a few points DR aren't very impactful after the early game.
True, speed bonus from frenzy do not stacks with swift aim, however +4 might do stacks with items. So if you first triggetr frenzy, then unload wounding shot - you get more damage
10 minutes ago, Boeroer said:For the same reason I almost never took Resilient Companion. AR is really important in Deadfire, but DR isn't that much in PoE imo.
Early on it is actually pretty nice for pet survival. Also ai prefer to first target low DR targets so boosting DR makes pet less attractive target
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On 3/10/2022 at 9:29 AM, Boeroer said:
Savage Attack: it's a bit counterproductive with Stunning Shots, especially if you also pick Swift Aim. IIRC the AC maluses of both will stack. Maybe Swift and Steady would be a better pick if one has to choose. If they don't stack their ACC maluses (not 100% sure anymore, maybe Swift Aim supresses Savage Attack's ACC malus) then it's a good pick imo.
yeah Swift Aim and Savage attack penalties stucks, thats why I put Swift and stead as must have talent.
Forgot about bloody slaughter - got accostomed to PoE2 version xD
On 3/10/2022 at 9:29 AM, Boeroer said:I guess my personal dual wielding melee Ranger would use durganized Ravenwing + Drawn in Spring, durganized Wayfarer's Hide and Gauntlets of Swift Action. And stuff that raises MIG bc of wounding.
I personally though about +speed rapier and march steel dagger. So I will be able to hit 0 recovery even when wearing sanguine plate. Frenzy is very nice effect. Also has bonus point of enemies not very liking to attack plated char. Loosing wounding does hurt though
On 3/10/2022 at 9:29 AM, Boeroer said:Talents
So it look like talent build should be something like this
- 2 lvl Resilient Companion
- 4 lvl Swift and Steady
- 6 lvl Merciless companion
- 8 lvl Two weapon style
- 10 lvl Weapon focus: Noble
- 12 lvl Visious companion
- 14 Vulnerable attack
- 16 Apprentice sneak attack
Skipping brutal takedown and savage attack?
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Ok, finally have ability to write normal post(damn my ISP)!
On 2/23/2022 at 8:47 PM, Boeroer said:+10 ACC with Helm of the White Void and the Forbidden-Fist attack, Torment's Reach, Stunning Surge or Force of Anguish.
Large Shield stacks well with the maxed RES a FF wants to have and counters the Frenzy malus. Less accuracy but a lot higher survivability.
Enfeebled from the FF attack prolongs hostile effects on enemies by 50%. Turning Wheel adds even more duration. Dispersed Sufferning from Frostfall stacks with all that nicely.
Combine with Berserker and Footsteps of the Beast: get hobbled by your own drop traps for very short amount of times, get bonuses from being hobbled, get wounds and healing from the many, many short hobbles when they end, get bonuses from being confused, get wounds and healing from ending confusion. Do NOT use Rooting Pain because a confused Berserker/Monk will root-pain themselves (I know from experience ).
Use Parting Sorrow and Barbaric Shout for the added engagement (and +10 ACC for the shaken effect) right before you are about to kill some enemies: more wounds because a dead enemy apparently breaks engagement (we just spre them the disengagment attacks out of respect for the dead I guess ).
Thats feels a bit too MAD top be fair xD Max resolve, high int, high might, high hp high per... how working stats would look like?
On 2/24/2022 at 3:35 PM, Kaylon said:Berserker/fighter, berserker/steel garrote, berserker/skald can be built to be self sustained at any level and don't need special healing at all.
I was thinking about chanter as second class myself, though I was thinking a bit more toward troubadour.
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What are "best" talents to get for melee ranger who dual wield? Funny enough ranger is probably one of few cases when its a bit hard to get all nice stuff at once
Out of abilities melee ranger would want rather small pool of must have skills:
- Swift aim - for speed boost
- Stalker link
- Takedown
- Vengeful grief
Everything else on odd levels is pretty much flavour
On talent side however it is kinda harder. We have talents that boost 4 pet
- Visious companion
- Merciless companion
- Resilient companion
- Brutal takedown
Then there is basic melee setup for dualwilding
- Weapon focus of choise
- Two weapon style
- Vulnerable attack
- Savage attack
Then on top of that you would kinda really want
- Swift and Steady - to fix acc penalty from Swift aim
- Veteran's recovery - to boost survivability
And optional niceness which is kinda easy to let go
- Bloody slaughter
- Apprentice sneak attack
However problem is that you can only get 8 talents in game...
So how would properly optimized dual wield ranger talent setup look like?
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Really want to make a build focused around full ice set from Beast of Winter DLC(helm of White void, guardian's plate, Frostfall, Wintertide bullwark) but not sure which class would make best use of full set. One of my ideas is to go maybe fighter+chanter with focus on afflicting chants to fit the theme but then again, Magran shield look so much more appealing for main tank. Is there any class that will make good use of all 4 items couse by look of it shield is kinda outsider here
Patch 3.4.1356 in Public Beta
in Pillars of Eternity: Announcements & News
Posted
Oh it absolutely should be fixed. Just not this patch in a rashed way. For example bumping number of uses will create the same problem - you can just stay and stan boss non stop in proper situation. It will help with randomness of trigger a bit, but still be easily abusable. Bumping duration is also do not affect actual problem of limited trigger - having close to no control who will be stunned in specific fight. What it need it trigger logic change. For example maybe it should trigger only once per enemy but unlimited amount per fight? Or maybe it is better to put some sort of cooldown? All this will require quite extencive testing as original ability design is flawed