Jump to content

Desmodeus

Members
  • Posts

    285
  • Joined

  • Last visited

Posts posted by Desmodeus

  1. 7 minutes ago, Testlum said:

    I'm in favour of correcting what's clearly a bug with Psychic Backlash. The number of uses or duration of the Stun can be increased if the fixed version is not worth choosing as a talent. The fixed version will allow players to pick it without feeling like they're cheesing the game :)

    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 :(

  2. 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

  3. 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

  4. 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?

  5. 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

  6. 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?

  7. 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

     

     

  8. 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. 

  9. 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

    ===========================

    Difficulty: PotD

    ---------------------------------------

    Class: Paladin - Bleak walker

    ---------------------------------------

    Background: The Living Land - Colonist(sweet brigandine at start with colonist bonus)

    ---------------------------------------

    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

    -----------------------------------------

    Skills

    • Athletic: MAX
    • Survival: 12 +2(Sanguine Plate)

    -----------------------------------------
    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:

    1.  Dual Bittercuts(Durgan-refined, Legendary, Corrosive Lashed)
    2.  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

    ------------------------------------------

    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

    --------------------------------------------

    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

     

     

     

     

  10.  

    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

    chant.thumb.jpg.2a1a5e22000a443087a036d4c4dc9fa5.jpgrang.thumb.jpg.c8e863cf44b1a57a4a40aaf422bef4ab.jpg

    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).

  11. 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?

  12. 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

  13. 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

  14. 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?

  15. 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.

  16. 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?

  17. 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

×
×
  • Create New...