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Synomuumi

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  1. I have also written a beginning part for the PoE1 import items. I left them out of the original post because I tend to assume that players asking for first time advice don't have the savegame data needed to acquire them. Agreed with all of this. I couldn't remember what items could be stolen off the top of my head so I decided to leave the stealability off the list all together. I think at least the Devil of Caroc plate and Scordeo's Trophy require Sparkcrackers or other distraction items to get to.
  2. A Shopper’s Guide to Neketaka: This was originally written in response to a question on reddit about where you should spend your first gold on Neketaka and then expanded on over time. https://www.reddit.com/r/projecteternity/comments/u53ede/where_to_spend_my_first_20k/ Whitewitch Mask: Sold by Spindle Man in Delver's Row for 2.3k. Head item, gives +1 illusions power level (nichely useful) and casts Ryngrim's Repulsive Visage when bloodied (very very useful) Repulsive Visage causes nearby enemies to run away in terror, causing attacks of opportunity as well as letting your guy in melee disengage or reposition. Really good on your offtank or a squishy melee dps. Super good value for money. Extremely fun with Barbarian cleave / Unbroken prones / WotEP. Rekvu's Fractured Casque: Sold by Imuani in Delver's Row for 6.2k. Head item, makes you immune to interrupts when you have an injury. Doesn't really do much by itself but has some amazing metagame stuff that'll become apparent with the next item. Grimoire of Vaporous Wizardry: Sold by Fassina in Arkemyr's shop for 8.5k. Has a pretty mediocre spell list with no unique spells. Here's the kicker; it allows your wizard to cast one (1) extra spell from every spell level every combat. Such power does come with a small (well, not that small) downside of all sources of damage interrupting the wielder. If only there was a way to become immune to interrupts... (See Rekvu’s Fractured Casque) Sasha's Singing Scimitar: Sold by Fassina in Arkemyr's Shop for 15k. Scimitar, gives the wielder +2% action speed for each held chanter phrase and using an empower point on an invocation instantly refunds 3 phrases. This is the best weapon in the game for your melee chanters. Even if it's too pricy to get right at the start you should always get it eventually if you plan on having a chanter in the party. Has amazing enchantments too, granting you either a free (no empower point spent, still only one per fight) empowered invocation or instantly fills your phrases back to the maximum. The other enchantment either gives the wielder +2% shock damage per phrase or makes the inherent 2% AS bonus an AoE. The bonuses to empower make this very good for swapping into, empowering an invocation and swapping back to a ranged weapon too. Ring of Focused Flame: Sold by Fassina in Arkemyr's shop for 1.8k. Gives +10 accuracy for all fire-keyworded attacks. +10 accuracy is amazing: it makes you miss and graze less and lets you land more crits. There are a surprising number of abilities this helps too, probably the most notable ones being the Wizard's Fireball and Paladin's Sacred Flames. Gwyn’s Bridal Garter: A belt, sold by Fassina in the Dark Cupboard for 2.5k. Grants +1 CON as well as resistance to DEX afflictions. DEX afflictions are notable for being both common as well as extremely dangerous, so the resistance is more useful than it might look like at first glance. Burglar's Gloves: Sold by Iolfr in Iolfr's Raiments, Periki's Overlook for 4.7k. Grant +1 dex, +2 mechanics ,and +2 athletics. A "free" way of boosting mechanics for difficult chests or doors. There is some really good loot that you can access early by stacking mechanics and this helps you do that. Even if/when you find better gloves for combat these will still be useful all the way to the end of the game. (hint: Delver's Row) Animancy Cat: Sold by Tiabo in the Sacred Stair for 10k. Pet that gives all summons in your party +2 might and +1 pen. Low penetration is the biggest reason why summons struggle to deal damage, and this lil’ guy as a great step towards fixing that problem. Amazing if you plan on relying on summoning-related strategies. The Magnificent Escape Cape: Sold by Temple Vendor in the Sacred Stair for 2.5k. Gives +10 all defenses against disengagement attacks (niche) as well as the ability to use a teleport (similar to the rogue PL 1 ability) once per fight when dropping below 50% health. The teleport gives 3 seconds of +50 deflection and immunity to engagement afterwards. A great "oh ****" item on any squishies. Extra funny on anybody who likes to stack intelligence, as the +50 deflection bonus can be extended. Scordeo's Trophy: Sold by Uto in the Brass Citadel Smithy for 14k. A pistol that grants a stacking -5% recovery bonus on melee weapons whenever it hits. Does full damage on crits instead of most firearms -15%. Honestly, not that great before upgrades. Has an enchant that gives a stacking -5% recovery to all actions instead of just melee weapons, and as such is one of the better guns to give any of your casters. (or Maia. Her ability to interrupt enemies with this and the pistol modal turned on is astonishing) Probably can leave this one for later. Heaven's Cacophony: Sold by Wanika in Queen's Berth for 10k. Head item, gives +2 INT and +1 religion. Also grants two skills: a cone AoE stun and Avenging Storm, both usable once per rest. Avenging Storm is a druid PL 8 spell. A single class druid gets access to it at level 15. A multiclass druid will never reach high enough PL to cast this spell. You can get it the instant you land it at Neketaka. Needless to say, it's super overpowered well into the endgame, especially if you really plan around exploiting it (which would probably warrant a whole thread of its own) I hope this servers as a useful resource for any new players, as well as an useful starting point for discussion on what items could/should be added here.
  3. So I took a dive through the wiki in order to find practical examples of interesting weapons to quickswitch into and out of. All +PL weapons can be switched in and out with no penalty to maximize effect so I didn't list them here unless they have some other notable abilities (probably not worth the micro outside a caster multiclass). Amra (Twohanded Battle Axe): Has a chance to proc Frenzy after a kill Slayer's Claw (Battle Axe): Upgrades might inspirations by a tier and has a per encounter lunge ability Red Hand (Arquebus): Has a passive where scoring kills increases both damage dealt and damage recieved, but I remember reading that this only increases damage dealt with Red Hand and doesn't aplly to other weapons Kitchen Stove (Hand Cannon): Has a per encounter AoE attack Kapana Tanga (Club): Has both +engagement as well as flanking immunity Shattered Vengeance (Club): Inflicts a curse increasing incoming damage on hit or graze Marux Amanth (Dagger) : Per rest execute ability. If bound to a priest has a 10% spell echo chance Lover's Embrace (Dagger): Can proc frenzy against on hits against male/female enemies. Permanent DoT when attacking from stealth. Engoliero do Espirs (Estoc): Casts Ghots Blades on kill, inverts the -2MIG, -2 DEX, -2CON debuff into a +2 MIG, +2 DEX, +2 CON buff for 45sec Ball and Chain (Flail): -2% action speed on enemy on hit, stacks 10 times I didn't have time to go through everything yet but I'll likely return to this list later on. I think I'd also always include a large shield in one loadout in case the modal is needed to survive mass gunfire or other large damage spikes.
  4. Black Jacket definitely feels like one of those classes that requires a good amount of both metagame knowledge and intense micro to really shine. Maybe it'd be worth to look into making some sort of a resource for good loadout options to really get the most out of the subclass. I know most of the weapons that give stacking buffs have been nerfed but I assume there are still some that work even after switching away from them. Maybe Scordeo's Trophy hijinks or something along those lines?
  5. Hmm, now I'm tempted to roll a Fury/Bellower so that I can throw around +18 PL Thrice Was She Wronged's
  6. So for maximum stacking you'd have a evoker wizard with the following bonuses towards casting evocation school fire spells: Nature Godlike +1, Evoker subclass +2, Flamethrower's Gloves +1, Sun and Moon +2, Magran's Favor +2, Otto Starcat +1, and Stone of Power +1 for a total of +10 PL? I guess you could also throw a resting bonus or a potion of ascension for top for even more PL. Its a shame there are so few spells that meet the criteria that really benefit from insane amount of extra power level.
  7. I'd like to compile a list of items that grant conditional power level increases to certain abilities. So far I have: WEAPONS and SHIELDS: Amira's Wing (rod): +1 Wind PL Chromoprismatic Quarterstaff (staff): +1 Acid, Electricity, Fire, and Frost PL Eye of Wael (wand): +2 Illusion PL Lance of the Midwood Stag (lance): +2 All PL when under Plant or Beast status effect Lord Darryn's Voulge (poleaxe, bound to Druid): +3 Storm PL Magran's Favor (battle axe): +2 Fire PL Spine of Thicket Green (staff): +3 Beasts and Plant PL OR +2 Plant, Rejuvenation, and Restoration PL Sun and Moon (flail): +2 Fire PL during the day, +2 Frost PL during the night Wand of the Weyc (wand): +3 PL for 20 sec after empowering an ability Watershaper's Focus (rod): +1 Water and Frost PL Wild Beast (spear): +2 Beasts PL Xoti's Lantern (shield): +2 Restoration and Inspiration PL ITEMS: Deltro's Cage (armour): +2 Electricty PL Firethrower's Gloves: +1 Evocation PL Halgot's Warmth (ring): +1 Priest Restoration PL Mask of the Grotto Deep (hat): +1 poison PL Otto Starcat (pet): +1 Fire PL Spider Silk Robe (armour): +2 poison PL Stone of Power (amulet): +1 PL, 1 per rest Whitewitch Mask (hat): +1 Illusions PL Am I still missing any items or did I get all of them? If this list is indeed complete it looks like Storm spells at +5 PL (+3 from Voulge, +2 from Deltro's Cage) and Fire spells at +4/5 PL (Sun and Moon, Magran's Favour, Firethrower's Gloves) benefit the most from gear. PS. I'm aware there are also items that boost spells outside direct PL increases and might compile a list of them later.
  8. I'm also running a tactician/evoker in the party, so I figured that being able to more easily spam Phantom Foes in group fights is worth the loss in dps. The beguiler is there more as a secondary dps (or thats how I planned it to work out anyways).
  9. So I rolled a new hired adventurer, a Ghostheart/Beguiler Seer. I want to use them as a backline DPS and am wondering about what weapons to use. Stealing Maya's coat and grabbing the reload speed hat in order to use the Red Hand seems like the most obvious path to take, but are there other options I should consider?
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