Jump to content

crdvis16

Members
  • Posts

    140
  • Joined

  • Last visited

Everything posted by crdvis16

  1. So far I'm leaning toward: Main = Bleakwalker/Bellower. I don't know that there is any special synergy here but it's two subclasses that I'd prefer to multiclass so may as well combine them. He'd be a front line DPSer with chants tailored to his benefit and occassional big invocation casts. Maybe some healing too. Eder = Tactician/Cipher. Totally not in line with his personality but so it goes. Cipher should help trigger Tactician bonuses and the Tactician side would probably focus on controlling enemies with clear out, etc. Built as the tank and support. Xoti = Skaen. I'll pretend her Gaun worship is leading her down a dark path that ultimately turns her to Skaen (will encourage her darker character arc). She'll buff and then attack weaker enemies along with some healing. Aloth = Bloodmage. Nothing special but will make him feel a bit darker to go along with my dark playthrough. Serafen = Mageslayer going after the enemy backline casters. I'll cover healing by committee (a little from my main character, Eder's cipher side, and Xoti's Skaen). Will have lots of interrupts from Mageslayer and Cipher. Certainly not some optimized lineup but should do well enough.
  2. I modded a companion (I think Konstanten) into a Shifter/Monk last playthrough that did something similar. Monk has all those active attack buffs (including a few lashes) that stacked with the Shifter's and it felt quite potent and the animal forms can use the Monk active abilities to knock back, etc.
  3. I've played Assassin before and had some fun with it. Steel Garrote is another subclass I haven't played but I thematically don't really like being a Woedica henchman haha. Trickster seems to be so good pairing with almost any melee damage dealer.
  4. I've always found it odd how effects from weapons can count as "weapon attacks". It seems to open up a lot of crazy results. MCing Mageslayer with Arcane Archer seems inconsistent in terms of theme (mageslayers are supposed to hate magic and all that) but that does sound like a crazy combo.
  5. I'm looking for some help in utilizing a few subclasses that I've yet to play with. In case it matters, I plan to play with the community patch and BPM installed. I plan to have my MC be a Bleakwalker. I haven't done a cruel/aggressive type of playthrough before so I wanted to give it a try (as opposed to my usual good guy playthroughs). I'm thinking he will be an offensive focused Paladin rather than a tank or healer and I've heard that a Bleakwalker's Flames of Devotion hits hard. However, I've never been a huge fan of the Paladin's PL8/9 spells so I'm thinking I'd like to multiclass him with... something. I'm not sure what, though. I think I've read in the past that Bleakwalker/Assassin works well and seems somewhat thematic. Does anyone know of other recommendations for multiclass and does anyone know of items that are good to build around for an offensive Bleakwalker? Next, I plan to mod a companion or sidekick into a Tactician. Again, I think a multiclass would be nice here in order to give this character a built-in way to flank/interrupt enemies to trigger the Tactician bonuses. I know I could have other party members cover flanking but I like the idea of the character being somewhat self sufficient I guess? I'm leaning toward this character being a tank/support. I think a Cipher could be a good choice (lots of spells that can cause flanking and some interrupt spells too). I imagine multiclassing to Wizard could work as well? I think my plan would be to spam Clear Out with all the extra discipline I'd be generating? I've played a Bellower before but I don't think I really used it to its fullest so I wanted to try one again. I often feel like Chanters NEED to be multiclassed because otherwise they end up auto attacking between invocations. Better to multiclass and use that action economy for something better. However, a Bellower in particular is all about PL and multiclassing means your PL will always be lower than if you'd gone SC so I'm not sure. If I did multiclass I'm not sure what to go with- is there a multiclass that would build on the power level theme or that works well? Mageslayer is next. I'll be using BPM which I believe made Mageslayer stronger. I'm tempted to go SC as I think high level Barb skills are worthwhile. He would be the caster killer of course and seems pretty straightforward? Dual wielding for more interrupt stacks I assume? I also want to use a Priest of Skaen and would prefer SC to get those PL8/9 Skaen abilities. Skaen seems like it pushes you toward being a semi Rogue so I imagine he'd spend some time buffing and then killing. I'm interested in Bloodmage. My impression, though, is that their abilities are mostly suited toward long boss fights and for most encounters you really don't need those extra spells. BPM has potions of enlightenment so maybe it kind of makes Bloodmage less relevant? Last, I've always been interested in making Debonaire work but every time I've tried it just seems so clunky. Is that subclass just too wonky to use effectively? Any help would be appreciated! I've been searching for past posts on these subclasses and have found some discussion but often from a long time ago (other than recent posts on a solo Bloodmage build ).
  6. I believe there was another post recently where it was confirmed that a bashing shield would benefit from both two weapon style and sword and shield style.
  7. Hey @Elric Galad, any interest in a tweak for the Assassin subclass? As is, the straightforward way of playing a weapon-based Assassin (attack, stealth, repeat) isn't really worthwhile in most cases. You burn through guile and you spend a lot of time waiting to recover from using Smoke Veil. If you were to, instead, just keep using your guile on Rogue attacks (Crippling, Withering, etc) you would often do just as much damage in the same amount of time. From my testing, it seemed like the only cases where the Assassin bonuses were worth the time and guile opportunity costs were usually only if the bonus penetration got you out of underpenetration. You end up attacking far slower but hitting harder enough to make it just worth it. But just worth it in some cases isn't a great advertisement for a subclass DPS-Caster/Assassin multiclass builds (Evoker+Assassin for instance) suffer from similar issues but also have to justify the lost power level and access to higher level spells faster (or at all for pl8/9) compared to just sticking with single class caster. I've run a pure melee Assassin, pure ranged Assassin, and Evoker+Assassin and all 3 were similarly disappointing. One build that does seem to work is using Brilliant Departure for stealth because it does not break when using non-damage CC. In that build there are no issues with wasted guile or time spent casting Smoke Veil. So a Wizard+Assassin can CC to their heart's content with a nice +25 accuracy (buy gains nothing from the pen or bonus crit damage, of course). I would propose maybe reducing Smoke Veil's recovery by half or something similar, at least for the Assassin subclass if not in general. The change to 1 guile certainly benefitted Assassin but faster recovery might make it more viable for a pure weapon Assassin or DPS caster multiclass combo. You would still be burning through guile fast but the damage output would always be greater (at least in the short term before you burn through all your guile). It would be a "live fast and die young" subclass where you do a lot of damage quickly and then slow down and die when you're out of your main survivability mechanic (stealth). And it doesn't affect the Brilliant Departure build. Or maybe there's some other tweak to make it work better? Play around with the accuracy/pen/crit damage bonus?
  8. I just played Fassina as the more straightforward Evoker+Assassin but I'm not sure it was really worth it vs just going straight Evoker. The spells hit well when stealthed from the bonus accuracy and penetration but you give up a lot to achieve that. Pro: extra accuracy, pen, survivability, and easier to use certain spells (Torrent if Flame or Minoletta's Piercing Burst that benefit from being surrounded). Con: takes half your time to repeatedly invis unless you're constantly tripping Assassin's slippers, multiclassed so missing out on PL and high tier spells. I think SC Wizard is probably just better unless in certain situations where you're desperate for penetration and the Assassin bonus or higher chance to crit and gain pen will make the difference. There's also a lot of finnikiness with invis where spells cast from invis would sometimes get the Assassin bonus and sometimes not. Torrent or Piercing Burst usually got it (but not always!) while other spells were very hit or miss (Fireball was like 50/50 for me). Things like chain lightning hardly benefit at all. The Brilliant Departure route is certainly smarter and more worthwhile. It just pains me because when I think of an Assassin I think of killing things in big Blows rather than CCing from the shadows Maybe Assassin could use some sort of tweak to help it? A subclass trait for zero recovery Smoke Veil would fix the "spending half my time recovering from going invis" problem. There would still be the issue of burning through Guile for invis but I think it could be worth it then. Assassin could be the "live fast and die young" Rogue where you either kill everyone before you run out of Guile or you get killed yourself. Edit: I'll post in the BPM thread so as not to derail here.
  9. Also, Aloth as a Priest of Woedica was fun and interesting so possibly also underrated. I was going to make a separate review post but it really just boiled down to "Writ of War, Sorcery, and Mending are pretty good!" so maybe this little comment will suffice to encourage others to give it a go if they haven't already.
  10. Tough little tanks then. Though more often than not the twins die due to their relatively short summon duration rather than from damage in my experience.
  11. Yep- the Streetfighter bonus is pretty massive so it really should be difficult/risky to take advantage of. The risk vs reward here felt about right I think.
  12. This was a fun build. The Streetfighter recovery bonus when bloodied or flanked is so tempting to go for but BPM makes it much harder to achieve with the change to the blunderbuss modal. Other means of getting flanked are sometimes unreliable (sparkcrackers, etc) or dangerous (purposefully getting physically flanked). However, Monks have Mortification of the Soul in order to get themselves to bloodied in a controlled manner while also getting some wounds for their trouble. You basically just spend the beginning of the fight Mortifying yourself until you're bloodied in order to spend the rest of the fight shooting like a machine gun at range. I recommend a script to make it less tedious. You want to be at range because, well, you've bloodied yourself and because you're particularly vulnerable when bloodied with your very low constitution. In order to get to bloodied quickly you want your constitution low so that the mortifications take out bigger chunks. I went with 6 constitution and it seemed to be a good balance. Another way to get to bloodied faster is to start the fight with Duality of Mortal Presence - Body activated. The initial wounds you immediately gain at the start of the fight will boost your constitution but only boost your max HP, not current HP, which means you'll start the fight off closer to 50% HP. You can immediately switch to DoMP - Mind which will lower your max and current HP and preserve that % of HP missing. You now have a head start on mortifying your way to 50% HP. Once I got below 50% HP I would then switch back to DoMP - Body so that my 50% HP was a larger overall amount (setting up scripts that say "If >50% HP use DoMP - Mind" and "if <50% HP use DoMP - Body" automates this process). Being a machine gun at range can be particularly nice when using Arbalest or Crossbow modals. You can basically lock down a target and not let them do much of anything. This can be especially useful in certain boss fights. I actually spent most of my time using the Saint Omaku's Mercy warbow, though. It has an action speed bonus when low on health that fits this build thematically too well to pass up on and has slash/pierce damage types for the many pierce immune foes. Aside from Mortification, the Monk side also brings Lightning Strikes and Thunderous Blows. The Rogue side provides some good attack abilities, very important escape abilities considering you're a glass machine gun, as well as Slippery Mind (Immune to mind afflictions when bloodied) which also fits the build very well. I imagine there could be a similar build using Bloodmage or Berserker for the self damage. Berserker would presumably be more difficult since the self damage is constant and not controllable. Bloodmage might get you to <50% faster since their subclass trait scales with Might I believe?
  13. Shoutout to @Porkchopsandwiches247 for this build suggestion. This was a great build that really felt natural and consistent and did good damage. You get multiple sources for weapon attack lashes- Wildstrike (of whatever flavor you want but I went for Corrode), Lightning Strikes for lightning damage, and Turning Wheel for some fire. I would usually start a fight with a quick Woodskin or Delemgen buff (and maybe some drug use if I forgot to do so ahead of time as a Nalpazca) followed by either Nature's Terror or Relentless Storm and then shift into whatever form made the most sense. Nature's Terror is especially thematic because who wouldn't be scared of a drugged up Bear coming at you? Delemgen lets you close to your target in a snap. My thinking on the shifter forms was: Cat to quickly down an important single target, Wolf if I needed consistent interrupts, Bear for off-tanking, Boar to regen. But best of all (imo) is Stag with its AoE attack. Monk's Efficient Anguish knockback will hit multiple enemies in your Stag's AoE attack so you can just fling multiple enemies around the battlefield with it, like a cheaper Clear Out that uses a renewable class resource (wounds). At 1 wound cost and Nalpazca's wound generation you can cause A LOT of Anguish. Note that this may only work if using BPM as I can't remember now how the vanilla game's Stag attack works. Thunderous Blows helps you overcome penetration issues. Note: Cat/Bear do slash, Boar/Wolf/Stag do pierce, none do crush. Maybe one of them should do crush? Last- Dichotomous is funny to use when you're shifted because the copies are shifted also. I don't believe they get your animal claws, though.
  14. I really liked this build and I don't usually like either of these classes very much. My main focus was to try to get my armor as high as I could through the Paladin side because the damage reduction from causing under penetration is so good. The nice thing about Beckoner in this build is that Chanter doesn't suffer much from wearing heavy armor and having slow action speed since their chants just keep going and once you get the summons out they do their thing too. I imagine I could have gotten the armor even higher had I gone with another multiclass option (maybe Thick Skinned from Barbarian or Unbroken's Shield Mastery). A Wizard's Ironskin cast is (I think) the biggest armor active ability but it's harder to keep up all the time with a Wizard's limited number of casts. At some point more armor is probably not really beneficial, though- you just want enough to cause max underpen against any given enemy attack and going beyond that doesn't help you other than maybe still causing crit attacks to underpen. But it's still fun to see how high you can go! This build also forced me to try to understand armor stacking rules. They are, as best as I can make them out, the following: Normal Armor from items always stack and don't suppress anything- in my case, Legendary Patinated Plate (13 base, 9 Crush/Shock) and Blunting Belt (+1 Slash/Pierce). Stoic Steel (armor gain every 6s up to +3 for standing still) seems to be treated as normal armor as far as I can tell so it stacks and doesn't suppress. You can only get the best of any special conditional armor bonuses (Patinated Plate's Bronze Juggernaut +2 armor against melee attacks suppresses Inspired Defense's +1 against most recent damage type). So in my case Inspired Defense is only useful against sequential ranged/magic attacks of the same type... not sure how often that helps. You can only get the best of any active ability bonuses (Sworn Rival Gilded Enmity's +4 armor suppresses the Zealous Endurance +1 armor aura and Lay on Hand Robust's +2 armor). So if you keep Gilded Enmity up you're most likely not benefitting from those other two but at least they can affect your allies. In a crucible fight I'm seeing the following when attacked by melee pierce damage: +13 total from Legendary Patinated Plate +1 from Blunting Belt +2 from Patinated Plate's Bronze Juggernaut +3 from Stoic Steel +4 from Sworn Rival Total = 23 20+ armor should be forcing max underpen against the vast majority of enemies I would think. I imagine some bosses might be able to avoid max underpen at this level of armor, maybe? In any case, forcing underpen on attacks just makes this build take so little damage because of the way the -75% damage penalty actually works. You can often stand in the middle of enemies and easily out heal their attacks which is kinda fun.
  15. Mirke has some funny stuff to say before a lot of the SSS fights. She's by no means as talkative as Konstanten (especially outside of the crucible) but it's worth bringing her along for a chuckle. She's my vote for sleeper best sidekick.
  16. I really liked Wael Priest tank. Wael is like the Trickster Rogue of Priests- many of the same instant cast Wizard buffs for high deflection/reflex (Arcane Veil, Mirrored Image, Llen's Displaced Image) but then access to Priest abilities if you prefer it over access to Rogue. Trickster Rogue usually has a lot of buzz in forums but Wael Priest isn't mentioned as much so I think it's being overlooked. Admittedly, modding Eder to be a Priest of Wael makes pretty much no thematic sense but I wanted to try this subclass out and Eder always feels like he should be tanking... First, Blessing of Wael gets a revamp in BPM to be more interesting- more defense and a random -10 stat affliction to enemies that attack an ally. Passively hitting enemies with such a strong stat debuff is quite nice. Symbol of Wael gives concentration to allies which can be beneficial in fights with lots of interrupts. This build also allowed me to explore some of the Priest spells I had usually overlooked before. Champion's Boon gives him the engagement he might be lacking along with Resolute/Tenacious as both buffs and as protection against Might/Resolve afflictions which are normally ruinous for a tank as they drop engagement. Minor Avatar gives every other inspiration as well as some bonus damage/health. He ends up with enough defense to main tank proficiently, he's very difficult to afflict with his high defense and self-buffed inspirations to block any afflictions that get through, and then he has lots of buffs and heals to throw around in order to contribute to the party. I've often felt in the past that my Fighter based tanks didn't have a lot to do other than use their engagement and soak up damage so it was fun to have a tank that could main tank, main heal, and main buff all in one.
  17. This was probably the strongest build in this playthrough. I tend to avoid builds that feel like balance/mechanics oversights by the devs and the fact that Whispers of the Wind does full attacks with an off-hand pistol felt right on the line for me. One thing that helped me not feel guilty is that I played using BPM which had just recently bumped up the wound cost for WotW to 9. In any case, the idea is to use WotW to more easily access the normally difficult to use Scordeo's Trophy enchantment bonus from Strategic Blitz (stacking -10% recovery to melee weapons) which in turn helps you stack Scordeo's Edge enchantment bonuses from Adaptive (stacking +2 accuracy with all weapon attacks) and Blade Cascade (chance on hit to ignore recovery for 5.0s). You end up with high accuracy and low recovery (sometimes no recovery) with your Scordeo's Edge auto attacks. Those fast auto attacks mean you build wounds really fast via Shattered Pillar's subclass trait which leads to more WotW casts and then, eventually, devastating Resonant Touch casts. Xoti just destroyed things with this build. I would usually start a fight with a shot from Trophy then Flagellant Path my way to an enemy to start hitting with Edge. I'd typically get to 9 wounds really fast for my first WotW and would often come out of it with Blade Cascade and just start hammering on whatever poor enemy I ended up next to. Blade Cascade or even just the fast recovery attacks from Strategic Blitz would have me back to 9 wounds quickly for another WotW or if enough Resonant Touch stacks were available I could use them to finish off enemies. The biggest drawback to this build is that it takes some time to get Scordeo's Trophy and Edge as well as WotW/Resonant Touch. You don't get Edge until you side with Aldys in 'Honor Among Thieves' which happens pretty late in the game typically and the abilities are locked behind high character levels. Prior to getting those synergies in place I just played her as a more normal Monk which was fine. I believe there are variants to this build that make use of a Blunderbuss in the off-hand so that you more quickly stack up Resonant Touch during WotW (blunders hit 4x on each target). You'd miss out on Strategic Blitz from Trophy so your main hand weapon would be slower but those Resonant Touch stacks would be bigger.
  18. For 3), you can get Konstanten fairly early, right when you arrive in the big city. Vatnir you won't get until MUCH later (like lv16+) unless you do some sneaky stuff. He's gated behind a tough boss fight but there are ways to potentially get him as early as like lv4 I've heard. However, I should note that for much of the game, sidekicks have far less diologue. Sidekick flavor diologue is most abundant in their respective DLCs. The companions are the ones that really speak up the most, especially with a mod like everyone's two cents. For 4) I think people sometimes over emphasis Serafen's subclass drawbacks. It's really not THAT bad- it will probably cause you to wipe a couple times throughout the game which isn't that horrible in the grand scheme of things. Modding Serafen into a normal Cipher wouldn't be too hard- I've been modding almost all of the companions/sidekicks into new classes/subclasses for my repeat playthroughs but it does take some time to learn the process. Easiest way is to download other people's mods and open the .xml files in something like notepad++ with a JSON viewer plug in in order to see how they work. I could probably do a mod for you in the next day or so if you really want it and don't want to learn for yourself. I have him modded as the Psion cipher subclass in my current playthrough. For 6) if you want to mod stats it's pretty easy. Easiest way would be to download BPM and only keep his sidekick and companion stat buff files (if you don't want the rest of his stuff) and edit them directly. I believe his stat mods buffed every sidekick/companion by 2 points to compensate for not being well distributed but you could edit the values to whatever you want. I edited them to be what I wanted for the new classes/subclasses I modded and therefore removed the +2 bonus points they were getting. Aside from that, their chant radius improves with INT so give them +INT items and buff them with intellectual inspirations if possible and also position them such that their chants are able to reach the allies or enemies they need to affect. For 7) the Barbarian subclasses are pretty darn good if you play them. Give them a try first IMO.
  19. Use the alcohol for Mirke when you rest instead of food. You'll get the alcohol bonuses (and penalties) as well as Pukestabber's bonuses.
  20. This may have been my least favorite build in this playthrough. The idea was to build around Grave Calling's Chilling Grave enchantment (Cast Chill Fog on killing Vessel) by killing your own skeleton vessels and then reap the damage in the form of lots of focus for big Soul Annihilation attacks or other Cipher spells. Beckoners summon twice as many skeletons at half health so they are easier to kill and there's more of them to proc more Chill Fogs. You can also enchant for Grave Bound (when you get 10 stacks of Frosted Edge you paralyze on crit) which can get crazy as crits from Chill Fog ticks count towards the paralyze and those Chill Fogs also stack for some reason. I didn't go for Grave Bound because I thought it would be overpowered (maybe I should have and it would have been more fun). I went 1-handed with Grave Calling to make sure I didn't accidentally kill a skeleton with an off-hand weapon- I had never gone 1-handed before so that was a nice change of pace. The first problem with this build is that Beckoner/Soulblade is pretty bad until you get Grave Calling and start using this synergy. You can probably get Grave Calling pretty darn early in the game, though, so maybe it's not such a big deal (it's just at Crookspur for sale). My actual experience using this synergy in fights is that it often got hard to kill my own skeletons. You want them to be positioned such that when they die the Chill Fog will hit enemies but they are so fragile that they often get killed by enemies before you can get them into position and hit them. Their half HP from the Beckoner trait was really helpful to make sure you could 1 hit your skeletons but it also makes them fragile to enemy damage. This was especially true in boss fights where there is a prevalence of AoE damage going on. And even if the skeletons didn't die from collateral AoE you would sometimes have trouble just getting to them to attack them. Any enclosed space made it difficult to maneuver the skeletons and then get close enough to hit them. When you could get it going it seemed fairly powerful, though. A few Chill Fogs hitting multiple enemies can give you focus in a hurry that you can put toward big Soul Annihilation hits or spamming high cost Cipher spells. But even then it felt rather tedious to try to zoom in and target your hard to see skeletons. And if you missed a swing at a skeleton, or couldn't get to your skeletons, or the skeletons died from enemy AoE you were contributing very little to the fight. I guess it felt really high risk but high reward and the times when things didn't work right were so annoying as to ruin the whole build for me. Others had suggested running Troubador with the single skeleton chant and maybe that would have been better. There were also suggestions to use Berserker instead of Soul Blade because with the confusion from Berserker your Chill Fogs would hit your other skeletons and help you more efficiently kill them without having to rely on auto attacks. In hindsight this seems like it would have been much more reliable as you probably just need to kill 1 skeleton and the cascade of Chill Fogs would probably wipe any others out. I wish I had tried that instead though there were warnings that if you get too many Chill Fogs going at once it can ruin your framerate and even crash POE2
  21. this thread has some info on how it played out. Dichotomous misses out on Effort and Barbarian's Vengeful Defeat (two of the stronger on death effects) and it might be hard to make sure the twins die before their summon duration ends. Ditto with phantoms. But obviously those builds don't have to worry about injuries:) Edit: Forgot about Shroud of the Phantasm as well for multiple cloning bombs. You can turn yourself into a cluster bomb Biggest drawback is that it's not great for boss fights usually, but the fun you have in normal fights is worth it IMO. You don't have to use it as your MC- could use it for Serafen or Xoti (not Xoti, not sure why I included her) perhaps.
  22. A character that punishes foes on death is still "viable" and fun! I ran a Barbarian like that: Weapon = Effort (Valiant Demise) Cape = 7 Storms Armor = Effigy's Husk Belt = Least stable coil Helm = Survivor's Tusk Ability = Vengeful Defeat You do pretty good damage in an AoE on death, sort of making yourself a bomb. All of the effects will trigger multiple times a fight if you keep reviving and later in the game you can self res once per rest with The Twin Eels and then switch to Effort for the 2nd death. Survivor's Tusk can res and clear injuries. My recommendation would be to start a fight with Twin Eels, jump into a group of foes and do as much damage as you can until you die. When Twin Eels resses you, switch to Effort and die again. You now have 2 injuries. For the next fight, equip Survivor's Tusk and when you die you'll res without injuries and can die/res a few more times. Once you have 2-3 injuries and Survivor's Tusk is used up you'll want to rest to reset your unjuries, Twin Eels, and Survivor's Tusk. Also, you may want to use Balance Polishing Mod- the on death effects weren't scaling properly so they were fixed- this really helps their damage in late game.
  23. Furyshaper really is fantastic- his totems are really really strong. I think Furyshaper is probably better than Berserker overall. The only thing I didn't like as much with Furyshaper is that I felt like I was spending too much time casting at the beginning of the fight and not enough time being a Barb smashing things. The "feel" of playing a Barb has to go to Berserker- recklessly charging in, smashing things, and dying relatively frequently.
  24. I don't know the answers to 1 and 3. For 4 I think the answer is no which is unfortunate considering you CAN see the Stag's carnage radius when shapeshifted as a Druid (at least with the BPM version, I assume in the vanilla game as well). For 2), I've always skipped Savage Defiance when playing a Berserker. Rage is in short supply and I couldn't justify using it for a buff that I'm mostly already getting from Frenzy. I don't think Berserkers are a trap subclass. The maluses can be troublesome and lead to your Berserker dying if you don't baby sit him a little by throwing him some heals on occassion but it's also a powerful subclass with some fun synergies to play with. There are also some items that can help- voidward reduces raw damage, Modwyr or Devil's armor can remove confused, and Maker's Own Power can auto petrify+heal you when you're low on hp. You can also keep an eye on your list of buffs for anything that triggers when low on health to know you're in danger.
  25. I'm doing something similar with Scordeo Edge/Trophy in my current playthrough with Xoti modded into a Shattered Pillar monk. Whispers of the Wind will hit with both Edge and Trophy stacking the attack speed and accuracy buffs as well as Resonent Touch stacks. And then combined with Heartbeat Drumming, Blade Cascade, etc you have an auto attacking machine gun. Others had pointed this strategy out so certainly not my discovery. Note that the latest version of BPM increases the wound cost for both WotW and Resonent Touch but it still feels really strong.
×
×
  • Create New...