Jump to content

Porkchopsandwiches247

Members
  • Posts

    66
  • Joined

  • Last visited

Posts posted by Porkchopsandwiches247

  1. 13 hours ago, Shai Hulud said:

    Yeah multiclassing is almost always better. And an itinerant would be pretty fun with a party. On hard your damage spells still have enough penetration to be useful, plus devotions for the faithful is the drug of choice for companions with poor perception. 

    That build should work well for your purposes. What stat spread you using? I'd guess something like 14/7/14/19/19/3 would be good if you mostly hang back, spellcast and use ranged weapons. If melee bump con and resolve some at cost of might and dex, but still you don't need much with all the buffs available to a diverse party. Definitely max INT. Can maybe get away with lowering perception some since just on hard, but still I wouldn't, high perception = more crits = effects lasting longer. 

    I usually play solo for the challenge but I kinda want to run a party with an itinerant now. If you aren't taking aloth then wael/stalker would be fun, especially if you intend to wade into the thick of things. Arcane Veil, Mirrored Image, and Llengrath's displaced image are all extremely useful (the deflection bonuses stack). Plus Wael is just hands down the coolest of the gods. I wouldn't dismiss woedica though, the various writ spells can be pretty devastating, particularly writ of war and writ of sorcery which shut down special abilities and spellcasting, respectively.

    Only thing about Wael is it's hard to picture a priest of wael wandering around the wilderness with his pet lion or whatever. I guess Eothas/Gaun or Skaen probably make more sense in that way.  

    I tend to not like to drop CON. Im sure Im overrating it, but I kind of like my main character to be able to take a hit or two and not be a priority target for the AI enemies. So I usually keep it as 10. Otherwise those are around the stats Id go for.

    Wael+Stalker does make a lot more sense for solo, but solo really feels like a bad fit for a Priest in general since so much of their repertoire is based around full party support. Can of course make it work but it I dont care for the idea personally. You can probably make Wael+animal companion 'feel' more natural if you imagine Wael the unpredictably trickster teleporting a ghost bear on top of your enemies when they think youd be just casting spells lol

    Speaking of Woedica, I probably am underestimating the Writ spells a bit, but on reflection Id bet that the Spiritual Weapon Fists + Raw Lash + Ranger Accuracy bonuses could be pretty nasty single target damage. Stalker would make the most sense here but definitely not a requirement.

  2. 3 hours ago, Shai Hulud said:

    I've tried itinerants some. Lot of good insights here.

    Are you playing solo or with a party? If solo I don't like priests as much. And what difficulty? I feel like spells don't scale as well on POTD upscaled compared to weapons (not counting buffs). 

    Rot Skulls are actually really good especially with driving flight.

    Skaen has some of the best autopick spells plus some really useful uniques. Enduring Shadows is especially useful in getting you out of tough situations.

    For ranger / spellcaster builds I personally prefer hierophant and seer. I think for itinerant the ranger is doing more for the priest than vice versa. Seer is especially good for buffing the pet with pain block, echoing shield, tactical meld, and you get a lot more +accuracy out of borrowed instinct than devotions for the faithful. Hierophants are just loads of fun (blood mage / soul blade) because you can explode things with soul annihilation and citzal's spirit lance.

    For ranger subclasses I like stalker for melee builds and generic otherwise. Ghost heart sounds cool but being able to position the animal before combat (and actually engage things) is really useful.

    1. With party. I find the interactions far more enjoyable.

    2. Hard. I find this to be the best balance of fun and challenge, forcing you to play and develop your party smartly but not forcing you into perfectly optimal setups or abilities.

    I mostly am focusing on Priest for roleplay purposes. I find them kind of funky in Deadfire compared to PoE1. Not bad, but kind of need to TLC to make them shine. I find multiclassing just more fun in general too, for sake of variety (with a few exceptions).

  3. Preface: I enjoy creating unconventional builds that have interesting and varied playstyle, preferably ones that make some thematic sense. So while I dont need super optimal character creation, I would like to make the most of what the classes can bring to the table.

    With that out of the way, I actually think this is a fairly solid combination. One of the issues with Priest is that they spend so much time casting, if multiclassing you usually want either 1. To have a way to speed up said casting or 2. to have some action economy going, where theyre bringing passive value from the multiclass while Priest is occupied with their casting.

    Some of the pros of a Priest/Ranger I can see:

    • The pet can be dealing damage and keeping the enemy occupied completely independent of what the Priest is doing
    • Ranger actually does have a speed buff in Evasive Roll, giving 10 seconds of quick at Class Lvl 3
    • Marked Prey (+10 ACC one enemy), Stalker's Link (+10 ACC on each pet-engaged enemy), and Survival of the Fittest (+10 ACC on enemies under 50% health) are (as far as I'm aware, correct me otherwise please) conditional accuracy buffs that stack, and apply to not just weapon attacks but spells also. There are a few ways to boost engagement of the pet like Champions Boon or that one Chanter chant, so you can even make Stalker's Link effect multiple targets thats a whole lot of spell (and weapon attack) accuracy.
    • All the Ranger's accuracy buffs and other passive ranged attack buffs provide the Priest with a pretty solid autoattack DPS when they're not casting
    • Priest+Ranger apparently has more story interaction triggers than any other combination, when choosing the right subclasses (Priest 25, Ranger 21, Magran 25, Ghost Heart 14). I dont know if any of these overlap or if they even bring any value gameplay/battle wise, but I thought it was interesting

    There are naturally some downsides with all these of course, but overall the combination isnt too shabby compared to other Priest multiclasses.

    Some thoughts on subclasses...

    • Priest of Berath/Ghost Heart - This sounds fun from a thematic point of view. Priest of Death + ghost wolf. Ghost Heart means you can fire and forget your pet at the start of battle without worrying about it dying and debuffing yourself. Touch of Rot does stupid damage for a Lvl 1 spell even if it has some limitations. This might be one of the few times the Greatsword modal might be useful (+30% damage for -10 ACC) with your overabundance of Accuracy buffs on a single target. Otherwise you can go into battle with one or more Arquebus/Arbalest, unload at the start, go on a casting spree, then summon your spirit Greatsword with a 31% corrode weapon lash to finish off single targets. I doubt Rot Skulls would be worth it still, maybe with the Ranger bounce and as a way to simply put a DOT on the enemy to buff pet damage?
    • Priest of Magran - Has a number of Priest-unique damaging spells. Ray of Fire + Ranger ACC bonuses probably works great, as does getting a crit with something like Shining Beacon (not unique to Magran but fitting for leaning towards fire). Torrent of Flame could be kind of hilarious using Evasive Roll to teleport into perfect position to blast enemies. Itd likely be much better to have Magran's Favor + Marux Amanth (or Sun and Moon) for spell PL boosting/echo chance, so unfortunately the ranged perks of Ranger would be a bit wasted...Although potentially the spirit weapon pistol + bounce + 31% fire lash + ACC bonuses + Gunner could be pretty solid damage? Also can just switch over to another weapon slot.
    • Priest of Skaen - for some reason I assumed Finishing Blow was melee ranged, but nope! I havent actually tested this, but Finishing Blow + Ranger Bounce ACC buffs should do a truckload of damage. Could even combine this with Hand Mortars or other AoE/bounce unique weapons too. Marux Amanth could even give it a chance to echo?
    • Arcane Archer - I didnt enjoy this subclass much last time I tried it, and if I remember correctly none of the spiritual weapons apply as Arcane, so your autoattacks would get an ACC penalty unless you had one of the specific unique weapons that have that property...and I completely forget which actually apply. That said, I guess with the right setup these abilities could be a great start of fight opening to pin down enemies, with imbue web/pull of Eora, then you could start piling on debuffs or damage while theyre immobilized, or fire off a Fireball, which with Ranger bounce + bounce from weapons could cause some chaos. Seeing as you spend so much time casting as a Priest, just dumping all your Bond points at fight start for big effect kind of makes sense. Magrans Favor in one hand + Fire in the Hole in the other would probably have the most synergy here, with the + to Fire PL and the extra bounce.
    • Priest of Woedica - not much here other than the fact the spiritual weapon is extremely strong. Not a ton of unique synergy with Ranger though other than all the ACC buffs...
    • Sharpshooter - When paired with a Hunting Bow with its -50% recovery modal, might be a pretty solid combo.

    Anyways, Ill leave it at that. Look forward to hearing any more ideas I hadnt thought about. Thanks for reading!

    • Like 1
  4. Sort of an unconventional build is to create a damage-dealing tank in the form of a Holy Slayer (Paladin/Rogue). A Paladin bringing the durability, the Rogue the damage buffs with Sneak Attack. Flames of Devotion + Sneak Attack hits like a truck and is quite cheap (just 1 zeal). 
     

    If you want to lean into the tank role, you can go Shieldbearer of St Elga (+1 engagement with a shield) so that with the Rogue perk you engage 3 different targets. Taking the Trickster subclass will let you give yourself buffs like Mirrored Image (+30 deflection), which when combined with the shield DEF, the shield perk (+6 DEF), and a Paladins innately high DEF from Faith and Conviction (up to +15 I believe), you should be extremely hard to hit. You can combine this with Riposte to get free full hits, 30% chance per Miss against you. Trickster gives you more variety in the form of spells in general.

    If you want to lean into more of an offensive roll, equipping Whispers of the Endless Path will (with the right upgrade) automatically counterattack when missed in melee with a 100% chance. It also attacks in an AoE, so you can cause some chaos with a Rogue’s abilities like Blinding Strike to blind every enemy in that AoE. If you pick Steel Garrote as the Paladin subclass, you actually end up healing yourself against enemies vulnerable to sneak attack…something youll be aiming for anyway and can apply with a Rogue’s abilities easily.

     

    Also nothing wrong with going the classic Herald (Paladin+Chanter). Really an excellent party support character, that can be tanky when you need, and switch into damage mode when you need. If I remember correctly, Sworn Enemy stacks with Inspired Beacon (+60% damage total), which does stupid amounts of damage when combined with a Chanter’s offensive invocations. My only problem with this combo is that Pallegina already can do it, and I prefer characters to be unique. 

  5. Probably because of PoE1…and just the name of the weapon type in general…I expected Hunting Bows to be somewhat lacking in damage compared to other weapon types. But after running the numbers I was shocked at how wrong I was. Hunting Bow+Modal (other factors ignored, base weapon stats) did more dps than even a monks fists or dual wielded weapons with speed buffs!

    Of course, there are clear downsides of the weapon and its modal…the low inherit PEN of the weapon, and the accuracy debuff of the modal (-15). But I think these downsides can be mitigated quite a bit with class skills/abilities, and taking into account that Hunting Bows use best of two different damage types.

     

    Fighter - is probably the easiest “fix”. Disciplined Barrage and Confident Aim upgrade hit types, so as long as youre not missing entirely a lot of that accuracy debuff should be negated. Conqueror Stance+Barrage negates the ACC debuff entirely. Rolling a Devoted bumps PEN by 2, which isnt a bad idea with Hunting Bows, since it has two damage types, so you likely wouldnt need to change weapons anyway. If anything, you ought to be overpenetrating at that point.

    Ranger - gets a ton of ACC buffs to begin with. Marked Prey+Marksman+Stalkers Link should be +25 ACC that I think stacks with each other, and Driving Flight bumps the damage even more. Sharpshooter might actually be a great pairing with a Hunting Bow, as you can bump Hit to Crit or +1 PEN as needed, and the +10% to Rec Time doesnt hurt as bad with the modal (-50%).

    Cipher - takes a bit to get it, but Borrowed Instinct (+20 ACC) at the start of the fight eliminates the ACC penalty and then some. Then they have Hammering Thoughts (+1 PEN) early to make up for the low innate PEN.

    Monk - better than Id have thought at first. Dance of Death boosts ACC a lot as long as you dont get hit, which is possible as a ranged character. Later Thunderous Blows can give +2 PEN. I didnt test it, but I want to say that Force of Anguish works with HBs, as kind of a funny “get off me” ability if an enemy gets past the frontline.

     

    Anyways, Im sure there are other synergies and/or buffs that can be used to negate the Hunting Bow downsides, just thought it was interesting how damaging they were with the modal and wanted to mention some that jumped out at me. Something like Devoted+Cipher with a HB seems particularly powerful now.

    • Like 2
  6. I thoroughly enjoy going Devoted-Skald. Its built for crits. Choosing sabres and picking up monastic unarmed training, you should have all the weapon variety you need. The self-buff that Fights can pick up + their natural accuracy bonus can lead to a ton of melee crits to get chants back, and having that reliable and unconditional crit chance added to your offensive invocations like Thrice can make them crazy powerful. Later the Chanter can self buff with Energized, which makes the crit synergy even crazier. And theyre very sturdy.

    Between Armoured Grace + Sashas Singing Scimitar its pretty quick too.

    • Like 1
  7. Based on what you said in your opening post, I would also say to go for a Cipher/Monk. Between their raw fist damage, Swift Strikes, and a Cipher’s melee damaging passives (and buffs), you should be swimming in focus. Plus, those are the two classes youre missing in your party. Cipher has a lot of fast cast spells, so you can fire them off and then go back to your punching. I would recommend more but dont want to add to your analysis paralysis lol

    While Assassin is a fun sounding class, I too find it somewhat…formulaic starting all battles with stealth nukes. Imo the most fun classes are ones that feel almost ‘opportunistic’, where you have a lot of offensive tools and you can use best one when theres an opening.

    • Like 1
  8. 5 hours ago, Bosmer said:

    To be fair a stacking behaviour like in mob stance would be easily far too strong. You'll receive the recovery speed increasement of 3-4 points in dexterity with one shot, and as pointed out there are easy ways to accumulate shots.

    What's the best scordeos trophy-ability against single enemies though? Clear Out has the advantage to hit the initial target twice iirc

    I dont recall there being a multi-hit ability on single enemies...Whispers of the Wind doesnt work on just one, right?

    I think your best bet might actually just be to slap on the Rushed Reload modal with Dual Wielding. If you can still reliably hit with the ACC penalty you should pile up shots pretty fast (particularly with other speed buffs like Frenzy or Swift Strikes), and by putting a melee weapon in your offhand youll only be shooting with Scordeo's Trophy. I forget if Blood Thirst from a Barbarian applies to reloading, might be kind of an interesting strategy to fire off shots every time you get a kill, speeding you up even more.

    Actually, can you use Riposte from Rogue to trigger shots from guns with the primary weapon trick? Could be kind of fun to speed up more and more as enemies miss your character. Combine with Toutilo's Palm for even more of a chance for a retaliatory full attack on a miss.

  9. 20 hours ago, dgray62 said:

    Yes, combusting wounds must be on this list. As for soul shock, it's casting time is slow, but you can do nice damage with it if you crit or overpen with it. It's great for psions, for whom the long cast time is no bug deal. As for Mind Blades, my various ascendants have wiped out many a horde with this spell. It's great for ascendants in particular since its cast time is so fast. You can do serious damage with it too, in the range of 40-50 per hit, once you get enough PLs. But cast Phantom Foes first to soften up the foes first.

    Ah, maybe thats where the difference in our experiences are. As a SC Ascendant youre getting a ton of Damage and PL increases that interact multiplicatively with each other, so that would jack up its usefulness a lot. As a multiclass non-Ascendant Cipher its very underwhelming compared to other spells thatve been mentioned in this thread. I do enjoy the fast cast though for sure.

    • Like 1
  10. 39 minutes ago, Elric Galad said:

    Whirling Strikes do work well with it indeed. I used the melee -10% variant and usually stacked 6-7 charges per use. Whirling Strikes do work with Driving Flight, that's why it is arguably optimal.

    Please note that the -10% stacks "additively" as stacking +~11% recovery speed.

    Oh wow, didnt even consider Driving Flight in combination with Whirling Strikes...thats kind of nuts. I might have severely underestimated a SC Ranger lol

    5x -10% stacks are not quite as good as one -50%, so not quite as amazing is it mightve first appeared. But that still has to be pretty crazy.

  11. Just now, crdvis16 said:

    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. 

    Yeah, Whispers of the Wind is nuts lol. Late game Monk in general.

    I was thinking more along the lines of how it could work for multiclassing but the strategy you mention sure as hell works too haha

  12. I was doing some theorycrafting with this weapon (since its available pretty early), and want to see if I have this right…

    You can upgrade it to have a stacking -5% recovery for 30 sec, or a -10% stacking recovery for melee weapons only for 30 sec.

    Normally this is only so so because of the slower reload speed of pistols, but what if you combined it with the oddities of Clear Out, which as I understand actually can be made to work if you equip a ranged weapon in your primary hand a melee weapon in your offhand?

    It shouldnt be impossible at all to get a -50% recovery time bonus (possibly even more) with one use of Clear Out, and then you end up attacking like a pyscho with your offhand melee weapon. And as a weapon enchant, it should stack with other speed buffs like Frenzy, +dex buffs or even Streetfighter…

    Just how low can recovery go if this works as I imagine lol

  13. Mind Blades always seems...bad to me. I know it gains a jump per 2 PL, but each successive jump gets a larger damage debuff...so its not as nice as it would appear. And the base damage is so low it takes a lot for it to really add up. I feel like there are quite a few AoE abilities that are much more damaging, unless you get an 'ideal' scenario where its ping ponging between two enemies, or are getting some shenanigans like with Combusting Wounds (also that spell probably fits this thread with all its weird synergies lol). Soul Shock also does surprisingly little damage for how long the cast time is. It does have a nice radius and penetration score however.

    Phantom Foes is also an incredibly easy way of giving a Tactician Brilliant too, if you have that subclass on your team.

  14. 17 minutes ago, Boeroer said:

    There are several lvl 1+2 spells that I like, but I will only list the ones I use extremely often.

    • Wizard:
      • Chill Fog (extremely potent because of the long-lasting tier-3 affliction that has mulitple chances to stick)
      • Miasma of Dull-Mindedness (the direct debuffing of -10 to three attributes has so many effects that most players don't realize)
    • Priest:
      • Withdraw (in combination with Berserker Frenzy/Confusion you can withdraw enemies without a hit roll - increbibly useful)
    • Cipher:
      • Whisper of Treason (like removing an enemy and receiving a summon in one single spell - for cheap)

    Wow, I'd never considered casting Withdraw in combination with INT Afflictions. Now that's pretty entertaining.

    I usually skip on Chill Fog simply because I have Tekehu covering it, without having to worry about FF. But if you dont have him in the party and position things correctly its definitely powerful.

    Whispers of Treason seems better in Deadfire, since enemies arent debuffed in the process and for whatever weird reason in PoE1 enemies would constantly go out of the status for me after a few seconds even if WoT hit for a crit and had like 15+ seconds of the status.

  15. 10 minutes ago, Boeroer said:

    I guess with a Fire Godlike (Battle Forged retaliation) Darcozzi or Wizard or Priest of Magran + Magran's Blessing shield you'll get three chances to apply Blood Frenzy - because those three flame shields will stack.

    Fire Godlike SC Barb with Barbaric Retaliation + Sun & Moon + Magran's Blessing should get 3 (full attack, dual flail heads + bash) + 2 (Battle Forged + Fire Shield) = 5 chances to apply Blood Frenzy when receiving a crit. ;) 

    A Wizard with Zandethu's Fury could stack its terrify retaliation + Fire Shield (shield) + Flame Shield + Battle Forged + M's Piercing Sigil (or Cloak of Death - those two don't stack properly)... also 5 chances, but already when getting grazed (I think). :)  

     

    Thats true, I hadnt consider Fire Godlike because I like going Island Aumaua since they get the most story based responses (even if their gameplay passive is the worst of all lol), but Fire Godlike gets quite a few themselves, so that wouldn't be bad at all.

    If I remember correctly, Fire Godlike's retaliation passive doesnt scale (or does very very poorly compared to PoE1), so is normally pretty useless outside of the +1 to armor. But with Blood Frenzy, it actually has the potential to do some decent extra damage. I doubt it would count towards Interrupting Blows passive, but thatd be interesting too if so. And with Brute Force, itll target the lowest of Deflection and Fortitude, so should have good accuracy to get those crits.

  16. 11 minutes ago, Constentin Lévine said:

    Actually, there is just one roll, and the mention "avec effet supplémentaire" in french — with suplementary effect I guess.  But Druid get some spells with many hit-rolls, like Wicked Briars, Nature's terror etc (2 hit rolls) and even more (3 hit rolls) with Venombloom. That mean 2 or 3 chances to crit and then, to apply Blood Frenzy. 

    With regular Flame Shield (wizard and priest of Magran), the MC Barbarian apply Blood Frenzy on reliatation when this last crit. In the case of Darcozzy Paladin- Barbarian, the Flame Shield will apply Blood Frenzy when crit whatever the character under the shield effect. This one depend of the Paladin-Barbarian. 

    Appreciate the information!

    I think I might actually be rolling a Priest of Magran/Furyshaper Shaman now...sounds like it could be a lot of fun!

    • Like 1
  17. 27 minutes ago, NotDumbEnough said:

    The problem with Touch of Rot is that it has very low penetration and is therefore really weak against anything that isn't a low level trash enemy in PotD. For tier 1 spells you are better off with Sunbeam or Tanglefoot.

    With PL Bonuses and Spirit of Decay I dont recall running into this issue often at all, since Corrode is lightly resisted in many cases. And this is ignoring Armor reducing abilities/status you can apply to enemies. But this is a good point to make. Imo Tanglefoot takes too long to cast considering its also Friendly Fire, and Hobbled isnt that great an Affliction on its own, although it can have its uses with specific strategies/builds. Sunbeam does too little damage to look at it as anything except a blinding spell with a small AoE and has Friendly Fire.

    But not one that Insect Swarm or Autums Decay share, which do almost as much damage as Touch of Rot.

  18. 33 minutes ago, Carys said:

    I'm a big fan of Touch of Rot as well, and I also like Thrice she was wronged, the chanter invocation.  I've found it's viable the whole game long.  Chill Fog, too, especially Tekehu's foe only version of it.

    I wasnt sure if I'd include Chanter invocations as part of spells, but why not lol? Yeah, Thrice She Was Wronged is extremely powerful all game and reliable with its three hits. Only gets better with its upgrade, it can melt packs of enemies better than any other instantish cast spell for a long time. While we're on it, Killers Froze Stiff is extremely spammable even late game with its large AoE, and Crashed Upon the Shield is one that can essentially remove 2 armor from a group of enemies for the rest of the fight with its upgrade. Extremely useful for any hard fight.

    As a Skald you almost never have a need to use anything but those three Invocations for the rest of the game, since they only cost 2 chants. It's almost a downside of the class to me lol since using almost anything but those three early spells is kind of a waste.

  19. I have a soft spot in my heart for picking humble lvl 1 or 2 spells early on, and them still carrying their weight even late in the game. Deadfire is one of the better examples of this too, since they gain PL scaling as the game goes on. So what would you consider to be some of the spells with the highest staying power?

    -I semi-recently crunched the numbers for Touch of Rot, and found if you add together its instant and DoT damage sources, it hits harder than most lvl 6 and 7 spells. This is pretty huge, and since Corrode is not frequently resisted I'm kind of shocked I don't see it mentioned more often.

    -In a similar way, Stinging Swarm, while not doing quite as much damage as Touch of Rot, does it in raw form, is friendly fire safe, and most importantly removes enemy concentration. I always hear about how great the Chant 'Thick Grew Their Tongues' is, but rarely hear people mentioning how you can take away enemy concentration for 60+ seconds (with sufficient INT and PL) AND do raw damage all in one spell.

    -Blessed Harvest does stupid damage even when not in ideal circumstances, and does it quickly. It's somewhat situational since damage is based on remaining enemy HP, but the situation happens every fight, so I dont look at that as much of a downside.

    -For Wizard, I find Fleet Feet and Slicken to be useful all game. AoE repeating prone based on reflex, and able to boost action speed by 15% with super fast movement speed within a 0.5 sec timeframe for 30 sec base time? Always good.

    Any more that are your favorites?

  20. Just now, Boeroer said:

    I didn't check Shining Beacon's rolls - but I strongly suspect every hit roll applies Blood Frenzy on crit. I haven't tried Storm of Holy Fire but I also guess this should be great because of the multiple AoE "impacts". 

    The best candidates are pulsing spells and offensive phrases though. Slicken, Chillfog, Wicked Briars and all that stuff that pulses every 3 secs. Rays will even pulse every second instead of 3 secs. Unfortunately Walls and also the drop traps from Footsteps of the Beast are hazards and won't apply Blood Frenzy. 

    The seal of the Weyc's Wand however should apply Blood Frenzy since it's a weapon ability - and it pulses every second...  

    Thanks for the info as always.

    4dmg/3sec for 6 sec isnt gamechanging by any stretch, but does add kind of a fun synergy for a class based on those types of abilities. Now you should be able to get somewhat reliable damage out of even a pure debuff spell like Spreading Plague, which has multiple hits as well as two different status effects being checked. Maybe even debuff chants like A Long Nights Drink can now sort of turn into a damage aura. In theory this should mean even weird spells like Touch of Rot which has an instant damage component + a DoT component should be getting 'double' hits...unless that is based off of the same roll?

  21. Not sure why I have such a fascination with this ability, but had a few questions on it. Ill start with the things I know:

    -Blood Frenzy applies to ability crits too, not just melee or physical attacks

    -The DoT does not stack, it only can get refreshed

    However, I started wondering, does this also apply to any status effect on crit, not just damaging abilities? And what about if an ability has secondary effects? For example, if you cast say Shining Beacon on an enemy, it (as I understand it) rolls twice, once for the damage and once for the debuff separately. Does Blood Frenzy essentially also get two chances to crit and apply its DoT?

    I think my brain likes the idea of turning debuff abilities into damaging ones through unconventional strategy, even if the damage isnt enormous.

  22. Barbarian multiclasses extremely well in my opinion. It may not be clear based on tooltips, but passives like Blooded actually apply to spells too, as do abilities like Spirit Frenzy, so even doing something like casting a Fireball on a group of enemies can cause Staggered on them. And on-kill ones like Bloodlust and Blood Thirst trigger off of spells and even DoTs. So a casting class gets a lot out of pairing with Barbarian.

    All the ones you mention are very good, but I am going to throw out a recommendation for in my opinion one of the most fun classes: A Tempest (Barbarian/Shifter Druid). Normally Spiritshift is just OK, something to use in a pinch but not amazing compared to a real martial class. However, combine them with Barbarian active/passive abilities and they become incredibly powerful. Cat form slices up enemies with great dps, boar form applies a stacking raw DoT on melee hits that last a long time and melts tough targets, bear form with Thick Skin passive is an incredible tank that can apply Frightened and Staggered in a big radius for free once a fight. The way I played is to slap the enemy with DoTs and cast storms, then turn into a Spiritshift form and start cleaning up.

    You said you mostly wanted to stay in melee, so imo Priest might not be great…their spells take a long time to cast and wouldnt add too much to your melee game that another party member couldnt just give you. One exception is Priest of Woedica, whose summoned weapons are really powerful.

    Since you love PoE2 Chanters I say go with them. Its a solid pick. If you go Skald, you can get free chants from melee crits, which shouldnt be too rare between your AoE paralyze, attack speed boosts and hit to crit passive. Also you get an ability later that lets you target fortitude over deflection if its lower, so debuffing the enemy with A Long Nights Drink and Spirit Frenzy can drop it by 20 points right off the bat. And your powerful damage AoE invocations (and damaging chants even) can help you keep up Bloodlust or Blood Thirst via finishing off enemies.

    Edit: also a question for anyone else that comes by this thread: does the DoT from Blood Frenzy crits apply to chants that apply status effects, like A Long Nights Drink and Thick Grew Their Tongues? I usually go for Spirit Frenzy since I know you can get free Staggered application from the offense based chants, but could be interesting to get damage from a typically non-damaging ability.

    • Like 1
×
×
  • Create New...