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Chaospread

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Everything posted by Chaospread

  1. As I remember, Elryn's Jacket is fixed in current patch. I'm not sure that Lavender Wreath and Binding Rope are bugged, but the behaviour is what it is supposed to be. If Elryn's Jacket is actual fixed, the build is viable imho, without it, it lose some points.
  2. You can access them from The Narrows (when from The Gullet you try to reach Dereo), this page explains hot to get them (see Neighborhood path and then Neighborhood map below): https://pillarsofeternity.fandom.com/wiki/The_Narrows
  3. Yes, Spine of Thicket Green seems just a staff made for Druids For party composition, I didn't explain well: with Aloth and above all Tehenu the party works very good and it is strong, maybe sometimes you can switch some characters for a monk or a barbarian, I think these classes are more fun sometimes compared to casters
  4. Doesn't quarterstaff modal bonus deflection apply only versus melee attacks? For defensive casters I'd prefer shield (small) and hatchet (+3 deflection agains all) or shield and dagger, shield as good deflection bonus against all, and in case of melee fight, you get another +10 bonus. About party composition: I think it would also good with another dps martial pg (mirke or rekke) in place of tehenu or aloth, if you drop tehenu healing can be give from scrolls by a ranged/caster pg.
  5. I can confirm. Tested and after destroying/restoring adra pillar, Terms Of Trade triggers and I can finish it and start "A matter of import". Thank you again
  6. Hi, so I probably ran into this problem: https://pillarsofeternity.fandom.com/wiki/Terms_of_Trade I'm literally in front of Jadaferlas the Ancient, done all bounties, Atsura has given me "Dim Prospects" and Castol has given me "Of Like Minds", but no way Lueva Alvari speaks about this quest. When does it come available? Do i have to finish "He waits in fire"? Also note that I've already done the quests in Tikawara and talked to Vector, "The Storms of Poko Koara" is already beginned: maybe is this the issue? Thanks to everyone who has information about that
  7. Unfortunately some classes can beat all contents and others simply can't. It's a shame because first game can be completed totally with any class. With this build I was playing "fair" when I discovered LUC/BDD/SoT and as I am a completionist... you know But I think all classes can beat many contents of the game a part from Mega Bosses and maybe Guardian of Ukaizo (if buffed). Now I'm running a Wildrhymer Beckoner \ Ghost Hearth trying that Don't tell me there are cheesy tactics also for a Wildrhymer!
  8. Cheesy build with old good tactics BBD + SoT + Brilliant but also a good RPG opportunity to play a death-focused character Hi all, this is my first build for PoeII Deadfire. I've written 3 builds for Poe1, then i switch do PoeII and... here it comes a build I played Poe1 with a Priest of Berath and I've wanted to import it in PoeII. This build started with RPG purposes of a God Killer in name of Berath, it ended with a cheese build which I was unawared at the start and I tried to "excuse" it with RPG reasons Initially I wanted to go multiclass Priest of Berath / Paladin (Bleak Walker), but you can't do that so I opted for a Priest of Berath / Corpse Eater Death Godlike. I like the idea of an ultimate/true/best herald of Berath, so 1. Priest of Berath, 2. Death Godlike, 3. a Corpse-eater in my mind fits well and I like Barbarian, so this is it I respeced and experimented many times through the run, so I'll do a resume of how I'd do the build now, after my run. First/mid levels I based much on Spiritual Weapon and Barbarian frenzy, late game it was Brilliant with Least Unstable Coil or Wit of Death's Herald plus Barring Death's Door plus Salvation of Time. For this build you have to choose some skills before having the equipment for Brilliant and then it is better to respec. I have tried to give this respec some RPG reasons (see Spoiler just below here). I like this build for RPG purpose, if you wanna go for power play go Berserker and Priest of Skaen/Magran Corpse-Eater have bad disavantages but sometimes with beasts, kith or wilders it can be better than Berserker. Ah, with a Corpse-Eater you can eat two Mega Bosses I hope you enjoy it Death Godlike Shaman (Corpse-Eater / Priest of Berath) - The "Ultimate Herald of Berath" "The only answer is «DEATH»." (Lorath philosophy) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Name: Lorath PoTD/SOLO/ULTIMATE: YES - You can beat all contents, also all Mega Bosses Game Version: ver. 5.0.0.0040 with all FREE DLCs and all DLCs ("Beast of Winter", "Seeker, Slayer, Survivor" and "The Forgotten Sanctum" plus "Mega Boss Battles") Race: Godlike (+1 Dex, +1 Int) Subrace: Death (Death's Usher: +20% Damage against ≤ 25% health targets and Pallid Fate: +3 All Power Levels while Near Death (≤ 25% health)) Classes: Shaman - Corpse-Eater (+1 Intimidate, Survival, Athletics, Stealth and History) / Priest of Berath (+1 History, Religion, Arcana, Diplomacy and Alchemy) Culture: Old Vailia (+1 Int). In my mind Old Vailia fits well with Godlike birth and +1 Int is good Background: Mercenary (+1 Bluff, Diplomacy and Streetwise). He is a mercenary in the pay of Berath Pose: Sickly (this is super-very-ultra-mega-important! ;P) Berath's Blessing I have picked Infamous Past and Bonus Skills to maximize Intimidate, but it isn't so significant. --- Attributes: base (with permanent effects collected through the run) Mig: 15 (17 with Effigy's Resentment: Eder and Gift from The Machine) Con: 14 (14) Dex: 14 (15 as Godlike) Per: 10 (12 Savage Cunning and Cauldron Brew) Int: 14 (16 with Godlike and Background bonuses) Res: 8 I like distributed values and no values under 8 or 7, but this build can go with any attributes values. Early game it would be better more PER, but high CON helps. You can switch this two if you want. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Skills score Intimidate With Infamous Captain (+3), Mercenary (+1), Barbarian (+1), Frostfur Mantle (+3), Chameleon's Touch (+1), Oil of Allure (+2), Luminous Adra Potion (+2), Berath's Blessing (+1) Marofeto Liano's Training (+1), Skipper's Stay Rest (+2) and Irwena's Mature Experience (+1) I have reached a score of 37 from 19 base. This means +14 deflection bonus from Casità Samelia's Legacy and -14 deflection debuff to enemy with Aretezzo's Cane. These are very good bonus but early game you don't have 19 points to use to Casità Samelia's Legacy give you 8/9 point of deflection (indeed very good) and late game it hard to have all rest and equip bonus for intimidate thus you achieve usually a -11/-12 deflection debuff for enemies (again, it is wonderful). Other skills During the run I always invested in Intimidate, a part for one or two respec for Survival and Athletics for passing some scripted interactions to access certain areas such as Boot-suck Bog and Whēnura Cleft. Moreover early game I give most importance to stealth and athletics, late game there's no actual need of active skills, I've tried to MAX Alchemy for potion duration and Arcana for some fun with high level scroll damage. Early game Mechanics is needed for sure to lockpicking locks and taking equipments. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Abilities Before having BDD + SoT + Brilliant Early game without cheesy combo and little equipment, you need some survivability and combat abilities. Level 1 Death's Usher (free) +20% Damage against ≤ 25% health targets. More damage is always good and when you kill an enemy, before or after it has to be less of 25% health Pallid Fate (free) +3 All Power Levels while Near Death (≤ 25% health). Synergies marvelously with BBD Flesh Communion (free) You can eat a dead kith, wilder or beast and gain +50 health and +3 of barbarian resources, at the cost of +1 rage cost of any active barbarian ability. Very great ability when you face kith, wilder and beast, escpecially large group where there are someone weak to kill and eat, absolutely bad with other groups of foes. Carnage (free) 33% of base weapon damage AoE when hitting. Good with 2 handed weapons, thus synergying with our preferred initial weapon and Berath spiritual weapon (great sword). Holy Radiance (free) Some healing, little burn damage, interrupt and shaken for vessels. It helps any encounter with a "free" healing and give a free strike with vessels, balancing out flesh communion that doesn't work with them. Touch of Rot (free) Great instant and DoT corrode damage, not large AoE but being a level one spell it is effective also late game gaining many power levels. I like it and corrode damage fits at the best with the character. Suppress Affliction I've picked "Blessing" to made up for not so high perception, if i restarted my run I'd take "Supress Affliction", because Blessing are not so effective late game and you have other ways to buff PER. Frenzy Between "Frenzy" and "Barbaric Yell", better the first. Weapon Proficiencies Great Sword ("Savage Attack"), obviously, and Morning Star ("Body Blows") which helps to land better Touch of Rot. Level 2 Blessing Helps our low PER. Level 3 Blooded +25% damage when Bloodied or Near Death, more chance of winning a combat in a last-ditch fight. Level 4 Holy Meditation (free) +5 RES and Concentration is very good early game and have a meaning also after that. Spiritual Weapon Good pick early till mid game when you take nice weapons as "Whispers of the Endless Paths". Two-Handed Style / Thick Skinned "Two-Handed Style" sinergizes with Priest Spell we are chosing. "Thick Skinned" if you whishes more defense. WP: Bleeding Cut (Battle Axe) We like raw damage and there are two nice two-handed battle axes in game. Level 5 Accurate Carnage More PEN for "Carnage" is good early for groups fighting. Level 6 Thick Skinned Sparing one active ability/spell and gaining passive AR during fights. Level 7 Spreading Plague (free) Can be useful for lowering Fortitude and enemy's health, but I haven't cast it very often even if third layer spell has no much to offer. One Stands Alone More effectiveness against large groups of monsters. Divine Mark / Dire Blessing / Consecratend Ground One great one-target-kill and also marvelous -25 deflection debuff even if enemy is burn resistant. Or "Dire Blessing" for Grazes-to-Hits convertion and more PER (but you have already "Blessing") or "Consecratend Ground" for healing (but you can use potions). Level 8 Bloodlust More speed is always a great thing and on kill effect suits with Lorath's role. WP: Defensive Strike (Quarterstaff) / Block (Medium Shield) Using our proficiencies for defense. "Quarterstaff" is also two-handed or if you prefer also "Block" is a great defensive modal. Level 9 Withdrawn Panic button and good evasive tactics: kill someone, retire from combat and start another fight with fewer enemies. Useful also after collecting source of DoT damage and waiting for death of enemy. Level 10 Divine Terror (free) Nice RPG-wise, not too bad, but not casted frequently by me because of "Devotions for the Faithful". Blood Frenzy We love raw damage. "Savage Defiance" is good but at this stage 4 Rage cost are too much for us. Devotions for the Faithful +4 might, +10 accuracy, and maybe -$ might -10 acuracy to enemies. Absolutely NO BRAINER. Level 11 Savage Defiance Armor rating, more health and healing help our defensive capabilities. High rage cost but you can cast it often against kith, wilders and beasts. Level 12 Spell Shaping / Spirit of Decay "Spell Shaping" aims to gain power level and therefore ACC, PEN and so on for our spells and it is relevant to more spells. If you like ToR and think "Spirit of Decay" suits Lorath better, go for it. WP: Binding Block (Small Shield) / Blast (Rod) "Binding Block" (Small Shield) for more ACC or also "Blast" (Rod) is nice if you prefer. Level 13 Rot Skulls (free) Underrated spell, you can do without it but as I said corrode damage for Berath is beatiful and it is an AoE ranged effect. A part from that, this tier you have BBD, so not many times of usage for it. Tough Increases survivability. "Interrupting Blows" can be replaced with "Baby Boar" pet. Barring Death's Door Before having SoT it is good with "Necklace of Fireballs": cast it, throw 4 fireball, recast (if you have 2 of it), don't care about your health, thrown others 4 fireball, combat is over many times If you want to be more in line with the character (or against burn-resistent foes) use it with consumables such as i.e. "Scroll of Wilting Wind" or raw damage scroll and a final "Withdraw". Level 14 Rapid Casting Speed can be fundamental in any encounter. Level 15 Uncanny Luck Underrated passive, it triggers sometimes and it can save your life more times that you think. Level 16 Salvation of Time (free) Eh. Same old good cheese: SoT + BDD + Brilliant. Game over (for the game). Always a must also before Brilliant to extend our buff duration. Brute Force As Corpse-Eater we prefer passives over actives and more accuracy sometimes is good for us. It is often helpful cause we have some ways to lower enemys' fortitude. It comes in play mor ofte than you can think, using Morning Star modal and/or "Spreading Plague". Improved Critical More damage. "Spiritual Ally" can be replaced with a figurine for the moment. WP: Piercing Blows (War Hammer) I like war hammers and they are nice with my PG, so I took it. Level 17 Farcasting Useful for landing ToR against distant wizards, for an example. Level 18 Spell Shaping / Spirit of Decay One you didn't take before. Other abilities are replaceable with items. Level 19 Rusted Armor (free) Least used spell of all. Short duration for its effect, I almost hate it. Savage Defiance / Blood Thirst I like "Savage Defiance" for armor rating and healing before BDD gets in. Blood Thirst / Savage Courage / Stalwart Defiance "Blood Thirst" is great when you face group of foes and suits Lorath. "Savage Courage" for more Concentration, more chances to win. If you haven't already a source of Brilliant, "Stalwart Defiance" for rage cost reduction. Shields for the Faithful Long duration and great deflection buff, I liked it very much. Level 20 Minor Avatar / Blood Thirst "Minor Avatar" RPG-wise cause our PG think about self as a semigod or "Blood Thirst" if you haven't already. WP: Exposing Strikes (Pike) Less enemy deflection. You can also choose what you prefer, don't bother so much. ------------------------------------------------ Respec after BBD + SoT + Brilliant After this combo you doesn't need some abilities and other that was so expensive early no can be casted without thoughts, so it is better to respec. RGP explation could be that Lorath went mad after understanding that at this stage he can be almost a God Level 2 Blooded Fits well RPG-wise and it's a must with BDD. We'll often be at 1 HP. Level 3 Arms Bearer Not so much to choose, more weapons are better than others abilities. Level 4 Withdraw Our panic button and can come in hand for some combat tactics. Fast Runner End game the best probably now is "Fast Runner", passives are always more useful compared to corpse eater actives once you have SoT+BDD+Brilliant. WP: Bleeding Cut (Battle Axe) No reason to change it. Level 5 Barbaric Blow Good for hits-to-crits convertion when late game you need interrupts from crit. Level 6 One handed style More Crits work good with "Bonus Crits Damage" (+20%) of battle axes and it will be useful late game. Level 7 Bloody Slaughter "Bloody Slaughter" is good late game for crits convertion. Combat Focus Third tier priest spells have little to offer for us late game, Concentration is always good. Level 8 Wild Sprint +5 DEX, +100% Stride and immunity to engagment is great also late game. Low cost is good for a Corpse Eater. WP: Rending Smash (Mace) Mid game we have some nice maces and we can need some penetration. Level 9 Bloodlust Not so much to choice here. It works with SoT, so go for it. Level 10 Blood Frenzy Keep on that. Devotions for the Faithful Any doubt? Level 11 Savage Defiance We take it for its upgrades. Level 12 Spell Shaping / Spirit of Decay Same as above. WP: Destructive Channeling (Scepters) Scepter end games is great because we haven't already a ranged weapon proficiency and we don't care about self damage. Level 13 Interrupting Blows Not much to say, we like and need interrupts. Barring Death's Door Our core spell. It also fits very great with Death Godlike Berathian Priest Level 14 Rapid Casting Evergreen. Level 15 Uncanny Luck Late game with "Blade Cascade" it triggers some Crits and thus some interrupts Level 16 Brute Force It keeps help landing hits (and crits). Spiritual Ally A summon can make the difference sometimes even if you have already cheesing strategies and it frees a quick items slot of a figurine. WP: Piercing Blows (War Hammer) At this stage, you can take what you want. Keep "Piercing Blows" if you like it. Level 17 Lion's Sprint More ACC is always nice and no engagment is very good for defense and mobility with also double stride. Level 18 Farcasting As mentioned above, there aren't better alternatives. Level 19 Savage Courage No problem for 4 rage cost now, it is a source of Concentration so go for it. Storm of Holy Fire It give us the possibility to have Brilliant with "Least Unstable Coil", so we need it. It is also a great damage spell, it can give almost all the tier 3 inspirations and it last very long It should be a 9 tier spell for me... but we have it at 7, better for us Level 20 Accurate Empower +10 ACC for "Storm of Holy Fire" and "Least Unstable Coil" effect We don't take "Blood Thirst" as it's bugged with SoT (it disappears instead of having extended duration ). WP: Exposing Strikes (Pike) As mentioned above. Alternatives End game you can experiment with priest spells and/or you can take the route for "Spirit Tornado" instead of "Blood Frenzy" if you think that freeze and terrify can fit good with a Death Herald... and you would be right I suppose "Blood Storm" is useless once you have SoT and Brilliant, so spare the point for it. "Threatening Presence" can be useful before LUC, Brilliant, SoT and so on. For interrupt-resistant enemy (i.e. Dorudugan) you can repsec avoiding all interrupting ability, but, trust me, you can save time and keep them also if they are ineffective. Watcher's Abilities Wit of Death's Herald Taking always sassy responses to Gods, you have a source of "Brilliant". Furthermore, "Wit of Death's Herald" seems made just for Lorath No Time for the Lost More duration to Beneficial Effects, Less duration of hostile effects and it is on purpose RPG-wise. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Equipments Weapons Early game we go with "Spiritual Weapon" Great Sword. Mid game the best two handed great sword is surely "Whispers of the Endless Paths". It has always "Run Through", which can help us in "single-enemy-kill", where Barbarian isn't so good. Other nice weapons mid game is Lord Darryn's Voulge (bound to Barb) which is also two handed. Also there are some others handsome two-handed weapons: "Amra", "Oathbreaker's End" (battle axes so we can use its proficency), "The Willbreaker" and "Saru-Sichr" as morning stars. "Sanguine Sword" and "Voidwhell" fits well as RPG but "Whispers of the Endless Paths" works better. You can bound "Marux Amanth" as Priest and use its " Worthy Sacrifice". "Animancer's Energy Blade" can come in help where you have low PEN with any other weapon. Late game, with high Intimidate, "Aretezzo's Cane" is a must. With SoT and Brilliant you'll use "Scordeo's Edge" to trigger "Blade Cascade" and "Adaptative" indefinitely. "Modwyr" gives you "Eager Blade" and immunity to INT afflictions (so our Brilliant doesn't vanishes); moreover "Slayer's Claw" enhance our MIG inspirations. As ranged weapons, I like "Amaliorra" and "Current's Rush". Use "Acolyte's Forstbite" when you need Concentration during the combat to land spells for sure. Armor Early/mid game "Casità Samelia's Legacy" for our high Intimidate value (also fits good for a Death Godlike). Late game "Effigy's Husk" or "Spider Silk Robe" for affliction immunities. "Effigy's Husk" fits good on Lorath too. "High Harbinger's Robes" has speed, damage and corrode effects and a look that suits our PG Clothing (early-mid / late game) Neck: Baubles of the Fin (INT and damage) / Strand of Favor or Sisyfo's Stone (slows enemy) Hands: Gauntlets of Accuracy / Gloves of the Dungeon Warden or Woedica's Strangling Grasp (more ACC or MIG) Finger 1: best of you can retrieve / Kurau's Price (INT and damage) Finger 2: best of you can retrieve / Ring of the Solitary Wanderer (less duration of hostile effects) or Chameleon's Touch (more Intimidate) Waist: Upright Captain's Belt or The Undying Burden (beatiful name for Lorath) / Least Unstable Coil (it gives us immortality and almost all tier 3 inspirations ;P) Feet: Footprints of Ahu Taka (DEX and one more Withdraw) / Boots of Stone (DEX and resistance to stunned, moreover looks better than sandals ;P) Cape: Cape of the Falling Starts (for +7 to all defenses) / Shroud of the Phantasm (more spell speed and source of Brilliant) Pet: +1 PER pet / Grave Hound Pup RPG-wise, Epsilon for power purpose or Eviee for resistance... or maybe Nemnok is good both for RPG and for power Trinket: Muātu's Head or Eye of Rymrgand Quick slot items Early game let's go with what we can find/buy and potions of healing above all. Mid game I have tried "Scroll of Insect Swarm" and "Scroll of Plague of Insects" for Raw damage, it can be a tactics with high arcana and spell damage buff, maybe casting "Withdraw" while enemy is collapsing Late go you'll go almost ever with: - Scroll of Avengin Storm - Potion of Perfect Aim - Potion of Impediment - Potion of Ascension / Potion of Ryngrim's Repulsive Visage / Potion of Piercing Strikes (which is better for the current encounter) In this way you maximize interrupts, that is the best defense tactics for you even (and above all) when you have BDD, SoT and Brilliant. Drugs Deadeye, it has "dead" in the name and it serves our purpose to interrupts enemy. Food and Drink Forbidden Flesh Pie as a Corpse Eater for max power level and RPG purpose. Early and mid game with our low PER, Lorath is particularly gluttonous for Candied Nuts and Murkbrew. Rum is always good for speed. Late game Captain's Banquet and Shark Soup for immunities (and also nice collateral damage and speed buff effects). During the whole game all Incredible Food are good for more damage, less hostile effects duration and more PEN, choose what you prefer for the combat. ===================================================================================================================================================== How to play the build Early Game You can stealth, make no combat quest but for RPG you should fight. I manage to fight all content of Deadfire before DLC and Mega Bosses without much cheese also in the first levels. With kith, wilders and beast remember to eat dead enemy for resource and health. For other encounter Great Sword of Spiritual weapon is a astonishing weapon, use it and heal you with potions and consumables. Get the best rest, food and other effect you can collect (i.e. prostitute boons). Also buff yourself with priest/barbarian actives, they have some also early. Get "Casità Samelia's Legacy" and wear it! Mid Game Take "Whispers of the Endless Paths" as soon as you can, enchant with "Run Through": in this way you can kill ONE large enemy with high health, remeber it has DoT effect, so you can hit, add other DoT damage ("Blood Frenzy", "Touch of Rot", Battle Axe modal and so on) then "Withdrawn" and wait for the dead of the foe It is also wonderful for large group of enemies and your "Carnage" With high deflection that you get from "Casità Samelia's Legacy" take also "Offensive Parry". When you need crush damage instead of slash/pierce switch to morning stars, you can lower fortitude and land you spells easier. Agai, buff with rest, food and other sources, plenty of healing potion and other usefl quick slot items. Figurines come in handy Maybe go with high Arcana for raw damage scrolls and "Withdrawn". Late Game Before of "Least Unstable Coil" I could beat Dragons and other enemies (Nemnok and so on) with not so much difficult. Very hard encounter are only Ancient Lich Battlemage and Cave of Threshing / Fampyr's Crypt. Fampyrs is very difficult, I've managed them with hard pull. Strangely this does not apply for Splintered Reef and Menzzago... even better! Quite hard is SSS to get "Least Unstable Coil", but you can face it. And now the main dish. Pick and upgrade "Least Unstable Coil", cast an empowered "Storm of Holy Fire" also on yourself and you'll have 5 or 6 tier 3 inspiration, including Brilliant Now cast BBD and SoT whenever you have it available, then cast your buff (also barbarian ones) and you are an immortal crushing semigod of death! Never ending "Devotions for the Faithful" and "Blood Frenzy", infinite amount of "Barbaric Blow" and Priest Spells and so on... And more: no drug crush! You are almost always Near Death and as a Death Godlike you have +3 power levels! Great Scott! Remeber that all barbarian and priest buff can be extended and also all the effects of potions and some scroll (yeah, "Avenging Storm" I'm watching you ;)). Moreover, you can use "Scordeo's Edge" until you get "Blade Cascade" and you can prolong also it even if you switch weapons! Equip "The Weyc's Wand" with "Wael's Inspiration" for be sure to be "Courageous" after empowered SoHF cast We didn't pick "Blood Thirst" because after casting SoT it disappears as opposed to "Blade Cascade". Moreover, against one enemy alone it is easier to trigger "Blade Cascade" than "Blood Thirst". After that you are a freaking hitting-and-striking machine no one can't stop Oh, you can do the trick with other weapons also, but "Blade Cascade" let you finish a Mega Boss in a few minutes And "Scordeo's Edge" with "Adaptive" give you +20 ACC, also extended with SoT. You can do this trick 3 times before rest again (or 4 with "Nemnok" pet or "Adratic Glow"). To land easily "Storm of Holy Fire" better having before "Lion's Sprint" and "Blood Frenzy" (or their corresponding) for improved speed and ACC (avoind being interrupted). "Shroud of the Phantasm" is good because when you have "Brilliant" you cast spells quicker and it can be another source of "Brilliant". If "Storm of Holy Fire" doesn't work (i.e. enemy interrupts you) or before having LUC, use "Wit of Death's Herald" against an enemy or one of you ally (figurine or summon). With high Intimidate use Aretezzo's Cane and you hit like no one. To be honest you can use what you want, having fun with you favourite weapons/scrolls/items Troubles with this tactic Problems are as follows (random order): 1. interrupts; 2. paralyzed / petrified; 3. stunned; 4. terrified; 5. blinded or disoriented; 6. any INT affliction; 7. "Arcane Dampener"; 8. "Concussive Tranquilizer" and any other "-X sec Duration of Beneficial Effects"; 9. "Arcane Cleanse"; Thus almost all afflictions a part from CON ones and little other annoying effects. Now we are seeing how to deal with these hassles. 1. Interrupts: if you are interrupted while casting SoT you can't prolong its effect. Solutions are more Concentration like "Combat Focus", "Acolyte's Forstbite", "Savage Courage" and more speed with "Shroud of the Phantasm", Barbarian actives and so on. If you gain "Courageous" you avoid totally this issue: "The Weyc's Wand" with "Wael's Inspiration" can come in hand if you wanna be safe and relaxed about it. 2. Paralyzed / Petrified: again, with these you can't cast SoT. Solution are immunities like "Shark Soup", "Sandals of the Water Lily" or "Spider Silk Robe" with "Web Walker". Pay attention, "resistance" to DEX affliction cannot work as if one foe petrified you, you become paralyzed, and you're stuck. If you are sure enemy can only paralyze you also "Lucero", "Gwyn's Band of Union" or "Boots of the White" can do the trick. 3. Stunned: old same song, if you are stunned, you can't cast SoT. Go for "Shark Soup" or "Effigy's Husk" as immunities or a resistance such as "Boots of the Stone" or "Potion of the Resilient Body" can be enough. I prefer a clothing or a consumable compared to an armor because for armor we have less choices. 4. Terrified: yeah, if you can use actives, you have no SoT. Resistance is enough, I've been using "Eviee" fo so long, but also "Potion of the Focused Mind" or "Svef" work. If you have already "Captain's Banquet", you don't have to worry. 5. Blinded or Disoriented: ok, you can cast SoT now, but you are terribly slow and it is no good. Resistance is not enough because blidend become disoriented, so go for immunities like "Effigy's Husk" or "Captain's Banquet". 6. Any INT affliction: if you are affected by an INT affliction, puff! Brilliant disappears and you have no more SoT. So you have to take an immunities such as "Modwyr" full upgraded with "True Independence" or "Captain's Banquet". 7. "Arcane Dampener": If BBD effect is suspended and you have 1 HP, you can be hit by a fly and you die. Only one thing to do, that is interrupting the evil one who is casting AD on you. This is why we wanna havve many sources of interrupts. Ok, another workaround is collect many seconds of BBD, cast "Withdraw" and wait till AD ends. But interrupts are easier, safer and more manageable. 8. "Concussive Tranquilizer" and any other "-X sec Duration of Beneficial Effects": If you have to say 20 secs of BBD and a ranger put a "Concussive Tranquilizer" on you (-30 secs of benificial effects) you have no more BBD and you can die easily. Again, interrupts work good with it. Now also collect so many secs of BBD can work, but also many of Brilliant to be sure and you don't have to be hit by many shots of CT... best of all the good old interrupts 9. "Arcane Cleanse": YOUR. WORST. ENEMY. Yes I'm thinking about you "Obelisk of Cleansing". AC deletes all of yours benificial effects, so no more BBD, no more Brilliant and so on... Against a wiz interrupt works like I've just said. "Obelisk of Cleansing" is different because you can't interrupt it. Only workaround is "Withdraw" while it is active. See video below for a demonstration. Oh, actually, AC strips off 1000 secs of benificial effects, thus you can accumulate more than 1000 secs of Brilliant and BBD and be safe, but it is so boring and cheese to the last level that I have never done it. VIDEOS Lorath in action Belranga Dorudugan Sigilmaster Auranic Hauani O Whe Guardian of Ukaizo
  9. I wouldn't think like that because if you put a direct comparison I could say poe1 Druids can reach only level 12 in vanilla game while they reach 20 level in poe2, so poe2 Druids is better for sure. And it is still valid also with level 16 of DLCs. More than a direct comparison mine is more a comparison of strength of Druids among other classes in both games and why for me (and not only me, I see) poe1 Druid seems (or is) stronger than poe2 druid. I'll try to check Berath spell and Druid spell and will let you know Edit: ok, tested, as @Lamppost in Winter has pointed out AoE Corrode damage effects has 0 PEN, also Berath version:
  10. Ok, if PP synergies with LUC you've change my mind and I withdraw what I said But, the initial question was "why poe2 durid are less powerful of poe1?" and so, we have to exclude tier 9 cause it doesn't exist in poe1, and as we are saying, tier 6, 7 and 8 are better in poe1, aren't they? Anyway I'll bar the point in my list and will specify better I have two question for you @thelee if you'll bo so kind to answer: wasn't Rot Skull patched? i'm running a Priest of Berath and it seems to me that penetration now is 6. Maybe priest spell isn't bugged and druid's is? See my sreenshot, its PEN also scales: I have tried Entropy with Tehenu. On the paper it seems to me a great spell, maybe the effects wearing off after 3 hits give to the spell more power... with more hits (10 or to the end of combat) would it be a great tier 8 spells? Thanks for having open my eyes and mind
  11. Thanks for your contribution. I haven't played a Druid yet in Poe2 so these are more "feelings", I'll tell you maybe once I'll try it In the meanwhile I keep thinking 6 tier wiz and priest is better than druid, 8 you have only avenging storm in practice (despite it is almost cheese) and 9 tornado is too slow, and if you have great maelstrom you ended to cast only it. I don't like "trail" spell like pollen patch and I play solo, does revive effect of Pollen Patch work in/for solo? If so I can say level 9 spells are good indeed. But what I wanna say is: isn't better (read it as "more powerful") "multiclass" for a Druid instead of having 8 and 9 single class spells?
  12. Wizard is the most powerful class in Poe1 and maybe also the best in Poe2, the fun thing is that for me Priest is the second more powerful class in Poe1 and the first in Poe2 Wizard in Poe1 start so weak, in SOLo you have to stelath all the first areas but last levels they become as a demigod, 7th and 8th tier spells are very strong that you can choose how of them cast to make fun and first tiers grant also very strong buffs to you that "martial" wizard is a force of nature in the first game. I try a run with a wizard and I know what I'm saying Poe2 I think wizard is always strong and the same concepts can stay, subclasses are not really good but bloodmage that can beat the game solo in the ultimate challenge A part from this, you have Wall of Draining that can "cheese" the game even if you aren't a bloodmage. Aside cheesing tatcticts wizard is indeed a mighty class also single class because with empowerment spells (especially last tier spells) can reach damage high-to-the-sky Priest is similar to Wizard in poe1, start weak but last levels, with minor avatar and others self buffs they can "easily" destroy anything In poe2 with SoT and BBD is the strongest class, without cheesing tactis they loss some value, single class particularly because last level tier spells in poe2 are not very "beautiful" unless some deities: Skaen is always a great pick, Magran is good and Berath isn't so bad In both games they are very good as support in a party, but for my playstyle, in a party I don't like palying supporting character. Druids are fun anyway because of spiritshift and cause they can achieve many roles, but less powerful than wizards and priests and they can be difficult to keep alive also last levels. So if you wanna play a strong and fun caster, I'd say go for a wizard, I enjoyed it in Poe1 even if I'm a druid fan I think I'd fell the same trying both classes in poe2
  13. It could be a valid alternative to try, certainly interesting. Venonbloom, Insect Swarm and Plague of Insects can reach very good damage. To be checked if summons benefit enough of beast power levels (with HP and duration) to protect you during DoT damage... Ancients downsides are limited in effect and there are enough items to buff plant and beast power levels, you need to pay attention to firearms and vessel encounters, but all these are situational. Moreover, the working principle of the build favors single class to achieve max power levels. And some other spells can benefit of power levels in a few kind situations like hold and charm beasts (accuracy and duration), talon's reach, vile thorns and stag horn damage and accuracy, CC with vile thorns, wall of thorns and so <-- these are good also in a party also with support like form of delemgan, beetle shell and woodskin and healing as pollen patch and Garden of Life. Really good idea, to try, it can work also in solo "grinding" px early levels with no combat quests (because early levels he would be enough weak). Most depend on bugs, balance, mod that you use etc., but on paper it can go on. I don't have time now to try it, but you have put in my mind a good attempt, maybe in the future Maybe @Boeroer can come up with a complete and very effective idea for such a build
  14. It could be a valid alternative to try, certainly interesting. Venonbloom, Insect Swarm and Plague of Insects can reach very good damage. To be checked if summons benefit enough of beast power levels (with HP and duration) to protect you during DoT damage... Ancients downsides are limited in effect and there are enough items to buff plant and beast power levels, you need to pay attention to firearms and vessel encounters, but all these are situational. Moreover, the working principle of the build favors single class to achieve max power levels. And some other spells can benefit of power levels in a few kind situations like hold and charm beasts (accuracy and duration), talon's reach, vile thorns and stag horn damage and accuracy, CC with vile thorns, wall of thorns and so <-- these are good also in a party also with support like form of delemgan, beetle shell and woodskin and healing as pollen patch and Garden of Life. Really good idea, to try, it can work also in solo "grinding" px early levels with no combat quests (because early levels he would be enough weak). Most depend on bugs, balance, mod that you use etc., but on paper it can go on. I don't have time now to try it, but you have put in my mind a good attempt, maybe in the future Maybe @Boeroer can come up with a complete and very effective idea for such a build Edit: Oh, and it is also a great opportunity for a nice role playing background and run!
  15. I think exploits like SoT & BDD is mandatory (and not for all classes) only for Mega Bosses. Rest of content can be made with single class with non exploits/cheats. With a whole party the game is too easy (and thus boring) also in PotD and Only Scales Upward.
  16. Party is boring for me, a part first time characters quest. I've more fun micro manage one character, respecing, change tatctis and trying different items/equip. With a party micro is frustrating, with no micro either your allied do the same things or you have to manage a very poor AI. In a party you have no "space" for experimenting strategy, instead solo almost enemy encounter you have to find a way to win.
  17. First of all, in a party a Druid can be more fun than a Monk because he can meke more roles (CC, DD, Healer), but other considerations about why choose monk remain. Druids are less powerful in PoE2 for many reasons: as Boeroer said, wildstrike abilities/talents in Poe1 are far more effective than in Poe2; as a consequence of first point, and for other little aspects (i.e. element talents/abilities like Scion of Flame which work in Poe1 for wildstrike don't work in Poe2), spiritshift is weaker in poe2; elemental talents/abilities (Scion of Flame, Hearth of the Storm) is more useful in Poe1 for boosting spell damage and Druids have many elemental damage spells (above all shock and burn). +1 PEN in poe2 is weaker as effect; best druid spell in poe1 (Relentless Storm) is less good in poe2, stun are better contrasted in the second game, while in the first maybe is the best spell considering also any other caster class; in poe1 all pg are single class and they are not perfectly balanced but you can compensate easily (with scrolls and items in particularly) but not in poe2: druids miss most of all confusion, paralysis and charming/dominating scrolls/items not present in poe2; they have bad tier 6, 7, 8 and 9 spells, only exceptions are Great Maelstrom and Avenging Storm (but this one is maybe better in poe1). So single class is near a non-sense powerful-wise for a druid, they can skip tier 8 and 9 for a multiclass optrion. In poe1 all are single class, so this is not a problem and spiritshift last levels balances out for weak spells (not as in poe2); as @thelee pointed out (and I will never end to thanks him ), Pollen Patch with Least Unstable Coil is cheesing in practice (an almost endless source of Briliiant), Avenging Storm and Great Maelstrom are very great spells, so it isn't true that last level Druid spells are so bad. But, excluding tier 9 spells that you don't have in poe1, tier 6, 7 and 8 spell seem better in poe1 than poe2 (Rotten Skull and Sunlance more powerful in the first game i.e.); many spells work better in Poe1: Taste of the Hunt, Form of the Delemgan, Rot Skulls and many are more case of use (Charme/Hold Beasts); subclass doesn't add much to class, indeed, maybe disadvantages are worst than how are the benefits; SOLO maybe fury or shifter can go but power-wise maybe better stick on Animist, in a group Lifegiver as a sense but also here: perhaps more loss than benefit... (to be true Shifter can be a good choice). In poe1 plain-old-single-class Druid can do almost all roles very good without problems/detriments/thoughts etc... Spell system: learning all spells without spending ability points is a very great thing; a part Lord Darryn's Voulge (but it can't go over superb level) better soulbound items in poe1 for druids better passives/abilities and many more to choose in poe1. There are only one exception: Watershaper. If you manage to play Tekehu or a mod for playing such a subclass, it is very powerful with many great spells foe-only Or maybe there are some things in poe2 for druids better of poe1: great maelstrom at level 9, touch of rot at level 1 (deleted in poe1, who knows why...) and empower spells works good with poe2 druids.
  18. Hi, welcome Do you play SOLO or in a party? My favorite class in all rpg is Druid, I have made a run solo potd in the first game and I have to import it in the second (I'll go for Fury or maybe a mod towards burn spiritshift instead of shock). Druid are very good in poe1 but less powerful in poe2, sure a fun class for multiclassing. I have just finished a run with a shaman corpse eater - priest of berath imported from a poe1 priest of berath. Priest are weak early level in poe1 but very powerful end levels (I say second class as power behind wizard), and quite the same poe2, but without mod a priest is a class that can beat megabosses with SoT and BDD. So powerful but a little boring and difficult first level. Best as multiclass in poe2 as 8 and 9 priest spells are almost useless, best levels are 6 and 7. Maybe with mods they work better also as single class. I don't like monks too much because they are too much powerful for me Indeed, I think they are the best martial class: they are great DD, very good as CC (stun and so on), quick and strong attacks and debuffs, maybe better than rogue for single enemy kill, can also manage large group of foe, they have one of the most powerful summon of the game, resonance touch can kill ANYBODY, plenty of passives and abilities you don't know which choose... They are good also single class, and in poe2 they have very nice subclass. So if you wish a single class powerful pg, I'd go for monk... but it depends also on your playing style. Monk/Druid could be a powerful and very fun multiclass, in case
  19. In absence of Helwax Mold (or waiting for it) also Bleak Fang is a good weapon for a bleak walker, rpg-wise.
  20. @Constentin Lévine as I promised, here is the proof: As you see "Spellbane" interrupted me during SoT cast No doubt you were right but I like to show the fact, I think you'd like it too Thanks again!
  21. Thank you @thelee, as usual your explanation is very satisfying. Yes, also in my screenshot base damage would be from 41 and my roll was 40.8! Hope there will be a future patch for this, but maybe it was already addressed in an available mod Have a good day and thanks again!
  22. Hi, i see that on Warding Seal but I think it is related to all Seals spells. When I check tooltip on the spell's description I see all the damage bonuses adopted: But the real damage in combat doesn't apply any bonuses: I suppose the game treats the seal as a trap thus not giving it bonus damage like any other spell, but is this the intended behavior of the spell or is it a bug? Anyway, or the spell is bugged, or the tooltip is wrong, isn't it?
  23. FoD is a finite resource so you often end auto-attacking so DEX is never a bad choise. Low CON could be bad for Sacred immolation, but at last levels you have plenty of health so you can't bother with that. Low INT with last patch are no so effective, but INT is not so important for a Paladin a part of aura radius.
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