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Everything posted by dunehunter
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At brief glance, Tactician + wizard seems to be the strongest combo for soloing, since u can cast chill fog to flank all enemy to trigger brilliant for refusing spells. Forbidden fist + Garrote seems to be good combo too? Also are there any good gears to apply affliction on self to get wounds for forbidden fist?
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I have a different opinion. First of all I don't think that Assassin, Trickster or Streetfighter are straight out better than a vanilla Rogue. Their advantages and disadvantages balance each other out - sort of. But there are several ways to circumvent the disadvantages and there are builds where certain subclasses are better than others - for example a Trickster is better for a tanky build than an Assassin. I also don't think that the Barb subclasses are worse than the vanilla class. More niche maybe, but there are niches where they are def. better. Berserker is praised - but only because people think the crit conversion and the better inspirations outweigh the self damage - which they don't in my opinion. If you play a high level Berserker it's a big disadvantage actually. And the fact that you can circumvent confusion... well as I said: you can circumvent the disadvantages with most subclasses as you would try to do with any build: build out your strengths, circumvent the weaknesses. Same with the Arcane Archer. I don't think he's worse than a Sharpshooter, Ghost Heart or a Stalker. Sharpshooters actually always suffer from a permanent speed malus that hampers their dps. Against enemies where AR is no problem they are straight out worse than other rangers. Stalkers are only good at melee range and require more micromanagement. With AI it's a pain to prevent Bonded Grief. Ghost Heart's animal companion can't do anything better than the normal AC but costs Bond AND counts towards the summoning limit. But you can find builds/cases where each of those makes sense and is a better pick than the others. The Arcane Archer can hit several enemies with multiple spells using only one shot. As I already said: Imbue: Death at high levels is one of the things that can currently wipe a whole group of dummies with two shots if you build the Arcane Archer correctly. Because of the Arcana-ACC bonus you'll generate tons of crits with your imbue spell, the dmg number of Death Ring can be over 100 for each hit roll, you can at least trigger two ones with Driving Flight and three with an additional jump AND it has the chance to destroy targets that have low health. You can maybe see the synergy with the multi-triggering... Three instances of Pull of Eora with one imbue shot with such high ACC will guarantee nothing leaves that area - especially when you combine it with Binding Roots(!). A very potent CC option - and you need no caster for that and not even a "dedicated" CC guy. The disadvantages can be circumvented easily as with other subclasses: low health isn't a big deal because you will be ranged and thus will plan to play with lowish health and defenses anyway. The ACC pen is non-existent with the right weapons (which are not hard to come by). I tested that class a lot now and I have not the impression that it's worse than the other subclasses. Same with the Furyshaper by the way. The others I have not really tried so I can't say. That there are subclasses that are indeed better than the vanilla class (see Troubadour) doesn't mean that this should be done with every new subclass. Because it's boring if you are forced to pick the same subclass over and over again when you're somebody who cares for power. At the moment I think it's just an assumed weakness than an actual one - like it was at the release of PoE where lots of people seriously found that Wizards are useless. Trickster is straight better than vanilla rogue...
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Aren’t trickster a better candidate than paladin? U a lot more deflection from spamming Escape, and u can do more damage with Soul Annihilation because rogue has way more damage bonus than pally.
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I think if the enemies in DF can talk, they will say the same thing: 'Wow that f**cking paladin has so much AR I can do nothing to him'. Imo this is more an issue to enemies than to players, as players have different way to bypass high AR, but enemies are AI who is dumb enough to not be able to handle high AR players.
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you need high base dam + high dam bonus + high lash. Streetfighter can get highest dam bonus when On the edge + Backstab. Highest base dam might come from the special ability of the new pike? I remember it's like 30-40 base dam. High lash would be FoD + Turning wheel + lightning strike + weapon lash. But then it's Bleakwalker/Streetfighter/Helwalker, 3 classes combo
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Pathfinder Kingmaker is bigger then Deadfire
dunehunter replied to no1fanboy's topic in Computer and Console
Unfair is not equal to impossible, if you played it on unfair, you will understand. There's no tactical depths, just luck. Path of damned in DF is very difficult too, but not in the tutorial where u have no level no resource to spend on tactics. -
Pathfinder Kingmaker is bigger then Deadfire
dunehunter replied to no1fanboy's topic in Computer and Console
I played Pathfinder Kingmaker a little bit and the experience is pretty bad. Playing on Unfair mode, and the party got one shot by the first 3 assassins. Also, you get two casters intead of frontliners as companions, and cannot rest. I just wonder have the Devs there test play the game on Unfair mode themselves. Even if you reduce the difficulty to normal, it can be a rough time for caster main characters. Every enemies seem to have 18+ Dex, 20+ AC, the only reliable way to hit them is True Strike + Charge, but since u cannot rest, I run out of spells after two kills and have to rely on Save/Load and potions. Heard the later combats are even rougher tho, I have played Baldur's Gate on insane + tactical mode a lot times but this is just overtuned -
So if a drake has base damage of 100, and +100% damage bonus, it will hit u 200 damage. If your AR is 3 point higher than drake’s pen, then the damage is not simply 200 * 0.25 = 50, but 100 / (1 - 100% + 300%) = 33, it is much lower as u can see, +100% damage bonus only gives the drake a damage boost from 25 -> 33. And from 200 to 33 is a huge reduction, much more than -75% shown in tooltip.
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v3.0.0 is now available on the Beta Branch
dunehunter replied to Cdiaz's question in Patch Beta Bugs and Support
There was a lot good paladin ability in the first game, Coordinating Attack, Righteous Soul, Deprive the Unworthy in the first game, yet they replace them with stupid revive passives, it’s not very exciting.