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dunehunter

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Everything posted by dunehunter

  1. Herald with the shield that has a healing aura + paladins healing aura + chanters healing aura = no one dies...than you can add hearth defenders mail for additional armor bonus aura and some buff/debuff chants... i used pallegina as my sub optimal herald (since no sub class, stats etc.) but she had all resistances >130 on level 20 and kept everyone alive.... a herald works especially well in a melee focused party where everyone is close together at the same time once you can shoot out empowered maelstorms on your druid you won the game anyway....and everything explodes I try to avoid picking Pallegina in my team in fear that i rely on the herald combo too much, it's just too good to not have one in the team. AoE lash, AoE armor, AoE healing, AoE CC, man
  2. Sword has modal that gives it 2 penetration. And all Full attacks yeah, favors dual wielding.
  3. Spirit is absolutely better to me because that terrify aura. Best to disable enemy mages in an area.
  4. Just use your imagination... Heartbeat Drumming can proc swift flurry, Swift Flurry can proc Heartbeat Drumming and so on. But HB works only with melee weapon, try to find melee weapon with multiple hits and AOE. Pollaxe with aoe works, but it is next to useless. Oh so even one cannot proc itself, it can proc another and vice versa, interesting But yeah I don't think it is overpowered since PoTD, not sure about lower difficulty. Would it still cause casading?
  5. What is the penetration of these two ability? I don't remember I see any info shown their pen. Also a Paladin/Rogue can use these until Combat end DoT to cheese kill enemies when soloing PoTD. Just mark targets with Brand Enemies, go smoke veil and run away. The combat won't end and enemies won't chase u so u can hide in corner and wait all of them to die.
  6. It is easy to check if they proc themselves. Just trigger one kill and count how many extra attacks can be triggered in max. If not self-proc, a max of additional 2 attack will be triggered. And check it in story mode with dummy will be easily because crit chance is higher.
  7. We all know 2h weapons are bad in general, needless to say. I open the thread because due to new +2 armor in PoTD, 2h sword becomes even less appealing to many classes. Only a Devoted or berserker can make it perform normally.
  8. Plain FoD would not do so good in PoTD because u have to wait until Scion of Flame to get 1 pen. Comparing Cripple Strike with Penetration strike, I think both are fine, can’t say which is more superior. Cripple strike is better when updated for sure.
  9. Agreed, it’s a nightmare to kill these thing in melee, every time my character hit them I get re-dominated. Guess I need a eye-patch. Or go full firearm team.
  10. On the other side, with the enemy in PoTD getting +2 armor buff, doesn’t this mean a Devoted with penetrating strike will stand out? They still had good abilities that cost 1 source, aren’t they?
  11. So Defensive Web is now basically Double image on everybody in your team? I think it can be still useful if u have someone with super high deflection. It was very OP in PoE 1, and I think this become from a no brainer pick to a situational spell. Not so bad if you build around it.
  12. If both naval combat and onboarding has same amount of rewards I will choose naval combat. Now? 1 1 1 1 1 1 1 1 2 and kill everyone on enemy ship.
  13. The thing mostly annoys me is Persistent Distraction removing blinded affliction. It excludes me from picking both abilities.
  14. Interrupt : Berserker. Mobility : Monk. Defense : Paladin. Fighter is now average in all domains an lose his finish/special move. Why do u think Paladins is superior to Fighter or Monk in aspect of Defense? I think you shall read this:
  15. Well the chapter 2 of Baldur's Gate 2 is exactly the same situation, your dear Imoen is taken to spellhold while u can adventure around doing sidequests. But nobody complain it in bg2?
  16. PoTD enemies got +2 armors in the newest patch, I wonder if 2h sword is still usable by any classes except Devoted/Berserkers?
  17. New PoTD reminds me of Icewind Dale 2 Heart of Fury mode, where summons rules.... I tried the beginner's island, the enemy is really hard and it's almost impossible to solo without steath or summon cheese...
  18. I played with 5 members in my team and I barely have exp to go lvl 20 in the end of the game. I didn't do bounty btw, they gives **** tons of exp.
  19. I believe Empower adds ability base damage roll. 1 PL = 1 base damage bonus. At least this is true to FoD, with Magran Favor and Sun&Moon, your mainhand FoD does same damage as 2h weapon FoD, plus offhand FoD.
  20. Yeah that shield is really good, max of +46 deflection That shield pairs well with Casita Samelia's Legacy armor. That armor has an (easy to get) upgrade providing Will defense that scales with health loss (up to 20 will), to make you even more invulnerable with will defense. That armor is good anyways for a tank since it grants a +5 base deflection bonus. Now, you could use intimidate to increase the deflection further, though it was nerfed to be 4 intimidate for 1 deflection (but if we are lucky the bugs with it were also fixed). Because the gift-bearer cloak was also nerfed to require twice as many points, this makes using a cloak of protection an interesting alternative. With the unique vendor blessing, you can get a cloak of protection in the first town that offers +10 to all defenses for only a few hundred coin. With 20 history, gift-bearer now provides 15 to non-deflection defenses; only 5 more than the cloak of protection. This opens up the option of instead getting 20 intimidation for +5 additional deflection with the Casita Samelia armor. I would rather have 5 extra deflection than 5 extra non-deflection defense. You could also swap that cloak of protection with the cloak of greater deflection, also available for cheap by that vendor, for when you need more deflection instead of other defenses giving you more flexibility to pump up the defenses you need for a particular encounter instead of being locked in on the gift-bearer cloak because you invested so much into it. That cloak was not nerfed and still offers +7 deflection. I checked the Paladin F&C nerf. It now tops off at 15, so a loss of 6 to all defenses. That is enough, I think, to encourage using Monk instead of Paladin for a max defenses build. The helwalker monk gets +10 Might and +10 Int/Con with max wounds. This amounts to either +40 Fortitude or +20 Fortitude and Will in stats. The flexibility is really good since some fights you will only face one or the other and can switch your defenses instantly. Or just switch to Con after casting your buffs. If crucible of suffering activates, you end up with a +70 passive defense increase. In comparison, paladin has +60 total passive defense increase now. But it goes beyond raw numbers; monk has a much more equal distribution. Paladin/Wizard has a hard time increasing fortitude and an easy time maxing out will and reflex. Monk can play around with starting stats more, like lowering intelligence, because the bonus INT from wounds will compensate. Likewise, dex is less important with swift strikes. Those points can be shifted into Might/Con for higher fortitude and duality can be switched to CON instead of INT if facing fortitude attacks that can't be reflected. The net result is 15 lower deflection, but better overall "other" defenses, which tend to be more important since there are lots of ways to buff up deflection anyway. I did the math and you can reach an "untouchable" level of deflection without Faith and Conviction, unless they have increased enemy accuracy by quite a bit (I haven't heard this said). Monk synergies better with tanking items. Paladin has basically all worthless abilities beyond Faith and Conviction, as far as solo super-tanking goes. You don't want to heal, you don't need resistances, etc. Monk can control exactly how low in health they want to be since they can inflict wounds upon themselves with an ability (Mortification of Flesh). This allows you to maximize the benefit of the shield and armor enchantments that scale on health. Monk/wizard, even with the nerfs, has much higher DPS than paladin/wizard can ever dream of and has an infinite supply of wounds and extra accuracy thanks to dance with death and will be reflecting lots of ranged attacks with soul mirror for extra damage. Human's Fighting Spirit (+12 accuracy) combined with dance with death (+12 accuracy, if still capped) should provide enough bonus accuracy to hit enemies with illusion debuffs like blind. Good to target at enemies you can't use your melee-only deflection boosts against to ensure you don't get hit and to help your soul mirror proc. Nice analysis! you have speak all and more than I wanna say
  21. Chanter + Paladin can still give +30% lash to team, while Lightning strike only gives +15% lash to self. I don't say LS is bad, but a team buff that is equally powerful with self-buff is wrong. Also the tankiness of Herald is untouched because you can still reach 200+ deflection and with good team healing for like 40~60 hp per 10 second. Maybe because the MC is the herald of Berath, so logically herald should be powerful :D
  22. That's a lie, even if you are at northeast corner when entered the map, you won't get attacked immediately.
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