Jump to content

dunehunter

Members
  • Posts

    2738
  • Joined

  • Last visited

Everything posted by dunehunter

  1. Yeah with Paladin/Ranger you just have tons of cheap Full Attack abilities. You can just dump Dex and spam these wounding shot and FoD. I like paladin/stalker combo a lot. It's kinda similar to torment reach spamming in PoE 1, but you have only limited resource. For most combat that is enough though.
  2. Bump too, malus of Mage Slayer is too huge to ignore now.
  3. New highest damage in one shot with a Berath/Assassin XD, although I cheated by adding Devastating Blow to the character.
  4. Dragon thrashed is now laughable 4 damage / 3s. (Was 10 damage / 3s) = LOL... 60 % of nerf. Useless now. https://pillarsofeternity.gamepedia.com/The_Dragon_Thrashed,_The_Dragon_Wailed If Obsidian wanted to nerf : 7 damage / 3s, was a better approach. 4 damage is crap. Yeah, it seems like all AOEs are nerfed to some degree. Casters, cast time get nerfed = AOE get nerfed. Chanter, dragon Thrashed get nerfed. Barbarian, carnage get nerfed. Monk, torment reach get nerfed. Maybe this is tied to the encounter design in Deadfire. If we are facing less enemies per encounter, nerfing AOE and CC will keep the combat challenging. I just remember in White march every encounter there are so many enemies to kill, AOE is way too important. If in Deadfire there are less enemies every encounter and AOE and Afflictions maintains its powerness as it was in PoE 1, then encounter may be too easy. Actually the late game of PoE 1, combat turns into same pattern that if I can spam Ninagauth's Shadowflame fast enough because there are just way too much enemies. Battle becomes pretty tedious after Aloth gets spell mastery in Shadowflame. And that is also the reason why Rogue sucks in PoE 1, they don't have AOE as a striker. Because battle in PoE 1 relies too much on AOE, any class who is called Striker needs AOE, if they don't have AOE, sorry you sucks.
  5. You will be very tanky yeah, but I'd doubt it that it's a God Tank. First of all, the engagement range is limited, once you've already engaged like 3 or 4 enemies, the rest will just pass by without engage your tank. Secondly, if the enemy AI is smart enough, they will just break engagement as your tank damage is not so high even with Unbroken bonus. In summary, you are very tanky yeah, but you won't contribute too much to the team, specially without the late game abilities like Charge and Sacred Immolation.
  6. So if multclass cannot access to level 8 and 9 ability/spells. For Fighter, in one of the review there is a revealed ability tree as below, we can see Charge is only accessable for single class fighters. So would you still multiclass a fighter even he/she cannot learn Charge? Same as Paladins, would you multiclass he/she? For me it seems the lose of Charge is pretty big, but multiclass fighters still get a bunch of good stuff and all the weapon related passive abilities. Paladins I'm not too sure, they seems to be pretty lame without Sacred Immolation because the high level abilities are pretty meh except SI. How's you guys' opnions about this?
  7. There you go https://www.mmorpg.com/previews/pillars-of-eternity-2-hands-on-preview-it-may-be-obsidians-best-rpg-yet-1000012453
  8. Also grant Ogre form the ability to go Frenzy plz!
  9. Pretty much that.Or to be more specific (from auto-attack perspective): - it is almost useless if your current PEN-AR = -2 (50%->100% going through); or -4 (25%->50%) - it is good if your current PEN-AR = -3 (25%->75%) (that's a x3 damage increase; and in this case it's ok to have your recovery doubled) - it is bad in other cases, meaning that enabling this modal actually decreases dps, by up to x2 times Ah I forget about the -3 case, and yeah it is x3 not x2 my bad Yet this is too situational to use. Why one number diff makes so much difference in damage It would be marginally useful if the AI scripting was smart enough to switch you back and forth when it was optimal. As it is though since the AI scripting can't handle weapon switching and only the most detail-oriented of players would bother, it's useless. Even with good AI it's not as effective as other modals, though. Yeah it is tooooo situtional, at least give us a Pen-Armor range for us to use this kind of modal. Now only -3 is the only moment u will want to use it, but who bothers?
  10. Pretty much that.Or to be more specific (from auto-attack perspective): - it is almost useless if your current PEN-AR = -2 (50%->100% going through); or -4 (25%->50%) - it is good if your current PEN-AR = -3 (25%->75%) (that's a x3 damage increase; and in this case it's ok to have your recovery doubled) - it is bad in other cases, meaning that enabling this modal actually decreases dps, by up to x2 times Ah I forget about the -3 case, and yeah it is x3 not x2 my bad Yet this is too situational to use. Why one number diff makes so much difference in damage
  11. Obviously the Ranger pet also goes well with many of the Cipher abilities (super-pet... someone mentioned using Ectopsychic Echo effectively with the fast pet). But Stalker's Link is tier 4, so technically you can't get it in the multiclass levels covered by the beta (without using the console). It's also nice that you can get the boost from Stalker's Link for spells cast before combat starts. Assassin Cipher gets a +25 accuracy boost, though I haven't checked whether smoke veil ranged/spell assassinate is still bugged. Now that the Dominate powers can be cast to initiate combat it seems potentially very good (and fun).... I tested that assassinate is working with spells now, although the crit bonus is nerfed. But assassinate fireball is still pretty good Yeah both ranger and assassin synergies good with cipher now. For ranger, you just mark the enemy and let pet attack it, now u get an easy +20 accuracy while other classes are struggling with hitting enemies. This comboes good with single target CC or DoT like Soul Ignition and Disintegration later. For assassin I think it is a bit situtional because smoke veil has a pretty long recovery time, to cast spells in smoke veil requires u to have high Dex and Int. You can use Shadowing Beyond later, but man 3 Guile is pretty costy for multiclasses...
  12. For Beguiler, you get 8 focus of 10 from Whisper of Treason, which means you only spend 2 Focus to cast it. Again with a ranger, it's super easy to flank enemy to get Beguiler bonus.
  13. Ranger/Cipher seems pretty strong now as Charm and Dominate spells got buffed. While Ranger is the only class that get tons of Accuracy bonus currently. Mark the Prey + Stalker's Link + Club Modal = +45 accuracy against will defense, plus the longer charm/dominate duration now. You can easily crit with spell and burst the charm duration to 30-40 second. Btw with Nature Godlike + Ascendant, I get +5 power level with Cipher spells and my Soul Igintion does around 50 damage per 3 second, which is working correctly now. With ranger you can easily land it even it target enemy's Fortitude. 350 damage in 20 second is pretty good.
  14. As topic, and the accuracy bonus works with spells too, not sure if this is intended or not.
  15. The maximum gain of +2 Penetration is doubling your damage. This only happens if your penetration is -2 or -3 under enemy's armor rate. In other case, +2 Penetraion gives less gain. +100% Recovery time will ususally reduce your damage by half. Conclusion, modal that +2 Pen but +100 recovery time is 100% useless for autoattacks. It is only useful if you put a fast weapon in offhand and keep using Full Attack abilities, in this way you ignore all main hand modal penalties.
  16. It is additive with all other damage bonus like sneak attack.
  17. All high level abilities are not revealed, but in some of the new reviews I took a glance and find Charge of fighter is still there. So you can assume Sacred Immolation is still in, just come later. I also remember Josh said in one video about new resource system about you can spend all your Zeal for FoD, but in that way you cannot use the more powerful abilities like Sacred Immolation and blah blah blah. There you go about Fighter high level abilities, Charge is a level VIII ability, so I'd say Sacred Immolation comes in similar level. Might be level VIII as Fighter's Charge so only single class Paladins have access to it. I also suspect things like Heart of Fury will be a level VIII ability for Barb, we will see
  18. Yeah thats why D&D rules deal very carefully with Cleaving. In Pathfinder rules, Cleave can only attack one additional enemy, while Greater Cleave can hit extra enemy only if u hit not miss. So anyway there should be some strict rules to any abilities giving extra hits.
  19. Battle axe modal is stupid too, the bleeding debuff duration is super long so you will just want to use the modal once and turn it off. Specially if you have a fast weapon in offhand, you can just do a Full Attack ability with Axe modal on and put bleeding debuff on all enemies without suffering extra recovery time.
  20. On a second glance, blunt weapon mace and warhammer seems really crappy. They are too bad compare to Club right now, bad modal bad damage, slow speed. Blunt weapon seems way behind other single hand weapon except club now. Both modal of mace and warhammer seems unnecessary because blunt is already a better type than slash and pierce, giving more penetration or reduce AR is pretty useless. For weapon like Sabre, their modal overcomes their weakness of low Pen, but for Warhammer and Mace, modal doesn't overcome their weakness, but make them worse.
  21. Scroll should have same cast time as spells, they shall suffer the same long cast time!!! Just kidding But honestly, both should be consistent because scroll already let non-casters have access to spells, the current system makes them even better than original casters, which is non sense.
  22. Concerning the Barbarian at start: If you are talking about the Berserker you need to consider the malus of the self damage and the friendly fire of carnage due to berserk. In the Beta at level 6+ you have enough health and access to healing to pretty much ignore this damage but at level 1-3 you might have real issues with killing yourself or your team. I'd put paladin up in the best starters. You get FoD for a nice damage burst and you can have LoH for a nice heal. Both sound pretty good for low level. Add in Deep Faith at level two for a massive +20 boost to all defense and you are the best in the game at that point in my opinion. I think he is talking about PoE 1 not 2.
  23. As topic. Faithful weapon does around 65% of damage you inflict on enemy.
  24. As topic, both sword of Magran weapon and club of Skaen weapon is missing lashing bonus although right click weapon shows it has, but it doesn't do lash damage to enemy in combat.
      • 1
      • Like
×
×
  • Create New...