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dunehunter

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Everything posted by dunehunter

  1. So the Zealot Speed aura is just broken because whenever your paladin picked it, he gonna stuck in walking animation zzz. Hope to see a fix! Btw I have no extra movement bonus from rest, just Zealous Charge and there is a very high chance my paladin will be bugged after combat, stuck in walking animation. OK more details on the bug, so when the Zealous Charge is off, both save/load and quicksave/quickload works normally. When Zealous Charge is on, save/load, quicksave/quickload will result my paladin into walking animation when not in combat. When in combat, both case the paladin will run not walk. @Sking wound you mind take a look into the issue? I think based on my description, it is quite obvious that save/load will mess up with paladin's speed when zealous charge is on.
  2. 1. I noticed that when I respec Aloth, he loses all the spells in his grimoire and I have to learn them again, which costs me tons of gold. 2. Spell mastery seems turns one spell from 4 times per rest into once per encounter? Which I find is annoying because I give Aloth Slicken as his mastery spell and now he can only cast it once per encounter, which = R.I.P for the slicken spamming :/ Ah nevermind about question 2 because the fact is I didn't put slicken into my spell book so I thought it turns slicken into a per encounter spell! Any idea on how to avoid learn spells again when respec or which spell I shall choose as mastery? I'm thinking of Spirit shield because its long duration.
  3. I'm starting to worry how the late game gonna scales!
  4. Thanks! I downloaded IE Mod and enjoy that mod very much, too bad they didn't come with more tactic mods for PoE 1 like bg2. I increased the exp table by 50% and now I entered white march at lvl 8, feel a bit more challenging now! Thing is I found that after Aloth and Durance leveled up to get their higher level spells, encounters become much more easier, so I decided to increase exp table a bit to make caster level more slowly! Edit: Swapped Pallegina to Zahua because I wanna try your witch doctor build and it's pretty fun to play. Pallegina provides very good permanent aura + speed up + spike damage from wrath of five sun. Zahua is fun to play with, a lot ranged knock down and torment reach! I just found the damage is not that good at high armor enemies. Shall I take penetration shot for Zahua?
  5. Nah I don't think so, aren't the blunderbuss modal useless except for streetfighters now? It's more a debuff than bonus...
  6. BlackJack + Bleak walker is decent too if you get access to lower their guard, so Lower their guard + dual blunderbuss + FoD can do some good damage.
  7. I'm making a brand new playthrough(never finished the game before lol) with a 4 character team, me, Aloth, Pallegina and Durance. Before ACT III I found that I already have lvl 10 and I haven't touched White march yet... So are there any way to reduce exp gain or increase exp cap per level in the newest version of the game? Thank you!
  8. Seems only flame shield will cause this bug? I tried the minor fiame shield from Darcozzi and it doesn't trigger prone.
  9. Same issue come across to me recently, are there any solution to this problem? Also only Pellagina is bugged. Rest with survival bonus and reload fixed the issue! thx!
  10. Voted, sounds a good idea. One concern is primary attack ability are gimped after change
  11. I like the idea of give 2h weapon extra penetration. Since there are no effective way to boost Pen except u r a berserker or monk, an extra tool to boost pen is always welcomed!
  12. Oh so the escape on the cloak is different from the rogue one? That’s sad
  13. I let Eder use stiletto and its pretty good in early game. Fighters has high burst accuracy to trigger Azureith stiletto’s jolt lighting spell strikes. And knock down will affect multiple enemies with the spell.
  14. I just tested the cloak I get from a stronghold quest l, that let u do one escape per encounter. Which I feel pretty disappointed because it cannot pass enemies, u will be blocked by anything in the line between u and the location u wanna teleport too. Secondly, there is a recovery time after u use it!!! The Deadfire one is just much better. I cannot immediately hit someone after escape and the whole movement seems to be really slow.
  15. On the other hand, ties healing to Might will make melee dps build really powerful because they can not only do tons of damage, but also self sustain due to healing.
  16. How were Paladins in PoE bad? I thought they were one of the better classes and liked to have two of them in my team. Now this is after the big Paladin patch which was the same as the Defender patch. I'd say Paladins now are top tier or maybe even the best. For sure they are the best choice for a multiclass where you care about self sufficiency or survival via better defenses. Since they've taken away their flavorful malus they next need to nerf them hard as they get too many free abilities and are too powerful now with no downside. I'd much rather have a bold color Paladin with a big malus than a bland pastel Paladin that are all various shades of vanilla. Don’t wanna make another thread about which class is best in PoE 1, but... isn’t it wizard, priest, barbarian and monk that are top tier classes? Because per rest spells really make wizard/priest powerful in late game, and not mention the monsterlash Monk build and tons of beautiful Barbarian build made by Boeroer
  17. Isn't Kensai/Mage a dual class instead of multiclass? They are totally different concept And a fighter/mage cannot access to Time stop because the exp cap in Shadows of Amn.
  18. I don't know if you have played beta or not, but you understand that if you can only access to tier 5 spells, then it means in most part of the game you will only have access to spells from 1 to 3 level. So in most of time u will only be able to throw one fireball per encounter with a lower power level. Honestly currently single wizard is > multiclass wizard in terms of power. Because how spell power scales, spells scales steeper than abilities, and power level has big impact on spell effectiveness. For the question of lvl zero abilities, Monk's lvl zero ability is Transcendent Suffering, half it will have no impact on Monks if u choose to use a weapon instead of fist. Pet is considered as Ranger lvl zero ability, half it = make it totally useless and which also means you ranger pet related abilities are useless.
  19. How u gonna play a caster multiclass combo if can only access to tier 5 powers? There are class that doesn’t have passive level zero ability, what about them ?
  20. I like the idea of considering shield as a weapon. Make it work like a hatchet sounds good. Just give it more deflection and less damage. But no pistol/shield plz, that is so weird
  21. Now a Paladin/Ranger will have tons of full attack ability to spam so he can dump Dex but still do damage. I think if Sworn enemy and prey the mark stacks it’s a bit overpowered. Don’t forget you will also get stalkers link so it gonna be a lot accuracy bonus if they stack.
  22. Well it’s more like a duel to me, one on one so I’m fine if only one Sworn enemy on one enemy.
  23. lol is that because u r confused ?
  24. Lets be clear now. More passive abilities=more power. Since most active abilities are tied to a resource they just increase versatility not power (spells are included as they wont run out mid-late game) That is not necessarily true, self-buff abilities Frenzy and Swift Flurry not only increase versatility, but also increase power. Some offensive abilities will increase power too, like Wounding shot, FoD.
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