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dunehunter

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Everything posted by dunehunter

  1. Can we make Full Attack ability to use offhand weapon first and then mainhand weapon? I'm asking this because the follow concerns: Currently when using Full Attack ability, it's always mainhand swinging first, and then offhand. Which makes it better to wield an accurate weapon, mostly likely light weapon such as dagger and club, in main hand. This is important for rogue because if the first attack causes affliction to enemy, the 2nd attack will be a sneak attack. But at the same time backstab is a primary attack now which create an annoying situation that u need swap to heavy weapon in main hand when backstabbing, and switch back to light weapon when using Full Attack abilities to max its potential. So I wish If we can make Full Attack ability to use offhand first follow by mainhand. I didn't play deep into POE 1 so dunno if there are similar issue in POE 1? And how does POE 1 solve this issue?
  2. Hey, I'm not sure if this is asked before, so if you have an average weapon in mainhand and a fast weapon in offhand, and you perform a Full Attack ability, how would be your recovery time calculated? Is it counted as the recovery time of main weapon, or offhand, or average of two?
  3. There are a lot other things work with Dance of Death, like Shadowing beyond, Arcane Veil, just anything that make u hard to touch. That Arterial Strike penetration I believe is a bug and I report it in this thread https://forums.obsidian.net/topic/95193-ridiculous-high-penetration-bonus/ Yeah Helwalker works amazing with self healing classes like Shifter and Kind wayfarers. However in next patch healing is changed from Might to Res, these combos will not work as good as it is now unfortunately.
  4. Man I really wish we can pick Brotherhood of Five Sun as one of Paladin subclass
  5. In POE 1 each order of Paladin has two bonus, for example Bleak Walker has both the FoD corroder enhance and the Dark Path talent to be picked. I wonder why they remove the second talent in POE 2 :/
  6. Revive this thread because I think even with the one-hand weapon recovery bug fixed, two-handed weapon are still severely UP because the new penetration system. A great sword have a basic damage of 19-25, attack time 0.7, recovery time 3 second. A sword has a 14-19 basic damage, same attack time, recovery time is 1.5 second due to dual wielding. So your dps with great sword is around 6 per second, sword is 7.5 per second. Not to mention that with much faster recovery time, you can have better reaction over battle. Secondly you get more stats bonus from offhand weapon. DOS 2 solves this by giving two-handed weapon double enchanted bonus. So if a sword gives 1 Str, a great sword will give 2 Str, I hope POE 2 can have a similar system to balance it. Thirdly u have two weapon modal when dual wielding, which gives you more alternative. For example with sabre/dagger, u can set Parrying Blade on when being surrounded. One more modal gives more options in battle. The only advantage of two-handed weapon is primary attacks, but that bonus is not huge because you still suffer from longer recovery time, with dual wielding u can do two primary attack ability when u can only use one with two-handed weapon. The basic damage of two-handed weapon should be boosted to over dual wielding because all these reasons and balance concern.
  7. Currently weapon modal accuracy and deflection bonus will be suppressed by or suppress spell/ability, I already posted a similar bug thread.
  8. Yeah this was my suggestion too in a similar post. I think this is a good idea.
  9. Mmm interesting, maybe the chance is multipled instead of added?
  10. A Priest and Skaen/Kind Wayfarer would work pretty well RP wise as well: Your an ex-slave miner that has been used as a Vessle of Skaen, you have wiped out the overlords family and joined a caravan in order to hunt down a cousin who financed the mines. Your get caught in a biawak weakening the possession then exorcised when your sole is awakened... I'm not sure what a 'base class Paladin' would be? All Paladins belong to one of five (?) specific Orders. Each with bonuses and penalties. Except soon the penalties will be removed. When I contemplate building a Multi-class, Paladin is at the top of the list. They bring roleplaying (one of two classes that actually gain or lose power based on roleplaying choices), defensive power (Faith and Conviction and Triumphant Defense) offensive power (FoD and Sworn Enemy), team buffs (auras) and healing (Lay on Hands) plus a bunch more. And we've only seen the low level abilities. Their bonuses were more than enough to make up for any problems caused by their penalty. Not to mention that they get an additional free ability at character creation to go along with Faith and Conviction. Paladins are like ketchup, they make everything better when added My fear is that next there will be calls for nerfing Paladins. I'd much rather keep the interesting penalties they have now then face some future nerf bat which will do who knows what. I agree with your Priest/Paladin comments that all should be possible. A Skaen/Kind Wayfarer would be rich for roleplaying and backstory. Throw in a pop up warning at creation with specifics on how their preferred reputations will conflict and let the player make the call. They specially mentioned in the recent video that they like to adjust things little by little so they don't need to roll back the changes which most ppls hate.
  11. Yeah at least weapon modal will modify Soul Annihilation damage, which I think is a bug. with 100 focus, I can do over 400 raw damage with Soul Annihilation which I feel is overpowered.
  12. Berserker, monk, paladin are the 3 classes that I feels really good in current beta imo, they are perfect for a multiclass combo. Monk fist is tied to power level, so if you want to use fist, do pure monk, if you want to use weapon, multiclass. I remember Natural Godlike pure Monk is pretty decent with his/her fist. And Monk is one of the only a few classes that can boost their own Penetration, if Rogue is not complained about their lack of Penetration, I don't see why Monk should. Shattered Pillar + Rooting Pain is very good synergy if you have good DPS, I don't think it is a weak subclass. Helwalker is insane if you have self healing or party with heal to support you. Nalpazca works pretty good for a defensive/control focused multiclass combo, for example monk/wizard. You can put arcane veil on and use drug + dance of death to constantly generate wound without do damage or get damaged.
  13. Screenshot below: Got +20 penetration from Arterial Strike...
  14. probable a good idea. the paladins obvious aren't underpowered. neither are the druids, barbarians, chanters, etc. the nalpazca is kinda underwhelming, and a few o' the wizard specialists, while clear not underpowered, suffer from extreme paucity o' choices at a few levels-- as with the priests, the specialist wizards need an adjustment or two. the rest? additional complaints is o' the munchkin variety. so, hardly a lot. oh, and you are correct in observing how a lot of the subclasses have balancing issues. is far too many subclasses which render the base class irrelevant. bass ackwards. HA! Good Fun! I disagree that nalpazca is underwhelming, nalpazca is perfect for a defensive monk focusing more on control than doing damage. It works perfect with arcane veil + dance of death. It’s a ideal subclass for monk/wizard.
  15. 100 focus. I think the damage for Soul Annihilation calculated Might twice, if you see its tooltip, the damage there is already amplified by Might, but the real damage u see is amplified by Might again... and weapon modal add more damage to it. I think rogue has some other bonus which is added to Soul Annihilation. If you want to test it, better use another class. I tried a helwalker/soul blade, with 31 Str, Savage Attack modal on, I also got 400+ raw damage from Soul Annihilation, that is 1.63 * 1.63 * 1.5 = 3.985 times from the original damage. Anyway this damage doesn't looks normal to me, it is too high that any other cipher spell is worthless.
  16. Super high peak damage from Soul Annihilation... Not sure if this is the highest damage from Soul Annihilation, but this is pretty OP to me. The Great sword modal +50% damage bonus is applied to Soul Annihilation, same as any other -damage bonus from modals.
  17. I don't think the penalty is OK for pal, I personally prefer if they keep the penalty but remove the paladin/priest multiclass restrictions. Some paladin subclass' penalty is pretty minor compare to others. For example, the penalty of shieldbearer to not able to use LoH on self is a very minor penalty, and in exchange their bonus is not that huge. Removing the penalty might cause some balance issue which favor certain paladin subclass.
  18. Yeah specially if u go 3Str 3Con, you have around 20 fortitude, that means you will almost always got critted by fortitude-target spells...
  19. Hmmm seems like the damage bonus is added directly to the damage roll, the basic damage of great sword is 19-25, but in the info it shows 33.8, but if Devastating Blow add 100% damage to basic damage, the damage roll should be 38 to 50 isn't it? This 33.8 in the damage section is still confusing to me. If it's +up to 100% damage to basic damage based on enemy's hp, then the tooltip is wrong... Nevermind, Empower also add damage to basic damage roll... So the Devastating Blow is truly bugged.
  20. Mmmm not sure if you will have enough points on other stats if u do 2 Str 18 Con tho, u need Dex for casting speed, Per for hit rate, Int for range and duration and Res is most important for you. Unless u sacrifice some points, you really don't have points in Con
  21. Lash damage doesn't suffer from penalty from armor. So even your main attack is under penetration, your lash will still do full damage. I think this is a bug that need to be fixed.
  22. Hmmm you shall try that build with the Foothill encounter
  23. All melee class damage bonus are not scaled with power level, which means at level 1 you can already get tons of damage bonus from multiclass, for example, cipher/rogue, cipher/berserker and etc. I feel that melee attack get too many damage bonus now, tons of additives and multipliers. Spells need higher basic damage, and more bonus. Reduce casting time is against devs' design. But for balance concern, they need to be more powerful.
  24. Not sure about how smart the enemy AI will be, if they can see through your statistics then your casters will always be the target of their abilities which target fortitude...
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