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dunehunter

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Everything posted by dunehunter

  1. Don't understand why Backstab is not a full attack but primary tho, in a lot games u can see rogue backstabbing with two dagger at same time.
  2. Did some test build on Nature Godlike Pure Monk at lvl 9, actually single class Monk has pretty good Transcendent Suffering. It is tied to your current power level, I got +50% damage, +4 penetration and +14 accuracy from it with Nature godlike Wellspring activated, which is better than an exceptional weapon. And fists are fast weapon so they have fast recovery time. I'm totally fine that they don't have a weapon proficiency for fist because fist itself is powerful if you are single class Monk. A multiclass Monk should pick a weapon stead of using fist because their Monk power level is lower than single class monks.
  3. Except that you don't risk getting hit in melee (and don't have to micromanage so much). Firearms have reload time, but 0 recovery time. That means that you can backstab and then immediately escape or use Shadowing Beyond. With a greatsword, you have to stand there waiting for your recovery to end. And if you're quickswitching as a Black Jacket, you can fire many firearms in rapid succession. Also, since armor only affects recovery time, not reload time, you can wear the heaviest armor with no attack speed penalty. So your assassin becomes much tankier. And with a blunderbuss's five shots, even if the AoE doesn't backstab (hopefully it does), you're almost guaranteed to at least hit. Ah that's true, that 0 recovery time is super neat for Backstab -> Turn invisible immediately after shoot -> Reload and backstab again. Yeah I wish I can do the POE 1 style arquebus swapping Bleak Walker, but I don't wanna multiclass into Black Jack as I feel they are pretty weak to pick. I hope the extra weapon set and quick swap can be moved to general talent pools.
  4. Add long pain to monk/druid, cannot use it while shifted :/
  5. I remember in the recent update video they show a Pommel Strike ability for Fighters, I wonder why it's not show in the beta Would be strange if it's a high level power.
  6. Haven't read the whole thread yet, but just throwing my two cents here. Compare to the old Health/Endurance system, the new system seems to make Constitution a even worse attribute now because u just need to put enough into it to guarantee you will not be killed before the heal spells can heal your endurance up. Even those Monk/Barbarian doesn't need high Constitution now because your healer can keep them alive without worry about health.
  7. Awesomest so far! :D But does Blade Turning reflect damage back to enemies? I had the impression it also hits allies...? I think it just reflect attacks back.
  8. Well...actually, answer me this question, will all of your party member DPSer? I doubt you will build a team of 5 DPSers. So there will be supporter, tank and crowd controller(for example, wizard). This 5% HIT to Crit bonus will do nothing to these roles. So unless u make a 5 DPSer team, it's not 5% x 5 = 25% bonus. It's only 5% on your DPSers. So for balance concern, and as a powergamer, I'll never take this talent...
  9. What I wanna say is it make no sense to work on firearms. They have limited bullets so should not trigger extra attacks.
  10. Riposte works properly for me, It doesn't trigger on every miss, because it's chance based and has a interval cooldown I think. You shall do more test to see if it works
  11. Btw I haven't been able to make a good Spellblade (Rogue/Wizard) so far, they seems to require so many different stats, Might for damage, Dex for casting/attack speed, Perception for accuracy, Int for buff duration, Resolve for deflection, can't find a balance here. And they seems to lack a way to boost Penetration too, both weapon and spell attacks feel weak against high armour enemies.
  12. Based on my dual wielding Assassin/Bleak Walker, I think Backstab only works as Primary Attack, so if u dual wields Blunderbusses, only the mainhand will trigger Backstab. Not sure about Blunderbuss modal, seems like it will trigger multiple target backstab :DD
  13. That sounds hilariously broken It really depends on how hard enemies hit, if they hit like noodle, even disengagement attack will not do much
  14. is also worth considering hellwalker due to new might math. a dwarf with 21 might and lesser wounds is gonna start any combat with 24 might. what might does and does not stack with is peculiar and a bit nonsensical at the moment, but simple casting the 1st tier priest might inspiration gets you +5 stack-- so 29 might almost from the get-go. can get 7 more wounds and 36 might by being hit a couple times. food choices and resting bonuses is gonna have the low-level hellwalker consistent exceeding 40 might with the resulting bonuses multiplied. then there will be gear. HA! Good Fun! Having the opportunity to make a tanky Monk that doesn't need to get hit just appeals to me entirely too much, hence I always look at Shattered Pillar first and usually only. That and the damage increase taken from Helwalker sounds like a quick way to get dropped. Is that an additive or a multiplicative penalty? Even as an additive it effectively makes every attack against you a critical hit. Meanwhile a Shattered Pillar can keep his deflection up and not take any damage and still have enough wounds to bang out Torments as needed. Maybe at higher levels having more wounds might be a bigger boost but right now at max level 9 being stuck at five is plenty. Yeah for most DPS combo, Shattered Pillar is better than Helwalker. But if Helwalker combes with healer it would work perfectly. Like Helwalker/Kind Waywares, Helwalker/Lifegiver.
  15. Just found an interesting disengagement combo. So Blade Turning will reflect enemies' attack back, it can combo with Disengagement. So first step, engage as many enemy as possible; 2nd step, turn on Blade Turning; 3rd step, leave to trigger Disengagement. BOOOM! All enemies u engaged are hit by their own Disengagement attacks!!
  16. The damage per hit on Firearms are not longer highest because 1) their basic damage is nerfed in POE2, a great sword has same maximum damage as arquebus, 2) they have Blunt Critical, which is -25% crit damage. So actually Great Sword + Savage Attack does most damage per hit now. The high accuracy modal of Arquebus doesn't boost its damage because their critical attack does same damage as normal attacks. Therefore it's kinda pointless to sneak attack with ranged weapon now...
  17. Honestly I feel Paladin/Fighter is the most boring multi-class combo. Just boring...
  18. If Frightened or Terrified actually scares target away from caster, then there will be build like Unbroken/Illusioner which cast terrify spell to drive enemy away to trigger disengagement attacks. But based on tooltips, Terrfied = -5 resolve, -3 power level and Frightened, I wish it can make enemy escape but it doesn't PS: At least Pull/Push attack doesn't trigger disengagement attacks, otherwise Unbroken/Monk will be sweet.
  19. As topic, see my screenshot for details. You can see I have Intuitive from Disciplined Strikes, but my Bounding Missile still misses.
  20. As topic, I mean.... blunderbuss only has 5 bullets.
  21. I have an idea about the Monk/Rogue combo. So Rogue skill Confounding Blind Strike reduce enemy's defense every time they are hit. Swift Flurry gives an extra attack when character crits. So what if a Monk/Rogue with single weapon Rapier, casting both Swift Flurry on self and Confounding Blind Strike on enemy. I can imagine if the accuracy >> enemy's defense, then Confounding Blink Strike reduce defense -> we hit enemy with crit -> more attacks -> more defense reduced, when accuracy - defense = 100, we hit infinite times and instant kill any enemies.
  22. So since Inspiration and Affliction counter each other, what about we make them stack each other too? So if we put two Tier 1 Inspiration on a character, they will be upgraded to a Tier 2 Inspiration. Same as Affliction. Anyone think this is a good idea?
  23. am very much intrigued by any number o' possible helwalker/caster builds. with lesser wounds, your multi-class helwalker/whatever is starting every combat encounter with +3 might, which stacks with priestly inspirations. am also surprised by the absence o' tanks being shared in this thread. is a few paladin/fighter builds which, with non-magical brigandine, is near invulnerable in the beta runs we has tried. haven't had a chance to make a chanter-tank, but am not doubting there is a few possibilities. given the op nature o' a few o' the current chanter invocations at the moment, am not doubting we will use such more than once... though am current having difficulty not having a skald/devoted in our party. HA! Good Fun! Fighter/Paladin is probably the strongest but it's not complicated at all so that's probably why it hasn't really been shared. I'm currently trying out a Holy Slayer Riposte build that uses eternal devotion and retribution to buff riposte. Riposte seems to have quite the internal cooldown though so I'm not sure how I feel about it so far. I think it would probably be pretty good as a main tank once you get persistent distraction for your 3rd engagement slot, before then you'd have to use a spear though. Also if rogues get any reflex based evasion type stuff that would be pretty good for tanking too. The one thing I don't get is why adept evasion turns grazes into misses when nothing grazes... lol. Yeah I did a similar build myself as a GoldPact Knight/Tricker. With Paladin's high deflection and Mirror image. You will trigger riposte all the time. Retribution might not work well as it requires u to get damaged. I picked Brand Enemy, Gouging Strikes and weapon proficiency in battle axe. In this way u have 3 DoT on single enemy, or riposte all enemies around with bleeding effect. Works pretty well to me.
  24. This one! https://forums.obsidian.net/topic/94602-beta-build-monkpaladin-helwalkerkind-wayfarer-build/
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