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PIP-Clownboy

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Everything posted by PIP-Clownboy

  1. Just starting Act 3 Hard/trial of iron and have not experienced any stat bloat bug whatsoever. Only the Kana weapon set thing, which is easily fixed by booting/rehiring him. I've made sure no such bloat is happening at least every 20 minutes. Game has been a complete cakewalk steamroll on Hard. The only close call was Eder going down in like 2 seconds (think he was paralyzed immediately to begin and out before Durance could get off even 1 heal ) to start the encounter vs Wymund, but Grieving Moms and my Barb stepped up and went clutch.
  2. That death godlike buff, a dmg buff when an enemy has 15% health left, may not mean much in the lower levels. But im thinking at the higher levels when 15% health could still mean a long fight might make it worth it I thought it was buffed to 25%? Very good for carnage barbs or any aoe dps build.
  3. Level 8 is basically end game, you will have plethora of options by then. Being able to grab Durance at lvl 2 with already 3 mechanics is much more useful especially when Aloth is pretty garbage without slicken. Kana with his might/int/lore makes him the ideal scroll user. Also fits his personality.
  4. IE combat was alot slower though and stuff like cloudkill/skulltrap/fireball/timestop were much more exploitable than any of the spells in POE.
  5. trick question. the answer is: none o' the companions is best. sure, durance starts better, but w/o the innate class boost, he don't have a genuine advantage over the other companions. *shrug* pick between otherwise terrible options is not having a genuine "best." HA! Good Fun! Well the best option is just hiring a mechanic monkey. But Durance can be recruited at lvl 2 and starts with 3 mechanic so he does have advantage over Alotrash.
  6. Durance. Making him skulkier just fits his personality. With his high fort I like him on the frontline to for holy radiance anyway.
  7. The BGs were actually easier solo than with a full party ironically. Keep in my mind that guns and bloody slaughter were nerfed tremendously since beta. But currently you can exploit alot of encounters by running away and losing aggro so could work. But I'm thinking a tanky Barb/Monk with choice gear could be an option if you don't like resting after every encounter. Wizards get some pretty beast tank spells later but with rest spam and scrolls there could be some exploitable builds there.
  8. I like option 3 due to Barbs killing speed, but I would sub a Paladin in for one of the fighters since their buffs synergize really well with Barb.
  9. Doing just fine on iron/hard with 1 super engagement tank. Usually have Paladin/Chanter with pike and shot playing midfield while glasscannon Barb sweeps around cleaning everything.
  10. You pretty much have to memorize every spell radius in the game if you're running/potd which is pretty absurd. Probably not even worth using Druids or Wizard (unless built for single target).
  11. Can someone explain why carnage better with fast attacks? I dont see difference between lets say 1 hit for 20, or 2 hits for 10. The main advantage of 2h is reach weaps. You can safely carnage everything in a doorway blocked by a tanky frontliner. I find even if you're built around two weapon fighting carrying a reach weapon is still a good idea since there are times the auto attack pathfinding gets finicky or you won't be in range of your targets due to congestion/disengagements.
  12. Same issue. Firstly, Kana's (3rd slot) weapon set was showing up on every single party members weapon set selection from the GUI hotbar. Further in, I unequiped Kana's third set and it permanently locked as like described in the OP. Shame about there not being fix.
  13. Im in agreement at the moment but I'm barely entering mid-game. But so far Hard Ironman has been steamroll, basically attack moving most things besides Spirits. No real close calls besides Spirits chain confusing my PC Barb and then the party AI for some reason start auto-attacking my PC.. which is super annoying i have to say.
  14. In trial of iron Hard run I'd say 90% of the battles in Act 1 are over before Kana gets to 3. The 10% that last longer are pretty much exclusively when facing packs of Shadows/Phantoms. Battles on Hard just seem way to fast and in general a bit too easy for my taste. This is probably partly due to my min/maxed Barb destroying everything though many of smaller encounters are over by time he casts frenzy and maybe 1-2 attacks in.
  15. Oh, no, it works for anyone. (particularly maces and stilettos, since the DR bypass helps with the lower base damage). The fighting style that doesn't work is single one handed weapon I guess double-wielding only works for Rogues/Rangers? I prefer my Rogues with ranged weaps. Two weapon fighting definitely works well with Barbs. Especially with unique weapons with certain procs that can trigger on carnage... I'm thinking I'll probably skip a weapon focus on my Barb so I can use different combos with enchants for whatever enemy type I'm up against. Monks are really good right now, maybe too good.
  16. Barbs lvl 11 talent Heart of Fury (1 per rest lol), is also quite garbage when compared to say, Rogue's deathblows, which can be triggered multiple times each encounter considering how trivial spreading debuff is. Heck, even Barbs lvl 2 active ability barbic blow seems more useful. Barbs are still very strong when you build the party around carnage and will be useful in POTD with increased enemy count but they have a plethora of near useless and situational talents which makes me sad. Also really wish I could throw axes/spears at faces to open combat.
  17. It earned 4 times as much in kickstarter and has waaaay more pre-release hype. I don't see how it doesn't out sell D: OS which was also pretty mediocre after Cyseal.
  18. Monster absolutely zero + Glenlivet 18 Steak. Lots of steak. Usually one good piece of ribeye will fill me for the entire day.
  19. I just really hate that expert mode doesn't have the AOE indicators. You pretty much have to memorize every spell's radi and there alot of spells. And how the hell are you suppose to aim that one druid spell that shoots in a V. Will be frustrating mostly due to silly friendly fire deaths on POTD.
  20. I puppet mastered Wymund on POTD and he took 3 cultist out himself before he turned back hostile. At least in current build I've never seen Puppet Master miss and works on just about everything. The only DPS cipher spell is really is detonate. And that mind lance pierce one was an okish opener with nice range. Otherwise CC seems way too good in general.
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