Anoregon
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Posts posted by Anoregon
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I'm a bit confused about chants, especially with Brisk Recitation activated. On a level 1 char with 18 int, chant phrase durations are 1 round with lingers of 1 round. However, with Brisk Recitation active they appear to just lose the linger but still last 1 round, as Turn-based mode doesn't really allow for things to last for half a round? Does BR have no benefit until you hit some breakpoint at 20+ int?
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I must be missing something, how does Grave Calling synergize with beckoner?
Edit: Do the "x happens when you kill a vessel" upgrades proc when one of your summoned skeletons dies?
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I'm playing a Sage on my current run, not a brute, but just want to chime in with the morningstar love. I don't even have Willbreaker yet, but Saru-Sichr has been proving to be quite effective on anything with higher slash armor than pierce/bludgeon. For a non-devoted, you can pair it with something like Whispers of the Endless Path for AoE fun, or just a strong slash option like Karaboru or Sanguine Greatsword.
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I see Forbidden fist as the Monk version of Soul Annihilation - you forgo the bulk of your class abilities to use your generated resource on a specific, repeated attack. However, the Cipher version of the mechanic works better because Soul Blade doesn't dramatically change or reduce focus gains. You are likely going to use the bulk of your focus on SA, but you still have your standard focus generation to use whatever cipher abilities you want as the situation dictates. Forbidden Fist has a much higher opportunity cost due to how it removes the primary form of resource generation from the class. You are locked into a cycle of casting forbidden fist.
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My only problem with Shattered Pillar is that it's melee only. Not from balance concerns, but thematic ones. I'd love to make a bow-wielding monk character, but no variety of monk really supports it. Wound generation favors being in melee.
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personal we prefer helwalker for contemplative and shattered pillar for sage.
I never choose Shattered Pillar for Sage because the wound generation through Alacrity doesn't work then.
I know there was a time when Pillar Sages could get crazy wound generation through AoE effects (like citzal spirit lance) but I believe those have sense been nerfed to only grant wounds from damage on the primary target? If that's the case then yeah, you are giving up a lot of potential wound generation on a Blood Mage Sage.
Also, as you mentioned Alacrity - how does that stack with Swift Strikes from the monk side?
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I'm still having a hard time deciding between Helwalker and Shattered Pillar to pair with Blood Mage. The former gets on-demand wounds and might (as well as rooting pain procs), but may be hard to keep alive in the thick of melee. SP doesn't benefit explicitly from Blood Sacrifice when it comes to wound generation, but SP already has high wound generation in a Sage build.
hmmmm.
Edit: Come to think of it, no-sub monk but actually be a better choice than Helwalker. I forgot that 1 might per wound is actually not that great of a boost for the penalty.
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I'm definitely interested in the potential of Blood Mage with any subclass of Monk. Blood Sacrifice's raw damage is probably good for a wound or two (on a non-pillar), and the overall mechanics of it seem to just mesh very well with both shattered pillar and potentially Helwalker.
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Ranged Streetfighter/Cipher (ascendant works nice) with blunderbuss modal is a decent option. You can have permanent streetfighter passive up due to blunderbuss modal keeping you distracted. It's a static -5 perception (and thus accuracy) but that can be worked around with other buffs.
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-Higher level cap!-More head style for godlike-Continue companions quest in next dlc-Add more: armor, guns, bows, and...new robes!-Add Sidekicks or companion healer (i want change Xoti in my group)-More customize option for ship
Pallegina and Tekehu can both work as healers if you spec for it. Paladin/Chanter and Druid/Chanter both have a decent selection of buff and heal abilities.
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They use form-specific weapons, so things that boost unarmed damage don't work.
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What avoid Soulblade:/?
Soul Annihilation damage was basically cut in half. I don't agree that they are now in "avoid" territory though, as soulblade with draining whip mixed with pretty much any martial class is still going to be a very effective damage dealer.
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I don't think there really is a consensus yet. Personally, I think most of the changes/nerfs were warranted or at least understandable. There are a few I definitely don't agree with though, like the beckoner and wild strike nerfs. Either way, if PoE1 is anything to go by this is likely just the first of a few balance passes we are likely to see.
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anyway to just install the patch without the balance changes?
No. Best bet is to mod after the fact.
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- Beckoner -1 Summon Invocation Cost to +1
- Beckoner remove Abjuration immunity.
Damn, beckoner is even worse than base chanter now.
Thanks for your work anyway.
Troubadour with brisk recitation is flat-out a better summoner than Beckoner now. It was already close before this nerf. Beckoner summons might do more damage, but you wont be able to actually have 100% uptime on them like a troubadour can.
Not to mention the Spiritshift nerfs, which I can't fathom were actually warranted given their existing limitations and total lack of gear synergy.
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I'd imagine the easiest way to balance shifters would just be to actually let gear matter, but I'm not sure if that's explicitly a design decision or a code/engine limitation. The current situation is pretty much the worst of both worlds, as shifters can't even benefit from unarmed damage (monk/devoted multiclasses, for example) due to having hard coded form-specific weapons while shifted. It feels like shift forms were just left behind in PoE1 stasis while everything else was re-balanced for Deadfire.
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It is very likely not an error. Some enemies have weaknesses to certain types of afflictions in addition to resistance/immunity. Whether or not you believe that should be the case on POTD is a different story, I guess.
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Frankly, there was absolutely no need to nerf Wildstrike and Greater Wildstrike. It was in a good place. Now it’s not really worth the talent points as you’d do more damage with s unique weapon anyway.
There was no need to nerf anything shifter related. They aren't very strong. The scaling of their shifted weapons doesn't keep up with the gear bonuses you are sacrificing while shifted, and nerfing wildstrike just further increases the gap.
I really enjoyed playing a shift-focused druid in PoE1, but they don't really feel worth it in Deadfire. There are so many better options for a melee-focused character.
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My first run was Berserker/Skald and I liked it a lot. You aren't going to crit as much in 1.1 due to the paralyze nerf but it's still a very effective and fun combo.
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Edit: quoted wrong post, but nerf to wildstike seems really odd. Shifter was already not nearly as strong as initially believed/hoped. The lack of gear synergy is just too much of a detriment.
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I'm definitely on version 1.1.0.0023, but I don't have the "start and skip intro" button. I actually have a blank space between "start game" and "cancel" where the button should be when I try to start a new game.
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Berserker is terrible. The Confusion is crippling and essentially removes carnage not because of the friendly fire, but the huge 50% aoe reduction that comes with -5 int. Carnage's AOE is already smaller than POE1 as well as the damage it does in that AOE so you're giving up a LOT to take Berserker over stsandard Barbarian or one of the other subclasses.
Modwyr is one of the best weapons in the game and it makes you immune to confusion. It's pretty much the staple Berserker weapon.
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Who said 2h weapons has better penetration? Actually 2h sword has the worst penetration in this game because 1. lowest pen due to double type, 2. no +pen modal.
As base items.
Sorry i don't get what u mean.
If you mouse over the pen on your character sheet with a 2hander equipped, there is a flat +1 bonus due to using a 2hand weapon.
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Considering a big update is due at the start of June, what are the chances the ability to subclass companions will be added?
I wouldn't count on it. Best bet if you care about achievements is probably use a mod that specifically adds subclasses to companions.
Personally I'd like to see Ydwin get Ascendant or Beguiler. The former because it's probably the most fun cipher subclass, or the latter because it makes sense with a rogue multiclass.
Ability durations and attributes
in Beta Feedback for Turn-Based Mode
Posted
Oh interesting, didn't realize it was making phrases tick twice per turn. Not bad.