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Infares

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Everything posted by Infares

  1. You don't auto attack with your fist, unfortunately, but every attack you have that says "Full Attack" will actually use the fist as part of the attack, just not when auto-attacking. Take WF: Peasant and stick a Spear in your off-hand slot, gg.
  2. I think he's referring to what happens of low level spell becomes at-will at higher levels - if they do become at will then the extra spell talent does become useless. Indeed. Check out the early Project Eternity updates. They talk at length about spellcasters having lower level spells go per-encounter mid-level and then at-will high level. We're not making this stuff up. If you'd actually read every post in the thread, you'd be on the same page as the rest of us, Luckmann.
  3. This would make a hearth orlan rocking a battleax extremely potent with Riposte.
  4. Bear has a lot of DR bypass on its attacks, and the Roar make it a decent backup tank if guys run past your tanks and get into your back line. Several spells such as the small AoE HoT and the melee drain DoT are great in bear form. Boar is cool if you have the luxury of hitting multiple monsters to get the dots rolling, Wolf gets a knockdown which is useful if you have a Rogue around if nothing else, and Cat has really fast attacks and if you take Weapon Focus: Peasant you can get really good DPS for your 12 seconds per encounter. I found the Stag to be the worst. Their Carnage ability is not an always-on passive the way it is with Barbarians. All in all, if your Druid is going to be built as a primary caster, then Bear form is probably the best, give them a bow and have them hang back. Otherwise, there are pros and cons to each of the other forms in comparison to the Bear, and Stag sucks ass and needs perma Carnage, at which point it'll be in the 2nd tier with the others behind Bear.
  5. Indeed, not every member of your team needs to be flashy, their contributions are more vicarious in nature (especially Durance and Kana Rua) but if you were to replace them with someone else you'd IMMEDIATELY feel the burn.
  6. Indeed. 20 for canon content is fine, letting you go to 30 in a Storm of Zehir style sandbox expansion with giant 12 layer dungeons is cool too, but much beyond that and the enemies would be so strong that the mere act of being a challenge to a group would mean they can one-shot KO nontanks at random.
  7. Yeah, the problem with nontanks using nonreach weapons is that Engagement is a one-way street, being engaged doesn't lock you to a target, the enemy can simply turn 30 degrees and start attacking the squishy. This is by far why any melee that doesn't use reach weapons need to be built sorta tanky on principle.
  8. Because if you take them for 1st or 2nd level spells, once they become at-will, they'll no longer serve a purpose. You do realize once a spell transforms from 3 casts per rest to 3 casts per encounter, you're still dealing with the number 3 which is increased by the talent? I don't think you get what we mean by "at will". It means infinite casts per encounter.
  9. Indeed. Balance isn't a conversation we can even have until the exploits are gone.
  10. I cant imagine how much grief that would cause, given ai pathing is as it is i would hate for half my party to die permanently because some ai kept walking over them, like its not as if i could crawl out the way or anything. I wasnt aware of the ranger pet being able to do this but this is one cheese i would avoid as i think it crosses the line from abusing in game mechanics into a flat out exploit Also: Poor fluffy! :'(
  11. Obsidian pls make like a dead goblin hat for Belkar to wear. pls Triple Crown is Path of the Damned, Expert, Trial of Iron. Triple Crown Solo is a separate achievement.
  12. Some cheeses in this game are kinda breaking, but a fair number of them count as "clever use of game mechanics" and are definitely encouraged. This would be the latter, IMO. The character is basically sealed inside a cloaking forcefield.
  13. How do you stack infinite DR? I doubt it's as easy as simply clicking a talent on level up. Basically sometimes the +4 DR you get from the FG passive doesn't go away, and successive applications are additive.
  14. The numbers displayed are its actual DR against those damage types, making it strong vs slash damage, weak to crush damage, and every other damage type getting reduced by 7.
  15. Wild Orlans get -1 Might, +2 Perception, +1 Resolve, and every time they get hit with an attack that targets their Will, they get +10 to all defenses. I'd say they're basically the ultimate race for Deflection tanks.
  16. Why not both? lol Do a high health Retaliation Cipher ;D So many nukes.
  17. I was thinking of stacking knight barbarians and noble wizards and giving everyone ridiculous amounts of Perception for AoE interrupts. Give the barbs a bunch of Morning Stars and have the Wizards all take Blast and then have everyone take Interrupting Blows. I'd definitely want a Chanter to keep "Thick Grew Their Tongues, Stumbling O'er Words" running and include a Priest (probably as PC) for additional buffs.
  18. Are there other items that do something similar to those boots?
  19. Following the progression, spells become per encounter precisely 8 levels after you first obtain them. Given that, it'd look like: Level 13: 3rd level spells become per-encounter. Four 6th level spells/rest. Two 7th level spells/rest. Level 14: Three 7th level spells/rest. Level 15: 4th level spells become per-encounter. Four 7th level spells/rest. Two 8th level spells/rest. Level 16: Three 8th level spells/rest. Level 17: 1st level spells become at-will. 5th level spells become per-encounter. Four 8th level spells/rest. Two 9th level spells/rest. Level 18: Three 9th level spells/rest. Level 19: 2nd level spells become at-will. 6th level spells become per-encounter. Four 9th level spells/rest. Two 10th level spells/rest. Level 20: Three 10th level spells/rest. The main problem with "at will" casting is any talents spent on increasing your spells per rest/encounter by 1 will become instantly wasted. They could instead add like an extra 2 casts per encounter to the 1st and 2nd level spells at 17 and 19 respectively, that way you're not walking over past talent picks.
  20. You're probably best off giving an Adventurer Rogue 3 Mechanics to start via Laborer or Merchant/Scientist backgrounds (Prefer Laborer, you're probably going to want Athletics at some point anyways) and end up with 6 Mechanics at level 2. I'd like to see some more backgrounds get introduced, but some may be overpowered, +2 mechanics or +2 stealth probably unbalance the Early Game and make for some exploitable scenarios later on.
  21. Indeed, if the skill is meant to give +20 damage, then it is indeed bugged. (imagine how sick that would be with a blunderbuss, lol) I think it's supposed to be 20%, though I haven't personally tested it since I've all but sworn off Rangers pending a major overhaul.
  22. Dunno, it gets pretty cosmic, for all that. If there were level 30 characters running around in the setting, I feel like they'd have dealt with some of these things already. Spell progression is similar to DND 3.x Wizard/Cleric/Druid. I can't help but think that might be intentional. 20 still isn't that high and it might be virtually impossible to hit that cap depending on how the game is tuned. Besides, the map of Eora is *much larger* than what I see in the PoE core game. I can also imagine Arcanum/NWN style custom modules coming into play at some point, with Storm of Zehir-esque sandbox functionality, to boot. This game is blowing up in popularity atm so I wouldn't even rule out some kind of epic-level system at some point either.
  23. I'm dicking around with a Wood Elf Paladin of the Kind Wayfarers, 18/03/20/16/18/03, uses ranged attacks (currently with a Hunting Bow, but will probably upgrade to a War Bow). I'm essentially using him as a healer thanks to his AoE healing capabilities, either attached to his "The Sword and the Shepherd" or eventually his "Strange Mercy" talent. The big problem is, the event is centered on the paladin rather than centered on either the target of his Flames of Devotion or killed enemy respectively, so I think it would be a better build with reach weapons than it is with ranged. It's currently kinda hard to stay 4m away from the enemy while staying within TSatS/SM range of the front line. It's doable but you can't always place your ranged paladin exactly in that window.
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