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Maxzero

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Everything posted by Maxzero

  1. Don't forget you buy (steal) a grimoire that gives +1 spell casts per level in Neketaka. There is also a +1 level 1 cast inn bonus too. By level 7 you can have 4 level 1 casts, 3 level 2 and 2 level 3. Way more firepower the you had in PoE1 at the same level plus you can Empower to get more casts.
  2. If its something you want to buy check around the vendor they might be able to be stolen.
  3. The Sorceror can do something similiar except maybe 140 instead of 150. But now you got a bit of variety. With 22 base dex you can fly though spells. Wizards can also have issues with elemental immunities (especially fire). Druid with very good raw and lightning damage helps offset against that.
  4. Evoker is a pretty limited one trick. The one trick being using empowered to boost the numbers of missiles (1 per 2 PL) to do good burst damage. The advantage of going with Fury is that if your initial barrage does is not enough you can follow up with other spells. I do think the combo should seriously be tried.
  5. Fury plus Evoker? You know that is a decent idea. Fury's weakness is it lack of options to proc the nature buff. Evoker's weakness is if you use infuse you are stuck without a level 2 till 7 (with multi) and lack of spell variety. You would get heaps of spells with lots of different damage types. Going on the to do list. Fury + Evoker, yes. ) Downside: no lv8 and 9 spells cause of Multiclass. 2 forbidden schools. So no chill fog. And i like this spell... Dont know, if elf is the better choice for this combo. Or to choose Nature Godlike, but Wizard without Subclass.... Level 8 and 9 spells are nice but you shouldn't build around them. Just like how multi class characters shouldn't build around tier 7. Basically the game sorta speeds you to level 7 then slows right down. You will spend the vast majority of the game between 7 and 17.
  6. Monk, Barbarian, Fighter, Priest, Druid (except Fury), Wizard (except Transmuter, Illusionist).
  7. Fury plus Evoker? You know that is a decent idea. Fury's weakness is it lack of options to proc the nature buff. Evoker's weakness is if you use infuse you are stuck without a level 2 till 7 (with multi) and lack of spell variety. You would get heaps of spells with lots of different damage types. Going on the to do list.
  8. I like it too but its a pain being stuff with no level 2 spells until level 7(If multi) because you only get one cast of level 2 till 7.
  9. Why can't the diffculty just show the relative level before scaling : 1 skull 4-6 2 skull 7-9 3 skull 10-12 4 skull 13-15 5 skull 16-18 Red skulls 19+ challenge content Just have a arrow next to it point up or down show which way it has been scaled (if scaled). You don't need to show sub 4 because the first island is on rails and will get you level 4 before you get the boat. Made it way more complicated then it needs to be.
  10. By endgame you will need 20 to spot everything. You would need to start pretty close to that to be safe.
  11. Even the non upgraded there is still 6 of them and you would expect them to be at least decent at that level. PSA: After casting a Invocation there is a two second or so gap where you can't do anything (not recovery) before you start chanting again. Press the stop buttons the second you finish casting your invocation to break it.
  12. So an empowered PL 9 ability that is designed for killing single targets turns out to be great at killing single targets? Amazing. Of course by level 18/19 the game is a joke anyway.
  13. Combine it with the 12% lifesteal chant to make it a 24% lifesteal chant. Wonder if might double dips here?
  14. The Scepter mode is fine. +20% damage +2 pen. Sure you take damage but there is plenty of healing. If you are a Devoted you can dual a pair of 12 pen Scepters that choose between Crush/Slash. Even get an early unique from Aloth.
  15. So its only Ogres and above who get Empowered attack options? Would of thought Wisps would have some attack options. Maybe upgraded Wyrms get options as well since the description mentions unique attacks. Didn't have time to test those 2 but it is possible. But even if it did expend a charge, 6 empowers is a lot, and would refresh on resummon. That number is probably higher than intended as well lol. Okay got around to testing. The little Wyrms get the empower charges but nothing to spend them on. The upgraded Wyrms are the only summon to cost my phrases after the upgrade seems kinda pointless when you can get Ogres for the same cost. Upgraded Wisps do get an ability and small AoE daze. Wisps are so bad though (weak damage, etc) that I just don't use them. Ogres are the first summon that can really use them. Really strong too. A unlimited cleave attack and a Berzerker Frenzy like buff that also gives them a heal. Drakes of course are uber. Self buff and a range fire breath just like the drakes you fight that has a knockback. For a multi class Beckoner Ogres and Drakes are going to be doing the majority of your heavy lifting though the game.
  16. 10 Cannons on each side. *drool* Woops, to clarify, 10 guns total. But only on the sides . ( Voyager has 2 front guns, and 1 back, thats why I put in sides). Meh 5 on each side is fine. Still a massive amount of firepower.
  17. Honestly Battlemage. Go Devoted/Evoker. You are tanky as hell because you can simply take Spirit Shield for +3 armour first level plus there are crazy good armour spells later. Basically you will be perma being underpen. You have a 1001 options to proc Nature Godlike for a total of +3 to Evocation spell levels. You then just spam attack spells while under Disciplined strikes then melee after. You can throw out Expose for -2 armour or an Empowered Fireball double hit.
  18. Fighter -> single class = great Fighter -> multi class = great Disciplined strikes Charge Cleave Stance Some of the best abilities in the game. Throw in Constant Recovery, Armoured Grace, etc as support abilities. It is basically impossible to go wrong with Fighter.
  19. It remains easy to be honest, I suggest roleplaying on the first playthrough more. I had very easy time beating 4-5 levels highter enemies even on PotD. I even restarted the game on normal difficulty, and I keep PotD for when it's going to be a bit more of a challenge. PS: Completely misread your comment, sorry.... I would argue the meta knowledge you gain from a previous runthrough will make PotD far easier then any charges Obsidian may do to make it harder.
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