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thundercleese

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Everything posted by thundercleese

  1. Yeah I know the weapon, I was meaning I couldn't find any reference to Wahai in this thread. I have summoned Imps from killing foes with Druid DoT spells. Probably related to the bug I reported with carnage/Blood Frenzy. Here you go: Just did another test - also works with Hel Beckoning
  2. Re: Cleaving Stance, they were saying you can kill a skele to trigger cleaving to then hit a nearby enemy. The stance itself won't hit friendlies, unless you are confused. Not sure where the reference to Wahai is?
  3. IIRC all classes have the same base accuracy, and same accuracy per level. PoE1 they had different base ACC. Barbs also get Lion's Sprint, which is bugged and gives you +15 accuracy until end of combat (supposed to be just your next attack). After they fix it it'll be interesting to see if the accuracy will apply to all targets hit with HoF. Yeah, kind of a bad idea to rate things that you haven't properly used.
  4. Pure Barbarian (probably Berzerker for the +2 PEN even if you miss out on the hit to crit). Pull of Eora + Spirit Tornado + Heart of Fury. Modal and/or Avenging Storm for bonus points. Granted you can only use two HoF without having to use an empower point. Streetfighter would be more consistent but if you can pull everything in then this will win hands down. You could take Blood Storm for the bleed but I like ST because if anything survives the first HoF, they will be cowering at your feet giving you time to reload and finish them off.
  5. Yeah I pretty much don't bother with WotEP, though it does have a place in some niche builds - mainly riposte based as Malkoy said. Definitely not S-Tier, maybe he hasn't used it since the nerf? I guess the ST per encounter enchant brings it up slightly. But a per encounter ability is just that - once per encounter.
  6. The Red Hand also has the Double Tap upgrade which kills all vessels (including pierce immune) that aren't "top tier". This means the lesser Constructs, standard Fampyrs (like the ones on the island to the East of Neketaka), Rotghasts (though not the higher level spitting ones), skeleton warriors/sorcerers/marksmen (though not the risen mages/armsmen/champions etc.), revenants and luminous revenants, etc. etc. Also the knockback is bugged (or at least it was in 1.2, haven't tested again in 2.0) and works even at full range. Finally, both the above work with driving flight, though for Double Tap it needs to pierce on to the same target on both shots. Overall an insanely powerful weapon.
  7. Scordeo's Edge is one of the best one-handed weapons in the game, as is Rust's Poignard - especially when combined. Scordeo's can stack above its cap currently, and while this is obviously a bug and will be fixed, you can get over 100 bonus accuracy if you build around it, and it applies to both weapons. Even after the inevitable nerf/fix +20 accuracy is no joke. Attacks that hit multiple times provide multiple stacks (it is particularly devastating on a Monk with Swift Flurry and Heartbeat Drumming). Rust's Poignard attack speed vs flanked also applies to both weapons, and when combined with Scordeo's you can prone lock most bosses quite easily (Bring Low has a 7 second duration). It is hilariously powerful when you get a Blade Cascade proc. The fact that it's a small weapon makes it an ideal off hand weapon for using full attacks. The lightsaber is too situational to be considered top tier imo, severely outclassed by Scordeo's Edge.
  8. It often persists through reloads. Only definitive way to remove it is quit and load back in. I believe they are working on a fix for this.
  9. TBH I usually just make Eder my tank, so I'm far from the best person to give advice on tank characters (I prefer being primary damage dealer). The difference is Paladins have a number of active defensive abilities (heal, blind, etc.) as well as the Exhortations. Whereas Fighter tanks are basically "take everything defensive and maybe some attack skills if you have room". But again, someone with more experience in making a tank main character would be better at giving advice here. I mainly chimed in to point out that flanked doesn't care about your engagement slots.
  10. Melee DPS survivability is only really an issue in the early game. Later on as long as you know what you're doing and make sure the tank takes all the initial attention of the mobs you shouldn't have a problem. And while Rogues do make excellent ranged damage dealers, they are still very strong in melee.
  11. Agreed, Swashbucklers tend to be quite boring tanks as most of the things you want to take are passives. Very much a set and forget build. That's not to say you can't build a more active tank out of one however.
  12. This is not true at all. All it takes to be flanked is for two enemies to threatening you in melee at (roughly) opposing sides. I can only think of two things in game affect when/whether you are flanked; Squid's Grasp (immunity) and One Stands Alone (one more foe needed). Oh, does it? Nice. (Gipon Prudesco also gives immunity to flanked if you enchant it to). So, would you recommend Streetfighter/Unbroken or Trickster/Unbroken? Trickster if you want to be a Riposte tank (there are three shields I can think of that have additional retaliatory attacks) - Streetfighter if you want to do more active damage. Even then I'd still take Riposte on the Streetfighter, unless you can't fit it in.
  13. I checked the description and then tested it in game just now - as soon as two mobs got in melee range on either side of me I got the flanked status.
  14. They woudn't, but we're talking about the worst multiclass combo here. Okay yeah that makes sense, given the name and all.
  15. I KNEW IT ahahahahahahahahaha *cries* To make things even better, the amount it increases it by doesn't seem to be proportional to the reduction in hostile duration value of the resolve stat. This could come down to things like rounding, and how the game handles partial ticks though.
  16. This is not true at all. All it takes to be flanked is for two enemies to threatening you in melee at (roughly) opposing sides. I can only think of two things in game affect when/whether you are flanked; Squid's Grasp (immunity) and One Stands Alone (one more foe needed).
  17. Yeah, that's why I always take double tap (also just better imo). This bug has also been reported some time ago. Thanks for the tip 1TTFFSSE, though I'm not sure my characters would be okay slaughtering poor Roparu. The royal family on the other hand...
  18. I have no idea why. I just did two tests on Serafen - first was with 20 RES and the shot did 87 + 11 lash = 98 and the DoTs did a total of 60 (rounding aside). I then dropped his RES down to 10 - hit for 104 + 13 lash = 117 and the DoTs did 52. Just make sure you have someone with RES debuffs. It's late and I'm tired, this would be counterproductive.
  19. Well a Wounding Shot + Deep Wounds used on Aloth did ~40-45% of the total damage dealt over time. The same against Vatnir was doing ~55-60%, and over a shorter duration. Just repeated after pumping Searfen up to 20 resolve - DoTs dealt ~61% of the hit damage combined.
  20. No but you need to take him in to Fort Deadlight (not Dunnage, will edit my post above) and to the room in the back with the chest. Edit: The blue ninja strikes again.
  21. Just edited my posts above - high resolve actually increases total damage received by such DoTs (not just the DPS).
  22. That is a very good question though; Do high resolve foes bleed out faster? I guess we could test by having an enemy use wounding shot on our high resolve character attacking our own party with different resolve scores. Okay, so despite the descriptions of both Wounding Shot and Deep wounds, they both do 20% damage over their duration. Going from 10 int to 20 int caused a reduction in tick damage by ~50%. What's more interesting though is that Vatnir (14 resolve) consistently took more damage than Aloth (10 resolve).
  23. Pick him up, take him to Dunnage Fort Deadlight, open the chest in the back (may have to complete Benweth quest), take him to Neketaka - Luminous Bathhouse, take him to Sayuka, get the gun, kill the pirates, ditch him.
  24. It has been "fixed" for most DoTs, as they tend to be 'X damage per 3.0 seconds for Y seconds'. However the ones that read 'X% of attack damage over time' will result in more DPS with a low int, but the same absolute damage - 20% of 100 is still 20, regardless if it's dealt over 10 seconds or 5. So for the former, high int is good as it will keep ticking for the same amount for a longer time, it's things like Hunters Wounding Shot and Deep Wounds that benefit from low int.
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