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I'll start.

 

Loving the increased difficulty and mob density I really wanted to play a gun mage (cipher) as that was my favorite character from poe. I tried an ascendant / sharpshooter but something just seemed missing...

 

Enter mindstalker. I got to thinking that my free casting was nice but rather slow and I still wanted to cast fast while also having decent burst to reach ascended. Streetfighter with the strongest action speed buff in the game with blunderbuss modal to proc it and holy smokes is it fun. I use serafens blunderbuss not only for the dual damage type but because it allows me backstab for crazy damage since it doesn't multishot. The alpha strike allows me to go ascended and then have the 50% faster casting from street fighter it's pretty awesome.

 

What are you guys running on your main dude?

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I'm using my transcendent build.  Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

 

I haven't had the chance to compare it to other builds.  Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

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Marauders, street fighter with death godlike is so damn risky but fun, esp with Frenzy. The necklace from the Flooded Streets of Gorecci works so well with this build keeping you blooded and alive for a while and you have escape/crippling shot and barbaric blow early with Beraths blessings so no waiting 5-6 lvls to have some fun. One thing that always felt wrong for me with this and POE1 were builds that didnt have any fun factor in them till mid/late game. I like early bloomers.

Edited by QuiteGoneJin

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Man on the first island on 1.1beta on PotD+Deadly Deadfire mod you really need to take control of enemies (ie whispers) to survive. Or start at level 4, or play a tank (but at that low level that probably won't matter). Taking control of enemies for them to fight for you is the most effective strategy. 

 

Playing Ascendant/ Berserker witch currently. Frenzy->build focus->start spamming whispers of treason. The other toons in my party act as meatshields.

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I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

 

I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

 

An Empowered Whispers can turn a fight.

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I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

 

I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

 

An Empowered Whispers can turn a fight.

Well I mean it's just that a lot of the powers available aren't that powerful. High level wizard and druid spells are incredibly powerful. They are pretty solid honestly I think a lot of it is people comparing them to POE 1.

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I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

 

I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

 

An Empowered Whispers can turn a fight.

Well I mean it's just that a lot of the powers available aren't that powerful. High level wizard and druid spells are incredibly powerful. They are pretty solid honestly I think a lot of it is people comparing them to POE 1.

 

 

Yeah but high level does not really matter. Everything is strong at high level.

 

About the only good offensive Wizard spell till PL 3 is Chill Fog. Druids have bad accuracy issues at low levels with spells.

 

Just find it weird how every rags on them but then recuits as temp companions to get through the early fights (usually the hardest part of a CRPG).

Edited by Maxzero

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I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

 

I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

 

An Empowered Whispers can turn a fight.

Well I mean it's just that a lot of the powers available aren't that powerful. High level wizard and druid spells are incredibly powerful. They are pretty solid honestly I think a lot of it is people comparing them to POE 1.

Yeah but high level does not really matter. Everything is strong at high level.

 

About the only good offensive Wizard spell till PL 3 is Chill Fog. Druids have bad accuracy issues at low levels with spells.

 

Just find it weird how every rags on them but then recuits as temp companions to get through the early fights (usually the hardest part of a CRPG).

Well I mean Im not disagreeing just rather explaining why. Druids are fairly good with there support skills early too. I mean ciphers to me aren't bottom tier more of in the middle they just need a lot of there skills looked at honestly. Right now with my streetfighter / ascendant I think he's pretty awesome I get 50% quicker recovery and machine gun out spells I just feel my spell choice isn't the greatest

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I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

 

I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

 

An Empowered Whispers can turn a fight.

Well I mean it's just that a lot of the powers available aren't that powerful. High level wizard and druid spells are incredibly powerful. They are pretty solid honestly I think a lot of it is people comparing them to POE 1.

Yeah but high level does not really matter. Everything is strong at high level.

 

About the only good offensive Wizard spell till PL 3 is Chill Fog. Druids have bad accuracy issues at low levels with spells.

 

Just find it weird how every rags on them but then recuits as temp companions to get through the early fights (usually the hardest part of a CRPG).

Well I mean Im not disagreeing just rather explaining why. Druids are fairly good with there support skills early too. I mean ciphers to me aren't bottom tier more of in the middle they just need a lot of there skills looked at honestly. Right now with my streetfighter / ascendant I think he's pretty awesome I get 50% quicker recovery and machine gun out spells I just feel my spell choice isn't the greatest

 

 

It's not really aimed at you.

 

It's more of a general attitude across the board.

 

While Cipher's themselves have not gotten stronger the way the game has changed in 1.1 suits them a lot more. How many of the now tough fights in 1.1 can be turned completely on their heads with a Empowered Whispers or Ring Leader?

 

Charming a target then attacking while it's Charmed still works.

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I had a good time with an island Aumaua shieldbearers/troubadour tank using explosives/grenades. I made the character using blessing of Berath bonusses but should be viable either way. 

 

The through the waves racial is bad but the best boots in the game for tanks are sold by the vendor at port Mahe anyway and grant might resistance. I used the +2 dex/+2 explosives gloves on him since he specialises in explosives as an active skill. 

 

Idea: he uses max might (22) to get ancient memory to 2hp/sec at level 7 (we need over +50% bonus, so 36% from might and 15% from PL 3). We give him int 20 with item bonusses so his phrases have 100% uptime and good reach. He tanks everything using a heavy shield and the dagger modal while being passively healed by swift winds of death, the upgraded paladin aura and ancient memory. When an ally drops low he has decent dex and high int to grant the strongest heal in the game to that character, making them immortal for 10-ish seconds and healing them for a good bit. Additionally, he summons additional 'off tanks' when needed in the form of skeletons, which with upgrade respawn when they die, and ogres later. I am considering taking the tier 7 resource restored invocation as with brisk recitation, you can actually use that fairly quickly to make a pseudo-brilliant effect. 

 

His downside is that he doesn't do much damage outside of explosives. But given all the rogue buffs in 1.1, I'm just using swashbuckler Eder and Scout Maya and throw the explosives to inflict blindness and automatically trigger their sneak attack/deathblow abilities. 

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I had a good time with an island Aumaua shieldbearers/troubadour tank using explosives/grenades. I made the character using blessing of Berath bonusses but should be viable either way.

 

The through the waves racial is bad but the best boots in the game for tanks are sold by the vendor at port Mahe anyway and grant might resistance. I used the +2 dex/+2 explosives gloves on him since he specialises in explosives as an active skill.

 

Idea: he uses max might (22) to get ancient memory to 2hp/sec at level 7 (we need over +50% bonus, so 36% from might and 15% from PL 3). We give him int 20 with item bonusses so his phrases have 100% uptime and good reach. He tanks everything using a heavy shield and the dagger modal while being passively healed by swift winds of death, the upgraded paladin aura and ancient memory. When an ally drops low he has decent dex and high int to grant the strongest heal in the game to that character, making them immortal for 10-ish seconds and healing them for a good bit. Additionally, he summons additional 'off tanks' when needed in the form of skeletons, which with upgrade respawn when they die, and ogres later. I am considering taking the tier 7 resource restored invocation as with brisk recitation, you can actually use that fairly quickly to make a pseudo-brilliant effect.

 

His downside is that he doesn't do much damage outside of explosives. But given all the rogue buffs in 1.1, I'm just using swashbuckler Eder and Scout Maya and throw the explosives to inflict blindness and automatically trigger their sneak attack/deathblow abilities.

How is the availability of explosives? That sounds pretty cool actually!

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Consumable is unchanged, so they are extremely powerful in 1.1, specially scrollls and bombs

 

Explosives are so good I am actually looking at which classes get +skills to explosives on character creation. Helps a lot when you are also using Bereths blessing.

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To my knowledge there are 3 cinder bombs, 5 stun grenades and a couple sparkcrackers in the starting island.

 

Afterwards there are about 30 explosives you can find, and as far as I could tell there was about 30 gunpowders total, but I could have missed some. Cinders use 1 gunpowder for 3 bombs, grenades use 1 for 2.

 

 

 

To give you concrete examples, most encounters are "simplified" with 1 Cinder Bomb. The Giant Cave Grub required me to throw 3 cinders and 2 grenades to solo it. Arkemyr can be killed with a couple concussions, but the golems tend to pull you into the crazy explosion radius as well, leading to a very quick fight :)

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I had a good time with an island Aumaua shieldbearers/troubadour tank using explosives/grenades. I made the character using blessing of Berath bonusses but should be viable either way.

 

The through the waves racial is bad but the best boots in the game for tanks are sold by the vendor at port Mahe anyway and grant might resistance. I used the +2 dex/+2 explosives gloves on him since he specialises in explosives as an active skill.

 

Idea: he uses max might (22) to get ancient memory to 2hp/sec at level 7 (we need over +50% bonus, so 36% from might and 15% from PL 3). We give him int 20 with item bonusses so his phrases have 100% uptime and good reach. He tanks everything using a heavy shield and the dagger modal while being passively healed by swift winds of death, the upgraded paladin aura and ancient memory. When an ally drops low he has decent dex and high int to grant the strongest heal in the game to that character, making them immortal for 10-ish seconds and healing them for a good bit. Additionally, he summons additional 'off tanks' when needed in the form of skeletons, which with upgrade respawn when they die, and ogres later. I am considering taking the tier 7 resource restored invocation as with brisk recitation, you can actually use that fairly quickly to make a pseudo-brilliant effect.

 

His downside is that he doesn't do much damage outside of explosives. But given all the rogue buffs in 1.1, I'm just using swashbuckler Eder and Scout Maya and throw the explosives to inflict blindness and automatically trigger their sneak attack/deathblow abilities.

How is the availability of explosives? That sounds pretty cool actually!

 

 

Classes that get explosives as starting skills seem to be only fighter and druid (?). There is one background, scientist, that grants an additional +1 explosives. I believe that is exclusive to the white that wends area.

 

Regarding availability of explosives, there are a total of 6 cinder bombs on the starting island, 3 from near the beach where you startt and 3 can be bought from the rogue vendor at the tavern in port Mahe. You can also steal these 3 from his chest. I assume these restock over time but haven't tested. There are also a few sparkcrackers and stun bombs available. 

 

I only needed 2 cinder bombs on the starting island, one for the goracci street fight and one for the fight near Aloth. Both made the fights MUCH easier, AOE interrupt + long blind + large amount of damage over time is brutal. 

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Cleared 1.1 Solo on PotD with Paladin/Cipher without cheesing. Only trouble situations in scripted events when 5+ enemys surround you. 

 

Stacking armor + stacking passiv heal + borrowed instinct + soul ignition + desintegration was the way to go :)


 Done this as Bleak Walker Paladin.

 

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tried paladin (kow) / monk (helwalker) on pod 1.1  was tricky at first due to unexpected amount of enemies but overall still solid build with plenty of healing & good dp in party.

Have not tried no party yet.

For my sage - wiz / monk - I feel that I need to now actually use empower for longer fight or dies too fast for my like. But that is not fully  prepared build yet.

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