Dorftek Posted September 6, 2018 Posted September 6, 2018 I am a big fan of Wotep too especially as a monk who get huge int and flurrys
Boeroer Posted September 6, 2018 Posted September 6, 2018 Yes, I also tried a monk when I was testing Soul Ann. with it. I think a high lvl monk is actually better with it than a Soulblade because of bigger AoE, the additonal lash and the additional attacks that frequently proc. However, you can use Soul Annihilation right away from lvl 1. Deadfire Community Patch: Nexus Mods
Haplok Posted September 7, 2018 Posted September 7, 2018 (edited) Maybe both then? A Soulblade Transcendent. Although Duality doesn't stack with Smart AFAIR, so if a Mindstalker can get Acute from a friendly Priest, he wouldn't be too far off. And aoe Break the Bell Dazed effect could be a solid defense. Trickster or Streetfighter though? Trickster is kinda slow with two-handers. Going Streetfighter could solve this issue. But then so would a monk. Perhaps a Shadowdancer then? Eh. Edit: Well, apparently sneak attack bonus (and Streetfighter bonus) factor in SA calculations. So that would put the rogue (and particularly Streetfighter) ahead of the monk. Edited September 7, 2018 by Haplok
Haplok Posted September 7, 2018 Posted September 7, 2018 What is everybody's opinion, what is the better fit for a two-handed Soulblade Mindstalker, a Streetfighter or a Trickster? Or perhaps an Assassin?
Kaylon Posted September 7, 2018 Posted September 7, 2018 Yes, I also tried a monk when I was testing Soul Ann. with it. I think a high lvl monk is actually better with it than a Soulblade because of bigger AoE, the additonal lash and the additional attacks that frequently proc. However, you can use Soul Annihilation right away from lvl 1. Deep Wounds + Sneak Attack + Deathblows + Various Bleeds >> All monk bonuses (without mentioning that Sneak Attack + Deathblows helps gaining focus much faster and also increase SA damage).
mant2si Posted September 7, 2018 Posted September 7, 2018 Yes, I also tried a monk when I was testing Soul Ann. with it. I think a high lvl monk is actually better with it than a Soulblade because of bigger AoE, the additonal lash and the additional attacks that frequently proc. However, you can use Soul Annihilation right away from lvl 1. Deep Wounds + Sneak Attack + Deathblows + Various Bleeds >> All monk bonuses (without mentioning that Sneak Attack + Deathblows helps gaining focus much faster and also increase SA damage). Yeah, for Soulblade Sneak Attack + DD is really good combination Solo PotD builds: The Glanfathan Soul Hunter (Neutral seer. Dominate and manipulate your enemies), Harbinger of Doom (Dark shaman. Burn and sacrifice, yourself and enemies for Skaen sake)
Boeroer Posted September 7, 2018 Posted September 7, 2018 I think it depends on the enemy. I was testing against dummies before writing that. One time with that SB/Streetf. and the other time with a Berserker/Monk. Due to the crappy deflection of the dummies the monk did kill the dummies faster. Just because Swift Flurry + Heartbeat leads to +100% multiplicative damage once it procs - and not on a single enemy but it triggers the cone attack again. Then there is the burning lash... The AoE itself also leads to a lot of procs against those low defenses. It also wasn't easy to get flanked for Heating Up and at the same time place the cone perfectly well in order to hit as many enemies as possible. With Torment's Reach and WotEP it's easier to position yourself perfectly well because both are cone-shaped. The stun of TR also helped to produce more crits I presume. Also Stunning Surge with the WotEP is quite nice (not necessarily in terms of dps but overall usefulness as hard CC in an AoE). Against high defense/high AR I think the monk would be worse. But as I said: Soul Annihilation works from lvl 1 on and profits from Sneak Attack right away. So over the course of a whole playthrough this may be the better pick for dps anyway. Deadfire Community Patch: Nexus Mods
Haplok Posted September 8, 2018 Posted September 8, 2018 Eh, it appears that for whatever reason, Strike the Bell only affects the primary target. So there goes my idea to aoe Daze enemies as a form of Defense. Well, eventually you get access to Mind Plague, but its late and I wonder about its usefullness on a Soulblade.
Boeroer Posted September 8, 2018 Posted September 8, 2018 For me Secret Horrors is a nice "defensive" tool. Huge AoE and Frightened at least prevents all active ability use. 1 Deadfire Community Patch: Nexus Mods
Haplok Posted September 8, 2018 Posted September 8, 2018 That's true. But autoattacks can still hurt.
dunehunter Posted September 8, 2018 Posted September 8, 2018 Eh, it appears that for whatever reason, Strike the Bell only affects the primary target. So there goes my idea to aoe Daze enemies as a form of Defense. Well, eventually you get access to Mind Plague, but its late and I wonder about its usefullness on a Soulblade. All rogue abilities are fixed to only affect main target in beta. But something like stunning attack from monk is not fixed, imo it's an oversight.
Boeroer Posted September 8, 2018 Posted September 8, 2018 They already did this a while ago, during backer beta. For example you couldn't apply Crippling Strike with Blast. But it got reverted. Now again? Deadfire Community Patch: Nexus Mods
lorddarkflare Posted September 8, 2018 Posted September 8, 2018 They already did this a while ago, during backer beta. For example you couldn't apply Crippling Strike with Blast. But it got reverted. Now again? Yeah. Not sure when the change was made, but in the 2.1 beta, Rogue status effects only apply to the primary target. Crippled my Mortar build something fierce.
Boeroer Posted September 8, 2018 Posted September 8, 2018 Quite unfair if Rogue's strikes only apply to single target while Fighter's Mule Kick or Monk's FoA or Stunning Blows still applies to the AoE. Deadfire Community Patch: Nexus Mods
lorddarkflare Posted September 8, 2018 Posted September 8, 2018 Quite unfair if Rogue's strikes only apply to single target while Fighter's Mule Kick or Monk's FoA or Stunning Blows still applies to the AoE. Played around with it more and I think this was a false alarm, at least for the Mortars. Had a mod which cratered my accuracy, but closer inspection of the logs shows that the mortars continue to work as they always have. Pierce the bell worked as expected as well, so I don't know if the issue mentioned earlier is actually true.
Haplok Posted September 8, 2018 Posted September 8, 2018 (edited) Hm, I tried a lot of times yesterday with Strike the Bell on WotEP. Always affected only 1 target with Dazed. Finishing Strike, Confounding Blind and Crippling Strike worked as expected (I'm still on 2.01). A weird inconsistency. And a shame, as it could be an interesting defensive/offensive strategy for two handed rogues. Edited September 8, 2018 by Haplok
dunehunter Posted September 8, 2018 Posted September 8, 2018 Quite unfair if Rogue's strikes only apply to single target while Fighter's Mule Kick or Monk's FoA or Stunning Blows still applies to the AoE. Played around with it more and I think this was a false alarm, at least for the Mortars. Had a mod which cratered my accuracy, but closer inspection of the logs shows that the mortars continue to work as they always have. Pierce the bell worked as expected as well, so I don't know if the issue mentioned earlier is actually true. So rogue abilities works in an area with some weapon(Mortars) and some not(WotEP). Seems really confusing to me
Boeroer Posted September 8, 2018 Posted September 8, 2018 (edited) No, only Strike the Bell. I suspect it has something to do with "two handed attack only" and that maybe the AoE hits don't pass that check. Edited September 8, 2018 by Boeroer 4 Deadfire Community Patch: Nexus Mods
Boeroer Posted September 8, 2018 Posted September 8, 2018 Well, something wil "bell" in it. 1 Deadfire Community Patch: Nexus Mods
MaxQuest Posted September 8, 2018 Posted September 8, 2018 (edited) For me Secret Horrors is a nice "defensive" tool. Huge AoE and Frightened at least prevents all active ability use.Just wanted to note: "all hostile spells or abilities". Frightened characters can still use buffs, heals, etc. Frightened ciphers can even cast stuff like Soul Shock, since it is ally-targeted. P.S. Just-in-case: rogue strikes with mortar (and other aoe blunderbusses) do apply strike effects to all enemies in the aoe, in v2.0.1. Edited September 8, 2018 by MaxQuest 2 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
brasilgringo Posted September 9, 2018 Posted September 9, 2018 P.S. Just-in-case: rogue strikes with mortar (and other aoe blunderbusses) do apply strike effects to all enemies in the aoe, in v2.0.1. i thought someone was reporting that this had been "fixed"?
Boeroer Posted September 9, 2018 Posted September 9, 2018 That seems to have been false alarm. 1 Deadfire Community Patch: Nexus Mods
Lampros Posted September 11, 2018 Posted September 11, 2018 If all the enemies stacked up in one spot and there's no target cap, pure barbarian all the waaaay if it's just melee we're talking about. Honestly, best really depends on specific criteria. A mage like a druid or wizard is going to run out of resources eventually in a nonstop marathon battle so melee builds will pull out ahead in that context or if their nukes are against stupid high resistances. Are there battles that are so long where casters run out of spells? I thought casters no longer need to sleep after every fight?
Boeroer Posted September 11, 2018 Posted September 11, 2018 No, they don't have to. But they usually only have 2 casts per spell level per encounter. So at lower levels their actions are rather limited - while weapon based chars can always auto-attack for decent damage. 1 Deadfire Community Patch: Nexus Mods
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