Kordanor Posted March 23, 2015 Posted March 23, 2015 Thanks for your answer. Regarding Accuracy via perception: Also consider that this would retroactively make the Path of the Damned difficulty somewhat harder as all enemies would receive a significant accuracy boost if they get +50% attributes.
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 It might, yep. Although that wouldn't necessarily be a bad thing.
Mannock Posted March 23, 2015 Posted March 23, 2015 Thanks for a nice video. Regarding the rogue. What stats would you recomend for a bow wielding rogue who won't be focusing on the active abilities, but rather the passive abilities? I'll do it, for a turnip. DnD item quality description mod (for PoE2) by peardox
Greensleeve Posted March 23, 2015 Posted March 23, 2015 What's your opinion on Savage Attacks? It looks pretty great on paper. As straight forward as it looks, or is -15 Accuracy weighted differently than I expect (moderate penalty, but not terribly heavy)? As it reads, I get the feeling it's basically always worth it.
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 (edited) Personally I prefer Vulnerable Attack instead as since they removed accuracy from Attributes you need every point of Accuracy you can get. It's still a good talent and it also stacks with Vulnerable Attack I think, but I prefer Vulnerable Attack. Vulnerable Attack and Two Weapon Fighting is my favourite melee combo because the Two Weapon Fighting speed increase completely offsets the speed penalty from Vulnerable Attack. Edited March 23, 2015 by Sensuki
Greensleeve Posted March 23, 2015 Posted March 23, 2015 Yeah, I saw that combo and it looks a hell of a lot of fun, but I'm fairly set on a two-handed weapon on my first playthrough, and I'm worried that the attack speed loss from Vulnerable Attack isn't going to be made up for by 5 DR bypass. But the lack of an accuracy attribute is indeed making me reconsider Savage Attacks slightly.
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 Yep, you might be right. You could grab Weapon Focus to offset that as well.
Kordanor Posted March 23, 2015 Posted March 23, 2015 Arent Vulnerable Attack and Savage Attack modal and therefore exclusive? Barbarians Reckless Assault is also a Modal one. Or did I understand the Modal mechanic wrong? Problem for Savage attack would be that with the additional +15% miss chance (instead of crits in worst case), you would also lose damage multiplicators like from strength or enchantments. In addition active abilities might also not be very reliable anymore.
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 Athelas from the RPGCodex said they both stacked. Savage Attack only reduces your Accuracy by 5, I'm pretty sure. If it was 15, no one would pick it.
Bolshoi Posted March 23, 2015 Posted March 23, 2015 Thanks a lot for the video! It answered a lot of questions I had and I've now decided to preorder the game. Could you give some advice on how to build a melee ranger statswise? I'm guessing might/dexterity/perception, but I don't know whether or not melee rangers benefit from intelligence. I'm also torn between using a 2h weapon and dual wielding, which also might affect stat choice (dexterity is apparently not good when using slower weapons?).
Mannock Posted March 23, 2015 Posted March 23, 2015 Is there any point in taking backstab for a bow wielding rogue? I mean, it says the char have to be max 2 meters from target, and that's not generally a prefered distance for a ranged char. I'll do it, for a turnip. DnD item quality description mod (for PoE2) by peardox
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 (edited) You could get away with it if you also took Shadowing Beyond, and maybe Coordinated Positioning. Get close with Stealth, fire a shot, use Coordinated Positioning to swap positions with the Fighter, go invisible, go close and shoot them again. Many lulz were had etc (providing you don't get disabled after you first fire). Edited March 23, 2015 by Sensuki
Kordanor Posted March 23, 2015 Posted March 23, 2015 Got the -15 Accuracy from the Wiki...might be outdated again.
Kordanor Posted March 23, 2015 Posted March 23, 2015 since they removed accuracy from Attributes you need every point of Accuracy you can get. It seems like there are already good guesses around for how high you can push deflection but do you have any estimate on how far you will be able to boost your accuracy by items (excluding any abilities/talents)?
sparklecat Posted March 23, 2015 Posted March 23, 2015 From the comparisons you were drawing in the video, it sounds like you know 4e D&D fairly well; if I wanted to make something like an illusionist wizard, would I do better going with an actual wizard or a cipher here? The mind-attacking spells thing sounds like cipher might be a better fit, while proper wizards are maybe more evokers?
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 As far as I know the only semi-illusion related spells are Wizard spells, although the Cipher has one spell called Phantom Foes I guess. I'm most familiar with AD&D 2E and 3E. Played and DM'd 4E once each, and never played 3.5 or Pathfinder.
Kordanor Posted March 23, 2015 Posted March 23, 2015 Do you know whether Blunderbusses trigger secondary effects like Carnage or Deep Wounds 4 times? Or is it counted as one shot in that regards? And related: If you attack an enemy with an attack like Blinding Strike and do not hit with the normal attack. Do you still have an additional roll for Blinding? Or will it always miss if the main attack wasn't successful? Does this mean that a blunderbuss attack normally has a higher chance of success as its unlikely that all 4 bullets miss?
Sensuki Posted March 23, 2015 Author Posted March 23, 2015 (edited) If you use Blinding Strike on a Blunderbuss it will apply the blinding effect each time, and keep the highest duration. Haven't tested Deep Wounds I don't think, but I assume the duration just gets reset like Blinding Strike. And yeah if your primary attack misses, secondary attack does too. Blunderbuss has 8 projectiles though, I've never missed all of them (yet). Edited March 23, 2015 by Sensuki 1
wolfrider100 Posted March 23, 2015 Posted March 23, 2015 (edited) Hi Sensuki what would be a good build stats wise for a human sword and shield fighter that's focused on being able to take hits but also deal them out? Thinking abilities wise Knock Down and then Constant Recovery, since it auto regenerates stamina, but I'm just not sure what Attributes to pick. Edited March 23, 2015 by wolfrider100 " Life... is strength. That is not to be contested, it seems logical enough. You live, you affect your world. " ` Jon Irenicus ´
guizhang Posted March 23, 2015 Posted March 23, 2015 watched part 1. good video! very informative, thanks
Kordanor Posted March 23, 2015 Posted March 23, 2015 Do you need to manually reload all blunderbusses in your up to 4 weapon slots after each fight? Or is that done automatically for the remaining weapons? Because that could be really annoying in such a build.
namelessthree Posted March 23, 2015 Posted March 23, 2015 Hi Sensuki. Which in your opinion would be the best build for a D&D fighter /mage focused on crowd control. I kinda love to mess around with the enemies before obliterating them 1
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