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The strongest beta build


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Wounding Shot's DoT damage counts Lash too, so it seems a Sharpshooter/Helwalker is a good combo

 

With full wounds, I'm able to shoot a Wounding Shot with 70-100 damage per DoT with a crossbow, and DoT ticks 5 times, with the initial shoot damage, that's 420-600 damage with one wounding shot. Pretty decent for me.

 

Edit: And after looking in the the old thread about DoT, it seems that INT won't affect the total damage for wounding shot. Othewise this would combo good with the Monk Duality Modal that adds 10 INT when full wounds.

 

Seems in POE 2, Wounding Shot is changed so INT does affect duration and total damage of DoT, the per tick damage won't be reduced because of high INT, this create even better synergy between monk and ranger, Wounding Shot benefit from the high INT of Monk Duality Modal.

 

I've actually been trying something very similar recently - pretty much the same idea!

 

I tried a Sharpshooter/Soul Blade using an arquebus. With Aimed Shot (+20 Accuracy), Marked Prey (+20% Damage), Tenuous Grasp (-5 resolve, -3 power levels) and empowered Accurate Wounding Shot, i hit for about 80+ damage with 5 DoT ticks on the Engwithan Titan.

 

I mostly went for a Cipher for the Biting Whip damage (+40%) and 1 extra penetration.

 

14juecj.jpg

 

Only thing i'd change is maybe take some points from Dexterity and Resolve and put them into Intellect. Also change race to Nature Godlike for more potential power levels.

Edited by Drum_Warrior

Completed with a Wild Orlan Wizard

 

wunmnk.jpg

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Well I'm using crossbow :) That's much faster than arquebus. I choose crossbow because it has initial 10% hit to critical convert bonus, combine with Sharpshooter and Heart Orlan, I got 35% hit to critical bonus, plus high accuracy from Accurate Wounding Shoot, I have high chance to crit with crossbow. So I got crit damage bonus, high MIG bonus and Lash, that's 3 multipliers affect each other :p

 

Not to mention you can kick enemy away if they try to engage you, or use turn blade and run away. Dance of Death works perfect on ranged characters too.

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I really only went with an arquebus because of Aimed Shot accuracy... my thought was just to get ridiculous accuracy so even a hit would do crazy damage  :p 

 

Ooh i forgot about the Hearth Orlan racial - that's a better choice!

 

I tried your build out and loved it btw!

Completed with a Wild Orlan Wizard

 

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Viewing POE 1 threads gives a lot inspirations, so now Cipher Backlash will stun enemy for 10 second, would Cipher/Paladin be very efficient in killing dragons? Sworn enemy + Zealot focus would gives +20 accuracy for Backlash, which stun dragons for 10 second... Cipher/Paladin would be good Charm/Domination combo too.

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With the new pach i tested a ranger(with spirit pet)/barbarian(berserk).

 

Was pretty interesting, with wounding shots full attacks (+20 accuracy/wounding lash), marked prey (+20%dmg), berserk rage, weapon proficiency, spirit pet if needed ( basically you get a low cost powerful summon instead of the normal pet. I think is much stronger than normal pet, since you don't need to waste resources for heal the pet, casting time is short, if the pet die you can just call him again).

 

I felt very satisfied, until i realized that i builded the poor man's berserker/bleak walker. In the end sworn enemy >> than marked pray, and FoD >> wounding shot. Only the spirit pet was a clear benefit, but bleak walker version feels much stronger indeed

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With the new pach i tested a ranger(with spirit pet)/barbarian(berserk).

 

Was pretty interesting, with wounding shots full attacks (+20 accuracy/wounding lash), marked prey (+20%dmg), berserk rage, weapon proficiency, spirit pet if needed ( basically you get a low cost powerful summon instead of the normal pet. I think is much stronger than normal pet, since you don't need to waste resources for heal the pet, casting time is short, if the pet die you can just call him again).

 

I felt very satisfied, until i realized that i builded the poor man's berserker/bleak walker. In the end sworn enemy >> than marked pray, and FoD >> wounding shot. Only the spirit pet was a clear benefit, but bleak walker version feels much stronger indeed

 

Yeah I agree, before the patch Wounding shot was pretty awesome, you can do a lot damage with it, but after patch I did some test and the damage is tuned sadly. Mark the prey is worse than Sworn enemy for sure.

 

Edit: Wounding shot is still not too bad, with the previous Helwalker/Sharpshooter I can still shot over 100 damage with crossbow, and Wounding shot ticks 50% of the damage, around 50 DoT for like 4-5 ticks depends your INT. So u can still dd over 300 damage with it, tried arquebus and it's even better, 120 initial damage with a 60 DoT, potential to do 400+ with Wounding shot.

Edited by dunehunter
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With the new pach i tested a ranger(with spirit pet)/barbarian(berserk).

 

Was pretty interesting, with wounding shots full attacks (+20 accuracy/wounding lash), marked prey (+20%dmg), berserk rage, weapon proficiency, spirit pet if needed ( basically you get a low cost powerful summon instead of the normal pet. I think is much stronger than normal pet, since you don't need to waste resources for heal the pet, casting time is short, if the pet die you can just call him again).

 

I felt very satisfied, until i realized that i builded the poor man's berserker/bleak walker. In the end sworn enemy >> than marked pray, and FoD >> wounding shot. Only the spirit pet was a clear benefit, but bleak walker version feels much stronger indeed

 

Yeah I agree, before the patch Wounding shot was pretty awesome, you can do a lot damage with it, but after patch I did some test and the damage is tuned sadly. Mark the prey is worse than Sworn enemy for sure.

 

Edit: Wounding shot is still not too bad, with the previous Helwalker/Sharpshooter I can still shot over 100 damage with crossbow, and Wounding shot ticks 50% of the damage, around 50 DoT for like 4-5 ticks depends your INT. So u can still dd over 300 damage with it, tried arquebus and it's even better, 120 initial damage with a 60 DoT, potential to do 400+ with Wounding shot.

 

 

And the cost has been reduced to 1, so you can use it twice as many times (if you have the time...). That's a lot of uses. So using it with Hunting Bows or other fast weapons might not be so bad. (Firearms + quick switch being even better but you can only use 3 of your Wounding Shots.) Should be able to stack raw DoT and use Combusting Wounds.....

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As far as you know, now high int mean more DoT dmg for wounding shot? No more like PoE 1, when the dmg was the same, just done in less time with low int?

Resolve affect the wounding dmg in some way?

1. Yes, DoT damage only based on your initial damage. DoT duration affected by INT. It’s different from POE1.

 

2. If the DoT source is a spell, of course Resolve will affect DoT damage. If it’s made by physicial attack, only Might will affect.

Edited by dunehunter
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With the new pach i tested a ranger(with spirit pet)/barbarian(berserk).

 

Was pretty interesting, with wounding shots full attacks (+20 accuracy/wounding lash), marked prey (+20%dmg), berserk rage, weapon proficiency, spirit pet if needed ( basically you get a low cost powerful summon instead of the normal pet. I think is much stronger than normal pet, since you don't need to waste resources for heal the pet, casting time is short, if the pet die you can just call him again).

 

I felt very satisfied, until i realized that i builded the poor man's berserker/bleak walker. In the end sworn enemy >> than marked pray, and FoD >> wounding shot. Only the spirit pet was a clear benefit, but bleak walker version feels much stronger indeed

Yeah I agree, before the patch Wounding shot was pretty awesome, you can do a lot damage with it, but after patch I did some test and the damage is tuned sadly. Mark the prey is worse than Sworn enemy for sure.

 

Edit: Wounding shot is still not too bad, with the previous Helwalker/Sharpshooter I can still shot over 100 damage with crossbow, and Wounding shot ticks 50% of the damage, around 50 DoT for like 4-5 ticks depends your INT. So u can still dd over 300 damage with it, tried arquebus and it's even better, 120 initial damage with a 60 DoT, potential to do 400+ with Wounding shot.

And the cost has been reduced to 1, so you can use it twice as many times (if you have the time...). That's a lot of uses. So using it with Hunting Bows or other fast weapons might not be so bad. (Firearms + quick switch being even better but you can only use 3 of your Wounding Shots.) Should be able to stack raw DoT and use Combusting Wounds.....

And when u got Driving flight, your Wound Shot is doubled :) or Rod + Wounding shot for Aoe DoT perhaps? ;)

Edited by dunehunter
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As far as you know, now high int mean more DoT dmg for wounding shot? No more like PoE 1, when the dmg was the same, just done in less time with low int?

Resolve affect the wounding dmg in some way?

1. Yes, DoT damage only based on your initial damage. DoT duration affected by INT. It’s different from POE1.

 

2. If the DoT source is a spell, of course Resolve will affect DoT damage. If it’s made by physicial attack, only Might will affect.

Ok, so for optimizing wounding shot dmg i should max both str & int. No more dumping int :(

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As far as you know, now high int mean more DoT dmg for wounding shot? No more like PoE 1, when the dmg was the same, just done in less time with low int?

Resolve affect the wounding dmg in some way?

1. Yes, DoT damage only based on your initial damage. DoT duration affected by INT. It’s different from POE1.

 

2. If the DoT source is a spell, of course Resolve will affect DoT damage. If it’s made by physicial attack, only Might will affect.

Ok, so for optimizing wounding shot dmg i should max both str & int. No more dumping int :(

I don’t think u need to max INT, because if you build your ranger right enemies won’t last that long to take full wounding damage. But dumping INT is a bad idea for sure.

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One super tanky build with decent damage is a Crusader - Fighter (Devoted)/Paladin (Goldpact Knights).

 

I had no problem soloing both the Skulking-Terror and Engwithan Titan at Level 7.

 

Tactics were: activate block modal on shield, activate warrior stance, brand enemy, use disciplined strikes, use potion of deftness, attack for consistent hits and crits, toggle interfering strikes on hatchet for debuff enemy accuracy on dangerous attacks, heal when needed.

 

 28w0z15.jpg

 

Base Attributes as shown, except Resolve which is 18 (+2 is from Rikuhu's Blessing)

 

2d9cun4.jpg

 

206ha4x.jpg

 

Hmm is brand enemy supposed to give permanent fire DOT damage until end of combat? I tried using it but it didnt seem to do any damage (nothing on combat logs, mob hp still uninjured). Not sure if bugged or i'm doing something wrong

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One super tanky build with decent damage is a Crusader - Fighter (Devoted)/Paladin (Goldpact Knights).

 

I had no problem soloing both the Skulking-Terror and Engwithan Titan at Level 7.

 

Tactics were: activate block modal on shield, activate warrior stance, brand enemy, use disciplined strikes, use potion of deftness, attack for consistent hits and crits, toggle interfering strikes on hatchet for debuff enemy accuracy on dangerous attacks, heal when needed.

 

 28w0z15.jpg

 

Base Attributes as shown, except Resolve which is 18 (+2 is from Rikuhu's Blessing)

 

2d9cun4.jpg

 

206ha4x.jpg

 

Hmm is brand enemy supposed to give permanent fire DOT damage until end of combat? I tried using it but it didnt seem to do any damage (nothing on combat logs, mob hp still uninjured). Not sure if bugged or i'm doing something wrong

 

 

As far as i'm aware it's meant to give DOT until combat ends. 

 

Nice catch! 

Edited by Drum_Warrior

Completed with a Wild Orlan Wizard

 

wunmnk.jpg

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Found a very OP combo...

 

So now Kalakoth's Minor Blights is a single-handed weapon when summoned, you can put a sword at offhand slot and now your Minor Blights get -50% recovery time from dual wielding. Your attack now has <1.5 second recovery time now.

 

The Blight work same as Rod + Blast, but you have 1.5 second recovery time instead of 6 second (Rod has 3 recovery time and Blast modal doubles it).

 

Now combo wizard with monk, pick Swift Flurry (Lightning Strike is already very good, but we wanna abuse this to max effect :p). Okay you got the most OP ranged combo in current Beta :)

Edited by dunehunter
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Ah, why hadn’t I thought of that? That’s pretty awesome! Not being able to reach 0 recovery with the blights was one of my main gripes with them. Now we just need them to be fast cast and my Berserker/Wizard will be the next big thing in the archipelago :D

 

If only there was a way to count as proficient in the blights...!

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Ah, why hadn’t I thought of that? That’s pretty awesome! Not being able to reach 0 recovery with the blights was one of my main gripes with them. Now we just need them to be fast cast and my Berserker/Wizard will be the next big thing in the archipelago :D

 

If only there was a way to count as proficient in the blights...!

 

Yeah I just accidently find this, because I think in last patch Minor Blight was a two-handed weapon.

 

I think if the devs can make every class/ability/spell useful and balanced, the potential of this game is unlimited, there are just so many fun and powerful combo to be explored.

Edited by dunehunter
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Pretty sure the blights were one-handed in the previous build too. I was experimenting with a Devoted/Conjurer and saw I could offset the Devoted’s -10 Accuracy with the bonus from wielding a single weapon when using them. Granted, at that point an unkitted Fighter would be straight-up better anyway—but I agree the possibilities are endless. We just need a few tweaks here and there and a set of internally consistent stacking rules.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Finally figured out why Minoletta's Minor Missile is so powerful after empowered.

 

First let's see the spell description below:

 

gEGjLrn.png

 

The Jump target get 20% damage bonus from the original damage.

 

So when Empowered, you got extra projection and jumps, each time your missile jumped, the damage is multiplied by 1.2, so if your missile jumps 5 times, the damage multiplier becomes 1.2 ^ 5 = 2.5, not to mention you get more projections that further increase the damage...

 

Not sure if the jump target got damage bonus is intended or not, but with empower it really feels very powerful.

 

I think there might be a bug that jump target has more damage than the original target tho :p And I suspect that for the Bounding Missile, all basic damage, projection number, jump number is empowered, which I think is not intended, way too powerful.

 

This is the spell description of Jolting Touch, and we can see how it works when empowered, much less powerful when it is empowered...

 

5aFPStT.png

 

6XBMoZK.png

Edited by dunehunter
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I think Obsidian must make an intuitive and comprehensive system.

 

It is not normal and logical that few abilities gain nothing under empower.

 

All numerical values = empower with a 50 or 100 % bonus.

All conceptual values = eventually upgrade one by one (different case for each)

 

EXEMPLE ...

 

Flames of the devotion (values fixed since POE1)

 

No power level effect (We stay with that concept), except under empower.

+50 % fire damage - > +100 % fire damage.

+20 accuracy - > +40 accuracy

 

Or if it is too much. a 50 x 2.

 

+50 % fire damage - > +75 % fire damage.

+20 accuracy - > +30 accuracy

 

Sworn ennemy - Under empower

 

+15 accuracy - > +30 accuracy

+20 % damage - > +40 % damage.

 

OR

 

+15 accuracy - > +23 accuracy

+20 % damage - > +30 % damage.

 

Don't forget you have only one EMPOWER by battle. So, high value is totally normal.

Edited by theBalthazar
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