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That is correct. The enemies are attacking themselves. Blade Turning redirects the attack roll back towards the enemy. You Monk's accuracy isn't involved. So, good pick I'd say. Just shooting from the hip: Stalker/Shieldbearer with tanking capabilites and support + an offensive-minded animal companion (Wolf for more base dmg or Lion for faster attacks): the Ranger/Paladin buffs the animal companion's dmg output (and the one of the other allies, including summons). Use Brand Enemy (it's an auto-hit) to deal reliable damamge and unlock Predator's Sense for the animal companion all the time. SC Kind Wayfarer with dual pistols (no modal) with FoD+White Flames+Ring of Focused Flames for good accuracy despite low PER (you need to graze with FoD in order to trigger White Flames' healing) - for healing and the goal of utilizing PL9's Divine Retribution. This will give the Paladin unlimited Zeal with he help of all the summons you might use in the party (and who will get killed all the time -> +2 Zeal). Paladins with unlimited Zeal can spam Exhortations. Exhortations are good, but usually too expensive to really turn the tides in an encounter. Not if you can spam them... Also you can put Brand Enemy (auto hit) on everybody. Berserker/Priest of Wael: confuse yourself and use Withdraw to remove enemies from the battlefield for a long time. This is an auto-hit! Also enemies' Resolve doesn't shorten the duration because it's a benefial effect which you only use in a hostile way. I'm pretty sure Wael would approve. Tactician/Priest of Wael: same thing as above, but you need to trigger confusion otherwise - for example with a blunderbuss + Powder Burns. No immunity to flanked or PER-Afflictions, no resistane to PER afflictions either - the confusion only works if the Tactician can get flanked. Aura-guy: Cap of the Laughingstock: this item lowers enemies' deflection by 10 automatically in an AoE (aura). No hit roll. Ngati's Tusk: lowers all defenses except deflection by 5 points. With high Survival you can get it to -10. Aura, no hit roll either. Blackened Plade: Death in Life does an AoE DoT which is an auto-hit aura, too. All three together could be used by a Helwalker/Whatever (+10 MIG for the Plate's dmg, +10 INT for max AoE) OR a SC Psion with Shared Nightmares. The AoE will become absurdly big the longer the Psion accumulates focus. Assassin/Bloodmage: use Arkemyr's Brilliant Departure to stay invisible (+25 acc) while applying CC spells which won't break this invisibility. Wizard in general has: self buffs Thrust of Tattered Veils (auto-hit) Minoletta's Minor Missiles (auto-hit) Essential/Substantial Phantom which can use the Wizard's (summoned) weapons with its own accuracy (it's VERY good with Draining Touch - which doesn't go away on a Phantom). good weapons/items for the Phantom: Draining Touch with Helm of the White Void: automatic +10 accuracy because Draining Touch causes weaken on graze/hit/crit. Also drains life for the phantom, making it harder to kill. Caedebald's Blackbow with the same helmet: same reason, but terrifies on attack, jumps to additional enemy (12m range in any direction). Arcane Cleanse (PL9) is an auto-hit Arcane Reflection and similar: bascially the Blade Turning against directed spells Ancient Druid: Sporelings (very long lasting, very well scaling summons) Wild Growth (gives any beast or primordial summon the Robust inspiration for as long as the summon lasts) - awesome with Sporelings but also great with "Call to the Primordials" summoning spell healing could be paired with Psion (Pain Block for more Robust inspiration) or Chanter (has aura healing and Aefyllath as well as beast and primordial summons which can also profit from Wild Growth)
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Playing with a party most of times I usually don't use any of the otherwise great debuffing weapon modals (club, morning star etc.) on a Psion because I don't want to go near enemies. For any other Cipher subclass it would make a lot of sense though. Hitting the enemy with a Bewildering Blow before applying a Deception spell to gain some focus while also lower Will by 25 points should increase the hit quality of the spell a lot. I'm no too concerned about recovery penalty with Psions because you'll have to wait a bit for more focus from time to time - might as well make the wait count (with higher AR and other defensive goodies). So stuff like Casita Samelia's Legacy or even Nomad's Brigandine is fine for me even if I'm an offensive-minded character in the first place. But like with a Chanter who gains resorces just by waiting it's generally a great payoff: more defense with little repercussions on offense.
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As Psion I would pick up Tuotilo's Palm for the +10 deflection/reflex bonus when at 10 wounds (because you want to disincentivize enemies attacking you). Best with the Gladiator Sword I guess (+5 additional deflection). No accuracy penalty. I would also use an armor that raises defenses - for example Casita Samelia's Legacy which can provide +5 Deflection and +5 Will without any skill investment but +10 deflection with 20 Intimidate. It won't clash with Alchemy. Gipon Prudensco may be even better though - it can provide up to +10 deflection/+20 reflex and can aslo be used to become immune to disengagment attacks which is very convenient if you just want to leave a melee enemy without any repercussions. Add some boots of speed. With that setup you will have great defenses and almost never will be the preferred initial target of anybody. This makes playing Psion so much easier because you will seldomly experience as disruption of Soul Mind's focus generation. For fast focus burst (as Beguiler) you coul use Kitchen Stove with Thunderous Report. Also Stunning Surge with Fire in the Hole against groups is very good: great CC and focus gain at the same time. Fire in the Hole (or hand mortar) also works with Tuotilo's Palm of course for a Psion (without focus gain but still the nice stun effect of Stunning Surge in an AoE).
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If I wanted to play a Cipher who' main focus is casting I would def. pick the Psion subclass or the Beguiler. And if it's a CC caster I wouldn't pick Helwalker but Nalpazca (because you don't need the increased MIG an the wound generation would be faster with a Nalpazca). Also I think Psion/Nalpasca is more fitting and interesting thematically ("Soul Mind on Drugs" ). Since you don't want to get damaged as a Psion you'd have to build your wound generation on drugs and (Enduring) Dance of Death - and use the wounds mostly for the +INT boost and the occasional Forge of Anguish to get rid of melee attackers - or maybe even Blade Turning for emergencies? +10 INT + Lingering Echoes + CC (mostly Cipher spells, but also Stunning Surge with an AoE weapon) is an awesome combination for exceptionally long disabling/debuffing durations - and Dance of Death also ensures really nice accuracy for that. You really want to make sure that you don't get attacked too much. So hard disables and mind control as well as a not too inviting (not dumpded) defensive stat line are good. I wouldn' open fights but stay stealthed long enough that the enemies have settled on other party members before I started attacking. This way you can also build up some nice focus and wounds + accuracy in hiding and get buffed by your Priest for even more accuracy - then unleash your CC stuff. The good thing about the Nalpazca/Psion combo is that even IF you get damaged and your focus generation stops briefly you still gain something: more wounds to spend. Yet you can have a nice influx of wounds without getting damaged at all. This can also work well with the Beguiler. Here you'd have the focus generation via Deception spells which can be better in "normal" fights. But in the tougher encounters I find the Psion to be more reliable because his resource generation doesn't depend on hitting something.
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Hi, nice project. I already found something that the AI may have missed: When applying the filters "fighter" and "interrupt", the abilities Clean Sweep, Clear the Path, Knockdown and Mule Kick won't show. I guess because the prone effect (which also functions as an interrupt) doesn't get recognized as interrupt (it's not explicitly stated in the description of those abilities). Clear Out however (base ability of Clear the Path/Clean Sweep) does get listed even though its description is similar to Clear the Path's/Clean Sweep's.
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I have not used the Turn Based Mode - so I cannot say anything that would help you I'm afraid. I generally like Turn Based mechanics (for example I have sunk a lot of hours into Battle Brothers...), but since I started PoE and Deadfire with RTwP (and enjoy it) I saw no reason to switch the mode. Given that PoE's combat was designed around Real Time with Pause I'm inclined to say that it's the better mode for this game.
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Yes, critical hits also raise spell damage. Direct damage gets raised like weapon damage with crits (+25%). Also crits provide more penetration (*1.5) which often leads to overpenetration. Overpenetration adds +30% damage. Spells which don't deal direct damage but damage over time (DoT) also profit from crits, but a bit differently (see below). Yes, I would recommend Ascendant for a Seer most of times. And yes, more INT = longer Ascension phase. More INT also means bigger AoEs (all AoEs) with spells and weapons as well as longer durations for all your spell effects (benefical on allies or hostile on enemies). This includes damage, see your Disintegration spell. That one deals raw damage (no armor, no penetration) in "ticks". Higher Might = more damage per tick. Higher INT = more ticks. Crits (in this case) = more ticks. A few points in an attribute (like Perception or Might) don't make a lot of difference. Abilities and gear are a lot more important than a few points of your attributes. You don't need to max out any attribute to have a great build. So if you feel forced to use a Pale Elf from the White that Wends just for the PER bonuses: don't. On the other hand: if you like that character concept in the first place then it surely doesn't hurt to have bonus perception. :). And a Pale Elf Seer from the White that Wends with Frostseeker is thematically very fitting. Bonus accuracy of hunting bows is fine, and the modal of hunting bows is also very good. Also the unique hunting bows are nice. But ultimately I don't think there's a better weapon for a Seer than Frostseeker. You can absolutely start with a hunting bow though. You will get enough weapon proficiency points to try both hunting and war bows. And once you get Frostseeker you can try it out and see if it performs better than your current hunting bow and if you like it or not.
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Imo the best setup is war bow (Frostseeker). High INT, DEX and PER, decent MIG. Marked Prey, Stalker's Link, Marksman, Driving Flight. Usually ascends very quickly due to Garland's Rake (enchanment on the Frostseeker bow) and then you can cast for free while ascended. It is benefical to use Borrowed Instincts for more crits, because more crits = more Garland's Rake. This is a very strong combinantion bc. Cipher/Ranger has one of the highest potential accuracy and crit chance in the game which works very well with the bow's critical hits which produce AoE damage.
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If you want crits to feed your phrase count you should consider Sun & Moon. Also legendary, but it has two separate attack rolls, both can crit. Skald's mechanic only allows 1 phrase generation per "strike" max, so you won't ever get 2 phrases even if two crit happen during one swing, but the chance to get a phrase in the first place with two attack rolls is significantly(!) higher than with only one attack roll. It's also better with Confounding Blind (which generates more crits). Second weapon can be whatever, Squid's Grasp, Katana Taga, Rust's Poignard has an additional attack roll that doesn't proc on every attack but only occasionally - but that additional roll also raises the chance to get a phrase a bit. Another good weapon is Rännig's Wrath - it's not legendary but comes with +4 extra accuracy and is faster. Faster attacks = more crits in a given timeframe.
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The Brynlod bounty is very tough. Lots of his fellows have very high defenses, especially Reflex. They are all of level 22 iirc. In addition to high Reflex, the Rogues in that bounty also have Adept Evasion. So using spells that target Reflex against them doesn't do much. Maybe here it's best to use Plague of Insects and other stuff that targets fortitude. But you must cast it when your accuracy peaks (when Devotions + Inspiring Radiance is still up). Maybe even buff Hiravias with Champion's Boon for extra PER and so on.
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DoT damage doesn't show in the records. Plague of Insects etc. are super annoying when they hit you - but that's mostly because they bypass your DR and eat away your health pool while you cannot do much about it. They are not as effective against the enemy thouh imo because they take quite some time to make a difference - unless you have additional means of disabling large groups for a longer time and can afford the slow (but sure) death by raw DoT. The number one spell surely is Relentless Storm. It has good AoE size, hits foes only and combines a pulsing stun with shock damage. Overbearing Wave is excellent, too. Its stun lasts quite a long time and the damage is good, too. It causes friendly fire though - so you have to be careful. Talon's Reach and Nature's Mark are good because they are fast casts. Returning Storm is only working on a single foe, but it is still nice to have periodic stun + shock dmg proc. Especially while using Spiritshift it will add to your melee dmg against a single enemy. Venombloom and Wicked Briars are great in combination with a Wizard's Combusting Wounds.