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Boeroer

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  1. For any other weapon than Wahai Poraga (which always causes friendly fire) you'd need a Berserker in your multiclass in order to have friendly fire Carnage. With Wahai Poraga you'll have more freedom for the second class. If you go with Berserker/Black Jacket there's actually a better weapon to exploit Skeletons + Cleaving + Blood Thirst, and that's Amra. You'll need at least 25 Might (during Frenzy - so it's a good idea to go with Aumaua, Dwarf or Human + MIG item) but will be rewarded with Riven Gore. When this procs it immediately destroys Skeletons summoned by "Many Lives Pass By" and it also kills Ancient Brittle Bones a lot faster. At the same time the base damage of the axe is a lot higher than that of Wahai Poraga and the Bleeding Cuts modal is extremely strong in combination with bonus attacks (Cleave, Blood Thirst). Amra is a weapon that's accessible quite early, that's a plus, too. This combination is an absolute blender of a fighter. However, you need a ton of INT to be able to reach as many skeletons and enemies as possible despite being confused (-4 INT means smaller Carnage and Riven Gore AoE). Also items which enlarge AoE (Ring of Overseeing, Loki pet and so on) can help. If you have Edér then give him a pet that grants +10 health on kill to the whole party (like Abraham). It will help your Berserker/Black Jacket a lot bc. every dead skeleton will trigger the healing for you. It's also a good combination to instakill/destroy party members if you don't watch out. ;) Keep them out of Carnage range while the Berserker/Black Jacket is frenzied. With Wahai Poraga you can go a lot of routes as long as you have a source of skeletons in the party. Beckoner gives you a lot of weak (easier to kill) Ancient Brittle Bones early while Troubadour gives you a lot more frequent Many Lives Skeletons later on - in addition to being able to summon Ancient Brittle Bones twice as often (with Brisk Recitation). Any class that gives you something on hit, crit or kill is nice here: Monk for Swift Flurry/Heartbeat Drumming, Paladin for the Inspiring Triumph and the chance to gain Zeal back, Barbarian (not only Berserker, Furyshaper with Fear Ward can trigger disengagement attack and thus produce even more bonus attacks which might cleave) for Bloodlust and Blood Thirst. Skald can be nice for additional phrases via crits and then supercheap White Worms casts (Ancient Brittle Bones' secondary skeletons and Many Lives skeletons leave their corpses when they die). But if you have Konstanten you can also use him for cheap White Worms on skeleton corpses you leave behind. Ancient Druid also isn't bad because you can summon additional two great summons right from level 1 and use skeleton corpses for Garden of Life which is very strong with a lot of corpses in one area. The +12 healing every 6 secs is per corpse... But of course any Druid in the party could use that, doesn't have to be the Black Jacket. I think the most enjoyable might be the Monk with Swift Flurry then. But keep in mind that the AoE of Wahai Poraga is fixed and will not grow with bonus INT from the Monk's Turning Wheel.
  2. Hello, Rogue as second class was not a consideration? Berserker/Streetfighter can be very strong (but also very fragile). Paladin is also a good choice for a Berserker. Goldpact would fit best thematically I think. Priest could be... maybe Wael? Berserker/Priest has an awesome combination of Frenzy's confusion + Withdraw which can put any enemy(!) away for a long time with an automatic hit. Very potent in boss fights. Chanter is also a strong combination, especially with summoned skeletons in combination with Bloodlust and Blood Thirst. If "accidentally" kill a skeleton with your carnage you will get all the benefits you would get from killing an enemy. Also maybe nice to roleplay to be able to call in henchmen (like Ogres). ;)
  3. Hello! 👋🏼 Yes, you can simply wait if enmies are able to hit you often enough so that you get bloodied - then you def. need the added deflection of Escape. Or you can use Blood Sacrifice in order to drop to 50% health very quickly if you think you will need it anyway and want it asap. You will become immune to enemies' engagement. This won't prevent you from engaging the enemy though. There's no drawback. You can "escape" to the same spot where you started or maybe use it to position yourself even better for tanking, click on the nearest enemy and you'll engage the enemies again immediately. Getting engaged stops the movement of enemies immediately. So usually the enemies will stay with you. This won't leave your other tank exposed. As a Paladin/Wizard you'll have higher deflection and defenses in general so I don't need the added deflection too often. Also a Steel Garrote/Bloodmage heals a lot on the fly due to the Paladin's passive . In fights when I need it I simply wait until I'm at 50% health and then use it. I don't try to unlock it asap. As a SC Wizard you won't have as high defenses - but imo they are high enough, especially if you are not the only tank. And you get some more goodies that help if you should you get grazed or hit more often than you'd like (Zandethus's Draconic Fury, Minoletta's Piercing Sigil, Cloak of Death). Also don't forget Llengrath's Safeguard which stacks with all singular defensive buffs. I just view the escape cape as a nice addon which can be used if enemies' accuracy is high enough to threaten me. I don't try to force it in every fight.
  4. Yes, they will stack. No, it will not be possible. WIth the optimal item setup* you will be left with 1 frame of recovery (0.7 or 0.8 depending on your DEX which will get rounded up to 1 frame iirc). However, Tidefall with high MIG does so much additonal damage that it will more than outbalance the slower (non zero) recovery speed. It's just 1 frame after all. You will see a very, very short appearance of the recovery bar. To play around with your recovery time a bit, using various talents and items, you can use this tool which was impletented with respect to the code base of the game: https://naijaro.github.io/poe-speed-calculator/ *) you need to enchant Tidefall with Durgan Steel and get Gauntlets of Swift Action which stack with everything (like Deleterious Alacrity of Motion). With Armored Grace and Durgan Steel on the armor you can wear up to Scale Armor and have zero recovery penalty. With the Blade of the Endless Paths you could achieve 0 recovery and on top of that use Vulnerable Attack without slowdown and wear Plate Armor because the additional speed anchantment of the weapon drops recovery into the negative real so to speak (so the added recovery of Vulnerable Attack doesn't bring it up to zero so there's even space for recovery penatly from armor). But usually Vulnerable Attack, paired with the 5 DR bypass from Estocs (+10 dmg per attack if attack enemies with 10+ DR) isn't as potent as high MIG wounding (which also bypasses DR and stacks with itself). So the BotEP usually does a little less DPS than Tidefall but allows to be more sturdy (bc. allows for thicker armor). On the other hand Tidefall also drains endurace so you will be sturdier, too. I personally like to give BotEP to a Paladin because the Marking enchantment stacks with Coordinated Attacks which is a great combo.
  5. If you look at the Blinded affliction you will see that it also applies -4 Perception. Every point of Perception grants +2 Reflex. If you subtract 4 Perception from the enemy, the Reflex defense will drop by 8 points. Direct Reflex debuffs stack with debuffs of a related attribute (Perception and also Dexterity) 45 - 20 (Blinded's -20) - 8 (Blinded's -8 via -4 Perception) results in 17. Aspirant's Mark get suppressed and has zero effect in your case. It's just an unfortunate coincidence (unfortunate if one wants to figure out what's going on just by looking at the numbers) that the -8 Reflex debuff from Aspirant's Mark and the -4 Perception debuff result in the same number of Reflex that's substracted which might let you think that Aspirant's Mark stacked with Blinded - which it didn't. PS: the same would happen for Deflection if you combined Blinded's direct Deflection debuff with a Resolve debuff - for example Blinded (-20 Deflection...) + Terrified (-4 Resolve...). Only that Resolve just adds/substracts 1 Deflection per point, not 2.
  6. All active/offensive abilities such as offensive spells (but also Carnage for example) get an accuracy bonus based on character level (+1 per level): https://pillarsofeternity.fandom.com/wiki/Accuracy#Abilities
  7. In PoE, everything that says anything about "speed", "attack speed", "action speed" and so on only affects recovery. Deletrious Alacrity of Motion is that same. What it is actually doing: it sets recovery time to 50% or in other words: it halves your recovery time. There is nothing that affects "action animation", "casting time", "action speed" or "action time" in PoE - except Dexterity. DEX affects those AND recovery at the same time. That's why it's even worth investing in DEX if you already have 0 recovery. If you want to know what exactly happens with all the different "speed" bonuses and also DEX, you can use this tool which is implemented with the same algorithms as in the game: https://naijaro.github.io/poe-speed-calculator/ PS: in Deadfire there is indeed "action speed/time" and r"ecovery time/speed" as separate stats - those can be influenced by different buffs in different ways. But not in PoE.
  8. You can't. As soon as combat ends (which is the point when you would be able to pick up loot) you will leave he map. I know no workaround for that. Hitting the pause key like a madman doesn't work. Auto-pause options also won't trigger. But since they are only standard enemies the loot won't be exciting anyways.
  9. I just remember that the Titan with those numerous annoying ads was pretty tough and the inside of the ruins also wasn't a walk in the park.
  10. Currently the forum keeps logging me out every few days - despite me visiting the forums every day. This is new and it's a bit annoying tbh. This happens on mobile (Chrome/Android) as well as desktop (Chrome/Linux).

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