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  1. A new day, a new article on the predatory practices of the AAA game industry is making the rounds. Here's hoping for legislation against this sort of thing.
    4 points
  2. Preamble – Why Warlock? Edit: I forgot to mention this guide is intended for Real Time with Pause mode. I haven't tried it in turn-based, but judging from the way action speed works in that mode, it's not going to perform as smoothly. Over the last few months, I’ve been condensing ideas on Warlock into a guide. Berserker/Wizard has been my favorite multi-class since Deadfire launched over a year ago and I hope this guide highlights its strengths while providing options for the player to tailor it to their preference. Warlock is a powerhouse multiclass, which offers solid damage through both martial and melee abilities, and superb flexibility via grimoires, Action Speed bonuses, and Berserker Frenzy (a wonderfully consolidated set of effects we’ll get into momentarily). It’s also pretty resilient with Barbarian passives and Illusion and Enchanting spells filling in defensive gaps. For me, the biggest allure is in the multi’s presentation and synergy: bursting down front-liners with a Fireball and then speeding through the gibs, axes unleashed, towards a hapless wizard; Leaping into a cluster of disabled, clumped foes followed up with Torrent of Flame; tagging a mid-liner with Ninagauth’s Death Ray and running havoc throughout the battlefield. There’s a lot of cool tricks you can pull off with this one, and at ~80 hours using the combo, I’m still finding new ways to play it. Warlock has a few caveats worth mentioning before committing to the multiclass, most of which stem from Berserker’s Frenzy variant, which confuses, damages, and obscures the user’s health while active. Countering these negative effects regularly can be a bit daunting for new players. The specific build I’m covering in this guide centers on Burn damage, which is ineffective in some areas of the game and can be a hassle in PoTD. There’re a few ways to build an effective Warlock from either side of the aisle: you could, for example, load up on Wizard buffs and go to town with Citzal’s Spirit Lance and Combusting Wounds or devote your rotations to casting with enhanced PEN and speed. This guide will focus on a hybrid of melee and magic (Berserker/Evoker) to capitalize on both classes’ strengths – and of course, the fiery flavor and fun of playing a character who teeters between scholar and savage. Berserker/X Berserker is our go-to Barbarian subclass for its Frenzy bonuses to PEN and AR (+2 each) and bonus Hit-to-Crit conversion (30%) with melee and Carnage attacks. Berserker Frenzy has a couple drawbacks, which are easy for a Wizard to counteract - we’ll get to that in the abilities section. For Wizard, the choices are obvious: basic Wizard, Blood Mage or Evoker. Here’s a few considerations: A generalist Wizard gains access to Combusting Wounds, which when combined with the character’s out-of-this-world Action Speed and Carnage, can deliver a lot of damage packets in quick succession. Pull of Eora is a fantastic tool for clustering enemies, and with the Upright Captain’s Belt, you can jump right into the fray. Personally, I’d rather stick these abilities on an ally so the Warlock can stay devoted to dealing damage. Admittedly, I haven’t gone on a full Blood Mage Warlock run yet but there’s some nice benefits here, particularly in longer battles, if you can handle the randomness and micro-management. You’d have to be careful with this option: Berserker Frenzy already ticks down your health, and the -15 penalty to all defenses vs Bloodied opponents can be rough on a front-liner; since this build centers on Wizard buffs, the sacrifice effect may end up recharging unwanted spell tiers. Overall, I think this can be a great option with enough attentiveness. Having completed the game on PoTD/upscaling with both Berserker/Evoker and /Wizard, I prefer Evoker for its raw PL bonus (+2) to Evocation-type spells and 15 percent chance to echo those spells (meaning more opportunities to quickly trigger Bloodlust and Blood Thirst!). Evoker’s 10 percent recovery penalty to Illusion and Enchanting spells is moot when (most) buffs from those schools have little to no recovery anyways. The subclass also loses out on Transmutation and Conjuration spells, limiting its utility somewhat. Evoker loses access to Citzal’s Spirit Lance: a powerful summoned weapon that, while not integral in this guide, is something to consider when building a Warlock. Insofar as progression goes, the Berserker/Evoker starts off strong and bursts out of the gate around level 7. Around the mid-levels it plateaus for a time before returning at level 19 when Blood Thirst and PL7 spells become available. Acquiring critical equipment pieces early on can be a huge help. One more thing: I use mods from time to time, and I generally play with a modded PoTD that changes enemy AR from +2 to +1 and defenses from +15 to +8 along with Deadly Deadfire to balance those tweaks. When applicable, I’ll recommend a mod to make the experience a touch smoother. Races Human and Death Godlike are natural picks if you decide to pick up Blooded and/or utilize Salvation of Time/Barring Death’s Door shenanigans. Both provide bonuses while under low health. Pale Elf is a good option for its extra AR versus Freeze and Burn damage. The Freeze bonus is especially nice if you want your Warlock to use unique leather armor (Miscreant’s Leathers, Fleshmender) since that armor class suffers a Freeze AR penalty. Nature Godlike offers an additional +1PL (we’ll be stacking a lot of these) while under Wellspring of Life. Warlock features all three Body inspirations. Mountain Dwarf, Coastal Aumaua, and Wood Elf respectively bring resistances to CON, STR, and DEX afflictions, and will prevent tier 1 afflictions: useful for keeping your buffs operational. These choices aren’t bad, but I feel Unflinching and/or resistance-enchanted items somewhat lessens their value. Starting Attributes I don’t like to min-max. Feel free to adjust these to your preference. RES is roundly considered a dump stat and defensive Illusion spells should make up for the loss. MIG: 12 (14 BB) (+1 Gift from the Machine, +1 Potion of Mataru’s Strength) Remember the self-damage from Berserker Frenzy will increase along with your MIG so we’ll keep it a little on the low side early on. If you don’t use BB and/or GFTM stats and/or dump RES, I’d recommend starting with 14 base. CON: 12 (14 BB) DEX: 15 (17 BB) (+1 Effigy’s Resentment: Devil of Caroc) PER: 15 (17 BB) INT: 15 (17 BB) RES: 8 (10 BB) Gift from the Machine (+1 MIG, +5% Health) Effigy’s Resentment: Devil of Caroc (+1 DEX, +1 PEN with weapons versus Kith) Skills Active: Athletics (major), others for party assist Passive: Any I like placing 10 points in Athletics and dole a few into Arcana for RP. Investing two points into Mechanics and Stealth for party assist is helpful, too. The passive skill is what you want to make of it. I prefer Intimidate for the aggressive RP and synergy with Casita Samita’s Legacy. History’s a fine choice for the Giftbearer’s Cloth. Culture and Background: Again, pick this based on your RP preference. I’m fond of Mercenary or Dissident. Gear Our gear choices will largely depend on how the party is filled out. Typically, we want effects that increase our PLs and spell damage. Weapons The Magran’s Favor and Sun and Moon combo has been talked about to death, and unsurprisingly, it fits a Warlock. Both are Legendary quality by default, saving you precious materials. Magran’s Favor (Battle Axe) Burning Burst: +15% melee damage as Burn, weapon kills deal AoE Burn damage Blazing Core: +2 Fire PL, 15% of weapon Burn damage heals wielder Sun and Moon (Flail) Celestial Attunement (Day): +2 Fire PL during daylight hours Solar Excellence: 5% chance to repeat attacks after 0.5 sec with Fire attacks Golden Sun (Eothas): 25% Burn damage from weapon heals wielder Other choice weapons include Modwyr (immunity to INT afflictions), Slayer’s Claw (upgrades Tenacious into Energized, adding interrupts to weapon crits), Griffin’s Blade (+10% spell damage), and other assorted uniques you’ll find along the way. Amira’s Wing is an odd bird with a Wilting Wind per-rest cast. It’s a powerful spell for sure but it doesn’t seem to work with Doublecast (the spell is “activated” instead of “cast”). I’d pick it up for flavor since it’s a PL8 ability and Raw damage is always welcome. Head Horns of the Bleak Mother: +1 PER, resistance to RES afflictions (nice versus drakes and dragons), and +10 accuracy versus Beasts (great against cats, which have high Reflex or boars/bears and Fortitude) Thaos’ Headdress: +1 INT, +5 Will versus Mind afflictions in a 5m radius, +5 Accuracy and +10% damage (universal) against flanked enemies. This is the ideal piece since we’ll want to use PER afflictions to lower enemy defenses. Neck Wise Teeth Necklace: +1 INT, +1 History, +1 Insight Dragon Pendant: a DoT Fan of Flames and +1 to Slash and Burn AR Strand of Favor: get a little more juice (10%) out of your long-lasting buffs, -10% negative effect duration, +1 INT Elewys’ Locket and Charm of Bones include INT bonuses (+1 and +2) and 10 +ACC against spirits and vessels. Torso Casita Samita’s Legacy is my favorite armor for this build. I enjoy the extra Deflection with Intimidate, and the bonus (+5) to Will. It’s aesthetically pleasing, too. The Devil of Caroc Breastplate boasts resistance to INT afflictions, so it counters Frenzy’s Confused right out of the gate. It also offers -10% armor recovery, +2 Rage, and defensive reactive effects. It’s a superb choice if you have it in your world state. Miscreant’s Leathers and Fleshmender are both solid. Remember to increase your Freeze AR per leather armor’s inborn penalty. I haven’t tried it, but Contender’s Armor alleviates some recovery penalty based on Athletics. Cape Greater Deflection/Protection: +7 Deflection/+10 Protection Giftbearer’s Cloth: +1 Weapon and Quick Slot: ok for an extra slot for Amira’s Wing; Protection effect scales with History skill. Rekvu’s Scorched Cloak is an interesting choice that heals you for 10% of the Burn damage you would’ve taken so long as you have an injury. It has a niche appeal. Nemnok’s Cape is always there for Blooded/Fighting Spirit and Salvation of Time hijinks. Trinket Sea Weathered Grimoire Ninagauth’s Teachings Zandethus’ Dragon-Scale Grimoire Gloves Firethrower’s Gloves. Spend those Berath’s Blessings on the Port Maje vendor and grab these as soon as you can; never let go. Plus 2 DEX, 1 Arcana, and 1 Evocations is too good to pass up. Rings The Ring of Focused Flame (+10 ACC with Fire abilities) is a no-brainer. Make sure to swap it out before fighting enemies with high Burn AR. Voidward grants a 25% reduction in raw damage and +2 Corrode AR: useful for reducing Frenzy’s self-damage. Kuaru’s Prize: +5% damage with spells, +1 PER, +1 INT. Belt Upright Captain’s Belt: Another piece you’ll want to stick on and never remove. This one grants immunity to push and pull effects: outstanding when coupled with Pull of Eora and a good defense against Vine Lurkers and the like. The +1 CON and Concentration mesh well with the build. Boots Boots of the Stone: Unflinching devalues the boots’ resistance versus MIG afflictions slightly but it’s nice to have that effect unconditionally. The +1 Dex and +1 Resolve are alright. Pathfinder’s Boots: +5 Reflex, +1 DEX, +1 Athletics. Rahkan Field Boots: Offers a nice bursty teleport complete with a Full Attack; +2 Corrode AR. Pets Nalvi: +1 RES, party-wide armor recovery reduction Abraham: Single armor recovery reduction, party healing on kill Epsilon: Single armor recovery reduction, +10% party stride Otto Starcat: +1 PEN with Fire abilities, +5% Food Remember that food doesn’t stack with active effects and this multi has a wide spread of them. Look for bonuses to healing received, spell damage, AoE, and INT. Quick Slots You’ll want to use your quick slots on grimoires and the occasional scroll if you invest in Arcana. Glue some high tier healing potions to your last slot; antidotes are valuable versus dank spores and xaurip skirmishers. Abilities Before going into abilities, it’s important to consider which grimoires we’ll use and how they will veer our ability choices. Grimoires are flexible and for this build will be used solely for offensive spells. While there’s nothing wrong with choosing offensive spells on level up, I’d recommend picking universal buffs and swapping grimoires depending on the combat situation: you don’t want to be stuck with Fireballs against the Rathun. Our Barbarian points will be devoted to shoring up the multi’s speed, melee damage, and survivability; Wizard points will be allocated to buffs and offensive passives. With this foreknowledge in mind, the early experience can be a bit ropey and will largely be spent buffing and auto-attacking with an occasional Fan of Flames or Minoletta’s Minor Missiles tossed in. The starting tome, Weathered Grimoire, provides a few Evocations that’ll get us through Port Maje. I’d strongly recommend beelining to Neketaka and picking up our first important grimoire, Ninagauth’s Teachings, as soon as possible. Ninagauth’s will be our go-to book for most of the game since it’s packed with Evocations. Later, we can experiment with Zandethus’ Dragon-Scale Grimoire and Zandethus’ Draconic Fury (PL7), which add a PBAoE and unique offensive enchantment to the mix. It’s a bit expensive early on and I’d recommend holding off on this until at least level 13 when Torrent of Flame unlocks. Note that almost every spell in this tome is Burn-based (and many aren’t Evocations) and plan accordingly. Abilities PL0 As a Barbarian, we’ll gain access to Carnage, which applies a Raw-type AoE damage when hitting or critting an enemy with a melee attack, based on the amount of damage inflicted. The damage isn’t stellar, but it counts as a damage packet, meaning it will trigger stuff like Combusting Wounds. Evoker gives us +2 to PL with Evocation-keyworded spells along with the Doublecast passive, which adds a 15% chance to echo (recast) an Evocation spell after 0.3 seconds. Note that the effect triggers when the spell is cast and has no bearing on how many enemies are hit: it’s echoed all or nothing. Spells that channel such as Ninagauth’s Death Ray will simply be re-applied, though this can be useful if the first missed or grazed. Doublecast is unwieldly but when it triggers at just the right time it can quickly change the flow of battle, offering more opportunities for Barbarian passives to come online. PL1 – Starting Abilities Barbarian: Frenzy (Berserker) is the keystone of our build, providing a +25% bonus to Action Speed, Tenacious (+5 MIG, +2 PEN), Hardy (+5 CON, +2 AR), and a 30% hit-to-crit chance with melee attacks. The latter bonus is often dismissed when playing Warlock but I’m fond of sweeping up near dead enemies with melee attacks and Carnage so to each their own. On the downside, Frenzy reduces the user’s deflection by 10 so positioning off to the side or behind enemies is important, especially early on; Illusion spells and effects from party members can make up the difference. Berserker’s version of Frenzy adds more penalties, which should be addressed before we continue this guide. While under Frenzy (Berserker), the character suffers raw self-damage over time and their health is obscured (numeric values are replaced by question marks and the portrait is blanketed in fire). As I mentioned in the stats section, the self-damage on Berserker Frenzy is governed by MIG and PL. Balancing these modifiers to maintain powerful damage while keeping yourself alive can be tricky so pay close attention to the character’s well-being. There’s a couple ways to circumvent the Health concealment component by keeping an eye on the UI: the color of the question mark representing current Health (green->yellow->orange->dark red); effects that trigger at 50 percent Health (Bloodied, Fighting Spirit, Llengrath’s Safeguard); and auto-pause. The unique ring Voidward reduces raw damage taken by 25 percent. Berserker Frenzy’s worst impediment (at least in non-cheese builds) is its built-in Confused affliction, which lowers INT by 5 and forces all abilities to target friend and foe. As you can guess, this is a big no-no! There’s many ways to prevent or remove this effect (Modwyr sword, Devil of Caroc armor, luminous lobster/Captain’s Banquets/Wael’s Wind, Svef) and you should experiment with them to your liking. Ophiuchus prefers using the spell Infuse with Vital Essence, accessed at level 4 - feel free to wallop boars and wurms and ignore Eder’s complaints. Wizard: Pick Fleet Feet for the Quick Inspiration (+5 Dex and +100% movement speed) and +20 Defense while disengaging. Both effects will help you reposition during battle and rush to enemy back-liners. Fleet Feet lasts a solid 30 seconds by default, making it longer lasting (though weaker) than Barbarian’s Wild Sprint. PL1 Our choices here are limited but the full suite Frenzy provides makes up for this lackluster PL. Pick up Blooded (+25% damage while Bloodied or Near Death; works with spells) on the Barbarian side and a Wizard spell. I’d recommend Spirit Shield (+3 AR, Concentration) early on, then maybe dump it for Fast Runner (+15% Stride, +5 defense vs Disengagement attacks). Barbaric Yell (AoE Shaken for 20 seconds base) is a decent ability early on that can also be swapped out later. Eldritch Aim confers the Aware inspiration (+5 Per, 50% grazes-to-hits) but doesn’t last very long; I’d rather have a friendly Priest with Dire Blessing. Grimoire: Fleet Feet is something we’ll want on all the time and longer fights might require two casts. As a PL1 ability, Fan of Flames scales nicely with PL, and being a conal AoE, makes it a good choice for a multi that can reposition quickly and take some hits up close. PL2 PL2 is where we start to delve into core physical mechanics with Barbarian and finally gain a spell to counteract Frenzy’s Confusion. I’d pick up staples Two-Weapon Style (-15% Recovery Time while dual-wielding) and Thick Skinned for a passive +1 AR versus physical types of damage. I like using Crushing Blow as a flashy melee finisher but the nerf to full attacks while duel wielding sours it and it requires a two-point ability investment to be decent. I use Deadfire Tweaks to change Barbaric Blow’s Rage cost from 2 to 1, making it closer to equivalent martial attacks. By default, Accurate Carnage is not so hot (+5 to Carnage ACC), but Deadfire Tweaks improves the ability, changing it to +8 Accuracy, +15% Area of Effect, and +10% damage. It’s a change that adds value to a bland passive without being overpowered. For our solitary Wizard point, we’ll roll with Infuse with Vital Essence, which bestows the Fit (+5 CON) and Smart (+5 INT) inspirations. We take this spell to counter-act Berserker Frenzy’s Confused status and increase our opening buffing sequence. Cast Infuse, followed by Fleet Feet, a defensive spell (if needed), and Frenzy to get the most value out of the short-lived INT bonus. You can also follow up Frenzy with a second Infuse to increase the AoE of your Evocations and Carnage. This buff chain is easy to set up in the AI manager. Grimoire: Infuse with Vital Essence will typically be the only spell we cast at this level. Versus trash encounters, and when positioned correctly, Ray of Fire is an alright Evocation that allows us to attack or cast other spells while it ticks (superb when paired with Combusting Wounds). If you use an alternate means to prevent Confusion, pick up Mirrored Image for added Deflection. PL3 Power level 3 is where the meat of Berserker/Evoker comes together with core passives and spells. One Stands Alone (+20% melee damage when next to two enemies, +1 enemies needed to flank) and Bloody Slaughter (20% hits-to-crits and +50% crit damage versus foes Near Death) adds some oomph to our mop up. Bloodlust (+20% Action Speed for 10 base seconds on enemy kill) is a key ability in this build for obvious reasons. Defensive passives Combat Focus (1 Concentration) and Bull’s Will (+10 Will) are there if you want them. Llengrath’s Displaced Image is an alright choice for a time, but you’ll probably want to save those casts for your offensive grimoire. Grimoire: Fireball is one of our core damage dealers. It’s a simple spell with no real tricks or conditions. Have your party lower enemy Reflex (DEX and PER afflictions, Flail modal) and AR (Expose Vulnerabilities, The Shield Cracks) for maximum effect. Disabling enemy movement (tanking, Immobilize, Pull of Eora) is critical. Ninagauth’s Death Ray, exclusive to Ninagauth’s Teachings, is a stellar option when fighting heavy armored enemies as the beam deals Raw damage. Functionally, it works like a foe-only Ray of Fire: anchor it on a target and use good positioning to hit a cluster of foes. This one targets Fortitude so come prepared (MIG and CON afflictions, Morning Star modal). You can use Minoletta’s Bounding Missiles (found in your starter Weathered Grimoire) for situations where Burn damage is ineffective. Admittedly, I haven’t tried this one in a while so I can’t vouch its effectiveness in 5.0. PL4 This power level doesn’t offer a huge leap forward and is more focused on utility and defense. Spirit Frenzy adds a buff to all attacks (weapons, spells, scrolls, explosives, you name it) that inflicts Staggered (-5 MIG, can’t engage): a useful, easily accessible tool for lowering Fortitude. Unflinching grants resistances to all three Body afflictions if the Warlock’s health is at 51% or above: useful for freeing up equipment slots and preventing Tenacious, Hardy, and Quick from being dispelled by tier 1 afflictions. This is the one time we’ll pick an Evocation while leveling up and choose Minoletta’s Concussive Missiles. Ninagauth’s single Evocation at this spell level is Shadowflame and (later) Zandethus’ only offers Flame Shield (an ok ability that gels with Fire and Evocation PLs but you typically don’t want to get hit). At end game, with bonuses to Evocation PLs, this spell will fire six crush-based, AoE projectiles. Scion of Flame is a must for +1 PEN to Fire abilities. Spell Shaping is alright, but I’d only use it with the Deadfire Combat Tweaks mod. Grimoire: Ninagauth’s Shadowflame is the big Evocation here, and while it doesn’t measure up to its predecessor in PoE 1, its extra range and bonus Stun Paralyze effect are decent. Plus, it looks cool so who can argue with that? It’s a slow spell so consider casting it while under Bloodlust and Blood Thirst. PL5 PL5 is bland compared to others. I’d allocate most of these points to older PL abilities. Tough (+2 hp per level; +40 hp at level 20) is always welcome. Leap is a long-range teleport and Daze source. Its Rage cost (2) and hefty recovery time make it ineffective as a consistent mobility tool but it’s nice to have in a pinch. Leaping into a CCed group of enemies and following with Torrent of Flame is good fun. Grimoire: Speaking of Torrent of Flame, this is a spicy damaging spell nestled in both of our key grimoires. It synergizes well with Warlock’s good positioning through Fleet Feet and Leap: engage melee enemies with a tank, cluster casters and archers with an allied Pull of Eora, lay down some Reflex-lowering effects, and cast this tough customer between both groups. And if Doublecast triggers? Whoo boy. Zandethus’ contains Llengrath’s Safeguard: an amazing defensive spell that knocks back nearby foes and increases all defenses by 20 and AR by 5 when the user drops to 50 percent Health. It’s a fun one to mix into spell and attack rotations, especially with Blooded, Fighting Spirit, and the like. PL6 PL6 is also a bit lackluster for our build and we can use these levels on early abilities. Improved Critical is a +10% boost to crit damage, which applies to all sources. The Community Patch mod alters this value to 15, which is a welcome change. I haven’t tried Minoletta’s Piercing Burst much. It functions like Torrent of Flame but deals Pierce damage instead of Burn and has a high base PEN at 15. I’d slot it if you have a spare ability point. Arcane Reflection from Zandethus’. It’s not great but we don’t have much to work with at this PL. PL7 Now we’re in the final stretch. Thanks for staying with me. PL7 is where Warlock’s greatness really begins the shine. Was it worth the wait? That’s up to you. Blood Thirst is the ultimate ability in our arsenal. After killing a foe, the character receives a temporary buff that completely waves recovery on the next action. This power bestows us with huge momentum, allowing us to quickly breach through enemy groups. While Blood Thirst is active, make sure to gauge your options carefully: using a 0 Recovery buff will eat it the same as 3 second Torrent of Flame. Blood Thirst comes late in the game, so I hope you own Deadfire’s fine DLC trilogy: you want enough content left to experience its greatness. Pick up Accurate Empower (+10 ACC on empowered ability) to supercharge your arcane arsenal. An empowered, Doublecast Fireball is a thing of beauty. Grimoire: After a lull in Evocations, our offensive magic returns full swing with two Evocations and a spicy Enchantment. Delayed Fireball doesn’t get a lot of love for good reasons but when used under Stealth, it can be chained with a normal Fireball for a quick spike (have your tank start combat so you’re nice and buffed). Rarely, this combo can Doublecast, resulting in four Fireballs. It’s fun but niche and is included in both Ninagauth’s and Zandethus’. Ninagauth’s Killing Bolt, as you can ascertain, is contained in Ninagauth’s. It dishes out high raw damage to a single target, and if the foe is killed, summons an allied Spectre. The shadowy bolt is a nice flavor spell for Warlock and synergizes with our on-kill effects. Be aware that it targets Fortitude. Lastly, we have Zandethus’ Draconic Fury, which empowers our physical attacks: something we haven’t focused on in a while. It adds a +15% Burning and Slash Lash to melee and a nebulous chance to inflict Terrify when an enemy melee attacks the caster. Unlike our other buffs, this Enchantment has a hefty base recovery at 4.5. I’d recommend working it into your buff sequence (Infuse -> Fleet Feet -> Fury -> Frenzy) while Stealthed. Party Comp Considerations For party members, I suggest: A tank with high reflex and good engagement. Built sturdy enough, it can withstand your Warlock’s offensive salvo. Bonus points if it’s a Paladin with Shared Flames (Burn lashes on your spells, which also apply to Doublecasts!). Double bonus points if it’s a Herald with Fyr’s Burn lash (weapons only, though). A good tank should also be able to soak incoming Arcane Dampeners from enemy Wizards. A healer that can support the Warlock when the going gets rough. This build has fair Athletics but doesn’t use Stalwart Defiance or its upgrades. Herald is a natural. Priest is worthwhile for Dire Blessing, Barring Death’s Door, Salvation of Time, and a slew of other abilities. A single class Wizard or Blood Mage is superb at crowd control and lowering enemy defenses: Miasma of Dull-Mindedness, Expose Vulnerabilities, and both Reflex afflictions through Chill Fog/Curse of Blackened Sight and Ghost Blades/Curse of the Adragan. Like I mentioned throughout this guide, Combusting Wounds and Pull of Eora add a great deal of value. Tekehu can serve a similar purpose as a Druid/Chanter. Close I didn’t intend to be so verbose, but I ended up subclassing as Nalpazca while writing and just went with it. You dig? Groodalicious. Thanks for reading. I hope this guide has been totally copashesy.
    3 points
  3. Bruce, why not both? A racist distraction. I agree that racism and other isms being called a too freely and broadly but I don't think this is one of those cases He's not outright calling them names but he is saying they're not from here (3 were born here and 1 came as a child) and insinuating that they aren't "real" Americans (they're all Americans) because of that first point and therefore have no right to try to dictate US policy/law (that's pretty much what they were elected to do).
    2 points
  4. Involved in the Argo script? I'm obligated to label him an utter hack by Act of Parliament. I'd go so far as saying that JJ has done some decent writing as well, at least if you separate the plotting elements from the script. Plot wise his movies tend to be derivative as anything and his TV shows convoluted for the sake of obfuscating the lack of genuine progress and mystery resolution, but they're not badly scripted. Having said that, a decent script and plot for (what were they thinking?) 'Rise of Skywalker' would be a surprise, to be sure, but a welcome one.
    2 points
  5. Hellboy. This was Halle Berry's Catwoman level terrible. Rant time! So, Mike Mignola had issues with how Guillermo del Toro handled Hellboy, so he backed this version instead. But this movie really just does a terrible CGI version of that with a dumber script and no style. Was it just the PG-13 lack of blood and swearing that pissed Mignola off? Because this had blood and swearing in spades, but it was more cartoonish and less mature than anything in Del Toro's flicks. Here's the REAL reason Mike Mignola had issues with Del Toro - the movies were better and more interesting than the comic books. Del Toro's vision of Hellboy was better than Mignola's and Mignola is a bitter, jealous and petty ****wad. This is why he killed Hellboy off in the most depressing way in the comics: Because it reminded him of his inferiority. And now we have this garbage. Thanks and **** you, Mignola. Rant over.
    2 points
  6. Shakespeare was just the sjw version of a bunch of greek plays.
    2 points
  7. "Re-imagining classics" is overly charitable phrasing.
    2 points
  8. Mike: "Script by J. J. Abrams and Chris Terrio, writer of Batman v. Superman, Dawn of Justice, and the Justice League." Rich: "...Is that a joke?" Mike: "No." Rich: "This movie is going to be awful. [...] None of these people have written anything good."
    2 points
  9. Citzal's Spirit Lance. Clear Out. Done. Seriously, though, it's a pretty intuitive build. Fighter-side needs Disciplined Barrage & Strikes, Knockdown/Mule Kick, Two-handed style, Fighter Stances (Cleaving), Vigorous & Refreshing Defense, Armored Grace, and Clear Out. Charge can also be quite handy. For Wizard abilities, look for Grimoires with the gishy spells, then supplement as-needed. Lots of folks like Katrenn's or Llengrath's Martial Masteries (IIRC, they're identical), as they have a critical mass of the good melee-use spells and are available early. The buffs I'd suggest casting at the start of every fight are Infuse with Vital Essense, Mirrored Images, Deleterious Alacrity of Motion, one of Spirit Shield or Ironskin, then Citzal's Spirit Lance and go to town. Situationally, slot in an Arcane Reflection and/or Flame Shield before the Lance if the fight looks like one where those would help. (No need for Eldritch Aim, as you get a PER inspiration from the Fighter side, and I've never felt that Merciless Gaze was all that worthwhile.) Llengrath's Displaced Image is nice to have, too-- particularly in situations where you expect REF-targeting attacks-- but it's not necessary. (The DEF bonus will be suppressed by Mirrored Image, but MI does degrade as you take hits, and the hit-to-graze and REF bonuses are useful.) Before you get the Spirit Lance, Concelhaut's Staff can be OK. Beyond buffs, you might want to cast an occasional Ryngrim's Repulsive Visage for some close-range CC. Pull of Eora can cluster the enemies together for your AoE Lance attacks. An Essential or Substantial Phantom is really nice when cast after you've summoned your weapon of choice. (Phantoms come with a copy of your weapons/armor, including summoned items, and the copied items always last as long as the Phantom does.) It's also nice to have a backup Grimoire or two with more ranged nukes and/or debuffs. (Or just Kalakoth's Minor Blights!) Good to have the flexibility to switch to a more traditional wizard role, when tactically appropriate. Also, spending an occasional ability point on a general-use spell that you want to have available without switching books can be a good idea-- e.g., Thrust of TV for the ranged interrupt; Arcane Dampener for enemy buff-suppression.
    2 points
  10. Emmy nominations are out, for anyone interested. [Edit: For the quality of S8 GoT got a ludicrous number of nominations including some bizarre options, but much like the Lord of the Rings movies the worst part seems likely to win most awards as a proxy for better times. If they wanted to give a Stark brother a nomination it should really have been Robb this year, and Lena Headey was barely even a supporting actress given Cersei had so very little screen time. Obligatory meme observation: Chernobyl got 19 noms; compared to expectations that's not great, not terrible. interesting forum bug with long spoilers: my comments at the bottom were outside the tags but got included, and they're uneditable too. Had to copy them out of the page before editing]
    1 point
  11. Surprised there weren't any Warlock builds in the megathread. I was going to make my next run (if I ever got around to it) a Berserker/Evoker, too. Get real mad and blow stuff up. I was planning to do it in Turn-Based though, so I'll probably drop Dex to 8 and spread the points to Con or Per and let Frenzy/Wild Sprint/Wizard buffs cover Initiative when necessary.
    1 point
  12. You yourself are a case in point, Wildey. You showed up out of nowhere with a completely unorthodox build that might just take the cake for first place, and you've been more than willing to swap ideas about it. Personally I'm rooting for you specifically, although it's a competitive field out there. What I'm hoping that you (or whoever delivers the first practical win) determine is how much spare time exists. Until that's known, everybody's approach is on figuring out how to do it with as few rests as possible. Once the completion time for a particular pathing is known, then the number of rests you can afford on that path becones a variable you can optimize around, and you can start using that rest budget quite early in the progression (basically, as soon as you finish the digsite). For instance, it's very easy to get a long-duration Brilliant as an on-rest ability via making the correct dialog choices at the digsite, Hasongo, and Ashen Maw. That's still a tough bar to clear under Ultimate conditions, but at that point some other strategies might become viable if you're not leaning on specific resting bonuses, if for a limited number of fights you can spare 8 hours to refresh your Brilliant-rank Wit of Death's Herald. At the very least it could be a player-time saver, by eliminating the tedious wrangling of cloak triggers.
    1 point
  13. I really hope so, its my favorite show. Heres some news about it.
    1 point
  14. Meh, I'll take humorous sarcasm any day
    1 point
  15. The thread is old, but i think nothing has changed Carnage in quick summary: 1.Benefit from PL increasing dmg (+10% per PL? or 3.3% per PL? i'm not sure how exactly) 2.Is not a weapon attack, so won't work with weapon effect on hit/crit/kill (except Lord Darryn's Voulge) 3.Always use main hand weapon for calculating damage when dual wielding 4.Might increasing it's damage 5.With weapons that hit many targets, only main target is considered, so no multiple carnage from WotEP, Wahai Poraga, Citzal Lance 6.Can't crit so won't work with blood frenzy
    1 point
  16. It's policy caused by the powerful Online Moderators Lobby to make work for their members.
    1 point
  17. Sci-Fi programs and movies tend to be more expensive to make, so one would think they probably need to have a greater degree of popularity to get a second season than, say, a contemporary drama with a similar size ensemble cast.
    1 point
  18. Game crashes mostly durning fights (but it's not the rule). How to reproduce: Start a fight with sould collector and cast a few spells etc. After a minute it crashes. Strange since i did get quite far up to that point with a lot more gpu heavy battles. Computer specs: Sabertooth z97 mark2 Core i5 4690 3,5ghz 24 gb ddr3 2333hz MSI GTX 660 TwinFrozr (OC'ed by MSI) Running on SSD EVO series from samsung Torlan (4ade87fe-14ef-4a24-8170-77fdadf6e529) (LAX-123AEFGHI) quicksave.zip error.log output_log.txt DxDiag.txt
    1 point
  19. The primary reason for multiclassing an Ancient with a Berserker is Frenzy, correct? For the bonus to damage/PEN and AR? What other abilities would you pick for the Barbarian?
    1 point
  20. And now ladies and gentlemen, your 2020 US Libertarian Party Presidential news flash: The first LP Presidential debate was held last night by the MA LP Party at a facility... well... not really sure where. Not like it got any TV coverage. Or news coverage. But, I assume it was somewhere in Massachusetts. The debate featured three legit candidates for the nomination and one guy who ran out of gas nearby and stopped in looking for change. It turns out the four candidates spent the evening mainly talking about Justin Amash whose absence was notable... and also easily explained by the fact he is in Washington DC working and he's not running for the LP, or any other, nomination. The four candidates are: Kimberly Ruff: Kim has never held elected office but figured f--k go for the biggest one without any experience. What could go wrong? https://ruffphillips2020.com/ Adam Kokesh: A longtime party ne'er do well. Not without a history of stupid comments and unworkable ideas: http://www.votevohra.com/#meet-arvin Max Abramson: New Hampshire State Rep, LP darling, convicted felon (not for something bad) and probably the most qualified candidate on the list. He's actually been elected to something. http://www.maxabramson.org/ Dan Behrman: Never heard of him. I really hope he didn't pay anyone to build his website. If he did he was ripped off. https://behrman2020.com/
    1 point
  21. Berserker/Ancient with Whispers otEP is great. I didn't even shift. Cast DoTs and hacked away. Try Taste of the Hunt with AoE cone of WotEP.
    1 point
  22. these are a request im making for a friend who just got into the game.
    1 point
  23. I don't see reasonable people having a problem with her being a Hindu, but, this is a political climate which has been pretty toxic; and a lot of people aren't reasonable. I mean, people criticised John Kerry for going to Vietnam when the alternative (sometimes) attended the National Guard; such things aren't really logical in the normal sense of the word. It's definitely not anywhere near the top of her current problems in any case, as with most candidates getting exposure in a crowded field (especially one with two credible women candidates) is her biggest problem.
    1 point
  24. Thanks to whoever suggested Berserker/Nalpazca. I'm having a ball with this combo, and I especially love the character concept from a role-playing standpoint. Think it's one of my favorite classes now.
    1 point
  25. Yeah, and most of the "non-political" era had political subtext at the least. I guess some people are just blinded by nostalgia. Sorry to Bother You was written and directed by one and it was probably the best thing I saw last year.
    1 point
  26. Hello, Joining several people who have asked for detailed list of balance changes to TB-mode, I would like to note that it seems to me that weapon damage was adjusted to decrease the discrepancy between guns vs not guns, and light vs heavy weapons. Specifically: Weapon damage now damage before arbalest 14-22 < 17-25 crossbow 15-19 < 15-20 hunting bow 15-19 < 14-24 warbow 15-19 > 13-19 arquebus 15-22 < 20-26 pistol 12-16 < 15-19 blunderbuss 3-5x4 < 3-6x4 wand 11-17 > 8-14 scepter 11-15 > 9-13 rod 15-21 < 15-24 dagger 13-18 > 10-14 hatchet 13-18 > 10-14 rapier 13-18 > 10-14 club 13-18 > 10-14 stiletto 13-17 > 8-12 flail 13-18 > 10-14 spear 14-20 > 13-19 mace 12-17 > 11-15 warhammer 12-17 > 11-15 sword 14-20 > 13-19 sabre 15-22 > 13-16 battleaxe 14-20 > 13-19 monringstar 15-23 > 14-22 pike 18-24 = 18-24 pollaxe 15-23 > 14-22 quarterstaff 18-24 = 18-24 greatsword 18-24 = 18-24 estoc 15-23 > 14-22
    1 point
  27. honestly i got only like 1 or 2 wishlisted items on steam, i really don't care at all about steam these days, on other hand I got around 50 games on GoG - all of them I pirated when I was kid and I just want to pay at least something to original creator because i liked them when I was kid. I also got few games on GoG which I already own as disc or on other platform just to get that DRM free version on GoG
    1 point
  28. Is there better graphics then your imagination.
    1 point
  29. Absolutely. Mike won't be able to help himself and force Rich into making Re:Views of it.
    1 point
  30. Artistic integrity and freedom of speech have *never* been sacred in the entertainment industry. The federal government were involved in blacklisting "communists" back in the 40's and 50's and various cities, towns, and states have been suppressing films and other media right up through *today*.
    1 point
  31. I think it's time to rename this thread. Who's with me? Are Obsidian forum users publicly undercutting needlessly-speculative The Outer Worlds drama?
    1 point
  32. Can't say much about Liberator but I've had good success with Berserker/Nalpazca for fast Wound generation and obvious synergy with Svef (prevents Berserker Frenzy's Confusion and satisfies a drug requirement). It's definitely a crit-based build, and there is some wasted overlap with Swift Strikes and Frenzy, so it can be a bit ropey early on. Positioning is vital for that multi: to trigger One Stands Alone and avoid hostile Arcane Dampeners (they'll wreck you fast if they connect).
    1 point
  33. Who knew that PoE was a secret prequel to Jade Empire all along.
    1 point
  34. We've already had the 8-bit graphics revival and the low poly graphics revival, I guess the next logical steps are ASCII and wire frame.
    0 points
  35. Lol nah. Weve been together for 1000 years and I wouldn't even know how to act without her.
    0 points
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