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  1. All three Dishonored games arrived at GOG!!! https://www.gog.com/game/dishonored_complete_collection
    2 points
  2. I made a choice hundreds of hours ago which prevented me from getting the best ending (aka the "tempered" Abydon ending). After a crazy amount of searching, I figured out how to get the ending I wanted without have to re-do all of that. 1) Open your game folder, then open the Pillars of Eternity\PillarsOfEternity_Data\data\conversations\px2_04_eyeless_stronghold folder. 2) Using Notepad or a similar program (I prefer Notepad++), open the following file: "px2_04_cv_abydon_finale.conversation" 3) Locate the following segment (for me this was around line 7676): <ExpressionComponent xsi:type="ConditionalCall"> <Data> <FullName>Boolean IsGlobalValue(String, Operator, Int32)</FullName> <Parameters> <string>n_abydon_arguments_won</string> <string>EqualTo</string> <string>3</string> </Parameters> </Data> <Not>false</Not> <Operator>And</Operator> </ExpressionComponent> Change the "Not" section from "false" to "true" (I also changed "And" to "Or", but I don't think that's strictly necessary) <ExpressionComponent xsi:type="ConditionalCall"> <Data> <FullName>Boolean IsGlobalValue(String, Operator, Int32)</FullName> <Parameters> <string>n_abydon_arguments_won</string> <string>EqualTo</string> <string>3</string> </Parameters> </Data> <Not>true</Not> <Operator>Or</Operator> </ExpressionComponent> 4) Save the file. It's good bookkeeping to keep a backup of the original file too. 5) Load to any point before you tell the Eyeless whether they should reconstruct Abydon or not. 6) Choose a few conversation options and you'll see the new choice "Then return to Abydon with perspective as well as memory". Choose this option to get the best ending. This bypasses all other requirements by the way: You can leave the Readcerans alive, you can permit animancy, do whatever you want. As long as you choose that conversation option, you'll get the good ending. Hopefully this will help others. Good luck!
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  3. =================================== The Hound of Yezuha, Ultimate Edition =================================== Difficulty: PotD v5.0.0.0040 -------------------------------------------------------------- Class: Brawler (Fighter + Monk) -------------------------------------------------------------- Race: Storm Human -------------------------------------------------------------- Background: Yezuha (Missionary) -------------------------------------------------------------- Stats (char creation, no Berath's Blessings): MIG: 11 CON: 10 DEX: 15 PER: 14 INT: 14 RES: 11 -------------------------------------------------------------- Active Skill: Athletics ® Passive Skill: Any -------------------------------------------------------------- Weapon Proficiencies: Sword (a) Greatsword (a) Small Shield ® Sabre (!) Battle Axe (!) Flail Hatchet -------------------------------------------------------------- Abilities (a=auto, r=recommended, !=important) PL1 Fighter Knock Down (a) Disciplined Barrage (!) Monk Swift Strikes (a) Force of Anguish PL2 Fighter Fighter Stances Confident Aim Monk Clarity of Agony Common Two Weapon Style (!) PL3 Fighter Disciplined Strike (!) Mule Kick ® Monk Swift Flurry (!) Efficient Anguish ® PL4 Fighter Charge ® Weapon Specialization ® Monk Thunderous Blows (!) Duality of Mortal Presence ® PL5 Fighter Armored Grace (!) Conqueror Stance Monk Enervating Blows ® Common Uncanny Luck ® PL6 Fighter Clear Out Monk Turning Wheel ® Flagellant’s Path ® Common Improved Critical ® PL7 Fighter Unbreakable Weapon Mastery ® Monk Heartbeat Drumming (!) --------------------------------------------------------------- Items (*=additional enchantments; !=important, r=recommended): Weapon set 1: Scordeo’s Edge (Blade Cascade*!, Adaptive*!) (!), Slayer’s Claw (!) Weapon set 2: Unarmed, Tuotilo’s Palm (Balanced Shield*, Pugilist*) ® Chest: Contender’s Armor (Heavy Mobility*) ® Helmet: Fair Favor (!) Amulet: Cauldron Shard (!) Cloak: Cape of the Falling Star Gloves: Burglar’s Gloves ® Ring: Finality’s Claim (!) Ring: Ring of Prosperity’s Fortune ® Belt: Ngati’s Girdle ® Boots: Rakhan Field Boots (!) ----------------------------------------------------------------- As Companions and Sidekicks go, Rekke is one of the most vanilla as they come. Which is not a bad thing in itself; his stats lends itself to a DPS build, and his vanilla class choices make him very adaptable, which is more than can be said for several of his peers (looking at you, Fassina). Since pretty much any DPS build would be viable for Rekke, I decided instead to design a build that won’t be realized until near the end-game, but sets him up to take on one of the Megabosses in particular. Using some fairly simple interactions between his class abilities and specific weapon enchantments, this build makes Rekke an interrupt-lock machine that can, with the proper support, take on his intended target mano-a-mano. Thus the name of his build, the Hound of Yezuha; it is not only a testament of Rekke’s ferocity in battle, but it’s also a tribute to the man who killed the Mountain. (Note on “Ultimate Edition” builds: With the release of the Ultimate Edition on PS4 and XBox, there will be many first-time players of Pillars of Eternity 2: Deadfire who will be searching for builds online, only to find that most available builds were created for earlier versions of the game. While many of those are still viable even in the final version of Deadfire, this would not be apparent to new players; thus, builds such as this will be tagged as “Ultimate Edition” to indicate that they’ve been tested for version 5.0.0 of Deadfire, including all DLCs.) Cutting the Voracious Mountain Down to Size Apart from its own set of nasty tricks, Hauani o Whe also hits like a mack truck. However, it has the lowest Deflection of the four Megabosses, and is also vulnerable to interrupts. Therefore, the trick to defeating the Voracious Mountain is to exploit these two weak points mercilessly. And the Hound of Yezuha can achieve this through a couple of fairly simple interactions. Firstly, the Slayer’s Claw increases any Might Inspirations applied to its wield by one tier. In the hands of a Monk, that means Thunderous Blows doesn’t give Tenacious, but Energized instead; that’s why I made Rekke a Fighter/Monk, and it guarantees that he’ll interrupt with every crit. Pair that with Scordeo’s Edge with the Adaptive enchantment, and Rekke will work his way up to +20 Accuracy with both weapons in time. Add the hit-to-crit bonuses from Disciplined Strikes (Intuitive) and Fair Favor (which applies to Scordeo’s Edge), and you get a Rekke who can crit and interrupt the giant ooze with practically every other strike. (This also makes Rekke ideal as a mage-hunter, which is why I gave him both Charge and Flagellant's Path; so he can dive into the backline and immediately start dismantling enemy spellcasters.) Double down on that with the Blade Cascade enchantment, and now whenever it activates, Rekke can ignore Recovery and interrupt-lock Hauani for around 5-6 seconds each time. Pretty sweet, isn’t it? Now imagine what happens when Rekke has a Priest and Cipher to provide the Ancestor’s Memory-Salvation of Time combo. That’s right; Rekke can now wail away at the giant ooze throughtout the whole fight, keeping it pancaked and unable to do much of anything whatsoever, all the way until it ****ing dies. (On a side note, Valkyrie Xoti is ideal as the Priest for the Hauani o Whe fight, because she singlehandedly turns the Symbiote debuff from an annoyance into an asset for your party. The little oozes are OHKs with The Twin Eels, and each one heals the whole party every time.) Sure, you’d still have to watch out and make sure that the smaller oozes don’t merge back into the big one. But properly supported, the Hound of Yezuha is all the DPS you’re going to need for this Megaboss fight, including the clean-up after the hard part. Enduring the Crushing Weight But to get the Blade Cascade started in the first place, Rekke has to begin the encounter with attacks on Hauani o Whe at normal recovery. Therefore he’s still going to take some hits in the first few seconds, and needs sufficient protection to help him survive for at least that long. The one thing to keep in mind about Hauani’s attacks is that it does Crush/Corrode damage. This means that the most useful type of armor against the giant ooze are Breastplates, since it is the armor type with the highest AR that doesn’t have a penalty against either Crush or Corrode. And when you think about Breastplates, the obvious choice is the Devil of Caroc Breastplate, which remains one of if not the best Unique Armor in Deadfire even in the Ultimate Edition. And while you can certainly give it to Rekke, I would actually not recommend it… precisely because it’s so good, I’m assuming it’s likely going to someone who needs it more (like your Watcher) and therefore not available for Rekke. With that context in mind, I’ll suggest the next best thing instead. And in Rekke’s case, that’s the Contender’s Armor from the SSS DLC, with the Heavy Mobility enchantment. With high Athletics and Armored Grace, it’s one of only 3 armors in the entire game that can potentially let the wearer attack even faster than if wearing no armor at all (the others being DoC Breastplate and Miscreant’s Leather); so even without Blade Cascade, Rekke can still attack at a brisk pace with this setup. To further boost Rekke’s AR against Hauani’s attacks, I also gave him the Cauldron Shard amulet and Rakhan Field Boots for additional Corrode AR, as well as Ngati’s Girdle for more Crush AR. Cauldron Shard also comes with a 20% chance to turn Hauani’s Corrode attacks into healing for Rekke instead, helping his survivability against the ooze that much further. On top of that, Rekke gets the Finality’s Claim Ring, which gives him a 25% chance to ignore its attacks altogether (it actually reflects the attack back to Hauani, but the giant ooze doesn’t take any damage from its own reflected attacks, so). Final Thoughts Pros: - Is set up to be your MVP during the Hauani o Whe Megaboss fight. - Also makes him useful as a mage-hunter, so you can use him in that capacity in normal fights. - Is perfectly viable even with a vanilla Brawler like Rekke. Cons: - Can only be fully realized as a build near endgame, because Scordeo's Edge is key to this build. - Going for this build locks you into the Slayer path in the SSS DLC, as Slayer's Claw is key to this build. - Foregoes all defensive abilities available to Fighters/Monks in favour of more DPS, so Rekke will need party support to survive in more difficult encounters. - Requires Priest and Cipher support to reach it's full potential, which can limit your choices of party composition. Last but not least, see the attached file for the AI script I created for Rekke as the Hound of Yezuha Rekke Custom (Brawler) (Fighter Monk) (08e33d71-36e8-46eb-9c8d-b3af9b6cdbac).customai
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  4. Hi, all! We're very excited to be able to announce that we are joining the Microsoft family. This is something that is huge for us and we can't express what this will mean for us and our games going forward. While we will be able to get more information out to you in the coming days, we wanted to share this video we did that may answer some of your questions now.
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  5. Snakeskin Grimoire Lvl 4 - Nannasin's Cobra Strike Ninagauth's Teachings Lvl 3 - Ninagauth's Death Ray Lvl 4 - Ninagauth's Shadowflame Llengrath's Martial masteries lvl 8 - Llengrath's superior elemental bulwark Arkemyr's Illuminating Discoveries lvl 6 - Arkemyr's Brilliant Departure Arkemyr's Grimoir lvl 6 - Arkemyr's Brilliant Departure lvl 8 - Arkemyr's Mercuriaql Madness Iron Glasped Grimoire lvl 2 - Concelhaut's Draining missiles lvl 7 - Concelhaut's Crushing Doom
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  6. The Federal Reserve The difference is Boardwalk does not become worthless once this little scheme runs out.
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  7. I know what you mean. There is no fully satisfactory solution. It is not the only quest like that. Many quests in PoE were like this, too. It is clearly deliberate. I think it is about the role play. The quest designer is offering to the player a set of differing outcomes, so that the player has an opportunity to define the character they play. You select the outcome that relates most to the way your character views and understands the world, even though that outcome may not give you, the player, a full satisfaction. This design approach is not without a danger. Many players probably feel that they play a very powerful character, who should be able to achieve an outcome that is best in every way. Who could blame them? "But my character is totally benevolent! I want to achieve justice and happiness for all the good guys!" So they are left with a feeling that there is something wrong with the game.
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  8. The game has trouble introducing the new players to all of its lore, why didn't they exploit the loading screens for this purpose is beyond me. I wonder if it is possible to put the PoE 2 wiki content there. Another use for the loading screens could be for spells and abilities descriptions, and also mechanics information and build tips with which this forum is full of. Another possibility is to put the descriptions of the gear the player has acquired in the game so far. I rarely have patience to read them when found ingame, but I would read them from the loading screens.
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  9. Edit: Ok wow, this was easy, but I actually don't see it mentioned anywhere how to get it. Been datamining and scratching my head over this for two hours now. It's not a very tricky thing so I'm sure loads have done it, just haven't shared it with the internet. Step 1: Examine the house, doesn't matter if you fail the perception check. I don't know what the ability check here is, so can't speak for it. Step 2: Enter the house. There are two ability checks available here as well. You don't need to do them. Might even be bad to do. Step 3: After entering the house, you notice the bodies. All you need to do now is flee the house, not pursue the arsonists. You can do all the other things if you want, even try to loot the bodies, as long as you choose to flee the house in the end. Step 4: A priestess of Amira (Hylea) will ask you if anyone survived. If you tell her to check for herself [Cruel], you get nothing. If you say nothing (no disposition) or that you're afraid not [Honest], you get a Huana Charm Belt and Amira's Blessing: +2 dexterity to your party until you rest. And if you find yourself having a dilemma... the arsonists drop nothing special.
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  10. Congratulations, Alesia! Outstanding, impressive and just beautiful run! Champagne for everyone! On a 'At the Mercy of the Tribes' and juicy Dungeon Delver talent - you know that there is no need to fight those Stelgaer to finish this quest. With high Resolve (which Alia is lacking) or decent Twin Elms Reputation (which she has) it's possible to convince Fangs Bright Blood to accept imprisoning Esmar if you have Dungeons built in Caed Nua. Personally I'm always going this way - avoiding unnecessary bloodshed and let Esmar to think of their actions. Later I just free him.
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  11. "Australien" is the best part of that.
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  12. Warriors Orochi 4 Murdering large groups of soldiers with a scroll. You know, standard stuff.
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  13. Alia, Pale Elf Rogue (PotD Solo)- Entry 6: Thaos! So: we've made it to Thaos. It's time for a throwdown. First, though, we should review Alia's build. . Skills: Stealth: 11, Athletics: 3, Lore: 2, Mechanics: 5, Survival: 2 Abilities: (1) Blinding Strike (3) Reckless Assault (5) Finishing Blow (7) Dirty Fighting (9) Fearsome Strike (11) Deathblows Talents: (2) Weapon Focus: Knight (4) Shadowing Beyond (6) Deep Pockets (8) Weapon Focus: Adventurer (10) Two Weapon Style Boons: Hylea’s Boon, Dungeon Delver And her inventory. Every item has a purpose. One choice, the Torc of the Falcon Eyes, is obviously sub-optimal, but 1 Per point wasn't worth the trouble of fighting the lighthouse spirits. In future fights, I'll likely change the glove slot: the Rotfinger gloves weren't used at all. I'm happy with everything else, although I remain undecided on the We Toki + Starcaller, Two Handed Style + Adventurer versus We Toki, One Handed Style + Vicious Fighting issue. I'm leaning towards the latter these days, although Alia did ok with the former. The plan is to use We Toki + Starcaller, both with vessel slaying, against the judge and headsman. Sheathed in Autumn, with kith slayer + freezing lash, is for Thaos. As for the other items: The Hermit Hat is for Thaos's confusion spells; Heldrik's Coat, for the Judge's prone on hit; the Ring of Unshackling is for Cleansing Flame; the Boots of Speed, for spell evasion and potion quaffing; the Blunting Belt is great because hooray for DR; the Ring of Wonder is there because everyone makes mistakes. Our camping bonus is accuracy v vessel. The Rugged Wilderness Hat got us to Survival 4. Ok. Let's get this party started! This is Thaos. I have it on good authority that he wears his grandmother's dirty underpants. We opened with Shadowing Beyond and then raced west. Our next objective was to apply DoAM and War Paint before engaging. We really, really, really want to get this turkey stunned or on his keist before he can cast Devotions for the Faithful. Devotions for the Faithful slows everything down. We started out well on that front. But then we failed to keep him locked, due to a dirth of criticals. At this point, I was wishing I had gone One Handed + Vicious. It's all good though: Woedica's Judge falls. Despite an early blindness, we had trouble landing stun or prone. That Shining Beacon cast made us run. Happily, we successfully evaded. That's better! Two down. Time to finish this. The sketchy part was evading Cleansing Flame. The beetles were plan A; the Ring of Unshackling, plan B. Plan A worked. Next, we stalled awaiting the expiry of Shields for the Faithful. Note that we've switched to Sheathed in Autumn. Once Shield for the Faithful expired, we engaged. From here on out we chipped away while evading spells. We made steady progress, but we didn't always evade as well as we could have. I need to get better at that. Happily, Alia had enough healing on hand to compensate for my ineptitude. And done! Say hello to my first PotD solo no reloader, everyone! Hooray! What's next? Honestly, I'm inclined to run another rogue. This time I'd like to work in some bounties, some White March content and some Endless Paths. I'll let you know when I'm ready to go ahead with that. For now, let's celebrate Alia's victory. You go girl! Pale elves forever! Best, A.
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  14. Alia, Pale Elf Rogue (PotD Solo)- Entry 5: The Burial Isle Alia's passage to Thaos was more eventful than Astrid's. Fortunately, the precautionary measures that I put into place but hadn't tested worked splendidly. Alia was revealed at an in opportune time, but she survived. The stroll to the The Pit went smoothly. Surprisingly, it's possible to get through all this without using Shadowing Beyond. Things got interesting in a bad way shortly after the descent. This spirit encounter is always nerve wracking. Like Astrid, Alia initiated combat by revealing herself to a spirit that lacked a disabling weapon. She then raced for the door, wearing Blaidh Golan, Rymgrand's and the Hermit Hat, while running Farmer's Spread and Casita Casserole. The logic here being that we want to maximize our survivability in the event of an untimely reveal while also minimizing the likelihood of a reveal through movement rate and intelligence. It's a good plan. Unfortunately, there is a chance element at play here. If the pursuing spirits bunch up in the wrong way, the path to the exit can be partially blocked, impeding progress. That delay can lead to an untimely reveal. Like this: Blaidh Golan and Rymgrand's Mantle to the rescue. Alia emerged virtually unscathed, although she did end up pulling two animats, leading to this scene: Onto the drakes. The first one was and is easy. It would be pretty hard to lose a character here. Trigger the encounter out of stealth. Activate Shadowing Beyond ASAP, run east with max movement rate, using Farmer's Spread and a rest bonus, and max intelligence, using the Hermit Hat and Casita Casserole. It couldn't be simpler. Just don't wear Shod in Faith! No Shod in Faith! See that crit from a fear effect? If Alia had been wearing Shod in Faith, Consecrated Ground would have triggered and she would have been revealed. Shod in Faith is great, except when it isn't and when it isn't it's really, really bad. I was a bit nervous about the second drake encounter since my first PotD solo no reload attempt ended here. I had delayed activating Shadowing Beyond slightly, and that caused the drake to be pulled slightly east, blocking the exit. That needn't have been fatal, but I neglected to hedge against the possibility of fighting the drake, thus my character lacked Prayer Against Fear and Bulwarks. Happily, Alia was ready. She executed stealth perfectly and she was prepped to fight if it came to that. Fortunately, it didn't. See that notification about Wael fighting shades? That means we're good: the path is clear. Thaos remains. Best, A.
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  15. Alia, Pale Elf Rogue (PotD Solo)- Entry 4: Twin Elms Some of you seem to think that Alia is moving quickly. The Leaden Key disagrees. Fast? Slow? Whatever. Just don't get in Alia's way. The Leaden Key assassins learned that the hard way. Simultaneously I learned a lesson the hard way: when you separate enemies for tactical advantage it not only strains plausibility it leads to ugly, embarrassing screenshots. Like this, for example. Here we see Alia to the east of the map, with a fighter and a chanter, both drawn from the fray with Shadowing Beyond. This fight looks way less cool than it could have, huh? Oh, well. Here we see the Leaden Key Rogue throwing down with a charmed fighter and three shades. Alia, meanwhile, is playing pinata with the Leaden Key Wizard. No candies in there, I'm afraid. Upon arrival in Twin Elms, Alia completed Hard Bargain and Sacrificial Bloodline before heading into Teir Evron. We talked to all four god groups, with the intention of completing at least three of the quests, possibly four. The Nest Above the Clouds was first. Stealthing may seem lame to some on RP grounds. I beg to differ. In fact, I think it makes perfect sense. I mean, if you had a choice between fighting all this and walking around it, what would you do? I'd totally go around- an not just because I am epicly lazy. We completed The Nest Above the Clouds peacefully and then proceeded to Into the White Void. With Int 19, this can be completed peacefully. All you need to do is pick up the Blue Crystal Key in the east and then walk over to the northwest. This was almost too easy, but we'll take it. Prison of Ice is easily completed once the elves are gone. My last rogue fell in The Old Queen and the New King. It happened right here: My character had accessed the back of the maw with a grappling hook. Upon reaching the other side, she was tired. And as luck would have it, there were two enemies there: a lion and a lion clansman. Not wanting to fight fatigued, I tried to escape and rest. Sadly, that didn't work. We ended up drawing in other enemies and dying a horrible death. Alia had no intention of making the same mistake. She took down the lion and lion clansman ASAP. Fatigue be damned. After chit-chatting with Sul, Alia decided to fight Oernos. She opened with Shadowing Beyond and then ran. Even invisible this was kind of scary. Ahh! Ahhhhhh! Where was Alia going, you ask? Here: Because when do you ever get to see lions and bears fight each other? This was super-fun to watch. And look: Alia even stole the kill, thanks to a well timed finishing blow. The fight didn't end with the death of Oernos. This turned into a brawl, spread throughout the Maw. I enjoyed this, and it actually makes sense. There was a stand off between warring factions. All they needed was a catalyst. Alia was that catalyst. No regrets here. That brings us to Alia's near death experience. At the Mercy of the Tribes is without question my least favorite quest in the game. There's nothing wrong with it in a technical sense, or in a story sense. It's just too tempting and too dangerous. Dungeon Delver is awesome; Stelgaers are not. My plan here was thin on details. The intent was to use Whispers of Treason from the Arret and Spirit Spiral to make the stelgaers fight each other. Aside from that...I don't know? Use the choke point and hope for the best? Terrible plan. By the time we ran out of summons and Whispers of Treason charges, we were left with this: That's sort of a best case scenario, and yet it was still exceedingly dangerous. Alia was knocked unconscious and brought back by the Ring of Wonder. She was one more hit from death. And then: Just in time. I mean just in time! I'll never do that again-not without a better plan, that is. Hunter Brother went better. The stelgaers went down with ease- partly because an elder had failed to join the fray. The blights and lurkers were taken down in batches, with a rest in between. This would have been a bit much otherwise. And that, my friends, was Alia's last Twin Elms quest. All that remained was to pack up and head off to the Burial Isle. Best, A.
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  16. The whole game is caused by development!
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  17. As long as you pretend C&C IV doens't exist you should be good.
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  18. Pics or it didn't happen. Yeah, got mine as well. Now if I could get Yakuza 4(PS3), Yakuza Ishin and Judgement, then my 'Yakuza Collection' will be complete...sort of. A retailer has all of them here...I just hope he hasn't sold Yakuza 4(PS3) yet. Dang, at one point he even had the Yakuza 1 & 2 HD remaster for the PS3. *sigh* So many games and so little money...
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  19. Undead attack the kingdom. All paladins fled in terror. Half a dozen gnomes died trying to keep the guard tower standing. One heroic healer of Agrela holds her ground and is surrounded by eight skeletons. Three more healers rush to her aid. One of them will not survive the fight. Saru the Calmbringer, barely visible in the melee in the screenshot will survive and end up the highest level hero in this quest (17). The Heroes find the castle of the Liche Queen. A band of Paladins, Rogues, Wizards, Rangers, and Solarii will tear it down. As the Liche Queen emerges all of them will flee. All of them? Not all. One Paladin is hit with a paralyze spell. As the Liche Queen and her minions surround her, a second Paladin decides to protect her incapacitated sister. The undead surround them and find out why in Majesty you never surround high level Paladins.
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  20. 1. Every time the oracle hits a new health status "injured, bloodied, near death" more minions appear. I actually got into major trouble in one attempt because an empowered minoletta's missile salvo took the oracle through too many health statuses in one go (without outright killing it) that i got swarmed and overwhelmed by minions. 2. the lanterns stun the oracle for a short duration when destroyed. If you have spare DPS or lots of AoE it makes the fight a tad easier to take out he lanterns periodically. But if you don't hav have the spare DPS (busy taking out minions, for example) don't go out of your way to do it - it's not worth the time spent in such a case. 3. The organic stuff I think just adds more Slog Zones through the map when destroyed. Annoying, but not a deal-breaker for the fight, i don't know why the AI prioritizes destroying it at times. 4. Arcane Dampener I don't believe will suppress hindsight or immunity to flanking. Duration-less buffs are hard to gauge, because many of them can't be cleansed or suppressed, but some of them *can* (if I remember correctly). But I can't say for sure because the Oracle has such high will defense that I'm not typically trying to do anything about it. I don't think Hindsight is related to immunity to flanking, because if Hindsight was bestowing flanking immunity, there wouldn't be a separate "immunity: flanked" entry. (Much like how some enemies have Immunity: Poison/Disease, but a paladin enemy might be immune to them as well via a passive buff, but they dont' show up with that immunity listing). I actually don't know what Hindsight does (or many enemy buffs) - the solution to find out would be to either dig through game files, or use console to spawn an oracle, have it join your party, and look at their character sheet to see what the auto-generated description is. edit - the latter wouldn't work because you can only examine abilities, not passives.
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  21. Nope. Well, I'm playing with No Forced Rests so I guess it's possible this normally causes a rest, but it seems a very unlikely thing, considering there's no "x hours passed" involved. I kept all my until-rest bonuses.
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  22. wow i've literally never gotten that sequence of events. still learning new things about this game
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  23. It sounds like you guys should have played Descent in the 90s'...
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  24. Hello fellow no-resters. I take it you're all used to filling up your buff list to the point that it relays almost no useful information in combat. With the help of @Kvellen I wrote a mod to address this. Please help me make it awesome.
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