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Showing content with the highest reputation on 05/20/21 in all areas
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We watched the Back to the Future trilogy on Netflix. Wife really wanted to see them and really enjoyed them. I was hesitant to see them after so long but my wife asked me if I really wanted a wife who hadn't seen Back to the Future. Couldn't argue with that.6 points
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I'm finally getting around to playing The Outer Worlds. At this point, I'm sure everyone here has already played the game, so I'll just post a picture of my character, Gobo Blek, and move on:4 points
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Tributes from other mangaka are starting to come in. Silver lining and all that... This one is from Shun Saeki the Cooking Wars manga.2 points
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Sure I do, but that has no relevance to Origin or Steam. While they can be integrated into Galaxy 2.0, you still need them installed to play.2 points
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Look at you, you little Nietzsche fanboy. Im impressed, I didnt think you cared or understood much about white, Capitalist literature but with you quoting it you have just proven me wrong. You see I do admit when Im wrong2 points
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Hello, After reading a build for an assassin/devoted with amra, i was wondering if there is other fun and (very) effective weapon combo for clear out combo from stealth (hight crit chance for assassin) I don't have much time these day to play and test, so i wich to borrow your experience ♥. Clear out allow the use of melee and ranged, so there is many combo possible, my guess will be : main hand : scordeo edge for the blade cascade proc (swap to grave calling vs vessel) Second hand : Fire in the hole / hand mortar while under avenging storm for multi procs Current rush (scepter) for the aoe crush damage Marux amanth for the aoe fire Scordeo trophy, then swap to other weapon set for long lasting quick recovery On 2h set, i guess : amra, oathbreaker, lord darin voulge or engoliero de espir should have the most value.1 point
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The Wheel of Time Has Wrapped Season 1 — and Season 2 Is Already in Progress | Tor.com1 point
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Guess that means I'm not starting to read Berserk any time soon. It's bad enough getting stuck with an unfinished series (regardless of the medium), but willingly walk into one? No. CCS #26. Turns out I was wrong about a few things. Well, one thing for certain at the very least. Also, continuity, what are you?1 point
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I sided with the Principi before, so I'll go with Rauatai this time. He will consider the natives and pirates as savages (Fort Deadlight will be a massacre, I can already tell you that). And he will choose Rauatai over Vailians because he will have more respect for them since they are a organized military group. Also, I want to check their endgame ship. I'm currently playing as a mercenary, but in Deadfire he will see himself as one chosen by the Gods, so it won't be all about money.1 point
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Thanks. You just saves me from a potential headache Not going to wonder even just a little bit if I should consider this version Important parts of Yvonne Strahovski missing from the game1 point
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This also works with a mortar in the main hand I guess - you wouldn't even need to switch weapons. I'd even argue the effect maybe even stronger with Fire in the Hole because enemies get pushed "one AoE instance more often" because of Chain Shot?1 point
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Hamas has been stockpiling rockets for several years now. Actually, since the last major flare up. It seems to happen whenever Netanyahu faces jail time... this time he poked the bee hive by evicting people from their homes in the occupied parts of Jerusalem and and using a lot of force when people protested about their homes being literally stolen from them. Because the tensions weren't severe enough, he ordered the police to raid the Al Aqsa Mosque with guns and tear gas (an action that looks like it has had the surprising effect of making new best friends of Saudi Arabia and Iran). Netanyahu got what he wanted, a few hundred dead Palestinians, half which are women and children of all ages. He doesn't have to worry about jail as long as he can keep the military campaign in Gaza going. https://apnews.com/article/hamas-middle-east-israel-748a13f933111e2341fcf1d01f86bdb7 "Just over a week ago, the longtime Israeli leader’s political career seemed all but over. He had failed to form a coalition government following an indecisive parliamentary election, and his political rivals were on the cusp of pushing him out of office." At which point, many years of accumulated corruption charges seems to wait for him....1 point
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It’s been done before. Kentucky used to be part of Virginia. West Virginia used to be part of Virginia. Maine used to be part of Massachusetts. Although all of those had compelling reasons other than current political climate for making those moves. Making Maine a state was a slavery compromise. West Virginia refused to leave the union wind Virginia did so they broke off. but actually I can see their beef though. Most of the population in complete control of the state legislature in governors mansion is west of the Cascades. They feel like they are second class citizens in their home state. And are treated as such as often as that. All of the money is on the other side of the mountains. Gromnir brought up the water problems in Southern Oregon the other day. There are no good answers to that but it’s hard to argue the folks in Salem are making it worse not better .1 point
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Thats actually a semi-concern for small pet owners around these parts. I counted a 12 strong kettle of hawks the other day.1 point
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Glad you like this build! I had so much fun with it One additional thing is that WotEP + Clear Out creates a bit of an explosion that sends enemies quite far and which could potentially be fun to use after setting them up with Arterial Strike from ranged AoE of Mortars. So they take tons of damage to come to you after the ranged AoE, you use Smoke Veil and close in, Clear Out with WotEP, they're all pushed far, then they take tons of damage when they're trying to come back to you at sluggish speed. I haven't tested though but I think it has potential!1 point
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The Babylon Bee is starting to sound less and less like satire and more like real news every day. Because they kind of hit the nail on the head with this one. If it were up to me it’s past time we as a country turned our backs on that whole sorry mess. They’re going to kill each other no matter what. We don’t have to help them and we don’t have to stop them.1 point
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...theatrics? I feel like they're being entirely unfair to Madoka's father here. He only got a handful of lines and does nothing offensive other than picking tomatoes! I know a lot of people who hate tomatoes for some reason, but surely none of you are among those, are you? One point about the exposition dumps by Kyubey: Zucchini and tomatoes have something in common - they're both berries. Don't be sorry, I'm trying my best not to hold it against you. No, just kidding, really. I can't even begin to count the amount of films I've hated watching that friends, family or colleagues recommended to me. There are some beloved classics even that I usually just pretend to have enjoyed so I don't get into debates over it (one of my greatest character "strengths" is being utterly focused on avoiding conflict to the point of rather suffering in silence than actually saying something). There's a wide variety of them, across several genres, and is sometimes seemingly so arbitrary that I can't even properly express why. I absolutely hated Pulp Fiction and I intensely disliked Sin City, and everyone I know enjoyed them. On a more positive note (has nothing to do with anime, film, tv or music): Some talk about Cardcaptor Sakura, Episode 25 (spoilers, obviously):1 point
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nah my problem is with client, I don't get why I need Steam AND another crap on my PC just to launch a game. Its either on steam or its on EA crap. No reason it being on both1 point
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Clear Out is a primary attack. It only allows ranged weapons if you carry them in the main hand and wear a melee weapon or bashing shield in the offhand. So only one-handed ranged weapons in the main hand work. Not Assassin, but Hand Mortar with Blinding Smoke + Driving Flight + Avenging Storm is very potent because Blinding Smoke triggers Avenging Storm. Fire in the Hole is better without Avenging Storm. I don't think the jumps get Assasinate bonuses. Both are good in combination with Combusting Wounds, too. Karabörü is good if you can trigger its AoE cone. You can also increase the chance of that happening with a Monk/Fighter combo with Swift Flurry instead of Assassin. Sungrazer, if it kills with a crit, triggers Extinction event which is very potent, but it will get no Assassinate bonus because it comes after. Keeper of the Flame with high Religion is good. Whispers of the Endless Paths is good with Clear Out if enemies get lured into a spot. Same is Citzal's Spirit Lance (no Assassin obviously). Also Kalakoth's Minor Blights with an offhand melee weapon. Any Morning Star is good to apply Body Blows in an AoE with Clear Out. Subsequent Cler Outs then have the benefit of targeting -25 fortitude defense. A Monk/Fighter with Swift Flurry cn abuse that a bit. With Saru Sichr there's a nice trick: The DoT of Saru Sichr is very slow, BUT it stacks with itself AND you can trigger a tick for all stacks by hitting the enemy (and thus applying the DoT again which triggers the ticks for all instances I guess). It seems to work like Combusting Wounds sort of. That means if you hit fast enough the damage is very good after some hits. The additional effects of the DoT (paralyze or kill on tick) are cumulative. So it's 5% chance for every instance of the DoT on the target. With Swift Flurry now you can sometimes trigger several crits on several enemies with just one Clear Out. I used Saru Sichr on Xoti (Monk/Priest) recently and was pretty surprised by the performance against weaker enemies (bc. Swift Flurry) but also against tough nuts (bc. stacking DoTs) so I tested it more with other combos as well and came to Clear Out. It's not "instant fun" like with mortars or so but can be very effective over time. If you have several enemies in a corner where they can't be pushed apart a lot then the Weyc's Wand with Revelating Missiles is just bonkers. The seal stacks and ticks every sec. Its dmg profits from all weapon dmg anchancements including Sneak Attack etc. Imo even better with Ranger/Fighter due to Driving Flight doubling the hit rolls. Against lower level kith the Magistrate's Cudgel is pretty jawdropping from stealth with an Assassin/Fighter. On crit rolls they just die. Scordeo's Trophy can be used to gain a lot of recovery-reducing stacks very quickly with Clear Out.1 point
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Don't forget Kitchen Stove bb. That thing's unique per encounter power is insane! With the Assassinate boost and good Int, it would destroy whole groups of enemies (and if someone survives, they have a nasty long debuff that makes them far less dangerous). If you do the DLC, Seeker's Fang rapier would be pretty sweet with Spider's Flurry. Although if you have a melee inclined Cipher in your party, he may have better use of it.1 point
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Huh, am surprised by that. Well good in the end, as new CPUs don't exist. Also, one reason to not play Now it's just M Effect.1 point
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DEX is the only thing that increases casting speed. DEX also affects recovery and reloading time. The rest of all the other "speed" bonuses only affects recovery and/or reloading time. So DEX is absolutely necessary if you want to cast fast. One reason why Durance is considered to have bad attributes is his low DEX. I think if you want a frontline priest Durance is pretty solid though. Of course Priests get great spells before lvl 7. Prayer against Fear is one of the best spells to have against anything that has a fear aura (most notably Dragons), Consecrated Ground is a good survival tool if you cast it before things go south (not while), Iconic Projection only has to overcome 1/4th of DR because it is a fixed dmg spell and thus has some good uses and most famously Devotions for the Faithful not only buffs your party with insane ACC but at the same time debuffs enemies' the same way - which is awesome for a frontline priest. Shining Beacon is devastating with high MIG and INT. If you combine it with Champion's Boon (+10 MIG, +10 PER etc.) and Inspiring + Aggrandizing Radiance (+10 ACC, +2 MIG and PER etc.) it will do tremendous damage over time (even better with Minor Avatar). And so on and so forth. Speaking of DoTs and Holy Radiance + Priest's Dispositions: if you build a max MIG/INT priest and use Aggrandizing Radiance and Minor Avatar and max out your dispositions you can one-shot nearly all but the toughest vessels (like high level Fampyrs etc.) with your Holy Radiance because on a crit it can reach over 300 burn damage (that's per target). Also the healing will be good. If you don't want to invest in that kind of minmaxing that then I agree that dispositions will not do much for you. It's true that Priests have bad endurance and health numbers. You will need to make use of Potions of Infuse with Vital Essence if you want to prevent a lot of resting due to health. That is because also his defenses are not so great and in early levels he will get hit no matter what you equip him with. Later with more defensive spells this will change and a Priest can become sturdy enough to not be a liability in the front line.1 point
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The 2 strongest low-level classes are Druid and Wizard from my point of view. Overall Wizard, Priest and Druid (in this order) are the most powerfull classes. But on normal difficulty the game should be quite easy with any party composition. A Frontline-/Support-Priest is the best option in the early game for several reasons: priest don't need accuracy as they just buff/heal your party most of the time and don't have many good damage / debuff spells in their arsenal therefore you can give them the heaviest armor and the biggest shields (and you will find a very big shield in the very early game) that way priests can block enemies and heal / buff your party without any significant disadvantages, as you don't need accuracy therefore Later and with a larger number of spells available, you might want to change to lighter armor to cast faster and this might result in changing your position from "front-line" to "flank protection". Support Priest: At least in PotD the priest needs to cast as many buffs and protection-spells as fast as possible! Time is sometimes that critical, that you might want a 2nd priest or give some priest-scrolls to melee-builds. Keep your priest in working condition and the priest will keep the rest of your party operational! Loosing your priest early may result in loosing the battle. Most important are buffs and protections spells, healing is just secondary. Don't use the priest for debuffing or damage dealing, other classes are definitly better in this tasks! A Melee-Wizard will kill everything that fast (when fully buffed), that the battle is over before the priest even starts to change to melee! Stats in order of relevance (support priest): DEX: it's all about speed - as you want to cast as many buffs as fast as you can - especially later in the later game INT: AoE is very small for many good buffs, you might want a larger AoE and you get longer lasting buffs that way - - RES: defence at it's best - underestimated in many builds from my point of view - - PER: somehow the counterpart to RES, but as a pure support priest, you're spending 90% of your time with buffing MIG: more healing and damage, but overestimated in many builds from my point of view! Especially as the priest doesn't (need to) heal in the later game anymore. In the few hard fights on PotD you might want to cast holy radiance, but my priest never used any other healing spells after Act I. ("Moonwell" is much better for healing and MIG is a very usefull stat for a druid!) CON: not lower as 9 or 10, as a "knocked out" priest can't help anyone (therefore a Wild Orlean or a Coastal Aumaua might be a good choice for a priest).1 point
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One last post before going to sleep. Mima sings in Cardcaptor Sakura too: The audio is a bit out of sync with the video, but it's the best actual cap from the episode on YT, at last at a quick look. Mild spoilers:1 point
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The Healing Flame Build concept: The idea for this build started when I was looking for variations on my favorite Deadfire main character build, the Healing Wall. (Look on page 2 of that thread for my full description of the build and gear recommendations, extrapolated from Climhazzard’s original idea.) I originally wanted to do something simple: change the paladin subclass to Kind Wayfarer (from Shieldbearer). I wanted to make this change for two reasons. First, and most importantly, I wanted to change things up from a role-playing perspective; I like playing the diplomat for the most part, but sometimes I really want to punch someone in the face – and Kind Wayfarers, unlike Shieldbearers, don’t get a penalty for the Aggressive disposition. (If you are doing a no-rest run, don’t pick aggressive options until you’ve gotten Nature’s Resolve on Tikawara, since Aggressive disposition prevents you getting offered the mushroom in the scripted event.) Second, I was intrigued by the White Flames unique ability, and thought it would fit perfectly with the build idea; I wanted to try to build around it. I didn’t think this would be a genuinely different build; I thought I’d basically substitute Flames of Devotion for Lay on Hands, and everything else would remain the same. You can do it that way, but you are only getting half the payoff from White Flames if you do, since it goes off twice per Flames use if you are dual-wielding, only once if not. So how can we dual-wield for the purposes of the healing going off without losing the ability to be the main tank in the party? Answer: bashing shields (Magran’s Blessing in particular). Since the point isn’t the damage, but the healing burst, the lower damage doesn’t matter much, and you can keep your sky-high defenses (by combining 2-weapon style with weapon and shield style). With the much lower recovery time, too, it is easier to get off a healing Flames right when you need it, instead of being locked into recovery. How else to maximize White Flames? Fire power levels – Magran’s Favor axe (+2 fire PL). And now it looks like we have a character theme that also works mechanically – a passionate paladin, perhaps pledged to Magran (or near to her heart), aggressive, kicking butts and smashing faces for goodness! All the while healing the party. The change to dual-wielding and focusing on Flames for healing actually changes the playstyle significantly. Instead of planting himself in the middle of the fight and casting (summons and healing spells) as the Healing Wall does, this character is constantly attacking (still from the middle of the fight, though), and you need to pick your moments to use your Flames of Devotion (when some of your party gets below half health). People who don’t like playing the Healing Wall may well really enjoy playing this. Equipment and talent choices turn out to be surprisingly different, as well. Finally, White Flames offers a genuine healing advantage over the Healing Wall’s Lay on Hands because it is party-wide. Because of these facts, I think this has become a genuinely distinct build that warrants its own post, instead of just a minor variation within the general Healing Wall build. With that introduction, I present the Healing Flame. The Healing Flame =================================== Difficulty: PotD v. 5.0 -------------------------------------------------------------- Solo: not intended for solo -------------------------------------------------------------- Class: Paladin (Kind Wayfarer)/Chanter (Troubadour) -------------------------------------------------------------- Race: Moon Godlike -------------------------------------------------------------- Background: Get one that boosts Might or Intelligence. -------------------------------------------------------------- Stats: Max Might and Intelligence, everything else at 10 Skills: Your choice; none helps the build in particular Weapon Proficiencies: medium shield, sword, axe, whatever -------------------------------------------------------------- Abilities (!=important, r=recommended, (a) automatic) PL 1 (levels 1-3) Paladin (a) Flames of Devotion (!) Sworn Enemy (r) Deep Faith (!) Retribution (r) Chanter Soft Winds (r) Thunder rolled (r) PL 2 (levels 4-6) Paladin Zealous Auras (!) Weapon and shield style (!) Pick 1 of: Divine Purpose, Inspiring Triumph, or Inspired Defenses Chanter 2-weapon style (!) PL 3 (levels 7-9) Paladin Shared Flames (!) Sworn Rival (r) Chanter Ancient Memory (!) Two Fingers of Daylight (r) PL 4 (levels 10-12) Paladin Exalted Endurance (!) Scion of Flame (!) Inspired Path (r) Chanter Mith Fyr chant (r) PL 5 (levels 13-15) Paladin Practiced healer (!) Mental Fortress Clear Head or Iron Gut Chanter Thunder Rolled upgrade PL 6 (levels 16-18) Paladin Clear Head or Iron Gut (remaining one) Virtuous Triumph Chanter Their Champion Braved the Horde Alone They Shielded Their Eyes ‘Gainst the Fampyr’s Gaze PL 7 (levels 19-20) Paladin Stoic Steel Chanter Mercy and Kindness (!) Ancient Weapons summon or Skeleton summon chant --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Magran’s Favor (! - +Blazing Core !), Magran’s Blessing (! - +Purifying Flame (r), +Righteous Bash (r)) Weapon Set 2: Sun and Moon (+Solar Excellence, +Golden Sun), Magran's Blessing (The second set does almost the same thing the first set does, but gives you an all-crushing-damage set option. As Boeroer points out below, you can wield Magran's Favor and the Sun and Moon flail together for +4 fire power levels, but that costs you significantly on your defenses. I don't think it is worth it, but if you have a tanky party already, you could do it.) Head: None (moon godlike) Back: Three Trolls Stitched (or Cloak of Greater Protection/Deflection) Neck: Bone Setter’s Torc (!) Armor: Blackened Plate Armor (! - +Life in Death (!), +Usher’s Visage) Waist: Physicker’s Belt (!) Hands: Gauntlets of Ogre Might (!) Rings: Ring of Focused Flame (!), Ring of Greater Regeneration (r) Boots: Footprints of Ahu Taka (!) (or Shod-in-Faith, from the Spoils of Caed Nua mod) Pet: Prissy (! - +15% healing done) Early game equipment: The Blackened Plate Armor, Magran’s Favor, and Bonesetter’s Torc can be relatively late-game acquisitions. Before then, the Gladiator Sword is really good on this character, and can carry you until Magran’s Favor. The Sun and Moon flail is a good substitute for Magran's Favor (if you don't want to rush to the island it is on), if you make sure you do your fighting during the daytime to get the +2 Fire PL -- the Ring of Focused Flame will actually increase the accuracy of the Sun flail head. Armor is more up to you; you may find your personal regeneration is high enough that you can go with a medium armor. Nomad’s Brigandine, Honor Guard Breastplate with Pride of the Ducs, and Devil of Caroc breastplate are all pretty good (and the Devil breastplate will give you 2 extra uses of Flames of Devotion per encounter), but anything with bonus defensive stuff would be good. There are a lot of good amulets: Charm of Bones, Heart-Chime Amulet, Orishia, Cog of Cohh, Stone of Power, Cipher’s Shackle are all good choices. Strengths of the Build: Constant Party-Wide Regeneration: The Core Idea This build keeps the central idea of the Healing Wall build, which is to stack constant party-wide regeneration effects. There are three: the paladin’s Exalted Endurance aura, the Ancient Memory chant, and the Life in Death upgrade to the Blackened Plate armor. To support those regeneration effects, we want to maximize might and stack +healing gear, which is why I’ve chosen the belt, boots, gauntlets, and necklace we have. We also want to maximize intelligence to make the auras as wide as possible; also, 20 intelligence allows us to use a second chant as Troubadour (I use Mith Fyr until getting Mercy and Kindness at level 19) without any downtime for Ancient Memory. All those stacked healing bonuses will also affect the Ring of Greater Regeneration and Three Trolls Stitched, so you’ll be very hard to bring down. If you go down, the party goes down soon after, since you are the health battery. White Flames and other healing bursts Since we’ve stacked +healing gear and might, we can also take advantage of other ways to heal. The key point at which this build diverges from the Healing Wall build is its focus on the Kind Wayfarer White Flames upgrade to Flames of Devotion. All of your Zeal (except for the initial 1 spent on Sworn Rival) will go into using Flames of Devotion, which in this build is a healing spell – the damage to the opponent is a bonus. Inspired Zeal and Virtuous Triumph will get you more uses of Flames per encounter. Ring of Focused Flame helps the accuracy of Flames of Devotion, which is important because if you miss, the healing burst doesn’t go off. I highly recommend doing a no-rest run with this character, even more than with the Healing Wall. Permanent Dawnstar’s Blessing (+50% healing) is just as good on this character as the Healing Wall; this character uses no per-rest healing spells (unlike the way I equipped the Healing Wall); and this character benefits much more than the Healing Wall from Nature’s Resolve that you can get from the scripted encounter on Tikawara, since the +10 accuracy helps land Flames of Devotion. I find no-rest runs rather fun, simply because you have to take injuries more seriously: you’ll need to use one of your limited Adra potions, or trek all the way to the baths in Neketaka, so you’ll have to try to win your fights “clean,” with no one going down. That's a fun challenge when your main character is built to keep the whole party standing, like this one is; it is nice extra challenge and test of the build, not just a way to boost your power. That also strikes me as a more plausible way of dealing with injuries – camping for the night can’t possibly help a “gaping wound”, after all. If you don’t like no-resting, you can use AndreaColumbo’s mod for permanent per-rest bonuses; I get rid of the optional parts, so it just applies mainly to those two buffs and the Alchemic stat boosts. We also have other sources of healing, none of which involve spells with long casting times. (I stayed away from spells with long casting times, since it goes against the feel of playing this character, and makes it feel more like the Healing Wall.) One is the Moon Godlike’s Silver Tide. I highly recommend Caelum’s Godlike Rebalance mod (which can be found on the Steam Workshop), as it restores Godlike abilities to usefulness. It doesn’t break the game at all – it is what the game should have been in the first place. It makes Silver Tide feel like it did in Pillars 1; a very useful heal that goes off automatically as you get hurt. But even if you don’t use that mod, Silver Tide is nice and fits the build. The other is the chanter invocation Two Fingers of Daylight. I always have trouble aiming the thing, but it has a half-second cast time, which is great, and the immunity to Resolve afflictions is situationally useful. Since this character won’t be doing as much summoning as the Healing Wall, it has phrases to spend, and might as well have a healing option to spend them on. Speaking of mods: I recommend the mod Spoils of Caed Nua (by MaxQuest), which adapts some items from Pillars 1 and inserts them into Deadfire. One is the Shod-in-Faith boots. If you have those, they are perfect for this build – another party-wide healing spell that triggers automatically. I played this character with that mod and the Godlike rebalance mod, and it felt like being back in Pillars 1, with a Moon Godlike front-liner with Shod-in-Faith taking hits and pulsing out healing. Enjoyably nostalgic. Party buffing and enemy debuffing In addition to providing all the healing your party will ever need, we can take advantage of the large AOE boost from high intelligence and central location in the battle as a tank by getting other constant party-wide buffs. This character has the Mith Fyr chant and Shared Flames, boosting party damage. You also get two ways to debuff the enemy. One is the Usher’s Visage upgrade to the Blackened Plate Armor which is an aura that gives -1 AR to enemies. The other is the Thunder Rolled invocation, which you have phrases to use since you won’t be using them on summons as much as the Healing Wall. Again, this has a half-second cast time, so you don’t feel like you are sitting and casting. That’s the main invocation you’ll be using in battle. Tankiness This character loses very little in the way of defenses from the Healing Wall. It uses a medium shield instead of a large one, so it loses a few points on deflection and reflex, but it can use the Block modal to compensate if you want. But the defenses are still sky-high, making a great tank. With the gear and ability choices I’ve made, he has only three affliction resistances: perception, intelligence, constitution (paladin abilities). It loses out on the Might affliction resistance from race and the resolve from the helmet that the Healing Wall gets with the gear choices I made; the might one matters a bit more, actually, since it reduces healing. If you are roleplaying passionate, you might get the Watcher’s Ire ability, which give a Might inspiration on use, which could help Summons The big thing you lose when you move from the Healing Wall to the Healing Flame is actually the summoning. Summons are so incredibly useful, but they really change the feel of the gameplay, back to a melee-caster (which is what the Healing Wall feels like) rather than an aggressive melee attacker. You lose the flexibility to pop a suddenly-needed Flames, since you are locked into a long cast time. You could just keep doing the summoning (you have access to the same invocations, and they are just as good), but I think it violates the character idea. I compromised; I took the Ogre summon invocation, but I just didn’t use it all that much. (Edit: I realized that I made an obvious mistake and forgot Scion of Flame. I got rid of the Ogre summons for it; using the stunning invocation was more fun anyway.) It is there for the fights you need it, but it isn’t the automatic-use spell it was for the Healing Wall. If you want more summoning, you can take the wurm summon early if you like. As I said, summoning is incredibly powerful. Damage Damage isn’t your priority; you are a party healer and tank. But this build does quite a lot more damage than the Healing Wall (which did very little). (Though, honestly, I’m not sure how to calculate the summons’ damage; the Healing Wall gets more damage that doesn’t show up on the Records sheet from the summons that the Healing Flame isn’t getting as much, and I don’t know how to weigh that. My impression was always that the wurms did ok damage early, but that the Ogres were pretty much just damage sponges with very little damage output of their own.) You’ll actually contribute to the total damage done, with Sworn Rival up, dual-wielding, and lots of boosted Flames of Devotion.1 point
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So I was able to find a fix for this. I went back to the bog with the druids (which I had already cleared), walked through it again, exited, went back to the Fleet Master and I was able to complete the quest.1 point