Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 11/29/21 in all areas

  1. When confuse, a druid can cast Beetle Shell on an ennemy without consentement (there is no hit roll) independently of they resolve (just your int (-5 because confuse) influence the duration, that can be extend by a confuse priest by the way (beneficial effect). The stunning effect is unconditional. While stunned, the ennemy's insidious shield absorbing some 200 damages before shattering, but he stay targetable. This is a good way to debuff him (already -10 fortitude), preventing him to do some hostilities during this time. Good tool for megabosses in my opinion.
    3 points
  2. Technically, I Ninjaed your Ninja since I was already speaking about Beetle Shell in the thread you ninjaed. By ninjaing Boeroer, the only thing you achieve is pointing that I ninjaed everybody ahahahahahahahah It's a Ninjaception.
    3 points
  3. ... Every time I show up to turn in a quest, the building is closed! Seriously I've seen this on so many playthroughs. I can't remember a time when I arrived in Queen's Berth and they were just readily opened for business. No matter the Republics are going to crap, they must be on a 25h work week + RTT. On the flip side, as long as you're not advancing too much in their quest line, you have a (tedious) infinite XP loop with the door of Lueva's office being lockpickable infinitely. But at +60XP a pop, arm yourself with patience...
    2 points
  4. Dual wielding was nerfed, with primary attacks using both weapons doing significantly less damage (-35% if I remember correctly). So dual wielding isn't quite as OP as it was in POE1. That said, certain builds require it; you'll definitely want to dual wield a Kind Wayfarer paladin for x2 the healing from White Flames. Some builds will also want to dual wield when using weapons as stat sticks, to boost their casting. Given this nerf, 2H weapons are not really inferior DPS wise to dual wielding, and there are some great 2H weapons, like Amra and Lord Darryn's Voulge, that are great for melee DPS builds. But on PotD, enemies offensive and defensive capabilities are boosted. For this reason, sword and shield can really be a lifesaver. Single weapon is good for classes or builds that want a lot of crits, like skalds. As for your second questions, both scouts and seers are great for ranged DPS. Personally I prefer seers, as they can get the highest accuracy in the game (which is much needed on PotD), and the cipher side gives you some great CC and single target damaging powers as well. As for your third question, healing is needed on PotD; for this reason I often have a druid in my party, as they have some of the best healing spells in the game. But there are other ways to heal. The pets that heal on kill are great since they mainly benefit your frontline DPS characters, who are likely taking most of the fire. Keep in mind that high AR is also important, especially on PotD. The less damage that gets through, the less need you'll have for healing.
    2 points
  5. Well, as long as you did not: abduct me, sedate me, invade my subconscious and manipulate my thoughts to arrive to this very moment... I'm cool with you showing off your ninja muscles. It's only fair.
    2 points
  6. I see in the thread taht Elric Galad had the same idea Yes, the shield absorb damages from eveything. Absolutely!
    2 points
  7. 2 points
  8. Enjoying a 14% kentucky bourbon stout while playing Disco Elysian is the only way to play.
    2 points
  9. That is working correctely with the Balance Polishing Mod.
    2 points
  10. I was actually thinking about that a couple days ago. Relationship shenanigans are (usually) much more fun than hanging out on some old game forum. Hope it's all going swimmingly for him.
    2 points
  11. So after a bit more testing, it appears that this oddity might be about multi-projectile chanter abilities (her tears, her revenge...) refunding an Empower point with each projectile launched. It doesn't have to land on an enemy to count, it's really about the fact that Sasha's refund seems to treat each projectile/bolt as a duplicate for the purpose of refunding Empower points. It works very consistently and is very repeatable, however: you should avoid spending too many Empower points between combats before empowering a Chanter invocation to replenish the pool and you should refund your pool before area transitions This can be really nice for several builds. e.g. a Loremaster like Fessina empowering something nasty to start combat or during combat and refunding in the next one. An evoker/chanter with all the +PL evocation/fire and ring of focused flames etc. empowering a delayed fireball, starting combat, then empowering her revenge to refund in the same combat (since empower will be available again by the time the fireball explodes). Or an Assassin/Beckoner sneaking up the enemy, empowering Pernicious Cloud to get really nice damage and duration of the dmg and distracted debuff on all enemies, immediately going smoke veil, retreat and cast x6 Ancient Weapons on the enemy, knowing that it's like giving your summons a +10 ACC, +1 PEN, and +5 all Defenses because enemies are distracted....
    2 points
  12. It's stupid because it's only relevant for that one particular quest where you have the option to steal Tawenu's contract by sneaking into the building. Because of this you can't directly fast travel into the building and it's always closed at night.
    1 point
  13. Coincidentally, I just got 4 new tires for my car this weekend. All weather and rated for 65k miles, set me back $649.00 though.
    1 point
  14. Giants won the 2011 Super Bowl with a 9-7 record and a negative point differential... It was always my hope that some garbage 7-9 team would fall backwards into the playoffs and win the Super Bowl, but I guess I'll have to settle for 8-9.
    1 point
  15. I cooked delicious chicken livers with onion for my breakfast along with bacon and eggs and toast Livers just make everything ....better
    1 point
  16. To be fair, even with level scaling, I would say you're still overleveling enemies. Not because they don't gain enough levels, but because levels don't help them as much as they help you. A monster that is intended to be fought at level 18 probably has a lot of cool moves. A monster that is intended to be fought at level 4, but has been brought up to 18 by scaling, just has improved stats but the same lame moves. You gain stats, abilities and a presumed degree of gear improvement with levels; mobs only gain stats.
    1 point
  17. It's a weird feeling knowing your terrible team has a shot at the playoffs. I guess it's better than being eliminated...
    1 point
  18. I'm preparing a build on the Tactician confusion inspiration who potentially add in one Clear Out + Mob Stance 6*20% of hostlies effects durations for everyone in 5m radius (tactician + Beckoner + dual Frostballs + Flancked)
    1 point
  19. Ha - I was about to link to the same thread. Confusion is not an affliction, it's an inspiration!
    1 point
  20. Nice find. In case you hadn't seen it at the time, there's been some nice discussion about confused plus emergency friendly spells and megaboss application in the thread below. Mostly about Withdraw but Beetle shell is probably better overall, maybe not for HoW though.
    1 point
  21. Berserker/Druid now has a new tool. Interesting. Nice find! EDIT: does DoT damage affect the shield?
    1 point
  22. I want to be able to import saved games from Steam version to XBOX Game Pass version!
    1 point
  23. I think saveing game files in Xbox game pass is not possible as xbox game pass save your world data in cloud. It is very anoying for me and my friends as we are not able to progress in our world because we are not able to share our world between us and the person that host our world is not often avalieble. I wish that they will fix that soon as this is make us unable to play the game or at least tell us workaround of that issue.
    1 point
  24. The Cat Flurry +33% action speed for 10 s (base) is not limited (when active) to the cat form : if you cast this and disable your Cat form, as a conjurer you can extend it. The effect is not cleared after the end of combat, if you like the strand of favor cheese taste. You cant stack many Cat flurry in same time (I tried ).
    1 point
  25. am gonna concede how after booby trap and galaxy's child, taking geordi serious became a bit more difficult. possibly redeemed self by season seven, but seeing as is going on 30 years since those embarrassing episodes and we still recall 'em first when we think o' geordi, is not a good sign. HA! Good Fun!
    1 point
  26. Geordi is the guy who is always friend-zoned, had a holodeck creation - that he wanted the computer to make "more human acting" - help him troubleshoot instead of utilizing his actual human team, and generally treated by the writers as a sometimes engine-tech genius but an interpersonal relationship dufus (not including Data). It's not surprising that most of his episodes were not very good.
    1 point
  27. TNG Interface The Enterprise sees 100s of unique, one-of-a-kind events over the course of 7 seasons - and yet not enough for any of Geordi's friends to believe he saw anything, much less his mother*. 'There's no proof', they say. Except when Geordi disobeys orders and Data matches the anomalous sensor data they denied existing to new data as Geordi talks to his 'mom'. What? Why did the alien masquerade as his mom in the first place? Why is Troi yet again shown to be incompetent as a counselor, not listening to her patient and only offering pop-psy platitudes? Why do Geordi's pals refuse to listen to him or look at the data and at least entertain there may be something more than Geordi refusing to believe his mom passed?? The command crew get such latitude except when the story needs them to be stick-in-the-muds. And who greenlit hiring Ben Vereen to play Geordi's dad and then relegating him to a video screen rather than letting him be there in person? What a waste of a great actor. This episode is pretty rubbish. *This is literally LOST IN SPACE level plotting, where whatever weird thing Wil or Penny saw is dismissed by the adults despite the fact that they'd encountered things just as preposterous the previous weeks of the show, and also typically first seen by Wil or Penny.
    1 point
  28. I can also very much recommend @thelee's GameFAQ guide. Sometimes, with complicated things, it's just better to get another explanation that's worded a bit differently: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/action-speed-recovery-time This is the page about action speed/recovery. If you want to read the whole thing start here: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599
    1 point
  29. The Call to Slumber description from the wiki : Causes a group of enemies to momentarily fall asleep, falling Prone until the effect ends or they receive damage. Call to Slumber cannot affect Vessels. Feast of Dreams (Dreamwalker's Tread) can affect them (one of them or whoever, 1/rest). Effect is similare, 10s (base) asleep against Will. But in fact, that is not totally true : it dont break with persistent DoT, and also on new ones from : Soul Ignition, Desintegrate, Combusting Wounds, Insect Swarm, Plague of Insects, and Shining Beacon. DoT from Soft Winds (chanter) dont disturbe the Asleep effect, but the phrase roll will break the effect when it begin. The good thing is Asleep is not an downgradable affliction, and there is not immunitie to counter that. I extended the duration with Dispersed suffering and squelettons ("If their Bones Still Slept Under that Hill, None Can Say", neither the upgrade or the "Many lives" ones, they are not controllable and may break the spell) and I felt like Freddy krueger
    1 point
  30. Pro tip for MechWarrior 5: don't step on the loot.
    1 point
  31. Shameless autopromotion if you'd like to play SC Wizard: This was a ton of fun too, shapeshifting Sorcerer:
    1 point
  32. I liked Blade Runner 2049 better than Arrival. Technically I enjoyed Arrival more until it became so stupid it turned from a really good film into something not even Alex Kurtzman and Jar Jar Abrams could dream up while collaborating to create the stupidest movie premises of all time (and oh boy did they try, huh?). By the by...
    1 point
  33. I dunno, when I bump my leg against something I might shake it side-to-side a little and that seems to repair it.
    1 point
  34. Yeah, all it did was buy some time for the actual reinforcements to arrive. Those included a Vulcan, which is less of a joke edit: mind you, when I get asked what kind of car I'd like, Urban Mech has been my answer for years. Probably just short enough so I could park it outside my apartment building and get right into the ****pit from my third floor balcony.
    1 point
  35. Star Dreck, Venal Disease, Season 4, Episode 2. Current Burnham crying counter is at 1 from last episode's almost cry face at the very end. Should that devolve into actual crying at the start of the second episode, I shan't increase the counter. Opening flashback features Ni'Var (formerly Vulcan) and Gray being seen by Dr. Culber, so we're probably going to advance these two stupid plotlines in this episode. Well, here goes nothing. Burnham cry counter is now one to three. That's one for real, and three time she had an inward sad. One minor positive thing, this one was less offensive than the last one, but it cranked up the stupid writing and terrible science to eleven, evening it out. Terrible performances by all the actors, except for Abe Sapien, who continues to give it his best even through all the makeup and prosthetics.
    1 point
  36. Sushi last night and currently making Thanksgiving dinner.
    1 point
  37. You probably have nectar or pollen in your chests and they stole from it, that's why they have the logo.
    1 point
  38. Antipathetic Field + Party Members + Death of thousands cuts. Ok let's kill Dorudugan with this.
    1 point
  39. Details on how I dealt with each of the story challenges (hope it will help someone achieve that perfect 7-kill run some day): 1) Caravan camp. I killed everything (2 wolves and 9 Glanfathans). Not much pacifism there, although I should have known better. 2) Cilant Lis. Sneaked around everything (started with 2 stealth as Orlan Cipher Dissident), including the treasure cache (for some strange reason, slime inside attacks 2 slimes outside, so you can easily loot the chest while they are dealing with each other). Had to "sacrifice" Calisca to get past the last spiders without a fight ("you must gather your party before venturing forth"). Oh well, she would die in a few seconds anyway... 3) Caed Nua courtyard. Pure stealth. 6 is enough, no special tricks. 4) Caed Nua Great Hall. Buy Bronze Horn Figurine before going there. Sticking to the left side, 6 stealth is enough to reach the point where script dialogue with the throne triggers. When it ends, doors open, and you are in battle. Just summon animat to keep these phantoms busy and run left to the stairs, you'll be fine. 5) Caed Nua dungeons. Pure stealth, no special tricks, although you'll have to avoid speaking to the ghost, otherwise you'll get out of stealth and attract some spiders. 6) Paths of Od Nua, level 1. Maerwald is quite tough, but who said you need to fight him yourself? Use a Fleet Feet potion to lure him out, then lure out some spiders and beetles from the other rooms and watch them fight each other - from a safe distance of course. Most probably it will end with Maerwald killing most of the monsters and then getting killed by the last 1 or 2 beetles. This will also likely leave the chest with the boots of stealth unguarded, which is great. If you are feeling especially mischievous, you can repeat the same trick with the looters slightly deeper on this level (they don't stand much chance against beetles). Oh, and don't forget the pesky xaurips - beetles will gladly eat them too if given the chance. Eventually, you'll be able to explore the whole level without any kills (I even got as far as level 5 without kills after upping my stealth a bit more). 7) Woedica's Temple. Easily done in disguise with Woedica's Hood, found on a body in catacombs just before (need stealth for that, obviously). 8 ) Sanitarium. Summon three wood beetles from Oaken Scarab Figurine for distraction, drink Fleet Feet, run for it. That's about it. 9) Heritage Hill. Stealth 10 is enough for the most part, but you'll also need a lot of summons for distraction: - 2 single summons (e.g. animat + beagle dog from Cloak of the Fox and Hunter) to go in and out of Icantha's house (also possible with a rite of walking shadows, but you DON'T want to waste it now). - 2 times x 3 wood beetle summons to run from the undead mob on second floor when descending from the tower (due to stairs script ruining stealth). Tricky, but possible. It also means extra rests to replenish Oaken Scarab Figurine (I rested twice just for Heritage Hill). 10) Cliaban Rilag. As I said before, you need stealth 12 (+2 hedge maze, +2 boots of stealth or footpad's hood, +1 Iquali's boon), mechanics 8 and lore 4 for this. And a rite of walking shadows. Use the rite just before the slimes in east corridor (guarding the door to the optional armory) and run for it as fast as you can. Once on the second floor, don't stop and keep running straight through the first locked door and to another leading to the machine room back on level 1. If you don't waste time, your rite will expire just after you pass that last door and get into safety. It's NOT EASY, but possible. 8 mechanics is needed exactly for opening that last door: high enough stealth can get you to the key, but you won't escape without a fight (even with summons). At least I couldn't. A rogue with Shadowing Beyond probably wouldn't have any trouble here at all. Of course, you'll also need to escape the dungeon via the west corridor after swimming through the underwater passage. 12 stealth is not enough here, so another animat distraction is in order. 11) Leaden Key ambush in Stormwall Gorge. Well, everyone knows this fight is optional with the right dispositions (I avoided it in my first run), but this time, I didn't have neither Benevolent=2, nor Honest=2, so they attacked, and I had to run around on Fleet Feet, eventually luring them all to their "accidental" death in the pungent embrace of some slimes and mushrooms. 12) Divine quests. Hylea and Rymrgand are easily doable with good stealth and no special tricks. 13) Burial Isle. Can be explored fully with stealth 16. In my final (successful) attempt at Thaos, I changed rest and brothel bonuses to something else, so I only had 13, and had to use another rite of walking shadows to get past the last group of ghosts. With 16, you can even stealth into that shortcut tunnel, but it will give you an injury, so why bother. BTW, I'm not sure what exactly does it check - dexterity and constitution don't seem to work (despite CON=17 being mentioned in some guide I looked up), perhaps it's athletics now? 14) Breith Eaman. The only problem is the animats guarding both doors leading to the room where we speak to Iowara. Even 16+3 isn't enough to get past them clean, so I used 13+3 (there goes last of the 3 rites of walking shadows) to get as close to the door (I picked the north-west one) as possible, and then, as you'd expect, the good old animat distraction trick (or even better, an adra beetle - it will live longer). It's still a bit hard there, doesn't always work well, but it works after 3 or 4 attempts. And these guards don't even detect you again after you get script-teleported to the center of the room for the dialogue. 15) Sun-in-Shadow. Easily done with stealth 13, except some optional bonus areas near the end. Thank gods, shadow drake spawns don't drag you out of stealth, and the second spawn even happens in the immediate vicinity of the exit, so, if you are in stealth, the game allows you to just leave instantly without pathing to it. 16) Thaos. Fight him. Such a shame that there's no other option, my char wouldn't really mind joining his cause...
    1 point
×
×
  • Create New...