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Showing content with the highest reputation on 05/15/23 in all areas
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I know it doesn't work on phantoms (including monk duplicates) so I had assumed the differentiating factor was whether a summon was party-controllable. So I checked (vanilla game) and Doesn't work on any duplicates (wizard phantoms, watery double, dichotomous souls) Works with chanter summons in general, but not the skeletons from Many Lives Works with Call to The Primordial Oozes, Blights, and Sporelings Works with Spiritual Ally, does not work on incarnate of skaen Does not work with ghost heart summons Didn't test everything but what I did holds with my thesis that you get animancy cat benefits if and only if a summon is party controllable, except in the case of ghost heart summons because animal companions are also tagged differently, which is why for instance you can make scripts to attack whatever your animal companion is attacking but can't do this with summons.3 points
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Summons (animal companion excluded) must be in ally group (e.g. you must be able to give them orders). The nice thing is it has huge 25 base radius.2 points
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You probably already know but Kraken comes in the normal 90 proof (45% ABV) and 94 proof (47% ABV). Theres 19 versions of the limited edition: Kraken® Attacks Collection | New Limited Edition Bottle (krakenrum.com) Looks like the promotion ended in 2021, which explains why the bottle was covered in duct when I found it.2 points
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Got back to playing Control. It's a pretty big game but I really mean to finish it as I love weird settings. Any of you folks played this game? Any thoughts? Any SCP Foundation fans here?2 points
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Hi! Asked this question on another forum, said i should ask here to, so here we go I was wandering how on can change an ability from power level 8 to 7. In this case it the ability time parasite for cipher. Wanted to try it out on a multiclass after replaying the game a couple of times. I've figured out you can use Notepad++ to open abilities.gamedatabundle localized at "Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata". Here I've figured out you can change "AbilityLevel":8 to "AbilityLevel":7, and "UsageValue":80 to "UsageValue":70. This makes it possible to use the ability, but not learn it on level up, as it's still classified as a power level 8 skill on when leveling your character. I can use console to add the ability, which the game recognize as a level 7 ability, but then i wanted to make it so i can pick it on level up on power level 7. So here I was wandering if it's possible to drop it from level 8 to level 7, so a muticlassed character can use it on lv 19? Thanks in advanced1 point
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But did you buy the collector's edition to get earlier access to the game?1 point
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You can use Sharpshooter - but I consider it to be one of the weaker Ranger subclasses. The recovery penatly is hard to compansate with that little crit conversion. Assassin doesn't work well with Frostseeker because it is is multiprojectile weapon and as soon as the first projectile hits the invisibility is lifted and the assasinate bonus will be gone. Projectile 2 and three and the AoE on crit will get nothing from Assassin. --- One of the strongest class combos for Frostseeker is Arcane Archer/Ascendant. Or Ghost Heart/Ascendant if you don't like having the animal companion around all the time. Reason is the highest potential accuracy in the game (Ranger passives + Imbue Shots + Arcana + Borrowed Instinct + Tactical Meld) paired with the Ascendant's Soul Whip and its dmg bonus which doesn't turn off when focus is full (like it does with the other cipher subclasses) but instead does even more weapon damage. And you get all the nice Cipher spells on top of that. For example Pain Block on a bear companion with Resilient Companion makes for a pretty good offtank - contrary to most other approaches to let the animal companion tank. --- A more obsucre but also good combo is Ghost Heart/Mage Slayer. The Frostseeker Bow creates a hidden melee attack roll when its projectiles critically hit. That hidden melee attack does no damage but triggers the AoE the bow does. This hidden melee attack does work with the Mage Slayer's Spell Disruption. Since Forstseeker has multiple projectiles you can shut down a caster pretty quickly - which an be very valuable. Also works with Arcane Archer of course but it just feels so wrong thematically. Mageslayer also brings more action speed via Frenzy and Bloodlust, either stagger on hit (Spirit Frenzy) or raw DoT on crit (Blood Frenzy), Barbaric Smash as a good finisher (can be cost free if it kills) and crit conversion and high dmg against near death enemies with Bloody Slaughter. --- Another good combination is Arcane Archer/Helwalker. In the unmodded game Turning Wheel will not work with ranged weapons (Lightning Strikes does), but the increased INT of Duality of Mortal Presence will enlarge the AoE of the bow, Eternal Dance of Death will give you +12 accuracy, up to +15 MIG and +2 PEN (Helwalker passive at 10 wounds + Thunderous Blows) do help with the damage of course. You also get a good summoning option on top of the animal companion (Dichotomous Soul). --- Yet another good option is Devoted/Arcane Archer or Ghost Heart. With Penetrating Strike you get awesome +5 PEN wit your warbow shots, could even get +6 if you use a Sharpshooter and get close (I don't recommend that though). Better crit dmg and then some of the other Fighter goodies like more accuracy and so on. --- Streetfighter + Frrostseeker could be unlocked with a Chanter (most likely Trobadour) as second class. As phrases it would be Aefyllath Ues Mith Fyr + Sure-Handed Ila and you would use the phrases to summon upgraded Whisps which you target at yourself. Those hits will distract you and unlock the Streetfighter's passive -50% recovery time and bonus Sneak Attack damage. It's a little cheesy but works very well. However it doesn't have the best accuracy. If you let the Whisps shoot you enough you can become bloodied which then unlocks the next stage of the Streetfighter which results in a lot more critical damage. If you take human as race this will also unlock Fighting Spirit (+ accuracy, +dmg). Another way to use a Streetfigher with Frostseeker is to pick Berserker as second class and let the self damage of Frenzy get you to the bloodied state - unlocks Streetfigher passive. This combo is shooting very fast but also doesn't have the best accuracy. Note that all combos without Ranger will lack the ability Driving Flight - which is very good in combination with Frostseeker. I'd say it is too good to pass on it.1 point
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I would say none provide an any critical benefit. Streefighter is decent if you have someone that can inflict Distracted. But annoying without. Trickster is a good generalist. It does not bring anything synergetic, but it opens some possibilities. Debonaire is okay if you really plan to avoid melee.1 point
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First of all, there's now a gui mod editor for Deadfire so you don't have to edit the text files directly If you've made direct edits to the files in Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata, I highly recommend you to revert those changes. Otherwise those changes could "infect" other mods you make or share with others. Anyhow, if you open Apotheosis, you'll find find Time_Parasite under Abilities -> GenericAbility. From the new tab you can change the AbilityLevel and UsageValue. Next, the progression table for cipher can be found under ProgressionTables -> ClassProgressionTable. Click the icon along the AbilityUnlocks row and you'll open the PT editor. Click Time Parasite icon and change the Prerequisites -> PowerLevelRequirement -> MinimumPowerLevel value from 8 to 7. Time Parasite will move up one row. Afterwards, right-click anywhere on the table and select "Apply". Be sure to click the save button in both PT_Cipher and Time_Parasite tabs That should be it1 point
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Confounding Blind is devastating with Frost Seeker. Foe deflection will go down so fast (3 times per shots plus up to 3 times due to AoE from crits) and this will trigger even more AoE crits. Other than that, max accuracy and crit chances by all means necessary. Assassin subclass does not provides tremendous benefits to this build though.1 point
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what part of rekke doesn't feel as good as eder? in general, i would honestly move away from 2h. i'd dual-wield 4s-recovery weapons (e.g. swords) or pick up monastic unarmed training. i did this with rekke, and found him to be very effective (with tactical barrage, adventurer/conqueror stance, confident aim). i mostly reserved his fighter resources for a scripted refresh of tactical barrage because uptime on that really helps his overall effectiveness. 2h on a barbarian honestly feels bad to me, except once you get to high levels, even if mathematically the sustained damage is the same as typical 2w slow weapons. in case you're not aware, when it comes to a question of barbarians, accuracy actually gives you increasing returns (at least until high values). it's because carnage only triggers on a hit, and must itself at least graze to actually do anything (if carnage auto-hit, or if it always triggered, you'd get normal diminishing returns). so higher accuracy (adventurer/conq stance, which you don't take) really helps carnage "feel" better. weapon specialization is OK for primarily auto-attackers, but low priority. but yeah on a barbarian multiclass, you get even less value out of weapon specialization (carnage isn't affected).1 point
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I'm looking into making a summon-centric build, and I am debating which class/multi-class to take. I want to use the Animancy Cat pet, but I've read that it doesn't work with the following summons: Ghost Heart pet Wizard Phantoms & Tekehu's Watery Double Wizard & Druid & Priest summons in general Is this information correct? Is Chanter really the only class (other than Monk, apparently) that has summons which benefit from Animancy Cat? I am playing on vanilla deadfire, so no mods at this time.1 point
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Is this with or without community patch? Because weapon specialization and mastery aren't worth taking in vanilla. Combined they give +15% damage for two abilities. You also don't take unbending or savage defiance. You really need one or the other if not both. Wild Sprint seems kind of meh compared to charge, which costs more but is an actual movement ability and can stun. Penetrating Strike is probably a skip. Also barbaric blow / smash are not high priority IMO. Clear Out is okay but not super high priority. Basically if this guy is meant to tank at all he needs more defensive abilities IMO. Take unbending, vigorous defense -> refreshing defense, accurate carnage, and charge, roughly in that order of priority. Maybe Conqueror Stance. Savage -> Stalwart Defiance if you need more healing. Without context of the party it's hard to give equipment suggestions, though boots of the stone are a bit redundant with unflinching (maybe footprints of ahu taka are preferable). Garari Cuirass is kind of mediocre. For tanky armor, reckless brigandine is better, for fast armor devil of caroc BP is better, for really light armor miscreant's leathers are bettre. Also Lord Darryn's Voulge ultimately becomes kind of disappointing since it maxes out at superb, but it's a good weapon for half the game. Probably switch to will breaker or saru sichr after. Use body blows when needed. Consider equipping the slayer's claw when you get it and if not using it, at least cycling to it to upgrade your attacks to energized, and if you do this and maintain spirit frenzy you no longer need interrupting blows.1 point
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The thing about penetrating strikes is it is an active ability that gets you ONE shot, and in the tough fights, where you're going to get wiped, you will run out of fighter resources without a cipher spamming ancestor's memory, and he probably can't do that fast enough for you to use penetrating strikes most shots. It is much better to stack passive bonuses, like berserker's frenzy while not a true passive can buy you 10 or 15 shots with Essence Interrupter, while benefiting from the bonus might, action speed, and hit to crit in addition to the +2 PEN. The main draw of a devoted is the +2 PEN and bonus crit damage IMO. I would also consider very high accuracy ranged builds versus high PEN builds. Seers can achieve even higher penetration because of how crits work. Your devoted with penetrating strikes, razor skewers, and a legendary essence interrupter has 17 PEN (when using the ability, otherwise 14), which is either enough to penetrate or in rare cases not. Compare a seer with 13 PEN who crits every shot, that is translated to 13*1.5 rounded up to 20 PEN which will get through basically everything. This is large reason why ascendant / arcane archer was suggested (in addition to cipher versatility and imbued attacks). Devoted/ghost heart does help with the accuracy, at least if you use the pet correctly, so it's not bad I just think you're overemphasizing penetration (particularly penetrating strike) in this case. The best way not to die is to prevent damage in the first place. This is about killing the enemy quickly, and/or stacking so much armor that enemies underpenetrate (-75% damage) or don't penetrate (-25%) and stacking defenses so they miss or graze (-50%). A graze combined with underpenetration is basically nothing. Second best way not to die is passive healing, like ancient memory and steel garrote passive. Third best is active heals that take time to cast. In kaylon's third party, there is plenty of healing, it is just not of the form "cast a spell and heal everyone". FF/SG has so much armor, deflection, etc. that he takes very little damage and what damage he takes... The FF attack itself also heals in addition to SG passive. As a paladin this character can also use lay on hands in an emergency but for himself it will never be necessary. A skald/berserker meanwhile can use stalwart defiance, but more important can chant ancient memory + mercy and kindness or her courage thick as steel. Can also use "Rejoice My Comrades" in emergencies. Assassin/tactician has unbending which can provide a ton of healing, though probably you'd prefer to keep this character out of the fray. Blood mage / troubadour has a small amount of self-healing from blood mage passive, also can have high armor and defenses from wizard spells, and can also chant ancient memory, her courage thick as steel, or mercy and kindness, as needed. Wizards can also drink potions of final stand and use wall of draining to extend it indefinitely (as a blood mage). Ascendent/arcane archer can cast pain block as needed. Has no self-healing but this isn't a problem as this character stays out of the fray, and if he does need healing the paladin can deal with it, or he can just drink a potion. At your current level some characters may be underdeveloped or not have the gear they need. Like tanks really need sufficient armor they don't get damaged when hit. There is a huge, huge drop-off in damage from when you have 14 armor and enemy has 14 pen versus when you have 16 armor (-75% damage). Okay so your current party is unbroken/troubadour, devoted/ghostheart, and assassin/ascendant, plus Aloth and Xoti? And you want to remove the last two? So you still don't have a great tank, but war caller is okay I guess. Devoted/ghost heart does solid damage. Assassin/ascendant, not really sure what this character's role is? For damage... Many high damage builds. Mine were with the caveat of including both a druid and priest. And BTW there is nothing wrong with having druids and priests! But you should not look at them as healers or just support. A SC druid can be a tremendous damage dealer. Helwalker/priest is also very good. With the druid his main role should be casting things like insect swarm, relentless storm, avenging storm, venombloom, etc., and throws out nature's balm or moonwell if needed. And helwalker/priest is versatile, you can use this character as a high DPS striker or pull back for support. Or both. Start fights with a couple buffs, then beat things with your fists, using withdraw in emergencies. So in general you want chars who if they're going to get hit have high defenses and armor, and preferably self-healing, and hopefully can still do damage. Forbidden fists are really overpowered as tanks because not only are they tremendous tanks, e.g. FF/SG iron wheel stacks with exalted endurance and eventually stoic steel, but they have good self-healing, and their attacks do a lot of single target damage and enfeeble. SC FF eventually gets WOTW which does multitarget damage. If you keep up Llengrath's Safeguard and other spells wizards can be very tanky too. There are tons of high damage builds, e.g. FF, helwalker / priest, blood mage / assassin, FF / soul blade, berserker / streetfighter, stalker / soul blade, berserker / devoted, helwalker / blood mage, troubadour / sharpshooter, troubadour / FF, barbarian / FF, barbarian / soul blade, FF / streetfighter, blood mage / soul blade, bellower / priest, SC druid A simple solution is to make one a FF, they are pretty fire and forget once you make like a 3 block script to spam FF. For the other one, IDK, I'd just pick one you like, personally I'd probably go with a SC druid, they become really devastating when you get the sword Effort (Hemorhaging upgrade) combined with Avenging Storm and are decent before then. Furies do the most damage but can't heal so I'd probably go with a shifter or animist. You were originally going with a blood mage / soul blade, which is extremely high DPS by L13. Why did you change your mind? The build is a little complex but I've written on it extensively if interested https://forums.obsidian.net/topic/131992-advice-on-a-hierophant-build/ https://forums.obsidian.net/topic/131345-build-guide-the-soul-devourer-multiclass-blood-mage-soul-blade-optimal-for-potd-solo/1 point
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The closest you could get is making ability with one statuseffect for each possible Attribute value (up to 35?) to make it "scale", then append it to all character/class progression tables.1 point
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Here are a few strong MC combos that fit your theme well (and can make a pretty strong party too): fanatic - steel garrote/berserker (off tank) inquisitor - steel garrote/soul blade (main tank) holy slayer - steel garrote/rogue(dps) celebrant - priest of woedica/troubadour (support) zealot - priest of woedica/street fighter (dps)1 point
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We finished painting and decorating the master bathroom and it turned out really nice. I love my new toilet paper holder with the flat surface on top for my phone. Had the family over yesterday for Mothers Day lunch so I grilled some brats and sausages and everyone brought over a plate of appetizers.1 point
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For modding you'd also have to alter the progression table (which tells the game which ability comes when for a class), not only the ability itself.1 point
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I currently have a bottle of Absolute Vodka in the cupboard. I'm not a big vodka drinker, but it's Ok for mixing with orange juice or whatever. Ironically, there is one vodka I really do like (just like Roku Gin is the one gin I really like as is) and that is a domestic product made in South Australia (St. Agnes Silver). Sadly it's impossible to get outside South Australia unless you order it online and have it shipped to you. The St. Agnes distillery also makes a Brandy that is as good as any good Cognac. Same deal though, you have to pay for shipping to get it . Not so much an issue for the Brandy, when you pay close to $1000 AUD for a 40y old Brandy, the shipping is trivial1 point
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Ah. Well playing with a small party is pretty challenging unless you know the game very well. I'd probably go with a full party, at least if you plan to play more difficult content like DLCs and megabosses. Some of the DLCs are pretty good, the megabosses are just kind of pointlessly difficult encounters but I still like the challenge. So Shards of Woedica is an interesting weapon though I've never used it. As a club you can use the modal to decrease a target's will by 25. The "shards of woedica effect" also increases damage taken and you can either give the club to a tank with the "Blessed Defiance" upgrade, but IMO "Coordinated Escape" is more interesting. This allows you to give the club to a non-tank who can wade into the fray, debuff an enemy, not get engaged, and flee. The will debuff is especially useful to ciphers but there are priest and wizard spells that target will also. Even some paladin abilities, like Glorious Beacon. The higher level "sacred immolation" and upgrade abilities target reflex, so you might consider having a character with a flail. There are some nice flails like "sun and moon" as a stat stick, and sungrazer for its ability to cancel recovery as well as stun on crit. Flail modal debuffs reflex by 25. Looking at your party... I've played probably 80% of multiclass comboes but never actually played a fanatic. A berserker/paladin would have good armor (+2 from frenzy's hardy, +1 crush/slash/pierce from thick-skinned, +1 from exalted endurance, and eventually +3 from stoic steel). Should have decent defenses with deep faith. And has some self-healing options with lay on hands and eventually savage defiance. The health loss from frenzy eventually gets to be pretty bad but it is manageable. It's too bad carnage isn't like in POE1 where the Shards of Woedica effect would be distributed to everyone hit by the carnage. Anyway, you should take spirit frenzy because it applies stagger on hit, and this will trigger the SG passive so a SG attacking the staggered enemies gets back health. Don't upgrade it to spirit tornado (ability is buggy). You also definitely want blooded, not just for the damage bonus but because it is one of the only ways to gauge where your berserker's health is when it is concealed. If the blooded effect is active it is under 50%. Your character will make some comment about healing when he first hits 25%. You can also script him to self-cast lay on hands when near death. I'd take the other barbarian passives and savage defiance / stalwart defiance. On paladin side there are many options, definitely take exalted endurance. Liberating Exhortation is quite useful, as is Reviving Exhortation (unless you're expert enough noone ever dies). The willbreaker would also be an interesting weapon choice for woedica themed party since it is a punishment-themed weapon, and it debuffs will as well as the modal debuffing fortitude, both of which would be helpful to your ciphers. Also if you take the brute force ability as a barbarian you can target fortitude instead of deflection. Deflection is normally lower, but staggered from spirit frenzy Trickster/Unbroken is fairly straightforward and should make an okay tank / fighter. I find enemies don't break engagement that often. I'd consider the devoted subclass because it offers +2 penetration and +25% crit damage with your weapon of choice which would help with damage output especially if you want him to use 2 blunderbusses anyway. If he's meant to switch weapons a lot you might consider black jacket, which can remove the delay from switching weapons and gets an extra weapon set. Unbroken is good too but best on tanks, and this character won't have enough armor to be a great tank, though probably good enough for regular POTD. Priest of Woedica will be good as long as he/she doesn't run into combat unbuffed. Priests are fantastic and have some of the best party support spells like devotions for the faithful, champion's boon, spiritual ally (has unlimited heals), consecrated ground, barring death's door, and at higher levels I'm a fan of spark the souls of the righteous. The writ spells are extremely powerful debuffs as well. Writs of war and sorcery can shut down a lot of enemies, but even the humble writ of engagement is useful. And the writ of mending gives mass enfeeble which is extremely powerful. Stalker/beguiler is interesting. I've played seers quite a bit but not this specific combination. IMO...if this is a melee character you're better off with soul blade. If not, you're probably better off with ascendant or psion if you don't mind the redundancy. Also if it isn't a melee character, don't take stalker. I'm guessing since you picked stalker it is melee, and soul annihilation provides fantastic burst damage on hard to kill enemies. Beguilers are best at spamming low level spells, but psions are just as good at that, so I don't see a lot of reason to take them unless it's just for variety. For cipher picks I listed most of what you want below, it's generally the same stuff you'd want for the spiritualist, but also take draining whip, hammering thoughts, lingering echoes, and the empty soul (last two take with spiritualist also). For ranger picks, I recommend the bear as an animal since it is the tankiest and attacks pretty fast. Take vicious companion and resilient companion. Protective companion and Stalker's link give big accuracy buffs when you attack an enemy the animal is threatening. Also want at the least heal companion, revive companion, evasive roll, and marked prey. Concussive Tranquilizer is nice if you have room. Predator's Sense can give your companion a big damage boost, provided there is a damage over time effect, and ciphers have lots of DOTs (soul ignition, disintegration), and there are also weapons with DOTs like I'd recommend Stalker's Patience. It fits thematically but is also a very powerful spear with bonus damage on flanked targets from ambushing, mortal wounds provides a constant stacking DOT effect, and best of all mercy strike has a 33% chance to attack again on crit, which means you can often get double, triple, quadruple strikes, or more (which is extra great as a seer since you will gain a TON of focus). Seers can stack accuracy higher than any other build so you should basically always crit. Marked Prey is +10, Stalker's Link is +10, flanked is +10, Survival of the Fittest is +10 (when active), borrowed instinct is +20 (keep this spell up ALWAYS), and psychovampiric shield debuffs resolve by 10 making it effectively +10. These all stack for roughly +70 to +80 accuracy on top of whatever you get from equipment. I'd consider one-handing stalker's patience (or whatever if it has good on-crit effects), that's another +12. If your accuracy is high enough from the other things you're already always critting, then use a shield or dual wield. Other weapons with good on-crit effects- aldris blade of captain's crow heals you, sungrazer stuns, ball and chain prones, magistrate's cudgel is particularly good for its "judged" marker and is soulbound to ciphers giving 3s stun on crit. I'd probably use stalker's patience and magistrate's cudgel, either dual-wielded or just switching weapons after an enemy is judged. Troubadour/psion is a build I've played a LOT and it is fantastic, very versatile, on chanter side there are many good picks but you probably want summons, thunder rolled like waves on black seas, and at the sound of his voice and upgrades. The instruments of death are ultimately the best summons but until then the wyrms are good damage and the ogres are solid. For chants you probably want thick grew their tongues, ancient memory, and many lives pass by. Beyond that it is more specific to what you are trying to do, and the resistance chants can be very useful, or the damage chants (mith fir), or sure-handed ila if you have a lot of ranged characters, especially if using weapons with reloads since sure-handed ila applies twice on reload weapons. On psion side, you want at least one charm spell, psychovampiric shield, mental binding, secret horrors, soul ignition, body attunement (situational), borrowed instinct (always up), echoing shield, pain block, tactical meld, disintegration and ancestor's memory. Normally you want brisk recitation on so you can cast more invocations but it depends on the situation. Overall your party looks pretty solid. It's a good combination of tanks, support, and damage, and I think you'll be able to do all the content provided decent gear choices and stat spreads.1 point
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Note to self: Find out who @Bartimaeusis backing and bet on the other team. I keed, I keed, I don't gamble. Jayson Tatum has been kinda shaky this postseason but he just had his statement game today. That was a monstrous performance.1 point
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The Avon/ Vila/ ORAC 'partnership' is the best from any sci fi show bar none. AVON: How much more weight must we lose before we can achieve escape velocity? ORAC: Seventy kilos, Avon. [..Vila leaves] ChatGPT ORAC: Vila weighs seventy-three kilos, Avon...1 point
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So I've noticed that while playing the game that you can't make glue out of salt Like the other three shards and that you can't make a salty staff either I've always been curious about this as personally I love salty as the Morningstar is a fantastic weapon but I would love to use a salty staff I always thought of it as kind of earthy for salty element1 point
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Caught some re-run stuff on Blake's 7. Ah the reminders. "We have no budget, we need to get a good actor and character to deflect everyone from the terrible sets..." Avon, a character that elevated snide to a higher level.1 point
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You have too many support/tanks and very few dps. Usually in front you should have a tank and an offensive tank and In the back support, CC and dps. If characters can have multiple roles at the same time it's of course better. Here are a few strong parties ideas: paladin/troubadour, devoted/berserker, forbidden fist, ascendant/arcane archer, blood mage/assassin steel garrote/blood mage, devoted/berserker, soul blade/trickster, ghost heart/helwalker, troubadour/priest forbidden fist/steel garrote, skald/berserker, assassin/tactician, blood mage/troubadour, ascendant/arcane archer1 point
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Ah, kinda skimmed your post, I was envisioning a melee character, but I can see how berserker/streetfighter would work ranged. +100% crit bonus is a lot of damage though, and berserker/streetfighter won't have the best accuracy but gets what, 30% hit to crit from frenzy + 10% dirty fighting? Another 20% if one-handed? I mean I know it doesn't add like that, but throw in ring of prosperity's fortune +15% and what is it, 1 -.7*.9*.8*.85 = 57% hit to crit? I'd also stack accuracy gear so always at least hit and often crit outright, so this guy could do a lot of damage, attacks pretty fast also, you give him a weapon like aldris blade of captain crow and/or slayer's claw and will heal decently enough. It's funny, I remember arguing against berserkers, usually don't like them versus normal barbarians but their upsides/downsides are really nice put together with a streetfighter, since their meh accuracy is complemented well by the hit-to-crit and the major downside of self-damage is turned into an upside because of streetfighter's heating up. My streetfighter/FF is pretty tough. Can solo most encounters, possibly all but I haven't tested everything. Berserker has roughly the same armor as iron wheel (no CON bonus, but more base CON), given hardy +2 and thick-skinned. Big difference in health regen though, FF regains health from attacks whereas berserker bleeds health (though savage defiance helps). Needs healing support but otherwise shouldn't be one-shotted unless he's built that way. Barbarian/rogue has base HP of 44 +14/level, which is higher than anything but a pure barbarian, so it really doesn't have to be squishy, particularly if you take tough and eat hylea's bounty. I'd probably prioritize stats as RES > PER > CON > MIG > INT > DEX. Would be different if built ranged, but the halving of recovery time is huge and frenzy contributes so much action speed if you keep that up you can completely dump dex. It is possible to script weapon switches but it's pretty janky because the AI doesn't recognize individual weapons but weapon configurations, so if you want to script them they need to be unique, like if you had three slots where one is a ranged weapon, one is a ranged weapon and a shield, and one is a melee weapon, you could tell the AI to switch to the second set (say blunderbuss + shield) and fire every X seconds, or alternatively start with it and switch to one of the other sets. More than the AI jankiness, the weapon switch delay is a bummer... Unfortunate quick-switch isn't a universal talent anymore. Honestly I don't know how you can stand playing without AI. Especially a whole party. Yikes. I was kind of forced to learn scripting doing an ultimate run since lack of pause makes micromanagement seriously difficult, but the interface is really intuitive and simple so it was easy to pick up compared to other games I've played, and it is way way easier to figure out builds if they're properly scripted given the default ones are awful. --- edit - another thing I realized when trying to use powder burns for flanked was that rogues riposte procs on guns, reloaded or not. This is particularly interesting for a streetfighter/FF, because for the FF attack your weapon doesn't really matter, so you can have two blunderbuss and do powder burns all the time1 point
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It's only crit dmg bonus. I find it hard to justify to get flanked with a low health ranged char and deal with melee attacks that potentially one-shoot me for more crit damage. If you can get flanked reliably but without taking dmg otherwise though (like by a party member's spell or whatever) it would be def. an option. Switching from an initial blunderbuss shot to bow would also work, but it lowers accuracy further and in a party that's way too much micro for my taste. And I tend to play without AI on - although this build is very nice for AI scripting.1 point
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Okay if @Boeroer agrees with me about berserker/streetfighter I am pretty confident that party will murder things. Why don't you want to get flanked though? The damage bonus from flanked + bloodied is nuts. Might have to stick him in some heavy armor but I think it could be worth it. Also I like streetfighter / FF, can do like +500% damage in the right circumstances. I think it's +65% sneak attack (more with potion of ascension), +100% bloodied/flanked, deathblows is +50%, transcendent suffering high level is like 95%, forbidden curse with this build I intentionally stack to get bloodied so sometimes it's +200%. Have seen some super high DPS but the vanilla AI is so bad with forbidden curse it is hard to get down how to use without dying. I can do it with an AI mod that detects if you have forbidden curse. Most single-target damaging character I've put together, can wear the heaviest armor (plus iron wheel) and still attack pretty fast. Still has some wrinkles with using the curse to get bloodied though.1 point
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If you need a great damage dealer in the early game not much beats Berserker/Streetfighter with Hunting Bow, preferably Essence Interrupter imo. Right out of the gates it gets Frenzy with higher action speed, Streetfighter passive with -50% recovery and 50% recovery from the bow modal. The self dmg of Frenzy leads to blooded which triggers the Streetfighter's Heating up. If you go with 3 CON this happens very quickly, but later in the game you would need to counter the self dmg more - bc. it scales more steeply than your health. First Frenzy + bow modal will speed you up, then Frenzy + Heating Up + modal will give you insane shooting speed and when Frenzy wears out you'll still have 2x -50% recovery. Of course the +2 PEN helps, too. Hunting bows get +5 acc naturally, so the malus of the modal is not that bad. And if you pick human as your race you will always unlock Fighting Spirit which counters the malus, too. Then buying the exceptional Essence Interrupter that early on the game does its part for your acc, too. This build can plow through Gorecci Str and the Digsite with ease - if you have somebody to keep enemies away from it. Luckily Hunting Bows have a great range. Blooded will already add 25% dmg to the high Sneak Attack of the bloodied Streetfighter. Later add Bloodlust even more speed), Bloody Slaughter and Blood Thirst and go the Blood Storm route of Frenzy - because the raw dmg is nice and bc. one kills so quickly the duration will be extended quite a bit. But then you have to counter with healing over time at some point. A pet with "heal on kill" can help. Devil of Caroc Breastplate + Abraham is a solid choice, also gets rid of the confusion. Later Savage Defiance. You can also go the Spirit Frenzy route and unlock Sneak Attack automatically with the stagger. The you can unlock deathblows right away with on Crippling Strike for example. Then also Brute Force can come into play in combination with Withering Strike (or some other source of sicken or weaken from the party) so that you can target a lower fortitude instead. I'm undecided on which is better. Spirit Frenzy is probably easier to control because the frenzy duration is finite. Ofc. Deathblows... I really liked Crippling Strike as my no.1 "affliction" attack. Upgraded to Arterial Strike when I went the Spirit Frenzy route and as Debilitating Strike if I chose Blood Storm (fast Deathblow unlock). It is cheap, scales its base dmg lovely via Power Level - esp. in combination with all the additive dmg bonuses - and has +2 bonus pen right away which stacks with the Berserker's +2 PEN. Once a target is afflicted you can just auto-attack (aka let the gatlin-gun do its work). As finisher I would use Barbaric Smash instead of Finishing Blow because often if will get refunded and it does comparable dmg (at least on crit). With Deep Wounds you might want to switch weapons to A's Legacy - because shock dmg wouldn't trigger Deep Wounds. But the summons from the EE's crits and then kills are still very nice to have, so maybe that's a matter of preference or party composition and also which enemy you are facing. It is not a build that improves like crazy after several levels but instead starts as very impactful and just keeps being good on a more flat "power curve". With Essence Interrupter this guy also rips Steelclads apart even if you are underleveled - an enemy who can otherwise be a problem if taken on too early. You can do the same with blunderbuss and combine the flanked with the bloodied for high crit dmg - but the shooting will be significantly slower and the acc not much better. Also the low range is really hurting this setup because you will get attacked a lot more. Purely single target damage though ( no problem with the initial confusion) - so I prefer him to take on dangerous but more squishy backliners like casters. Hes very good at killing them very quickly. As you can see the Berserker is mostly there to unlock bloodied/Heating up very quickly without the need to get flanked or get actually attacked by enemies - and the +2 PEN. This build profits a lot from party summons and/or mind control because it draws enemies attention (especially ranged enemies) away from him.1 point
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Hmm. You don't need a dedicated healer/buffer type character, or even dedicated tanks. You need tanks, but if they can do other things fights will resolve much faster. For example, a forbidden fist / steel garrote can tank while doing tremendous damage and self-healing. I guess your war caller can summon/buff things, but overall you have too much support and not enough damage. I'm not really convinced a mindstalker does max damage either, given it is expensive to become invisible and it takes a long time to get deathblows. A streetfighter / berserker on the other hand can do tremendous damage immediately from the huge damage and recovery bonuses from heating up / etc. Prefer streetfighter / FF because doesn't die as easily but keeping them bloodied can be a little hard. Yep. Basically you have two characters that can do damage, and the hierophant isn't really online at L5. I mean I wouldn't evaluate parties based on how they perform at L5, provided you're willing to grind through those combats or just stealth past them. I still think having a character or two that comes on fast would help a lot, like FF or FF/SG. And a priest/helwalker vs priest, or if Xoti then a contemplative because monks do good damage. Depends whether you want to use companions or custom make them. I'll assume custom. This isn't completely optimal as I'm trying to make diverse characters but should work well. The key is covering lots of roles with as few chars as possible. For example tanks are usually necessary but a pure tank just stands there and absorbs damage, so we'd much rather have a tank that can also do damage. So here are my custom suggestions. 1) FF / SG votary - can tank, do good damage, can support, comes online immediately, does not need babysitting or healing usually 2) Troubadour / Sharpshooter - Uses pet (bear) and summons to tank while providing support and dealing good bow damage (troubadour/stalker for melee) 3) Berserker / Streetfighter or Berserker / Devoted - first does more damage but requires healing. Wants to stay flanked and bloodied ideally, you can tell whether he's bloodied by whether blooded is active. Use second for less micro, or if happy with the mindstalker just use that, lots of high-damage builds. 4) SC Lifegiver (or just animist) is actually preferable here IMO because the Tier 8/9 druid spells are really, really good. Avenging Storm and Great Maelstrom for damage, Pollen Patch for incredible healing. You don't gain that much from a paladin multiclass if you already have one which I'd suggest elsewhere. And higher power level = more healing, also levels up faster to provide better healing to those who need it. Also empowered avenging storm has all kinds of benefits from weyc items + least unstable coil that can supercharge your whole party. 5) Helwalker / priest - gets +10 MIG, +10 CON/INT (go INT) at L10, which is super helpful, makes priest more versatile, spells do more damage, heal more, and with turning wheel, buffs and debuffs last longer. So in this party 1 would be main tank, helped by 2 with summons and pet, 3 would be a melee striker, 4 would be back row healing and eventually damage, 2 himself can be either back row ranged or front row melee, and 5 is also versatile, normally back row support and spell damage but can also be a striker as needed I'm very confident about everything but 3, there are many DPS builds so I don't know what is the best, and a berserker/streetfighter does require some care to really reap the benefits, but I think in this suggested party it would work. Or go with a different high damage character, with the other 4 picks doing moderate to high damage themselves, it isn't as critical to have a maximal DPS char anyway. If you want Xoti, sub number 5 for her as contemplative. And if you want Aloth, sub 3. The way we solo upscaled POTD is having an OP character. FF/SG is capable of soling without cheese tactics.1 point
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A glance through Redfall's credits reveals that 70-80% of the Arkane Austin level/OW design team consists of people who've never worked on an Arkane game before. The "fresh blood" were collected from all over the OW games industry, working on games such as Mafia, Saints Row, Watch Dogs, Far Cry, Destiny etc. before. OW lead designer Rachel Adams prior worked on ME Andromeda and (fittingly?) Anthem. There's at least one leading level designer in Kelly Mangerino who prior was but a junior on Mafia 3 and got promoted for this immediately. In some ways, this makes sense, since Arkane have been built from the ground-up as a highly specialized studio -- and cooperative looter shooter open world games wasn't what this specialization was about. The mirror men of Arkane | Polygon However, a bulk of the newbies according to their LinkedI were hired as late as early 2022. There's still veterans in key positions, such as Bare, Huso and Steve Powers, people that go way back all the way to Deus Ex. Still, Prey's system lead Seth Shain is at Bungie. Prey's lead level designer meanwhile at Archetype. Gaming journalists, this would likely make for an interesting post mortem, eventually. And that's even without considering that Arkane founder and Prey director Raf Colantonio has left Arkane alongside a couple of other Arkane guys to form WolfEye (their first game, Weird West, is actually pretty fun). Bets accepted that they will be joined by more Arkane staff for their second game, for which they've signed a deal with an investor and posted job offers. Despite my ancient 1050ti not being up to par, I'd finally just bought an oldschool boxed copy of Deathloop (from Arkane Lyon, with the fabulous Dana Nightingale, once hired from the Thief fan mission community and famous for D2's Clockwork Mansion, still there). That's all you can do as a consumer: Sending the right market signals. Rather than the wrong ones. Because wasting studios like this on projects like Redfall is the blockbusting gaming industry at its most immature -- and similar as if Hollywood were to waste its better talent on the most generic Marvel spin-offs and Assassin's Creed movie tie-ins for life.1 point
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The Solasta DLC is releasing on the 25th. A good preview here:1 point
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Just the blood mage / soul blade by himself is potd upscaled viable, so any party is going to be viable also. That said, thoughts... You could run tekehu as a sc chanter. Not that he is bad as watershaper. As chanter he can be extremely broken with late game gear (weyc + coil + blightheart + Sasha singing scimitar) and carry your whole party. Very very strong with mid game gear (blightheart and Sasha singing scimitar) able to spam invocations every 3 seconds. He can't summon things but he is set up for damage invocations so not that big a downside. Your wildrhymer could summon things. Just don't use a ghost heart because that counts towards summon limit. Bellower / priest is also super good but competes for items a tekehu chanter would want (coil and weyc). I dont know much about mindstalkers. Helwalker / assassin would be quite strong but fragile and narrow in role. You may consider something more versatile like a plain forbidden fist or ff multi like votary alternatively. Something that can do decent damage but also take a hit. I dont love sc priests, mainly because they multiclass so well. The tier 8/9 spells aren't worth everything you'd get from seven tiers of helwalker for example, though it would be fine single classed. Game knowledge is ultimately more important than getting the perfect setup, and just about any party that isn't intentionally butchered can probably make it through (might be more/less of a grind in spots is all). The early game is the grindiest, lot of builds dont become strong until l10 to l16. Thats why I'd suggest you have one character who comes online immediately like a FF or FF / SG paladin.1 point
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duplicating stats + equipment can be pretty metagame-able. it's not going to be quite the level of wizard shenanigans (who can just also summon powerful summoned weapons and double-up on them innately, along with a lot of other unique item shenanigans [edit: technically a generic druid has firebrand, but tekehu doesn't get firebrand.]), but it's still very metagameable. the fact that tekehu's clone doesn't use any abilities is basically irrelevant - i actually prefer the lower level wizard phantom spell because the abilities for the higher level phantom is a waste of time compared to doubling up on potentially powerful weapon attacks (frankly, i forgot that the watery double is even supposed to have abilities to use, that's how little that registers for me) edit: if all you do is equip a wand and wear some generic cloth and cast phantom/watery double, then yeah it's going to be pretty underwhelming. use a scroll/cast a minor blight and then phantom/watery double and you've already tapped into something pretty decent without much effort. edit 2: even just something as simple as casting watery double while you're spiritshifted while significantly boost the effectiveness of watery double, esp if you have wildstrike talents.1 point
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Difficulty modes in games directly reflect your mental health. Easy = Happy Normal = Normal Hard = Using games to get over trauma Nightmare = Criminally disturbed1 point
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Perso j ai fait un rapport de bug et obsidian m'a répondu avec un questionnaire et un partage de sauvegarde pour voir se qui bug, je vous dirais le suivi. Je vais informer dans ma réponse que je suis pas le seul.1 point
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Looks like some posters here just need to git gud.1 point
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I havent played Hierophant but the consensus seems to be that its very strong. A single class priest & druid are never wrong, and the call of rymrgand + maelstrom combo late game is excellent. For the third one I would say assassin/ascendant (of course you want kitchen stove with Thunderous Report with assassinate bonus on this one) over assassin/helwalker. The assassin wants to use high damage abilities in the opening of combat from stealth for the assassinate bonus while the helwalker part wants to get wound then use abilities with +10 int & might which is a bit of a conflict, also for weapon attacks if you are getting sneak attack and deathblows (+110% damage) already, going up to +140% from helwalker might bonus being worth taking +65% damage is questionable. Transcendant (monk/ascendant) with the hand mortars is also and option and very solid for spamming stunning surge with the +25 accuracy from borrowed instinct + tactical meld, I would not go helwalker for this combo since it's not that great for weapon damage or disintegrate (bugged might scaling on the later) and you are going to be pretty close to the front line. Since you want a second tank and a chanter have you considered War Caller (Blackjacket/Skald)? Due to the weapons skald can benefit from (Sashas scimitar for free empower and phrases at the start of combat, Sun-and-Moon for generating crits and debuffing reflex, Griffins Blade for +10% damage when casting Thrice Was She Wronged) blackjacket instant weapon switch can be quite effective and i think will work better in the role than hunter or wildrhymer. Fighter also gives tactical barrage + tankyness and action speed if you go with the Contenders armor + max athletics & armored grace, or means you are not unbearably slow with deltros cage for +2 electricity power level. Of course a herald troubadour is also never going to be wrong for a chanter and tank. Bear pet on a stalker while not fragile is not really a tank and a Wildrhymer with only the stalker +5 deflection +1 AR to protect him isn't really either when compared to the paladin or fighter multiclasses. Edit: For Tekehu specifically you definitely want the priest casting Devotions on the party (good for everyone) and one of the ascendants targeting him with tactical meld to make up for his awful perception and might when casting offensive druid spells. I don't know why exactly he is the only non-custom character you decided on (his unique spells are good but his attributes are pretty terrible). He's perfectly adequete so I'm not going to tell you to drop him if you want him for RP purpose but a custom lifegiver would be both a better healer/support and damage dealer.1 point
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idk, when I see pictures of giant huntsman spiders just chilling out on walls, I think "eh, at least she actually earns her keep around the house unlike my stupid cat" oh who's a good spider, who's a good spider? youse a good spider! -spider expert1 point
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