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Showing content with the highest reputation on 05/16/23 in Posts

  1. Oh, that's a very good practice. I think the file will load properly if the innermost braces are removed, would be nice if it could be included for next patch { "GameDataObjects": [] }
    3 points
  2. Speaking of Miscreant's Leather Changeling's Mantle (doesn't touch Rekke, lil' offtopic): with a confused Berserker/Troubadour or Beckoner you can make great use of the Primal Carnage enchantment. Confused Carnage hits against your summoned wyrms will give you more action speed (up to +15%) in any fight. Not gamebreaking or anything but maybe cool for a themed build or something.
    2 points
  3. Arf, I displaced Each Kill fed His Fury to nerf package. Displacing files can result in errors if people copy the new version on the older one instead of removing the older version first. So I let this file to make sure people won't have both the old file from the buff package and the nerf file from the nerf package, which could have caused issues. But letting this empty file also cause issue. I guess Apotheosis is for advanced users though, so they can just remove this file if necessary.
    2 points
  4. Besides UA official info, I have found only this. It is fresh info from this morning.
    2 points
  5. I posted this in another thread, but it could be helpful to you with controlling the ghost heart with less micromanagement. These script blocks will keep your animal companion summoned if it dies, priority attack things you mark as prey, and auto-target your character at whatever your animal companion is attacking so you can benefit from stalker's link (and flanked if someone else is attacking it). The top two blocks summon your companion if you don't have one or he falls unconscious, and they summon the companion near a marked prey if possible. The last block has your character attack whatever the animal is attacking. You can't script the animal himself so I find rangers are easiest to control if you script the person and control the animal. Though the animal should auto-attack the marked prey after being summoned near it (provided its AI isn't turned off), so you probably won't have to do anything besides maybe retarget him to priority targets now and then. It says "being attacked by my animal companion" in the priority block btw.
    2 points
  6. I know Denmark has/had a number of F16 jets that were due to be scrapped and /or replaced by F35's starting in 2024... looks like some of them might find a new home. Maybe it's related? https://www.reuters.com/world/europe/denmark-open-delivering-f-16-fighter-jets-ukraine-minister-2023-02-24/
    2 points
  7. That's a long distance away to smash it with a wrench!
    2 points
  8. UK is going one step further again. They announced training program for UA pilots on F-16s.
    2 points
  9. I also doubt he will come, but looked at from another point of view, SA is not in a potentially invidious position, it is in a position to do something heroic -- and its current policy of neutrality is the epitome of spinelessness.
    1 point
  10. Have gun Will clobber people to death with it For the ratings
    1 point
  11. Did we ever had a good X-Files game?
    1 point
  12. Yeah you told me about leap cancelling but iirc you seemed to be against it as too cheesy. But I just use bounding boots for that I see little reason to take the ability. Charge can be pretty useful since brutes don't have much CC. But to each his own, take leap if you like it. There are a lot of abilities I want to take in this build so some things have to be sacrificed. Accurate carnage may not be as impactful at high levels as low in every fight, but it's PL3 and what else are you going to take that I didn't already? Besides Rekke would have carnage accuracy 107 with the gear I'm wearing plus aware. And without gauntlets of accuracy it's 104. Without accurate carnage it would be 99 and that's with fighting spirit and conqueror stance. In testing "Trial by Fangs and Fur" which this build can easily solo BTW, 99 accuracy has negative adjustment against every enemy. I think it's definitely worth taking because weapon accuracy isn't applied to carnage and carnage has to at least graze to trigger, plus you want to apply effects from blood frenzy or spirit frenzy. Agree magneras chain is nice, I recommended that for my hierophant build. I usually get it quite a lot later than reckless brigandine or DOC BP though. Bloody Links are nice if you build around staying bloody, like paired with akolas Apex ward or used with a streetfighter. I like the +2 armor enchant. I like the reckless brigandine not just for the speed enchant but mostly the Into The Breach upgrade, which gives bonus armor and damage when hurt. It is usually enough armor to take you into underpenetration territory. More armor than anything else actually. But I recommended using Stalker's Patience, and spear modal gives +1 engagement for an easy tradeoff of 15% stride. So even with just thick skinned you have 4 engagement which gives -15% attack time and recovery speed. Blackened Plate Helm is a solid helm for another engagement if you want but I think 4 is enough. Nomads brigandine is synergistic with some builds but I rarely use it due to high recovery and less armor compared to reckless brigandine. Helm of the falcon is solid choice for 2 handed weapon. And yes it looks better than pretty much every other helm. Speaking of looks I really like The Changeling's Mantle as armor for a barbarian, though it is a very late acquisition. Same recovery time as Miscreant's Leather.
    1 point
  13. Ah right'o, thought it was likely an intentional choice but thought I should bring it up just in case. Just starting a playthrough with CP, BPM and couple of other mods having a great time. Thanks for your work on this!
    1 point
  14. I learned the hard way that cipher spells aren't available while in animal form as a Shifter (makes perfect sense, don't know what I was thinking). So not really synergistic at least as a Shifter/Soul Blade but could have a really strong party support and healer with Lifegiver/Psion. @Shai Hulud been playing with Hierophant (soul blade/blood mage) more and felt a power spike once I unlocked Spirit Lance, it feels quite strong right now. Still interested to make a good ranged DPS Ascendant/X. Been reading different posts here that recommend ranger (maybe Arcane Archer) and even Barbarian, so haven't decided yet. It will be my third and final build for this PotD fiesta: shifter/forbidden fist Ascetic, soul blade/blood mage Hierophant and ascendant/X.
    1 point
  15. I don't know if this was intentional, but cl.chanter.each_kill_fed.gamedatabundle is still present in the current Buffs package as an empty file: { "GameDataObjects": [ { } ] } This doesn't cause any errors in game, though it does prevent the mod from being opened with Apotheosis unless this file is deleted.
    1 point
  16. I have that character at level 14 and it's a one man's army basically. I had to lower my INT significantly to make room for Resolve (30 right now with all bonuses but I found out I have no easy access to steadfast, at least yet), ended up with 12 INT (8 base + 2 Berath's +2 Alchemic Wits) but once you factor in the INT duality of mortal presence (+10) and enlightened agony (+5, hostile effect duration reduction) it's completely fine, you can cast all the HoTs from druid once your first shapeshift is over and immediately start pummeling again with stag or cat if versus a boss, assuming you use the shifter mod discussed here somewhere. My annoyance was not having access to every animal form at any time (if it has no cooldown), that was how I remember it worked in vanilla. But I understand it's not what the mod maker wants or thinks is balanced. Also having issues properly scripting auto shape shifting for some reason (always true > shape shift > character is stuck not doing anything else for some reason). I ended up discovering a really strong build though, rarely see Ascetics being discussed here. I'll keep going until I unlock heartbeat drumming just to see what happens haha. Sorry for derailing your post so much @Elric Galad and thanks for your awesome mod, please keep updating it.
    1 point
  17. Yes it is not. TBH CBA to surf for more evidence around the web while at work, so I hope someone finds something better. So far, the we have this: -UA airforce states 6 Kinzhals were downed. -Ru MoD is silent. everything else is just speculation.
    1 point
  18. I personally value Make them Flinch (25% Miss to Graze) over the alternative for a Brute. Make them Flinch is great against high defense enemies if you combine it with Gauntlets of Greater Reliability (also 25% Miss to Graze) and Saucco (the food, or better drink, additional 20%) which gives your Brute a whopping 55% miss to graze overall. 25% interrupts on hit is not that valuable with a Brute because he gets Knockdown, Clear Out and also Interrupting Blows. So tehre's enough interrupting going on already. The second enchantment is more a matter of taste and party composition really. our Brute doesn't use the shouts it seems, so if your party likes to toss around shaken, frighten and terrified then I guess the DoT from "The Mind Makes Real" is preferrable. Otherwise the 10% crit conversion is cool, too. Leap is absolutely worth it because you can use it for free out of combat which makes "sneaking" so much easier. And you can also cancel it mid-air and spare the Rage cost. You will then do no dmg and no effect on landing - but you'll also have no recovery time and paid no Rage, yet you moved. But you can substitute that with Bounding Boots as well and just spare the ability point if you wish. This last mechanic is a bit cheesy and def. unintended by the devs. Still very nice to have. Also makes stealing from crates etc. supereasy with no investment in stealth. The DEX from Wild Sprint is cool - but imo the duration is way too short. I have a unorthodox solution down below when it comes to armor recommendation. Reckless Brig. i good, especially combined with Mob Stance and lots of engagement. But that would require Hold the Line and Barbaric Shout for the bonus engagement. Then it's a fast option for that type of armor and the added AR enchantment is also nice. But yes, the looks are special and tailored towards a Huana Mataru, not really Rekke I guess. If it's too painful to watch then maybe check out the Bloody Links (either fast or added AR when bloodied, also raised defenses), Miscreant's Leather (faster than being naked, 1 less AR than your current option) or Magnera's Chain (not faster but defensively a top item). Coming back to Wild Sprint: if you like the freedom of running around unbothered by disengagement attacks you could also check out Nomad's Brigandine. Firstly: it looks like a normal Brigandine (cool imo). And then: it not only raises deflection or adds hit-to-graze, its one enchantment "Tactical Withdraw" makes you immune to disengagement attacks. You will still trigger them when breaking engagement, but they will all(!) be converted to misses. Add Boots of Speed and you basically have Wild Sprint permanently for free (without the DEX bonus unfortunately). Of course you cannot wear the Helm of the Falcon then. I mean how does that look? I like Death's Maw for Brutes. Not only the looks, but the damage reduction is actually more impactful than the numbers suggest. Damamge maluses mostly work in a multiplicative fashion so it really does something for you (once you stand near a slain enemy). But Thaos' Headdress is also good. I almost never use Accurate Carnage because Carnage scales its values with Power Level, even when it procs off of auto-attacks - and the added +5 ACC doesn't mean much later in the game, especially because Carnage cannot critically hit but is limited to miss/graze/hit. This may be different with some mods like Blance Polishing Mod, so my point is only valid for the vanilla game - but also valid when using only the Community Patch. Refreshing Defense is great and I would very much use it with any melee Brute. You will get hit frequently anyway due to Frenzy - and the refreshing +20 to all defenses buff stacks with individual defense buffs - like +20 to deflection or whatever. If you picked Magnera's Chain you will be a defensive powerhouse (except deflection). Note that defenses have increasing returns - so once you start stacking them up in a serious manner the outcomes become nicer and nicer. --- By the way: for Unflinching it can be very useful to have alternating health that drops/raises below/above "Hurt" all the time. Because Unflinching only triggers when you are above above Hurt it will get removed when you are under. This can be used to become quasi-immune to all DEX/CON/MIG afflictions: Let's say you get hit by a paralyze at full health: you are resistant due to Unflinching so it gets downgraded to stuck. Now your health drops below "hurt" status and unflinching is removed. Howeverm the affliction already got downgraded so nothing happens with the stuck (it doesn't get raised to paralyze again or whatever). Now you heal back to full: Unflinchng returns, adding resistance again. This resistance will now downgrade stuck to hobbled... and so on. This pairs very well with Unbending because you will get damaged but retrieve the damage as healing over time (so it's like an up and down - perfect).
    1 point
  19. Fun with pricing here in Central Yurop, anyone want to buy 10% less performance for a 30% price hike? AMD Radeon RX 6900 XT: 889,90€ AMD Radeon RX 6950 XT: 689,00€ Retailers have gone completely insane. So far this was limited to strange pricing vis-a-vis the new generation (7900 XTs are cheaper than the 6900 XTs, for instance), but this is new. Eh, guess that is what happens when AI models set prices based on stock and moved units.
    1 point
  20. Yep, if you open Deadfire and go to Options -> Mod Manager you'll see all installed mods. I'm actually uncertain exactly how DurationOverride behaves Try setting the StatusEffect's Duration instead, this I know won't have any side effects. You can search these by navigating to Status Effects -> StatusEffect and using the search box. (Alternatively, you can go to the Ability's Attack row, rightclick the value and select "Open in New Tab". Then in the new Attack tab, go to the StatusEffects row and expand it, then for the child row(s) right-click the value and open those in a new tab as well.) In the StatusEffect tab you can find a Duration row which you can edit instead. Hope this works
    1 point
  21. I forgot armored grace, I was going off the top of my head. Yes take armored grace. Leap is not worth it because it only dazes, also has a 1s cast and 2s recovery whereas charge stuns anyone caught in the path and has a .5s cast (but still a 3s recovery). It's a good ability but not as high priority as some others. I loaded my brute build, these were my choices (the order may be wrong, and ones in parentheses are alternative decent choices) 1 Disciplined Barrage, Frenzy 2 Blooded 3 Arms Bearer (can take Knock Down if you want but I never use it with this build, fast runner also fine) 4 Accurate Carnage, Fighter Stances 5 Confident Aim 6 Thick Skinned 7 One Stands Alone, Tactical Barrage 8 Bloodlust 9 One-handed Style (or other weapon style, Determination, Rapid Recovery, or Bloody Slaughter) 10 Spirit Frenzy, Vigorous Defense 11 Savage Defiance (or bloody slaughter) 12 Charge 13 Interrupting Blows, Unbending 14 Conqueror Stance 15 Armored Grace 16 Unflinching, Refreshing Defense 17 Brute Force 18 Clear Out (or weapon specialization) 19 Blood Thirst, Unbending Shield (or whatever) 20 Stalwart Defiance Also if you do take Knock Down Mule Kick is a good upgrade. Stalwart Defiance + Unbending Shield is overkill, but this was a solo character, so you may prefer not to take the defiance line, or even the upgraded unbending shield/trunk. Most important actives are Tactical Barrage, Refreshing Defense, Spirit Frenzy, and Unbending, and the various passives are important, then after that prioritize solid actives like charge, clear out, stalwart defiance, or mule kick For weapons I was one-handing Stalker's Patience most of the time, but earlier I was dual-wielding rapiers with the +20 accuracy rapier modal. Squid's Grasp and Rannig's Wrath. They have super high accuracy this way and dual-wielding with two-weapon-style and the rapier modal is slightly faster attack speed as one-handing and +8 accuracy comparitively. Rekke can get around 145 accuracy dual-wielding the rapiers, eventually. Also squid's grasp has "attempted parley" that gives an action speed boost when threatened by 3 enemies, so it is great to wield if going into the fray (also it has flank immunity). (should note though conqueror's stance doesn't stack with rapier modal, which is part of why I switched). Lot of stuff is resistant to pierce though so have backups. Morning stars also work, if you want to do that take brute force, if not it isn't as high priority but still decent
    1 point
  22. Last night, UA intercepted all missiles launched by Russia. Including 6 Kinzhals https://www.pravda.com.ua/eng/news/2023/05/16/7402373/
    1 point
  23. We're not even 1 Kraken attack in and you're already jumping the shark? Come on, you don't pull ridiculous stunts like these until at least the 3rd or 4th kaiju attack. We need to keep this grounded and gritty at the start. Forget Illinois, it's not going to work. I got this. Venice. Eh? Eh? Kraken could wreck Venice and we don't even need it to have any special, non-Kraken specific powers. Just imagine the Kraken scooping up a gondola with one of its tentacles and hurling it into a crowd of terrified Venetians. *chef kiss*
    1 point
  24. But did you buy the collector's edition to get earlier access to the game?
    1 point
  25. What upgrades do you recommend for Willbreaker? I chose wild sprint because of the inspiration and sometimes i miss the mobility, do you think Charge or Leap are worth it? I had Armored Grace but i forgot to added here, thanks for the warning. Devils Breastplate i dont have, i imported a save for this run and well payback was on the menu for her. Im going to try reckless bringandine although is so ugly
    1 point
  26. That might be good idea, IF Beth ever learns how to write non-eye-rolling dialogue
    1 point
  27. A Brute without a Morning Star isn't a proper Brute imo. Knockdown targets fortitude, Clear out Targets fortitude, too. A Morning Star lowers fortitude by 25. Spirit Frenzy lowers it by 10. Later with Brute Force not only Knockdown or Clear Out will profit, but every attack that targets deflection will. The combination of Blood Thirst and Mob Stance is pretty nice. Best to use a hard hitting 2h weapon at that point imo - so Morning Star fits this, too. But imo Lord Darryn's Voulge is also good - so I approve your weapn choice very much. With a Morning Star one seldomly needs Penetrating Strike. I wouldn't pick it. Wild Sprint: nah Armored Grace is a must-have for me. I like to combine that with Devil of Caroc Breastplate (already very fast Breastplate due to enchantment) and Helm of the Falcon for more speed. Willbreaker already has more speed - so all in all it will be a fast combination for a 2h-Brute. Also looks rad imo.
    1 point
  28. Think i figured out, I now see when you save you create folders in override folder One more thing I was wandering about is when you edit an abilites duration. I messed around with it in notepad (Stopped using it now, Apotheosis is far superior ), and figured out you can change "DurationOverride" to change the ability duration. But when you look at the ability in the level up table it says it's original duration, even though the ability has the correct duration when you look at the ability on your skillbar ingame. It's a small thing, but how does one go about to change the description Thanks in advanced!
    1 point
  29. Thanks, this is immensely helpful. I can do all the changes you've mentioned, but I can't seem to save the changes. I can apply changes to the class table, but can't save them afterwards. I see no save icon like the one you highlighted in your post. What could be the reason for this?
    1 point
  30. Jiggling confirmed! ESA Says JUICE Probe's Final Instrument Is Unstuck and Deployed | Extremetech
    1 point
  31. I agree with thelee conqueror stance is going to be better than mob stance most of the time. Also definitely want accurate carnage. Take that as your first stance, and id also spend your resources roughly in this priority Tactical barrage -> spirit frenzy -> refreshing defense, try to keep these up always. Use unbending, charge, and savage defiance as needed. Not sure about optimal weapons for rekke. Morning stars are generally pretty good, but I did a custom brute recently where I one handed stalker's patience with maiming and mercy strike. When mercy strike procs multiple hits it is especially good because they also get carnage, and it procs on crit. Not sure if you can get rekkes accuracy high enough to crit often, but 14 PER isn't bad so my guess is yes. My guy was wearing cap of the laughingstock also, which may not be ideal in a party. Gauntlets of accuracy + blinky as pet when you get him IMO. Before that maybe Nikki or nalvi. Once you have some money ring of prosperity fortune goes well for the 15% hit to crit, and would be preferable to both your rings. Bone setters torc is decent though hang on to charm of bones vs vessels. And Horns of the Bleak Mother vs beasts.
    1 point
  32. 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.
    1 point
  33. Yup. Combat got stale after a while, but loved the atmosphere and setting. Looking forward to Control2.
    1 point
  34. 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.
    1 point
  35. 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.
    1 point
  36. I haven't finished it yet, I need to get back to it, but I enjoyed Control. The gameplay is fine, nothing special, but the setting and SCP vibe is what drives that game. I was going out of my way to find every piece of lore I could.
    1 point
  37. 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
  38. I bought a bottle of this just for the novelty. I dont even drink rum:
    1 point
  39. Now that Obsidian is developing Avowed, Bethesda should start developing a 2.5D isometric turn-based Elders Scrolls game.
    1 point
  40. I finally discovered the Obama Poster Maker and made one for my cat, so people in Greece have someone to vote for this month.
    1 point
  41. 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
  42. My latest batch of mead just finished brewing. I switched up the formula this time, adding blueberries and lemongrass rather than raspberries and mint. Time will tell in terms of the flavor, I need to let it mellow for a while, but from the glass I tasted I suspect removing mint was a mistake. I'm still experimenting so it's all good. In terms of potency I think I finally hit my target. I've been aiming for around 9 - 10 % ABV and I think I'm right around that, maybe slightly stronger, basically typical wine strength (11 - 12%).
    1 point
  43. The Solasta DLC is releasing on the 25th. A good preview here:
    1 point
  44. 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
  45. The Babylon 5 animated movie is B5: The Road Home, and here’s what it’s about - The Verge
    1 point
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