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Everything posted by Omnicron
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Why would you do that? In terms of compulsory kills I have killed 5 undead, 2 spiders, and 9 humans. Overall Kith will be in the highest because of the main questline. Also, with the exception of Darguls undead and spirits have like the worst detection together with oozes and spiders. So they are by far the easiest to sneak past, making killing them the least necessary. In contrast Kith are rather hard to sneak past. To get through Skaen temple via the statue I still needed sugar and SB to get to the room, becasue my detection meter filled up like crazy.
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Ok I rerolled my character because there were some things I was not happy with, just completed ACT II and on my way to Twin Elms with only 16 kills So far so good. Not sure if he can solo Thaos, but it is not a strictly solo run, so will see how things turn out. Action time is important for getting through some encounters with a summon and SB (although perhaps good CON would have the same effect?). Resolve is important for resolving a number of quests without combat (there is a very high check of 22 in Twin Elms) and Int is important for SB duration. Not sure what talents to go for next. I have Fast Runner and Deep Pockets. Crippling Strike, Escape, Shadowing Beyond, Deep wounds, and Dirty Fighting. [Edit, scrolled up and saw knownastherat already answered this ] Got my Adra Beetle without killing anyone so not sure why this is deceptive? Killing them would be the lie Last little concern.... when I played on Hard I was able to get though the Stromwall Gorge encounter by talking my way out of it. I saw the checks and they needed high Aggressive and Benevolent Scores. Now I succeeded in the check which lets me intimidate them, but Benevolence should allow me to assure them that they can get off the hook... I am displaying unqualified interactions and it is not even an option anymore?? Was this changed in the patch? I would like the avoid killing these 5 if possible....
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Well that is to be expected. Rapiers have 9-13 base damage whereas Sabres have 13-19 base damage. The cap off point of the rapier is the starting point for Sabre damage But Rapiers are more accurate and faster. the wiki has many flaws but I find the weapon info up to date: http://pillarsofeternity.gamepedia.com/Weapon . I would go with Noble Focus, go and pick up Aimoranet in Hearthsong Market and see how that works for you http://pillarsofeternity.gamepedia.com/Mace
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Thanks man! While my buffs were up I was untouchable, problem was that I would run out of Spirit Lance. I needed a new one for each encounter and there are also other important spells in that level, but since I do not use the spear's Splash damage I should just give him a proper weapon. I think after watching your fight I should have given my wizard Tidefall, taking the appropriate weapon focus talent, and buff with Citzal's Martial Power on top of the others instead of trying to land petrify. I have a strong suspicion that would work after my last experience. Different mindset from last time. Which also leads me to swapping armour for the last fight, not sure what yet, but there is no benefit in using the Saint's War armour.
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Noble seems fine, it allows you to take a very nice superb mace you can buy in Hearthsong as well if you want to swap from a fast weapon to a medium one. Sabers are the best and deals the most damage so they are ideal for a rouge, but you need the sky dragon kill and then you can only upgrade to superb for one character.
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Ok finally killed him, I am taking the achievement even knowing that it was not 100% legit. A bit dissapointed at the end, but knowing that the rest of the run was rather easy I would rather do this than replay the whole game just to satisfy my desire, so I can do other things with my life.... but I must say that these are true words indeed: MalleGT, on 10 May 2015 - 06:02 AM, said: Thaos is the only fight which really matters when thinking about levelling and gearing. It is the only unavoidable fight in which patience and caution will not compensate for a poor build, therefore it is crucial to pick talents and abilities with this in mind. Building a character with so called "quality of life talents/abilities" wont increase odds of a successful run, but will speed things up in the early/midgame. The run though all the acts is fairly trivial on TOI, there is an easy path to follow which all classes can do. The last fight is what it comes down to and that is most probably the true trial of TOI, whether you can endure 10+ hours repeatedly only to die at the boss once more As you can see here, I do not have the "Zero Knockouts" achievement. That is thanks to Saints War Armour, allowed me to run away from some fights as enemies refocused my my summons. While it is not needed for the run, I just made a dumb move here when I ran into an unwanted mob which I knew I could not handle from the start and there and it helped me recover and run away. With a bit more experience I know now where I can and cannot sneak past. I had two recurring issues which forced me to Quit mid combat on several occasions: The first one was a bug where I cannot interact with the world, my spells do not get consumed, cannot use figurines, and cannot hit the enemy, but they can hit me. Happened in Sewers vs a troll, in Sun and Shadow vs the shades, and in one of my Thaos attempts, and one other place I cannot remember. It seems related to Chill fog somehow, 3/6 times it happened it was right after casting it, the other 3 times was as a result of trying to summon another weapon with another summoned weapon equipped. Took me a while to understand the triggers The second bug which caused me to have to quite "mid combat" was when battle would not end while I am miles away from combat, the issue is explained here http://forums.obsidian.net/topic/79465-infinite-fight-northweald-stelgaer/ and it also happened once in Sun and Shadow, there is a particular shade which triggers this and I did not know about him. In both cases I needed to rest and was legitimately out of combat as far as the enemies were concerned, just not the music. Other than that it was a legit TCS run, and I feel fine about everything I did except the Thaos fight, even though I did eventually beat him and I was getting better at it, I still do not think I could reproduce a victory. On some level I could run though the whole game again without fear using a wizard just to get to redo the last fight. Oh well, I really need to get to my work, so glad I got this run behind me. If I had to redo it I would keep in mind that Petrify is really hard to land on him even with finger of rot, and would compensate in my pics so i can try another approach. But in this build I was banking that 4 petrify effects would do the trick, and it eventually did, just cant rely on it for a legit run. I agree with knownastherat btw on the stats, feel free to dump Per for Con, you get hit all the time anyway if your Veil is not up. Might as well get the extra health which would really help.
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Ok I died, or rather this is the first time I had to quit to save my character, so even if I win it is no longer a legit run. I have repeated the fight more than 10 times and it is just impossible, I have to landed a singe Gaze of the Adragon on Thaos, the trap only works 1/3 of the time, and I cannot separate him from the Judge, and I have a 100% chance to be dominated at the start of the fight. FML
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Well here I am at last. Leveled up to 12 in the dungeon casue I ran out of sidequests. Overall an easy run, but had some issues with bugs which I will report on after the fight. Have go to a meeting nwo, so will do this in about an hour Lmk if you have any advice, gonna run with boots and sugar and try and pull Thaos away and deal with his two henchmen and then lure him to trap. Got 3 more in my spellbook if it misses
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I killed him on hard at level 4, cant be too much worse on PotD. Like you said you are in a bad spot talking to him. So don't talk to him. Position your characters at the door which leads to his study or which goes up to the room for which you get Nedmar's key. Send your tank with a ranged weapon and attack one of them and run back to the door. gg easy.
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I have had three situations now in my Trial of Iron playthrough where I am unable to affect the enemy. I know this because I am a Wizard and even when I cast spells the spells do not get depleted my my count and the combat log shows nothing. I also cannot attack. Enemies can attack me just fine. I have had to exit the game mid-combat four times as a result of this and each time it was fine when I tried again. A bit annoying for trying to do a straight playthough on Trial of Iron. Anyone else ever had this?
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When I get into a fight with the Stelgaer in Northweald at the corpse with the soul dialogue option for "Hunter Brother" The combat never ends. I approach from the West. Even though all the Stelgaer are dead it seems it needs me to kill the entire colony to the east as well. Had to exit three times on my Trial of Iron Save and each time it is the same result, I cannot sleep or exit the map and I will definitely die if I try and face the rest of the pack. Have tried three times and it is the exact same problem. I did this on 1.04 with my party and I did not have this issue At the moment I am basically locked out of this quest.
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I´ll try a wizard build too. May you share your character stats? . Tx in advance Pale Elf: Living Lands Scientist 19 Might 13 Con 16 Dex 6 Per 18 Int 6 Res Dont ask me how I came to these numbers, just played around with what I felt comfortable with and decided I would rely on Spells and Arcane Veil to boosts concentration and deflection, and it has worked really well. Edit: although lately I could use some more concentration... but my cast speed is vital and so are my other stats. Just have to work around it I guess, and try and keep my distance where I can. Has not caused me to lose any encounters, but be mindful that if you are being targeted and being hit you need to move and summon or CC because you cant afford constant interrupts. Spells Slicken, Chill Fog, Parasitic Staff, and Wizard Double & Kill Aloth for his Grimoire (http://pillarsofeternity.gamepedia.com/Aloth%27s_Grimoire) The staff is particularly strong, especially once you get the figurine. Feel free to rely on it Take Arcanse Veil and Hardened Veil asap Lmk if you have more questions
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Lolz, especially if you have a great community giving you tips I'll probably finish tonight and will post it here. [Edit: Nope, too many technical issues with game and PC and had a late night out. Tomorrow then] Last question. Any suggestion for 6th Talent? 1. Arcane Veil 2. Hardened Veil 3. Deep Pockets 4. Fast Runner 5. Cautious Attack (a bit of a waste tbh) 6. ??? Oh and should I bother with weapons, still using fine wand from Act I and, well you know, Spirit Lance!
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Finished that playthrough a week ago But thanks Managed to get more rep with BD and sorted everything out. Grieving Mother was pretty Manipulative I guess, and Aloth got in pretty deep with the wrong crowd. Can't think of anything is Eder's past, or Durance really (he was following his God in his own understanding of Justice). Pallegina does not really feel like she has much of a past now that I think about it.
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No kidding! Went to Eothas temple to test whether Shades can hit me with Hardened Veil in preparation for the lighthouse (they cant at level 10 ) and I used the Lance. I was hitting the shade behind me O_o Talk about splash damage, sheesh Few quests left. Can I safely solo Searing falls at level 10?
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Staff carried me though Act I playing solo Wizard. Depends on your party setup though. Only useful if Aloth is in Mindline or Frontline so you will have to build with the idea in mind that he might draw aggro, so Arcane Veil and Hardened Veil is essential. Once you get Kalakoth's Minor Blights however you probably wont use the staff again.
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How many times do you play through the game before it stops being blind? But Yes, Monks are a good pick. Also finding Wizards really easy so far.
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Partly because there is an achievement for it, so you know it is possible, and a challenge, and because solo was a great way to go though the BG games as well once you finished it a few times. Those are my reasons at least. Once you realize how well it works to finish the game solo then one logically tries to push the limits of what quests can or cannot be handled by a single party member.
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Nice, ok so my understanding is that it is a super high health version of you without your weapons and which cannot cast spells, but will have the spellbinds of your other items. I am guessing it can only be cast during battle, which means the item sharing can be a bit meh. But since it is a summon I am guessing it is really good for a solo run I just want to be careful in my pics, not so sure how well I can do the forgotten and the spellbooks I need are there if I want to benefit, Otherwise I only get 3 pics. Wall of Flame has been proven to work well, but tempted now to go for Essential Phantom and Minor Arcane Reflection Edit: OK found this thread to help http://forums.obsidian.net/topic/78467-class-build-wizard-solo-potd/?hl=forgotten EDit 2: Could not cast Essential Phantom in combat for some reason? Oh right casue I have other summons active Edit 3: Just completed Heritage Hill. Wizard so strong. That was easy. Especially compared to my Cipher attempt