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[v3.00.929 PX1-Steam] Kalakoth's Minor Wall of Flames
Wolken3156 replied to Wolken3156's question in Patch Beta Bugs and Support
I haven't encountered the issue again since I posted it, if it happens again I'll post it. -
Mind Blades is still a good early AoE attack during the point of the game where such attacks are a lot more limited. I only really use it for that, its use gets more and more limited as the enemy's DR increases. Never been much of a fan of Amplified Thrust; if I wanted single target damage I'd just stick with my weapon instead. The knock back could be useful, but generally I don't really care if my other characters get attacked. The only one that usually matters with my group is the Cipher itself, and they can't target themselves with it.
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Amplified Wave from my experience with the Beta is not worth it... at all. If you wanted to mass prone you'd be better off using Calling the World's Maw, Call to Slumber or Slicken, all of which can be used right from the start without having to build Focus. Actually the level 6 and 7 powers in general are just worthless now. Mind Plague would be alright but you can get the same thing from Confusion. Disintegrate is far too costly to use and you can't risk missing with it, plus its range is painfully short. Time Parasite is worthless when you can just drink a Potion of Deleterious Alacrity of Motion and cast Arduous Delay of Motion. Stasis Shell is almost identical in function to Beetle Shell which is acquired much earlier in the game, with the only real advantage being its ability to target enemies with it instead of only allies. The level 5 and lower powers are fine though. Whisper of Treason, Borrowed Instinct, Wild Leech, Ectopsychic Echo, Recall Agony, Pain Link and Secret Horrors are all still very powerful. They're probably not worth using outside of PotD though but I wouldn't really know. I have almost no experience with any of the lower difficulties, once you PotD you never look back =/
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Playing as a Skaenite is great fun and makes for a great hybrid character. I wouldn't recommend it on a first playthrough though as their favored dispositions are Cruel and Deceptive with Benevolent and Aggressive being disfavored. Which means you're effectively playing as an evil character, something a lot of people don't really sit well with. Personally I'm all ok for it! I am such a terrible person... On the other hand, dispositions only affect Holy Radiance, so if you don't use it you can technically do anything you want. Though Holy Radiance does actually become quite powerful if you do follow the favored dispositions. Being able to be quick and powerful way to heal the party as well as dealing heavy damage to Vessel-type enemies. To parrot limaxophobiacq above, the beta is a beta, which means its very unstable and not a formal release. You'll be fine just playing on 2.3, or you could wait for 3.0 to come out on the 16th.
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Really depends on how you want to use your Cipher. If you go ranged you may favor lowering Con and Resolve in order to maximize your other stats. If you go melee, you'll probably want to leave Con and Res at their base value or possibly raise it. The most important stats though are Perception, Dexterity, Might and Intelligence. Perception will affect your accuracy and how likely your attacks will crit, the latter being quite important for a Cipher since their power's effects highly benefit from crits. Intelligence will affect the duration and AoE of their powers. Might directly influences all damage you deal. Finally, Dexterity will affect your attacking speed. Keep in mind the stats you allocate at the start of the game are not final. You can choose to reallocate them at any inn for a small amount of copper.
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Chanter is the equivalent of Bard. They sing chants in combat and can be built to fit a variety of roles. Of course, if sneaking and stabbing is your thing than a Rogue or Cipher will probably be your next best choices. Rogues are almost identical to Thieves from BG2 whereas Ciphers are kind of hybrid Rogue/Psionic type play style. As for companions, there's one for every class except Barbarian. So it really doesn't matter what class your main character is unless you want to use a Barbarian. The Barbarian companion will be released once WM Part 2 comes out.
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Recommended Talents: Arcane Veil (Optional, but it never hurts to have. Can upgrade to Hardened Veil if you wanted) Blast (You can grab Penetrating Blast if you want, but this mainly used for causing Interrupts) Dangerous Implement Interrupting Blows For the last three talents any choice between Secrets of Rime, Scion of Flames, Weapon Focus: Noble and Bloody Slaughter. Spell Choice is up to you, but for my personal picks: 1 - Chill Fog, Minoletta's Minor Missiles, Eldritch Aim, Arkemyr's Dazzling Lights 1M - Chill Fog 2 - Concelhaut's Draining Missiles, Miasma of Dull Mindness, Merciless Gaze, Binding Web 2M - Combusting Wounds 3 - Expose Vulnerabilities, Kalakoth's Minor Blights, Minoletta's Bounding Missiles, Llengrath's Displaced Image 3M - Deleterious Alacrity of Motion 4 - Wall of Flame, Confusion, Ninagauth's Shadowflame, Minoletta's Concussive Missiles 5 - Ninagauth's Bitter Mooring, Malignant Cloud, Ryngrim's Enervating Terror, Call to Slumber 6 - Ninaguath's Freezing Pillar, Gaze of the Adragan, Citzal's Martial Power, Arkemyr's Capricious Hex 7 - Substantial Phantom, Concelhaut's Crushing Doom, Tayn's Chaotic Orb, Wall of Draining I'll confess, a lot of these spells are chosen just to build up Combusting Wounds damage, so its kinda more like a Combusting Wounds Wizard than a Minor Blights focused one with these spells. Some of the damaging spells (Like Wall of Flame) might struggle to get through DR though since Aloth's Might score isn't exactly the best, so those could easily be changed around. But as I said, spell choice is really up to you in the end. The Wizard's spell list is probably the most balanced at the moment, with every spell being viable for use.
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Well, that also leaves you free to choose something other than Alacrity as a per-encounter, doesn't it? At least if you are a spellsword or implement user, since I don't think it speeds up casting. Effective and immersive. Outlander's Frenzy does work with spells, though I'm sure Iselmyr would prefer a good weapon instead.
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The effects of Carow Golan are suppressed if a character using it wears the Talisman of the Unconquerable. Sometimes, the suppression doesn't occur until a character in the party does any kind of action (Such as moving or activating a modal ability). Is it a bug or working as intended? The Carow Golan doesn't suppress or get suppressed by the Brîshalgwin Mindmarker.
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Blunderbuses
Wolken3156 replied to crutchy's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I still prefer the Blunderbuss or other guns. It really depends on how you prefer to generate focus. Guns (And Arbalests) are very accuracy dependent (Missing or grazing is costly) but can generate Focus in huge bursts. Bows don't generate nearly as much Focus but is less dependent on accuracy and doesn't have the large reloading delay, making them easier to use to an extent. Just pick whichever you prefer. Alternatively you can run a melee Cipher instead. I have less experience with melee Ciphers than ranged, so I cannot comment there =/ -
Blunderbusses
Wolken3156 replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There's only two unique Blunderbusses in the entire game. Scon Mica's Roar which can be purchased from Rhanet at Hearthsong and the ever beloved Lead Splitter which is one of the possible rewards for the quest A Farmer's Plight. If you want more lovely Blunderbusses, Fine and regular ones can be bought from various merchants in Defiance Bay in plentiful. Exceptional ones are trickier, as most of them IIRC are dropped by enemies in the White March and during some Bounty quests. I believe some of them can also be bought from Merchants, IIRC the Doemenals have some as well as the merchant in Stalwart. You could alternatively just make your own Fine or Exceptional quality Blunderbusses since regular ones can easily bought. I would avoid making Superb due to the limited materials for those. It might be better to just enchant Scon Mica's Roar or Lead Splitter into Superb instead. -
Early game they are. Midgame they're able to take a bit more punishment and by endgame they actually become a somewhat effective tank, especially if your pet is a Bear or Antelope. The real scary thing with pets are Charm and Dominate spells. If you're like me and focus on pet talents, your pet hits like a freight train, and is the most dangerous enemy faced when charmed or dominated XD
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[v3.00.929 PX1-Steam] Kalakoth's Minor Wall of Flames
Wolken3156 replied to Wolken3156's question in Patch Beta Bugs and Support
Save file and Output Log link: https://www.dropbox.com/s/gqzaae5atuuk53c/poesave2.zip?dl=0 -
[v3.00.929 PX1-Steam] Kalakoth's Minor Wall of Flames
Wolken3156 posted a question in Patch Beta Bugs and Support
For some reason my Wizard's Kalakoth's Minor Blights spell allowed her auto-attacks to be Wall of Flame spells instead after casting said Wall of Flame. They're functional too, and cause massive frame rate drops. It stopped when I had her cast a different spell instead. -
Pallegina gets unique talents now, which makes her a fairly unique character beyond her race. Anyway I'll just drop them here since I have nowhere else to do it. ~ Vielo Vidòrio ~ Modifies Flames of Devotion Allied AoE: +20% Attack Speed for 6.0 sec ~ Wrath of Five Suns ~ Modifies Sworn Enemy Foe Target: 12 - 18 Burn Damage, 10 DR bypass | Accuracy (+20) vs. Deflection They're not spectacular really, but at least she has them. Vielo Vidòrio seems nice on paper but the duration is painfully short. EDIT: Wrath of the Five Suns is 5 projectiles? Daaaang that's good.