Reent
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Domination and Charm...
Reent replied to Reent's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Its not a bug that it stops earlier (at least not every part of it) - at least it does what is intended (no matter how much we players dislike the decision behind it) They break free if: a) you attack them b) no other enemy is alive c) no enemy attacks you and you attack no enemy [a)] was implemented after the release, since its a charm you can understand it. Since this was implemented you can understand [b)] - however its still a bad case, enemy is charmed so you can heal up - wrong, the game stops the charm, its a BAD decision (not if you are charmed and the enemy is gone - then its a good one) [b)] has the bad synergy with Ringleader - it tends (or tended, didnt use it in a year) to dominate/charm all enemies, leading to a big big group of charmed enemies for 1-2 sec and a restarted fight right after that. [c)] is the gamebreaker for me - that needs a rework. The real big problem with [a)] (called d) ) is... the bad bad bad bad bad bad bad bad bad bad decision to keep the focus on the charmed target, so... you have a cipher with a ranged weapon, he charms an enemy and attacks the charmed enemy right after, so the charm is broken instantly!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! If you know [a)] [b)] [c)] and [d)] and work around it... charm is quite usefull. So, its not a bug, its just the worst feature i know (without thinking too deeply). (the one thing i consider a real bug: i used charm to play around with my naked chanter (the summon that can charm), i encountered a case where it stopped after 1-2 secs despite one more enemy around, i tested a bit and it looked like the 2 enemies (that were clearly allied, in the expansion - one ghost and one vessel in the battery) were in different groups, so if i charmed one it counted towards [b)]... just utterly stupid... could be another problem too, but then i would have no clue what the problem was...) -
There's scrolls you can craft and a mace with this effect. There may be scrolls, however its a pain to use it every fight (every stun/para etc effect is bad for chanters, not just charm) and a mace against CC (or mindcontroll)? I dont know that one, dont see it in my lists either - which one is it? Priest can use withdraw too, so even dragon fights are very very easy - and priest+5 chanters can be a nice fake religion - too bad you cant choose a priest with "none of the pillars of eternity gods" as god^^ But wouldnt a fake skaen priest be perfect if he goes around and telling lies about the big big god - just to take all the money for himself? :D What are chanters for if not helping a priest tell everyone about "insert fake story"
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i'd put one priest in - you dont want to get mindcontrolled, with dragon chant the party starts dying - fast... since mind controll enemies like to stand apart you cant kill them fast enough and will loose a few chanter xD... not that it is a big problem, however 5/1 should be quite a bit more effective than 6/0
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ROFL! I thought about such a build exactly once - until i thought about his health - never thought about Barring Death Door :D "how many times did you fall this playthrough, mage?" "27 times, you, barb?" "270 times!" "how many kills, mage?" "270, you, barb?" "900!" I can so imagine how it would be: the party minus the barb: "Damn, our Barb is surrounded" Barb to the team: "Dont worry guys, i have the enemy surrounded!" Thats what you get if you make a barb intelligent, he now knows how mathematicians think...
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if all you have is a hammer, everything looks like a nail - if you start everything with "i am faster" than you wont get to know how much more you can do... and a monk can do more, so much more! I had a solo monk... i fought some enemies and i didnt want to kite... so i simply ran to them... i died in a short time - 2nd try i used pathing (there was one ranged enemy giving me a wound), to line them all up, with one torments reach the whole fight was over, thats what i call efficient use of wounds if you get fast runner lvl 2 and long strides lvl 3, you are faster than anything the game throws at you (okay, almost, use survival 9 and you outrun everything), however you cant fight any other way... imagine fighters recovery and swift strikes or something instead - you cant kite (without item use) however you can straight up fight since you have great AOE damage and can decimate the enemy very fast... making for an interesting playthrough, not the same lame playstyle my chanter has - or i would have with ranger. Some fights i do with chanter i see the enemies and think "okay, my chanter looses in 1 min because his endurance regeneration isnt high enough (before lvl 10 his summons simply... are too weak)" and i think back to my monk and look at the enemy, look again and think "the fight would end within 3-5 torments reach - after 2-3 torments reach only the 2 archers would be left standing"
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tks, fixed yes, but they are all fast abilities, so interrupt acutally "interrupt" you very rarely. The only ability that can really be "interrupted" is the evocation of the twins since the long "cast" time, but i haven't pick it anyway. Just torment reach spam do more for us. EDIT: i just discovered an horrible bug: after triggered immunity from ruona plate wears off you can't get any wound until the end of combat had to reload and not sleep anymore in dragon's cave! Please report the bug.
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My bad, it won't heal more, when it has healed that 40% the "buff" wears off. It won't heal more cuz of spelltongue, my bad! You are wrong. It heals more - i tested it just not - the only problem is spelltongue itself, i used chanter and activated wound binding - healed 60%, attacked a random enemy with spelltongue and used wound binding- healed 60%, i attacked an enemy that had buffs active - i got about 1 sec duration per attack and it healed >60%, that is something you cant do all the time (taking enemy buffs) so it works but... looks hard^^ one stun and you are done :D One fight enemies dont use buffs - no use
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You dont get exactly 40%, however i dont know how it scales - it didnt look like it scaled with int and might (had 20 might and 18 int, it healed >40%, but i think under 60%, bb in 5 mins, testing :D) If it works with spelltongue... i know my barb build xD 20 might and 19 int= just under 60% health restored... i'd go ahead and say: it scales with int - so with time - so with spelltongue.
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Yeah... something's not right in PoE at the moment. Double ACC malus from Savage Attack, Thrust of Tattered Veils procs twice, and now I discovered that Iconic Projection hits multiple times while it passes the enemy/allies. It not only does it's described damage/healing, but a lot more. If the target is big (Spidr Queen, Ogres and the like) they get hit up to 6 times with it. I can't say I saw that in former game versions - prior to 3.0. They screwed up some core mechanic or something. I can't say that i never encountered the multi hit bug in earlier versions, because in fact i did encounter it sometimes - however never in my favor, i had quite some death because of it in the endless path. So at least enemies hitting you too many times isnt new (for me)
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the best summon? By far the weapons - they have many immunities and have special attacks, they have good DR too. (ok, they are lvl 16 - so very lategame^^) Ogres are good vs hard hitting but slow attacking enemies and you get them out "kinda" fast, if you want to preserve per rest abilities you can prolong fights (only one enemy alive? Tank it with one summon and go look for the next group, kill the one enemy and summon a big summon in range for the next group and engage - this makes some fights much more controlled - it makes the spore much much stronger too, since you can abuse the fact that the enemy hasnt aggroed you yet, if you do it right (and the spore hits) every enemy will aggro the dominated one) In stronger groups (i mean groups that deal high damage) summons arent that usefull if you dont prolong fights (either bossfights or the method to start the 2nd fight while fighting the first fight), the aggro is already set in most of the time and the fight isnt long enough to shift aggro after the summons. I opened a thread not so long ago, now they have the "scion of flame and dragon chant bug" in the system - at long last O_o
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hmmm, i didnt know about stacking preservation... i knew about some of the shields, maybe i will start a barb run in a bit... it sounds like more fun than chanter - with the ranged graze retun it should be kinda fine later on. Or i will try monk, both look like nice solo characters with correct item choices... (PS, looking at shields made me see the "game breaking" shield for solo chanter - Black Sanctuary WTF is this ****? Use it and you have a long long time free damage in hard encounters... sure you have to kill the alpine dragon, but that is a possibility, other encounters are harder for solo chanter)
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Jeah, chanters have only 2 ways to solo and one of them is really really really... uninteresting I'd love to solo with barb, but i dont know how to deal with stunlock enemies, i dont want to play a class if my only answer to 50% of the game is "scrolls". (if someone here tells me how to kill lagafuaeth, spectres etc without scrolls with barb, i'd go and play him... with monk i can use 50% CC reduction, with fighter and paladin i can get my defense high enough, but barb?)
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i wouldnt be able to upscale wm1 because i would go there before lvl 9 - so that part is out - the quests in act 2 are partly harder than wm1, so its the better choice. Act 4 upscaling doesnt matter - too easy anyway (or can thaos deal around 500 damage with his dot? If he can... i could die to it) Act 3 upscaling doesnt matter too - i dont have to do that much at that point... wm2 is all that counts... and i'd find ways to deal with it even then... maybe the kraken would be harder but... with better talents.. it would be fine, maybe the ranged eyeless would be a problem (the heal -.-) but there is no hard point where it should fail... maybe i overlooked something, but it shouldnt change anything but the time, with 15 more defense i dont need 1 min to kill one enemy, i'd need 10 mins at some points X_x - while no risk for my chanter exists^^
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The Records are a nice way to see who deals damage, who doesn't - at least it could be, i really want it to. However some things just... don't count, damage dealt? The animal companion for Ranger, the Summons for Chanter - don't count, thats... not a low amount of damage not recorded - however you can understand that part - a bit. However the next part is a little bit harder to understand: Chants don't count either - meaning, the main damage the chanter deals doesnt count. Here is an example what it means: That is a screenshot of the records my solo naked chanter had right before thaos - he finished the main story wm1 and wm2... defeated 1k enemies... and dealt around 35 damage per enemy?!?!?!?!?!?! Even if you only take the enemies he himself defeated... you are left with around 70 damage per enemy... i know, i know, some enemies dont have much endurance, however 12 eyeless hammer, 7 Ice Trolls, 6 Ogre Matrons, 29 Crag Ogres (all 3 together) and i am already at 25k endurance (no healing, no POTD (since the Bestiary doesnt show potd stats if i read it right)) - lets add the Battery Guards and Battery Sirens and i am at 30k. I'd really love to know how much damage i dealt, i figure the number is 10 times higher (i know that not every kill was counted, so even the 1k enemies killed is wrong) maybe even higher than that...
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almost 38kk damage :D nice one I played group until someplace in act 2 a few times since i started again, always with MC chanter... the chanter was through the roof with the damage done, i used white worms all the time... i spammed all damage abilities the others had, they didnt come close. However the others didnt have optimised items (neither did the chanter, but chanters dont need it) as i see it, chanters can outdamage every other class - but all the damage is AOE, so they dont start with kills... and thats a problem. Fights get easier the faster you kill primary targets... so despite dealing more damage with dragon chant, the fight is much easier if you simply use support chants and kill primary targets.
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Dex is very very very interesting... have you ever looked at Chanter and Invocations? I have looked a little bit... no matter how much dex and armor penalty you have, the timing until you have your first summon (i used summons to test it, easiest to see results) out and the first summon can act doesnt change. However the timing until you can move again changes... the higher your dex the faster you can move again after summoning. Armor penalty doesnt change your time until you can move again. Armor penalty and dex - both change how long it takes until you start chanting again after using an invocation... if you have high armor penalty and low dex it looks like it works mulitiplicativ since low dex+no armor has the same delay (while the delay is after the invocation but before you can act again) as high dex and plate (however the delay is after you can move again)... both have a slight delay, almost negligible (maybe 0.3 secs or something) however low dex+plate has a 2 sec delay or even more...
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Chanters are... not good with the Party stats... PS, i cant access your party stats :D Those are the stats my naked solo chanter had before killing thaos (he finished wm1+2 main story) - 34k damage dealt... jeah, right! Chants dont count, summons dont count... A chanter can deal around 80 damage within 10 secs for every enemy in range of dragon chant - if he keeps chanting it he can deal more, lvl 13 he would deal around 140 damage within 10 secs (3 times dragon chant, so 3 ticks, the first chant would tick for about 3 additional times, the 2nd one for 1 time, so 3+3+1=7 ticks) and would still have 100 damage left...so he can deal with most groups alone within 10-20 secs (something like ogres have more endurance but you deal more damage because of the low DR), maybe 30 secs... And the full damage doesnt count towards your stats! So the chanter can carry a fight, however 20 secs are still a long time in pillars... but if you want to, you can use chanter as the only damage dealer and still finish fights reasonbly fast (eyeless take longer because of the burn immunity... dragons would be a summoners job)
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I am not playing group chanter and if i do? I simply push all the work on the chanter - so i know the chanter can do the hard work of killing the enemies... If you use strong groups the Chanter doesnt need to deal damage. If i play in a group, my chanter gets champions boon, uses 1h and no shield (the +12 acc applies to dragon chant) and simply stands in the middle of every enemy chanting dragon chant - the priest has the hard task of keeping the chanter not CCd, everyone else can simply play body block, its enough to kill the enemies :D In a full party where every character is used to the full potential the chanter doesnt need to deal damage (maybe a white worms early on) and doesnt need to summon stuff to keep a dragon occupied - so while he could do it, its not needed - the support chants are enough then.
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you dont need maxed might if you want to use dragon chant to kill stuff, i know, even 7 nights doesnt need it maxed... but white worms is different - i want it to oneshot enemies, if it doesnt i dont have the time to use it - either 100-0 or i dont have the time to clear a full map with it (since i cant leave the map and i cant use summons and white worms in act 2 - the timing doesnt work) And come come is different too, i tried 3 might and 18 might both took the same time to kill the target - 19 might would be faster, the difference is 3 damage per tick to 2 damage per tick... thats a bit huge to just ignore it. (i think 19 might was the divider) Sure, 19 might would be enough too, the difference between 19 and 21 might isnt that big. And to respec: i dont want to use respec, its as simple as that. Sure, its harder that way - but if possible i dont want to use it. With respecs ultimate is much easier (i can use 18 dex when its needed, i can use 3 dex when dex isnt needed), but i... just dont want to.
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I once lost my whole party to one Iconic Projetion - it simply hit everyone multiple times - until they were dead, i paused the game and looked hard at the log... looked harder at the log, even harder... used alt+f4 (was an ironman run) and calmed myself down... did something else... started pillars again, deleted the safe and started playing solo runs again.
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I argued the chanter wouldnt be able to do it because the time before he could summon stuff would be hard, yeah, it was hard... really really hard. However the watcher abilities are fast cast abilities - i didnt have them in my initial evaluation... The enemy starts to retreat but you cant summon stuff? Wait a moment (crucial, you only can use watcher abilities up to 3 times to get the aggro back) not too short but not too long (around a sec maybe 2 or something - if you have to wait 2 secs for summon, use watcher ability instead, the summon is slower to get the aggro back) and use the watcher ability to frighten or damage them... they will aggro back onto you, you cant move back - else they deaggro immediatly, so you wait until they are almost in melee range - you start running and they deaggro, you wait wait wait and at the last moment you use the watcher ability again, after that you should have enough to get the summon out... Without the watcher ability i wouldnt have managed it, many times where i thought "okay, i can tank the enemy for the last stack" i died, they either stunned me, made me prone, interrupted me too much or didnt loose aggro once i summoned (try to run away, get interrupted and get massive attacks in trying to disengage despite the interrupts) After lvl 10 it became a bit better, My Enemy is a thing then... however thats not always possible... the watcher ability is king. And if the Kraken fight was a real fight (please, the Kraken is sooo weak) i wouldnt have managed either, its a fight chanters are really really bad for (no time to prepare, no place where you can keep all aggro on the summons) :D I am thinking about my next chanter, it will be an ultimate run... but i dont know what i should do for attributes... normally i want max might, con, int, perception and dex... resolve isnt that needed. However i can't get that... i have to kill dragons so i need enough con to survive at least one breath attack, so con has to be at least 14... might will be maxed, resolve... i think i will keep it at 3 (okay, i cant lie then... but thats not "the problem"), dex at least 8 (so i can use the shortcut for the abbey - you can get +10 with every bonus (i found in the wiki, should be possible to get +11, but no risks^^), i think i will clear it the same way my naked chanter did) int will be at least 14 so i could (aumaua) go for 21/14/8/18/14/3... i am kinda reluctant to go for that... maybe i should change per and con... or some more points in dex... however the 18 per+21 might would make for a very hard hitting chanter, i would be able to close out fights in a very short time... with 1h no shield i would hit around 110 acc at the end (120 if i push for some items)... thats enough to hit most anything (+20 against beasts if i use that chant) aumaua is just too good not to use (+20 against stun is quite safe... preservation helmet and a bit more and you dont have to fear missposition - a moon godlike still has to fear that) i will look into the harder fights still awaiting me, maybe i will have to get some more "must have" points in... maybe i need some resolve (i think i read something with a spore), the preparation is the thing that is MVP for something like ultimate... PS: i wont use scrolls on my ultimate run, i want mechanics and survival - no place for lore.