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Torm51

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Posts posted by Torm51

  1. 5 hours ago, patronkus said:

    Did you find a place for Light of Pure Zeal (the PL 9 nova move)?

    Yes I did. It was very good in FS and SSS the times the group took heavy damage. Plus the change to frost/electricity. I had room for Divine Retribution, Prestige and Light of Pure zeal (you might as well you have the room.)

     

    @Elric Galad I wouldn’t call it mandatory but it was nice in long fights. I could do the Skeleton summon with the chanter , they would die and get some resources for more exhortations or heals.   I don’t know that I needed it but it was good insurance for fights like the Oracle etc.

    • Like 1
  2. 28 minutes ago, Vasvary5050 said:

    It looks a lot like Skyrim to me, but with a more vibrant colour palette (so perhaps a bit like Outer Worlds), and set in the Pillars universe. None of which is a bad thing, especially if they make it highly mod-able like Skyrim, though I hope the combat is less wonky than base-Skyrim. I just hope that (a) they have a class system that is at least as diverse as Deadfire's (i.e. all the classes and multiclass combinations of Deadfire), and that the lore, setting and ambiance feels like proper Deadfire (also, whilst I'm happy for their to be humour in it, I hope they don't lean into that side of things as much as they did with Outer Worlds). It could be amazing, though I'm a little sceptical (it wouldn't surprise me if they scale back a lot of the class/multi-class complexity of Deadfire).

    They said it was classless. Not my fav thing but I’ll still play…hopefully the abilities etc will be distinct that I can play a proper wizard or Paladin or rogue etc 

    • Sad 1
  3. @Elric Galad thank you for making Single Class Paladin viable as a support healer. I beat the game on POTD-Ironman with god challenges of Skaen, Berath, Galawain and Ondra (no real impact here for Ondra lol) and having a dedicated healer/Battle Captain tank played really well for the party.

     

    1. The change to Healing Chain makes a viable alternate path to Sacred Immolation.  The heal is incredible in tough fights like FS and SSS as you can reduce a lot of the AOE chip  damage you take.

    2. The change to Divine Retribution makes it still good (I still took it) but not a must have thanks to..

    3. 1 Zeal cost to all but Reviving Exhortation.  I took almost all the exhortations-Reinforcing Exhortation plus resolve upgrade (double down on deflection)  for Eder swashbuckler tank-Hastening Exhortation plus nimble (full party nimble lol) upgrade. Even Liberating Exhirtation I found extremely useful in FS when a party member gets hit with a ton of negative affects. Took Reviving Exhortation no upgrade for emergencies cause of Berath challenge-used it like twice but saved my bacon. 

     

    You aren’t soloing the game a support Paladin but the mod makes them a great group support class + good tank.

    • Like 2
  4. On 1/18/2019 at 5:20 PM, AeonsLegend said:

    It's an issue if you really want to play with full fledged party members and not just a bunch of people that are just there. I get the feeling that Obsidian simply hates priests. In the first game we have Durance who is such a dumb and annoying character that I just kill him every time I enter the area where you can pick him up. Xoti is no exception. She's also an idiot and possibly even more annoying because not only is she incredibly stupid, she has the most obnoxious accent and is fanatically religious. There is no way to like this character if you are of average intelligence or higher. And in beast of Winter we get a guy who spearheads a bunch of lunatics and looks like he died 5 times.

     

    I'm serious it's on purpose. They're all a bunch of deranged idiots.

    My IQ must be potatoes I like Durance a lot lmao 

     

    I didn’t realize this was a Weiderganger thread dang 

    • Thanks 1
  5. 1 hour ago, Wormerine said:

    I suppose heavy abstraction of stat driven cRPG makes it easier to add breath. For example a difference between melee weapons in PoE2 will come down to damage rolled, PEN threshhold, recovery time and modal. In first person action RPG you need a unique and satisfying swing with appropriate hitbox etc. If Avowed will have decent melee combat with variety if weapons that already will be impressive. Even if you diffirenciate each weapon in statistic it is not something that will be easily felt in gameplay. So yeah, I do think adding variety to an action combat is much much more difficult.

    In general action-RPG seems to me like the most tricky combination you could try to do - I am surprised how popular it is, considering (in my opinion) how rare it is for it to turn out well. One one hand you have input driven action combat, and on the other you want stat/perk based customisation. Those tend to go completely against each other.

    And I think the whole point of Avowed is to have a wider appeal than underperforming PoE1&2 so simplification goes hand in hand.

    According to a very recent Sawyer interview Deadfire was very profitable over the long run it just started slow.

     

     https://www.originstory.show/episodes/josh-sawyer

     

    That said with Outer Worlds success I understand the way they are going. I prefer CRPG style with different races and classes  but I get the race thing is probably  a mechanical thing and understand that maybe for a 1st person game classes is harder to do….I’ll definitely play cause I love the setting and want to see the Living Lands…I just hope I can play a Paladin it’s my fav thing of PoE and it not look samey as other  rolls like in Skyrim.

     

    A melee healer uses the same magic as a wizard healing himself in elder scrolls, it’s very samey.

    • Like 4
  6. 8 hours ago, Boeroer said:

    I liked the visual tone of PoE best, Deadfire is lighter and colorful but still nice and appropriate for the setting. 

    I know that the Living Lands are supposed to be colorful and thriving with all sorts of wildlife and flowers and so on - and medieval times weren't as drab and dirty, muddy and gritty as Hollywood would like us to think... but still the overall visual style presented in the Gameplay trailer is not my cup of tea. 

    This will not stop me from buying, but it's also not something I'm excited about.

     

    Agree with @Boeroer.   

  7. Does anything have Arcane Dampener in FS? It’s only thing that the Crusader has over the Arcane Knight. You can’t dampen any of their magic cause is there is none. Against Nemnok and his crew Crusader is more reliable in my experience to due heavy use of arcane  dampener by enemies.  But ya with Dampener out of the picture Arcane Knight is better.  

    I don’t think Crusader is an OK tank though, if you play vanilla with a group it’s pretty great. It’s just not as meta as Arcane Knight cause Crusader needs heavy Arcana to solo. 

    • Like 1
  8. 8 minutes ago, Shai Hulud said:

    Frightened Child is very difficult, I agree worse than oracle. I don't recall her exact abilities but she is a high level cipher who likes to spam death of 1000 cuts, and if you're hit by that plus hit by her minions they will mess you up pretty fast. She presumably has access to disintegration as well, which destroys. There are various other enemies that have high level cipher spells as well in FS. 

    I didn't see llengrath's teachings listed in the abilities for the giant luminescent spore on the wiki, but that would definitely explain it. Something like spore cloud charmed your character and then that ability was used.

    With frightened chlid I like to run back where the librarians are and then throw down spells like great maelstrom, storm of holy fire, minoletta's missile salvo, etc. Can also use CC spells around the door to make a choke point, but it's usually enough to let them murder the librarians while I stand back and use farcasting AOE spells to take her out. Don't forget about scrolls, even if you don't have a druid you should have a character with high arcana to cast scrolls. 

    For an ironman run you're probably better off skipping these fights. Giant luminescent spore doesn't give you anything for fighting it. For frightened child you get a neat crossbow, so could be worth it. Still, I usually kill frightened child even though I never use the crossbow, just because loot, even did so on an ultimate run. 

    Agreed on the fight skips but I did out of spite and still won but the cost was heavy. I wanted to do an Ironman where I didn’t wiggle out of hard fights 😛 And I beat the game so I did it!  Excellent advice though and I appreciate it. You helped a lot! :)  Especially for my next run haha

    • Thanks 1
  9. 5 hours ago, Vasvary5050 said:

    So, pulled Vithrack Luminary early on in FS, and it pretty much one-shotted my tank with missile salvo, and perma-killed one of my main backline DPS-ers. A good start! I think FS might be a bit harder than SSS.

    Defeated it on second attempt with a wall of summoned meat shields. They die quick but do such much damage if you let them.

    Ya FS is really tough, just finished it on POTD Ironman with some god challenges and I lost 2 party members to destroy spells.

     

    1.  Intellect Affliction immunity makes you immune to 2 boss spells (spore, and frightened child) that destroy your character they both require a party me member to be dominated and then you are destroyed.  Captains Banquet food makes you immune to that.

     

    2. Anyone with a disintegrate DOT on them is a heavy heal priority (a Paladin was my main healer)  because if your HP reaches 0 you will be destroyed and not knocked out.  
     

    3. On the spore side the mushrooms do a inject spell that does extremely heavy corrode damage-It’s listed as a poison so any Paladin with Righteous Soul or any character that eats Kapa Tea is immune and instead of taking 200+ corrode damage you take 0. 

    4. The Vithraks are tough because of missile salvo and disintegrate but like you said they die fast especially the casters. Focus fire them. If you have an EXTREMELY tough tank like a Crusader most people don’t like Crusader tank cause it’s too tanky but this is the one point in the game where if you tank traditionally they are tough enough to survive, bate their salvos and heal yourself (Greater LOH if you got it for this one).

     

    5. Safer than tanking salvos is to focus fire the caster Vithraks and interrupt them. 

    • Like 1
  10. 42 minutes ago, Kaylon said:

    Llengrath's Teachings directly destroys a friendly target and gives to the caster robust and 100% spell reflection for a limited time. Rekke was probably charmed first and then destroyed. If your party is using Captain's Banquet/Modwyr you should be safe.

    Ya going forward I’ll get intellect affliction immunity for FS with captains banquet. It had been a while and forgot about those lol. How does frightened child destroy you when charmed? 
     

    pS just beat Fs POTD Ironman. frightened child harder than the Oracle for sure.  Lol 

  11. 33 minutes ago, Shai Hulud said:

    I've never had this happen and looked through the giant luminescent spores' abilities and don't see anything that would destroy a character. But his spore cloud can charm your allies, and he has a "storing magic" ability that causes him to do a variable amount of retaliation damage on being killed. I wonder if it's possible there's an interaction the storing magic attack on alliance-flipped characters that causes them to die rather than become unconscious? 

    I'd have to see it happen and check the log to really be sure, but since I haven't seen it happen I can only speculate. Did you see anything in the log? 

    It's pretty easy to avoid combat with him if you want.

    It something called Llenengraths Teachings. The frightened child just did it to Rekke too and this one said “destroyed”. So far I’ve lost 2 party members to FS destroy spells. It’s gnarly lol and not the 1st time.  Rekke was at about full HP and he was just snuffed out, no defense vs attack roll just “destroyed”.

     

      I LOVE FS. It’s a scary as hell place and the enemies plus vibe is perfect for the setting. Enemies that can just snuff you out lol. It’s thematic for sure. 

     

    maybe you just got to CC and damage down both the spore boss and the frightened child before they can do the abilities. 

  12. For sure, I always take Ubreakable on the fighter multi main tank since I only play POTD TOI, it’s a safety blanket. I was just trying a Paladin SC with @Elric Galadmod so the group was a little unorthodox in that the main tank was really the Paladin and my fighter multi was a swash buckler damage dealer. I think I got greedy and tried to fit 3 damage slots in (which you can do but it’s less safe for TOI imo)  If you run a support SC melee Paladin (with elrics mod) it’s not a bad tank but it’s not a fighter (for POTD). 

    @masterty66 I think for your example my support Healing Paladin would take the place of the Druid (remember it’s elrics mod), most Exhortations except the Rez one are 1 zeal and you get a lot of heal options: LOH, Exalted Endurance, chain heal etc, Upgrade SI etc. If I run another tank in that group and maybe 3 ranged damage dealers that cascading issue of having to remove my melee dps from combat to save them and then the solo Paladin getting all the aggro would not happen. 
     

    the only issue with mainly ranged damage dealers is no crush damage option.

     

    • Like 2
  13. 2 hours ago, masterty66 said:

    If you're doing a melee heavy per you might want to consider pairing a Druid of some kind with your Herald. I suppose then it might not be melee heavy any more but Druid + Herald is so much healing that you will be able to out last almost everything. The +50% healing chant combined with Druids HOT is massive for survivability. I am running such a party now (not on TOI) and it's hard for me to wipe.

    Two sources of rez would also be nice in case one of your rezzers dies.

     

    This was the main issue, i went to that cave a bit early and only had one rezzer, who was downed. My fault for sure

    • Like 1
  14. Hey all,

     

    Long story short just lost a POTD TOI with the above modifications plus a heavy melee party:

    Eder: Swashbuckler damage (not the best damage dealer but he can be good if you invest the gear and he is sturdy)

    Xoti: SC Monk

    PC: Support Paladin (shieldbearer)

    Ranged damage Herald

    Lore Master damage/CC

     

    All of my POTD TOI losses are with a heavy melee party, if I go ranged heavy I usually win (so 1 tank, one off tank/melee and 3 ranged damage dealer.  I feel that melee damage dealers get into a lot of trouble once the AI starts to target them, if I have strong tanks up front and all my damage dealers killing at range the AI does not want to disengage (I usually have strong disengagement damage dealers).  Anyone have a ton of success with a melee heavy party on POTD?

     

    • Like 2
  15. PS I just lost a  Ironman POTD run cause I thought I could take the Death Guard cave early and boy was I wrong, like level 8.

    group was:

    eder swashbuckler damage

    xoti SC monk damage 

    SC Paladin support (shieldbearers)

    Herald 

    lore master. 
     

    Xoti got in trouble as she killed a Dargul and I didn’t notice that her AI ran her to the middle and surrounded by the Fampyrs. I hit her with a that scroll that removes her from combat and all the mobs turned to my Paladin and he got dump TRUCKED despite having extremely heavy Resolve, I got interrupted I got hit so hard so could not heal myself in time, Herald and Lormaster got tangled when Fampyrs leaped to them so I had to remove the Ranged Herald from combat too probably a mistake, so fighting with three got my Paladin owned.

     

    they are sturdy but they are definitely not Crusaders which is I’m used too. Have yo start again lol 

     

    it did not help that the entire cave pulls for some reason 

    • Gasp! 1
  16. On 9/24/2022 at 8:56 AM, Elric Galad said:

    Thanks 🙂 

    OK, after a first round of reflection, here are my (sometimes radical) proposed changes for SC Paladin :

     

    1. Divine Retribution : 2 Zeal per downed ally -> 1 Zeal

    What I'm trying to address : Divine Retribution being so brokenly strong that you have kind of an infinite pool of ressource. Now, I'm not trying to destroy builds relying on infinite summons, but to mitigate how easy they are to spam just about anything. 1 Zeal per downed ally is also enough for an ability point when not relying too much on summons, it still helps for drown out battle.

    Also as stated above it is mitigated by how BPM reduced various zeal costs.

    Further tweaks are also more lining toward buff direction.

     

    2. Healing Chain (from current BPM version with 51+ random bounces of 10 health in about 30s) :

    - 2 Zeals -> 1 Zeal
    - Adding a 30s cooldown

    What I'm trying to address :

    - Cheaper zeal costs to make SC Paladin less reliant on Divine Retribution
    - Healing Chain being so dirt cheap for its power that it feels almost always cool to cast, while not replacing other heal. Basically it acts like a tweaked Healing over Time, halfway between an active ability with a very little cost and a sort of passive working in the background.
    - Avoid spamming abuse (spamming Healing Chain like crazy could basically make your party feel immortal). Other HoT do not stack with themselves.

     

    3. (the most radical one, feel free to comment) Sacred Sacrifice :

    - Remove the reviving effect
    - Infinite duration for both the pulse and the self damages (so not reduced by RES) until knockdown or end of battle
    EDIT : probably leaning toward a very long duration, probably 60s. Infinite duration breaks the game with robe of the Weyc, least unstable coil and similar items.
    You'll be actually burning yourself to sacrifice. Note that Sacred Immolation and upgrades disable themselves while active.

     What I'm trying to address : 
    - Redundancy between Sacred Sacrifice and Providence. Actually this one synergizes with providence.
    - less reliability on zeal/divine retribution (lots of damages for zeal spend). Dirt cheap in term of zeal compared to potential damages. Health management (your teammates can help) instead of zeal management...
    - Boost action economy since not having to cast it again helps you to do other things.
    - Provide something fun/fluff to do with your SC Paladin that feels quite different from the more "default" Divine Immolation upgrade

    Sacred Sacrifice + Providence will cost 5 Zeal, so with a high health pool and some health regeneration, you'll be able to do a lots of damages for the cost.

     

    4. Providence :

    - Heal to full health (was quite reachable before with low CON, high MIG, Practiced healer and... fruits). THis is meant to favor high CON build as a replacement from removing similar effect from Sacred Sacrifice.
    - Remove BPM Courage until end of battle that felt a bit Random.

     

    @Elric Galadi like the ideas for sure. 
     

    1. Like the Healing Chain idea it’s not dumb over powered it’s a like you said a semi zealous endurance upgrade that helps the team stay alive and feels fun to use.

     

    2.Divine Ret from 2 zeal down to 1 helps nerf it a bit but still doesn’t take the fun out of going SC Paladin.

    3. I think the SI change is great, you pay hard for having SI constantly up but you get to do it the entire fight. It’s a good give and take, you are wounded, you died and now take damage for the entire fight but you get to do free damage too. It’s fun and feels fair.

    4. Good providence alternative, high CON builds imo are not that common so I feel this is unique.  Courage until end of combat seems five? It’s like having Revkus helm for getting downed.
     

    Not trying to be a yes man but I like all these.

     

    • Like 1
  17. 43 minutes ago, Elric Galad said:

    Yeah I'm testing a SC Paladin build with Slayer Seeker Survivor standalone.

    And I'm not completely sure of Chain Healing use either.

    Also I'm a bit concerned that SC Paladin is SO reliant on Divine Retribution and summons. Divine Retribution could eat a nerf (something like 1 zeal per downed ally would still be good, especially with BPM general nerf of Zeal cost).

    Of course it would require other buff, the general idea is that you shouldn't have to design your party around SC Paladin, or at least not on a single ability.

     

    I have some absolutely not finalized ideas such as extendid the benefit from self-rez (sacred sacrifice and providence - which already provides encounter long Courage) and/or making Sacred Immolation free but with a cooldown (how it would buff Multiclassed Pal could be an issue). I'll keep you informed as Paladin consultant 🙂 

    I feel the Zeal reduction cost you made to all abilities helps SC Paladin a lot as that was their man issue in Vanilla without BPM. With your mod they act as they should function, good tanks and battle commander types that have a mix of support and damage.

     

    I did one vanilla SC Paladin play through without BPM and it was good late BECAUSE of infinite zeal BUT you absolutely needed a summoner. With a summoner zeal cost was irrelevant and you had high PL FOD and SI plus constant buffs and heals, just spam which ya is effective. 

     

    With changes you made you don’t need one totally imo.  I feel divine ret is like one of the main reasons for SC Paladin and it’s fun, nerf bat for fun stuff sometimes stinks but may be necessary.   so maybe just some type of high% chance like the buff you made to on kill zeal ability. Maybe 50% to gain 1 zeal when Allie is downed and not 100%. Also I don’t know if it’s possible in deadfire but mmos do it, you could also give the zeal refund ability an internal Cooldown. Like it can only happen every 5 seconds etc 

  18. 10 hours ago, Elric Galad said:

    A minor osbcure thing I'm thinking about is that getting one of Sacred Immolation upgrade gives you a net +4 Accuracy and +1 PEN.

    Why ? Because of obscure scaling rules that gives an ability a "native scaling" based on its level (here Tier 7 -> Tier 9) while the PL scaling remains based on original level.  

    Ya I definitely know PL increases ACC and PEN. So maybe with ring of focused flame, plus High PL and Prestige in a group with ZF and debuffs you can hit enough with SI plus heal a lot with it. Since I have 2 melee.

    I wanted to try chain heal @Elric Galad with your mod but maybe it’s over kill and does not synergies well with divine retribution?

     

    Heals my Paladin healer has:

    Lay on Hands

    Greater Lay on Hands (mainly emergency heal plus to remove bad CON afflictions)

    Zealous Endurance upgrade 

    Scrolls-High Arcana 


     

    Planned for the Build maybe:

    Sacred Immolation plus upgrade (maybe over kill)

    Chain Heal (maybe over kill)

    the PL9 Heal that blasts healing and kills vessels (maybe over kill)

     

     

     

     

     

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