Jump to content

Koth

Members
  • Posts

    247
  • Joined

  • Last visited

Everything posted by Koth

  1. Yes this is not an uncommon occurrence. There are 3 exits from that map, one to the old city, one to delver's row, and one on a boat that will take you back to queen's birth. However if try to use the lift up to delver's row and you haven't already done certain quests to access that area, then as soon as you transition to the area you will become hostile to the npc's guarding the lift in delver's row. The best way out of here when coming from the old city is to sneak over to the dock, shimmy across, then wander north a bit and unstealth, doing so will trigger an npc conversation that will let you talk to the 'leader' of the area. Once in conversation just 'farewell' out of it and then walk in a roughly eastern direction and use the boat there. I would definitely like to see this section get cleaned up from the dev's. seems like you start triggering quest points that you never intentionally triggered in the first place just by randomly exploring, it's very annoying and immersion breaking.
  2. The problem with the starting hat is that you get a penalty for being flanked which is not cool...
  3. totally an exploit... this will get patched at some point for sure. That said you can just as easily cheese this with the spark cracker things anyway. I do feel a bit dirty every time I steal the undergarments from every npc in sight, but... ya know, pirate's gotta eat... It's really useful whenever you have to 'pay' an npc either for a quest or a dialog option. There are certain encounters where you have to pay 3-5k gold that you can just steal right back off them once the conversation closes using this method.
  4. No you can't change their starting ability even after a respec, you're right... But to be honest, does it really matter? By late game you're pack of demi-gods anyway. Once ability choice doesn't affect all that much.
  5. I’ve only found the eye patches that come with a tri-corn hat. Haven’t found any stand alone ones
  6. I like the jamie one from above but when I loaded it into the game, the background it came with didn't really suit, so I cropped him out and plonked him on top of a red portrait background, looks much better in game now (subjectively of course):
  7. About that, when does it start to do that? I got it early on and I've been leveling it, still no Int Aff Immunity on it. Do I need to finish its questline? Or did I mess up when picking a class to bind it to (picked Barbarian instead of Paladin)? Class doesn't matter, all the same unlocks. Think it's like the 3rd upgrade or something, can't remember when I got it: https://www.reddit.com/r/projecteternity/comments/8j70pb/soulbound_weapon_locations_spoilers_in_text/
  8. Same question I asked Koth with his pali/barb. Race, stat spread and what weapon? You all have me curious. Race: Human, boring I know, but the fighting spirit proc (bloodied 50% health or less grants accuracy and damage boost) goes sooOOooo well with this build. Stats: 20 Might, 12 dex, 12 per, 10 con, 14 int, 10 res. I think if I could do-over, I'd either drop 2 points of might and boost per to 14, or drop 4 points of might and put 14 dex, 14 per. Weapons: Soulbound Dagger and Soulbound Talking Sword
  9. I hope so, I always feel a bit ashamed every time I pass the isle of 8=====D
  10. yeah, the weapon is actually better than mental fortress as it provides complete immunity to all mental afflictions. Mental fortress is only resistance. To understand the difference you need to remember that attribute afflictions are broken into three tiers. For example, Intellect afflictions are Confusion < Charmed < Dominated. The Intellect immunity granted by the weapon will simply stop any of these levels getting applied. Mental fortress on the other hand applies Resistance to intellect afflictions. Resistance in this game is not a flat % chance for it not to happen, instead resistance downgrades 1 level of that affliction type. I.e. if you were to get dominated, then you'll only get charmed instead, if you were to get charmed, you'll only get confused. And in the case of frenzy where you would normally get confused, the resistance downgrades it one tier to nothing, meaning that you won't get confused.
  11. +1 for this... empowering this for 350ish damage at level 4 just can't be right...
  12. Yup, also, the soul bound talking sword also removes all intelligence afflictions so when you get it you can respec to free up the point spent on mental fortress to spend on something else instead
  13. There's another way to do this too. Look for Self: Has might inspiration, then select the "not" box, then your character will cast the selected skill whenever you don't have a might inspiration, which frenzy should have, so you won't recast it again until the might inspiration wears off. Yeah I considered this and was using this for a while, but the problem with this solution is that I also have Xoti's AI set to auto-cast Holy Power which also provides a might inspiration and consequently screws with that trigger.
  14. Can anyone tell me where to find Modwyr? Googling it said it was found: Can anyone please point out where I might have missed this item?
  15. Although Berserker/Bleakwalker unquestionably does more damage, I prefer Berserker/Goldpact for 2 reasons. 1. I don't have to RP as an a$$hat. If you're into playing a baddie, then yeah bleakwalker is a given, but I usually try to play the good guy for my first playthrough 2. The armour bonus from goldpact is pretty dang substantial. Not only am I naturally tougher, but I can afford to wear light armour which in turn grants me greater offence due to a lesser armor recovery penalty. Also, for those that don't already know and think that the berserker penalty of being confused is too big a deal, the clvl 10 / plvl 4 paladin ability "Mental Fortress" completely removes the confusion effect which is what makes the build great. You still can't see your health though, but as I said above, as a goldpact knight, it's never really a concern. Additionally you can set up AI rules that auto cast second wind athletics ability when health falls below 25% and it will still trigger. Even though *you* don't know if your health is below 25%, the ai *does* and can trigger abilities accordingly. Neat huh!
  16. There is no direct "If I don't currently have this exact buff, then cast this buff" option, I wish there were... however fellow barbarian, there is a solution / workaround to get perma-frenzy going: Step1. Take a look at the full duration of the frenzy affect on your character. Note that the duration listed in the skill description will differ to what is actuall cast on your character due to your intellect score increasing (or decreasing) effect duraitons. So the best way to find out your "actual" frenzy duration is to pop frenzy, then immediately pause the game, hover over your character and it will show the time remaining. For me this was 21.something seconds. Step 2. Open the behaviour editor and create a new group with the condition set to "Always True". Add frenzy (or the upgraded variant name), target self. Above this new group, there is a little box with a timer / clock icon next to it at the top of the group, change this to whatever your noted frenzy duration is from step 1 above for me this is set to 21. Step 3. Ok, now our barb will cast frenzy every 21 seconds if they have enough rage available to cast it. To ensure that I will always have enough rage, I now add a "Rage > 2" condition to all of my other barbarian abilities to ensure that they won't waste rage on other abilities ensure that I always have enough rage to cast 3 frenzies in a fight, this is usually plenty. Step 4... profit. Hope this helps.
  17. You don't use them on the statue, once you use the statue, you go into the room, kill the giant bug in there and there will be a mural on the eastern wall in the same room as the fight with the bug, use the conch's there... Also, +1 to this bug request, this happened exactly the same to me as the OP described. Good to know I can still complete the quest...
  18. Ok, so at level 4 I just empowered xoti’s lvl 1 special ability forgot the name... gaun’s harvest ? something.. just did like 350dmg... that can’t be right... could just rest-scum every 2 fights for perma instagib...
  19. This one was already done by somebody else. I just downloaded it. It was posted somewhere in this or the first thread. Hey, thanks! I thought I'd scanned all the portraits threads, must have missed it, thx for finding this for me, much appreciated.
  20. Hey moonlightmountains! Love your work above... Any chance one of you fine artists could do me up some watercolors for the barb I linked back here? https://forums.obsidian.net/topic/96828-portraits-ii/?p=2011130 Would be greatly appreciated!
  21. Yeah, the accuracy / penetration thing seems like it can be exploited a bit.... I was having trouble on a beach the other day trying to land a hit on a drake. Kept missing and grazing... all the party was nearly dead (playing on PotD). Was only my PC and Xoti alive. Last ditch effort I used an empower on the Xoti damage dealing special that she has, Gaun's something-or-other. At level 4... she did something like 350 damage... insta-gibbed the drake from 95% health. Fight over.
  22. Just so that we know.. what are you all defining as "too long"? 5 seconds, 10 seconds, 30 seconds a minute? On average my loading times are under 10 seconds which I consider perfectly reasonable....
  23. Dire Blessing, 3rd level priest spell is your friend, I have set up the ai such that xoti will cast this at the beginning of every fight. Very handy.
  24. Yes I would like to see this as well, I'm assuming that it does scale with intelligence / +aoe items / pets etc, but I'd love to be able to see this so that I can position my frenzied barb in a spot where he's not likely to crush my party with carnage procs.
  25. So, I was watching Cohh's stream the other day, and after clearing out the cave of all the xaurips including the warchief and the champion, he was able to free this xaurip from the cage and it joined his crew. I just got up to this part, cleared out the cave, but during the conversation with Mother Sharp-Rock I can ask her who locked her up, and she'll reply by gesturing to a corpse on the ground, but then... that's it.. I then have to close the conversation and she doesn't offer to join the way she did with Cohh. It should be noted that when I first talked to her, she said something about looking nervously past me at the other xaurip still skulking about the cavern, but the cavern is completely empty... checked it like 4 times. I think there's something bugged where she still think's there's mobs present in the cavern even though there are not. EDIT: Nevermind, I'm a knob, as soon as I tried to exit the cave she interacted with me just fine. That said, the part where she first referred to there being xaurips still alive in the cave is still quite strange so I do think that there is something still going on here... anyway, feel free to ignore this bug report / mods feel free to delete this post.
×
×
  • Create New...