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Everything posted by Koth
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I agree with you Boeroer for the end game you won't notice the difference. But pre level 7-9+ (i.e. Acts 1-2) there is a HUGE difference in optimized characters vs premades and this is a significant portion of the game. Many would agree that the start of pillars is the hardest part of the game regardless.
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The supplies mechanic is bad
Koth replied to Arnegar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I wouldn't exactly call it a adjacent. See here: http://www.gamebanshee.com/pillarsofeternity/locations/endlesspathsofodnua-12.php Basically you have at least 2 semi-decent fights to get to the key. Basically by the time I reach Maerwald's door I've got *just* enough health / spells / resources to complete the encounter with him, but if I have to clear the fights to the key, by the time I get back to the door I've got nothing left in the tank for this encounter. Plus I don't expect to clear the gated 2nd half of this level, just the fight with Maerwald plus maybe be able to take on the fight with the Spider Queen to pick up the unique Stiletto. -
The supplies mechanic is bad
Koth replied to Arnegar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
In my recent playthrough I turned on the dev audio commentary. In Od Nua 1, they explicitly adress that the rooms with tougher monsters are meant to push you towards the key to maerwald (apparently, the monsters on the path to the key are supposed to be easier) and that the rest of the first level is meant for coming back later (or something along those lines, at least thats what I remember). That's not meant to tell you to suck it up though, just to get some perspective. My problem with conquering Od Nua on PotD would be that resting is prohibited in a lot of areas, so when I find myself wanting to rest I need to travel away and come back, even if I have some resting supplies. Yup, I have dev commentary on as well. However the counter argument here arises when you don't have sufficient mechanics to unlock the door the Maerwald's chamber upon immediate entry to the zone / level and have to take the "long" way around which involves clearing a significant portion of this level out to get to his room via the alternative route. I submit that doing so is nearly an impossibility without having to travel back to GV for a refresh in supplies. -
Playing a tank (PoTD)
Koth replied to Brimsurfer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There are a few threads going around at the moment that discuss the possibility that neither Fighter nor Paladin make the best tanks now largely due to the fact that the AI has changed in 2.0 and 3.0 patches to make them ignore super defensive / low dps tanks by activly ignoring engagement and running over to pound your squishies. Consequently you don't want to make your tanks "too" tanky if that makes sense. So, the alternative is to make the main tank a Monk which only produces more damage the more that they get wounded which means that the AI is less likely to ignore the rules of engagement. Just some food for thought, I'm probably not explaining this well as I'm by no means a tank expert, but have a look over on the class builds forum for some relevant threads on the matter. Cheers, Koth. -
There is a non-roleplaying impact as well. You'll steamroll even PotD with a complete custom party of adventurers min/maxed specifically to your requirements. Basically setting the game on easy mode really. If that's your thing, more power to you. Personally I find the challenge of taking the non-optimized companions to be a refreshing experience, and one that makes the gearing process even more fun as you attempt to shore up weaknesses in their builds with relevant gear.
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I've kind of got to agree here. Although I can see the point of view that this isn't a cheat and a valid tactic. It probably is a valid tactic, but it does to me "feel" like I'm exploiting some mechanics for which the dev's did not intend the cipher to function. Personally I play on PotD and don't quickswitch and the opening shot from a blunderbuss is still enough to start spamming Amplified thrust to build even more focus, and it works out fine. Horses for courses I guess. And to answer the OP's original question, even if you play as I do without quick switching you still don't need dex any higher than 10-12. All of the cipher spells worth casting are fast cast anyway, and you only need one quick shot at the start of combat to get the ball rolling. Hope this helps, Koth.
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The supplies mechanic is bad
Koth replied to Arnegar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hey You Beautiful (Sking), As per your request, I would love just 1 camping supply somewhere between your first entering the grounds of caed nua and maerwald for the first time. Ideally I'd like to be able to clear the stronghold grounds, entrance way of the stronghold, 1st level "spider" infested dungeon area, 2nd level fight with maerwald encounter, as well as clear out the remaining level that Maerwald is on. I play on PotD (2 supplies only) and I squeeze everything I possibly can out of each and every rest using scrolls, potions and consumables but I find that 2 rests is only barely enough to clear to the Maerwald encounter if I am able to pick the door that he is behind upon entering the level. I just want to be able to clear the rest of that same level that Maerwald is on including the spider queen. As it stands I have to trek all the way back to GV and then back again just to clear the remainder this one level. Sure you could say suck it up, you're playing on PotD, but I think I'm pretty dang conservative with my rests and don't squander spells or needless health. Would love to find 1 camping supply somewhere in the spider infested 1st level of the keep. Anyway, Just my 2cp. Cheers, Koth. -
It used to be that they would trigger a "free" rest without camping supplies. Now they will just "guard" your rest ensuring that you are not attacked while resting? (not that it matters as this doesn't happen anywhere else in the game anyway afaik), but you still have to use your own camping supplies, which is why I trek back to gilded vale for the truly free rest at the inn (after saving whassisface from the zone on the way from the starting place to gilded vale). Besides, once you've cleared the keep it's only a 60 second run from GV to the room with the chest so it's not *that* laborious. As for why I don't console, as you said, I wants the cheesements. I also feel the need for repentance, I "feel" less like I'm cheating (even though I kind of am via exploitation of the game systems) if I have to put in some effort to get the desired item. Yes I'm strange, but there you go.
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Only change is that instead of one of weapon focus or marksman and greater focus I would pick quickswitch on island aumaua and arms bearer and quickswitch on other races - you want those early gunshots to do something devastating like cast two 7+ level powers at the beginning of the fight. Imagine a defensive mind Web and reaping knives to open a fight. Outlander is still useful though as it basically makes you not need to use focus on time parasite. But even that can be interchanged with something else once you get time parasite. Yup fair call, but I guess alot of people might use the new WM belt (Coil of Resourcefulness) instead of spending a talent point on quickswitch. Apparently there used to be a bug where these two would somehow stack, but they fixed it in 3.0 apparently. You could always pick up Quickswitch until you acquired the belt then respec out of it again. Also, I'm not sure if the +1 Might from going Aumaua would benefit more than the ranged damaged bonus of a wood-elf but at this stage I think we're splitting hairs. Good points all the same.
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If it's still too easy then bump it up from hard to path of the damned, definitely more of a challenge, but it's still fair. I love PotD, perfect balance. Makes me use all my skills, spells, consumables and tactics much more. I was trying to take on raederic last night and tried about 8 times each time he wiped the floor with my level 4 party of 6. I was using buff food and potions of stoneskin, everything, nothing worked. Then I just changed tactics, parked all my group in the room with the dead chick on the bed, sent Aloth off to shoot a rolling flame fireball up the steps to tag the group while he hitched up his skirt and high-tailed it back to the camping spot. With the door acting as a bottleneck, I easily wiped the floor with them. The point of the story is that I love that the game made me resort to this kind of tactic to overcome such a difficult battle.
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There is already a great Cipher 3.0 / WM2 guide on youtube here: Here is a brief run down / summarisation of the video: Race Wood-elf (or any other, doesn't really matter too much) Attributes MIG: Max CON: 10 DEX: 10 PER: Max INT: Max RES: 3 Background Cultural (+might) DEX isn't as useful on ciphers as the majority of their most useful powers are fast cast anyway. Consequently you can leave DEX at 10 or possibly take some out of CON to put into DEX. Powers Level 1: Whispers of Treason, Antipathetic Field, Soul Shock (The Former two of these are your bread and butter) Level 2: Amplified Thrust (Currently insane due to the fact that it returns more focus than it costs to cast, possibly bugged), Mental Binding, Psychovampiric Shield, Recall Agony, Mind Blades Level 3: Echtopsychic Echo, Puppet Master (More reliable but 3 times less efficient than Whispers of Treason) Level 4: Nothing here matters, as everything is too inefficient for the cost get whatever you want Level 5: See level 4 powers Level 6: Amplified Wave, Disintegration (Note, do not deal the killing blow with disintegration as you will lose all loot from the body) Level 7: Time Parasite Level 8: Reaping Knives (Cast on a DW rogue / barbarian & never run out of focus again), Defensive Mindweb (When you get this power you have just won the game as it trivialises all content from this point on) Basically Hotkey: Whispers of Treason, Antipathetic Field, Amplified Thrust, Time Parasite, Reaping Knives and Defensive Mindweb. These spells will be used 99.999% of the game. Talents Level 2: Biting Whip Level 4: Penetrating Shot Level 6: Draining Whip Level 8: Marksman Level 10*: Weapon Focus: Ruffian / Adventurer Level 12: Apprentice's Sneak Attack Level 14: Greater Focus Level 16: Outlander's Frenzy * At level 13 when you pick up the level 7 power time parasite, respec from the blunderbus to bows (Weapon Focus: Ruffian, to Weapon Focus: Adventurer) as the bonus from time parasite will max out attack speed bonus and you will shoot 3 times as fast. Hope this helps, Cheers, Koth.
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I camped the chest in roderics keep next to the bed that used to have the gloves of manipulation to no avail. They nerfed / "fixed" the free sleeping with the witch downstairs so instead I cleared the whole keep sans the final battle / confrontation with roderic and then hiked back to the Black Dog Inn in the Guilded Vale. There I saved the game and proceeded to rest for free at the inn and then trek back to the chest in the keep, I went through a full 30 day cycle (including the previously mentioned magic 17th of the month) and I saw everything from the boots of stealth to some cloak with frost resist, a circlet that improved a ranger power and a bunch of other stuff, but not once did I see the vaunted Gloves of Manipulation. I suspect they must have removed them from that chests loot table? I don't know, but I don't think it can be found in this location any more.
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You sound like you know what you're talking about Can you confirm if either / both of the Gloves of Manipulation (+2 Mechanics, +1 Dex) and / or the Talisman of the Unconquerable (+2 Int while end >= 50%, 1.25 focus gained while end >= 50%) is available for puchase from these merchants? It would save a lot of save scumming random loot drops in Raederic's Keep if I know I'll be able to pick them up later. Cheers.
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Yup, 3 Res is fine. There is a great Cipher 3.0 / WM2 guide on youtube: https://www.youtube.com/watch?v=pv0g7g05XkM Basically Max Might, Int & Per, Min Res, Flat Con/Dex. Dex isn't as useful on ciphers as the majority of their most useful powers are fast cast anyway. Consequently you can leave dex at 10 or possibly take some out of con to put into dex. Personally I leave con at 10 to make my cipher less squishy and leave dex at the recommended 10. The only problem with ciphers is their level 4-7 powers are pretty crap and play can feel a little stale between these power levels, and then their level 8 powers make the game feel broken due to how OP they are.
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Third Expansion
Koth replied to cwi87's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah I'm torn between a high level campaign for PoE2 and starting fresh. On the one hand it's great to feel like a demi-god laying waste to the impetuous masses that dare to stand against you. On the other hand, there's nothing quite like that feeling of getting your first "Dagger +1" or finally hitting level 5 to unlock Fireball... oh fireball, how I have missed you! -
So I was watching a youtube vid of a WM1 Priest Build and I was wondering if it was still valid for 3.0 / WM2. Basically he was stating the way to go was MIG: MAX CON: 9 DEX: MAX PER: FLAT INT: MAX RES: MIN But after playing this build for a while I'm not so sure. Seems like I would need more perception due to accuracy. I'm now going to re-roll and was wondering at something like this: Moon Godlike MIG: 16 CON: 10 DEX: 12 PER: 14 INT : 18 RES: 8 Not sure, any input or feedback would be appreciated. Edit: I should specify a) This is my protagonist (if that wasn't obvious) b) This will not be a front line character, more back line support and dmg. I'll probably choose Eothas for RP Reasons.
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Great music !
Koth replied to Marinus's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
As soon as I heard the original score prior to PoE vanilla release, it inspired me to pull the trigger on some very pricey cans and a dedicated amp and dac just for the purpose of the audio candy that is the Pillars score. Don't regret my purchase for a second. Well done Justin & the Audio crew! -
Third Expansion
Koth replied to cwi87's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hear hear! Pillars of Eternity is the best CRPG since Baldurs gate 1/2, both of which are my favourite games and have been since my late teens. Well done Obsidian / Josh for bringing back some of my childhood and restoring my faith that there are some developers out there that truly understand what gamers such as myself look for in a game and not pandering to AAA console masses by sticking true to their beliefs. Hats off Obsidian, well done! If I could throw money at the screen to kickstart PotE2 I would do so with shameless abandon! -
The Custom Portraits Thread
Koth replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Lol, the artist of this pic just posted three posts ago jaceface I believe. Huge fan of his work... if you're reading jace, can I put in a request for a female moon godlike? heh cheers mate. -
I have not played monk but my fear is that playing any class that relies on taking damage to perform his / her role in the group will get pwned on PotD when mobs hit rediculously hard. I've heard that a lot of monks run naked to generate wounds faster and attack faster respectively... if this is the case they will get butt-hurt on PotD hardcore... as I stated though, I've never played a monk so maybe these concerts are unfounded due to something I've not thought of.
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Almost all of the buffs you can find which are unique on armor can be found on other slots and don't come at a 15% or higher recovery cost. There's a ring that gives +1 to 3 stats and second chance. 15% recovery speed penalty is still significant and in every case I've seen more significant than the offensive boost you can get from clothing. Even the padded armor that gives sneak attack bonus damage isnt really worth it, especially when you could instead use Glanfathan Hunting Boots which give the same bonus without the recovery penalty. The +1 ring to 3 stats is nice with second chance, but +1 stats don't stack with +2 stats, nor do 2 x +1 stats = +2 stats so if you want +2 in a single stat, the bonuses from this ring become moot other than the second chance ability, which if built in to a unique armor stat can free up an entire slot for some other unique ability, particularly in the case of ring where unique abilities are abundant. IMO it's all about stacking as many uniques into as few a slots as possible to optimise your character. 15% recovery speed is almost negligable in this regard, particularly on a character with 20+ dex anyway (or am I wrong about this last point... which begs the question... what is the difference between recovery speed and action speed gained by dex? The stats on the ring are fairly unimportant and on melee dps, the main party member who might want second chance, there are few rings competing for the spot. Whether or not the 15% is negligible is beside the point since the defensive gain is even more negligible on a dps character. Unless you have trouble keeping your casters alive, which is frankly very easy versus everything but teleporting mobs, there's no reason to bother with a defensive unique like second chance on a caster, and there are few to no uniques that are actually offensively relevant, especially ones that are not more useful on other spots. Something like Aloth's armor might be worth it in the early game on casters, due to their limited early game casts, but outside of that there's not much that would actually benefit caster or a melee dps, and almost certainly not more than losing the armor penalty benefits them. Fair enough, I'll concede that second chance is not a good unique ability for a caster and nor are there many (if any) other unique abilities associated with robes that are really worth taking. That said, even if you consider the DR increase alone from fully enchanted clothing to robes... going from 6 dr (clothing) to 9 dr (Robes), a 3 dr increase is like a 50% upgrade to DR for a 15% trade-off in recovery speed, that alone is worth making such a small investment imo. But that's the beauty of opinions, they're like a-holes... everyone's got one, and most of them stink (heh, being self-deprecating here, not indicating yours does )
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Yes, I hear you on the AI issues. But to call the spell useless is a little excessive. It's at it's best on a choke point aka door way... just get your positioning correct, cast the wall of fire in the door way. Micro your tank on mob death. And watch as the flames consume the non-believers... For the night is dark, and full of terrors.