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Kaigen42

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Everything posted by Kaigen42

  1. Don't stress out about talents. Unlike some other builds, the Priest doesn't have any make or break talents. A Priest with no talents would still be pretty damn useful. That said, Inspiring Radiance is a good early pick because everyone likes more accuracy. Interdiction isn't a bad power to have either early on, as the status effect will hinder the enemy's ability to hurt your party. Beyond that, look at what you want your Priest to do, and pick talents that support that.
  2. 1. There's not a whole lot you can miss in the game. Certain areas of Defiance Bay become closed off after the animancy hearings, so quests related to those areas will fail if you don't complete them before finishing Act II. Also, failing to finish the quest in Raedric's Hold before Act III might prevent you from doing a quest later. 2. It's a mix; you find a lot of great stuff exploring, but there's also quite a few very good items on sale. Money only becomes more plentiful as the game goes on, though, so don't worry that this is the sort of game where you have to penny pinch to get the best stuff.
  3. I see. I see! Thank you. Should I drop Perception to 8 or keep it at 10? You'll probably need to drop Perception to 8 if you want to max out Might, Dexterity, and Intellect. That's what I would do, at least.
  4. You're on the right track as far as attributes go. Might, Dex, and Int should all be high. Con can be safely dumped since it doesn't have a huge impact on your Endurance. Resolve is more important than Perception, but you might not want to dump Per completely so that you have decent a decent Reflex defense.
  5. The only thing you'd be "missing out" on is some of the loot. There are a few good weapon drops on the first few levels that are more useful if you grab them early as opposed to later in the game. Guarded Restraint has a huge accuracy bonus, which is nice for Fighters or Monks who want a leg up on inflicting status effects, and the draining stiletto that drops on the first level is great for certain builds. There's nothing absolutely mind-blowing. You'll certainly be able to clear the floors faster if you come back when you're a much higher level.
  6. Yeah, it's intended that you will leave the dungeon when things get too tough and come back later after you've gotten a couple more levels and some better equipment. I also have that tendency to want to finish an area that I start, but this is definitely a case where the game does not want you to do that and isn't designed to allow you to do that.
  7. Aedrin's Wrecker is another ranged weapon with stunning. Rogue is a good call, as Dirty Fighting provides good hit->crit conversion to get more procs. I got good mileage out of Borresaine on a Ranger, as the high accuracy also helps get more crits (plus you get stunning shots later on). The sad thing is that none of the one-handed stunning weapons are in the same weapon group (or even in the same group as a vicious weapon for that synergy), so dual-wielding becomes tricky. You may want to have someone use Tall Grass instead of a stunning weapon, simply because it has reach (and is also Predatory, for more crits). It's a great weapon for a melee rogue. Another option if you don't have enough stunning weapons to go around is to distribute some marking weapons and make sure the accuracy boost goes to someone with a stunning weapon. You could give St. Garam's Spark to someone and have them paint targets for whoever's using Borresaine, or stick a tank with Shame or Glory next to your Barbarian.
  8. I'm running a similar setup to Slapstick's in a game I just started, albeit using a two-handed weapon instead of dual-wielding, so I'll let you know how it goes. As far as skills go, if you're not planning on soloing with this character, you're better off delegating Mechanics to someone else. Two points of Stealth is handy for positioning right before a fight starts, with more only needed if you want to avoid fights entirely. Lore and Survival both unlock conversation options, but these are mostly for more information, as opposed to unlocking alternate outcomes. With your low Intellect, you aren't necessarily the best scroll user in the party, but getting Lore up to 6 or 8 and putting healing scrolls on this guy might be handy for emergencies. Survival at 4 or 5 will unlock most of the conversation options from that skill, and give you a handy duration boost from food and potions.
  9. There's a website for the mod here, but it's not kept up to date. There's a link from that page to the Nexus Mods page for IE Mod that is kept up to date. Installation is as simple as finding the right directory and unzipping some files. That site also has a separate page (link in the upper left) that goes over the various console commands it enables and how to use them.
  10. I copied this command directly into my console and it said "No command or script 'AddItem' Accepting 2 parameters exists" I think you either need to be running IE Mod or else have used the iroll20s command (which disables achievements on Steam) first in order to use that console command. Is either of those things true for you?
  11. As you mention, there are plenty of Superb unique weapons over the course of the game so that your damage dealers will be covered without the need for enchantment. Those weapons will be better than anything you could enchant by yourself from scratch, and are likely best for DPS purposes anyway. E.g.: Superb two-hander - Blade of the Endless Paths; Superb one-hander - Edge of Reason; Superb ranged - Aedrin's Wrecker, The Rain of Godagh Field; Superb dual wield - Vierina's Leaves, Drawn in Spring; etc. BUT: There is no Superb Blunderbuss. So if you've got a Cipher, then enchanting him a Superb Lead Spitter could be the way to go. Other good candidates for Superb are Spell-striking weapons. But there are very few of them, and they require focused builds to be used for maximum efficiency (e.g. Azureuth + Bleak Fang dual-wielding Barbarian). This is something that definitely comes down to who's in your party and what weapons you like to use. I like running a mid-liner DPS character with Tall Grass (best specials on a reach weapon), for example, so that's usually a higher priority for me. There also aren't any Superb Pistols, Arquebuses, Wands, Sabers, Great Swords, Pikes, War Hammers, Stilettos, or Flails. This is to say nothing of the weapon types for which the only Superb weapons are unimpressive apart from that quality (a list that would be shorter if the Speed property were actually functioning). Now despite all that, Lead Splitter might still be the best candidate for using your two Sky Dragon Eyes, but it's far from a foregone conclusion.
  12. Here's the thing: you're only going to get the materials to upgrade one or two weapons to Superb, so at some point you'll have to make a decision about who in your party needs an upgrade and who's going to stick with Exceptional weapons (or switch to unique weapons that start Superb but don't have the specials you want). If you have someone in your party who's main role is dealing damage with their weapon, you might want to upgrade theirs instead of upgrading the weapon of a Cipher who spends more time using powers than shooting.
  13. YMMV, but the way I used Winter Wind was by setting up a custom formation with two frontliners spaced one square apart and the Druid between and one row behind. Since Winter Wind is a narrow cone, he can easily fire it from between and behind the frontliners and still have some play with the angles (unlike Fan of Flames or Autumn's Decay, which basically requires the caster to be exposed on a flank). Any enemies that resist the push or come running in will still be caught by the frontliners. You do have to hold your allies back at first to keep them from running into the cone, but by the time the enemy manages to engage you, they'll be pretty softened up. Druid can absolutely function as the healer in a group. I got through PotD with Druid heals, Lay on Hands, and the occasional Restore Light Endurance from spellbound gloves. Nature's Vigor and Nature's Balm are powerful healing spells, much more powerful than the broken tooltips for HoT/DoT effects indicate. The way I see it, if you have a Priest and a Druid in the same party, the Druid should handle healing duties aside from the occasional emergency heal so that the Priest can save his spells for the game-changing buffs they can provide.
  14. Going off what Blovski says, one of the things I like about this game is that you can make Eldritch Aim potions, and on top of that, you can make Scrolls of Paralysis. So if you don't want to take a Wizard in your party for whatever reason, you can expend resources to supply the critical elements you might be missing. Now if only there were scrolls for the higher level Prayer against X Priest spells. I almost went back and got Durance for the Death Knight Raedric and his Fampyr Friends fight.
  15. I got a lot of mileage out of the Druid's ice spells in my PotD playthrough. Winter Wind's narrow, long cone shape + push makes for a great opener and your Druid can stand behind your tanks while delivering it, and Blizzard and Hail Storm have great AoEs. Then again, I didn't have a Wizard in the party, so my substitute for AoE CC in a lot of fights with spot CC with the Cipher and burn down everyone with AoEs (though Calling the World's Maw and Embrace the Earth-Talon could serve that role as well). I didn't use the flame spells much unless against enemies weak to fire. They're also a great source of efficient healing, especially once you get Moonwell. I suspect that the extent to which Druids feel useful depends on how much you're already relying on Wizards and Priests. They do things distinct from what those two classes provide, but if you have all of them, the Druid might feel redundant.
  16. You got it because you killed the dragonslayer. Pretty sure I didn't, because I killed the Adra Dragon right when I got down to level 15 and never met the dragon slayer. Maybe I looted it from that level or it shifted position because I missed that quest?
  17. I had Nyrid in my dungeon for an entire run and nothing ever happened. No breakouts, no offers to take him off my hands. Dungeon is only there for the roleplaying value; if you're playing the kind of character who likes to be merciful and take prisoners when possible, you can do it.
  18. I have Traitor's Merit sitting in the stash on one of my late game saves, so I can at least confirm it's in the game, but I can't remember where I got it. I want to say it's a quest reward from somewhere late in the game, either a quest around Twin Elms or deep in Od Nua, but I'm not 100% sure on that. It's definitely not in a store because there's no reason I would have bought a pollaxe.
  19. No, two Marking weapons can't stack their accuracy bonuses on the same ally. You can, however, have two people with Marking weapons give their bonuses to each other. Edit: That said, Marking and Coordinating stack, so positioning someone with a Marking weapon next to someone with a Coordinating weapon gives the Coordinating user a +14 accuracy bonus. That applies to the attack roll for on-hit status effects as well. That could make a Monk using Blesca's Labor (Coordinating Club) interesting for landing those CC attacks. Or a Fighter with Ravenwing who wants a damage bump while landing a Knock Down attack. @Sanctuary: A Marking, Coordinating Cladhaliath could be interesting. I'd be more tempted to make a Stunning, Coordinating Cladhaliath and stick someone with Marking next to them to boost accuracy for more crits, but Marking weapons are fairly scarce, and Shame or Glory is the only other one-handed one I know of.
  20. I just did some further tests. Marking applies an accuracy bonus to spellcasting. If you are attacking someone in a group with a Marking weapon and the closest ally casts an AoE spell, you will get a +10 accuracy bonus for the enemy being Marked while the spell will target everyone else with the normal accuracy rating. Marking also applies an accuracy bonus to Mental Binding. I'd say the best place for someone using Pliambo per Casitas, St. Garam's Spark, or Cgadob's Hazel is chilling right next to your Cipher, within easy reach of your other spellcasters. This also means that a Marking melee weapon is probably best used in conjunction with a melee DPS or off-tank with on hit effects. Stick someone with Tall Grass directly behind them and you'll probably see a lot of nice proning crits. Otherwise you're either wasting the bonus on someone built for defense or applying it randomly to your backline based on how they're arranged at any given moment.
  21. I just did some testing with Marking. It appears to apply just fine during the reload phase. The trick is it only provides the accuracy bonus to one ally, and then only to the ally standing closest to the person with the Marking weapon. This is true with the Marking guns and the other Marking weapons. Make sure your ranged rogue is always standing closest to the person with St. Garam's Spark and attacking the same target and check again.
  22. Moxywoo's got a great idea going on there. If you had in mind more of a build that takes a couple of pistol shots and then closes to use the saber, then instead of doubling up on strikes you could grab Reckless Assault. What difficulty do you plan on playing on?
  23. Under most circumstances an arquebus would probably be better than a pistol, but there's a unique pistol with Rending and Annihilation you can buy in Twin Elms, and you can get good pistols faster than you can get good arquebuses in the early game, so I'd say run with the saber/pistol combination. You'll want Weapon Focus, Marksman, and Gunner, beyond that you can season to taste.
  24. I've never encountered the zealous focus bug, it has it's crappy 2.5m range in my game. it's probably much better if your paladin bugged out but I wasn't lucky enough :D. Might be a bug with auras in general, I had a run where I was taking along a (respecced) Pallegina along with my Paladin for conversation, and both of their auras ended up bugged into hitting the entire party regardless of distance.
  25. If there's one page that collects all this information, I haven't seen it, but in a nutshell: Every level gives you Endurance/Health (amount dependent on class), +3 to Accuracy and all Defenses, and 6 skill points. If it's a spellcasting class, it also gets additional spells per day and in the case of Wizards can pick one or two more spells to add to the grimoire. Pseudocasters like Chanters and Ciphers likewise get new chants/invocations and powers, respectively, at each level. On odd numbered levels (1, 3, 5, etc.) you get a class-specific ability. Spellcasters/Pseudocasters also get access to a new level of spells. On even numbered levels (2, 4, 6, etc.) you get a Talent.
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