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dejarik

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Everything posted by dejarik

  1. A quick question regarding power levels: The Voulge gives +3 to Storm power levels. From what I can see in the descriptions, only the spells Returning Storm and Relentless Storm are tagged with the "Storm" keyword. Neither the Storm of the Seven Bolts nor the "Amira" invocations have the "storm" keyword - are you sure the Voulge affects these spells?
  2. On this topic - what are the best ways to debuff reflex so that the mortars are more accurate? - Nature's Mark (-10) - Chill Fog (Blindec, -5) - Miasma of Dull-mindedness (-10) - Curse of Blackened Sight (Blinded, -5) - Tanglefoot (Hobbled, -5) - Crippling Strike, Blinding Strike (-5, Debilitating Strike adds -10 from Hobbled and Distracted)
  3. I did a quick test on Maia as a Gunhawk/Streetfighter. With the Gunhawk class she gets 5m range on Blunderbusses, which means she gets the Accuracy bonus from Marksman. I was able to get the reload time down to around 1.4 seconds. The 1.4 seconds came from (5 base -13 % dexterity - 20 % Gunner - 30 % Dual Wield - 15 % Two Handed Style - 20 % Sure-Handed Ila). That was with no armor (and also no Nalvi). That seems pretty good. Right now I'm running Maia as a Gunhawk/Assassin, but that opening Assassin shot isn't that impressive right now. I'm not sure if it's worth it to switch between Blunderbuss and Arquebus in long fights just to keep the Streetfighter bonus on, but I think it might be (especially with some AI configuration). Do you know if her other Gunhawk bonus (interrupt) works on the blasts from the mortars?
  4. What kind of spells would you say are the best choices to be trying to recast constantly? I’m only on level 4 with my Tactician/Blood Mage, so for me it’s been Chill Fog and Minoletta’s Minor Missiles so far.
  5. Hello everyone! I'm at the start of my (second) POTD run now that the DLCs are out, and I'm allowing myself to change the companion subclasses - especially the ones who have no subclasses (Eder, Aloth, Pallegina). I'd like to hear if any of you have changes the subclasses - or what subclasses you'd think were fun (and powerful). Eder: I like him as my main tank (that can deal some damage) - right now I have him as Unbroken/Trickster. Unbroken because it's the most tanky fighter and Trickster because it gives even more tanking abilities and some more for Eder to do. Aloth: Even though single class wizard might be the most powerful because of PL, I'd like to try him as an Assassin/Wizard (no subclass). It just seems cool launching spells from stealth and getting the assassin bonus. I see him as a pure damager dealer, whether it's wizard buffs and a ranged weapon or just slinging spells. Assassin/Blood Mage might be asking for trouble damage wise - and I guess it's nice to be able to empower spells. Pallegina: I think I'll have her as a Herald - it's more interesting than a pure Paladin or a Crusader. She already has her Paladin subclass, so for the Chanter it's either Beckoner or Troubadour. Troubadour seems more generally powerful, Beckoner seems better for specific combos (with Grave Calling). What do you think? Serafen: He's got the Wild Mind subclass which ... increases variance, not something I like on POTD (even if it's mostly positive effects). I haven't played with any of the other cipher subclasses (only played one in POE1). Do you have any ideas for something that could be fun here? The same goes for the Berserker subclass. Berserker/Soul Blade? Xoti, Tekehu and Maia all have interesting subclasses, so I'm not thinking about changing them - here it's about choosing classes. Tekehu: Probably a Stormspeaker/Watershaper Xoti: Pure priest. I don't like her as a monk. Maia: Either a Scout or a Geomancer. Any suggestions here?
  6. Testing a Tactician/Blood Mage in the first cave now. With Blood Sacrifice and the Brilliant inspiration, I'm spamming Minoletta's Minor Missiles constantly. I haven't tested the Brilliant inspiration on casters before, it seems to have the same effect as Blood Sacrifice - restoring one spell.
  7. Takkik: How have you distributed the stats on the tactician/blood mage? The blood mage's self damage is affected by your might, but as a fighter you want to be doing damage. How are you playing the character - as a ranged debuffer/damage dealer? Melee? A team focusing on blind/flank sounds cool. Are you using companions or mercenaries? If companions - who? Nerd Commando (on youtube) have some interesting build including tactician and blood mage. The "Oil magnate" is a Paladin/Blood Mage with 4 Might who justs spams Slicken (with some Lay on Hands sprinkled in) The "Mossad psyblade" is a Tactician/Psion build which seems interesting. Plays as a DPS/CC build with staff/pike using a lot of interrupt abilities (to restore discipline) and phantom phoes to trigger Brilliant Tactician. The "Trip Hop cleric" is a Tactician/Priest of Wael who's an interrupting tank with the general priest buff/debuff/healing abilities
  8. Are there any types of spells (or specific spells) that are particularly good/important or bad on POTD, when it comes to the actual damage spells? My favorite buff/debuff spells so far have been Secret Horrors and the druid spell that gives everyone healing and +2 AR. What is the best way of increasing PEN on spells, besides the elemental traits?
  9. Hello everyone, now that Forgotten Sanctum is out, I'm planning on doing a new playthrough. In my previous save (got to around level 14 before deciding to wait for all the DLCs), my party didn't have a lot in terms of offensive spells. It just seemed that it was hard to get enough accuracy. My party was Eder as a tank (fighter/rogue), MC as a gun based holy slayer, Maia as a gun based ranger, tekehu as a healer (mostly) and Serafen as a damage/CC witch. In my new save I want to be more spell focused - especially with the new blood mage subclass which seems great. Before I begin my save - are my fears of never connecting on my offensive spells unfounded? What are the important things to do to make sure that an offensive spellcaster actually connects?
  10. Boeroer: That kind of rogue build sounds a lot of fun. In such a rogue build, how high would you prioritize Intellect for the AoE effects? Are we talking max PER and max INT first and foremost?
  11. Aloth and Serafen became better with the latest patch. Serafen after (and before) patch: Mig 15 (14) +1 Con 11 (11) Dex 12 (13) -1 Per 14 (12) +2 Int 13 (13) Res 13 (14) -1 Aloth after (and before) patch: Mig 12 (12) Con 10 (10) Dex 15 (15) Per 15 (12) +3 Int 16 (16) Res 10 (13) -3
  12. I think the part of the chest in Uto's gunsmithy having either Dragon's Dowry or Scordeo's Trophy might be wrong. I've never seen Dragon's Dowry in the chest, just the Trophy every time. I did some tests now, saved before going to Brass Citadel for the first time - it's always the Trophy.
  13. When I switch weapons, I have to turn modals on every time. Is there any way to always have them turned on? Or something you can turn on and off?
  14. Here are my thoughts for the companions (and the MC): Edér: Swashbuckler. Might be more tanky, might be more DPS-y. I might use a mod to give him one or two subclasses, I feel it's a bit more flavorful. Fighter (no subclass) / Streetfighter is my top pick right now, or Devoted / Streetfighter. Maia: Scout. Rogues got better, and she becomes a DPS machine. Dual weilding guns or using an Arquebus. Xoti: Priest. I don't like the Monk/Priest combination, and I want the good spell progression here. Aloth: Wizard. Same as Xoti - I want the spells. Serafen: Witch. Single class cipher seems bad in 1.1. I might give him a Berseker subclass, seems cool. Tekehu: Druid/Chanter. I like casters to be single class, but I make an exception for a chanter multi. Pallegina: Herald. Same as Tekehu - chanter multi seems pretty good now. I haven't decided on a MC. It might be a Herald (and not playing Pallegina). I know I want Edér and Maia in my party, not sure about the rest.
  15. I only use companions (no sidekicks), this excited me: "Aloth and Serafen attributes modified, lowered resolve and raised perception Serafen also lost 1 dex and gained 1 might" Anybody know what the changes in Resolve and Perception are? I'm out travelling now and won't be able to check until the weekend, but I really want to know.
  16. Looking at the patch notes now, most of the changes make items or abilities less powerful. It might be hard to find out what's actually become better. It's a bit sad seing all my favorite items become less powerful, so I thought I'd cheer myself up by looking at the positive changes. This is just after a quick glance at the patch changes (and playing the beta patch). Cool stuff: - Aloth and Serafen attributes modified, lowered resolve and raised perception Serafen also lost 1 dex and gained 1 might - What are the actual changes to Resolve and Perception, anyone know? Serafen was considered the weakest character by many, it's nice to see him gaining 1 (?) Perception and 1 Might. - Rogue: All active abilities have +25 % damage (!). This makes a build with a Sneak Attack subtheme (like an Assassin/Bleak Walker MC, Swashbuckler Edér and Scout Maia) even more appealing. - Ranger (Maia): Animal Companion base penetration increased to 6 Pen for all except the Bird Companion (which did not have Best Of and so was increased to 7 Pen). - Shields: Shield Quality Deflection values are doubled from 1/2/3/4 to 2/4/6/8 (makes it harder to just give two weapons to Tank Eder) - Guns: Blunted Criticals lowered from -25% Crit Damage to -15%. - Modal: Great Sword Modal Acc -15 -> -10. Other stuff: - Rogue: Sap now costs 1 Guile (down from 2). - Barb: Reduced Frenzy Upgrades back to 1 Rage cost for Barbarians - Barb: Flesh Communion has no per encounter limit and has Fast Recovery - Barb: Barbarian Leap and its upgrades now have a Very Fast Recovery time - Ranger: Binding Roots and its upgrade Bond Cost 3 -> 2 - Ranger: Binding Roots and its upgrade are now Small AOEs (1.5m) - Ranger: Twinned Shot 3 Bond to 2. - Ranger: Twinned Shot to +25% Damage - Priest: Prayer for the Body from Average Cast to Fast Cast - Priest: Prayer for the Spirit from Average Cast to Fast Cast - Priest: Litany for the Body from Average Cast to Fast Cast - Priest: Litany for the Spirit from Average Cast to Fast Cast - Priest: Champion's Boon from Slow Cast to Average Cast - Priest: Salvation of Time from Slow Recovery to Fast - Druid: All Spiritshift granted active abilities are now able to be empowered. - Druid: The Moon's Light Range 5m -> 8m
  17. Hello everyone, my Steam auto-downloaded 346,5 MB worth of update for Deadfire just now. I already have the beta patch.. I can see in my Deadfire folder that a lot of different files in the Data folder, for instance some of the .unity3d files in the assetbundles folder. I've used the unity mod, so I'm not sure if this is a new update from Obsidian or just a re-download of some files that the mod has changed. My deadfire .exe-file is version 1.1.0.29. Do you have the same thing?
  18. All enemies have +2 Armor in 1.1. Dows this affect the damage output? Less damage because of less (over)pen? I really like this build, might choose it for my MC. Sickened from BW plays so nice with the rogue class, as well as other rogues in a party (Maia, Eder).
  19. Is that still having Edér as the main tank, but with a bit more focus on doing damage? Are you thinking dual sabres (or dual something else), or a more general sword and board (for instance Modwyr and shield)?
  20. Clerith - what subclasses would you choose for your devoted/rogue tank/dps hybrid? I tested out Edér as an Unbroken/Streetfighter in the first tutorial dungeon, but I couldn't get him flanked for the life of me. Do the enemies need to have Engagement?
  21. Hello everyone! In my previous play-throughs, I always wanted the companions without subclasses to have one or two subclasses. Tekehu has two cool subclasses, Edér is a ... fighter and a rogue. If I can find something that's not OP, I think I'd like to use the Unity mod to give Edér (and maybe Aloth) one or two subclasses. Edér is always going to play as a tank in my party. Some ideas: For the Fighter subclass - Unbroken for more tanking power or Devoted to get more penetration (now that PotD enemies have +2 Armor). Black Jacket seems bad, Edér as a tank needs that Constant Recovery. For the Rogue subclass - Streetfighter for more tanking or Trickster (basically for Mirrored Image, +30 Deflection!). Assassin seems bad for a tank. The heaviest tank build has to be Unbroken - Streetfighter. I guess it's easier to become flanked now that PotD fights have more enemies (some encounters) and you sometimes get ambushed. What would you suggest? Do you think giving him one or two subclasses is cheating, or just providing some more depth? I think my PotD playthrough will be challenging anyway.
  22. Is Carnage supposed to deal damage to the main target? In beta patch 1.1, Carnage seems to proc on the guy I'm attacking as well as enemies close to him.
  23. Hello everyone! I plan on starting a new save on PotD (as most here, it seems), and I assume a lot of people are in the same position. My first game (on Veteran, until it became way too easy) was a Nature Godlike Berserker/Bleak Walker. Really fun to play. My second game (on PotD with Deadly Deadfire difficulty mod, until I realized I'd installed it in the wrong place and was playing regular PotD) was a similar character, a Nature Godlike Fighter (no subclass)/Bleak Walker. I actually liked having to avoid Diplomatic choices and going for Aggressive ones. I think I'd like to play a melee character again, and I might play a Bleak Walker again, even though their FoD do less corrode damage than before. The enemy still becomes Sickened (good for the Rogues' Sneak Attack, like a multiclassed Eder or a multiclassed Maia. What kind of characters are you planning to run? Any plans/suggestions on good and fun builds?
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