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About mazeltov

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    (4) Theurgist

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  1. The disadvantages of flaws are so enormous and their upside so tiny that I rejected every single one on Supernova. Except +25% shock damage, which I also came to regret later when corp troopers with ghostbuster guns were melting my 3k HP like it was butter. Was playing a strictly melee character. Most of the good perks are in the first tier anyway. Tiers 2 and 3 might have two good perks each. No reason to collect more perk points.
  2. At first the falling damage seemed excessive, then I realized I had just been spoiled by ELEX's awesome jetpack. Fall damage is about normal for Fallout-type games.
  3. Idea: Perks that give significant combat bonuses when wearing Light or Medium. Heavy is the obvious go-to for combat at the moment, the others are skill monkey suits that you keep in your duffle bag for spot use.
  4. Companions add a nontrivial amount of DPS for encounters and the skill bonuses when properly perked are delicious. It's worth investing a lot into Determination for the massive health buff and micromanaging their combat settings and movement a bit.
  5. 2H melee tank on Supernova with max STR/TEM, everything else average. Heavy armor, lots of regen, and respectable damage between high Strength and Power Attacks. Main companion is Ellie for team survivability, with Max/Nyoko as ranged DPS. A key consideration for companions is that they have ranged ultimates; companions like Parvati with melee ultimates pull themselves out of cover and risk permadeath as a result.
  6. The joy I felt when I discovered caffeinated drinks restore both thirst and tiredness.
  7. Healing. And extra heals to heal my healers. My favorite strategy is to let enemies whack away at my party until they (the enemies) fall over dead from exhaustion. Paladin MC (regen aura, regen shield, regen ring, regen LoH) Pally Gina (regen chant) Tekehu (regen zone spell) Xoti (regen zone spell) Flex spot (DPS/Mechanics skill)
  8. By all means. Though I don't think the various ways to use stealth in the game are cheesing necessarily. In an RPG it's nice to be able to circumnavigate certain obstacles instead of smashing into them head first.
  9. FWIW the digsite fights and the arena interior fights can be snuck past; it only takes a single character touching Odierisi (sp) to trigger the outside despawning. I also do Gorecci street with a few pieces of Fine gear and companions from Nekky. Easy breezy, wet and sleazy, as Serafen says.
  10. Bonus Accuracy, bonus damage, full attack, tier 3 Affliction, sets up Sneak Attack... SeemsGoodMan. For my septim it was the best Rogue spammable even before the patch.
  11. It's strange how things like skellies are usually immune to mind-affecting stuff, but turn/rebuke/command undead always seemed like mind-affecting abilities to me. Raise your holy symbol and skellies go scurrying in "fear."
  12. Familiarity breeds contempt. The gods were too chummy and too everpresent, constantly making phone calls to my ship while my Watcher was trying to enjoy her Caribbean vacation. Obsidian should go ahead and exhaust the Engwithan gods storyline in the DLC and then move on to other subjects if they ever do a PoE 3.
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