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Hariwulf

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Posts posted by Hariwulf

  1. I found out.
    Crew (sailors) injuries obtained during boarding melee combat are not displayed at all in the map menus. Basically they are only noticeable while in boarding combat. 

    This got to be the dumbest thing in the game. If my sailors are injured, I should see it! Why even bother displaying injuries in 3 locations (on top right, bottom right, and in Ship H menu) if the injuries obtained in melee combat are basically invisible while still counting for NPC death? C'mon...
     

  2. No storms, no injuries (I check after every battle), all optimally healthy and happy in fact.

    My only logical explanation would be "they got gibbed", as that mechanic may act in weird ways...I think. But I do not recall seeing these member of my crew fighting at all. Again, we are talking of my cook and surgeon, both assigned in their respective slots.

  3. This thread actually helped me out as well.

    I am planning an all Single-Class casters run with  Wizard MC  + Aloth + Fassina (so at least 3 dedicated pure casters) for my next run, and had a hard time deciding between Evo, Blood, or Pure for my main.

    While having access to all spells available seems sooo good, I kinda see a possibly more beneficial interaction with an Evoker MC for Burst, which would leave Aloth as CC, and Fassina  in melle or on priority targets.

    Last 2 slots could be a Priest or a Druid, and maybe a Cipher. I can foresee a lot of mayhem on such a team.

     

    That said, I am open to hear thoughts and ideas from anyone!

  4. 4 hours ago, Boeroer said:

    High MIG is not really needed for a Mindstalker imo. Your melee dmg will be raised by Sneak Attack (scales with Power Level up to 50% with a multiclass Trickster iirc) and later Deathblows (50%) - then your weapons will add some dmg with quality and so on. Even if you went to 20 MIG it would "only" give you a +30% additive dmg bonus. 

    If you use a lot of damaging cipher spells one could make better use of MIG. But if your main dmg output comes from weapon attacks I think it's not worth it. 

    But that's just my personal approach. You could try it out and see what feels better. 

    Yes, dmg comes from shreds, dual wield weapons (daggers, rapiers, and gear that speed up the recovery of such weapons) and later also your very best friends Fire in the hole and Kitchen stove. The idea is to generate lots of resources quickly, and to use Soul Annihilation mainly as a spender for surplus of points, rather than a primary tactic (trying to avoid the one-trick pony).

    I want to try the WotEP setting you suggested too, tho until I have the funds for it, I find this fast build very enjoyable.

    Let me ask you one last Q:

    Do you think it's easier to find MIG or INT gear, for a +10 points? Cos alternatively I could split 15-15.

  5. I was pondering if Might could be more beneficial than Int, for the purposes of the Mindstalker (Trickster/ Soulblade) build. I mean, I went for 20 Dex, Per, and Int. My crits aren't that jaw-dropping, and while the +50% duration is great and the extra survivability is good, it mostly affects Cipher abilities that I can refresh (Borrowed Instincts, and some shreds such as Ampli-wave, Disintegration...).

    On the other hand, Might may boost my damage, Rogue skills effectiveness, and general melee endeavour.

    I do realize it may appear as an unorthodox approach, but I'd like to hear some thoughts about my postulations.

  6. I would like to get a better understanding regarding the Tactician mechanics, things like:

    - How does it regenerate spells?

    - How does it behave with a soul blade and similar subclasses?

    - How does it behave with things such as invisibility?

    - What about Solo or Party scenarios?

     

    I threw a Swash just for fun, and it made me wonder what's the point in classes and resource management, when I can spam stuff as eternum with the Brilliant thingy...odd. 🤔

  7. I gotta say, gave your build another chance, and I'm glad I did.

    Having 3 resources of which 2 are renewable and synergistic is so empowering. It's a skill-fest. I love how the build erases the Might-dependant drawback of Blood Mages, and also how it forces me to an aggressive playstyle. It feels a bit harder than a Spellblade to me, but I believe this is mostly because I played Mages and Rogues to eternity, while Monks never really clicked to me in Deadfire...until now. :)

    It makes me wonder if a Transcendent would be as fun...would it too?

  8. 35 minutes ago, Boeroer said:

    I'd recommend Sage. With Stunning Surge (and Citzal's Spirit Lance) you effectively have three renewable resource pools for most of the fights. Add Swift Flurry and later Hearbeat Drumming.

    Nalpasca or Helwalker would be my pick. Helwalker especially if you also want to cast damaging spells frequently. With those two subclasses you can use Deleterious Alacrity of Motion to not only speed you up but also to gain wounds in a controlled way (via moderate self damage). You'll also gain wounds from Blood Sacrifice.

    Monk's Turning Wheel (up to +10 INT) is just awesome for wizard spells.

    Also the Monk side has more benefical effects than a Rogue. Stuff like Swift Flurry or Lightning Strikes, Crucible of Suffering, Clarity of Agony and even Blade Turning can be prolonged with Wall of Draining. 

    Stats aren't that important and depend on how you play the character and also on the subclass. For example a Helwalker can get away with 10 MIG since he'll get up to +10 from his wounds - and that will also scale up the self damage of Blood Sacrifice etc. - you don't want to kill yourself. Maybe also don't lower CON too much. 

    Gear will come together while you play, some nice items for a Sage could be Hylea's Talons (more wounds) or Healing Hands (nice in combination with Wall of Draining), the Abraham pet, everything that boosts INT further (for example Heaven's Cacophony and Charm of Bones = bigger lance AoE).

    Certain abilities (besides Stunning Surge) are really fun with Spirit Lance: Efficient Anguish, Skyward Kick and Instruments of Pain (which lets you stay of of melee range and allows you to wear lighter armor).  

       

    Thank you so much for your reply. So... 10, 15, 15, 21, 19, 10?

    • Like 1
  9. I'm trying to make my mind on which of these 2 baddies I should roll.

    Spellblade: Stealth, pop a fireball. buff up, enjoy some melee, return to casting once guile runs out. Pretty straightforward.

    Sage: Here the appeal comes from 2 renewable resources. Nuke and sac, buff, join melee once wounds are full. A clean cycle.

    Yes, in both cases I would pop Citzal once unlocked, tho I'd like some flexibility besides that.

     

    What I would like to hear:

    1. Which Class (and subclass) to complement Blood Mage?

    2. What stats and gear?

    3. Insert advice here

     

    Thank you so much, happy rolling everyone! :)

  10. To me this feels like the devs were going for realism and preserving the function of food/cooking. I didn’t use food that much in POE 1. It would be useful before big fights but it always felt ancillary to me. In POE 2, it’s realistic for food to be used with resting and it’s realistic for resting to mend injuries. I agree with what folks have mentioned about possible abuse of resting. Adding back camping supplies would be a deterrent/limitation and also keeping with the realism that the devs are looking for.

     

    Yes, and that is a great point. I want to preserve those mechanics too. Just to make them less (or more, depending player actions) frequent. 

  11. For those who think about multiplayer arenas or duels, I think the OP means it more in a Black Pits / Baeloth style ;)

     

     

    Loved these arenas, and the one in the Underdark as well.

     

     

    Would kill for an endless dungeon / arena.

     

     

    The problem is that resting has a meaningless consequence because the bonus are not necessary. You lose something you don't need.  If you get to many injury you will rest that's it. In the old system you lose a camping supply which you might need later and the consequence is you have to backtrack. It was not meaningless.  Concerning getting rewarded for playing well that will make the game easier.  You are doing good, let's make the game easier. 

     

    This is not an issue that will make the game good or bad in my opinion but I think this system is pointless. No one is ever gonna die from injury you will rest before.  They should just let you die when you reach 0 HP and remove rest, bring back something like the old system or find a way to limit rest.

     

    The point is, generally speaking, to have to rest less often for one char that passed out. While adding a ton of immersion in the process, (Overkill system) and precise, direct consequences to combat outcomes (the bigger the hit, the bigger the wound).

    Concerning your "Concerning getting rewarded for playing well that will make the game easier.  You are doing good, let's make the game easier. ":

    I don't get your logic: If you play well, you wouldn't need to rest anyway. So what are you complaining about?

  12. For those who think about multiplayer arenas or duels, I think the OP means it more in a Black Pits / Baeloth style ;)

     

     

    Loved these arenas, and the one in the Underdark as well.

     

     

    Would kill for an endless dungeon / arena.

     

    Yes, it would do wonders even for those nostalgic IWD days... You know, there are moments in the life of a man, where you just need to chop something. Aah, the good old times... :D

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