
Ceranai
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You need to make sure that the enemies are engaged with your tank, ive never seen a mob disengage once its engaged, your problem is probably that you let them get past your front line too often, I have a 2 paladin, 1 druid, 1 chanter, 2 cypher build that works really well as long as i position my front line well, but the second i let mobs past the front line the cyphers drop like flies
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You really need to give monk a shot, 3 intel, 3 perception 19 con, 19 res, 18 dex, 16 might. I'm powering through i just got turning wheel which adds 5% fire dmg per wound, im hitting 20 damage with my fists lol, go full tank and always fight in a corner :D And how do you heal back? What do you do on open spaces? I havnt really got deep into the game yet but im tweaking it till its optimal, thinking of going moon guy, that plus potions should give enough regen for most fights. The only point of reference i have is my rogue run and this is going way better than thet, i soloed the bandit camp level 2 and could almost take on the bear at level 2 as well. Also just to say im running this on PoTD ironman and have had very few problems with this build so i expect on lower difficlties it would own
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Ceranai replied to Ceranai's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Love it. Ive played through a couple of times up to act 2 before restarting so i really skim dialogue now, as im a completionist and so have done all the side quests in every area up to defiance bay and ive done most of the defiance bay ones (ive allied with both dozens and the knights). So my reasoning is that if im skimming the options anyway it makes it faster and more in line with my character if i just click whatever is in line with my character (stoic, honest, benevolent). -
As per title. Im soloing the game in PoTD (trial of iron) and so want to be as survivable as possible, to this end i want a big ass shield to hide behind, with a shield should I then leave my other hand unarmed or not. also to those who have said you should give your monk a weapon I think you need a very good weapon for the trade off to be worth it, just switching between weapon sets its pretty clear from watching the combat log that unarmed does cray damage
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Ceranai replied to Ceranai's topic in Pillars of Eternity: Stories (Spoiler Warning!)
At the beginning your disposition will be all over the place. I think by Defiance Bay, though, I had more clear-cut reputation. In my other play throughs I had no strong personality even deep into the game (ive already got more than my moneys worth out of this game (i keep restarting XD)) which is why i decided to turn it on. I want to walk into a room and people be like daaaaam thats one cold hard stoic mother****er. Thats why my guy travels alone, with his black dog -
So Ive just turned on reputations and I have mixed feelings. In terms of roleplay its a bit of a trade off, it lets you sculpt your reputation as you desire and so in that way its great for guiding your choices, but on the other hand it makes conversations feel slightly less organic. Im thinking i might leave it on until i have the desired personality (benevolent, stoic) and then turn it off again. How do other people play? Also how does your personality effect gameplay, if i am benevolent will people react differently to me than if i was aggressive?
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Thats what I was thinking, I mean by tanking my intellect to 3 the duration of two abilities decreases to like 60%, but I think its probably worth it to get the extra survivability, Im also thinking I want two item sets, an arbalest to initiate with, if it hits that should pretty much one shot anyone short of a boss
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as the question states, what exactly do rogues get from intellect? Ive been thinking about it and by tanking your intellect to 4 the only thing i can think it affects is the duration of status effects. They don't have AOE and they dont do DoT and reading their spells most of them are not duration dependent. the - will is bad but you can make up for that elsewhere, also you job as a rogue is to kill the caster BEFORE they bespell you. Im just trying to make the optimal rogue set up for my solo PoTD run and i think im gonna tank intellect but the only thing stopping me is that its recommended, why is it recommended????
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So Im just going to do a brief pros and cons of the more interesting builds ive tried along with key features: Note-I run all builds on ironman path of the dammed so they should all work on lower difficulties as well 4 Rangers, 1 priest, one chanter: You can form a wall with your pets and make your rangers into glass cannons, chanter and priest in the middle so make them relatively tanky this build relies on high single target dps to pick off mobs when they reach your outer 'wall'. Pros- very high DPS output great at taking down bosses your front line is 4 wide so this works well both in dungeons and open terrain Cons- Pets (even bears) drop relatively fast so this build relies on plenty of healing once the first wall is breached all hunters lose 20 accuracy and so the fight better be near over lacks a real tank Key features- Large single target dps needs to be focused to take out enemies before they break through your front line, a chanter cycling healing and arrows is best to maximise DPS and help heal the front line. 4 chanters, 1 priest, 1 other: This build relies on your chanters being as tanky as you can make them, as long as they survive the first 12 seconds of a fight its usually GG as 4 phantoms have a huge DPS and unlimited HP (as you can just replace them when they die for free) Pros- Good DPS once summons are up Allows you to run pretty much every chant at the same time Fun to try Cons- To make chanters tanky enough you have to get the points from somewhere Chants do not stack so it can be hard to get the most out of each chanter The first 12 seconds of any fight can be very difficult Key features- rely on summons to do your damage and to soak up damade, lets you sit back and watch the action. Two tricks with this build involve the use of the speed chant to pull and kite mobs until the summons are up and the use of summons at the end of an easy fight to go pull more mobs, both of these tricks allow the fight to start with all four summons active. 2 paladins, 1 chanter, 2 ciphers, 1 druid A build ive only just started playing but has a lot of promise. Watch out for casters as they will target your very weak back line, however if you successfully protect you back line your ciphers can decimate any foes you fight. This is especially powerful in dungerons and chokepoints. Pros- Ciphers destroy pretty much anything they attack Druid provides utility/healing/more damage as needed paladins with lay on hands can soak up lots of damage Chanter can adapt as needed Cons- If anyone gets past your front line its pretty much GG Key features: this is very much an all or nothing build, either your back line will shred enemies with no trouble at all or will get caught by some stray fireball and die. You get very good results from this build but it takes a decent amount of skill to pull off Ill add more builds as i try them
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Err.. The best ability of Chanters is not their weapon damage, tanking, invocations, or summons, but their flexible chants that they perform simultaneously with everything else, as you with a two talent point investment give significant endurance regeneration to all team members in AOE range as well as either buffing them in various ways or debuffing/draining all enemies in AOE range. Sure, you can dump a Chanter's INT, but unless you are going for some niche build where you don't buff the group or debuff the enemies except for those right next to you (e.g. if you are running a multi-chanter party), why would you do that? A Chanter makes a good tank and a decent damage dealer, but above all he is a force-multiplier on the group due to his chants. I would argue that summons are the chanters most powerful ability, especially when running builds with multiple chanters
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Literally the only reason to give chanters any int at all is for thier shouts, it is perfectly feasible to run 4 dexterity and 4 intelect without suffering many consequences, this enables you to flood other attributes with points to make them semi decent tanks, I had a really nice build with 4 chanters casting four invocations but I decided to move on to new builds, i never stick to one build for very long. One neat trick is that in an easy fight you can get the enemy down to one mob and cast all 4 summons, you can then use the summons to scout the entire map, pulling mobs to a chokepoint of your chosing. The only real weakness in a chater heavy build is a lack of tankiness and dps while you wait for your summons and this bypasses that by essentially turning the entire dungeon into one long fight. 4 chanters worked great and I might go back to it when i hit the levelcap and can summon drakes (4 drakes super OP) atm im having too much fun with my 2 1 2 1 build (2 paladins, 1 chanter, 2 ciphers, 1 druid) which is just too OP in dungeons, the ciphers ad druid just tear through mobs as long as you get the positioning right.
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So most of the game mechanics are well explained and this makes making the perfect adventurer a lot of fun most of the time but one thing ive come across again and again is confusion in what stacks with what and I really wish it would be clearer, all it needs is a stacks/doesnt stack descriptive by the spell and it would be solved. its so annoying learning through trial and error what stacks and what doesnt.
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you can get two exceptional quality stilettos by killing the brothel guards upstairs in teh brothel, just try to open the door to the room and they attack you, its not a very hard fight and th dmg output from dual wielding them is insane. PS The interupt rate ive had so far is mediocre but the dps more than makes up for it, with rage and max dexterity on my guy is a machine