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dododad

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Posts posted by dododad

  1.  

    Paladin is Fighter/Priest by default

     

    No a paladin is not a fight/priest in this POE

     

    what's the point in Paladin/Priest, Paladin/Fighter, Fighter/Priest, then?

     

    Ye conceptually it doesn't seem like these types are different but in POE1 these classes were vastly different with different abilities and different strengths so ye there is a point to all these multiclasses because they all bring different things to the tables. This isnt d&d where paladin has access to priest spells. paladins are not priest in this game at all. They are not based on gods they dont have any spells or ability overlap. Even the heal the paladin gets is different than priest heals. 

     

     

    Paladin is fighter with healing powers. Ergo, fighter/priest. He's the same in peaty much every game. Tabletop or computer. Obviously he has different abilities, and what not in this game, but the definitions sticks. He is still closely related to dnd view of him, and has nothing to do with paladins in historical romances. So while he may have different abilities, they are still of the same theme. Healing and helping allies. They both do that, and when you combine them in multiclasses you're not doing much since he is a multiclass already. Plus you're in some conundrum with deity and order system.

     

    Then on the other side of the spectre you have mages and cyphers. There would be some benefits combining them, but firstly, they don't go together lorewise, and secondly they're of same paininflicting profession, so in current format it would be better sticking to one to get all those juicy high level spells. Lore can be expanded, but what about extra abilities available only to multiclasses to help those that are underpowered? Not much, just restrict it to different levels. mage5/cypher5 gets exclusive combo spell for example, on first look pointless figter8/mage2 gets some high level magic infused mele ability to help him out. Something along that line.

  2. So, no restrictions on class combos? I'm preaty sure that's how you make sure certain combos will be inferior to the others. I mean, Paladin is Fighter/Priest by default, what's the point in Paladin/Priest, Paladin/Fighter, Fighter/Priest, then? Or Monk/Anyfighterclass? Assuming you'll be again getting late level class specific abilities, and that they are roughly the same for all classes, then there would be no point multiclassing something like that. Some could work, Fighter/Priest could be viable Paladin alternative, but Paladin/Priest would only be getting same theme abilities for your Paladin that already gets healing stuff at the price of high level Paladin abilities. Same for Monk/Fighter, he'd get some lower level fighter things for Monk, but will then not get highest levels Monk stuff. Even always used Fighter/Mage in dnd had problems. Few mage levels on a fighter and they are useless come higher levels. Few fighter levels on mage, and you have halberd wielding killing machine.

     

    Hope they put a lot of thought into it, and a big disclaimer before somebody multiclasses. Noobs were already overwhelmed by the system as it was, and they still managed to screw their builds, give them some more options and they'll be lost completely. But really, once you go multiclasing path, every system was flawed. Nobody ever had a perfect one, and it is a SP roleplaying game, so I am looking forward to rolling something wacky like Chanter/Priest. I can already imagine him chanting gregorian chant while the skeletons of the blessed crawl up from under his feat.

  3.  

    I mean, he could have easily told Magran and the other non-evil gods: "Hey, I figured out this evil plan by Woedica - let's do something about it together!"

     

    No, Margan was in alliance with Woedica. It is not 100% but very possble. See Galawain quest and speak with Durance after it. 

     

     

    Makes a lot of sense, especially when you consider that Eothas may have not invaded Dyrwood first but was in fact the one invaded.

    • Like 2
  4. I think that the only problem is that people are failing to notice what traps are really about. They won't outright kill enemies, but they will significantly reduce their stats, and that makes them a very effective opener to a battle, and as that even one per character makes big difference on higher difficulties. Or better, on potd. For everything else you really don't need them.

  5.  

    Trap aren't useless at all. You just need high mechanic skill to see their true power. Anything around 10 will be enough for them to consistently do critical damage, and then you quickly find them very useful. Anything below 5 and they'll be dealing no damage at all.

     

    Still, the fact remains that no way am i going to raise my mechanics to 10 on all 6 of my characters.

     

     

    Why would you be raising mech to all characters? Priest and rogue are obvious choices, maybe one other, you certainly don't need whole team on it.

  6. Don't forget his spread damage spell. It deals massive damage to everyone around him in a start shaped aoe. It's fairly easy to kill your own party, but it's curious area effect shape offers use even in cramped situations if positioned right. There's also a nice little trick involving it and Withdraw spell since chanter continues to fill his spellpool while removed.

     

    I really quite like chanter class. It offers a unique mechanic, but there is a problem with his spells. Spells at later levels are so much better that there is virtually no need to use weaker spell when you get better tier.

  7. ^This. Also, unless you're playing in expert mode, try turning on the option that shows "requirement not met" attribute checks. I might be wrong but I think there are other ways to convince her, not only resolve 15. Even if there aren't, 15 isn't that high, you can get it through sleeping in some inn and puting on an enchanted piece of armor. 

     

    The real problem with this quest starts when you try to get the dwarf killed. Has anyone found a way to kill him without slaughtering the entire cave? I understand that he won't let us talk him into suicide, ok, but perhaps there is an option to kill him quietly, poison him, etc. 

     

    Nah, dev commentary says that the area was made so you fight your way out of it when you kill him.

  8.  

    Such as?

    The fact that they have to act through humans.  They gain power from human souls not from something else.  The vision with Thaos where the game pretty much says he creates Woedica.  Thaos never saying it isn't true only refusing to answer you instead.  The fact that Eothas appears to be dead or at least missing and was killed by a bomb made by humans, even if a God told them how to make it.  Iovara is also not the only one who implies they aren't real gods, there are the two Pwygra in Twin Elms.

     

    If they really were all powerful beings that existed from the beginning of time why do they need human worship?  I thought they came first?  Why can they not enter the world directly if they supposedly created it?  Seriously think about it.  There are plenty of hints in game beyond Iovara just "saying it".

     

     

    The big problem, even if you accept that thinking, is why does anyone care. Engwithian gave their own lives to create them, why they did that is up to them, but they are long dead. For the rest of the nations they are already a mystical civilization. Glanfanthans would hail them even more if they knew they created their gods. With that their view of gods wouldn't change at all. And it would hardly do so for the rest of the nations. It could convince some intelligentsia, but they are often already on the other side, for the clergy that can speak to their gods, nothing would change, and same for the faithful.

     

    To see your companions and your own character get all hysteric about it, was the least convincing thing about the whole story.

  9. I used to have medium and deavy armor on Durance but changed it to a robe when he was about level 8 or 9. I needed a faster priest in hard battles and I usually had him at back with a firearm, so usually he was not involved in melee.

     

    This. In early levels you want casters in heaviest possible armour. They don't have that many spells available, so it's not as important to have them cast quickly. Later in the game when spells availability skyrockets spellcasting speed becomes very important. It's just as important for priests because they need to quickly pump the party with beneficial spells.

     

     

    That aside, Durance looks just stunning in some metal, so I simply left him in for 'roleplaying purposes.' (I had pc priest, so he took care of protections)

     

    2015_04_25_230650.png

  10. Story: Subpar. Unconvincing villain and forced view on story development certainly didn't convince me. I honestly don't see it any better than horrible mess that was ME3.

     

    Setting: Good. Animancy a bad cliche of forced liberal view on controversial progress, the rest very good. Guns, period armour and weapons, Gods squabble, factions, nations and overall mood fit together nicely.

     

    Quests: Sufficient. Wasteland 2 beats it with both hands tied behind the back. It lacks reactivity and overall satisfaction in effecting the world just by walking through it. Still it also offers some really nice quests. They don't repeat, and often offer different resolutions.

     

    Content: Sufficient. At time it almost feel like there is too much stuff thrown at you, then at other times you wish for more.

     

    Mechanics: Great. Some discrepancies in unusable and overpowered abilities and classes, but overall an actual improvement over nearly all similar real time rpg systems. Definitely ahead of DAO, NWN1+2, KOTOR, and both Witchers, at the same time evenly competing with complexity of infinity engine, surpassing it in plain mechanical aspect, while loosing in scale and diversity of battles.

     

    Graphics: Awesome. Maybe I'd prefer a smaller overall scale for maps to feel bigger, but that's a design choice, graphics by them self are amazing. Even completely unused areas feel unique and well designed.

     

     

    I don't think the game leads the field in any specific area, and I'm certain I'll remember Wasteland 2 much better just because it allowed me to do some amazing stuff. But if I'm completely impartial, I can only judge Pillars as one of the best RPGs to come out in last decade.

    • Like 2
  11. Spider and sporeling are in the game. It's just the question if you can find them anywere. You can spawn them with console and get inventory items, and both will show on the map when you put them into pet slot.

    enable cheats:
    iroll20s
    additem item_pet_tiny_spider 1
    additem item_pet_tiny_sporeling 1
    additem item_pet_mallard_drake 1
    additem item_pet_mallard_hen 1

    The last two are some ducks, but they're without custom icons and will show placehodlers when place into pet slot.

    • Like 1
  12. My load times near the end of the game (> 90% completion) are around 3 seconds, on a Core I7 920 (bout 5 years old), Ubuntu Linux 14.10, from hard disk (not an SSD), game version 1.04.

     

    Before the latest patch there was some delay on entering the game before I could click the continue button, but they seem to have fixed that, and it's there immediately now.  So it's only a few seconds from launching the game to playing, including time to click past the initial logo.

     

    Weird that they're so long for some folks and not others.

     

    Mine ending game save sits at 6mb, so I'm guessing i'd have just as bad times on my end. The thing is that saves are packed, and you won't see the real save size untill you open them up with unpacking software. Mine jumps to 92mb, and by my limited knowlage into file packing, I know that there is a lot of repetition in content saved for it to be able to pack the information to that extent.

  13. First of all, this is fairly untested idea for potd alternative Druid/Mag build that deppends on perceived dump stat of Perception by dumping Might. Yes, I'm indeed dumping Might... I ran a test with custom companion Wizard against potd Arda Dragon with same stats, and it worked remarkably, nevertheless low Might may pose problems early on when dispatching enemies quickly may be a better option.

     

    The idea is that you forget damage done for a high interrupt values. Focus is on interrupting enemies to such effect that they can't even retaliate. That's achieved by big aoe and lingering spells, and by just overloading enemies with cointinuous spellcasting when on higher levels. For that effect high Dex and light armours are needed. With low Might there is also not much need for weapon specializations and effort put into druids forms, so it's better to just equip the caster with as heavy shield as possible and be done with it. Druid is better overall choice, since Wizard should have a really hard time early on, nevertheless his endgame is arguably even better than Druids. His two walls and Thrust made me look into it in the first place.

     

    Race: Orlan for +2 on Perception

    Subrace: Hearth Orlan, for hits to crits, although I'm not quite sure that ability works for spells as well.

    Alternatives: Elf with 20 Dex, Godlike with three 19s, and nothing is preventing other races to join as well.

     

    Attributes:

    2   Might

    9  Constitution

    18 Dexterity

    21 Perception

    18 Intelligence

    10 Resolve

    Dex, Per, Int as high as possible, the rest can vary. In this example I went for higher protection offered by Constitution and Resolve. The idea is that character can take some damage while using shield, and wearing light armour. Around the field protections are high, except offcourse for fortitude, making this build truly glassy.

     

    Talents: Interrupting blows, weapon and shield, veil for Wizard, everything else into bonus spells.

     

    Spells: The higher the interrupt value the better, just as important are lingering area effects, and big aoe. More potential victims, higher the chance to interrupt someone. Walls and Druids storms work wonders.

     

    Notable Spells:

     

    Mage:

    1st level: Thrust!!

    3rd: Fireball

    4th: Dimansional Shift, Wall of Flame!!!

    5th: Wall of Force!!!

     

    Druid:

    1st level: Talon's Reach!!, Tanglefoot

    2nd: Blizzard, Insect Swarm

    3rd: Returning Storm!!!

    4th: Hail Storm

    5th: Malignant Cloud, Wall of Thorns!!!

  14.  

    QUOTE: The druid is good at everything and overshadows all other casters, the priest would be good if buff spells didn’t suck and the endurance/health system wasn’t broken, and the wizard got terribly shafted. The druid can heal, do damage, buff everyone, debuff, drop some crowd control and summon elementals, he’s also decent in a fight due to shapeshifting. Compare that to the priest that melts in any melee, whose damage spells are lacklustre, and who can drop a few buffs before standing in a corner and being useless.

    WRONG: I'm not even going into this one. It's actually Priest>Wizard>Druid, but don't tell him that.

     

    Nah, it's

    Druid > Wizard > Cipher > Priest

    even if you never use shapeshifting. Druids are very much OP spellcasters once you get the hang of them.

     

     

    Cipher is op at start, but he gets right on track by the end of the game on potd. With his charging mechanic, he simply can't hold ground with proper casters. In late middgame and endgame he actually gets thrown behind the other three. At about the same time druid losses any need for Shapeshifting, making his advantage void, Wizard gains his extremely useful teleport, and Priest should gain enough points in mechanic to make his traps deal crits to everyone. 

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