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Sobric

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Everything posted by Sobric

  1. Great find! The deadfire stretches much farther than I thought it did, almost all the way to Rauatai, but I suppose that makes sense. Is there anyway to pull this texture out of the assets? Might give us a clearer look.
  2. I actually don't think the +2 stats are that op. Stats are not as impactful compared to poe 1. The 50k gold is a big impact because of how easy it is to attain good equipment fast. The fine equipment is also very high impact on Potd because of the accuracy bonuses and being able to give your tank a fine brigandine from the get go. However, I'd argue that the +2 to skills is the only one that's "broken" in the sense that I didn't think it was intended for the whole party. It makes skill checks pretty trivial throughout the whole game.
  3. good thing you'll get both headdress and sceptre =Dthe headdress gives acc for the wearer and a will defense aura, so yes, its one of the best helms in the game and you get it super early You get both if Aloth is rebuilding the Leaden Key?
  4. Sacrificing DoC does give you the breastplate, and you'll get +1 dex after Hasongo. Is the headdress any good? I quite like the sceptre
  5. Seconded for a ranged Ranger pet, that would be awesome. Also managing a colony (maybe as a DLC?) would be great. It would probably conflict with quests and factions to do it on a current island but there are plenty of uninhabited islands. Finally I'd like to see Priests being given a specific mechanic around Inspirations to differentiate them from the other spell casters. I was thinking perhaps that when they cast an Inspiration on a party member that already has one of that type it is upgraded a Tier (so you could cast Prayer for the Body twice on one character to give them Hardy, three times to give them Robust)
  6. I'm enjoying a Cleric (Fighter/Priest) at the moment. Playing a 'Death Knight' style Devoted/Priest of Berath, with Morning Stars as my weapon proficiency. Only just started, but the aim is to use Body Blows (Morning Star modal) to reduce Fortitude defenses for both the Priest of Berath's spells (Touch of Rot is ace, as is Spreading Plague) as well as other party members abilities. Eventually I want to use Clear Out to apply Body Blows in an AoE. I'd also like to try a martial ranged DPS character at some point, but I'm not really sure what would be best class for that anymore.
  7. Apparently they are. Have not tested personally though.No they are not. Carnage does not transfer modal "afflictions" like Body Blows etc. What works is Charge (pre 1.1) and Clear Out (plus upgrades). Those are the only two abilities I could find that apply Body Blows (morning star modal) in an AoE. At least that's with game version 1.0.2 *crumples virtual theory crafting paper and throws it into the bin*
  8. I don't think it's the end of days mainly because the patch isn't even complete yet (I assume). I expect more changes to come after the weekend since release is still 2 - 3 weeks away. I think the reaction to the nerfs so far are a little strong from the community - toning down items across the board is not the worst idea as the game gets noticeably easier once you've found a few unique items (I mean, how many of you used Superb/Exceptional gear that wasn't unique?). I expect to see more changes to POTD/Veteran yet to come as well (for example, how about giving all enemies +1 Tier on their Inspirations/Afflictions in POTD? So enemy Rogue's using Crippling Strike Immobilize rather than Hobble you) Having said that I hope that Obsidian are looking at the general tone of why people are reacting badly to these nerfs, and that is recovery time. I think they increased it in the beta, but it does feel as though it takes forever for your characters to do anything.
  9. I think I'd like to see POTD and Veteran difficulty made harder before they launch too many nerfs (so I agree with the original poster). I think there are actually some good encounters in the game that are only held back by the difficulty of the enemies that you face (off the top of my head: encounters with grubs/beetles/skeletons where they spawn continually; a lot of the fights under the Temple of Berath in Neketaka are great too). A few buffs towards Priests and Ranger Pets would be welcomed as well.
  10. I've been playing a skald/fighter and works pretty well, but crits don't generate quite as many phrases as you'd hope (still only a 50% chance to generate a phrase). The main advantage of skald is the reduced offensive invocation cost, which means Killers Froze Stiff spam is great. Damage output is okay too, although nothing special.
  11. They don't stack exactly that way. Each hit-to-crit chance gets checked independently, one after the other. So if you have one 25% hit-to-crit from disciplined strikes' intuitive inspiration (it was nerfed from 50% by the way) and 20% from one-handed style, one will be checked, then the other if the first doesn't upgrade it. So, imagine you check the 25% chance first. 75% won't get upgraded. Then you have another 20% chance of upgrading those 75%, which means that the 20% chance is really, functionally, 20% of 75%, which is actually 15% (.2 x .75). So you get 40% hit-to-crit from disciplined strikes and one-handed style, not 45%. And so on with any other sources -- you get progressively smaller returns with every additional source. Right sorry I think I see now. A shame about Intuitive but perhaps it was too strong. Thanks for all your help!
  12. Apologies to resurrect this thread, but it looks as though there have been some recent changes to dual wield, so that it's now "only" -15% recovery time to weapon recovery time. It seems to me that single weapon style might now be the best choice for a skald to maximise crit chance (single weapon style & disciplined strikes would be 60% if they stack I think? Going up to 90% if you're hitting a target affected by the killers froze stiff). The reduced weapon speed recovery on fast weapons doesn't seem to worth it. Does this seem right or am I well off?
  13. I had wondered how to split stats, and I'm glad to see you're not suggesting to completely tank con and res as I'm not too keen on that 1st playthrough. Why is might so essential in Deadfire? Penetration? And is Intelligence not going to be important for the duration of killers froze stiff?
  14. Thanks Boerer amazing feedback! I saw some of the other posts you made subsequent to this as well so I think that answers most of my questions. In terms of weapon choice, are rapiers (and their modal) enough? I'm hoping for RP reasons to dual wield something more, erm, macho. Secondly, how do other sources of accuracy stack now? Would zealous aura from a paladin stack with disciplined strikes? Or would one override the other.
  15. I'm not in the Deadfire beta so can't test any of this yet, but I'm keen to try and plan ahead of release next week a build (or at least a rough idea of a build). The class I think I'm interested in rolling with first is a skald. I didn't play chanter much in PoE1 but the focus of the skald kit on crits to support offensive invocations appeals to me a great deal! My question is what would be an appropriate class to multi it with? I've tried to research other classes skills as much as possible, but I'm having a hard time pinning down a class that's focused on crit chance. So far I think Fighter might be the most appropriate due to the disciplined strikes upgrade that gives the Intuitive buff, but maybe rogue or even wizard (melee wizard buffs) would make more sense? Any insight onto weapons and weapon styles would also be appreciated. I presume rapiers (due to their modal), but I can't work out if single style accuracy is better than dual wields more chances. All ideas welcomed!
  16. Only just re-started my second character after getting to grips with the game mechanics and 3 - 4 hours of gameplay so currently: Cipher (me): haven't decided on melee or ranged yet. currently melee, and not min-maxed so I might switch to guns when I find some Eder (main tank): I want to have some NPCs, and I quite like Eder's personality so I'll stick with him Paladin (off tank): Created a Moon Godlike Pally to be my off-tank and make up for some of Eder's weaknesses Ranged Rouge: created an Aumaua rouge with 20 might 18 dex or something like that. He's currently using a warbow and hits like a truck Aloth: Will be providing some ranged CC to make sure my rouge's always hitting his sneak attacks Last place is up for grabs. Going to try Durance and Kana and the Druid NPC and see where we are after that!
  17. Not played on this mode or at this difficulty yet, but Moon Godlike Paladins make decent tanks and provide support to your main tank (fighter). A Monk could also be an option to provide more CC, but I'm not sure how well a Monk can tank at the hardest difficulties (Moon Godlike is again great here though!)
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