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Everything posted by Climhazzard
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Pretty sure one hand style won't work with fist and shield, it doesn't work with any other weapon + shield. To know if weapon and shield style works with fist + shield should be easy to check though, just equip a shield and see if you get the bonus deflection and reflexes, I'm sure it will work.
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- Monk
- Strategies
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Try not using a full party of custom companions. Rather than giving yourself limitations that eliminate tactical options, which would make combat simpler and possibly just as boring, you might be better off switching to PotD if hard is too easy. If you really don't want to switch though, try limiting the gear you equip, like nothing better than fine or nothing with enchantments at all.
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For me it was just a straight up brawl with no special tactics besides the priest spell that gives defense from domination. Maybe it's easier if you have 3 melee oriented characters like I usually use? I guess I'm usually level 12 by this point in the game so maybe that makes the difference. Pop some figurines to distract the fampyr if you don't have a strong enough frontline, pop a "devotions for the faithful" right in the middle of it all, that spell is a strong tide turner. Having your priest stand behind your frontline with consecrated ground active is nice too. I should note that I fought the battle close to the stair entrance to make it easier to maintain my fighting line.
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Nah they get +12 accuracy it's the same as superb. If you want to tank with your monk then a shield and heavy armor is probably necessary, if you have other melee in the party then you can get away with just your fists and medium armor. I've actually played through the whole game on hard with a monk in nothing but her clothes (not solo of course), but it's harder than if you put some armor on.
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Decided to confirm for myself that the attack speed mod wasn't working after reading this thread. Method used was to time 10 attacks with the quarterstaff "Llawran's Stick" which has a 1.2x atk speed mod, and time 10 attacks using a regular quarterstaff. Running the game in slow mode both took approximately 32.3 seconds to execute 10 attacks. I'm sorely disappointed because that would have been the best quarterstaff in the game... Btw, the wiki lists the base damage of hold wall at 32, and the wrecker at 46, the superb mod is 1.45 and 32x1.45 is 46. As long as that atk speed mod isn't working though hold wall is just a plain arbalest that costs more than usual...
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The unique robes I've found look awful compared to fine robes, lol. http://pillarsofeternity.gamepedia.com/Robe Don't care for how any of the special ones look compared to fine robes, including Gwisk Glas, Starlit Garb, and Rundl's Finery. The last one on the list (Gwisk Glas) is like the final bounty quest you can do. Can't remember where I got the starlit garb but I suggest checking the vendors in Twin Elms.
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Fists are as fast as fast speed weapons, and do as much damage as average speed weapons. They gain bonuses as you level up so they stay viable through the game. By endgame they are about equal to superb weapons with a lash enchant, but lack additional unique enchants like endurance drain and crit multiplier so are ultimately not as strong as some unique weapon options. In my opinion the main advantage of fists is that you never have to enchant them, of course the main downside to fists is that you can't. What I mean is, is that your fists are equal to a superb weapon by level 9 or 10, you don't have to find any weapon and equip it. You can save your enchanting materials for other characters, and you can save any weapons you find for other characters. There's only enough materials available in the game to enchant one or two unique weapons up to superb status. The strongest option for a torment's reach dps build by endgame is probably dual sabers, using resolution and purgatory sabers, I used it to endgame with one of my monks and it was a bit stronger than fists for sure. But didn't really get better than fists until the end of the game. If you are using other builds, like tank or CC, then I'm not sure what the best route is, but fists are definitely viable in most cases. One of the PotD solo videos of the final boss was a monk using fists and spears.
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A 2H Sword vs 8 DR has 1.70 DPS. The Shades I believe have 16 DR, as do plate wearing paladins. Against 16 DR a 2H sword does 0.77 DPS. A level 3 Cipher has 31 accuracy. I'm not sure of the stats of POTD Shadows & Shades. You can't really prove a point using made up numbers. Can't take credit for this nor give any, yet... https://docs.google.com/a/lcmail.lcsc.edu/spreadsheets/d/1SHdaQ8yNSvJhxcqFeP9ykXdua_EsjSAb9ypzPA8Oink/edit#gid=1848365110 The damage mod being used is higher than you'll normally have at level 3, but if you include cipher talents 1.44 isn't unreasonable, and it's significantly more dps than 1.7 against 8 DR.
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2 enemy types I know of have a big aoe stun, the banshee type spirits... http://pillarsofeternity.gamepedia.com/Cean_G%C3%BAla And one or two Vithrack variants, Vithrack Exarchs I think. http://pillarsofeternity.gamepedia.com/Vithrack Vithrack encounters with an aoe stun are rare, 3 or 4 in the game at most. They are quite dangerous though, there is some sort of psychic aoe that hits your whole party for a ton of damage. Vithrack in general are fond of using dominate as well. The banshee type spirits are more common, for a monk party they might be challenging as well due to their fear aura that will debuff your accuracy, maybe consider keeping some warpaint handy for accuracy. It's possible there are others i don't recall.
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When I finished the game without him in my party, he took up the mantle of Thaos. When I played through the game with him in my party, he confessed to me that he was a member of the Leaden Key, after that I think was a few more conversations and at the end of the game he took it upon himself to dismantle the remnants of the Leaden key organization. I don't know much beyond that.
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Can't generate focus if you're dirt napping though. Suppose if you generate it fast enough you can mental bind everything in sight so you don't have to worry about dirt napping.
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They can work fairly well with extended range melee weapons, the quarterstaff and the pike, at least as long as you are paying attention to make sure they don't get engaged. I recently made a cipher character that is using a quarterstaff quite a bit. My stat distribution looks like 16s-9c-16d-7p-18i-12r. My talents will probably be... Peasant weapon focus two handed style marksman biting whip draining whip superior deflection or something along those lines. A wood elf. I'll use a quarterstaff and hunting bow, but mainly the quarterstaff. I'm not really experienced with building ciphers, but I have used grieving mother quite a bit. Hopefully some cipher players will charm in as well.
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Savage defiance is nice. I believe intelligence affects carnage range, and it of course improves frenzy duration, so possibly consider it when you decide what items you want to equip. You'll want two handed weapon style. One stands alone is very good, OP even, but less important if you use the pike a lot. With those you pretty much have the basics. I'm sure other players will charm in with more suggestions.