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lunattic

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Posts posted by lunattic

  1. 8 hours ago, Decadency said:

    I think my run is doomed :( I've got like 21 day left (59 days past). I'm in SSS now (after the bridge interraction) and I haven't been to FS and Beast of Winter. The main problem is that Belranga is too far away (I killed Nemnok before the fire dragon - that was a mistake and waste of time). My calculations say that I need 23-24 days :(

    Don't now if I should start another run or try to finish this one.

    My kills:

    Nemnok, Fire Dragon, Watershapers Guild Dragon, Giant Wurm, Concelhaut. And also did 5 fights in SSS (Vela almost died on spiders, which is Seeker's challange, cause of a mistake but I got lucky).

    Still, that sounds really impressive! It does seem like you're the furthest of everyone here. Hoping to see a recording soon :)

  2. I think a better way to do this is to find a characteristic all your targeted party members respond well to.

     

    Eder, xoti, takehu, serafen and maia all appreciate humor/clever options.

     

    Pallegrina, maya and aloth appreciate duty options.

     

    Some conflicts almost cannot be avoided, since sometimes party members automatically respond to what is happening, which can change their relationship to others.This is outside of your control other than removing people who have conflicted views from the party entirely.

     

    Examples of this last one are xoti vs pallegrina (religion vs anti religion), maia vs takehu (progressive/pro rauatai vs traditional huana), and eder vs leaden key aloth.

  3.  

    I had a good time with an island Aumaua shieldbearers/troubadour tank using explosives/grenades. I made the character using blessing of Berath bonusses but should be viable either way.

     

    The through the waves racial is bad but the best boots in the game for tanks are sold by the vendor at port Mahe anyway and grant might resistance. I used the +2 dex/+2 explosives gloves on him since he specialises in explosives as an active skill.

     

    Idea: he uses max might (22) to get ancient memory to 2hp/sec at level 7 (we need over +50% bonus, so 36% from might and 15% from PL 3). We give him int 20 with item bonusses so his phrases have 100% uptime and good reach. He tanks everything using a heavy shield and the dagger modal while being passively healed by swift winds of death, the upgraded paladin aura and ancient memory. When an ally drops low he has decent dex and high int to grant the strongest heal in the game to that character, making them immortal for 10-ish seconds and healing them for a good bit. Additionally, he summons additional 'off tanks' when needed in the form of skeletons, which with upgrade respawn when they die, and ogres later. I am considering taking the tier 7 resource restored invocation as with brisk recitation, you can actually use that fairly quickly to make a pseudo-brilliant effect.

     

    His downside is that he doesn't do much damage outside of explosives. But given all the rogue buffs in 1.1, I'm just using swashbuckler Eder and Scout Maya and throw the explosives to inflict blindness and automatically trigger their sneak attack/deathblow abilities.

    How is the availability of explosives? That sounds pretty cool actually!

     

     

    Classes that get explosives as starting skills seem to be only fighter and druid (?). There is one background, scientist, that grants an additional +1 explosives. I believe that is exclusive to the white that wends area.

     

    Regarding availability of explosives, there are a total of 6 cinder bombs on the starting island, 3 from near the beach where you startt and 3 can be bought from the rogue vendor at the tavern in port Mahe. You can also steal these 3 from his chest. I assume these restock over time but haven't tested. There are also a few sparkcrackers and stun bombs available. 

     

    I only needed 2 cinder bombs on the starting island, one for the goracci street fight and one for the fight near Aloth. Both made the fights MUCH easier, AOE interrupt + long blind + large amount of damage over time is brutal. 

  4. I wouldn't mind it so much if I could counter arcane dampener as well. However, once cast, NOTHING seems to work against it. It automatically sticks to everyone, moves with them, and cannot be dispelled. It is also seemingly impossible to reflect. It is by far the most frustrating spell in the game to have against you. Having it wok against drugs (realistically, why on earth would it do that?) is just an additional kick in the groin. 

  5. I had a good time with an island Aumaua shieldbearers/troubadour tank using explosives/grenades. I made the character using blessing of Berath bonusses but should be viable either way. 

     

    The through the waves racial is bad but the best boots in the game for tanks are sold by the vendor at port Mahe anyway and grant might resistance. I used the +2 dex/+2 explosives gloves on him since he specialises in explosives as an active skill. 

     

    Idea: he uses max might (22) to get ancient memory to 2hp/sec at level 7 (we need over +50% bonus, so 36% from might and 15% from PL 3). We give him int 20 with item bonusses so his phrases have 100% uptime and good reach. He tanks everything using a heavy shield and the dagger modal while being passively healed by swift winds of death, the upgraded paladin aura and ancient memory. When an ally drops low he has decent dex and high int to grant the strongest heal in the game to that character, making them immortal for 10-ish seconds and healing them for a good bit. Additionally, he summons additional 'off tanks' when needed in the form of skeletons, which with upgrade respawn when they die, and ogres later. I am considering taking the tier 7 resource restored invocation as with brisk recitation, you can actually use that fairly quickly to make a pseudo-brilliant effect. 

     

    His downside is that he doesn't do much damage outside of explosives. But given all the rogue buffs in 1.1, I'm just using swashbuckler Eder and Scout Maya and throw the explosives to inflict blindness and automatically trigger their sneak attack/deathblow abilities. 

    • Like 1
  6.  

    I agree, but the fighter sort of "did" have a major role until this patch, which was basically massive burst AoE melee damage. Playing along the lines of some sort of "weapon master". But that was removed in the nerfs. Something that was a bit problematic with that role though was that it was not exactly amplified by being a single class fighter; The multiclass variant could access all the things you needed. 

     

    I saw a great suggestion(cant remember in which thread) that perhaps it would be a good idea to allow the damage back onto charge again, but as a "upgrade" somewhere in the power levels 8 or 9, which is exclusive to single class fighters. I personally view the fix of cleaving stance as a bugfix, rather than a nerf. Self-triggering abilities is a bit silly, in general. That still leaves multiclass fighters in a bit of a struggle though since when it comes to multiclassing, they are outperformed by several other martial multiclass options.

     

     

    Good idea. You can also do :

     

    Base - Cleave stance

    Number of attacks = number max of engagement (Foes can be hurt even when there is no physical "engagement" (the link between two characters) but max possible number of engagements is the key)

    +No self-triggering

    +Primary attack.

     

    And here, engagement become Gold. : p People NEED to stack a capacity of engagement to increase the effect ! If you want to be strong with cleave stance.

     

    Engagement +2 = 2 attacks max arround.

     

    A good way to put forward a mechanic a little bit... under used in the actual system.

     

    EDIT+ : Engagement is not only defensive, because the next level, each ennemy nearby give -5% of recovery. So the "theme" is respected !^^

     

     

    I like the idea of cleave stance being tied to max engagement, but I don't see why cleave stance not 'being automatic' would be a good thing. Do you mean you manually have to activate the cleave each time the fighter kills something? That would be extremely tedious in micromanagement. I'd just remove the ability for bonus cleave attacks to proc more cleave attacks (removing 'proccing of itself') instead, unless that's what you really mean. 

  7. I'd like to add here that the Gorecci street fight ended up being really easy for me once I used an explosive on the group to the right. I did the fight on both level 4 and level 5 (requires starting at 4 from blessings of berath or doing the main quest in the ruins first, which also gets you aloth). 

     

    I had a MC Shieldbearer/Troubadour tank with dagger and large shield modal slightly to the center of the room with Eder as swashbuckler dual wield and priest Xoti with a crossbow to the right (just the three of them).  That setup worked for me, but I'm pretty sure any MC with Eder as tank instead will also work. Just make sure you pick large shield proficiency for him and buy him one, and invest in the explosives skill. 

     

    Start fight stealthing to the platform to the north with the mage. Engage by throwing incendiary (blinding) grenade on the platform with your tank. Make sure your tank is using a greatshield for the pull with the 'the wall' modal so the rifle wielding rogues cannot one shot the tank, second wind if needed. Have Xoti use a ranged weapon to attack the blinded mage on the platform. Then run in with your stealthed DPS of choice and start killing targets one by one while your tank engages the enemy fighter on the stairs and the two enemies very slowly wading towards you from the left. Since I was a chanter, I could also summon three skeletons on top of the blinded mage, but again, any ranged dps capacity will kill her as well. For me, skeleton summon + swift winds of death + a few auto attacks from crossbow Xoti was enough. I ended the fight having only used 1 grenade, no other consumables and never dropped any character below 60% hp. 

     

    Overall, I like the difficulty increases as I now actually have to think about how to play it. I'm less happy with how my original main character, a beckoner, got completely destroyed by the nerfs. I'd appreciate some way to retrain a subclass, since troubadour now just seems better, even at summoning, than the actual summoner. 

     

    Fixing the retraining bug was very high on my wishlist, so thanks for that :)

    • Like 2
  8. I haven't added to the wiki yet, but I'm keeping a word document of every unique item I come across: the stats, where to find it and what the upgrades are. It's not complete yet since I started doing this roughly 30% into my playthrough and thus am missing quite a bit, but I'm trying to keep it as complete as i can. If someone wants to start entering what i have into the wiki then I could share the file as I have it now. 

    • Like 1
  9.  

    Where are the +2 evocation gloves, other than the Berath's Blessing's merchant?

    The Firethrower's Gloves are looted from a chest in the fortress of the "Fire Giants" in the Ashen Maw: it is in the area where you can meet their faction leader. At the start of that area you can take a left, central and right way: the chest is found in the right way.

     

    I don't remember all the specific names but I tried to be as specific as possible.

     

     

    Also looking for the locations of "Ajamuut's Stalking Cloak" and "Upright Captian's Belt". 

     

    The cloak is looted in one of the three vases in the treasure of the "Magma dragon" in the Lair of the Ancients in Ashen Maw.

    The second item I have no clue which one it is.

     

     

    You get it from furrante as a quest reward for doing a quest involving the death guard below Berath's temple. It might be possible to get it by killing him too.

    • Like 1
  10. Can we have a mod just constantly moving spoiler-requesting posts to a more appropriate forum? It's getting tiresome when you want to help but don't want to break rules. I'm spoiler tagging, for what it's worth.

     

    There is a small stall at the entrance of the palace district, I remember seeing mother of pearls there.

     

    Had anyone found black pearls???

    I need one to uncurse a special sword...

     

    There's a guy at the Dunnage inn who swallowed a black pearl to keep it from getting stolen. If you help him get it out of his body, it's yours.

     

    Also in Dunnage, at the Radiant Court, there's a bounty hunter whose marks carry pieces of a treasure map. If you assemble it, it'll point the way to a treasure I believe holds two black pearls, among other things.

     

     

    Well, I made a similar post earlier in the non spoiler section and was told it probably didn't count as spoilers. Oh well. I'll go back there next time. 

  11.  

    From memory the shield he's talking about is behind the mural in the temple of ondra where you fight that giant bug and then slot in the two cornetts

     

    That shield is a large shield that gives deflection based on Athletics skill and damage reduction based on Metaphysics skill. In the family feud quest you can also get an armor that gives deflection based on you Intimidate skill and on an island I found a cloak that gives Fortitude/Reflex/Will based on you History skill.

     

     

    Really? How do you get the intimidate armor then? Is it a reward for solving it a different way than the peaceful ending?

  12. "Tier 1/Pretty Godlike)  Chanter.  Nothing *in particular* screams godlike, I know.  Doesn't have many martial passives to back up it's weapon DPS, it's offensive invocations are generally not that amazing, etc.  Still, it's utility is really strong just because it brings so many little things to your party.  Summons, especially as Beckoner, feel satisfying enough.  They're not that strong on their own but you summon a lot of them at a time with the double summoning thing, and some of them have abilities they use the instant they spawn, like the dragon, which makes them effectively an AOE damage spell like fireball with bonus bodies afterwards.  They have an AOE Paralyze (gives 50% hit to crit conversation) and the reload/recovery chant for buffing martial allies.  They have chants that can effectively make your party immortal by providing healing, defensive buffs, or HealEffectiveness%, which combos really well with people who have passive sources of healing like fighters, paladins, priests, etc.  Oh and the Brilliant passive they get in Tier 7 is basically infinite resources for your whole party if you need them.  They're not that strong on their own but they're worth more than a single character when you aggregate all they bring to the table for the whole party.  All subclasses are pretty good within their niche.  Skald didn't feel as reliable as I thought it would be, Beckoner is fun if you want a summoner, Troubadour gets a lot of invocations at the expense of some chant utility. "

     

    First, great writeup :)

     

    Secondly, I'd have to say chanters would be tier 0 too based on the mentioned AoE brilliant buff that lasts forever, gives quick and insightfull as well and grants infinite resources. Combine with a paladin and a priest and voila, you are immortal. If your party is unkillable (I built my party to outlast the enemy and be able to take whatever they threw at me), then you always win. Chanters can also do whatever you want; they have a good electricity nuke with the level 1 upgrade (I lacked lightning damage vs construct which made that painfull without one) and have perfect chants for whatever situation comes up if you spec for it. 

  13. Regarding point one, I personally tried to explain this away by having the watcher (who is also soul drained) and all returning companions be mostly inactive for the entirety of the five year timeskip, so that they'd lose their peak conditioning. This works less well for Aloth and Pallegrina, but then again you get those slightly/much later at higher levels. From a design point of view, having everyone start at the max level would make almost the entirely of the game a walk in the park and thus a very boring experience. Or if you tried to design the game around level 20 being the starting level and do intend to have every enemy still being a credible threat, you'd then also have to explain why every random monster and enemy there is also level 20 and technically capable of beating archmages like llengreth and stuff, which logically makes no sense. 

     

    If you're playing on classic difficulty and have experience in all other previous similar games, why didn't you pick a higher difficulty? Shouldn't you expect that you'd be so experienced it would be too easy? But to be fair, even POTD is fairly easy unless you do content underlevelled. 

  14. Hey everyone,

     

    I'm on my first playthrough and intend to see as much of the content as possible. I remember from the developer Q and A that it should be possible to do a fair bit of questing for all factions before you're forced to choose. 

     

    Now, I'm at port Dunnage and Furrante has asked me to do a job for him, but only if i'm 'fully committed'. This job involves a slaver operation somewhere on crookspur Island.

     

    While spoiling as little as possible, could someone perhaps tell me if this is really the cutoff point and if doing this quest locks out all other faction quests?

     

    Or is it so that the point where you have to pick your faction is a super dramatic, incredibly obvious point in the main story where all options are in a single dialogue option menu and I wouldn't have to worry about choices before advancing the main story past a certain point?

     

    Kind regards,

    Lunattic

  15. Hey everyone,

     

    I recently noticed that retraining the watcher causes you to lose all skill trainings you've purchased from the skill trainers (whom I assume are the NPC's created by the backers based on their names and portraits). This both makes no sense to me and is very inconvenient/ a trap considering how expensive it is to accumulate those. Is this working as intended?

     

    Kind regards!

    • Like 1
  16. Hey everyone,

     

    For the community/reference's sake I decided to post a list here with the items available at the unique item vendor , accessable by spending 5 points of berath's blessing at the start of a new game. He is located to the west of the reading post at Port Mahe (starting town).

     

    (List: (item name, item type, cost in copper pand, ability description (slightly shortened for my sanity)

     

     

    The magnificent escape: cloak, 1275. +20 defense vs engament, 1 x/encounter when bloodied or below use rogue level 1 dash ability (small teleport, 3 second +50 deflection)

     

    Amazing potion belt: belt, 2650, +2 alchemy, every encounter summon 3 random potions in empty quick slot items, usuable that encounter.

     

    Firethrower's gloves: gloves, 3125, +2 dexterity, +2 explosives skill, +1 arcana, +2 all evocation power levels.

     

    Trollhide belt, belt, 775, regen 1 hp/6sec.

     

    Girdle of mortal protection, belt, 1775, +2 constitution, 20% of incoming crits converted to hits.,

     

    Cloak of greater protection: cloak, 775, +10 to all non-deflection defenses.

     

    Cloak of greater deflection: cloak, 775, +7 deflection.

     

    Boots of the stone: boots, 2275, +1 might, +2 resolve, resistance to might afflictions.

     

    Boots of speed: boots, 2650 : +25 defense vs disengament attacks, +25% stride.

     

    Gauntlets of discipline: gloves, 1675, +2 max discipline (fighter classes/MC only)

     

    Gauntlets of ogre might: gloves, 1375: +2 might.

     

    Healing hands: gloves, 875, 1x/encounter heal one ally for 8 hp every 3 seconds for 5 seconds. (yeah, it seems really bad).

     

    Ring of unshackling: 275, grants suppress affliction (level 1 priest spell) 1x/rest.

     

    Ring of overseeing: 400, +10% area of effect.

     

    Necklace of fireballs: neck slot, 8 charges of fireball.

     

    Amulet of greater health: 1075, grants +25 maximum health.

     

    ---------

     

    That's the entire list. Some clear winners in the firethrower gloves, gauntlets of ogre might, girdle of mortal protection and the two types of cloaks of protection imho. However, just about everything here with the exception of the lay on hands item seems good. The prices are indeed very good for the power of the items. 

     

    As a small tip, if you partake in the deadfire scavanger hunt  and enter the codes, you start with 10 x captains banquet. You could sell these for a total of 2000 gold and you should be able to buy at least 2 good items by selling what you have. (Or have Berath's blessing points to spare to get more starting gold and just keep those)

     

     

    • Like 5
  17.  

     

     

    After studying the talent trees some more, I have to say that a fighter/paladin (any dual wielding one) multiclass seems REALLY strong. Bonus points for moon godlike, assuming the healing from their racial scales.

     

    You get:

    -Deep faith + the fighter inspired defense buff (level 6 upgrade extends the effect any time you're hit) > an eventual blanket +40 ? to all your defenses all the time, assuming you're tanking.

    -dual wielding + armored grace, meaning you can potentially wear the heaviest armor with very low recovery (like a normal fighter).

    -Constant recovery + white flames (if kind wayfarers) + potentially Lay on Hands to heal yourself, or the upgraded armor aura for extra healing. 

    -The paladin armor passive for + 2 armor to the last incoming damage type. 

    -The fighter defensive stance for +3 enemies engaged and -5% damage taken per enemy, upgrade knocks prone enemies who try to disengage.

    -The best damage buff in the game (I think) with disciplined barrage, generating you tons of crits.

    -Adding to this, you get fighter weapon specialisation + retribution for even more damage.

    -One of the best auto AOE damage spells in sacred immolation (assuming the self damage it deals is a lower than listed, a UI bug like disintegrate)

    -A very good, spammable full attack with low cost in flames of devotion (even though it was nerfed in both accuracy and damage), potentially buffing allies too with the upgrade. 

    -A very powerful battlefield mobility tool in charge (as seen in the developer playthrough, this teleports the fighter to an enemy and somehow does like 8 attacks, even though it says it's a regular full attack).

     

    And assuming the DLC adds at least one more tier of abilities and allows multiclass characters to reach level 8 abilities in the future, you get:

    -Another extremely powerful selfbuff, the fighter one which adds all 6 basic inspirations to you at once (+5 to all stats for 30+int bonus seconds).

    -Another paladin armor passive which adds +1 more armor every 6 seconds while standing still

    -The paladin passive which allows you to self-ressurrect if you somehow manage to die. 

     

    I'll probably make this my second character, or build pallegrina as a hybrid in my first run (it is in her potential class combo). Even if she's undoubtedly very poorly statted again, I think the classes are so poweful together that it will work. 

     

    I'm planning Crusader for my first game and I agree with you, it looks awesome.  Also, even though I won't reach the Paladin self rez, I think I can still get the Fighter self rez Unbreakable at PL 7, correct?  Although that may come pretty late in the game.

     

    I just can't decide on the subclass I want.  Originally I was thinking full on tank... Unbroken & Shield breaker with sword & shield but maybe I could let a companion be the tank and I can be more dual wield / melee dps??    

     

     

    Good catch, I forgot that one :) So you already have a self ress at level 7, even. 

     

    In this hybrid I'd go for dual wielding. You have so much armor and healing from both talent trees that I don't see you needing a shield, and you can always pick kind wayfares to add *2* party aoe heals to each flames of devotion you use (it's a full attack, so both the attack and heal trigger twice). Shields also lower your accuracy, and with the fighter stance adding both +3 enemies engaged and -5% damage taken per engaged enemy on top of everything else I really don't see why you'd ever want to use a shield. I can see you tanking just as well as Eder while also having more damage than him, if he's a shield using pure fighter. And having both melees isn't a bad idea depending on the rest of the party makeup. I'm planning to use Eder + me + aloth + xoti + the ranger companion so i'm lacking a second melee. 

     

     

    I think you have convinced me.  I was also thinking the fighter stance that adds +3 engagement should be fine when needed, no need for the + engagement from the sub classes on top of that.  Maybe dual wielding hatchets would be almost as good as having a shield anyway? Kind Wayfarer sounds good but I may not take a Fighter subclass.  Devoted sounds great but on my first play through I want to be free to use whatever cool weapon I find next.

     

    In fact your party looks similar to what I had in mind (great minds think alike).  I'm thinking my Crusader, then Eder (maybe fighter/rogue), Aloth (pure wizard), Xoti (is monk/priest enough healing or do I need full priest).  For the last spot I will probably rotate people in and out, maybe a Witch (barbarian/cipher) or druid.

     

     

    Thanks :) I'm probably also not taking a fighter subclass as it's probably indeed better to be able to equip and use anything without a penalty. Or switch to other damage types when needed. Devoted is something probably better used on second playthroughs when you know where everything is. 

     

    Eder as a swashbuckler is an interesting idea I might go with too. He can perhaps dual wield hatchets or hatchet + dagger with dagger modal (adds +10 melee deflection at the cost of -25% damage with the dagger, which for a dual wielding tank seems really good), and then abuse reposte and some of the rogue cc abilites. 

  18.  

    After studying the talent trees some more, I have to say that a fighter/paladin (any dual wielding one) multiclass seems REALLY strong. Bonus points for moon godlike, assuming the healing from their racial scales.

     

    You get:

    -Deep faith + the fighter inspired defense buff (level 6 upgrade extends the effect any time you're hit) > an eventual blanket +40 ? to all your defenses all the time, assuming you're tanking.

    -dual wielding + armored grace, meaning you can potentially wear the heaviest armor with very low recovery (like a normal fighter).

    -Constant recovery + white flames (if kind wayfarers) + potentially Lay on Hands to heal yourself, or the upgraded armor aura for extra healing. 

    -The paladin armor passive for + 2 armor to the last incoming damage type. 

    -The fighter defensive stance for +3 enemies engaged and -5% damage taken per enemy, upgrade knocks prone enemies who try to disengage.

    -The best damage buff in the game (I think) with disciplined barrage, generating you tons of crits.

    -Adding to this, you get fighter weapon specialisation + retribution for even more damage.

    -One of the best auto AOE damage spells in sacred immolation (assuming the self damage it deals is a lower than listed, a UI bug like disintegrate)

    -A very good, spammable full attack with low cost in flames of devotion (even though it was nerfed in both accuracy and damage), potentially buffing allies too with the upgrade. 

    -A very powerful battlefield mobility tool in charge (as seen in the developer playthrough, this teleports the fighter to an enemy and somehow does like 8 attacks, even though it says it's a regular full attack).

     

    And assuming the DLC adds at least one more tier of abilities and allows multiclass characters to reach level 8 abilities in the future, you get:

    -Another extremely powerful selfbuff, the fighter one which adds all 6 basic inspirations to you at once (+5 to all stats for 30+int bonus seconds).

    -Another paladin armor passive which adds +1 more armor every 6 seconds while standing still

    -The paladin passive which allows you to self-ressurrect if you somehow manage to die. 

     

    I'll probably make this my second character, or build pallegrina as a hybrid in my first run (it is in her potential class combo). Even if she's undoubtedly very poorly statted again, I think the classes are so poweful together that it will work. 

     

    I'm planning Crusader for my first game and I agree with you, it looks awesome.  Also, even though I won't reach the Paladin self rez, I think I can still get the Fighter self rez Unbreakable at PL 7, correct?  Although that may come pretty late in the game.

     

    I just can't decide on the subclass I want.  Originally I was thinking full on tank... Unbroken & Shield breaker with sword & shield but maybe I could let a companion be the tank and I can be more dual wield / melee dps??    

     

     

    Good catch, I forgot that one :) So you already have a self ress at level 7, even. 

     

    In this hybrid I'd go for dual wielding. You have so much armor and healing from both talent trees that I don't see you needing a shield, and you can always pick kind wayfares to add *2* party aoe heals to each flames of devotion you use (it's a full attack, so both the attack and heal trigger twice). Shields also lower your accuracy, and with the fighter stance adding both +3 enemies engaged and -5% damage taken per engaged enemy on top of everything else I really don't see why you'd ever want to use a shield. I can see you tanking just as well as Eder while also having more damage than him, if he's a shield using pure fighter. And having both melees isn't a bad idea depending on the rest of the party makeup. I'm planning to use Eder + me + aloth + xoti + the ranger companion so i'm lacking a second melee. 

    • Like 1
  19. Well, the paladin order bonuses still seem like pointless trash. That sucks.

     

     

     

    Er, both the Kind Wayfarer and Bleak Walker bonusses are REALLY good. I could dps-tank a dual wielding kind wayfaring paladin through a 1-ish vs 6 on POTD difficulty in the beta, with only very minimal support from the priest. That heal on a dual wielding char is really powerful, since it triggers twice for the entire party for a really good amount, AND doesn't cost you  action time. Bleak walker also adds another damage type in addition to the damage bonus,m so you have another shot at targetting the lowest armor of the target. 

     

    I agree that the other order bonusses are pretty weak, though. 

     

     

    Twinnshot + driving flight + arquebus with extra target = 6 hits, that’s pretty cool. But the ability itself is lame. It’s just a 2h version of Full attack ability. 

     

     

     

    Big nerf of Paladin with flame of devotion.

     

    Honnestly, I understand the nerf of damage 25 % against 30 % (was ...50 %)

    But accuracy is the mark of paladin. 10 accuracy do a really minor difference now.

     

    MORE, why personnal bonus (upgrade) is 10 % against 20 % with shared ? It is a nonsense : p

    Personnal = 20 %

    Shared = 15 %

    Far more logical : p

     

    Cost of abilities, a lot with 6 sec of cast etc. I think, you can do more with a multiclass in this game.

     

     

     

    Flames of devotion really needed that nerf, to be honest. It was on line in power with barbaric blow and other 2 or even 3 resource abilities for only *1* zeal. Even as it now is, it is still pretty good. It really doesn't need +20 accuracy over +10 to be powerful.  However, I agree that the shared flames buff is now better than the lingering flame upgrade.

     

    After seeing the full talent trees, I do agree that for most classes you can probably achieve more as a multiclass (when built smartly).

  20.  

     

    Mith Fyr got nerfed a bit (25% to 15%), but it is still useful, and chanters are so good anyway that it doesn't hurt them too much.

     

    The thing that stuck out the most: you can summon a freaking dragon! I'm rethinking my plan to use 2 multiclass chanters because I'll miss out on that. You can't possibly go single-class beckoner either if you want to summon that dragon, because the whole point is to summon a full-size freaking dragon!!

     

    Love the high-level phrases for chanter. Too many good ones to pick from. Pairing that +100% healing chant with other good sources of healing ought to be crazy.

    You mean summon TWO Dragons right?

     

     

    Yeah, the Beckoner gets two of them, but they are half-size pipsqueaks!! That just doesn't cut it. :)

     

     

    But it's two of them :) We can name them Bimmy and Jimmy!

     

    (I wonder if anyone else still understands that reference. Sigh, I'm getting too old...)

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