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Everything posted by KDubya
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With a six man team it was easy enough that I did not see the usefulness of proning a few guys for a long time. Now with a four man team it is much more helpful and required. If surrounded I can prone a few to lower the incoming damage, or even prone a guy to break engagement to reposition to line up a better Torment's. With the new improved Chanter Regen it could even be beneficial to take Veteran's Recovery to go with the huge Might. At level 16 Kana's two regen aura are good for like 9.8 endurance for 67 seconds. With a 21 Might Veteran's Recovery gets you another 9.3 endurance. All in that's 19.1 for 45 seconds and 9.8 for the next 22 seconds, something like 355 endurance regen without any healing. Add in some Shod in Faith and you are not going down - you're Wolverine I'm even toying with the idea of skipping the Twins and Resonant Touch, replace with Enervating Blows for the de-buff and Iron Wheel for the extra DR. In my first run through White March II Zahua did not get a lot of use out of the ability, maybe 50-60 damage against one guy as I tend to kill them one at a time instead of hit everyone a few times. Maybe some sort of Long Fist ranged Monk could spread the pain around better. The Twins take a long time to summon and don't last as long as they used to. Might be better to skip the summon and spend the eight wounds on a few FoA to thin the pack or a few Flagellant's to debuff and line them all up for rapid fire Torment's spam. Going with Iron Wheel would also let you go lighter on the armor and get out your damage faster.
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Juggernaut 3.0 - Work in Progress What is the Juggernaut at its essence? - Damage and durability. I distilled the Juggernaut down to its essence and built for 3.0. This is what I have: Boreal Dwarf, Living Lands, Colonist Might - 21 - Since the Juggernaut uses fists there are not many damage adds such as what weapons get. This makes Might a larger influence, percentage wise. Con - 17 - Everything else goes here. A large endurance and health pool is what drives the whole durability aspect of the build Dex - 10 - Any buffs you can get are great as you won't be getting to zero recovery Per - 10 - changed from original, added more Might and Con. Hitting is not a problem and you do not need crits. Int - 10 - easily buffed by an item and food to 14+ Res - 10 - thought of dropping for intellect but scared of the concentration loss and I hate taking potions level one - Swift Strikes - lasts for ten seconds, more helpful than a single torment's level two - Lightning Strikes - extra lash damage level three - Torment's Reach - what you will spend most wounds on level four - Peasant Focus - more accuracy level five - Force of Anguish - changed from original. I spend wounds as fast as I can so Turning Wheel was wasted. FoA is great to knock a few guys down while you concentrate on one at a time. On demand 10+ second prone is stellar. level six - Two weapon style - more speed = more damage level seven - Duality of mortal presence - usually set to defense as its CC that gets you killed level eight - Vulnerable Attack - fast attacking fists benefit a lot from this level nine - Crucible of Suffering - +10 to all defenses level ten - Savage Attack - fists can't be enchanted so any damage add is great level eleven - Flagellant's Path - become the Juggernaut level twelve - Apprentice Sneak Attack - again any damage add is great level thirteen - Dichotomous Soul - summons the Twins. It has been reduced from 20 to 15 seconds but still really good. The summons have huge amounts of endurance and can soak up a lot of damage. Alternate level thirteen - Iron Wheel for extra DR or Enervating Blows for the debuff level fourteen - Either a defense buff like Bull's Will or Bear's Fortitude or Wound Binding. A 40% health heal is huge when you have a health pool 2500+ Veterans Recovery is also viable level fifteen - Resonant Touch - with a little micro you can get a lot out of this Alternate level fifteen - Iron Wheel for extra DR or Enervating Blows for the debuff level sixteen - Either a defense buff like Bull's Will or Bear's Fortitude or Wound Binding. A 40% health heal is huge when you have a health pool 2500+, Veterans Recovery is also viable Items - really depends on what your team is made up of. For boots the +4 dex ones add more dps than the special monk sandals. The priorities are defense buffs, con, might and dex. Armor - heavy is best early to mid game. When your endurance pool is large enough you can try swapping to lighter faster armors, really depends on your team. Running this on PotD with a four man team of Juggernaut, Pellagina (hammer and shield), Kana (sword and shield), and Devil (Flail (starcaller) and shield (spell thrust one)) The higher Might and higher Con make a big difference in damage output and survivability compared to the original Juggernaut build. The changes to Survival also make a big difference
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Not right. Hypothetical example- Eder has 20 DR, 200 endurance, 1000 health and regen of 10 per 3 seconds (3 seconds = tick) Without regen Eder takes 40 points of damage every 3 seconds. After his DR he takes 20 damage every 3 seconds and in 30 seconds he takes 200 endurance (also loses 200 health) and is KO'd. He gets up after the fight with 200 endurance and 800 health. With his regen eder takes 40 points of damage, his DR stops 20 of it. He takes 20 points of endurance and 20 of health per 3 seconds, he also regens 10 points of endurance. After 30 seconds he has taken 200 points of damage and regenerated 100 endurance. He has 100 endurance and 800 health remaining. After another 27 seconds he has taken another 180 points of damage and regenerated 90. He has 10 endurance left, has 620 health remaining. If Eder had 30 DR in the above example he'd regen as fast as he took the damage. His health would eventually fall low enough to KO and kill him at the same time. Combining high DR with high Regen can make you really hard to KO but in really prolonged fights you can last long enough to actually end up in danger of dieing while if you had less or no regen you'd just get KO'd quick. Now if you can stun or prone every enemy on the screen all the time, you'll be a lot safer. And a lot more bored
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A Chanter (Kana) would help the four Rangers with some useful buffs and enemy debuffs. At level 9 getting the +25% fire lash chant will be great for the Rangers and the pets. A Paladin Pellegrinna) could help the team out as well with the Zealous Endurance chant to increase the pet DR and a few Lay on Hands to heal the pets. Have one Ranger set up for melee and give them the Shod in Faith boots to keep the pets healed up. Have one Ranger use Persistence and apply a DoT to all enemies to activate the +50% damage talent for the pets.
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Did you kill Harmke?
KDubya replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
So seeking vengeance on the people who burned down your village is more evil than the people who burned down your village in the first place??????? Wow. -
I have the descriptions turned off for dialogue, makes the choices more meaningful as you don't exactly know what will be the result. With my Kind Wayfarer it was easy to pick anything that did not involve lying or sounded cruel, and when possible I tried to be benevolent or passionate. Avoiding lying ended up with a 4 Honesty which comes in handy. For the looters with the merchant I held court in the street and meted out justice. Letting criminals steal for whatever reason doesn't sound very benevolent to me. In the end I still had max disposition without any negative so it all worked in the end.
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Did you kill Harmke?
KDubya replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
How about C.) Stay home and not commit a massacre of civilians? -
Did you kill Harmke?
KDubya replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Who does Devil of Caroc kill besides the people who burned down her village and killed every man women and child that lived there? I'd blame Galvino for forcing her to acquire his test subjects. There is nothing in game that shows Devil killing anyone who does not have it coming. Harmke and his buddies had already won the war against Raedceres but they wanted more. They went out and burned down a village for the crime of not suicidally attacking an army. If someone thinks that sparing these murderers is a "good" action then we have really different definitions of what good is. Holding harmke and his mob accountable brings them to Justice, letting them get away with it is an injustice. Considering she burned down houses, she wasn't exactly concerned with collateral damage. Eye for an eye. They burned her village she burns their house. That will make Harmke a different character. He isn't a psychotic murderous pyromaniac, he is a person who was angry because his country was invaded, his fellow men were killed, and he wanted retribution. Then there is a town that let the invaders go unopposed, knowing that they have and will kill more of their countrymen. So Harmke isn't thinking rationally, he is guided by emotion and joins a mob of other angry people, thinking why we should care for them when they seem to care non for us. This brings us to Devil of Caroc's poorly motivated quest(for the PC, she has plenty of motivation), we meet her, visit Stalwart and right away she ask us to find and kill a man. A man who we later find out isn't quite at ease with what he has done, and nothing in the game paints him as responsible for any other death, than his participation in the massacre at Cold Morn. Why should the PC do it, does this sound like a reasonable favor to do for someone you just met? If Harmke had become a priest or a monk afterwards and dedicated his life to trying to make amends that would have made for a very difficult choice. But he does not appear to have any regret at all. The only feeling you get is that at the time he was a coward and still chose to kill so that he'd look strong to his buddies. Again what was the village of Cold Morn supposed to do: A.) Attack an army by themselves with no weapons, troops or training and have everyone killed. OR B.) Stay out of the way of the army and hope they leave you alone. In PoE you kill most things you meet for practice or for the loose change in their pockets. Violence is what you do and what you are good at. -
Did you kill Harmke?
KDubya replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Who does Devil of Caroc kill besides the people who burned down her village and killed every man women and child that lived there? I'd blame Galvino for forcing her to acquire his test subjects. There is nothing in game that shows Devil killing anyone who does not have it coming. Harmke and his buddies had already won the war against Raedceres but they wanted more. They went out and burned down a village for the crime of not suicidally attacking an army. If someone thinks that sparing these murderers is a "good" action then we have really different definitions of what good is. Holding harmke and his mob accountable brings them to Justice, letting them get away with it is an injustice. -
Did you kill Harmke?
KDubya replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There should be consequences for letting the guilty murderers go free. At some later point the wood cutters and Harmke should burn down another family if you let them go. Something to show you that letting murderers go unpunished is a bad idea. -
I'd add in He Who Carries Scars - the plate armor from undead Raedric with the endurance regen. The Golden Scales are not bad as well. You can upgrade everything to Exceptional, getting to Superb, or Legendary requires hard to get, late game only, limited to like two pieces and also are shared between armor and shields. Early and mid-game DR is really powerful but many end game foes hit hard enough that trading 5 DR for 15% faster actions is a fair trade. This makes Superb lighter armor - Golden Scales, Wayfarer's Hide - attractive compared to an Exceptional Sanguine plate.
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Wands, rods and scepters are good on blaster wizards because they can take blast and penetrating blast which give them an AoE and a DR penetration. It gives them something to do when they conserve spells and the talents also apply to Kalkoth's Minor Blights. The only halfway appealing thing about using them on anyone else is that they are ranged and have two damage types. Not a bad choice for a ranged character who comes across pierce immune foes. A wand using Fighter would be about the most boring build possible. You'd only have auto attacks with +25% from weapon spec and weapon focus and you'd be worse than Rangers (Vicious shot and Swift Aim would both work with wands), Rogues (deathblows and deep wounds would work with wands), and Ciphers (biting whip would get you +40% damage).
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I use Vulnerable Attack on pretty much any character who uses weapons. I'd skip it on a Wizard who uses the summoned weapons, not sure if it applies to a shapeshifted Druid. Other than that it always does more damage. I think there are instances where having lots of lash damage but not zero recovery might be better without it. Something like a Monk with dual sabres, max Turning Wheel (+50% Fire lash), Lightning Strikes (+25% lightning lash), Chanter (+25% fire lash) and enchanted with another lash (+25%). Here I think it does more damage without the Vulnerable Attack but that is a pretty fringe type of scenario. I've tested in game in Tavern Fight Clubs where I make two targets and have the test subjects attack them to see who KOs the target first. Now these never had more than a single lash effect going but even an Estoc vS 10 DR armor killed faster with Vulnerable Attack than an Estoc without it.
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There is a huge difference on a Barbarian with a tanked constitution. At 15th level, 3 con guy has 177 endurance and 1061 health. Buffed by +7 you get 282 endurance and 1623 health. A balanced stat spread with a 13 con gets 313 end, 1877 health unbuffed and with the same +7 gets 418 end and 2448 health. At low levels your squishy Barbarian will get dropped all the time. Now if you are making him a pike user and keep him in the back you'd have a better chance but that is really different than an in your face melee guy. I'd rather have my Barbarian stay vertical and skip Vengeful Defeat and all the other need to be half dead type of abilities.
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Your build looks well thought out and viable as is. I had an island Aumaua Kind Wayfarer on PotD with Tidefall and he did great. I had int at 10 and resolve at 15 but everything else was really similar to what you have here. On a heavy melee team without casters he led the team in kills and damage. had Pellagina as well for two Paladin awesomeness. Here is what I'd suggest for a second look - Order - Kind Wayfarers are my favorite, the role playing fits well and Strange mercies is really useful now that it scales with level. It was healing like 9/16ths of a LoH in an AoE race - Pale elfs are great, just wish they still had facial hair. Stats - they look good, nicely balanced yet still focused on the role that you want. I'd probably drop one from int and per and put into con to avoid the malus but that is it. Abilities - I'd skip hastening exhortation as I dislike per rest. Also it will not stack with other speed buffs. For the remaining picks Inspiring Triumph would be OK, you will get a few kills per battle so it'll activate frequently enough to be useful. Liberating exhortation is nice but can be replaced with the rings. Reinforcing exhortation can be good to make your team tankier, having two Paladins who buff each other is a strong opening move. Righteous soul is good to really raise the defenses. Behold the martyr I don't see the usefulness - how often do you get KOs, and wouldn't it be better to rez them instead of set a beacon? Talents - I'd take Strange Mercies - it scales, its AoE, and it will activate a few times per fight. I'd skip Critical Focus - +5% hit to crit is garbage. Arms Bearer is nice to have two Arquebus for the FoD and Tidefall for everything else. You can use one FoD Arquebus shot for the Alpha and save the other for when you want a kill to activate your on kill effects. Another thought is to also take Weapon and Shield style and swap to that when you really need to tank up. At the end you have lots of talents and being able to swap to a large superb shield for +34 to deflection and reflex is a nice rabbit to pull out of the hat.
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I'll chime in on the overly challenging stat spread that you have chosen I'd go something more like: Might 15 - more damage and healing Con 13 - you have the biggest base end and health so I like to magnify my strengths Dex 10 - you are going for zero recovery so you can save here Per 15 - base accuracy is not the best so help is appreciated. I'd lower if I was going dual flails to make use of the graze>hit or raise if I wanted interrupts. Int 15 - easy to get +4-6 from food and one item Res 10 - mainly to not have a malus to concentration If you are going with reach weapons and wearing a dress, and hide behind the front line a 3 con 3 res glass cannon might be ok. If you plan on being in melee I'd look to be a lot sturdier. The AI likes to attack the weakest or the closest, on the frontline you'd be both. It would make maximum use of Vengeful Defeat, with a second chance item and a Paladin with rez you could use it three times per fight. You'd end up with a lot of injuries.
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The 1.0 bugged Barbarian with carnage and one stands alone has been patched such that it is not god mode anymore. Retaliation now has to roll to hit and has been reduced in damage. This definitely reduces the power and usefulness of retaliate. The new Barbarian power with the raw damage retaliate is pretty nice. Personally I'd build a Barbarian more for mass stun or a dps with a bashing shield like Dragon Maw. I've never been a fan of the godlikes.
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I'd look at going with Ruffian group for a melee cipher. You can start with an alpha strike of a pistol or blunderbuss and then wade into battle with a shield and a sabre or stiletto. The sabre is slower but hits harder. It depends on how quick you blast out your focus. Getting to where in between every attack you can cast a power would be the goal. Look for low cost fast cast powers.
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Another thing you should try and do is focus fire on one Monk at a time, preferably while he is prone or stunned. You do not want to wound him enough to summon the twins. You definitely do not want to wound many monks at the same time and have them all summon the twins They are resistant to CC but not immune. Try some debuffs first to get something to stick. Charm or dominate would be good to get them to attack each other. Monks are the toughest enemies to face, wait till you go to the abbey and fight groups of Monks backed by Priests and Paladins
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Well there goes that plan. I thought if it defaulted to fire damage it'd be nice with Scion of Flames and Turning Wheel. Indeed, pikes are a formation fighting weapon and would probably be a liability in the type of combat in PoE. At best you'd get one chance to hit your opponent as he closes, but if he parries you he can very quickly make your pike useless. That said, the "pike" in PoE is more like a spear in length, and wielding a spear two-handed, whilst not ideal, can be a decent duelling weapon (the shorter length allows you to use it as a quarterstaff if the enemy closes). At least poleaxes makes sense as is. I've seen some people argue that they should have reach but I think they're getting confused between halberds and poleaxes. Poleaxes were (relatively) short and more of an individual combat weapon whereas halberds were longer and a formation fighting weapon. I've made Zahua into a two hander with TideFall and Greenstone Staff before. It is hampered by his choice of Torment's Reach which is much better with dual wielding. He was still really effective but not optimal. Blade of the Endless Paths would be another good choice for a two hander Monk.