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Everything posted by KDubya
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I'm pretty sure that the multiple applications of Torment's Reach and the applying of weapon effects inside the cone is a bug. If not it'd be way over-powered. If this is still active in the current game I'd better hold off on my Juggernaut 3.0 run as it would really skew the results. With regards to what weapons to use for a Monk I am a big fan of Fists. They auto update without needing to enchant, they do great base damage, and they are fast speed (something like 20/20 frames compared to 30/30 for average speed weapons). With zero recovery durganized weapons or mythic soulbounds they can be surpassed. If you want to use weapons, works well if you have two Monks - one goes Fists and one uses weapons -, I'd look at dual wielding sabres. They do the highest base damage and will do more with Torment's spam then Fists will. Zahua can do this well as he starts with Torment's Reach at level one. Another option would be as a MC to go two handed weapons and avoid Torment's Reach and instead focus on Force of Anguish and maybe Turning Wheel. Had a thought of a Monk with Durance's crush/fire staff being a jedi staff monk. Turning Wheel would help with any amount of wounds as it would add right to the fire damage. Wouldn't need any other weapon for immunities, maybe work in the ranged fists somewhere.
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My Juggernaut 3.0 will be skipping Turning Wheel for either Force of Anguish or Stunning Blows. I find the Turning Wheel to be kinda lackluster, especially as I spend my wounds as quickly as I get them. Either option would get me some CC, Stunning Blows is a nice Alpha strike as it doesn't need wounds but Force of Anguish lasts a really long time. Being able to keep a few enemies out of action would be pretty useful. I'm leaning towards going with FoA.
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I think you are correct in that the long linger of the top chant will keep the next chant from starting. The bottom chant is "too short" to fully fill the linger. You will have a period where the bottom chant expires and the top chant will continue to linger alone. Maybe you can change the bottom chant with a longer one to better fill the linger? Also you need to name them something better than "Chant 1, Chant 2, Chant 3" Call it "Fire, Fire Death Song " or "Flaming Death March to Rautai", something cool.
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To fit in Force of Anguish I'd take it at level five and drop Turning Wheel. This is also where I'd drop Turning Wheel for Stunning Blows if I wanted to. Crucible of Suffering activates pretty much all the time and gets you a nice +10 to everything. High defenses will keep you from getting crit and some hit>graze from a Paladin Aura will help you only get grazed which your high constitution and DR will let you survive. When it comes to defense you want to go all in, a little bit doesn't do much. The lashes now stack, I'm not positive if a 25% lightning lash on a weapon stacks with Lightning strikes for a total of +50% lightning or if it is +25% + 0.25*0.25 = 31.25% lash all which is applied against 25% of the target's DR. I will need to pay attention when I stack multiple lashes. I'm pretty sure they stack because my Paladin with FoD and the Chanter's lash does more fire damage than normal damage. I see combat log list 60 piercing damage plus 80 fire damage when using an Arquebus.
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Not solo but with a team I found the soulbound dragon maw shield to be outstanding with Maneha. Carnage works with bash and it has a 25% proc chance on Taste of the Hunt which heals you a bunch. Had it paired with Unlabored Blade, which with its Mythic enchant and the Fire Bug proc, does a great job of putting out damage. Prior to getting those I'd look at using a small shield with a stunning weapon, either the Cladhaliath spear, Starcaller flail, or Vile Loner's Lance for the disorienting. The change in Maneha's survivability once I re-specced into weapon and shield from dual wield has quite noticeable..
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Btw what chant order do you use? In my last playthrough I have struggled with squeezing Dragon-thrashed in... I had: - Aefyllath (+25% damage to attacks and spells, which also generates focus; and that was huge; as I also had 2 ciphers to benefit from it) - followed by Sure-Handed (due to 4 ranged characters; zero-recovery with Penetrating Shot is good) - and finnaly Dragon-Thrashed The thing is... I rarely if ever, saw Dragon-Thrashed being applied. Everyone was either already dead, or it was a dragon and chant probably missed him. Tbh I have a feeling, that I have wasted some of chanter's potential here. With a melee heavy group I like to start the chants with: Chant - Burn in Hell MoFo 1.) The fire lash +25% - everyone gets the lash on the alpha strike 2.) The frighten enemy - short length fits inside the linger of the fire lash, debuffs enemy accuracy a little 3.) repeat the fire lash - the lingers overlap so it never goes away 4.) Dragon Thrash - the fire lash runs out for a second or two, helps to finish off any badly wounded enemies I tend to just use this for like 90% of the fights. Against Dragons I'd make up one with the Beast damage as the base. Against fire immune or frighten immune I'd replace. For invocations I use the corpse explosion if I have a big pile, the paralyze, once in a while the charm, and the two cold damage foe only ones with secrets of rime. I like the resurrect chant as an insurance policy, maybe the ogres or the weapon summon. I also try and take lots of cross class with Kana - have weapon and shield as a base with some weapon focus and then get the druid cross class deflection debuff, the cross class paladin accuracy aura, secrets of rime for more cold damage, the two endurance regen auras and Veterans recovery. With the two regen chants and Veteran's Recovery Kana has a lot of regen. He doesn't have to do a lot of damage with weapons, he just needs to stay vertical and buff the team and then blast out invocations that either paralyze a huge cone or blast out big ice spells that are also foe only.
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I try to always have the Chanter fire lash chant active and the lightning lash chant from lightning strikes/swift strikes. Those two add a bunch of damage to the high base damage caused by a high Might Monk. For the crush immunes I like to grab a few spears. Even just mundane exceptional spears with a fire or lightning lash for stacking and a spirit slaying enchant do great. I believe most things that are immune to crush are also spirits. A pair set up for beast slaying could be good on switch on a certain encounter that has both crush immune spirits and crush immune beast. Starting another run from the start with a Juggernaut 3.0 with a four man team on PotD. Will update the build after I get feedback on changes made to the original.
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Best companion quest
KDubya replied to Sonntam's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd rank them: 1.) Zahua - interesting and weird, really explains the character. 2.) Devil - would have been better if you had to choose between killing Hamke quickly or setting him on fire, or even killing his wife and kids as well. Once you say he is responsible all the deaths are the results of combat, should have had some cut scene actions, maybe have his kids find you right before you pass judgement on their bad dad. That would have had some meat on it. 2.) Sagani - has a few steps to accomplish 3.) Eder - interesting story, great character 4.) Rest of them 5.) Pellaginna - really bland quest but great character 6.) Grieving Mother - I just dislike the character. based on her prior actions of mind control I'd not want her around or my more pragmatic characters would want her eliminated just in case she tries something. -
If you durgan steel the two rimecutters and have two weapon style you get 1.2(speed) x 1.15 (durgan) x 1.2 (speed) x 1.15 (durgan) = 1.904 add in 0.2 (dual wield) and you get 2.1 which is zero recovery naked or with durgan hide. If you want to use vulnerable attack you need more speed. Using the gauntlets gets you 2.19 +0.2 - 0.2 = 2.19 which is enough for durgan leather and almost enough for durgan scale. You can replace the gauntlets with Outlander's Frenzy instead of the gauntlets. - 2.38 +0.2*0.2 = 2.38 enough for durgan plate or normal scale.
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I like to use whatever two factions in Defiance Bay that I don't join as soul forged fuel. Leaving levels 5+ of Caed Nua is also good for leveling up soul forged weapons. I take level four to get the sabre, the quarterstaff and the hunting bow. Raedrics full clear is what generates all the loot to sell to fund everything. Walking in the front gate slaying everyone is Chuck Norris level of bad assery It's also the funnest way to do the Iron Flail and the Abbey.
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No reason to use a prone on crit if a stun on crit is available. Prone is more likely to have immunity and only gets you -10 to deflection while stun gets you -30 deflection. Starcaller and Cladhaliath just got a huge boost as did Mabec's and Godanstunyr. The fast attack speed of the Starcaller flail makes it really easy to chain stun something now. Someone with a halfway decent Intellect can probably chain stun with a graze. Dual wielding Starcaller(stun on crit) and Unforgiven (speed), both with Durgan and a Frenzy gets you 2.31 which is enough for zero recovery with durgan chain mail, add in Vulnerable Attack and you are good at Durgan hide.
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It is great now that weapon stun is now a real stun instead of a big interrupt. Dual wield a Barbarian with two stunning vicious cladhaliath durgan spears, threatening presence and brute force and you're a crit machine with total stun lock on anything near you. The stun gets you +30 to hit which makes it likely your next attack will also crit and continue forever.
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Durgan steel adds + 1,15 attack spped? Can You explain how exactly DAoM and durgan can negate recovery time to 0? Alacrity is +50%, Swift Aim is +20% and Durgan is +15% so 1.5*1.2*1.15 = 2.07 zero recovery naked or with Duragn robe or padded. A Speed bow would let you use Twinned Arrow and get zero recovery - 1.5*1.15*1.2 = 2.07 Without Alacrity you'd get 1.15*1.2*1.2 = 1.656 with speed, swift aim and durgan, 1.9 with gauntlets of speed With Frenzy, speed, durgan, gauntlets and Twin arrow - 1.25*1.2*1.15*1.15 = 1.98 almost zero naked or with durgan robes. This is probably the best sustainable speed without using potions but limited to the duration of Outlander's Frenzy
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You need to take Carnage into account. Against a single target a Fighter is much better, more damage, way more tanky. That is what a Fighter is great at. With his weapon mastery and freed up stat points from not needing to pump Intellect a Fighter probably has like +40% damage per hit and with +5 base accuracy Compare your Fighter with a Carnage Barbarian against a big mob of enemies. Your fighter hits one guy for 1.4 unit damage, the Barbarian hit one guy for 1 unit damage and hits each guy nearby for 0.67 damage. With only one guy in Carnage range the Barbarian will be getting like 1.67 damage compared to a Fighters 1.4. If you get to where you can affect four or more guys at a time the Barbarian really starts to shine.
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You can durgan enchant her body to take it down to -25 armor penalty Also two weapon fighting does not benefit bash shields - just tested in game. Devil's inherent immunities are under rated, they more than make up for not being able to use other armor. But she is pretty typecast as a defensive tanky style Rogue. I'd like it better if she had a unique talent that lets you have Galvino modify her body to give her platemail equivalent instead of breast plate, if you are going tanky might as well go all in.
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Also the attack speed is multiplicative. A quick example: Using a durgan march steel dagger and Unlabored Blade - 1.15 (durgan steel) x 1.20 (speed enchant) x 1.20 (speed enchant) = 1.656 add 0.20 for dual wield style = 1.856 not at zero recovery. Using the same as above lets add in Outlander's Frenzy (this multiplies with the speed enchants) now you have 1.656 x 1.25 (Outlander's Frenzy) = 2.07 now add 0.20 for dual wield and you get 2.27. You are now at zero recovery for any normal robe, padded or hide armor. With durgan armor you are zero recovery with breastplate, scale, and leather. If you want Vulnerable Attack the -0.20 comes off the final number so you get 2.27 - 0.2 = 2.07 This make you zero recovery naked or zero recovery with durgan robes and durgan padded armor.
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If you build a chanter as a tank, will he still have enough Might for "Dragon Thrashed"? For one of the best Chanter Tank builds go look at Boereor's Drake Ambassador build. Plenty tanky and plenty of Dragon Thrash, it even works great with Kana. Look in the sticky for new class builds for the link. Tanking - the ability to survive in melee - is more heavily influenced by talent choices, heavy armor and using a shield than by stats. Any non dumped set of stats will work fine, the difference between kana's 10 Resolve and a min maxed 20 Resolve is a mere 10 deflection while an exceptional small shield with talent gets you +22 deflection and +22 Reflex. The two stats that you want for a Chanter are Intellect and Might with nothing dumped except maybe Dexterity. Kana has a 17 Intellect and a 16 Might at the start, no real reason to replace with a soulless merc when he can do all you need as a Chanter. The one bad thing is the skeletons at level one that you can't get rid of.
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Did you kill Harmke?
KDubya replied to adikKt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't understand how this is even considered a hard choice. Him and all the rest of the woodcutters went and killed every man, woman and child in the village because the village did not suicidally attack an army. Everyone is responsible for their actions unless he was being mind controlled - he chose to go out and burn the village down, he chose to throw the torch. He deserves what happens next. The hard choice should have been capturing Hamke and then deciding whether Devil should set him on fire or just cut his throat. Or if it involved killing Hamke and his wife and kids- 85 replies
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Isn't a Paladin's base deflection 20, so with whatever the base bonus Faith and Conviction gives (used to be +5 but I have a feeling it dropped some) the difference is less than 10 isn't it? Fighters got a +5 bonus to deflection so they start at 35, Paladins get 20 + Faith & Conviction which I believe is 5 for 25.
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With regards to Rangers and Stormcaller - it is miles ahead of anything else. The ability to use twin shots and driving flight to give you four chances per attack to proc a lightning storm that covers the screen, lasts for a long time and stuns every 3 seconds is broken good. Non Rangers get lesser quality procs and only get a single 10% chance as opposed to four chances to get a 10% proc. I'd have Sagani use Stormcaller and have Devil apply Deep Wounds to Itumaak's target. For building Devil I like to go with Weapon and Shield with We Toki and Twin Sting for the initial two shot from range. Throw in Reckless Assault, the hit>crit, Deep Wounds, a few deflection boosting talents (not Cautious Attack). With a deflection around 110 without external buffs she does fine in melee setting up her own deathblows with flanking.
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Killed them even without scrolls, next time I'll try also to kill them slower... You need to kill them, rez them and then kill them again. I think the current state of Paladins and Fighters are pretty good. At the earliest levels Fighters are at the top of the heap with their highest base deflection (1o higher than a Pally with base Faith and Conviction), better accuracy (30 vs 25) and the power of fighter regen, especially at low levels. As the Paladin gets better support abilities like the exhortations, Fighters can double down on defensive abililities. Damage wise a Fighter will be ahead of a Paladin with auto attacks due to Armored Grace until level 13 when Sacred Immolation comes into play. Old Defender was just so good that it was hard to not build around it. There are more options now which is good. Paladins make the team better, as individuals the Fighter is better (until Sacred Immolation) I need to run a Fighter 3.0 through and see how they are now. With Charge I could probably make a Juggernaut Fighter
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Melee will still generate sustained focus faster than ranged will. Ruffian focus start with a pistol or blunderbuss shot, cast psychovampiric shield for deflection, maybe a body attunement for DR and wade into battle with a sabre and a small shield (maybe the reflecting one is better now) or dual wield. Use the focus to further buff yourself and then build up to max focus and drop the hammer. Losing focus from retaliate just means you need a few more melee attacks that benefit from your +40% damage soul whips. You won't have Backlash but you can still have Bedlam, maybe even Mayhem.
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Before the changes to Paladins in 1.06 they were pretty craptacular. Back when: 1.) LoH did not scale with level 2.) FoD did nto have an accuracy buff 3.) LoH was only 1 per encounter 4.) Zealous auras got a big area increase 5.) Zealous auras got secondary effects 6.) Reviving exhortation had its endurance penalty reduced 7.) Exhortations became zero recovery actions 8.) reinforcing exhortation went from +15 to +25 deflection and for Fighters you had Defender and wary defender getting you +15 deflection and +10 will, reflex and fort. Back then Fighters were better and Paladins were worse. Paladins are now great and Fighters have gotten better with their new White March II abilities.