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Everything posted by Raven Darkholme
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Good point. So let's say something is realistic, something isn't. But this has nothing to do with the fact that swapping firearms like crazy is just a way to gain what? a second? thanks I'll pass. I don't play rpg games speculating on how many second I can save if I change a weapon. For me, if I like a barbarian who fights with a can-opener, I'll do it. I don't care if there is the Almighty sword of Conan" hidden in the game. Simply there are min-maxers, and non min-maxers. No reason to mock the latter. Where did I mock anybody?
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In Baldur's Gate you could switch anything except armour around in combat with no penalty whatsoever like there's no tomorrow. I don't think losing your turn in "real pen and paper" (lol Boroer) is such a big deal even tho I never played it I doubt that penalty means much more than the reduced recovery (without quick switch) in PoE. Games just aren't realistic otherwise we wouldn't be fighting dragons in the first place.
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I voted it works fine. That being said you and Boroer are absolutely right, there is no balancing reason for those spells being allied only. It's just not good game balance to make a character more powerful for solo, especially since the cipher can solo already, when I soloed the first time which was my 2nd overall playthrough btw I used a cipher. You might not be able to do some of the upscaled content solo, but it's optional anyway. A game like this should be focused on parties and frankly I think it's way too easy for full parties, even for half parties it doesn't feel challenging at all. (I assume the same goes for duos.)
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How to play ranged cipher: Get 3 weapon slots either through race or talent. Pick Quick switch. Pick 2 pistols/bb/arquebus and 1 bow. Open up with the heavy weapons voila you have between 60-100 focus, cast and switch to bow. If you get aggroed use whispers of treason if the enemy is very dangerous or Ectopsychic Echo if you can tank him for a little.
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Their power is gained by their faith. That's why priests of Eothas can work without their god. For classes I love paladin, priest and druid. Cipher is fun for lore but I don't like class mechanics. Paladin has fantastic roleplay, endurance in combat and nice abilities. Druid is killing machine, spiritshift is insanly good, a lot of spells makes life easier. Finally I decided for priest because I remember how hard POTD was without this class (especially last fight and expansions). Best buffs, best debuffs, good roleplaying, insane healing on higher levels. I like priest for still waters running deep - you can feel rising power for the course of game. Very similiar feeling I have for wizards. Let's not forget, that the gods, while not real gods are there as "artificial beings" (?) and can indeed support those who ahve faith in them like Thaos at the end or the mc when going down the pit. I voted cipher but I also could have voted chanter, priest or paladin. All make perfect sense storywise, cipher the most. Rping is most fun with paladin and priest because dialogue choices matter.
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Phew you are pretty harsh on invocations To be honest I find them better than chants for a long time, at least until you get the damage reduction and dragon thrashed chants. Even then seven nights is great, the burst damage is insane. Add almost permanent paralyze and the phantom which I useful till 8th level... Well up to level 9 you are right, but you can get there quite easily. After that I often just use them to end a fight cause of stacking dragon slashed.
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Let's not forget that in some scenarios reach is more useful than a shield if you manage to use a chokepoint in a way that you are aggroed by weak enemies in the front row and you ignore those with your staff/lance and always kill second row and the weak ones last. Doesn't work wih big bodys like bears or bigger but sometimes wonders vs humans.
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I wouldn't necessarily say you don't use the staff/lance with a tank. When I started my solo wizard on level 3 I did the bear cave without figurine, combined with vital essence the endurance regen from staff hits is super helpul and the massive damage output is worth as much as higher defense if you can kill a dangerous target quicker. Through Veil I had like 80+ def on 3 without shield, too that's not bad at all.
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You only keep your shield as long as you haven't cast the spell for staff/lance but higher deflection can be useful for casting your defensive spells at combat start. Armour you can easily go light, damage reduction is sadly not that awesome in this game unless you get huge chunks of DR like +30 from damage shield chant. If you solo plate is more ideal but you can easily solo without plate.