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Ouroboros226

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Everything posted by Ouroboros226

  1. The satchel quest from the bathhouse. I thought I failed it in my initial playthrough because when he got discovered he ran away. She asked me why I didn't catch him, so I thought this quest was intended by catching him. So this time I surrounded him on all sides, and when he ran, I could click him when he tried to run by one of my companions. But there was no dialogue or him stopping... ... so I thought I was supposed to hurt him to make him stop running. But that turned him AND the other lady both hostile. So I had to murder them in the street. The quest woman got critted so hard it was raining chunks of bloody flesh. Then it dawned on me, stupid as I am apparently. It's not only that death is permanent when trying to do triple crown. I can't believe I'm this slow in the head, but EVERYTHING YOU DO is permanent! Every choice and its consequences, even non-death ones, if I mess them up. I can't fix it lol. Triple Crown is already a real thrill! But damn... **** just got real when the flying bloody remains of the quest giver rained down from the sky and I realized... I can't fix this.
  2. Ah got it Is that the DLC with the laser you have to avoid and mobs which are super lethal? Under wael labor.? I went here feeling my party was invincible, and just got destroyed.
  3. - Adds flirt and compliment options to all interactions with Berath - Adds some way of measuring your devotion to her (IE: Saying "Berath gave me a sacred mission..." at the beach etc.). Paying her respect when possible etc. - If the above crosses a certain threshold, unique dream sequence with Berath. If you navigate through this dialogue in a certain way, you can make her to want to be with you, and experience a mortal life with you. She will take the body from a female death godlike and appear on your ship. This is only her using this body as a proxy, she doesn't "move" from Godhood to mortal. Merely experiencing this body, living it as an avatar, at the same time as she is a god. So it doesn't affect her being there when gods appear to speak. - Unique class with abilities fitting her theme, but balanced. No power gaming. - If your disposition goes too deep into cruel / passionate (Berath's unfavored dispositions), she will break up with you and leave the avatar. If a break up happens, she can kill you in dialogue - if you are cruel and mean to her. - She is not passionate, but rational and stoic. So after being intimate during the romance, she will point out how practical it is to feel such pleasure. And how the limitations of a body like that is a good learning experience. - Some banter, but not excessively so, with other companions. - If you choose to fight Eothas, Berath will react - killing you first before he does - out of love - so your soul is released. She will reincarnate you based on how you treated her. - Unique ending variation if the closeness of the relationship is deep enough - where in the aftermath you and Berath actually managed to conceive children. Twins. One female, and one male death godlike. You and Berath work to keep this a secret from the other gods, and plot to destroy them in the future as a necessary measure to keep them safe. So yeah... how much money do I have to throw at this to make it happen? Is it even doable?
  4. Not sure what is causing this. Maybe I missed something? But I have a bug where my Triple Crown runs ending in failure, are not actually deleted. 3rd time now I've died, ragequit, and having to manually delete the single save file with the failed run. I was under the impression, that trial of iron is supposed to delete the save for you by its own?
  5. If you are doing a solo run, then I hope someone else here can help you out! I'd probably give you bad advice there. I've only completed the game once on Veteran, new'ish myself to Deadfire. GL!
  6. Gotcha, cheers I already asked Boer, but could you also share your opinion on best subclass for a pure healing/support herald which dumps the perception stat? Darcozzi only gives 4DR against cold I think, and a small fire retaliation. It's not that strong but it lasts a very long time. Goldpact doesn't do anything for allies, but does help keep you alive. White flame needs to hit, not really compatible with perception dumping. I've tried looking at it from many angles, but it just seems to me that from a brute efficiency min/maxing standpoint. An 8 second death shield would be superior for a TC run. I was actually hoping someone would disagree for a change of perspective.
  7. I thought the whole idea of engagement slots, was that if more than your number of engagement slots are attacking you - this caused flank. Thank you for letting me know this is wrong. That does make Shieldbearer a bit weaker than I thought though. So engagement slots are only for locking down enemies with an attack of opportunity / disengagement attack? Still... white flames feels wasted with perception as a dump stats. Unless using the miss to graze you mentioned. What's your opinion Boeroer? For a pure support/healer herald would you ever take goldpact or white flames over shieldbearer?
  8. Very nice! Well. Shieldbearer it is. +1 enemy needed to flank you with the extra engagement AND death's door 8s, yes please. I don't really see how any other paladin subclass can be better as a support healer then. As you basically get one strong defensive ability for your primary heal AND a strong defensive bonus for your character itself.
  9. Is the 4.0 second "Allies can't die" timer of a Shieldbearer's lay on hands, prolonged by int? As in 8 seconds with 20 int? I'm having massive indecisiveness between goldpact and shieldbearer for a support paladin right now.
  10. Would just like some quick feedback if anyone is willing to chip in. The plan currently is: Healer: Herald (PC) Tank: Pallegina as crusader. DPS: Aloth as pure wizard. Maia scout DPS. Hybrid: Teheku as a theurgist for flexibility. Defensive chants + DPS and can help with healing in a pinch. I think a second chanter is necessary for affliction resistance chants. Though Herald is a very strong healer, there might be situations where supplementary healing is needed. So I decided, since chants are passive. To have Teheku providing anti-CC chants as a DPS build. While also being able to heal in a pinch. I don't like Serafen, so I will sell him out early. I don't like Xoti but I kinda have to pick her up to clear the first island. Any of the side-kick companions worth it maybe? Haven't tried them. I do not want to use custom adventurer companions because they feel so soulless. As for race - pale elf for roleplaying reasons and because I think the female pale elf is the most aesthetically pleasing one. +4 fire and freeze DR is solid though? As for paladin subclass. Having a hard time between shieldbearer and goldpact. Kind wayfarer is not a good option as perception is my dump stat, and because I want all paladin resource for heals and support, with the exception of branding bosses for perma damage ticks. Unsure about Aloth. I will need him for chillfog, but not sure if multiclass or pure wiz is better for him. Also kinda scared that in a long fight Aloth will run out of spells and be useless. Any ideas for who or what can take that spot? Maia is a scout mostly for gouging strike. It is simply too good to have 1x brand and 1x gouging strike on bosses and tougher enemies - IMO.
  11. Neketaka can be overwhelming at first. Are you a new player looking for advice because you are lost, or a returning player just looking for optimization? You don't have to full clear Neketaka the moment you get there. Personally I think the best quest routing is queens birth -> watershaper district -> palace -> stairs -> Brass citadel -> gullet. If you are a new player, DO NOT - enter the elevator in the gullet. My first character went there super early and I spent literally an entire day of playing the game getting out of there alive.
  12. This is great, didn't think about this. In particular, it is fantastic for Herald. With herald support healer, you dump perception to the bottom anyway. Using your advice above makes it even better. Now debilitating modals can be thrown in and things like the AOE raw damage chant from lvl1 always being useful.
  13. Thank you Boeroer I wish I could give you two hearts some times. I was planning on dual wield or two hander, but do you think one handed weapon only could actually be better? +12 ACC and... 20%?.. hit to crit (I think) would be safer and more reliable on tc? I imagine missing several attacks in a row in tc can be extremely dangerous, as you are planning your moves in battle around... well... actually hitting stuff. And barb slam and barb in general doesn't have any good +acc.
  14. What appeals to me so much with a fanatic - is that you have both an offensive and defensive on kill effect. So that you buff not only yourself, but your entire party's defenses on kill. I also like the juxtaposition of extreme offense and extreme defense. Plan is bleak walker / zerker. What I need help/info with is this. How is the friendly fire carnage in mid/late game? I've read some people say that it destroys your own party too. And I've read some people saying that it isn't so bad and you can ignore it. I was thinking of running armor+heal aura to mitigate the berserk self damage, along with voidward. I'm also planning for my only melee to be my tank and me. Thing is if a rogue drops into my backline and I need to go help them, will the carnage friendly fire be a huge liability? Just how dangerous is berserker friendly fire mid/late? I was considering just avoiding all this by playing a ranged fanatic, but there are just so many juicy passives you miss out on. The issue of having to wait until lvl10 to get the aura due to confusion I just have to deal with.
  15. Made the ones in the above posts for myself. Maybe not the artstyle others would prefer, but sharing them if anyone likes any of them.
  16. Put healer in middle, walk your other party members around him/her. Use AOE heal zone and buffs while they close in. Throw a paladin brand perma damage dot on the most dangerous mob. Use any drugs or flasks. This is my usual opener when surrounded at the start of the fight. The last thing you want to do, is to spread your people out. Use pause and unpause to micromanage everything if it's a hard encounter. The exception is if you have a rogue or rogue + X class, who can stealth and take down a target quickly. In this game an encounter is easier the longer you survive, and the faster you can down key enemies. Most encounters start in the enemy's favor, and becomes easier the faster you can even the odds so it balances out. So with a rogue in a situation like this, you want to stealth and micro, using pause and unpause a lot, to have the rogue assassinate high threat single targets. Edit: Worth mentioning that on any character you should probably head to Neketaka first and do quests there. As you can easily gain some levels doing no-combat quests. There will always be some places, if you are new to the game, which can't be won before you are higher level. On my first character I started exploring and met a giant golem of some kind. Well... suffice to say. No strategy could make that winnable. I advice you to make a hard save when landing on an island for the first time, and overwrite that save on the next one if the current island went ok. So you don't get stuck in a situation where you must replay hours of the game.
  17. What classifies as bashing shield? Is this a base shield type I've missed? Like sometimes I see Eder use what looks like some kind of shield slam against the skeletons in the starting cave. I know there is a shield that counts as dual wielding and shield - Is this what you are referring to. Just asking to make sure I haven't missed anything. Also Boeroer, why do you have private messages off?
  18. Also use natural choke points. That way there is no way through cept the tank. For example have the tank at a door, your party behind. And throw AOE spells through at them. Maybe leave a little room for any melee dps to put in work. If you are surrounded in the open, like with some encounters, the best thing imo is for your entire party to hug each other closely, having the tank face what you think is the most dangerous mob, and pre-emptively cast healing AOE zone and buffs which will now cover your entire party. I've noticed that at least in my experience, there aren't many places in the game where you get punished for sticking close to each other. I actually think the game could need a few more enemies that punishes the player for grouping because that strategy, while lame, is very strong. Edit: Positioning is so important in the initial phase of the encounter, that an impossible encounter can be won - and an easy encounter lead to a wipe. Playing on veteran for the first time through this game, I realized this early. That positioning properly in the environment is pretty much the most valuable asset you have at your disposal. There is a place, an observatory, where an extremely hard fight takes place right inside with tons of strong enemies. I went from being destroyed in a minute, to a 5 minute fight I eventually won - by positioning differently.
  19. Thanks for explaining. Kinda funny that killing your own low life party members can in some situations be beneficial. This was the same trick you used IIRC from some post, just with skeletons from chanter. I meant mortars yes, whops!
  20. I completed the game once on veteran, then started PoTD. However I found my class choice kinda too passive and boring (herald). So I rerolled - and said - **** it! Went straight for triple crown. I just wanted to share that... it is very, VERY, heartpounding and exiting playing like this! I wouldn't advice anyone to try this their first playthrough - that would surely be a disaster. But if you know EVERYTHING inside out, it would also take away this sense of adrenaline. So if anyone here is also kinda new to Deadfire I really recommend trying triple crown after just 1 regular playthrough, if time is a luxury you have. Even having played through the game once I've hade several instances of my heart racing by overextending.
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  21. 1) Will "killing" your own party members in combat count as a "kill" despite them just being knocked out? Or do you need to literally kill someone to get the bonus? Example: You are in a losing battle. It's you and a critically wounded ally against 3 enemies. You are a barbarian, the kill bonus would turn the tide. Could you then down your critically wounded ally to trigger barb on kill buffs? 2) If you are a barbarian using blunderbusses and you use gouging strike, will EVERY enemy hit get gouging strike applied putting them all on the doom clock? If yes - does the friendly fire of blunderbuss then also apply gouging strike doom clock to your party members who are hit? And as with question 1 - will party members downed by your gouging strike trigger barb on kill effects?
  22. First: Good riddance I'd say. I hate priests with a passion in Deadfire. As a support and healer at least Maybe I'm just doing it wrong. Not sure how much you care about RP. But I think melee ranger is a cool concept, especially multiclassed with rogue which makes a scout (so you get a multiclass name that does not suck too!). Ditching the pet if you don't want to deal with it means you save a lot of skills for other stuff, ghostheart is good there. Stalker felt solid for me but I didn't play it too far. When it comes to monk I still don't understand what the appeal is. It has a knockback and a stun, and a buff for speed. Maybe I'm blind but I can't seem to see any good damage abilities on monks. Or much fun abilities to use, but admittedly I haven't actually played one. I've looked over the monk many times TRYING to find the appeal. Not sure how much of a help I am, I mostly care about fun/rp/vanity first, power second then trying to strike a balance. In that regard, I think a melee stalker /w perma pet would be both fun and strong. One thing I noticed when playing ranger with pet, is that people are right in that it dies easily. Especially on higher difficulties. But only if you really neglect it. It doesn't really take as much work as people claim to keep it alive. Just keeping it in a healing aoe, or have your healer throw a heal at it now and then treating it like any other partymember was usually enough for me. My pet only died if I completely neglected it or if I sent it against very strong foes alone. If you actually put some points into pet AR/PEN and micro-manage it playing with it, it probably won't be a problem. If you like, and want to micromanage your pet, I think you'll have fun with a ranger+
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