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qweqwe

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Posts posted by qweqwe

  1. At level 9, Wizards gain access to per-encounter spells, meaning that all level 1 spells can be spammed at your will. This turns Ghost Blades into one of the best damage options for a Wizard. Given the Cone AoE, it makes Arcane Assault way less useful, yet you rated Ghost Blades as 4/10, while I would rate it at least a 9/10.

    To me, Deleterious Alacrity of Motion is way more useful than Fireball. Noxious Burst is better than Fireball as well, specially with the buffs to Corrode spells during 1.05. Yet you rated Fireball above everything else, along with Crackling Bolt, which was a spell that I NEVER USED during my PotD Run, yet I used Expose Vulnerabilities extensively.

    To me, the best level 4 spell is Essential Phantom. I can cast it in EVERY FIGHT and the spell is still useful, making it 10/10, yet you didn't even mention it.

     

    I could go on and go, but what is the point? To me, this show that this sort of guide is pointless. It's all a matter of taste, and there is no right or wrong choices. A good guide would describe the usefulness of every spell and in what situations they could be applied, instead of simply giving it a random value. For example: "Fan of Flames: Despite the nerfs during patch 1.05, it's a fantastic spell in the beginning of the game, when you have to face hard encounters against enemies vulnerable to fire, like Shades".

    • Like 1
    1. Aloth: Finish his quest. Talk to him after Act 2 for an extra.
    2. Éder: Finish his quest. For an extra, talk to him right before the last area of the game, pre-final boss.
    3. Durance: The most complex side quest. You'll have to unlock his interactions along the game. Make sure to rest in Camps or inside Caed Nua's inn. I believe that most unlocks are either level-based or main quest-related. Take him to the Council of Stars after the tasks are completed, pray to a certain deity before finishing his sidequest.
    4. Kana: Finish his quest.
    5. Pallegina: Receive her quest. Take her through Stormwell Gorge, post-Act 2, for an extra. Finish her quest. Take her to Defiance Bay's First Fires for another extra. Take her to the Council of Stars after the tasks are completed.
    6. Sagani: Finish her quest.
    7. Hirávias: Finish his quest.
    8. Grieving Mother: Finish her quest. Take her to the Council of Stars after the tasks are completed.

    Basically you finish their sidequests and talk to them to hear their opinion, but some companions have these extras to complement their stories.

     

    I don't know if Aloth, Kana and Sagani have anything else to say after you "jump in the pit" (You'll know what I'm talking about when you reach this part) because I didn't take them there.

    • Like 3
  2. I hated this mechanic so much in the beginning of the game. I thought it was really stupid because they obviously took it from Dungeons & Dragons, but the combat there is turn-based and it happens in square grids. I had to use all sort of different auto-pauses combinations until I found something that I actually enjoyed. Then, after a good amount of hours invested in the game, I finally reached a point where I was at peace with the combat system. In fact, I actually started enjoying PoE's version of attacks of opportunity since they allowed my dual-wield rogue to ditch a ridiculous amount of damage while my tanks prevented the enemies from moving through the battlefield.

  3. When we get revard from Nedmar for free Giacco, and return to him after killing Readric, we have same text line about free Giacco, when we select it we get again 2 scrolls as reward.

     

    I can confirm that this happened during 1.04 and 1.05.

    Basically you get 4 Scrolls of Protection instead of 2 since you get the same dialogue twice. It's a very small bug and these items have almost no value so in the end I don't think it matters that much.

  4.  

    Resolution is the name of a magic sword found on level 4 of Od Nua and used on level 3 to open a door. I noticed some issues:

    1. If you happen to have the sword equipped, it won't open the door as intended;
    2. I somehow wound up with two copies of this 'unique' sword;
    3. The connection between the sword and the door is obscure, especially if you do the two relevant levels on different days.

     

     

    The connection between the sword and the statue of the Earl of Yenwood is pretty clear. All you have to do is read the sword's description, and it's a nice touch to the game. The real issue lies with the gameplay bug that you mentioned. Another instance where the game doesn't recognize items properly is right in the beginning, during the exploration of Cilant Lis' ruins. If you happen to have moved any torches to your stash (like Calisca's), you won't receive the option to lit the pillars in order to disarm the flaming traps. I don't know about 1.05, but this bug was definitely present during patch 1.04.

  5. After completing all the four tasks given by the Council of Stars, praying to the gods and listening to their requests, I went to Burial Isle without receiving a god's blessing. There, I moved through visions and souls until I got to the grotto, where I finished Hiravias' sidequest. Before going back to the Council of Stars, I decided to see if it was possible to jump in the pit. To my surprise, not only it was possible to jump, but my group survived the fall.

     

    Since I don't want to break an oath to a god and I still to hear Thaos' side of the story, I would like to know if it's really possible to jump in the pit without "choosing a side" or if the game automatically picks one for me based on the last god that I prayed to.

     

    In other words: Let's say that Berath was the last god that I prayed to, but I didn't receive his blessing. Berath asks me to release the souls harvested by the Leaden Key, while Rymrgand asks me to destroy them. If I have the option to destroy the souls and I chose to do it, does the game count that as a betrayal to Berath?

     

    If you decide to answer, please keep any spoilers to a minimum. Thanks for your attention.

    • Like 1
  6. I have been playing with the patch 1.05 since the beta launched on Steam, and now I'm near the end of the game. While the patch 1.05 fixed the issue with missing Personal Records and Items whenever you swapped companions, it also introduced a small statistics bug: Every second that Hiravias spend in my party, it counts towards his Time in Combat. Therefore, his Time in Combat will always be the same as his Time in Party.

     

    The statistics for the other companions are working just fine. I didn't experience Personal Records or Items lost since the introduction of the new patch. I also would like to point out that I didn't immediately accept Hiravias' request to join the group: I chose the "maybe later" option and a few seconds later I initiated the dialogue again, adding him to the party.

  7. Looking to start up POTD on 1.05 with a Rogue.

     

    Can anyone give me a good build with all attribute spread and such?

     

    Race: Whatever you want to play as. I use human.

    Stats: 16/8/16/14/10/14 for combat-oriented character, 14/8/14/14/14/14 for roleplaying purposes. I used the 1st template but I favor the latter because there is an abundancy of +2-3 attributes items, allowing you to choose most dialogue options.

    Talents and abilities:

    [1] Blinding Strike
    [2] Two Weapon Style
    [3] Reckless Assault
    [4] Savage Attack
    [5] Deep Wounds
    [6] Deflecting Assault
    [7] Dirty Fighting
    [8] Vicious Fighting
    [9] Crippling Strike
    [10] Whatever you want
    [11] Deathblows
    [12] Weapon Focus
     
    Gameplay tips:
    - Combat auto-pauses set to: Enemy Spotted, Party Member Finishes Ability, Combat Start, Target Destroyed, and nothing else
    When your party spots an enemy, the game will pause (Enemy Spotted). Switch to Scout Mode. Reposition your group. Start the combat by shooting with your highest damage ranged weapon for a free Sneak Attack. The game will pause again (Combat start). Switch your weapons to melee and the combat-time to Slow. Always use your X Strike ability (In my case, Blinding Strike and Crippling Strike). Switch to Normal speed whenever you feel comfortable (2-3 remaining enemies is a good number).
    - Party composition works well with 2 tanks in the frontrow along with you. They will soak the damage for you, engage enemies, and help you to flank. The best companions for these roles are Éder, Pallegina and Kana. I've built Pallegina and Kana as Two-Handed fighters before, but I didn't like so much. The purpose of that build is to deal more damage, and you are a damage dealer, therefore I rather build them all with Weapon & Shield style. The best candidate for a TH of these 3 companions is Pallegina. She'll need a weapon with +Draining to assure sustainibility in the frontlines, more about this below.
    - I love weapon enchantments like +Accuracy to increase your Sneak Attack Criticals range and +Draining. At least one weapon with life leech will make sure that you don't rely on your companions so much and can be a lifesaver. DR bypass is not necessary when you hit as a truck, and they don't work well with Lashes.
    - Always set a trap before combat. If you don't like how traps work in this game, simply sell them.
    - Invest in AthleticsMechanics and Stealth. 3 points in Athletics is enough, for everyone. 8 Mechanics is enough if you find the +2 Mechanics +1 Dexterity gloves. The remaining high levels (11-12) traps in the game (very few) can be set off by your party members or be disarmed with the help of other bonuses (+3 Scroll or +1 from Inns). Extra Stealth is always good. You can set the skills to 3/8/8 and invest the remaining points in Lore/Survival if you want extra dialogue options.
    - Pick Weapon Focus at level 12 to make sure you are comfortable with your favorite weapons.
    - A good tank, Durance and a Debuff/CC caster (Aloth/Grieving Mother) are your best friends. See a pattern here? Rogue, Fighter, Priest, Wizard. Durance will always buff your attacks and can save you with fantastic spells like Withdraw or Consecrated Ground. Champion's Boon is simply ridiculously good for you. Aloth can Debuff/CC with spells like Slicken and Curse of Blackened Sight. These spells give afflictions that will allow you to Sneak Attack. Add Expose Vulnerabilities for free extra damage.
    - Give Durance the Interdiction tree line (all 3 Talents) and focus in +Burn/Ranged damage Talents later. Always open your combat with Debuffs like Interdiction/Curse of the Blackened Sight/Phantom Foes.
    - I haven't finished the game yet (PotD - Act 3), but I simply destroy everything on my path. My party composition during Act 1 & 2 was:
    1. DW Rogue
    2. Éder & Itumaaki
    3. Pallegina/Kana
    4. Durance
    5. Sagani
    6. Aloth/Grieving Mother
     
    And for the beginning of Act 3 I'm using
    1. DW Rogue
    2. Pallegina & Itumaaki
    3. Hiravias
    4. Durance
    5. Sagani
    6. Grieving Mother
    Don't worry so much about Min/Maxing. The rogue is a great party leader and a fantastic damage dealer.  I assure that you will crush your enemies no matter what race/attributes/Talents/Abilities you get, even on PotD, so worry more about roleplaying.
  8. Don't the Wlidstrike talents only apply to melee attacks?

    I don't know. Can someone explain if Wildstrike behaves like Lashes and if they really don't apply to spells? If so, then Spiritshifting is quite underwhelming for casters. Fortunately the game is already too easy even on PotD and Druids have access to fantastic spells (despite the nerfs in 1.05, heh).

  9. I have 0 experience with Druids and I'm about to add Hiravias to my group. I want to use him as a caster and my idea was to give him the Wildstrike Belt (+Burn), Wildstrike Shock, Greater Wildstrike Shock, and the +Elemental damage feats. Then, in the beginning of the combat, I would Spiritshift and dump my spells.

     
    I thought this strategy would be viable, but I read an old topic (pre-launch) and they mention something about slow recovery for spells while spiritshifted. Can you tell me if there is anything "wrong" with my strategy or if it'll work just fine? The idea here was to use Spiritshift for extra damage just like Marked Prey (Ranger) or Sworn Enemy (Paladin), since these abilities have Instant cast during 1.05.
  10. I have not tested it in a while because I prefer other spells on my cipher to the weak early damage dealers. 

    Give this a read.

     

    Anyway, I just wanted to know if the spells were behaving as intended and the answer is obvious "no".

     

    I believe that Echo was supposed to behave like the Wizard's Ray of Fire, so I guess I'm just skipping both spells for this playthrough.

  11. Echo also ghas friendly fire. But you target an ally (who doesn't get damaged) instead of a foe. Phantom Foes has different attacks and the enemies can roll a save vs each one.

    Recall Agony works as damage over time, yes but your target has to have taken damage for it to apply.

    Yes Soul Ignition sadly doesn't do raw damage so DR applies.

    I have tested Ectophysic Echo over and over and it seems that the power doesn't affect my allies. What am I doing wrong?

  12. I added the Grieving Mother to my group but I don't understand some of her powers.

    - Antipathetic Field and Ectophysic Echo are both described as Foe beam, but the former seems to have friendly fire, while the latter doesn't. Is that right?

    - When Phantom Foes hits, it seems to always give Frightened status, but the Flanked status seems... random? In the combat log it shows that my enemies got Flanked & Frightened, but when I check their buffs/debuffs, some of them don't always have the Flanked icon.

    - Does Recall Agony work in a similar way to Deep Wounds?

    - Are the damage ticks of Soul Ignition affected by Damage Reduction?

  13. Blade of the Endless Path has a lash? New in 1.05?

    As far as I know, it doesn't. I meant like when you add a lash to any of these weapons, they don't seem to receive the proper visual effects.

     

    EDIT: I forgot that Blade of the Endless Path can't receive a Secondary damage enchantment, so I guess I confused it with another weapon.

  14. I know that this is a very minor issue, but I've noticed that some unique weapons do not receive the Lashes' visual effects while others do. Is this supposed to work like that? If not, here are some unique weapons that don't have them:

    • Hearth Harvest (Hatchet)
    • Gaun's Share (Flail)

    I bet there are a lot more, but I would like to read a comment from a developer before compiling a list. I just find a bit weird that you can apply a freezing lash to a weapon with a flaming effect (Examples: Drake's Bell / Whispers of Yenwood), yet weapons like Heath Harvest don't receive any love.

     

    And a suggestion: Given the addition of "unique item identifiers" (yellow background), I would like to ask for figurines to be marked as unique items, so they can be easily identified while browsing stores.

     

    EDIT => I forgot that you can't apply lashes to the Blade of the Endless Path given the enchantments limit, so I removed it from the list

    EDIT 2 => To clarify: when you add a lash to any of these weapons (HHarvest/GShare), they don't seem to receive the proper visual effects.

  15. The "bug" isn't related to racial bonus, but to cultural bonus. If you move from ATTRIBUTES to CULTURE, and then move back to ATTRIBUTES, whatever cultural bonus that you choose will be shown as -1 during the attribute distribution. So, for example, let's say that you have X points in Intellect, and you pick Old Vailia for +1 Intellect. If you move back to the ATTRIBUTES screen, and change your Intellect to 10, the game will show it as 9 in the tooltip.

     

    So, in other words, in the left side of the screen you will have 10 INTELLECT, but in the right side, it will be shown as 9 INTELLECT for -6% AoE, -5% Duration, -2 Will.

  16.  

    I supposed I never realised how bad the animal companion actually was when it wasn't bugged. Now it's gone back to doing nearly no damage and still pretty crap damage when attacking a marked prey target.

     

    However this is still more preferable for me than having something blatantly OP.

     

    I suppose the next step would be to revisit pet balancing sometime in the future :)

     

    Pet (or at least Itumaak) is quite useful already. Though the greatest benefit they bring is the instant flanking bonus. The fox moves so quickly it can be behind the opponent flanking before your frontliners would even reach the target. Damage wise, not so much. But you really have to think of their damage as an addition to the rangers and not as their own source.

     

     

    This. My main character is a DW rogue so I welcome any strategy that enables my Sneak Attacks or reduces my enemy's Deflection. I used Itumaaki as an off-tank (Éder main tank, Kana+Itumaaki off-tanks) while I was clearing Defiance Bay and the Endless Paths. The pet basically was a meatshield that gave me flanking bonuses, and that worked fine.

     

    With a magic hunting bow, Driving Flight, Marksman, and Penetrating shot, Sagani quickly arose to #2 damage dealer in my group, only behind my rogue. I only realized that she received penalties from Bonded Grief when I got to a really tough fight (The Master Below), where every point in Accuracy is precious.

     

    I suppose one way to improve the Ranger is to remove that penalty, but if you think that Sagani is useless, then you are doing something wrong.

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