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Ascaloth

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Everything posted by Ascaloth

  1. Well in order to reach 35 RES you'd need to to equip Neriscyrlas' Hope, which means you can't use Strand of Favor at the same time. Otherwise, very nice. Okay, I think we should assume that the duration reduction stacking should be multiplicative, because it's how every other similar system in Deadfire works, and I don't think Obsidian would have overlooked this loophole (or if they did, we should expect it to be patched soon enough). Regarding the build I have in mind, I'm starting to think I should run it by you, get your opinion on it. Do you want me to do it over PM, or to share it in this thread?
  2. Thanks for pointing me in the right direction Boeroer, I think I've figured it out. Assuming a Human/Orlan from Aedyr/Ixamitl for the maximum starting 20 Resolve, getting the full stack from Neriscyrlas' Hope (the BoW dracolich amulet) should push it up to 24 RES. I wonder if the new cloak Shroud of the Phantasm would synergize with the amulet, since its Living Illusions enchantment activates quite a few summons that seem to die if you breath on them; if their deaths count, it should fulfil the full stack requirements. Then add either the Ring of the Solitary Wanderer, or the new Ring Harmony for an additional 1 RES to make it 25. You could use both, but I feel that their effects are too contradictory to work well together; thus I'd recommend the former for a solo run, and the latter for party play. For consumables, the Rice Wine alcohol gives 2 RES, and the Ripple Sponge drug gives 3 RES. Now you have a total of 30 Resolve. Lastly, make this fellow a Fighter (Unbending Shield, Inspired Discipline), Cipher (Psychovampiric Shield), or Paladin (Hands of Light) for a Resolve Inspiration. And there we go, the full 35 Resolve cap. Now the pertinent question is; assuming the full set of Hostile Effect Duration reducing gear, how much Resolve do you realistically need to neutrailze all hostile effects, or come as close to it as no matter?
  3. Ah, crap. And here I was, theorycrafting a build around this exact concept for a Principi playthrough and eventually my next Class Build thread... looks like I'll have to move fast on this or otherwise get ninja'd. Well, as long as this thread exists, I might as well make use of it. What's the complete list of equipment that gives -% hostile effect durations, and what strategies currently exist for hitting the 35 RES cap?
  4. Tekehu looking lean and mean AF. Where'd his dad bod go?
  5. I mentioned Lone Wolf in my post It's the -hostile effect stats of that ring. Well yes, I know that. It's just that you need the Votary to be distant from allies for the Lone Wolf effect to activate, which makes it most useful for solo runs and not much else. Which is why I mentioned the Khapa Tea and Mohora Wraps food items; those also give reductions to hostile effect duration, without the solo requirement of the ring. Which is why I'm wondering just how much I could stack the reductions, and why I'm asking about the exact formula for that.
  6. Huh. Interesting. So how is the duration reduction of hostile effects calculated? Is it a similar formula to the one used for Hit-to-Crit conversions? I think you could forego the Ring of the Solitary Wanderer, and achieve a similar effect by feeding the Votary Khapa Tea or Mohora Wraps. And, you know... I think I've got a theorycraft in mind. Let's see if I can make this work...
  7. It may be an idea to add these maps to the first post in this thread.
  8. Okay, anyone knows where the Shroud of the Phantasm (the Brilliant cape) can be found? I've been scouring Bekarna's Observatory for it, with no luck.
  9. I'd say the Mouth Organ is actually better than Soul Void though, because what mant2si haven't told you is that it also gives increased Drug duration for the rest of your party. That means it's most useful if you make your whole party druggies for an entire playthrough. Better than Soul Void, which just gives a Whiteleaf effect after resting, and with a base duration unaffected by Alchemy at that; might as well be useless after that effect runs out.
  10. Where is the Mung Bean's Mouth Organ, anyway? EDIT: Found it; extreme lower right of the Sayuka map, up against the wall of the Huana longhouse.
  11. Don't think I see anything about a fix for the bug where the Guardian doesn't show up. Is there one in this patch?
  12. The Storm Blight spiritshift? Yes... it's most useful prior to Neketaka, since the core equipment of this build doesn't become available until then. And even then, the most useful aspect of the Storm Blight is not so much the single-target nuke, but the bailout teleport. If nothing else, the bailout remains useful all the way to endgame, provided you ever find yourself in a situation where you have need of it. Otherwise, the Storm Blight isn't really good for much else.
  13. Yes, viable & pretty OP.The Dance of death gives you wounds w/o being hit (and bonus accuracy). I always get the enduring dance upgrade too. Thank you, makes alot of sense now. Not played much monk so wasn't sure. So no need to spend points on wound spenders if Thier just for the might increase? Well, yes. Pretty much. There's no harm investing in defensive options like Force of Anguish or Blade Turning, but otherwise you don't really need Wound spenders; that's the thing about playing Helwalkers.
  14. Who would you suggest as a flanker fighting just behind the main tank if I need to choose between companions ? I don't think there's much choice. I'm thinking now a party with Eder tanking in the front, Pallegina zipping around, Tekehu in the back dealing AoE damage and some occasional heals, and the Deep Leap shooting to clumped up enemies; I feel I still lack something sturdy that can intercept enemies and tank for a while. Maybe I could just use Rekke as a Brute (I really fancy The Willbreaker). Or Aloth as Battlemage? A Battlemage Aloth can easily be tankier than even Eder, so yes, he could be a good choice. Or you could set him as the main tank, and deploy Eder as the off-tank who can zip around with Charge. Rekke could work as well, and if you set him as a Brawler you can use Tuotilo's Palm as his shield on top of it.
  15. Seems like my Pallegina and Tekehu builds keep getting cited recently. Thanks. As others have said, Serafen's utility is questionable at best. Which is why I'm currently testing a theorycraft for him at the moment, in hopes of making him at least somewhat viable. It's been performing pretty much as I expected... with a caveat or two. Oh, well. Either way, you probably wouldn't want to use Serafen as an off-tank; he's liable to be as much of a hindrance as a help in that role.
  16. v2.0 Update As a matter of fact? Yes. (Warning: Spoilers for the Beast of Winter DLC.) Here's a screenshot of Fate giving The Messenger the electric business in town. The conclusion of the aforementioned encounter, where Fate's investment in Sunlance pays off. Just for this alone, it may be worth consider replacing the Ring of Boundless Stars in favour of the Ring of Focused Flame, just so she can fall back on Burn damage via Sunbeam and Sunlance that much more effectively. As proof that she retains her nuking potency, here's Fate smiting the final boss of the DLC with her signature Storm of Seven Bolts. And another one of her exploiting said boss's weakness to Burn damage (very common in the DLC as you might expect from the snowy setting overall) with Sunlance. As for Wound generation, what Theosupus said; she primarily relies on Dance of Death (and the Enduring Dance upgrade) to build Wounds, and generally avoids spending them if she doesn't need to. Much better to hold onto them for the Might, as well as the Constitution/Intellect bonuses from Duality of Mortal Presence.
  17. Thanks. Aloth is a rather vanilla Wood Elf with vanilla class choices, so either of the three choices would work just as well provided you know what you're doing. If you're planning to keep Aloth focused on the spellcasting, then yes, keeping him a pure Wizard is the way to go. For a Battlemage Aloth, I actually have a proven build on hand which I'd codenamed Nine-Tailed Fox, on account of being specialized in Burn damage and Illusion spells. I simply haven't bothered to post it up on these forums because Aloth is just too vanilla; unlike Pallegina or Tekehu, he doesn't offer anything special that a custom hireling can't replicate, even execute more effectively than he himself can manage. That said, I can post it up here on this thread or in its own, if you really want me to. As for a Spellblade Aloth, I'm running one in my current playthrough at the moment. That said, I've yet to figure out an effective synergy for him so far, so I'm afraid I'm no help here, at least for now.
  18. Shattered Pillar is the one Monk subclass you don't want to multiclass with a Berserker, because it's the only one that doesn't gain Wounds from damage incurred. And since Berserker Frenzy deals Raw damage to himself on a continuous basis, going Shattered Pillar robs you of the synergy where the Frenzy's Raw damage feeds Wound generation. Literally any other type of Monk would synergize better with a Berserker than the Shattered Pillar would.
  19. Everything you say is on point except the last. The F and C dispositions is part of playing a Paladin. It’s part of being in a warrior society/group. I was in the Marines for 8 years you were expected to act a certain way. Granted you don’t all of the sudden become terrible at shooting because you conduct yourself in an unbecoming way. It’s the same type of idea for Paladins. Their power is based on acting a certain way. The problem with that is that the disposition system in Deadfire is (as far as I know) still kind of borked. May or may not have been fixed, but if it has I haven't heard about it. I mean, I want to do a run with a Paladin Watcher as well, but I'm holding off on that until I know I can trust its consistency to the same extent as I did in PoE1.
  20. There's a magic trick you can pull with Neriscyrlas. See, when she's low on health, she tends to cast Cloak of Death. That one can really mess up your melee fighters, as it makes them vanish and take a fair bit of damage. So what you do is, you get a multiclassed Aloth who has Arcane Reflection in his repertoire. Whittle the dracolich down, wait for her to cast Cloak of Death, then have Aloth cast Arcane Reflection and hit her with whatever melee weapon you gave him. And that's how you make that big-ass zombie dragon vanish out of sight (and take terrible, terrible damage at the same time). It's magic!
  21. "Scent of Mirabelle" for my first Watcher. "Lightning Flurry" for my second Watcher For my third RDC-affiliated Watcher, his ship will be named the "Vengeance for Nakaro Atoll"
  22. The thing about Serafen is, I might just have a build for him in mind. Going to be testing it in my next PotD run, see if I can make him actually halfway decent. Now the question is, is it even possible to counteract those times when he makes enemies invisible...?
  23. I think you meant Principi rep, because dumping VTC rep would get you the ship that comes with Wicked Beast, as opposed to the Principi equivalent that comes with Gipon Prudensco. And, I'm afraid I can't tell you for sure; I used the Vindictive Faction Ship mod for this one. This is a build, not so much a walkthrough. That said, you could probably get a good start on dumping Principi rep by ****ing up the 'confront Benweth' quest, and end up having to kill everyone in Fort Deadlight.
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