Ascaloth
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Well, Tuono e Fulmine is more of an Invocation-heavy build, because Pallegina really only needs two Phrases in particular; Blessed was Wengridh, Quickest of his Tribe and The Fox from the Farmer Did Run and Leap. I've only ever used one slot in her Chants list, which alternates between Fox from the Farmer for the Disengagement stacking and Blessed was Wengridh for the Stride stacking. Which is not to say you can't take additional Phrases apart from those, but since this build focuses on stacking Disengagement/Stride more than anything else, switching off from either of those would be effectively gimping the build.
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So, as a test of Xoti's unique Monk class ability to gain Wounds upon kill, I gave her the Saru-Sichr morningstar with the Death Sentence enchantment, which gives a 5% chance to instakill a Near Death enemy every 12 seconds. I put her in a few fights, and it seems like enemies killed by the Death Sentence tick does give Xoti Wounds... but I cannot be sure, because the combat log is rather too vague. I can't really tell whether an enemy was killed by Death Sentence or otherwise by Xoti simply bludgeoning it to death, and if it's the former case, whether enemies killed by the tick does proc the Sister of the Reaping Moon class ability to gain wounds. Does anyone here know for sure? Anyone who can dig into the backend code and determine which is the case?
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Another way to buff the Corpse Eater is, perhaps, to just let go of the idea that he has to eat the entirety of the corpse; you know, eating the heart of an enemy to gain his strength, that kind of idea. Make Flesh Communion a passive that activates automatically upon kill of a Kith enemy. Then you'd get the fantasy version of Raiden from MGR; cut an enemy to ribbons, tear out his heart for a quick bite, done.
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This is true; which is why, as I've stated, the Fate Testarossa is primarily a DPS caster build. The Shock spells are Fate's bread and butter, and sending her into melee is best done after she's already burned through her repertoire. At that point, there's usually only clean-up left to do, and her high Recovery isn't so much of an issue.
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The problem with that is, there is currently no other weapon as far as I can tell that has a similar enchantment to WotEP's Offensive Parry. That means WotEP is a core element of this build, and if you take it away from Pallegina, that's as good as gimping her. She may still be able to pursue the Tuono e Fulmine strategy solely relying on Nomad's Brigandine with the Feigned Retreat enchantment, but even that is only a 50% chance to reflect Disengagement attacks. Long story short, not a great idea. If you really want a greatsword for your Watcher, there are better alternatives out there anyway. Have fun with it.
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Oh, so there was a thread like this. Alright. Anyone knows where Violet Redemption can be found? It seems like an ideal choice of Cloak for a melee DPS, but all that I know is that it might possibly be obtainable only over the dead body of one of the VTC leaders (Castol? Alvari?). Kind of hope that isn't the case, though.
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As per the title. I've been searching for a while, and I don't think I've ever come across any Weapons, Armors or Accessories that give Corrode PL bonuses, with the sole exception of the Chromoprismatic Quarterstaff. So is there something I've missed, or is the Chromoprismatic Quarterstaff it as far as Corrode PL is concerned?
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v1.2 Changes So what I'm seeing here is, for a small nerf to the Skald side of the Cunning Duelist, we're getting some pretty huge buffs to the Trickster side. Looks like now is as good a time as any to finally get started on a proper PotD run for this build. Due to these changes, plus a greater familiarity with the game from when the playthrough for this build was first completed, I'm thinking there's going to end up being quite a few changes to the Cunning Duelist. Stay tuned to this space for more details.
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Well... ^ what he said. Fate can put out the Shock damage numbers she does due in part to the fact she can put up to the full cap of 35 Might behind it. Which is not to say using a Rogue MC in place of Monk isn't viable, because it very well could be and then some. I haven't tested it personally, but try taking an Assassin, and see if the bonus applies to, for example, Storm of Seven Bolts cast from stealth. If the result are damage numbers equivalent to or even greater than what Fate has shown she can put out, then you've got a whole new build you can post on these forums.
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v1.2 Changes Well, that's concerning. Let's put this to the test; As is seen here, the Storm of Seven Bolts no longer fires up to 11 bolts as it did previously; now it throws 7 as per the name, no matter the PL bonuses. That does indeed have a negative effect on Fate's nuking capability, and the total Shock damage she can deal has indeed dropped... but on the other hand, it's still adds up to a comfortably high 3-digit number. As such, the Fate Testarossa is still one of the most powerful Shock DPS caster builds out there. Let's see how that's affected Fate's melee capability; So that means no more hilarious AoE Shock damage that hits friends and foes alike, and instead just deals extra damage to the target that Fate is attacking. Which is pretty much as I expected; pre-1.2 Static Charge was fairly ridiculous DPS, and was always due for a nerf even though it posed a risk to your own party as well. Still, it does mean that Fate is not quite as fun to play as before, even though she can still dish out the electrocution.
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Yeah I agree with you. That's why as of now I can't say to builds "that looks cool and powerful. I want to try that out!" But once Arcana/Alchemy has been nerfed then I'll finally be able to be like "oh that's a really cool and powerful build, that's a definite must try!" Or, you know. You can just learn to ignore the existence of whatever it is you don't like, especially if you're fairly certain it's not going to be around forever. To borrow from a song that was popular not so long ago, "Let it go, let it go..."
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From my POV, it's quite simple; if there's something that's OP to the point of cheese, like pre-1.1 Fighters and 1.1 Arcana/Alchemy, I can take heart in the fact that it'll stop being a problem as soon as the devs get around to nerfing it in the next patch or two. If I was planning a build that just so happened to be relying on the OP of the moment? Well, I'll just shrug and shelve it for later, after the OPness has been rebalanced and I can better gauge the true effectiveness of what I had in mind. And if I was playing something that's not OP in the current meta yet still powerful nonetheless? Then it's much less likely to get nerfed or otherwise changed, and stands a much higher chance of standing the test of time. And there's something to be said about creating a build that, say... two, three years later, a newcomer can come to the Pillars franchise at Deadfire 3.0, see something I've come up with a long time ago, and still think to themselves "That looks cool and powerful, I want to try that out!", well. Plenty of motivation there to figure those builds out nonetheless, regardless of what's OP at the moment.
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The choice of Skills are not really all that important to be fair, especially the passive ones. I simply went with Metaphysics because of the backup weapon, the Chromoprismatic Quarterstaff. Again to be fair, there won't be too many occasions you'll feel the need to switch off Lord Darryn's Voulge, some of the few exceptions being if you need a Deflection boost in a pinch, or you meet something that's best dealt with through Crush damage. Also if you decide at some point to have some fun with Instruments of Pain; it applies fully to Reach-type weapons like quarterstaffs and pikes, and with the Chromoprismatic Quarterstaff you can hit targets up to 9m away. That's just short of the arquebus and the bows, but it's a fair bit more than the one-handed ranged weapons.
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Most likely. It may be possible to make Fate PotD-solo capable with a few changes in the build, but I'm not so much of a power builder that tackling that particular challenge is fun for me, personally. Anyone who wants to try their hand at that can feel free to do so. My focus when designing builds are on maximizing synergy for a specific role with implied party support, and Fate at its core is about making the most effective Shock-based battlefield control I can think of.
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Baby on Board
Ascaloth replied to ThatUndeadLegacy's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
There's a point when Aloth talks about needing to give Vela a proper education. When I heard that, I wanted to pull Aloth aside and ask him, "What's it going to cost me for you to drop the Leaden Key stuff, and stick around as her tutor for the foreseeable future?"