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Elric Galad

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Everything posted by Elric Galad

  1. The main issue of priest for offense is the lack of non-fire based offensive spells. Magran Priest gets even more of them. Symbols are crazy strong, but your Symbol is also Fire-based ! SC Magran Priest does not feel versatile enough for Solo play. (In a party, you can use support spells instead, so it's workable). But yeah, you'll always find some guy on Youtube who did it (unless speaking about Ultimate). In general MC are more versatile, so tends to be better for solo play.
  2. For SC, I would anyway choose either Black Jacket or Tactician (for Discipline concern and chain upgraded Clear Out Interrupt). Willbreaker + Body Blows then switching to WotEP for clear out spamming is fun. But d*mn, even with Body Blows, ennemies tend to have super high Fortitude in this game !
  3. Serafen is nice as a SC tank. You can't go wrong with Driving Roar SC Barbarian. But this isn't very original. Maybe Dazing Shout instead ? Basically a free win vs everything not resistant to MIG afflictions. Mirke has High CON for a tank and can be SC monk. Safe choice then. I have a Whirling Strikes Stalker right now and she is working fine as a dual tank with her bear. The build isn't based on BPM specific features but I must admit it helps every time Whirling Strikes doesn't feel optimal. I've found a significant number of bugs with Ranger in general (from the not so significant Whirling Strikes PL scaling to the super annoying pets not getting Camouflage/Defensive Bond and of course, the crème de la crème : Hunter's Claw Save/reload stacking). She has high Arcana and History for Giftbearer Cloak and backup use. I tend to specialize the less versatile characters in Arcana (and you'll want High MIG and INT for Whirling Strikes anyway).
  4. SI feels good for 2 zeal (but not too strong) on my fanatic. Committing to cast, but still brings a lot of value. This character has 15 Resolve and normal Con (but is a Fanatic with a couple of items to boost it). Also, with BPM mod, Mage Slayer gets -25% Beneficial and Hostile effect duration instead of the random spell resistance (that does not work on many things that would otherwise qualify as magic...), which helps SI too. I didn't have to dedicate my ring slot to Voidward either. It is still a significant blow to your HP and spamming White Flames FoD is usually a good idea after casting SI. My fanatic almost killed herlsef vs Menzzago and his clique yesterday... But since it was almost, casting SI was the right choice, ney ? (Note that Moon Godlikes have a special 25% raw damage resistance with BPM mod too. This is noticeable for SI) The fact you don't cast it every encounter is indeed a big plus in term of design.
  5. Whirling Strikes DoT Duration does not scale with PL. It scales with INT though. Damages scale with both PL and MIG. (It was easy to correct on my local mod, will be included in next version. Not that Whirling Strikes is horrible without this scaling, but it felt a bit unfair.)
  6. Mmmm, only in Age of Empire 2 Scimitar are used as ranged weapons. Are you speaking about Scordeo's Trophy ?
  7. Yeah, exclusion of self-target and hostile/non hostile are two different things. For example, you can't Distract yourself with a smoke grenade even if you're in the friendly-fire AoE (too bad for Streetfighter).
  8. , { "$type": "Game.GameData.AttackAuraComponent, Assembly-CSharp", "Duration": 9, "VisualEffect": "", "EffectAttachMode": "Position", "EffectAttachPoint": "Ground", "Scale": "false" }] Mmm, Should be this value listed in the attack. Circle of protection has an AttackAuraComponent of 10s (and works). Well, if it's there and it doesn't work, it looks like a hardcode bug. Note that Sparkcrackers are a different kind of beast. Sparkcrackers are basically THE thieving item. If duration is changed, theft may become too easy.
  9. It's a parameter in the attack component of the summon. You can find an example in the "Conjurer/Familiar" file of the Buff package from my mod : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Really the easiest fix of the world.
  10. White Flame DW is really crazy. To whoever wants a FoD build, I would always recommand it over Bleak Walker (unless specifically for 2-hander - uh oh chromoprismatic FoD). With White Flame, you can basically skip using healing dedicated abilities (still picking LoH because fire immune/absorbing).
  11. I'm not expert about traps, so I leave discussion to other people. If you say so, I trust you that there is something to do. It sounds like a very easy fix, so once you tell me what you want, I'll do it. I will make it part of my mod (in a separate file, as usual).
  12. Well, yes, but there is a huge opportunity cost to be able to use SI without too much inconvenience : you play with High CON (so less points for offensive, a bit less a problem for Main character with Berath Blessing, but still) and one of the tankiest MC. Also, you want to use zeal mostly for offense. Well, that means you don't need zeal for support abilities. How to spam exhortations, beacons then ? Basically you don't need zeal because beyond Tier 1 (which are cheap and possibly refunded - again choosing specifically Goldpact makes the whole build more sustainable), most paladin active abilities are bad. SI is overcosted, but at least does something fairly significant. Sacred Immolation does respectable damages to foes (with good PEN), that has never been the problem. Additional Zeal costs Ability points, equipment slots, Brilliant support etc... Also Zeal overcost is much more a problem when going Single Class. Unless playing with Divine Retribution and the right party, but then reducing zeal cost isn't significant anymore (especially since SI can't be cast unless previous one is over). About PL cap : No cap, but active effects are not supposed to cap. I'm saying "supposed" because Saving/Loading apparently makes food bonus stackable...
  13. You know that Spiritshift is a modal that you can deactivate when you want, right ? So you can activate, use Flurry, deactive (a few seconds later, one cannot activate/deactivate a modal instantly) and you'll have flurry in human form. That's why I usually say that Shifter has literraly no real drawback.
  14. You can only have one "summon" (or pair/triple/qudruplet of the same spell), doesn't matter which comes first. You can mod a summon spell so it doesn't count for the limit. My issue is that I want to implement weapon scaling for this particular summon, and the way I implement it is by checking that the creature has been "summoned". Maybe I won't be able to do both.
  15. Yeah but your loremaster is going to be suprised when his killing bolt will unsummon his ancient weapons...
  16. Ninagauth Killing Bolt's conditional spectre does count as summon. So it will remove any preexisting summon...
  17. This is one my question to myself : how much better for defense is Spiritshift armor compared to a robe AND a shield (preferrably small) for casting ? (If you're attacking, then Spiritshift armor is overall better because dual wield is better than S&B.) Note : stag all defenses bonus doesn't stack with similar bonus. It is considered as active. Anyway, you can keep cat flurry after turning back to normal, so...
  18. Not that much considering DAoM. If you're willing to use WoD, there are far more broken things to do with it.
  19. Mmm, Inspired defense is (sort of conditional) +1 and Stoic Steel is (also conditional) +3 (stacks up to 3 times). That's +4AR. So total 10+4+4+1/+4 = 19/22 AR on endgame, only minus 2 for other shapeshifts.
  20. And also : Citzal Spirit Lance Phantom Combusting Wounds Citzal Spirit Lance + Phantom + Combusting Wounds
  21. Shifter is better either used as a caster (no downside at doing so) or MC with a martial class. Plot Twist : Wizards are a martial class.
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