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Everything posted by Elric Galad
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OK, so to answer my own question, I've done some checking on many abilities. I've mostly checked the tooltip, not the actual effect in most cases. However, couple of times that I checked the effect, it was consistent with the tooltip. I've found that there are only a handful of abilities for which the level of the Upgrade applies. For all other, the initial ability level applies (so they scale more). The only exception I've found are : - Greater Lay on Hand (but this one is actually a new ability as you keep the old Lay on Hand) - Panther Leap - Mule Kick (presumably because it used to be a different ability from Mule Kick). Note : Hobbling Shot is not an exception and is considred PL1 for PL bonus. I cannot pretend I've checked 100% of abilities with upgrades, but I've tested the 7 classes with upgrades (The 6 Martials and Chanter) and all worked the same. and I've tested most of the "main" abilities (Frenzy, Barbaric Shouts, All Rogue Strikes, Flurry of Blades, Unbending, Vigorous defense, Eld Nary, Seven Nights, Thunder Rolled, Weapon Summons, Paralysis Invocation, Ben Fidel's debuff, Stunning Blows, Torment Reach, Clarity, Wounding Shot, Binding Roots, All exhortations, Sacred Immo, FoD - this one needed actual testing as the tooltip does not show PL, etc...). Overall, it means that upgrades are always strictly better, provided you don't need the ability point. The few exceptions are likely to be minor glitches.
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I think Scordeo's with Blade Cascade out DPS Mowdyr even without any further trick involved (Wall of Draining, Salvation of Times, Ooblit, High INT, High Attack speed). 1 attack out of 20 basically proc 7 attacks (5s / 0.7 saber attack delay), so it is roughly equivalent to 35% lash (yup, it's an approximation). I think Scoredo is ahead due to Accuracy bonus + this. The problem is 5% is fairly unreliable, so in practice, you'll rarely see it. Mowdyr on the other hand is so versatile that I consider it the "best in slot standard meter". In order to demonstrate that any weapon is the Best in Slot item for a particular build, it is usually enough to demonstrate that it is better than Mowdyr. Basically, one cannot go wrong with Mowdyr.
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That's true, except that a Bellower can choose to pick "His Heart Did Fill..." instead since it costs the same for them. As a rule of thumb, the first question to ask oneself when designing a Chanter build is "what is the highest cost invoction I can pick" taking into account the various "penalties". It's true for Multi or Single Class, whatever your subclass is. It worth mentionning that a Single Class Skald who picks either Dragon or "His Heart Did Fill..." at PL IX would be able to cast 2 Eld Nary at the beginning of each encounter, or 4 time when using Sasha's Singing Scimitar upgraded with the complete phrase refill (you have to empower the 2nd cast).
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By the way, how would you rate robes of the Weyc ? AoE Brillant sounds like god tier provided one has a priest in his party and other bonus aren't too bad either.
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It could be easily checked with Borrowed Instinct, since it's a Deception ability that doesn't inflict a status. If it is true... well... I supposed it could be seen as a "liberal" interpretation of the rules more than an actual bug. Still won't proc on resistant/immune foes or with the couple of Deception Spells that don't inflict conditions. It won't prevent me from playing Beguiler for "ethic" reasons even if it's not corrected (even if it should )
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Another option could be Sure Handed Ila. It's a very powerful chant, much more efficient for weapon DPS than Aefyllath, but also more conditional and can't usually be applied to all party members. If your chanter goes firearms/crossbow and you have another shooter close to him, it's enough to justify Sure Handed and the chant range won't be detrimental at all. I think Bellower/Rogue or something like this could be a good combo.
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Bellower lacks a bit of adaptability for my own taste due to almost wasting additional phrases. You have to time your invocation with the right number of phrases. Skald doesn't have penalty to chant which makes him better at fullfilling a part of traditionnal Chanter duties. However, I'm realizing I have no idea how Thrice she was wronged actually work and how many bounces are caused by its upgrade and PL.
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I've made an interesting find : Upgraded abilities usually use their new PL for scaling. A PL1 ability with a PL3 upgrade will usually count as PL3 and thus will only benefit from PL above 3. However, there are some exceptions to that rule. It does make a difference, but not so much because usually there are a couple of PL difference between the initial ability and the upgraded one. Both Barbarian Shout-line and Frenzy-line do apply the initial PL1 though. And that makes a HUGE difference since their ultimate upgrades are PL7 and PL9. It is basically a +30% and +40% bonus to the PL scaling of these abilities. Now I understand better why Spirit Tornado and Driving Roar are my Favorites Barbs abilities
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1) Doubling phrases generation comes at the cost of linger. 2) Skald is still strictly better at casting 3 base cost offensive invocations. Which includes very handy stuff such as Killer Froze or Shield Cracks. 3) Starting phrase pool depends on the highest cost invocation. If your Skald highest cost invocation is a non offensive one, both Skald and Troubadour would start with the same phrase pool BUT skald will have a discount on many Invocations which makes Skald able to cast more invocations with his initial pool. A level 20 MC Skald can cast 3,5 Killer Froze with its initial pool. Empowering an invocation with Sasha's Scimitar with the complete refill upgrade doubles this advantage. 4) War Caller has a specific trick : Clear Out, which is able to generate several crit in one action. Overall, Troubadour is the better subclass, the most versatile one and the one to pick if you don't want to commit toward heavy crit build and (low level) offensive invocation. But Skald has its perk if you want to specialize a bit more. I don't really like TB which is insufficiently balanced for my tastes, but I'm thinking about 2 points which could make Skald a bit worse in TB : - You tend to attack less in TB due to 1/action per turn... except maybe when Dual Wielding ? - The very best weapon for Skald is Sun & Moon, since it hits 2 times and generates twice more crit (+2PL bonus to Ice Spell is also very nice for Chanter). It is a fast weapon which makes it even better in RTwP... and quite underwhelming in TB. Maybe pairing it with Sasha's can be considered ?
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The good thing with War Caller is that you can use weapon modal + clear out to debuff a defense in an AoE, then use one of the Invocations targeting the same defense on the same AoE, such as : - Flail + Thunder Rolled/Seven Nights, - Club + Killers Froze, - Morningstar + Eld Nary. Obviously, Black Jackets make it even more convenient and the use of Offensive Invocation leans toward Skald (but Troubadour is always a good option).
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Edér the Hero
Elric Galad replied to ShaunJS's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
By the way, Eder can equip Ooblit pet, which add 3s to each Unbending shield. So he's indeed best meat shield indeed.
