-
Posts
4003 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
Bumping this thread now that Forbidden Fist has been buffed/debugged quite a bit. I think that the main interest of the class is to provide a "free" source of Tier 3 Constitution debuff (which only level 19 Single Class Rangers and Woedica Priest can do conveniently), which is quite nice to improve short CC effects or as an utility agianst self-healing foes. IMHO this is a very nice. The drawback is that wound generation is going to be unreliable and quite low, so I won't excpect very active builds. I think FF needs a bit of Resolve or maybe even maxed Resolve (to lower a bit the curse and gain a bit more wounds), not too much Int (for the same reason) which can be a problem since many builds rely on Int. Various ideas : - Wound spenders aren't going to be very effective and Duality's Int might be detrimental. Why not going high AR with Iron Wheel ? - Crucible of suffering can be activated very reliably. It might be a good idea to stack it with paladin's faith. Steel Garrote/Forbiden Fist for tankiness and CC ? - Beguiler and Rogue could benefit from free debuff too. Beguiler Single Target CC might work well with FF fist affliction extending... Even if FF is a bit redundant with Toxic Strike, extending its duration might worths it. Other ideas ?
-
Completed. And thank you for all the work ! If I may ask, I had released a thread on PoE1's forum about an hypothetic balance patch. (which was a kind of follow up of PoE1's Rogue & Barbarian Polishing Thread / Poll...) https://forums.obsidian.net/topic/106798-trying-to-design-a-balance-mod/ It didn't have much success (actually zero success ), maybe because I admitted it was mostly hypothetic, maybe because people were more interested by PoE2 at this time, maybe because it was too long or maybe because because it was simply bad for some other reasons . If by chance, you could take a couple of minutes to have a look at it. My apologizes for hijacking your thread with my request. Feel free to ignore.
-
So, it's been a while now that AoE Weapons do not apply Afflictions in an AoE anymore. I'm currently planning my next party and it's quite a big problem to not know when it will be fixed, and even IF it will be fixed. We can't even be sure it is not a Silent Nerf. Honnestly, this is quite annoying. Being able to apply status in an AoE was quite nice and added some diversity to Martial builds. However, I can see why they would want to prevent this. Even if I don't agree I could at least understand and plan my builds accordingly. But it hasn't been confirmed either... I think we deserve an official answer about this.
-
Patch Notes for 4.1.2.0047
Elric Galad replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
But you can​ spam spirit tornado... in RTwP. TB only makes more apparent some strong features already existing in RTwP. I recently found a reddit post about how convenient Black Jackets are becaus eof instant swapping. But this isn't a new feature from TB. -
Sun&Moon Flail could be considered the best weapon for a Skald because it is a fast weapon one-handed weapon and it has 2 heads (the damages are about the same, but it generates twice the number of crits). Also it boost either Fire attacks (FoD) or Frost ones (Eld Nary, Seven Nights). Flails are also a bit better with Turn-Based rules. However, Fast Weapons aren't currently great great for Turn Based given that you'll get only 1 Attack per turn anyway. It might change. Turn-Based is still in Beta state and balances change are needed. So it's hard to advise anything for the moment, because Attack speed is important Skald and Attack speed is currently poorly balanced.
-
Goldpact Druid has an illegal AR without any recovery penalty especially if you pick bear shift.
-
Patch Notes for 4.1.1.0034
Elric Galad replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Increasing Enfeebling Duration is not very important IMHO since you can basically cast it for free. Enfeeble also increase the duration of the affliction you apply, such as stunning blows, which can compensate for the low Int. -
One more vote for getting rid of rounds
Elric Galad replied to countblah2's topic in Beta Feedback for Turn-Based Mode
I'm voting for your vote cause I'm an antiroundist activist. -
In my opinion, Companions should be a trade-off : You should gain unique features (a bit stronger than normal character) or an unique bonus when completing a quest and loose options. This is the best way to have companions who feel unique. Choosing them should have consequences. The best example was PoE1 Pallegina who had unique and strong powers or Zahua who got a Fist bonus after completing his quest. It was true also in BG2 (Viconia's Magic Resistance, Nalia's Ring, Sarevok's Deathblows, Edwin's OPness) In PoE2, there are a few problems : 1) Many companions don't have unique traits 2) Some unique advantages are meh or... bad (I'm looking at you Serafen) 3) When a companion doesn't have an unique subclasses, he/she gets the base version of the class (except a couple of them such as Konstanten) which is usually worse than most of the subclasses. In my opinion, the mechanically good companions are : - Eder (because of Berath's Blessing pet) - Maia (Gunhawk) - Tekehau (Watershaper, his Chanter subclass is quite convenient for multiclassing) - Vatnir (Priest of Rymrgand) Including any other companion is gimping one's party (the game is balanced enough, so it isn't THAT bad). Pallegina's five suns overnerf was especially wrong in my opinion. Anyway, a couple more options wouldn't hurt.
-
If you're spamming self-buffs (usually low level) in the beginning of combat like there's no tomorrow, Brillant is going to be less efficient. Instead of restoring your Tier IX Spell slot, you'll only restore lower tiers. So I would think Priests and Druids might get a bit more benefits from Brillant, since it has bad synergy with one of the wizard core mechanics. But that's only a small bias. Wizards still benefit a lot from it.
-
Patch Notes for 4.1.1.0034
Elric Galad replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
With High Resolve / Healing only Bonus (not Might), I expect the healing done to be a bit more on the plus side. But constitution afflictions will be detrimental. By the way, speaing about new sublclasses, was Arcane Archer fixed at some point ? -
I think all resistance Abilities are good enough. A wild Orlan barbarian with Mowdyr is immune to any kind of Hard Crowd Control while Hurt or above. A fighter relying on unbending may like the Mountain Dwarf passive. In general, I would say race matters far less than in PoE1 due to the most game changing bonus being nerfed. Only Godlie is comitting cause you have to sacrifice the head slot. Godlike are meh or bad, except Nature one (and Death Godlike is niche). Island Aumaua, Boreal dwarves have a bit gimmick bonus, but I think it doesn't mtter much.
-
Turn order similar to Final Fantasy X
Elric Galad replied to Madscientist's topic in Beta Feedback for Turn-Based Mode
This is a valid question. I still remember the painful battles of Tides of Numenerra at the ends of Act 2&3. However, IMHO, it can be mostly addressed by increasing the speed of ennemies' animation and/or health reduction (which can be made optional. I expect megabosses to be harder if both players and them get something like -25%/-50% health). -
Priest weak?
Elric Galad replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Granted that Priests were given (a couple of) summons and that healing is much much more powerful than it was in PoE1. Basically, Summons and Healing are the new Crowd Control. This changes alone help finding new roles for priest. -
Priest weak?
Elric Galad replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Question : Answer : -
Priest weak?
Elric Galad replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yes -
The Debonaire gets 100% crit conversion on charmed enemies. Beguiler casts Ring Leader, Debonaire then casts whatever friendly fire spell (direct damage like Fireball etc mostly, since targets flip after getting damaged). All his hits get converted to crits which takes away the PEN issue completely and gives yome nice bonus damage (with Precognition and Improved Crits is a +60% damage, sometimes even overpenetration). DoTs like Pernicious Cloud are also good since they get +50% duration. You need something that does friendly fire - or you choose single target spells. Most of them can be targeted on allies (Necrotic Lance etc.). This reminds me of Entropy (Druid PL 8 ) . I wish its description of Entropy was more clear. I'm wondering how many Hits are converted to Crits before it wears off...