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Nobear

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Nobear last won the day on August 17 2015

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About Nobear

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    (6) Magician
    (6) Magician
  1. Also, anything that affects melee attacks in general, like Vulnerable Attack. However, even though the spirit shift attacks are considered unarmed, the devs have confirmed that the Monk cross-class talent does not work with spirit shift attacks by design. Still, the spirit shift attacks were buffed in 2.0 to the point of being generally considered viable, even if still not as powerful as a caster druid. Some players do find it a fun build though.
  2. Gwisk Glas is a robe that comes with Second Chance, Superb and +2 Might. It's really nice-looking too, almost too nice for Durance but that's what I gave him in my pre-2.0 PoTD play through.
  3. Not fixed.My PC was charmed by Spore and was attacked by nearby party member immediately. That's part of the intended effect of being charmed. The bug would have been if that other party member was also charmed. If you have two characters that are both charmed, they're still on the same side (the enemy's side temporarily) and so should not attack each other. Edit: Nvm, I misread the issue you had quoted.
  4. It's popular to make your mechanic one of your front-row or at least second-row characters, so they can detect traps before someone else in your party trips them! Do this, and/or use the option to auto pause when detecting hidden objects, to help avoid tripping traps. If you detect a trap that you can't disarm, either leave and come back at a higher level, or send your party back and have your tankiest character set it off.
  5. From what I've read, it doesn't necessarily kill their effectiveness. Rather, it's generally a tradeoff. Fists tend to do more damage (maybe there are some exceptions among really powerful weapons, IDK off hand), but some weapons have procs (e.g. on crit effects like stuns), which is the main reason some players use weapons on their monks, even if most prefer bare-handed.
  6. It's a single player game, so it's really up to you to decide how you feel about it. What I would say, though, is that those Endless Paths of Od Nua were actually designed with higher level parties in mind. So if you want the challenge of having to come up with strategies like that even if you progress slowly, go for it. If not, I'd recommend moving on to Act 2 and revisiting Od Nua at a higher level. You could come back and do a few Endless Path levels after every few character levels, for instance. There's no need to clear it all at once.
  7. Comparing enchants of the same rank against each other, undoubtedly. Now some weapons you can acquire remarkably early come with +3 Damaging or Accurate already on them, and I've never bothered overriding these. I've found these weapons to be generally very good for how early you can get them, but not necessarily the "best" weapons you might want to put the very limited high-level Superb enchantment on.
  8. This sounds nice, but how should it be implemented? I think ideally (but least trivially), you should be able to set a threshold per class. Some players, for instance, would want the game paused by default in preparation for a favorite invocation which is below the max-level rank, and would consider it annoying for the game to pause at 3, 4, 5, 6 chants. For a monk, some players might want it to pause at just one total wound (e.g. for Torment's Reach), others at three (e.g. for Flagellant's Path), others at eight (e.g. for Twins, or simply as an alert to start dumping wounds). This system could also apply for ciphers, to auto pause based on the value of a Focus threshold slider. The main con I see against this system, assuming (with little actual basis) that it would take a relatively small amount of programming time to implement, is the possible interface bloat and complexity it could add to that options menu.
  9. Luzarius only plays games going headfirst into the hardest hardcore mode blind, and streams them on his Twitch channel. That's literally the idea behind it, and he finds it fun and there's an audience for that. Great, more power to him playing as he (and his audience) enjoys. That said, what he should not do is take that intentionally limited experience and generalize about an entire class, in a game that's balanced for gamers who expect their mastery to gradually develop over hundreds of hours of gameplay, reading about mechanics, and developing progressively more effective strategies.
  10. Or you could take a paladin main for +6/12/12/12 defenses vs a non-main paladin (and stats that are good for both combat and dialogue) and still have potentially all the classes you mentioned in your party . Unless your choice of main has personal significance to you from an RP perspective... then I'd understand.
  11. Unfortunately yes. I was hesitant to like your post. I guess I am not that affected by it, since I have yet to play a spiritshift druid. Let me be clear that what I do like is the fact that you provided that link .
  12. Thanks for the refresher. In that case, I believe the tasks (as opposed to quests) for factions don't have any effect other than whatever rewards and/or reputation they grant. That sounds right. I was going to mention that it seems Ondra's Gift did the trick for me, but I had forgotten specifically which quest. It makes sense that it's the Verzano quest, as it ties in (not to spoil with any more specifics lol!)
  13. Welcome! I will link this post I made and still stand by as far as paladin tank stats. Though, as Ymarsakar points out, there are some advantages to prioritizing Might over Con to the degree that he suggests. One thing I didn't justify in that post: the reason I suggest dumped Dex is that 1) A paladin tank won't be doing high DPS anyway, so he will get less mileage from DPS boosters as your DPS-focused party members will. Conversely, he will get more mileage from things that boost his tanking ability. 2) Even as DPS-boosting stats go, a paladin's abilities are mostly Per Encounter, so you'll mostly be limited by the number of times you can use them in the encounter, not by how little Dex you have. For instance, you'll only be doing two Flames of Devotion per encounter, whether you have 3 Dex or 20 Dex. Those two Flames, however, will hit harder with a bit more Might, and your healing will also be benefitted by Might.
  14. As Ymarsakar said, faction merchants are unlocked by a quest. You can only choose to align with one of three factions, and your main will get a different talent depending on which one you choose. However, before you make this choice, you can do (IIRC) one quest and one task for each faction. I recommend keeping a save from just before you start doing these quests, in case you accidentally do one that aligns you with a faction before you want to, although the indicators should be pretty clear if you're paying attention. You might want to check out the gear from each faction merchant and buy whatever you want from them, before choosing one to align with. Also, Vincent Agosi didn't have any quests for me at first either. He eventually did as I kept going Defiance Bay quests and tasks in all the districts, but I can't tell you which one unlocked it.
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