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Boeroer last won the day on December 2 2025
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Because in terms of game mechanics, Bloodmage is generally the superior subclass over any other (and vanilla). A non-subclass Wizard has the only advantage that he/she could use Empower and has a little better basic sturdyness. Both is not relevant for this build. A Bloodmage can replenish spell casts as often as he/she likes (and if there's enough healing). This is relevant for this build since - once there's enough stacks of recovery bonus - you can spam spells a lot faster. Later you want to cast Wall of Draining in combo with a heal over time asap - and also as often as necessary.
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I think Helwalker/Priest of Berath is a nice combo. Monk's/Helwalker's abilities increase melee as well as casting capabilities. You can add two further lashes (shock and burn) as well as up to +15 MIG and +2 PEN to the Spiritual Great Sword, have +10 INT for huge AoEs and long durations and so on.
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This build wasn't intended for solo play, but I guess trying it wouldn't hurt. Merciless Hand just gives a bit more crit damage which isn't very helpful in the really difficult fights (in which you won't crit a lot in the first place) - so I personally would go for Second Skin. At least that will give you some value in every fight.
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It doesn't matter much because you'll have barely any recovery. Dagger level damage with no recovery is way better than any regular sort of weapon damage. At the same time you'll get plenty of use from all the on-kill effects and the non-offensive enchantments of Wahai Poraga. Besides that I also said:
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Yes (not in the build list though). You pick Berserker/Troubadour (or Beckoner) with maxed INT (to counter confusion's -5 INT and still hgave decen friendly-fire Carnage AoE size). You use Amra with Riven Gore (procs on crit, same size as Carnage). This raises the chance to "accidentially" kill your skeletons significantly. Blood Storm (Frenzy will last forever basically), Bloodlust, Blood Thirst, Bloody Slaughter. Ancient Brittle Bones first and then Many Lives Pass By for skeletons. Use a pet that heals on kill to completely counter Frenzy's self damage. Battle Axe modal always on because the recovery malus doesn't matter with Blood Thirst. That's basically it. Alternatively you can also use a reach weapon to better place the Carnage on certain enemies in order to hit more skeletons. You can do this without Berserker's confusion: use Whahai Poraga. It has friendly fire without confusion. You can combine Corpse Eater with Beckober or Skald for example: secondary summons like Ancient Brittle Bones' second wave skeletons, second wave drakes and also Many Lives Pass By will leave corpses when they die. You can use White Worms on the skeletons corpses and eat drake the drake corpses. The Berserker variat is significantly more brutal though. If you have a Chanter in the party already then it's better to use a Brute though: Blood Thirst in combination with Cleaving Stance is even more brutal when you accidantially kill your Chanter's skeletons: each kill will proc Blood Thirst but also a Cleave which usually kills the next skeleton and so on. In any case you do NOT want to have low health party members near such a guy who is wielding Amra in confusion. Riven Gore will destroy them instantly when they are below 50 health, removing them from the party without further ado.
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Every class that doesn't rely on Full Attacks can make good use of a single pistol. So Cipher and Chanter are good picks for example. Monk doesn't profit much from pistol and especially not a single one. Fighter, Barbarian and Paladin: same. Babarian's Blood Thirst (no recovery after a kill) doesn't work with reloading weapons.
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Exactly Also doable. Fighter was just an example with some explanation why it would work especially well with scrolls (and potions), which to me seemed to have been the main focus of the original question. Paladin is good for soloing for several reasons, but not particularly effective with scrolls (but also not bad due to okay base Acc + Zealous Focus).
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Didn't try this solo, but Scordeo's Trophy on a Bloodmage/Ranger is pretty cool in general imo: The enchantment "Opening Barrage" reduces recovery universally (also for spells etc.). With Driving Flight and Gunner as well as the Pistol modal "Rushed Reload" you can stack a lot of those recovery bonuses quickly - and with Wall of Draining you can keep all of them going on forever, which leads to very short recovery and reloading times. You can then spam all sorts of spells with very short recovery time, shoot with little reloading time (there's a cap on reloading time though, at some point it won't get reduced further). Combine with Deleterious Alacrity of Motion and you can not only shoot and cast very quickly but also run very fast and not get engaged (immunity to engagement). Being able to kite enemies is very useful in a solo run. A Bloodmage can use Healing Hands (the gloves) in combination with Wall of Draining (the Minor Lay on Hands' healing stays forever) and Blood Sacrifice - and thus you don't have to worry about the self damage of Blood Sacrifice and Alacrity too much. All those Wall of Draining shenanigans in combination with Bloodmage make a solo run more easy anyways. There's also the Essential Phantom (summons are always nice for a solo run) which gets an exact copy of all your gear, including the pistol. The phantom stacks Opening Barrage, too - so it shoots faster and faster the longer it stays. However, it neither has Driving Flight nor the Rushed Reload modal and it cannot use Wall of Draining. But it gets the +12 accuracy for single weapon usage, so its accuracy is very good (for a summon).
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I did one (long ago) for scrolls: It's bascially a Rogue who combines Deathblows with spell damage (+100%). Direct damage spells profit from Deathblows (bot not from Sneak Attack). Rogues can use spellbinding, spellholding and spellstriking gear to get spells - and of course scrolls. It's not a solo build though. For solo: A Fighter could use the same concept - not for the damage boost with Deathblows ofc., but scrolls in combination with his high base accuray and Disciplined Barrage (+20 Acc). Fighters are usually quite limited when it comes to AoE, especially disables and CC, which makes them meh at soloing - at least on PotD. With the right spells from spellbinding and scrolls and that high accuracy this is mendable. At the same time they have great base stats (acc, health, endurance, defenses) - which is nice for solo. High INT and PER are important I think. High INT and PER are also very nice with Clear Out. It's per rest - but your other spells are per rest (or consumables) are per rest, too, so Clear Out is not really adding restriction - it also works like a spell (no weapon involved actually) and it's very strong with high INT (big AoE and long prone). There is no need for a special build for potions imo. They don't change their workings no matter which class or build you use. Potion drinking animation is buggy (or was, maybe it got fixed with the current beta).
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Monk subclass
Boeroer replied to Pezpoz's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That is correct, Acane Dampener is an achilles heel. On the other hand there are so many drugs to find and buy (and they are cheap as well) that you can simply chuck downin another one after the dampening is over. Nalpazca has the benefit of generating wounds passively. In combination with Enduring Dance of Death and Whispers of the Wind this is extremely good because while doing WotW you are invisible - so no Dampener will hit you anyways - and you can generate enough wounds while doing it that you can spam it all the time, spending the majority of the fight invisible. At the start of the fight you stay stealthed and wait for enough wounds to start WotW from stealth and that's it for the encounter most of times. If you also use Ajamuut's Stalking Cloak that means lots of enemies will be stunned fo some time, too - which also reduces the risk of getting hit by stray dampeners. For a multiclass though I think maybe another subclass is better. Unless you use invisibility in other ways (Rogue, Wizard + Brilliant Departure) or are not involved in melee much (Psion, casters in general where you want the #ACC and INT from the Monk without doing melee much). I like Nalpazca because it motivates me to use consumables which I otherwise would just sell. -
Hello! In the past (and still with the non-beta branch of the game), if you put on two items that give the same spellbind, for example the Sun-Touched Mail of Hyran Rath (3 Sunbeams per rest) and Amulet of Summer Solstice (same), you'd get the 3 spells two times under your bag symbol in the action bar. With the beta branch it kind of bugs out a bit. You will not get the 2 instances of spellbind. You put on the mail: one spellbind appears (with 3 casts). You put on the amulet: nothing happens. You remove the mail: spellbind disappears. You remove the amulet: nothing happens. You re-equip the amulet: spellbind appears. This seems to be more than a simple suppression going on. Then the spellbind would still be there when removing the mail since the amulet's spellbind would kick in. I also noticed some other items which add special actions to the action bar don't work, for example the Helwax Mold seems to be unusable (greyed out). Maybe that's related? Cheers!
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Min-maxing also isn't necessary on Path of the Damned. Often it's even detrimental to your overall performance. I personally - for a damage oriented Paladin who's also a good person and leader - would pick Kind Wayfarer and then: Abilities: - Lvl 1: Flames of Devotion - Lvl 3: Zealous Focus - Lvl 5: Sworn Enemy - Lvl 7: Inspiring Triumph - Lvl 9: Lay on Hands - Lvl 11: Healing Chain - Lvl 13: Sacred Immolation - Lvl 15: Behold the Martyr or Abjuration Talents: - Lvl 2: Weapon Focus Soldier (+6 accuracy with great swords) - Lvl 4: The Sword and the Shepherd - Lvl 6: Intense Flames - Lvl 8: Strange Mercy - Lvl 10: Scion of Flame - Lvl 12: Two Handed Style - Lvl 14: Savage Attack - Lvl 16: Apprentice's Sneak Attack or Runner's Wounding Shot That way you combine your offensive output and killing capabilities with defensive support and healing power "on the fly" (which is better than just pure offense, especitwheb it doesn't take any more action time). Also you can invest in your Might and profit twice: your damage output will go up - but also your healing power. You will need some healing for yourself anyway (like from Lay on Hands), at least from lvl. 13 on, because Sacred Immolation, while doing high AoE damage to foes, also damages you quite a lot. You want to counter that with healing from time to time. Then you'd have a likeable, benevolent main character who can dish out some serious damage and do some buffing and healing in the process, too. All while swinging a huge flaming great sword. Plate looks great. It will make you slow, but also improve your sturdyness a lot, especially on the early game. You could also use something lighter such as the "Sun-Touched Mail" - imo it's one of the best looking armors in the game. And it comes with 3 casts of Sunbeam per rest which your fire-themed Paladin could also use to nice effect (kills with it will proc Strange Mercy and Inspiring Triumph). You'd have to enchant the mail to better DR quality yourself though, it doesn't come with exceptional quality.
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