-
Posts
23117 -
Joined
-
Last visited
-
Days Won
386
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
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!
-
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.
- 6 replies
-
- character build
- paladin
-
(and 1 more)
Tagged with:
-
Hi, I don't think you need a detailed guide. On normal you can try things out and you an also retrain your character for a little money if you don't like what you picked. A few pointers might help though: Frst, for your offense, just pick up a great sword in a shop for example. Then, at level-ups, pick abilities and talents such as Flames of Devotion, Weapon Focus Soldier, Zealous Focus, Intense Flames, Two Handed Style, Scion of Flame, Savage Attack, Apprentice's Sneak Attack, later Sacred Immolation. Get the Belt of the Royal Deadfire Cannoneer as soon as possible. Also get Forgemaster Gloves. Both give you spallcasts for the summoning spell "Firebrand" which is a giant flaming great sword which does very high damage - perfect for your Flames of Devotion. Your attributes should be rel. balanced. You cannot dump any. Decent MIG, DEX and PER are good for your offense, MIG also for healing, decent INT is good for your support abilities (like aura size) and durations of effects (like the duration for Firebrand). It's also useful for many dialogue options. CON doesn't need to be high, okay RES is nice for solid concentration and deflection and also helps with many dialogue options. Maybe something like MIG 14 CON 10 PER 13 DEX 13 INT 14 RES 14 Pick up Shod-in-Faith Boots at some point. If you feel you are too squishy: use thicker armor. If you survive easily enough you can try thinner armor. The subclass doesn't matter too much. Shieldbearers don't fit too well imo. Bleak Walkers have nice burst dmg but are cruel and aggressive (maybe not your taste). Goldpact Knights also get some nice additional damage and are pretty neutral/rational. Kind Wayfarers are benevolent, but they don't have improved offense. However, their Flames of Devotion strikes heal allies (and themselves) and they can also heal in an AoE each time they kill an enemy. Darcozzi Paladini can give accuracy support and get a Flame shield when they use Flames of Devotion - which is nice, too. Imporant skills: Survival at 4 at least allows you to pick an accuracy bonus against certain enemy types. If you scout ahead and find out what awaits you (and then you rest and pick your survival bonus for bonus accuracy against the enemy type that waits for you) you can make the early game a lot easier.
- 6 replies
-
- 1
-
-
- character build
- paladin
-
(and 1 more)
Tagged with:
-
If you have picked Weapon Focus already I would use Justice (Raedric's great sword). It has a "hidden" 10% crushing lash on top of its 25% crushing lash, both generate extra focus. But since lashes have to overcome 1/4 of (in this case crush) DR, the 10% lash can have a hard time penetrating. Against low DR foes it works well though and gives a bit of extra damage and extra focus, which is cool.
-
As @omgFIREBALLS already said: the fight is winnable without any DLC content. If you wait too long it might even feel too easy. Single target damage dealers like Rogues, Fighters, Paladins (unless they already have Sacred Immolation), Rangers etc. are not as useful in this battle because there will be so many enemies and targeting single enemies isn't as effective as targeting many. Although they can use spellbinding gear and scrolls of course. A high accuracy Fighter with good INT and MIG, equipped with Rotfinger Gloves for example is nice. Should you have a Rogue with Deathblows and high Lore then make sure a bunch of enemies suffers two afflictions that unlock Deathblows and then use a damaging AoE scroll (non-DoT) or spellbinding (Taluntain's Staff for Fireballs for example) with him: Deathblows will grant +100% dmg to those spells. AoE is king here, so bringing Wizard (Chillfog, Walls, Combusting Wounds, Kalakoth's Minor Blights + Blast/Citzal's Spirit Lance), Priest (Shining Beacon), Chanter (Dragon Thrashed), Druid (Relentless Storm, Overbearing Wave) and Cipher (see below) are good. Especially Ciphers can shine here because there's so many weak enemies to farm focus from - and then turning it into AoE CC and damage. Ring Leader or Amplified Wave are excellent tools in this fight (if you already have access to them). Monks with Torment's Reach and high INT as well as an Overseeing item are also very effective since it's easy to hit a lot of enemies at once. And it's also easy to get wounds... Barbarians can have good effect with an overbearing or stunning weapon and high INT - and if they already have Blood Thirst it should be a field day for them due to the many weaker enemies which will allow to proc Bloodlust and Blood Thirst often. If you have Heart of Fury already then combine it with a Wizard's Combusting Wounds and a dual weapon setup.
-
Disengagement triggering from repositioning inside enemies' threat range is also a problem in RTwP. It's a coin toss whether you get hit by a disengagement attack when you just circle the enemy or not (while basically touching them all the time). Like when you only want to get into flanking position. Currently it seems to be implemeted in a way that the distance of movement away from the enemy is significantly less than standard melee range. And this is (I guess) due to some problems that would occur if it was done in a different way: 1. It would require Disengagement Attacks to have a higher reach than normal melee distance. Maybe this would introduce additional problems (can't say). 2. You could move very freely inside enemies' melee range if they had a reach weapon. 3. When using melee ranges instead of some fixed "disengagement distance" you might also open Pandora's Box with reach weapons vs. disengagement again (which we had in the first beta over 10 years ago) where enemies just passing guys with reach weapons (within a distance between normal melee range and reach weapon range) got obliterated by Disengagement Attacks. But this would also mean that engagement itself is connected to melee range (which it currently is not - you'll notice that reach weapon also only engage at close distance, not at their reach distance). So using a fixed distance (not standard melee range) to determine whether a disengagement happend or not is good imo. But maybe that distance needs to be extended a little bit: still slightly less than standard melee range (in order to allow disengagement attacks to actually connect) but not so close that they get triggered while basically brushing the enemy. It also seems that the calculations which determine whether a disengagement happend or not are done with the center of characters' hit boxes/sprites/circles instead of with the edges. But that's just my assumption. Maybe a change there could help as well. That's a lot of "maybes" from me, heh... I think figuring out the perfect sweet spot was - and still is - very tricky. That's what you get when you use free motion/movement with high granularity instead of hexagonal or square tiles for movement.
-
No, that's only the second option I described with Force of Anguish. That one is def. about disabling. But the first one with Torment's Reach is one of the best melee damage dealers in the game. Torment's Reach is devastating against singular foes (the one for you target) because it has a 50% crushing lash (lashes are multiplicative damage bonuses, mich more potent than a 50% additive bonus such as Sneak Attack) AND it damages the enemies behind the initial one in a cone. It's also a Full Attack, meaning it gets executed with both weapons, one after the other. The cone procs twice then, too. Combine the lash of Torment's Reach with more lashes (Turning Wheel, Lightning Strikes, elemental lash in both weapons) and some additive damage bonuses (Might, weapon quality, Savage Attack, Apprentice's Sneak Attack for example) and you have one the most damaging, repeatable single target weapon attacks in the game. And on top it also wrecks more enemies in a cone. I like to use high INT because then it is way easier to catch additional enemies in the cone. That way I get most out of the 1 wound I spend. --- You can also build a strong ranged damage dealer with the Long Pain fists. At some point you will deal the damage of an arquebus per hit - but with very short recovery. --- A third way is to use a Fire Godlike and stack as many lashes that work with the burn retaliation of Fire God likes as you can (Turning Wheel, Blood Testament gloves etc.). It can reach over 100dmg with the lashes every time you get hit (if under 50% endurance). This goes on top of the usual melee damage with Torment's Reach then. I made a build around that idea: https://forums.obsidian.net/topic/87846-class-build-monksterlasher-elemental-lashing-retaliating-offensive-tank/
-
In PoE1 I generally like to optimize them for Torment's Reach (lots of INT and a dual weapon setup). It is very cheap and causes a truckload of damage. I like sabres with this but any heavy one hander setup is nice. But a focus on Force of Anguish is also nice (also high INT to prolong the already long-lasting prone). A single War Club of the Mataru can be very good because it's fast and has extremely high accuracy (+38 if fully leveled and used as single weapon). If you cause a crit, the prone effect of Force of Anguish will last even longer (+50%). Combined with high INT this becomes a very powerful CC tool. You just need to make sure that you gain enough wounds since FoA is pretty expensive in PoE1. You can also use a two handed weapon instead. Less accuracy but more dmg per hit. Llawran's Stick (quarterstaff) is nice bc. of reach and speed. Tidefall is very nice because while the enemy flies away and lays prone it still gets damaged from the DoT.
-
For the main character my favorite class is probably Monk. But I also like Barbarian and Druid a lot. Wizard is also cool... My personal ranking (not in terms of power but of enjoyment) for main character class might be: 1. Monk 2. Barbarian, Druid 3. Wizard 4. Priest, Chanter 5. Ranger, Paladin 6. Fighter, Rogue, Cipher I started a new turn based run with a melee Ranger (+Wolf) a few days ago.
-
Due to the way Deadfire processes damage maluses, in order to balance out a -75% dmg malus you'd need about +300% damage bonuses. I'm pretty sure you can't cobble that together consistently even as a Streetfighter. So I'd say it does somewhat matter. Though not enough to not be able to beat Dorudugan apparently.
-
I usually don't give wounding weapons to ciphers: the Wounding doesn't generate focus and for some reason that feels like a waste to me then (which is a bit silly because it still deals a lot of damage anyway). For the sake of efficiency I guess (and peace of mind) I prefer to give speed weapons to Ciphers - since that is nearly equally as good as Wounding (dps-wise) but it also generates more focus. This is especially important to me before casting Time Parasite (doesn't take as long to collect the needed focus I mean). For example I really like to use Blade of the Endless Paths with a Cipher on Time Parasite (I also like Marking as an enchantment in general, I think it's awesome). Or just the good old Llawran's Stick which you can get so early. With Durance's staff as backup (with the alternative burn dmg for when you encounter crush-immune foes) I think this is a pretty nice weapon setup for a melee Cipher. Reach allows for a bit more safety, too. A bit of Durgan Steel, a cast of Time Parasite: 0 recovery with dat smacky staff. The only gripe I have with that setup is the somewhat silly attack animation of quarterstaffs (sometimes looks like the char is swinging a sledgehammer onto an imaginary post in the ground or something). --- Btw. speaking of Marking: a Darcozzi Paladin with Shame or Glory + Cladhaliath + Coordinated Attacks + Inspiring Exhortation can be a really good wingman for a melee Cipher - one who can remove the struggles in boss fights: Inspiring Liberation (+10 acc), dual weapon Marking (+20 acc), Coordinated Attacks (+10 acc) and Zealous Focus (+6 acc) combined with Tactical Meld on the Cipher's side (+20 acc) lead to a whooping +66 accuracy boost for the Cipher. This lets him get decent focus against even the most defensive enemies... This can also work at range with a Darcozzi with St. Garam's Spark or Pliambo per Casitas and a ranged Cipher. You just put them close to each other to ensure the Paladin buffs the Cipher (and not some other party member standing near to the Paladin, attacking the same target). Then ofc. only one marking weapon applies (+56 acc). Dual wielding Shame or Glory + Cladhaliath is the only way to get two Marking stacks. Marking from two separate party members on a third one won't stack (although Marking stacks with anything else).
-
I think the biggest mistake of players who try Ciphers is that they use the damaging powers first and foremost. But imo that's the worst way to spend your focus. CC, especially the disabling kind, has much more impact than dealing damage. The most impactful CC effect is mind control (in PoE: confused, charmed, dominated) because it not only "disables" an enemy but even turns it into an ally. It's like disabling an enemy and calling forth a summon at the same time. If you can have both (cc + damage with one spell) that's great, too. But simply turning focus into plain damage is not (there are exceptions such as Disintegrate). Instead of dealing damage with a weapon in order to deal further damage with a spell you might as well continue to deal damage with the weapon (and get more focus). Why switch from weapon to spell if the outcome is basically the same? I am not a big fan of the Cipher's mechanic (weapon damage fuels spells) because the action economy is pretty bad and the focus generation suffers if you fight very strong enemies (when you need the focus most). They are the opposite of per-rest casters: cannot do much in easier fights (if you don't want to rest all the time) but really shine if the tough fights (when they can spam all those impactful spells without waiting for resources to build up). When retaliation still worked for generating focus it was the perfect solution for the action economy problem. Unfortunately the devs nerfed that: retaliation doesn't generate focus anymore.
-
Rotfinger Gloves are very good, because iirc the radius of that implementation of Touch of Rot on the gloves is much bigger than the actual Druid spell's (which only has 1.25m radius I believe the gloves' spell has at least twice the radius?). I suspect Touch of Rot got nerfed at some point during development, but since spells on items are just hard copies of those spells (and don't get changed when you alter the original spell) the Touch of Rot on the gloves was forgotten and stayed nice and big. Just a theory though, I don't know for sure. Concerning Combusting Wounds: Touch of Rot causes a DoT (after the initial dmg) - that doesn't trigger Combusting Wounds stacks like pulsing spells do. Wall spells are perfect because they pulse every second and stay for a fairly long time. Beams also pulse every second but have a short duration of 10 seconds which cannot be altered, so I don't consider them to be great in combination with Combusting Wounds. Chillfog however works nicely because it pulses every 3 secs and in addition does blind - which helps to hit with the wall spell more often. There are some boots which can trigger a beam by themselves (when you get crit iirc). Those could be cool if you wear them when you plan to treat a boss with Combusting Wounds. Same as multiple Retaliation items I guess. But I never tried that out tbh. You have to keep in mind that when going solo you will have to cast all those spells yourself, so timing Combusting Wounds + Wall + Chillfog optimally is a bit of a challenge. Works better with lots of DEX and Deleterious Alacrity.
-
I don't have much experience as a solo Wizard, but here are some things that are generally useful: Concelhaut's Parasitic Staff is excellent for the early game. It's a lot more efficient than using damaging spells, so you have to rest less often. It comes exceptional - which is already fantastic at lvl 1, but more importantly it has nearly twice the base damage of normal two handers. That means nearly +100% multiplicative(!) damage. *rogues cry* Chillfog is also one of the best spells early on. Tier 3 affliction on a AoE with pulsing rolls (rng is less of a problem), pulsing damage, long duration. Later in the game I consider Slicken to be better than Chillfog because it can make a huge difference in certain fights who disables whom first. If you can Slicken-prone Lagufaeth or Adragans before they can paralyze you the fight is won - the other way round it's lost. Chillfig will not win you this duel of hard disables. Confusion is very strong in PoE. Hence all spells which cause Confusion are excellent and can win you lots of fights alone. Get Ninagauth's Shadowflame. It is excellent bc. it combines hard CC with good dmg -> fantastic action and spell use economy. Against certain bosses, Combusitng Wounds + Wall of Flames + Chillfog is a fantastic combo. Most dragons are not immune to paralyze, so using paralyzing effects in them works very well (it also means +100% dmg received which is nice against those big dmg sponges). Dropping RES without any means to raise Concentration otherwise WILL be a problem against numerous, fast hitting foes unless you can raise your defenses a lot (may be expensive in terms of spell uses though). Defenses like dflection hae increasing returns, so I wouldn't drop RES in the first place. Medium and large shields do indeed put their acc malus onto your offensive spells You can run away and break engagement - you will eat a disengagement attack though. If you have very high deflection it's not a big deal. If you are faster than the enemy (bc. Deleterious Alacrity and/or Boots of Speed etc.) the enemies will not pursue far bc. their AI recognizes that it's pointless. The guy's name is Raedric (the Seventh) Infuse with Vital Essence can be used to restore health (no endurance but health). It works with all healing modifiers (MIG, healing done, healing received). If you still have lots of spell uses but are at low health you can use it to prevent resting. If you take it as Spell Mastery (I like that) you can use it at the end of fights and stay at +90% health all the time. It can be used to outheal your damage in tough, long encounters: usually there's a limit with how much damage to endurance you can outheal because at some point your health will be so low that you cannot heal anymore. Not if you have uses of Infuse with Vital Essence left. Using Infuse with Vital Essence also means you can lower CON. Your health pool can be smaller - since you can heal it. You cannot solo several encounters at the levels you used to with a party. You will have to come back later for the bear cave, Raedric etc. Summons are very important whe4n going solo. Interestingly Essential Phantom is a lvl-4 spell. So you can have it as spell mastery. That means a free summon in every fight. Although it's competing with Shadowflame and Confusion which makes this a really tough call. Wall of Many Colors: fantastic spell I think DEX is important. As I said above: many fights are about who disables whom first. Casting speed matters. I find it a lot more important than MIG and also more important than PER.
-
The stilleto/sabre combo is better for most of the game. Once you found Drawn in Spring you could retrain because it's worth it. You don't need to of course. How stronghold quests work: https://pillarsofeternity.fandom.com/wiki/Stronghold_random_events#Adventures Yoe need to get up your Stronghold's Prestige so that you can receive Grand Adventures. You need a free companion who's parked at the stronghold who can go on that quest. Any party member works (official companion or hired adventurer). You can have several at the stronghold. When you miss a quest (it stays there for several days) it can reappear. The specific quest for the Helwax Mold: https://pillarsofeternity.fandom.com/wiki/The_Wax_Maker
-
Overall maybe a shocking lash. Although thematically a corrosive lash would be most fitting for Bleak Fang. You could spare the lash, copy the item and then give both a different lash. It's more expensive (but not that much) but you gain a bit of versatility dmg wise. You could also retrain to daggers/maces once you received Drawn in Spring (best dagger) and copy that. It's better than any stiletto. The wounding enchantment works like a lash (multiplicative dmg bonus) and ignores enemies' DR - and it can still have an elemental lash on top of that. Until then I would run with stilettos/sabres though.
-
You can use the Helwax Mold (an item you get from a Stronghold quest) to copy any item that is not soulbound. Vent Pick is not a soulbound item, so it can be copied. It is smart to first upgrade the weapon as much as possible - and only then copy it with the mold. Vent Pick can proc Flames of Devotion unlimited times per encounter, true - but it only has a 5% chance to proc on every hit or crit. In other words: only 5 out of 100 successful hits/crits will proc Flames of Devotion.
