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Everything posted by Boeroer
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Actually dmg wise +25% duration is much better than +25% dmg. The additonal duration is a multiplicative dmg increase - while the latter is only an additive one. And since Disintegrate does raw dmg PEN isn't an issue. +crit dmg effects indeed do nothing for DoTs. I prefer to use a Debonaire/Wizard to nuke on the enemies whom a Cipher or Chanter charmed for me. It removes most PEN issues (because crits = PEN*1.5) and also the Wizard has many friendly fire spells. They will flip back of course. But that's okay if the charm was about to wear off anyway (especially withc Chanter since the charm is rather short-lived).
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Glad you asked that question Boeroer. I quickly loaded up Deadfire and tried this and indeed: you can stack both charms on one enemy (if the second charmer is confused) and give that charmed enemy the body inspirations as well as the bonus damage. Cheers! Edit: Confusion is cool. For example it also allows a paladin to cast exhortations on charmed enemies (which would otherwise be impossible). Buffing up your charmed guys like there's no tomorrow, yeah!
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You mean Roguish Charm. But I guess OP was talking about Whisper of Treason (or Ring Leader) since the Debonaire Charm only works on kith. Something else: dominate doesn't work with the Debonaire passive - only charm does. Speaking about Roguish Charm: would it be possible to apply both the Roguish Charm (inspirations) AND the upgraded Chanter charm (30% bonus damage) to the same target utilizing confusion?
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For a backline caster or shooter I will drop CON and RES to 3 most of the time (there are exceptions, but as a rule of thumb). It's a bit more challenging of course once you get attacked - but I like that extra thrill. But in turn based I would also dump DEX to 3 most of times (judging by what I hear about TB mode). So that leaves room for a little bit more RES or CON. I guess I would raise both a bit then, but doesn't really matter that much I guess.
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...aaand a raised bed for vegetables, a little greenhouse for tomatoes, a rabbit hutch, a wardrobe, two loft beds... busy busy busy! After painting nearly all rooms in my house I'm currently sanding & resealing the floor. That's not that exciting... Next: tree house, chicken coop & carport. Should be more fun. I'm not working that much atm though. Because somebody has to look after the kids who currently have very little teacher-to-pupil learning time but more homeschooling - and kindergarden is closed, too. My wife cannot reduce her work time (she goes at 7:30am and returns after 8pm on a good day). That's why I have more time for such home improvement projects.
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Maybe you just remember it that way because first you will shoot late in the round - and then you will be the first to shoot in the next round. It can feel like two shots in a turn because nobody else takes action in between. But after each shot your action point is gone - and thus there's no way to shoot twice in one turn I think.
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Because it does not do much for you if you have a reliable source of healing. If the healing outweighs the damage you receive then it doesn't matter whether your health pool is 200 or 300. And if your healing is less than the damage you receive then +100 health will just postpone the inevitable. That why I think (generally speaking) that CON is the least important attribute. But not for a Bloodmage in turn based combat as Haplok pointed out. If you expect to receive a lot of burst damage between heals (for example via Blood Sacrifice) then a bigger health pool (via CON and/or stuff like Amulet of Greater Health and/or Tough) is good to have. Besides that it's nice to have high fortitude (and CON contributes 2 points of fortitude per point of CON) - but I usually would first raise MIG before I think about CON. But also in this case (Bloodmage) it's something else - because Blood Sacrifice's self damage scales up with MIG, too. If you use Blood Sacrifice multiple times in a row (bc. free action in TB mode) with high MIG and low CON you will kill yourself - which is not that much fun.
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Ah yes. Good point. I again forgot we are talking about turn based. Please dismiss what I said about sweet spots (there might be some in turned based, for example with INT/durations) and DEX maluses then and dump DEX to 3. And since Blood Sacrifice is a free action (iirc) high CON + Tough might be totally worth it, I agree. But I wasn't advocating for dumped CON in this case anyway so I wasn't talking total nonsense.
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There are no real "sweet spots" with the attribute system. 10 or 11 or 12 hardly makes a difference. The only attributes where maluses (from being under 10 points) have especially bad impact (compared to the other attributes) are DEX (because of how action speed and recovery are calculated) and MIG (bc. of the way dmg is calculated). But low DEX is ok for a tank and low(ish) MIG is ok for a Bloodmage imo. Especially if you are using more CC than dmg spells - bc. this is not a solo run so let a non-tank deal the damage. As was said before defenses have increasing returns. So it's not too bad to raise RES - but deflection isn't your only defense to consider. Bc. of Arcane Dampener RES is important, too. Getting hit by AD is so annoying and it becomes a very common spell later on. I usually also drop CON on most chars but in case of a Bloodmage it's just more convenient to have a bit more health. Because with dumped CON and high MIG there is the possibility to get one-shotted when/after using Blood Sacrifice. Also with low fortitude (from low CON) it's easy getting hit by sicken/weaken - and then you'll not only lose 25% max health but also actual health. But amulet of greater health and Tough also do the job. And a SC Bloodmage has plenty of ability points for passives bc. Grimoires let him cast stuff even if he doesn't learn any spells. So why not take Tough.
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Also increases the amount of self damage Blood Sacrifice will do. For a Bloodmage I often don't raise it above 12 or 13. You really don't need 19 CON. If you ask me, CON is the least important stat of all (generally speaking, there are exceptions of course). For a Bloodmage it's good to have a bit more because of Blood Sacrifice - but I wouldn't raise it to 19 in any case. Something like 15 would be enough for me. Especially because you can gain +5 from Infuse with Vital Essence as was already said. PER 8 is quite low. Maybe you need that much PER if you don't plan to cast a lot of offensive spells. But still: 8 would be too low for my taste. For a Wizard "tank" I would pump RES. INT is good to have high, too. As @theleesaid: you want to shrug off Arcane Dampener. Because if not your tanking will be over quickly (without any buffs).
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That was fun - but Ondra's Wave (the enchantmet that lead to that absurd amount of damage) got nerfed a bit so it's not as wild anymore. If you still want to try Watershaper's Focus: I really like to use an Arcane Archer with it because the Imbue shots will proc with every bounce. And WSF + Driving Flight = shot + bounce + bounce. So if you use Imbue:Eora you'll proc 3 simultaneous Pull of Eora which will such everything in with stellar accuracy. Then shoot with more damaging stuff. An Arcane Archer/Rogue could use Debilitating Strike, an Arcane Archer/Helwalker could use Stunning Surge...
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Death Godlike lore
Boeroer replied to Dukemon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Because the devs didn't write special dialogue for Edér just to cover a Death Godlike Watcher. That would be an expensive feature for an occasion that occurs so seldomly. Or they simply forgot. -
Damn I missed that it's for turn based. That changes stuff a bit and makes arquebuses (+modal) quite viable. Just need some backup against pierce immune foes. If we only look at the weapons themselves, Fire in the Hole does more damage than Hand Mortar. Just because Chain Shot grants a bounce (AoE included). The bounce damage will be reduced (like nearly all bounces) and also there's the general dmg reduction from Chain Shot, but against mobs it's still better than no bounce. Also it's great with stuff like Gambit and Stunning Surge bc. it makes sure you almost always get the full refund when aiming at multiple enemies. It's also great with Clear Out, Whirling Strikes and Heart of Fury. Twinned Shot, too. Combusting Wounds: also great with it. If we take some very special abilities into account - mostly Avenging Storm and Resonant Touch - Hand Mortar will be better with the help of Blinding Smoke. Not only does that unlock Deathblows at range - but it also counts as weapon hits when we look at Avenging Storm and Resonant Touch(!). If those can be used it makes it extremely good against groups of enemies. Hand Mortar's Blinding Smoke + Resonant Touch is the reason why I recommend SC Mortar Monk so much. But beware: with Community Patch both Resonant Touch as well as Avenging Storm got "fixed" so that they are not that abusable with Blinding Smoke anymore. With CP installed I would say Fire in the Hole is the better option in most cases. Blinding Smoke still unlocks Deathblows though, so still nice to have.