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Everything posted by Boeroer
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Ring of Reset is very good if you have two. You'd have to export/import it though since there is no way to get two during a normal playthrough. Obviously figurines, too. The ones (with per-rest or charged uses) you can get multiple times during a normal playthrough are (afair): Missile Gloves, Necklace of Fireballs, Stone of Power, Bounding Boots and Dragon Pendant. I think Stone of Power and Dragon Pendant are decent as amulets. The first also gives +1 INT and the latter has +slash AR and a summon.
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The item you clone with the Helwax Mold will be an exact copy of the one you put in. If you put a legendary Little Savior into it you will have two legendary Little Saviors. So it's best to enchant your stuff as much as possible before cloning it. There is no easy way to calculate/view the attack speed in the game but you can use this tool (it works very well): https://naijaro.github.io/poe-speed-calculator/
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@freddfrancais not playing solo PotD as far as I know but party based on Veteran. I usually sail to Neketaka, grab some quests/bounties and then make a tour to Fort Deadlight, then Dunnage (but beware of Eamund the Fox, he will ambush you if you give Harker money for the dancer - that encounter can be brutal if you are underleveled) and back to Neketaka. On the way to Fort Deadlight I will do the Meryl the Mad bounty (quite easy) and on the way back Oathbinder's Sanctum (not that easy but doable because you'll have gained a level during your tour - most likely). But since the game world is open you can go wherever you like. Just beware overleveled encounters (shown with skulls). One skull if often very manageable, but above that it's öfter too hard for new players.
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You can either use a Paladin and give him spellbinding and spellstriking (maybe even spellholding) gear to emulate spellcasting (or use scrolls) and then pick "cross class" talents like Prestidigitator's Missiles and Nature's Mark. You can get a lot of spells from spellbinding gear: Sun-Touched Mail of Hyan Rath, Amulett of Summer Solstice, Ring of Searing Flames, Flames of Faîr Rhian, Thaluntain's Staff, Animancer's Boots, the White Spire and so on). Or you use a Wizard and give him the cross class talents "Gallant's Focus" and maybe even Veteran's Recovery. Then gear up with paladin-esque equipment. Arcane Knight (Paladin/Wizard) in Deadfire is a good combo by the way.
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Definitions of blurry made-up terms aside: I think most players who don't want to use some tactics that make the game too easy will say that it "feels cheesy" for them - even if it's intended behavior. Or they will say "it feels like cheating" even if they are not actually using cheats. Imo players can call it whatever they like - as long as they don't judge people for using it in their single player game.
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Hi. There was no comprehensive build description, just some mentions here and there. This works best of you have Berath Blessing points and spend them on the vendor in Port Maje and extra attribute points. You take a Steel Garrote and a Bloodmage. You maximize AR and deflection (Resolve, Cloak of Greater Deflection from the vendor, else a normal Cloak of Deflection, Rings of Deflection, later Entonia Signet Ring, Mirrored Images or Arcane Veil, Llengrath's Safeguard (stacks with deflection-only buffs), Deep Faith, Inspiring Triumph and all that stuff). For armor I would recommend Nomad's Brigandine because it gives you up to +10 deflection in melee without any skill shenanigans and at the same time has solid AR and the enchantment to become immune to Disengagement attacks. Your late game gear should include Bracers of Greater Deflection and Mask of the Weyc. The Mask's deflection bonus is awesome because it stacks with your spells' deflection bonuses(!). And like all other timed buffs and healings you currently have you can prolong all that, including the Mask's buff, with Wall of Draining. Get Whispers of the Endless Paths and enchant it with Offensive Parry. At the start of the fight you buff up and take on the melee enemies. You can then use Inspiring Beacon and then follow up with all kinds of spells like Corrosive Siphon and later Wall of Draining and then stuff like Shadowflame and so on and so forth. Wall of Draining also prolongs Lay on Hands by the way. Great synergy with Blood Sacrifice. It's not primarily about the melee dmg with Offensive Parry (it's not superhigh because Paladin + Wizard lack good weapon passives) - although it gets better with Inspiring Beacon of course. It's more about being able to cast while dazing and draining life from melee attackers as Steel Garrote so you can use Blood Sacrifice often without the need to heal up yourself manually and just keep casting spells. Use Eternal Devotion early on so that your spells will get that 10% burning lash, too. Use Lay in Hands or Hands of Light (you might want the Courageous buff) to heal yourself if parrying is not enough. Sometimes you'll start a fight right away with a lot of focused gunfire against you (e.g. boarding fights) - or lots of casters, ranged beasts or enemies whose accuracy is just too high for Offensive Parry to be very effective. In such situations I would switch to a more defensive setup with a large shield (+modal) until the situation is better suited for Offensive Parry again. For example with boarding fights it often helps to start with a large shield + modal to survive the first salvo of shots and then move and switch to Offensive Parry. This was not "invented" as a main tank - but it can tank melee attackers pretty well nonetheless.
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Good point! Also there's more to decide when playing a multiclass while single classes are usually more straightforward (because the pool of abilities to pick from is smaller I guess). So naturally - besides the fact there's a lot more MC than SC option to begin with - there will be even more discussion about multiclasses.
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Wizard: Barbarian/Bloodmage with Draining Touch trick + Kapana Taga (+Club modal) + Reckless Brigandine and Barbaric Shout can have 6 engagement slots and then use the Essential Phantom (which will have 3 engagement slots due to Kapana Taga + Reckless Brigandine): engage lots of enemies and use Ryngrim's Repulsive Visage or Enervating Terror to terrify enemies. They will break your engengagement and also the Phantom's. You will deal very high dmg with Draining Touch because Disengagement attacks get +100% dmg. Also works with Unbroken/Bloodmage (Guardian Stance istead of Barbaric Shout). Besides the engagement trick it's a nice Warlock anyway because Draining Touch has highest one handed melee base dmg and thus works very well with Carnage. If you don't want to use the Phantom you can use Furyshaper with Fear Ward for more terrify chances. Druid: Barbarian/Ancient is fun with Community Patch if you pick the Stag form: both Carnage effects will stag (pun intended). Cast raw DoTs first and then shift and go into melee. When enemies start dying from the DoTs your melee dual Carnage without Recovery because of Blood Thirst can clean up the rest of the enemies.
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Yeah... this all makes determining "strongest" a bit difficult. If you ask for that you need to somehow narrow it down under what specific circumstances. Like solo, PotD, with Berath Blessing x,y or z, RTwP or TB, with cheese or without - and if with cheese: which sorts of cheese are okay and so on. Bit muddy all that. To OP (who is gone) I would say: Without any further specifics (everything allowed) I think SC Assassin with SoF is a really strong contender for the crown. I already forgot: can you prolong WotW's invisibility with SoF? Because iirc it also doesn't break like Vanishing Strokes - and I consider SC Monk to be stronger than SC Assassin if both could stay invisible for unlimited amounts of time. Mostly due to Resonant Touch. Or not?
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1) Both are viable. There is not general rule or judgement which is better. It depends on the party setup, the class and so on. Some classes have less "interesting" abilities at Power Level 8 and 9 though so usually those are less popular (like for example Single Class Fighter) while other single classes have more convincing stuff to offer (for example single class Monk). 2) No, because first of all you don't need to pick every healing spell. And if you picked them all you don't necessarily need to cast them all in every encounter. Maybe you just want the flexibility to be able to cast a healing spell from every spell tier if things go south or if you used up one spell tier with other non-healing stuff. Keep in mind every spell tier only gets two spell uses per encounter. Paladin has not as many AoE heals (unless Kind Wayfarer). 3) What do you mean? Plant pount? Just don't pick a healing spell in a certain tier if you don't think you need it. 4) Druid passives at least have Wildstrike, Greater Wildstrike and Wildstrike Frenzy. Look at the passives of Wizards and Priests. What are those plant points? A Lifegiver is primarily a healer because of the auto-spells he gets and the Power Level bonus. But he can cast damaging and CC spells just as fine as any Druid. His Spiritshift is also not weaker. You should use those abilities if no healing is needed but cast healing spells if healing is needed.
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With Eternal Devotion your offhand-attack will work as the main hand attack: it will only have the 20% lash, not 20% + 10%. Your following attack rolls will then have tha 10% lash. Not ethat Eternal Devotion's 10% lash lasts a lot longer than Shared Flames and works with all attack rolls of the Paladin (including spells or stuff like Sacred Immolation). Shared Flames lasts not as long and the AoE is not that big (smaller than White Flames') - but if you time it right and use it when most of your party ae in range it can be a good support ability. It stacks with other lashes, for example with the Chanter's Aefyllath Mith Fyr phrase. For a support paladin I would pick Shared Flames. In Turn Based mode Dex is a lot less important than in Real Time with Pause mode.
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If you read my post again until the end you will see that I said basically the same: that it's good to share such info - even if oneself doesn't use it. Again: my point was about how you seem to perceive it as a personal attack when people say they don't like to use exploits. Which it is not. I just want you to understand that there's zero criticism towards you or whether you use exploits or not. It's just players' preferences and neither criticism about the info you shared nor your way of playing the game. I wouldn't have said anything if you wouldn't have included that the Strand of Favor trick was "frowned upon" by some players. I mean even if that was the case: who cares what other players frown upon? It's your game and it's nice to share any info about it, even if some players won't use it. But if you are actually not feeling attacked and all is fine: even better. It sounded differently but I might have misinterpreted that. There will be debate lots of times I guess. Just because so few people know what it actually is - and therefore there will have to be further explanation. And then again some people will say "no thanks that is too cheesy for my taste" and so on and so forth. But why bother? I keep telling people how you can cheese charged items or how to export unique items to a new game or how Concelhaut's Draining Touch can be kept for the whole encounter - and nobody so far said "wow cool, I will use that". But I'll share it nevertheless. Maybe some day one player has fun with it - and it will be all worth it.
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Hm okay - I never saw that on the PC or Linux version. For me White Flames always triggered unless I a) missed or b) everybody on range was at full health already. Then the White Flames animation will show but no healing will take place (because not needed). If your observations are not caused by one of those two reasons it might be a bug. Maybe it's specific to the console version you are playing - but I can't say for sure.
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"Casting summons in a loop from Austria" actually was the name of my second album when I was performing as counter tenor from Vienna. You cannot tank very well with a single class chanter imo. Health regeneration is not worth much if you get hit with full penetration. A Herald can have higher AR and defenses so he often only suffers from severely underpenetrating grazes which are easy to recover from with Ancient Memory etc. A Chanter neither has enormous defense buffs nor universal AR bonuses. You need summons do keep enemies busy and not tank yourself imo. Skeletons from Ancient Brittle Bones are crappy but they have engagement and thus stop attackers on the spot (if you didn't choose to remove "stop on engagement" in the game options). While they are dying you should have enough time to summon other stuff. And then also get some other invocations off in between. You can even kill your own skeletons (Ancient Brittle Bones or Many Lives Pass By) with Grave Calling/Chilling Grave in order to produce a foe-only Chillfog which not only helps with its blinding but also procs the other weapon effects like the paralyze which is very potent. I personally like Troubadour pretty much just because Many Lives Pass By will produce a skeleton every 3 secs which is great against tough single foes and because you can crit-interrupt every 3 secs with the Champion invocation + offensive chant which is good against lots of weaker enemies. I don't use Ancient Memory much. It's nice in a party and when you can stack more spruces of regeneration - but not really great for a solo SC Chanter imo. Here it's more about preventing damage then healing it (for me). You carried this over from another thread and your choice of words suggests that there are hurt feelings. There was and is not need for that. As was stated several times "frowing upon" was not the goal of that discussion - some players were simply saying (I'll paraphrase): "It's not for me personally because it feels like cheating to me - but you should play how you like and have fun while doing so". If using the Strand of Favor trick gives you fun then by all means "go forth now Watcher". I would also mention it even if I won't use it myself - because that info is useful and the people asking for info can decide whether they want to use cheesy tactics or not themselves. Another cheesy tactic for a solo character (if you can't outheal the damage you're receiving): equip Lethandria's Devotion in both weapon setups (use the copy function), pause the game and then switch from weapon set 1 to 2 and back to 1 and so on. You will get a healing tick every time you switch even during pause. Continue playing with full health. Repeat when necessary. I personally wouldn't build my char around that - but if it helps me mastering a few particularly frustrating encounters: why not?
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Did you use summons? Those make a huge difference in solo fights. Even as a Bellower they are not bad because their duration will be so much longer with the PL boosts. The upgraded Ancient Weapons and also the Dragon summon are very good. The Dragon has so much HP it can tank most stuff for its whole summoning duration. Its abilites are also very good. Only its autoattacks suck. On top of this you can chant Many Lives Pass By which will pop out a skeleton that doesn't count towards the summoning limit. As Troubadour you can call one every 3 secs and create a small horde. They die quickly but are excellent distractions from the "real" summons and yourself. Imo you can't solo a SC Chanter well with only offensive invocations. Summons make it much easier.
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Indeed, you are most likely missing something: your FoD attacks. If you are in the early game then misses are common. Unfortunately you have to hit with the FoD attack rolls in order to trigger the healing. If you miss: no proc. You can use the Ring of Focused Flame to increase your accuracy by 10 for your FoD attacks - which will help. Also Gauntlets of Greater Reliability and other stuff that prevents misses will help. You will see less and less misses the more you level up. If you want to hit more reliably in the early game you can use a single one handed weapon, but I don't think this will increase your proc chance compared to dual wielding where you'll have two chances of hitting. What might help is to use accurate weapons (dagger, rapier, spear, club) and/or some with accuracy modals (e.g. rapier) until you hit more reliably. Another "trick" is to use Sun & Moon in your dual wielding setup: it has two flail heads and thus has two chances to not miss with that weapon. It will only proc White Flames once though - even if both flail heads connect. Still an advantage.
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Missing Strings Problem
Boeroer replied to Skemptor's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Which language are you playing on? It seems that files are missing. -
Was it determined if Single or Multiclass (or doesn't matter)? Maybe I missed it. Helwalker + Lifegiver is an awesome combo imo. +MIG for more healing/damage per tick, +INT for longer healing/dmg over time and big AoEs, +accuracy, some mobility bonuses, some defensive stuff, summons although Lifegivwmer is not supposed to have summons (Dichotomous Soul) and the increased received dmg can be countered with the stronger healing capabilities. Single Class eventually gets Great Maelstrom *boom*