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Everything posted by Boeroer
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I simply don't use it. For the same reason I don't use Deltro's Cage Helmet much and also not Salvation of Time, Barring Death's Door, Wall of Draining, Brilliant in general, Thunderous Report, scrolls and Streetfighter with blunderbusses. It's fun to find out about it and use it for a short while - but boring af in the long run. I never even once used the Strand of Favor trick in an actual playthrough.
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If you have a Paladin with Brand Enemy you can take out the Messenger at lvl 5. Neryscirlas is vulnerable to fire damage, Brand Enemy is an auto-hit and it lasts until the fight is over. Once Llengrath's Safeguard kicks in the burn damage will no longer penetrate and thus it will take a very long time to kill him. But I tried 10 minutes ago (just to be sure) and it worked. Maybe backing it up with an Assassin + Gouging Strike would be good.
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Right. Skald with Blightheart is very good although it doesn't get any phrases from crits. But +1 phrase from kill (no matter how you kill) is often half the cost of his offensive invocations (e.g. Her Revenge). But don't underestimate the power of the crits. If you build around it (by using high ACC, crit conversion and most importantly high attack speed) you can produce so many phrases that you can't even spend them fast enough. At least against enemies with non-stellar defenses. A Skald/Streetfighter with Pukestabber + Marux Amanth, Miscreant's Leahter, Blackblade's Hood, Two Weapon Style and Confounding Blind, using Killers invocation to paralyze and then using his dagger will swim in phrases as well as deal great weapon dmg AND be rel. sturdy with Mith Fyr + Old Siec. It's fun to play. Actually I will use summons with a Skald. Partly because your max phrase count depends on your most costly invocation. And since Ancient Instruments of Death are very good but also quite costly for a Skald they have two purposes: first of all just be awesome summons of course - but also set the max phrase counter to 7 (6 normally +1 for Skald). You don't have to summon them in every fight, but when summons wohld really make things easier for you (like in boss fights or with tons of enemies) you can use them. For the aforementioned Streetfighter/Skald I will use the upgraded Whisps because they will make me superfast if I use them to fire at myself (only if I'm not flanked by enememies of course). So Skald + summons isn't that wild imo.
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Looking at chanter subclasses in general I think most here agree that Troubadour is the most universally useful subclass. It can do it all very well. If you want to focus on invocations then activate Brisk Recitation. If you want overlapping phrases then don't activate Brisk Recitation. Skald is nice if you want to mostly focus on offensive invocations AND expect to crit a lot with melee weapons. You can achieve overlapping phrases witgh a Skald as well if you max INT, stack some INT gear and food and become smart. If you mean AoE damage: multiclass Paladin has Sacred Immolation and multiclass Fighter has Clear Out. Not really "plenty" but something's there. Multiclass Paladin also has the Beacon "tree" which is AoE cc/debuff. Kind Wayfarer/Troubadour with Ancient Memory + Exalted Endurance + White Flames is a very effective offtank who can keep the whole party healthy passively while doing good CC (e.g. Killers Froze Stiff) and damage (Her Revenge, Flames of Devotion). Because defenses will be good and regeneration and AR can be very high you can savely use dual wielding when offtanking. I'd suggest dual sabres. One of them should be Sasha's Singing Scimitar so that you can use Empower once per encounter which is fun imo. Second sabre can be St. Drogga's Skull until you find something you like better (e.g. Scordeo's Edge). There's plenty of unique sabres. Backup weapon could be something with a different damage type, I'd suggest crush damage. So maces, clubs or flails. You can also mix sabre with swords or whatever. If Fighter I would pick Devoted/Skald. I'd use Disciplined Strikes for more crits and cast Killers - and then attack the paralyzed enemies for great phrases generation. I'd use Sun & Moon + Sungrazer as main weapon set and Rännig's Wrath + Pukestabber as backup set and go for good attack speed yet good AR with Two Weapon Style, Devil of Caroc Breastplate + Abraham pet + Armored Grace.
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I would try it from lvl 8 on. That would usually be before Act III. At lvl 8 it should still be a challenge. Some of the later White March maps my even be a bit too hard. But you can go and leave there whenever you want. You don't have to "solve" the White March in one go. See it as an addition to the open world map, not as a separate expansion. You cannot play it after finishing the game. Once you beat the main game's end boss it's game over --> ending slides. So please do not finish the main game first. It's even said in the DLC description when you buy it. PS: Cräghold Bluffs is extremely hard for a lvl-8 party. It's late game material. Don't try to solve it before WM.
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Right. It's even better with more egagement slots (= more disengagement = more wounds + more disengagment attacks) - so make sure to pick Persistent Distraction and pick up some gear that raises engagement (e.g. shield, spear + modal, Kapana Taga, Reckless Briandine, Ring of the Clenched Muscle, Blackened Plate helmet and so on) or let a Priest cast Champion's Boon onto you or whatever. Keep in mind that you need at least 1 engagement slot to profit from Parting Sorrow (also on kill). No engagement = no wound. Means Debonaire and ranged wepons won't work with Parting Sorrow at all.
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Since Nalpasca Monks gain wounds from drugs and since you can also use Mortification of the Soul and/or Enduring Dance it's not a big problem. You can also wear Hylea's Talons (gloves) which can be obtained quite early. They have a chance of putting a little DamageOverTime on you which helps generating wounds (this does not remove Mirrored Images and also doesn't remove Enduring Dance/Dance of Death). As in PoE1 you can use whatever weapon you want and be effective. There's no mechanic that makes weapons less viable than fists. AI: I believe so. For Soul Annihilation it doesn't really matter whether you dual wield or use a two hander. With a single handed weapon however you will miss less often with Soul Annihilation. Misses with Soul Annihilation are a bit frustrating because you'll lose all your focus but deal 0 damage. Just pick what you like best I'd say. Two particular weapons are quite nice for Soul Annihilation: Whsipers of the Endless Paths - because first of all it has a cone AoE and with Soul Annihilation you'll apply raw damage in that AoE (and the sum of the raw dmg is higher than your focus), secondly it has Offensive Parry which is neat because a Paladin/Cipher can actually have pretty high deflection. If enemies miss against you in melee you will retaliate and this gives focus(!). So you can gain focus while parrying and then use that focus for your offensive stuff. Sun & Moon: it hits twice with every attack. This means you'll have a better chance to not miss. Also, when the first attack roll hits and dumps all the focus into raw damage, the secons attack roll already regains focus which is convenient. Skald profits quite a bit from Fighters' Disciplined Strikes. Devoted also profits from crits especially - so my pick would be Skald. Here again Sun&Moon is a good weapon because 2 attack rolls per attack means 2 chances to land a crit an regain phrases. But everything that attack quickly and has high ACC works well. Killers Froze Stiff is great with a Skald because it's so cheap for him - and the hit-to-crit conversion paralyzed enemies suffer from is ideal for Skald. And that stacks with Disciplined Strikes - so crits are very common. Offtanking is no problem with a Fighter/Chanter. I'm not a big fan of Rogue/Chanter because I don't see as many synergies there. You can set the AI up to cast all buffs at the start of combat for you. Citzal's Spirit Lance + Clear Out is brutal. Also Unbending + Wall of Draining makes you basically immortal. Bloodmage is the best wizard subclass for melee multiclassing imo. How much? Don't know. It's pretty good though. For most players it's just a little too boring for most of the game I guess. But using Shared Nightmare + Time Parasite + Amplified Wave when ascended is def. a killer combo. Same as SC Ascendant basically: It's a bit plain during the mid game - but later on you get to the really good stuff. For example Eld Nary's Curse + Sasha's Singing Scimitar + Empower is really powerful with a Bellower and you can pull it off every encounter. Also Bellowers get really long durations with their summons so that's a viable strategy, too. But Eld Nary's Curse is just bonkers with all those power levels.
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Yes, this can happen if you have a lot of benefical and/or hostile effects on you and/or if your screen resolution isn't very high. There's a mod that you can install which removes a lot of unneccessary entries from that window - for example bonuses from taverns, food bonuses and so on. You can find it here: https://www.nexusmods.com/pillarsofeternity2/mods/370
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You can export a low level character with those rare gems. If you hire that character into your other savegame's party (with items of course) it will cost money but you'll have those gems. It's like a shop basically but instead of buying the gems directly you buy the guy who has them. Plus: you can do that in any tavern, port etc. You have to export from an uncheated run though. If you obtained the gems with the help of the console and then export them, that character will get marked as cheated. If you import him your game will be marked as cheated as well.
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Pillars of Eternity: Pen and Paper Starter Guide
Boeroer replied to hamskii's topic in Pen-and-Paper Gaming
Josh was playing another Pillars TTRPG session of his Dyrwood campaign yesterday. It seems to be in a state where you can already play. -
Sky dragon retreating?
Boeroer replied to falchen's topic in Pillars of Eternity: Stories (Spoiler Warning!)
@Tagazielis monitoring the PoE and Deadfire forums I guess. Sometimes - when stuff is discussed here and the wiki gets altered shortly after - it was me. Not this time though. -
Stunning Surge refunds Mortification if you crit. With the three projectiles of Frostseeker + Driving Flight you'll have 6 chances to crit at least once. So it's very uncommon to NOT get the Mortification refund. Ghost Heart cannot use his Animal Companion and Dichotomous Soul at the same time. Both are summons. The Arcane Archer can have Animal Companion + Dichotomous Soul at the same time. Also Arcane Archer's Imbue:Eora and Imbue:Web are both very good to pull enemies together into one spot - then the AoE of Frostseeker works even better. You can start with an Imbue:Web from stealth and follow up with Eora directly after. This creates a field where enemies can't move AND get pulled to the centre. Driving Flight makes the effects proc twice per shot! The Animal Companion can just be used as bodyguard (not much abilites besides maybe Resilient Companion needed) or be used to get more ACC via Stalker's Link. Then the risk of AC's knockout is a lot higher until you get Stunning Surge. Stunned enemies don't hit your animal companion most of times. The PEN issue of Imbue:Fireball and Imbue:Missiles become serious on PotD. But as Helwalker/Arcane Archer I wouldn't use both anyway but only Web and Eora and then only Stunning Surge as main attack ability. It's very strong and you def. don't need Fireball or missiles for damage. Another issue with missiles and fireball is that with Frostseeker only the first projectile (of the three) will proc the effect and the other projectiles get omitted completely. This is a bit stupid and another reason why I wouldn't use both Missile and Fireball but only the CC imbues. They are perfect for this Frostseeker setup. "The highest dps" is open to debate because there are so many ways to achieve high dps and it depends on the situation. For example a Monk with Whispers of the Wind and Resonant Touch and Hand Mortar (+Blinding Smoke) does tremendous dps because Blinding Smoke triggers Resonant Touch. He can create 40+ Resonant Touches to a group of several enemies with one use which means 1000 raw dmg to every one of them (if not dead already). It hasn't the same effect on single targets that stand alone though. So... depends (like most of times). But the combo Arcane Archer/Helwalker with Frostseeker is no doubt really good and also fun (which is most important imo). Also because it's quite flexible and useful in more than just one way. Great CC, summons, damage, interrupts, nearly unlimited resources - all great stuff.
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Right, not in a normal party setup etc. - but in special circumstances maybe. Like: if you are a solo tank who gets only grazed by enemies it could make a huge difference I guess. Also it's not affected when healing would be. For example if you are weakened your healing would be severly hampered but the dmg shield will not. All in all I don't consider it to be great. I don't use it myself 99% of times. But I guess you could create real balance problems with a 25 point shield and 5 Chanters - so maybe that's why it was lowered. As I said it used to be 25 but was nerfed. Which indicates that it was too strong. Does Her Courage prevents Mirrored Images, Iron Skin, Dance of Death, Soul Mind, Gilded Enmity etc. from stopping/deteriorating maybe?
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Yes, that's the common way to unlock a ranged Streetfighter's passive. But the one I mentioned works with every weapon and the Streetfighter passive stacks with Sure-Handed Ila what makes this shooter even faster. It's not really a fire damage build. Flames of Devotion still does the normal weapon damage - it just adds +10 ACC (+20 with Ring of Focused Flames) and a burning lash that adds fire damage on top of the physical weapon damage. Yes, a lot of melee attacks also work with ranged weapons. Not all though. Usually it's mentioned with the ability description. If it says "Range: Melee" there it usually only works with a melee weapon. I have to add that Arcane Archer has a serious flaw inthe vanilla game: its damaging imbue spells don't scale their penetration at all. That means that Imbue:Missile, Imbue:Fireball and Imbue:Death Ring will have serious penetration issues in the late game. The other imbue shots (Imbue:Web, Imbue:Eora) are not affected of course since they don't penetrate anything anyway. You can use the Community Patch. If fixes this issue. Or you mainly use Web and Pull of Eora at some point. Eternal Devotion (the upgrade of Flames of Devotion) leaves you with an effect that adds additional burn damage (+10%) on top of all your further attacks. It doesn't matter if weapon attack or spell: all your dmg rolls will get +10% burn damage as lonig as the buff of Eternal Devotion lasts. That means that an Arcane Archer's Imbue shots also will get +10% burn damage. This incudes the shot damage itself (for example the pierce dmage of the arbalest) but also the spell effect that follows (for example the Missiles from Imbue:Missile will also get +10% burn damage). If it's your MC then it would be best to pick cruel and aggressive conversation options, yes. BUT: since this is a ranged build that doesn't rely on its defenses that much you can also just break this pattern and play a "chastened" Bleak Walker who wants to become good. It will give you only a worse "Faith and Conviction"-defense buff. Which is really not a big deal with a ranged character. You could also just pick another Paladin subclass. You'd lose a bit of dmg for Flames of Devotion but could get something else what's useful. Kind Wayfarer for example could heal allies with his shots. Yes, you can use any class combination with Wizard and use Essential Phantom and Substancial Phantom. Both will get ALL your gear. But they won't get your abilites or passives. No matter what race/class combo you are - the Phantoms will always be the same generic Phantom (even though they will look like you). But their stats are not bad at all and they scale with level, so they make quite good summons. You can even summon a weapon for yourself and when you summon the Phantom it will have that summoned weapon, too. If you have the Red Hand then your Phantom will have the Red Hand, too. And so on. It will also use any passive effect that is on your items. For example it will gain a ranged ACC bonus from Acina's Tricorn. It can't use abilites on gear that you have to activate though - only ones that trigger passively. So for examples weapon modals won't work. And also you can't control the Phantom. It's controlled by AI. So it chooses its targets itself and docedes where to go itself. Still: it can be very helpful. A SC Wizard can even summon Caedebald's Blackbow and summon the Phantom --> two Caedebald Blackbows!
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There is a chance though that the shield gets renewed before its points get depleted completely. If an enemy does low dmg and isn't super fast it's unbreakable. Ok - 10 points is pretty low. But I guess they had shenanigans like multiple Chanters in mind? It was higher at release (25 iirc) but it seems that was too good. It gets reapplied all the time (if you don't have a lot of other phrases in between). So in theory it's unlimited excess HP.