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Everything posted by Boeroer
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That's why I said potential. You can reach 0 recovery with Tidefall if you have >= 13 DEX, Durgan Steel and use a potion of Deleterious Alacrity of Motion (or are a Wizard) and Gauntlets of Swift Action. This leaves a recovery of 0.7 frames which will get skipped (iirc everything below 0.8 gets skipped). Reaching 0 recovery is nice and all - but usually you only achieve it late in the game (if not dual wielding + speed weapons). It's more important what happens before. And over the course of a whole playthrough Tidefall is one of the best weapons imo (Full Attacks aside). Early to get, comes with high quality and very good enchantments. BotEP is also very nice but the pierce-only dmg sometimes stinks. Also comes rather late(ish). I like it on a marking Paladin. It can be substituted with the Half-Mast pollaxe until you get it. The pollaxe is also a backup against pierce immune enemies.
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Tidefall's wounding scales with MIG. It's the weapon with the highest potential dps in the game. Inspiring Radiance should be used at the start of the encounter in order to more reliably land an impactful CC/debuffing spell. Afflictions in PoE are very potent - and often making sure to land those right at the start of battle can already decide it.
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The second one: Boar Tusks apply a passive wounding effect (similar to the wounding that some unique weapons do). It's a raw damage over time "lash" that is multiplicative and that even scales with you character's Might (meaning the higher your Might the bigger the percentage of the lash) - and it's one of the best weapon effects for dps there is (besides speed). For whatever reason it's not listed in the wiki. Don't ask me why. +7 to all defenses is not bad. But defenses have increasing returns. That means that such a bonus is especially good for somebody who already has good defenses but not particularly useful for somebody who hasn't. A spiritshifted Druid usually isn't focused on defenses so the +7 to all defenses help a bit but are not as good as they would be on - let's say a paladin tank. The Boar regeneration is def. the weaker of the two passives the boar gets (the really good one is the wounding) but it stacks with all other sources of healing (like Veteran's Recovery for example) which can be used to be rel. sturdy despite focusing on offense. +2 per 3sec is only the base value. IIRC it scale with level - and stuff like Might, high Survival skill (pick the healing bonus when camping), healing buffs like the Chanter's "Mercy and Kindness" chant and also items can increase its potentency further. It's not supergood but nice to have. It's bad. A lame AoE attack you can use per rest. And you don't lean it, it just comes with the Stag form. If it were a passive, weaker Carnage effect (see Barbarian) I would totally recommend Stag. But as is I can only recommend it if you are building a high-defense Druid who's supposed to look great when shifted. Also it's the form I would use when I play a Nature Godlike - for optical reason only. As I explained above the Boar's tusks apply raw wounding damage over time. Raw means it ignores the DR of enemies. I believe that doesn't work. Also I wouldn't do it even if it worked because Spiritshift weapons scale with character level and become stupidly powerful at higher levels - I wouldn't overwrite those weapons with Reaping Knives even if I could. The best target of reaping knives would be a Rogue or a Barbarian. It doesn't matter if the character who receives Reaping Knives has Two Weapon Style of not. What I mean is that Two Weapon Stylew doesn't determine whether you can cast it on them or not. They will just attack a bit faster with Two Weapon Style than without of course. I would recommend that you just start playing. You are def. overplanning and overthinking this. Edit: befire I forget - A druid focused on Spiritshift absolutely wants to use the Wildstrike Belt. Its description is misleading. It's a LOT better than it appears to be:
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Deltro's Cage Helmet shouldn't trigger Deathblows on spells. It will say so in the log (but with every spell done as a Rogue with Deathblows - with or without the helmet iirc) but if you open the hit roll it will not have added damage. Only Assasinate will work. I believe that pre release Deathblows worked with spells like it did in PoE1 - but that it was removed in the release version. They simply forgot to fix the log entry routine maybe. Blade Feast (basically Ghost Blades + healing) from Engolerio on the other hand is a weapon effect and will get the bonus dmg from Deathblows and Sneak Attack, Legendary and so on. The combo of Assassin/Wizard with Deltro's Cage Helmet + Blade Feast is superstrong. But again:
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Active accuracy bonuses won't stack. So Zealous Focus (+6) + Blessing (+5) = still 6. Devotions is an exception because it doesn't raise universal ACC but "only" ranged and melee ACC which makes it stack (weird but it's like that). Coordinated Attacks, Marking, Inspiring Radiance are all considered passive effects and stack. Marking from two chars won't stack on the ally that profits from marking. But dual wielding two marking weapons (Cladhaliath + Shame or Glory) will stack their markings. Inspiring Liberation (Darcozzi) will also stack with everything. E.g. a Darcozzi Paladin with Zealous Focus with Cl.+SoG and Coordinated Attacks will provide +46 ACC for the ally who's nearest him and attacks the same target. 40 of those are completely stackable. Add Inspiring Radiance and Devotions and you are at +76 ACC. If the nearest ally is a Cipher he can cast Tactical Meld on the Paladin (stacks), get a Coordinating weapon (+5 ACC) and cast Borrowed Instinct (don't recall if that stacks with Devotions, maybe not - it's been some time). You can reach nearly 100 bonus ACC that way (ignoring debuffs like Flanking for now) which makes fights against dragons and other stuff extremely easy, especially if the Cipher uses a weapon with prone on crit (there is no immunity) and/or uses Mind Control and then Disintegration. By the way: for Marking/Coordinated Attacks/Tactical Meld/Coordinated on weapon to work you only need to initiate an attack, you don't have to actually run there and hit. You will eventually, but the click on the enemy alone (the command to attack) immediately unlocks those effects for the nearest ally who's also attacking the same target. It works for all sorts of attack the ally will use (spells, weapon attacks etc.). Edit: Inspiring Radiance even stacks with itself. So basically a party of 6 Priests could all use Inspiring Radiance at the start of battle and would all get +60 ACC. Or for better usage of the ACC use 5 Priests and a Wizard or so. Which is insane given how early you can get that talent. I never checked if the same works with Inspiring Liberation (like when you cast it on one ally with multiple paladins) but I guess so.
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TheirChampion braved the Horde alone - but was pretty sad that he got degraded to a mere companion. He then founded the DCU (Deadfire Champion Union). Coming back to the Psion/Troubadour I also really love to bring a Wizard as Will debuffer (Dazzling Lights + Miasma, Aloth works). Because it makes Killers Froze Stiff (and lots of other Cipher and Priest spells) so much more effective and Miasma also helps with lowering deflection indirectly (stacking with direct debuffs). The Psion/Troub. can be a good debuffer as well. For example Long Night's Drink + Ben Fidel + stunning invocation drops fortitude by 30 points in an AoE. Takes some time to cast all that and I usually prefer Howler for that role bc. of Spirit Frenzy + Long Night's Drink being such an awesome combo - but it's a nice additional option nonetheless. Speaking of Howler: put on Ngati's Tusk (with maxed Survival) and Cap of the Laughingstock and you'll put -10 to all defenses on all enemies I range automatically without any hit roll. If you also wear the Ice Helmet thing this will make you a very reliable AoE debuffer. If you want to use terrify effects you have to skip the Cap though.
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Bravo Obsidian
Boeroer replied to Monjoie11's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Cheers and welcome. Cool that you like the game(s). -
The +7 to all defenses is pretty good per se, but not superuseful for a shifted druid who's not going to have stellar defenses to begin with. But yeah, not bad. However, the other ability (Stag Carnage) is really bad - so on average I don't think that form is good. It looks great though. Boar has the advantage that both of his abilities are passive and they are both good. Cat has higher attack speed in general and althoug its special speed ability is only usable per rest it's pretty good and stacks with its general high attack speed.
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That depends on what you want to do with the spear and how you enchant it. It is the only weapon in the game that you can enchant with unique stuff to your liking. For the Counselor Ploi build Cladhaliath is perfect because it can provide "Marking" - which stacks with Paladin's Coordinated Attacks. Both give +10 ACC to the next ally who's attacking the same enemy as you. So +20 - and those +20 stack with every other ACC bonus you might get. For other builds the stunning enchantment might be great (it is awesome if you crit a lot). And so on. Treave's Conquerer Spear is just an exceptional spear. It only has a unique look. Nothing else about it is unique or particularly good. Note that you can improve every weapon exceptional or beyond with crafting. Vile Loner's Lance is great for any interrupt/debuff build (e.g. a Babarian) because it not only causes -5 to all defenses on hit (which is cool) but also causes unusually long interrupts compared to all other spears (1 sec instead of 0.5 secs). Danulya is the best spear in terms of dps because it has speed (which is the best dps enchantment besides wounding). --- Spiritshift Boar is the best form against high DR foes (dps wise). It also provides self healing (like Fighters have or like Veteran's Recovery basically - Vet.'s Recovery and Boar Regeneration do stack). Cat form has the best dps against normal/low DR foes. The rest of the Spiritshift forms are suboptimal. The Stag form isn't good.
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@thelee Yes, but some of those only work with "party members" and others with "allies". The game even differentiates between steerable summons and auto-piloted in some cases (see cipher spells you need to cast on allies). I don't recall which items work with which conditional. But usually the words "party member" and "ally" give a hint. For example the Woedica Necklace only works with party members (IIRC, may be wrong) and Paladin's Divine Retribution with all allies (like those skellies). Edit: If a Troubadour has that chant going and those skeletons die all the time an SC Paladin in the party has basically unlimited Zeal.
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Yes, it's not as bad as I thought it would be - especially if you are using any build in the party that profits from "allies killed" or have a Berserker with Grave Calling. I mean some other chants may def. have more impact - but this one is so universally useful imo that you can just leave it on autorepeat and be happy.
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True. If you want to know how annoying this can be: try Tekehu (who has a passiv that quenches continuous fire effects on him - I suppose it was meant to make him sort of immune to burn DoTs and debuffs) with the Mith Fyr Chant: it gets removed on him. You won't find out until you notice that he hasn't the effect on him although he's chanting it. Same thing would happen if you had Mith Fyr on you or a flame shield and then cast Spirit Tornado <edit>I guess</edit>?