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Boeroer

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Everything posted by Boeroer

  1. This bug is an advantage for the player. You know that resistances work like immunities now and you can plan accordingly (like not casting Whispers of Treason on a sporeling anymore) - but the enemies will never know. They will try to attack you with afflictions you are virtually immune to and waste precious time and resources. Time to pick up resistance items and -abilities!
  2. Maybe Sun & Moon flail for the +2 Frost Power Levels - but it doesn't work during the day (and not while shifted of course). Bear's bonus AR in combination with Thick Skinned and Woodskin/Form of the Delemgan is pretty decent AR without any recovery penalty. In combinaton with Frenzy and Bloodlust that's very good attack speed. Helm of the Aurochs will grant you an additonal freezing lash for your next weapon attack if you got hit. Funnily enough it also procs off of benefical "hits" like healing pulses (see Moonwell etc). Nice addition imo. Footsteps of the Beast boots are also thematicially fitting, as is the whole Beast of Winter DLC.
  3. I use Community Patch and Enhanced UI myself (not Deadly Deadfire though). I did a quick test with my Steam version of the game and for me it works like it should: And since disabling/removing all mods doesn't help I'd say it's a probem with the game version. Somebody should check that properly I think. --- @Aarik D & @SChin: Cheers and hello my friends, this topic seems to be important for the Gamepass Version of Deadfire. I thought you might want to know. Thanks!
  4. But... if you manage to win the fight and the only "problem" is that you have to rest afterwards... is that really a problem? Yeah, the fight is brutal because of the constant stunning - and the phantoms pack a (frosty) punch. Some players make sure they get a Rymrgand's Mantle from the Temple of Eothas (random-not-really-random loot) or some other location before trying to take on the fight in Caed Nua. It minimizes the damage the Phantoms do with extra +5 freeze AR and at the same time it heals 20% from that freeze damage. Best item for a tank to have in that fight. Also the Whispers of Yenwood that you find in a vase at the entrace does actually help (if you have somebody who's good with swords). And, as @Chaospreadalready said: fire damage. But also, although they have tremendous freeze DR, they can still be blinded by a Chillfog - and quite easily because their fortitude is their lowest defense. Getting enemies blinded is a huge bonus for your survivability. If you have Combusting Wouds already (or a Ring of Searing Flames) it's a perfect combo with Chillfog on these enemies.
  5. The Antelope gets +10 to all. But it has pretty bad stat distribution for the most important defenses (I think) so its defenses don't end up where I personally wanted them to be. It has very high reflex but only slightly better deflection than the Boar. Base health is the same for all ACs (base 36, +12 per level), but it gets modified by CON of course. Boar has the best CON (16), giving him +30% health. Antelope +0%, Bear +10%. Deer/Stag has a fairly balanced stat spread. The "carnage" on crit isn't that useful unfortunately. The base damage of ACs is low and since carnage is calculated with base dmg it does so puny dmg numbers it's best not to talk about them... Would have been a lot different if the base damage of ACs scaled like it used to in PoE. In Deadfire the dmg scales only additively like any scaling weapon does (see summoned weapons).
  6. The defense bonus of the Antelope is okay, but it does pretty awful dmg unfortunately. Also its low RES (9) means that the antelope doesn't have +10 deflection compared to other ACs. +9 compared to Bear (RES 10) and only +4 compared to Boar (RES 15). Its very strong defense is Reflex - because it has the stats that support it. With the +10 its fortitude is even below the Bear's and Boar's because only 20 MIG+CON (+0 fortitude) compared to 27 for Boar and Bear (+14 fortitude) . I don't value Reflex higher as the defenses. I think it's the least important one overall. The Bear has the best overall package imo. Also... doesn't the bear get +2 AR starting bonus? The Game FAQ guide says +1. My game however says +2. I don't think this is done by a mod: @thelee is the guide wrong/outdated in that regard maybe? 13 stackable AR at lvl 20 isn't that bad for an AC, isn't it? I can add a bit with aura or the occasional special AR spell (Form of the Delemgan or whatnot). My main tank usually only has 13 (but of course much better defenses to pair with that 13 AR). Stil... If I don't need to worry about the survival part as much (for example if I have unlimited revives from a Chanter - ACs don't suffer injuries) then I'd pick Lion. The added action speed gives a bit more reactivity with Takedown and the like - and it has comparable dps to a Wolf while it has the large size. I personally would consider Boar or Antelope for thematic reasons mostly (like if I played a Ranger/Druid with Spritishift Boar). But at the end of the day it doesn't really make a huge difference.
  7. Cool. Then I guess this problem is related to a mod (or by mods getting loaded in a wrong order). Because it is not proper behavior. First thing to try woul be to deactivate a mod and test again. If it behaves differently (hopefully properly) it's that mod.
  8. This can also happen in other places with fights where you can stealth or retreat before the combat officially starts. For example if you enter Gorreci Str. and stay stealthed and save or leave and then reload/re-enter the looters will not turn hostile. I don't think that's intended.
  9. I know @paaka's post are still under mod supervision - so it may take some time to get an answer to the mod question. But one can use the emoji-function without moderation iirc. Little suggestion for faster feedback: if you are using mods, @paaka: leave a . If not, leave a .
  10. Imo the best overall companion is the Bear. It has +2 AR which is great, especially if you pair it with Resilient Companion (another +2 AR) and at the same time is among the best damage dealers (behind Wolf and Lion only). It has a large selection circle which means it will occupy more space than a character. This can be beneficial (block enemies' paths) but also detrimental (cannot navigate well in tight spaces). Boar has the endless regeneration (tankyness comparable to Bear's +2 AR I'd say) but does pretty low damage. It has a normal selection circle (like any party member). It does not do raw DoT. That's the Spiritshift Boar form (Druid). You can get detailed info here with @thelee's Game FAQ guide (section about animal companions a bit further down): https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/ranger
  11. That shouldn't be the case. A resistance to affliction should only downgrade an affliction by one tier - as you said. Not sure what's going on in your fight. Neriscyrlas is a Rogue and will have things like Slippery Mind which can explain certain things. Also stuff like Spell Resistance could be at work here. This is a different kind of resistance. Instead of downgrading an affliction 1 tier like the "normal" Resistances, Spell Resistance gives X% chance to completely resist (like in ignore) a spell. Some classes (casters) have an ability for that, too. Mageslayers have it naturally. This also exists with damage resistance (see certain items such as Miscreant's Leather's enchantment "Lucky" or the ability Uncanny Luck). This fits the combat log, because the message "resisted x" is usually connected to such "chance"-resistances. I don't remember exactly which abilities Neriscyrlas holds, but I think some spell resistance etc. is likely.
  12. Nature's Balm ist good. With a Lifegiver (bonus PL) and decent INT (should aim for 20 anyway for the Chanter) the duration of the Robust inspiration increases quite a bit - and you want to cast it early in most fights anyway I guess. Lover's Embrace has an enchantment that eventually gives you Frenzy on hit. It works with spell-hits and chant-hits, too. If you use a pulsing spell (Tanglefoot or whatever) or/and an offensive chant the chance is high to become frenzied at some point. This Frenzy stacks with all other speed buffs by the way (like Cat Flurry) because it's from a weapon. Obviously you cannot trigger it while shifted though (no Dagger in hand then). It has no per-encounter limit. Frenzy is Strong + Fit. It should trigger Wellspring of Life. I think I would keep the Spine of Thicket Green and stick to Nature's Balm though.
  13. Arcane Archer's imbue shots trigger the spell effect with every projectile impact. So if a weapon has two bounces it has 3 impacts: initial hit, first bounce, second bounce. Watershaper's Focus and Fire in the Hole both can have a build-in bounce and Driving Flight adds a second one. So Imbue: Death will trigger a Death Ring with every bounce: boom, boom, boom. The Death Rings will also have bonus accuracy from Arcana (o much higer accthan a wiazrd would have when he would cast this spell). On top every bounce will also proc the AoE of the weapon. And in case of Watershaper's Focus you can also trigger Ondra's Wrath (also AoE dmg). So combined a single Imbue: Death shot with Watershaper's Focus will do: 3* single target rod dmg (bounces get a but less dmg) 3* AoE Death Ring damage 3*AoE rod's Blast damage 0-3*Ondra's Wrath damage. With Fire in the Hole is basically the same but without Ondra's Wrath but with 1*Powder Burns if you wish. Arcane Archer gets no penalties for imbue OR elemental attaks. Frosteeker carries the frost keyword and Essence Interrupter the shock keyword. I believe Dragon's Dowry has the fire keyword so that might work as well. I personally prefer Spearcaster. overall best ACC - and the modal of Arbalests is just great in general.
  14. Imbue: Death with Watershaper's Focus (Ondra's Wrath) or Fire in the Hole (Chain Shot) + Driving Flight is pretty epic. Ultra high ACC also for the Death Rings with maxed Arcana. 3 procs of Death Ring and also the chance to proc Ondra's Wrath (WS's Focus) in combo with the weapons' own AoE. And also: everything there's foe-only which is very nice. For non-imbue shots I would switch to either Essence Interrupter or Frostseeker (no ACC penalty for Arcane Archer). Or Spearcaster (gains way more ACC from Arcana than you lose by the Arcane Archer penalty).
  15. Troubadour is the best pick for a support Chanter. With only 20 INT you can have 100% overlap of two chants (like Ancient Memory + Mercy and Kindness) or switch to invocation mode (Brisk Recitation) if you feel you need that - or for a lot of Many Lives skeletons. Livegiver/Troubadour is a good healer, especially once you combine Mercy and Kindness with the Druid's healing spells such as Moonwell etc. +7 Power level while shifted (or +4 not shifted with Spine of Thicket Green or Xoti's Lantern) in combination with Physiker's Belt and Practiced Healer has a massive impact on the potency of healing. Normally Druid summons aren't that great, but the Ancient's Sporelings are very good. In combination with Wild Growth (Robust inspiration on the Sporelings as long as they exist, no duration) they become excellent. Their duration scales very well because it has a rather long base and it's only PL1. An Ancient/Chanter can also put Wild Growth on other summons like drakes, oozes or the bigger spores. If you have a brilliant priest in the party you can prolong the summons' duration with Salvation of Time, too. Theoretically you can create endless summons who are Robust forever. --- IF one has a summon-heavy party then also a SC Kind Wayfarer is a great spot- and AoE healer with potentially unlimited Zeal in the late game (if summons die he gets +2 Zeal from Divine Retribution). He can use White Flames + Divine Immolation endlessly. The White Flames heal his self damage easily while Divine Immolation AND White Flames heal his surroundings big time. Cherry on top: deals great damage that way, too. Perfect if your backline gets swarmed. I love this guy with dual pistols. Imo it's the best weapon pick for such a specialized Kind Wayfarer. Very fast White Flames, good range, cancelable reloading (great reactivity) great unique pieces. If you want to profit from Divine Retribution twice per summon you can kill skeletons yourself with Grave Calling (turning then into imps) or any summon with Essence Interrupter (turning into whatever). When the skeleton/first summon dies: Paladin +2 Zeal. When the imp/other summon dies: again +2 Zeal. But that usually isn't necessary if you use Many Lives and/or Ancient Brittle Bones because you'll have more Zeal that you can spend.
  16. You can use the "findprefab" command and search in the characters bundle. You can use "findprefab characters xyz" to search for all prefabs whose name contains the string "xyz". You'll get a list in the combat log. But I tried that by guessing what name those eotens might have. Just "eoten" only brings forth eoten and eoten dweller. I tried a lot of stuff but only could find those two. With findgamedata I can also find the bestiary entry etc. for Eoten Drumheller. That supports my guess that they compase that game object use the prefab from Eoten Dwellers and cobble together a "new" enemy type by slapping on a different name and alter some stats maybe. However - that name "Eoten Troglodyte" I couldn't find anywhere so far, not as GameObject nor Bestiary entry.
  17. Yeah, that's a standard Eoten. I guess the more fancy ones are from the DLCs.
  18. SC Furyshaper is very good. The Blood Wards siphons health from ANY damage that a party member who's standing in the ward's AoE causes. That includes DoTs from Battle Axes, Gouging Strike, Plague of Insects and whatnot. Those normally don't work with health draining (like Chanter's "Old Siec" phrase). ANd it works for every party member in the AoE. So if you have somebody who's dealing a lot of damage you don't need to bother healing them. They usually heal themselves pretty easily. The Furyshaper himself can for example use Battle Axe + Heart of Fury and Barbaric Retaliation: summon a Blood Ward near the place you want to go, jump into the fray, trigger HoF and distribute Bleeding Cuts all over the place which will continue to draw health - and become pretty tanky that way although getting hit a lot. Or if you stay at a distance and summon the ward and then "shoot" enemies with Barbaric Roar you will gain a ton of health if you hit enough enemies because the shout does so much damage. If you fear the wards may get destroyed quickly: you can withdraw the wards with a Priest. They will become untouchable but will still work fine for you and your party. The Fear Ward is very good if you have somebody with a club (+modal) and maybe a Waizrd with Miasma of Dull-Mindedness in the party. The ward's ACC is pretty low - but terrify is a very strong affliction. If you can make sure enemies' will is low it will be devastating. Imo it's the best Barb subclass besides Berserker. And Corpse Eater unfortunately is the weakest because +1 Rage is devastaningly bad for the cheap 1-Rage abilities such as Frenzy, Shouts and Wild Sprint. In addition to that Barbaric Smash still only refunds 2 points on kill but costs 3: also bad. But I do not know the changes the Polishing mod does. I'm sure it makes it better. --- Mage Slayer with Effort (enchantment Hemorrhaging) can apply the Mage Slayer's spell disruption with his shouts (!). The great sword's enchantment also procs off of shout- and spell-crits and so on - and it counts as melee attack. So you can shout a Driving Roar and drop enemies and also apply Blood Frenzy's DoT or Spirit Frenzy's Stagger + Effort's Hemorrhaging (hobble or sicken) + Spell Disruption. If you stack 4 spell disruptions the enemy cannot cast anything anymore. Mage Slayer can also apply spell disruption with Frostseeker. It procs a melee helper attack then one of the projectiles crits. This melee helper procs the frost AoE. It counts as melee weapon attack and applies Mage Slayer's spell disruption, too. That way you can play a ranged Mageslayer with war bow and shouts. It's pretty cool imo.
  19. cre_bat_fire_elder cre_naga_shaman Cannot find that one. The only Eoten prefabs that I can find in the "Characters" bundle are: cre_eoten (normal) cre_eoten_dweller (in Drowned Barrows) It may be that the game just takes the prefab of an Eoten or Eoten Dweller and gives it a unique name when spawning it. It does so with Deathwarden Latuc (in Drowned Barrows, Eoten Dweller prefab) afaik. So maybe there is no specific prefab for an Eoten Troglodyte. There's also none for Eoten Drumheller. This can also mean there's no specific bestiary entry for them. But maybe there is a prefab for this and I just cannot find it by name search. Btw.: I cannot remember where to find an Eoten Troglodyte. Do you know where it is (which map)?
  20. That's actually a good idea since the party lacks a Priest otherwise. And I would say at least at the highest levels and with a Cipher (and Ancestor's Memory) in the party a Livegiver (Cat)/Priest of Eothas should be an awesome healer. Once you are brilliant from Ancestor's Memory you turn into Cat form (+5 PL to Rejuvenation on top of the +2 PL Livegivers get anyway for Rejuvenations) and cast Salvation of Time and then all sorts of healing spells. Rinse and repeat. Never switch back from cat form because of Salvation of Time (always +5 PL on Rejuvenation), never stop being brilliant (unless dispelled somwhow) and chuck out awesome healing spells without limits - AND healing over time effects will also stay on you. Might be able to stack an absurd amount of instances of healing over time effects on you and your party members... Or don't use Livegiver but pick up the Spine of Thicket Green and enchant it with Empowering Lifeblood: enjoy +2 PL to Rejuvenation (Druid) and Restoration (Priest) spells and don't mess around with Spiritshift at all. Maybe pick Ancient instead (there's two nice sporeling summuns who can tank pretty well if you support them with healing - and one healing spell is a plant spell (Garden of Life) so that'd get a bonus Power Level from being Ancient, too). Maybe pick a Nature Godlike for the additonal +1 PL? Thematically fitting and good performance. And as I sad: there isn't a Priest in he party yet (didn't realize before). So this multiclass could also buff at combat start and then switch to healing after that. Normally you don't need a lot of healing right at the start of battle - so a dedicated healer might just stand around and wait to be useful. Might as well cast a Blessing and Devotions otF first.
  21. It is strong, especially with Frostseeker as main weapon. Then the best combo is Arcane Archer/Ascendant imo. Very high ACC, lots of crits and weapon damage->focus. Maybe you should give Streetfighter/Helwalker a try. Dual mortars (Hand Mortar + Fire in the Hole) gives you full AoE attacks to pair with your strikes, absurd reloading speed and sneak attack bonus (the blunderbuss modal triggers the Streetfighter passive). And the absolutely best combo is AoE mortars + Stunning Surge (Monk). Also Duality of Mortal Presence (INT) is aweseome with AoE weapons and affliction durations. Dual mortar is better than rod + blast in this case because you will profit from all your Full Attacks more (two shots instead of only one). Mirke can also use this combo, she can be a Streetfighter/Monk. No Helwalker then but that's not really important. I highly recommend Psion/Troubadour. The following is a party build. Just make sure the Psion isn't the weakest party member in terms of deflection so he doesn't get attacked/shot at a lot: But any caster class + Psion is great imo. How about a Brute (Barbarian/Fighter)? This combo can have a ton of engagement slots, high health, high AR, high defenses, great self heal and at the same time attacks very quickly for a tank and does reasonable weapon damage per hit (esp. when bloodied). You can counter the deflection loss while frenzied with a large shield. Or not use frenzy as much (althoug it raises Fortitude by 20 points alone which can be very useful). Many resistances, too (Unflinching + Fighter resistances etc.) I like this as a "Mataru" Huana warrior with Kapana Taga (club), Reckless Brigandine (brigandine), Cadhu Scalth (large shield) and Death's Maw (hidden) so it looks properly like a Huana. My subclass pick would be Vanilla Barb/Unbroken (more AR with a shield) but it also works fine with both vanilla or Devoted or so. For another look I would maybe take seomething like Gladiator Sword + Bronlar's Phalanx or so. Rekke can be a Brute, so he can fulfill this role as well. A Sorcerer can be a very nice healer (and much more) if you pair Livegiver(Cat form) with Bloodmage. Healing counters Blood Sacrifice's self damage. Infuse with Vital Essence makes Spiritshift and healing last longer, Cat Flurry makes you cast very fast. Spiritshift of a Livegiver grants +5 PL for all Rejuvenation spells. If Spirithift ends it's -5 PL - but you can keep up Spiritshift for a long time with Wall of Draining. This also prolongs healing and buffs on yourself, making you very tanky, too. But ofc. this is only possible at PL7: Fassina can be a Sorcerer. She isn't a Livegiver though - but ofc. a vanilla Druid still is a great healer. A Herald (Paladin/Chanter), especially Kind Wayfarer/Troubadour can be a great healer, too. White Flames + Exalted Endurance + Ancient Memory + Mercy and Kindness + Lay on Hands and so on makes for a great combo of passive and active healing. I actually like this best with dual pistols and not melee. It makes your positioning for White Flames less dependend on enemies' position, reloading weapons make it possible to immediately cast a healing after shooting (reloading can be canceled, unlike recovery), so it's more reactive. Pistols have a decent range unlike blunderbusses and not acc penalty (you cannot miss with White Flames else the healing doesn't happen) and you will get a Full Attacks (two shots) per FoD use which means 2*White Flames healing. It's also easy to create a custom AI setting for such a Herald since he doesn't need to move as much as a melee one. But of course a Herald can be tanky as heck, so with a bashing shield (see Magran's Blessing for example) he can at least be a great offtank behind the brute, if not more and still proc two White Flames. Herald with Magran's Favour (Battle Axe) and Sun & Moon (Flail) can get +4 Power Level to FLames of Devotion (also raises the healing of White Flames) which would make him better at melee dmg and healing but less tanky.
  22. Hi! The nerfing of weapons with additonal melee attacks that can crit (like Saru Sichr) to "cannot crit" will significantly impact the performance of the Fountain of Woe: -- Nerfing of Blood Thirst will impact the Fountain of Woe as well: - The nerf of Blood Sacrifice (6s no healing after using Blood Sacrifice) will impact the Bloody Parry (cannot say how much, depends on how often/frequently you use Blood Sacrifice). Steel Garrote Passive will not be able to heal you for 6 secs after using Blood Sacrifice: - Wall of Draining Nerf will impact the Bloody Parry, too: -- Troubadour's Brisk Recitation nerf (3 secs to 4 secs) will make the Ceaseless Siren weaker (not much though, but still): -
  23. Yes, it's an interesting experiment, but I don't think that it's feasible in the actual game. Unless you fight singular tough enemies - then the stone, rod and chain could actually be useful, especially on Essential Phantoms/Dichotomous Soul or even Living Illusions (from cloak). The spell effects (and also the rod with Blast) are easy to apply. The Ring, too - but it comes pretty late if you don't tackle BoW early. A Sorcerer can do Chillfog/Curse of Blackened Sight + Tanglefoot/Binding Web + Blizzard + Arduous Delay pretty early all on their own. And with Cat Flurry also cast those very quickly. That's already a very cool combination for a multiclass that already has much other things to offer. I mean just paralyzing/stunning enemies is obviously more impactful - but those effects usually don't last that long and sometimes there's immunity/resistance.
  24. I think not - because DS cannot use the rod. Phantom would have rod, stone and chain while DS could have 2*stone and 2*chain - but they would need to get hit or even crit to apply the effect. rod is easier: just shoot. By the way: I forgot that Greater Wildstrike Freeze does -20% Action Speed to enemies, too. If this stacks with Blizzard etc. a Wizard/Druid who casts Chillfog+Blizzard+Arduous Delay and also uses Phantom with rod, stone and chain could slow down single enemies (bosses) a lot and multiple enemies considerably. I will try this a bit Edit: oops, that was Wildstrike Frenzy, not Greater Wildstrike - nevermind. Edit2: tried a bit, I think the items are not worth it compared to the spells. The combo of Chillfog, Blizzard and Arduous Delay alone is already having a significant impact on mobs' action speed and recovery. You can of course use the rod + modal afterwards to add more sluggishness if you don't want to use Wildstrike (Cat Flurry) or when it's over, but using a Phantom and getting hit feels too gimmicky imo. Very good thing about this spell combo is that all those spells are rel. low tier. Edit3: Finality's Claim with Time Dilation III (-7% Action speed to all around when engaged) could be worth a Phantom in combo with the stone and the chain maybe. While oneself is using Spiritshift (you'd have to summon the Phantom before shifting though - esle it has a hide, not a chain ;)).
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