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Boeroer

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Everything posted by Boeroer

  1. Yes, exactly. Code-wise those are two different items of course. One is the quest item, one is the actual weapon. You will lose the quest item (see combat log) and then either gain the weapon via dialogue (be rough to Gordy) or by looting the body. I don't know why you wouldn't be able to loot it from Gordy once you gave the quest item to him and finished the quest. I did this two weeks ago or so during my last PoE1 run. But maybe after a certain order of events/options the dagger doesn't drop. Didn't try to explore every possible option though so I can't say for sure.
  2. Yes, you can be kind of rude to him/trick him. The quest will be solved nonetheless and the quest item dagger turns into an equippable one. But you can also solve the quest normally (giving Gordy the dagger, quest successfully finished) and then kill Gordy afterwards (no reputation loss whatsoever) and loot the dagger - aka "Whoops, that was an accident! But now that the dagger lies there I might as well take it..." - this is the "murderhobo solution" that usually works. But you have to give the dagger to Gory first and then (without reloading or leaving the map) kill him right afterwards.
  3. Hi and welcome, it's totally fine. I don't think anybody here has a problem with reviving old topics if there is something new to add (or if there's a question that wasn't already answered and so on). Thanks for the info!
  4. It's not a problem if you selected the dark path option once (or twice). For every option during your quest dialogue there will be +1 point to either the light or the dark side. Once the quest comes to an end the game will look whether you chose light or dark options only - then the outcome will be clear. But if you took some light and some dark options you can influence the outcome during this last stage of the quest. Only if you took dark options exclusively until this point you will be locked into the dark side. For more details read here: https://pillarsofeternity.fandom.com/wiki/The_Lantern_of_Gaun You have to pay close attention to the explanation at the end: it's a bit counterintuitive to get the outcome you want. However, I think that's a much easier solution than trying to alter the savegame.
  5. It's not actually a bounty. It's a bunch of fampyrs in the west of the Russetwood map, led by Felisa. When you talk to them she says something about worshipping Berath - and if you picked up the bounty assignment for Metzla first (who's also a worshipper of Berath) you might get the impression that the fampyrs are that bounty. After not "properly" playing PoE1 for several years now (except the one quick run I did right before recording the video to fresh up my memory a bit) the details of some quests or encounters sometimes become fuzzy. In my head I put those fampyrs away as a bounty encounter although they are not. Yes, the Vambraces. While talking I confused them with the Coil of Resourcefulness in my mind. Yes, but it "only" adds 0.25 secs (from 0.5 to 0.75) while the others we mentioned do add 0.5 seconds (from 0.35 to 0.75 or 0.5 to 1 sec). It's still useful even if it has stunning, too - because Interrupts can also occur on non-crits. But I wanted to focus on weapons that are usually overlooked/not talked about much - and Godansthunyr isn't one of those.
  6. If you don't give the Xaurip Skuldr meat but just kill him, you can loot his spear: you'll have +1 spear. If you give the Skuldr meat to the Xaurip he will give you his spear: you'll have +1 spear. If you give the Skuldr meat to the Xaurip he will give you his spear. If you then kill him you can loot his spear: you'll have +2 spears.
  7. I mean Wicked Briars does at least friendly fire, so it does hostile hit rolls. Would be funny (and great) if Retribution got triggered by Moonwell, Garden of Life and such.
  8. Ist there any good gear that relies on getting hit (besides Horns of the Aurochs)? Some of them (like Sysiphos' Stone) need an actual enemy to be of use. Others (like hit downgrade conversions) make no sense with beneficial hits in the first place. From the top of my head I can't think of any additional item which could truly profit from beneficial self hits.
  9. The belt is awesome. Only little drawback: its implemented in a way that it puts a buff on you that gets triggered by your spiritshift. And that buff doesn't profit from INT for some stupid reason. So if you have more than 10 INT the Wildstrike Belt's effect will run out before your spiritshift ends (because Spiritshift does get extended by INT). Still a great effect and worth taking over any other belt - if you like to use spiritshift.
  10. It works... half. The initial damage is direct corrode damage (Spirit of Decay works) and then it follows up with a corrode DoT (Spirit of Decay doesn't work). But yeah - overall not worth it imo.
  11. Sure! I didn't recommend any abilities/talents besides 3 or 4 on purpose - because the core if he build only is to pay attention to spellbinding items and really use them a lot. Since the Sorcerer's Apprentice already used Prestidigitator's Missiles and was a ranged Rogue I just wated to try out something different. Sabre Rogue has a certain appeal and three unique sabres (Flames oFR, Buttercut and Sabre of the Sea) do have spells on them, so I thought that's also a nice approach. I tried to mostly pick talents/abilities which boost spells, that's why there are all those weird "Beast Slayer" talents there. I usually wouldn't take them for a "normal" Rogue - but in this case I thougt it should work. But you can absolutely build a spellbind Rogue in a lot of ways: ranges, with more crossclass talents/spells and so on. Enigma's Charm as third charm option in addition to Munacra Arret and Spirit Spiral is btw. what I did with my last spellbind fighter - and it's really a great way to add very high accuracy CC to a party. Makes the fighter so much more useful imo. Would also work well with a rogue or any other high ACC class (Ranger, Monk...).
  12. Ach, I'm an idiot - of course non-reflex hits. You are immune to reflex in the first place, haha. Well, then I suspect some benefical spells besides Avenging Storm may indeed end Veteran's Recovery, too... fingers crossed that they don't.
  13. You might want to check if stuff like Moonwell and similar benefical spells also remove Veteran's Maneuver. They trigger the Helm of the Aurochs freezing lash, too - because they get registered as "hits" - benefical (and hidden) hits, but hits nonetheless it seems. But most likely not as hits against refex, but who knows...
  14. Nobody did until Constentine came along. It's def. not intended and pretty cheesy, yes. But the fun kind!
  15. Yes, that's why I wrote "or whatever element you like". Corrode would fit the theme best I think. But there aren't good druid corrode spells which would profit from Spirit of Decay. So for the sake of efficiency I picked Wildstrike Shock + Heart of the Storm because it's not only the least resisted element, but also the best damage spells of the druid deal shock damage. Yes, I didn't put a recommendation tag behind the spell masteries because it highly depends on the party composition, too. This Druid, because of the high MIG, can work very well as the party's main healer. That's why I chose the above spell masteries. Those were just the spells I found myself using over and over again before. Possible, but dual spears look a bit weird imo - and more importantly: boar tusk deal pierce damage already. Good to have a third damage type besides pierce (tusks) and crush (fists) and gain the +10 deflection, too. Blaidh Golan is cool, but Wayfarer's Hide comes superb which is a big advantage for an armor you will not be using frequently because you will have a boar hide. Wayfarer's Hide def. the better pick for me here. Before getting it I wore Blaidh Golan btw.
  16. Ah well, I did make a short gif. Check it out: first I cast Tanglefoot on the dummies and then Avenging Storm. Without doing anything else the Avenging Storms kill the dummies. Add more pulsing spells and especially Great Meastrom and they will die in seconds:
  17. You must have been sleeping Hemorrhaging is universal, meaning it procs off of ALL crits - spells, weapon attacks, attack rolls from other items (Boltcatchers, Hylea's Talons, Ajamuut's Stalking Cloak, Ring of Clenched Muscle...) anything that can roll crit will trigger Hemorrhaging. So far, so good - but waht good does repeated appliance of hobble or sicken do (besides prolonging the duration of the hobble or sicken effect)? Since Homorrhaging itself is a weapon enchantment it counts as a weapon attack! This means it will trigger Avenging Storm bolts. And what do Avenging Storm bolts trigger if they crit? Right: Hemorrhaging! And what does Hemorrhaging trigger? That's right again: Avenging Storm... You can see where this is going. It helps that Hylea's Talons and Ring of Clenched Musle also get triggered by Hemorrhaging and themselves can trigger Avenging Storm (and Hemorrhaging again). Any attack roll you can produce raises the chance that a crit occurs - which has the chance to proc Hemorrhaging which in turn procs Avenging Storm and so on. Spells that do pulsing attack rolls (or even better, do multiple attack rolls per pulse) are awesome in order to trigger constant crits: Tanglefoot, Relentless Storm, Wicked Briars, Venombloom (multiple rolls per pulse) and so on. Great Maelstrom, too. There is no better weapon for a Fury (or any Druid who uses Avenging Storm). It also works for a Stormspeaker (Tekehu), the chants can trigger Avenging Storm from the invocation. And for a little bit of melee fun: Taste of the Hunt + Effort's raw DoT is also not bad for the occasional strike with the blade (can also trigger an avalanche of Avenging Storm/Hemorrage of course). @Constentin Lévine was the one who originally discovered this neat synergy. All props to him! Maybe I'll do a little animated gif for showcasing at some point. Would spare me a lot of explanation I guess.
  18. This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. This is build 3 of 3 from that collaboration. You can find a link to that video down below. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. ----------------------------------------- uvan Thanleyr was born into the aristocratic family of Thanleyr in the Aedyr Empire. From an early age, Tuvan was groomed for a life of refinement and diplomacy, but his heart was never content in the stuffy halls of power. His true fascination lay in hidden treasures: ancient artifacts, forgotten relics, and the mysterious forces that imbued them with power. As a child, Tuvan spent more time exploring the family estate’s vaults and libraries than attending banquets and galas. Over time, he became enchanted by tales of long-lost magical items and the forbidden knowledge they contained. His quiet curiosity turned into obsession, and with the aid of discreet family contacts, he began to procure such artifacts. Rather than following the traditional path of diplomacy like his forefathers, Tuvan adopted the role of an independent collector, traveling across the empire and beyond in search of rare magical items. Using his sharp intellect and quick fingers, he became an adept rogue - able to navigate both the political intrigue of the noble courts and the more dangerous, shadowy world of thieves and tomb raiders. Tuvan's deep knowledge of enchanted items and his knack for discovering spellbindings allowed him to harness the power of these artifacts. By attuning himself to those spellbound items he was able to wield powerful magic that would have otherwise been beyond his reach. However, his life was not without conflict: while his noble lineage granted him privilege, it also drew the attention of powerful rivals who sought to claim his treasures. With enemies closing in from all sides, Tuvan fled his homeland and lost all he had collected. He dicided to venture into the Dyrwood, where Engwithan ruins promised new adventures and better loot, albeit more risk. Tuvan must rely on his wits, his agility and his growing collection of magical items to navigate the dangerous waters of the nobility, the shadowy underworld and the merciless tribes of the Glanfathans protecting those ruins... =================================== The Spellbinder =================================== Difficulty: PotD -------------------------------------------------------------- Class: Rogue -------------------------------------------------------------- Race: Wood Elf (or Island Aumaua for more weapon slots) -------------------------------------------------------------- Background: Aedyr - Aristocrat (just for the vibes) -------------------------------------------------------------- Stats: MIG: 12 CON: 08 DEX: 16 PER: 16 INT: 18 RES: 08 (+1 Aedyr) -------------------------------------------------------------- Skills: Mechanics 12, Survival 6 (use a +2 Survival item before camping to get the increased ACC against certain enemies) -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) 2: Weapon Focus Ruffian 4: Vicious Fighting (r) 6: Arms Bearer (r) 8: Wilder Hunter 10: Primal Bane 12: Beast Slayer 14: Scion of Flame 16: Spirit of Decay Abilities 1: Crippling Strike 3: Dirty Fighting(r) 5: Deep Wounds 7: Coordinated Positioning 9: Escape 11: Deathblows (!) 13: Smoke Cloud 15: Shadow Step Story Talents: - Mob Justice (just because it fit the treasure hunter theme best) - Dungeon Delver - Song of the Heavens - Flick of the Wrist - Hylea's Boon --------------------------------------------------------------- Items (!=important, r=recommended): Weapon Set 1: Bittercut + Bittercut Weapon Set 2: Bleak Fang + Azureith's Stiletto Weapon Set 3: White Spire/Taluntain's Staff/Sabre of the Seas+Flames of Fair Rhian Boots: Animancer's Boots/Bilestompers/ Head: Munacra Arret/Ethereal Helm (toss away after charges are depleted) Armor: Sun-Touched Mail of Hyran Rath/White Crest Armor/Hunter's Mail Neck: Amulet of Summer Solstice/Nidhen's Finger/Cloak of Minor Missiles/Swaddling Sheet Belt: Coil of Resourcefulness Rings: Bartender's Ring/Ring or Searing Flames/Gwyn's Band of Union/Ring of Changing Heart/Sigil of the Arcane Hands: Rotfinger Gloves/Siegebreaker Gauntlets/Spirit Spiral --------------------------------------------------------------- Hallöchen, a final last build for PoE (I think) - I was invited for a second interview by @Aestus again, this time for PoE: And since I talked about some PoE build ideas in the forum but never posted them, we thought this was a good opportunity to do so. The Spellbinder is a variant of a build I posted years ago: the Sorcerer's Apprentice (see below). https://forums.obsidian.net/topic/86156-class-build-the-sorcerers-apprentice-twisted-sneaky-dps-scroll-user/ The reasons why damaging spells work well with Rogues are explaned there. In short: Deathblows works with damage from spells, too - giving your spells +100% damage. And of course the Rogue has good accuracy. But instead of using scrolls this Rogue is using spellbind gear to collect and cast a lot of per-rest spells. There are a lot of fitting items in the game, you can see a collection I mostly used above. I chose Wood Elf because of the Distant Advantage (also applies to ranged spells). And then I focused on the mobility aspect of the Rogue and left out the melee abilities - just to do something different. I also leaned into spell damage even more by using mostly abilites and talents which work with weapon AND spells (Scion of Flame, Beast Slayer, pick up the Bartender's Ring and so on - even Deep Wounds works with spells if they deal crush, pierce or slash damage). But you don't need to do that! It's also nice to build the usual melee Rogue with all sorts of Strikes and put the spellbinding on top. The core idea is using Deathblows with spells. However, I enjoyed the focus on mobility abilities of the Rogue a lot for a change. Very useful for perfect positioning for the optimal cast. I also threw some spellstriking (trigger a spell when you critically hit an enemy) and spellholding (trigger a spell when you get critically hit) into the mix. If you switch to Bleak Fang + Azureith's Stiletto or Sabre of the Seas while enemies are afflicted twice - and manage to crit one of them - the resulting AoE damage is extremely high. You have to force yourself to actually use the spells those items provide though. Don't make the mistake and try to spare them for the big encounter and then rest with lots of spell uses left untouched. At some point you'll have so many items in your inventory who have spells bound to them and are still full. If your currently equipped items are empty: just swap them with fresh ones. At some point only after lots of fights you will have to rest because of depleted spells. It's more likely that you'll have to rest because of low health than of low spells. And even then: you're still a full Rogue with great weapon damage, right? Especially with sabres like Bittercut you can always shine with great melee single target damage - even if your spells are gone. To me this way to play a Rogue is more fun than the traditonal single-target approach. And finally you get some more use out of those sepllbind items. This is may also be a nice theme build if you want to play a Spellblade in Deadfire and wondered what class to play in PoE first. This apporach also totally works with a Fighter btw. - the combination of Disciplined Barrage and high base ACC of the Fighter is great for using CC-spells from spellbinds. A Fighter lacks the Deathblow ability to turn damaging spells into real nukes, but his accuracy with Whisper of Treason etc. is unmatched. If you thought about playing a Battlemage in Deadfire, maybe a spellbind Fighter is nice to play in PoE first. I played Edér that way recently - and despite his low INT it worked very well. Cheers!
  19. This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. This is build 2 of 3 from that collaboration. You can find a link to that video down below. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. ----------------------------------------- n the Living Lands, there exists a Druid named Rhuar - a rugged, rather ugly man with a deep connection to the natural world. Born in a small, secluded village on the fringes of a vast forest, Rhuar spent his youth learning the ways of both nature and martial combat. His affinity for the land and its tasty bugs was nurtured by the village's ancient traditions, passed down through generations of Druids. Rhuar discovered his spiritshift ability early on - able to transform into a wild boar, a creature of strength and resilience, embodying the untamed power of the wilderness - aaand able to sniff all the tasty bugs! This transformation not only granted him unparalleled endurance and a welcome snack every now and then, but also the remarkable ability to regenerate, healing wounds with every blow he takes. As a boar, Rhuar is a force of (dirty) nature, charging through enemies with ferocity and amouthful of chitin. But even when not in his animal form, Rhuar remains a formidable fighter. His years of training in hand-to-hand combat have turned him into a skilled pugilist. With fists like iron, he strikes with precision, using his human form to deliver punishing blows that complement his druidic powers. Though Rhuar’s life is simple, it is not without turmoil: driven by an unyielding sense of duty to protect the natural world from encroaching dangers and the wish to dig up some squishy worms from time to time, he roams the land, seeking balance between the feral instincts of his wild boar form and the wisdom of his human heart. Whether in battle or in peace, Rhuar is a guardian of nature a warrior with the soul of a beast and a tummy full of tasty bugs. =================================== The Vigorous Warthog =================================== Difficulty: PotD -------------------------------------------------------------- Class: Druid -------------------------------------------------------------- Race: Human (or Aumaua, Dwarf, Nature Godlike) -------------------------------------------------------------- Background: The Living Lands - Colonist -------------------------------------------------------------- Stats: MIG: 20 (+1 Living Lands) CON: 14 DEX: 12 PER: 12 INT: 16 RES: 04 -------------------------------------------------------------- Skills: Survival 12, Athletics 9 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) 2: Wildstrike Shock (!)(or whatever element you like) 4: Novice's Suffering(!) 6: Veteran's Recovery(!) 8: Weapon Focus Peasant(r) 10: Greater Wildstrike Shock(r) 12: Two-Weapon-Style(r) 14: Outlander's Frenzy 16: Heart of the Storm Abilities 9: Spell Mastery: Nature's Vigor 11: Spell Mastery: Taste of the Hunt 13: Spell Mastery: Nature's Balm 15: Spell Mastery: Form of the Delemgan Story Talents: - Second Skin - Dungeon Delver - Song of the Heavens - Galawain's Boon (+1 MIG) - Gift from the Machine (+1 MIG) - Effigy's Resentment: Maneha (+1 MIG) --------------------------------------------------------------- Items (!=important, r=recommended): Weapon Set 1: fists (!)(Novice's Suffering) Weapon Set 2: two hatchets (r) Boots: Sandals of the Forgotten Friar (r) Head: Hermit's Hat Armor: Wayfarer's Hide/Sanguine Plate Neck: Mantle of the Dying Boar (obviously )/Fulvano's Amulet Belt: Wildstrike Belt® Rings: Pensiavi mes Rèi, Ring of Thorns Hands: Mourning Gloves/Gauntlets of Swift Action --------------------------------------------------------------- Hi again! Another late build for PoE - I was invited for a second interview by @Aestus again, this time for PoE: And since I talked about some PoE build ideas in the forum but never posted them, we thought this was a good opportunity to do so. The Vigorous Warthog is a Boar Druid - obviously. The Boar form grants two very good abilities while shifted: a wounding lash on your tusk weapons and also a constant regeneration effect similar to a Fighter's Constant Recovery. Speaking of Constant Recovery: the cross-class talent "Veteran's Recovery" does stack with the boar regeneration so we'll take it, too. We can build around those things and create a Druid who is surprisingly sturdy and at the same time does great melee damage while shifted, especially against enemies with thick armor. Wounding - as you might already know - scales with Might, and the healing you do does as well - so we have a double motivation to raise our Might high. This also helps all our spells that deal damage and heal us and others. We want to deal the majority of our melee damage when shifted - but Spiritshift is not endless and often enough we will shift back before the fight is over. For that we might need some fitting backup weapons. Best to use some who don't need a lot of mony and resources to be good, they are for backup only after all. Soulbound weapons come to mind or even a summoned weapon such as Firebrand: they scale without resources. Or - just hear me out - we use our fists. Novice's Suffering works in a weird way: it leaves your fists' base damage untouched but instead adds a rahter big flat damage bonus to them. Since most damage bonuses use the weapons' base damage as... well... base, adding damage bonuses to fists doesn't do much. But on the flipside damage maluses like grazes also don't influence the damage output much. The flat bonus however doesn't get influenced by anything - except Might! Yes, again Might - another reason to pump it. This leads to a set of backup weapons that does increbibly consistent damage, even if the wearer hasn't that much accuracy (like a Druid for example). And except the talent point they cost nothing. Later we add the Sandals of the Forgotten Friar. They add a second (small) flat dmg bonus to unarmed attacks and is also influenced by Might. Now we maxize it during character creation (Dwarf, Aumaua or Human for bonus Might - or even Nature Godlike for the chance to get stackable +3 MIG when under 50% endurance) and use a nice +MIG item (I chose a ring but it doesn't really matter). Outlander's Frenzy can give us another +3 MIG. But we can also use the Sanguine Plate for that: wait until you were hit by a crit and Frenzy procs, then spiritshift: the Frenzy will stay with you - and you spared a talent point. I picked the Wayfarer's Hide however - mostly because of the looks. Use the Blighthollow Resting in Caed Nua for +3 extra Might, it lasts for 3 rests in the wilderness. Make sure to pick up the Wildstrike Belt. What it does it pretty amazing (and obscured by its vague description): it will ad 10% to your Wildstrike damage it says. But what it really does: It adds +10% to your Wildstrike lash, raising it from 30% to 40%. But it also adds 10% to your Greater Wildstrike lash! Those two are separate lashes - and the latter one is only 15% which has to overcome enemies DR/4, too. Low lashes often get eaten up by enemies DR, so raiing this 15% lash to a 25% lash is great. Now your Wildstrike does +40% elemental lash damage and +25% elemental lash damage. No it's totally worth it to pick up one of the elemental damage talents like Heart of the Storm. It will raise both lashes, too: from 40% to 48% and from 25% to 30%. Now you do almost as much lash damage as physical tusk damage. And remember: wounding, buffed up by lots of MIG, comes on top! All Rogues who witness this go home crying and decide to attend Druid Evening School... Your Boar + Veteran's Regeneration is very good, too, allowing you to hang out at the front line after some levels. And you can always increase it with a powerful healing spell of course. The best apporach is to first cast some useful spells (Avenging Storm, Form of the Delemgan, Nature's Balm etc.) and only then rush into battle, swinging tusks left and right. And should Spieitshift end before the fight ends you can punch around with your meaty fists - or cast spells of course. Against crush-immune foes you can use a set of solid hatchets: they grant some deflection and deal slash damage - and they share the same weapon focus as fists. 99% of times you won't need them though. Since Novice's Suffering fists don't profit much from damage bonuses I skipped Savage Attack, Appr. Sneak Attack etc. and instead focused on Might, speed and lash improvement. Cheers and have fun!
  20. Hi, if I'd only read until I would have suggested Druid for PoE and Single Class Druid for Deadfire. Druids in PoE are just great (and can be great in melee fights, too) and my lastest playthrough in Deadfire was with a SC Fury using the great Sword Effort (extremely potent if you combine Avenging Storm and Effort's Hemorrhaging enchantment). Forgotten Sanctum was a breeze - I just brute-forced the Oracle into Oblivion with a thousand Avenging Storm procs on top of my Great Maelstrom. But then I read about the weapon requirements. While Abydon's Hammer can be great for a Druid (+4 MIG while casting) you won't use it in melee (but Spiritshift) - and Modwyr in Deadfire is of little use for a Druid of course. --- Kind Wayfarer is not such a bad choice I think. Don't know about Abydon's Hammer because Kind Wayfarer's FoD is best used with a two-weapon setup - but in Deadfire a Kind Wayfarer with Modwyr and maybe the Watcher's Blade can work well. If you go single class you can use Divine Retribution at Power Level 9 and a fellow Chanter who summons skeletons to gain unlimited Zeal for endless spamming of Flames of Devotion/White Flames. This is very useful in difficult encounters because you deal damage with very high accuracy (FoD: +10 ACC, Ring of Focused Flames: +10 ACC) and heal your party (and yourself) at the same time. Then it's also no problem to use Sacred Immolation: the self damage gets easily healed by your own White Flames. But you'd need one (or more) Chanters in the party who can constantly deliver weak summons (easiest way is chanting Many Lives Pass By). --- Classes which usually make it easier to really steamroll the late game with a party are Monk, Bloodmage, Priest, certain kinds of Druids (see above, but also Bloodmage/Lifegiver), SC Beckoner is bonkers with 8(!) Animated Weapons as I recently experienced (used him to support a dual pistol SC Kind Wayfarer, Beckoner stole the show but the KW was very nice, too), Tactician has the potential to break the game as well. I don't see any pure melee guy with Modwyr really walzing through encounters in the late game. Their impact can be important, but it's usually too limited to single target damage most of times. That can be useful to take down priority targets, but it doesn't feel like steamrolling. The aforementioned Kind Wayfarer has the benefit that he heals (all the time) while dishing out weapon damage (and AoE damage). Wouldn't say he steamrolls anything - but he surely makes every party a whole lot sturdier. --- I forgot that you could make a Berserker/Troubadour and use Grave Calling as main weapon. This is a game breaking setup (kill your own skeletons with Grave Calling which procs a Chillfog which kills your skeletons which procs more Chillfogs and so on) - but it's hard with a party (they usually cannot come close) and also kind of boring at some point. Also is hard on the graphics card...
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