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Everything posted by Boeroer
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Phew... depends a bit on your party. But generally I would maybe say 1. Sigilmaster Auranic 2. Belranga 3. Hauani O Whe 4. Dorudugan None of them is easy. If you manage to stay alive for longer you will see that classes with resource refillment (Monks, Chanters, Ciphers, Bloodmage etc.) have a huge advantage in those fights because the fights are horrendously long. Even better if their resources refill automtically (Chanter, Psion). Newbs will be having a horrible time.
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Don't the Glittering Gauntlets do daze on hit and getting hit (besides +9 deflection)? Maybe you could look up the unique spell Zandethus' Draconic Fury from Zandethus' Dragon-Scaled Grimoire - I believe it terrifies on hit and getting hit. That might be the exact same implementation you need (only with daze instead of terrify). Avenging Storm has something similar but iirc it only works with weapon attacks (hitting enemies with a weapon and getting hit by a weapon) but maybe that's easy to remove. Then Offensive Parry (WotEP) dazes on hit. Maybe you can use that part as well. If it's a problem that it's gloves that have to do this and not the carried weapon then maybe look at Hylea's Talons and/or Boltcatcher and Gatecrasher gauntlets who all apply an effect on hit. They do it with a certain chance and not with every hit - but I guess you could easily set that to 100%, right? I can imagine soulbounds' level-up conditions being hard to mod.
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Deltro's Cage Helmet is too cheesy for me personally. For the same reason I don't use Barring Death's Door and Salvation of Time which are excellent with a Bloodmage: if you can't die you can do Blood Sacrifice all day and night and can drop CON to 3 while raising MIG to 20. My normal routine (admittedly not in TB which I don't play) is to have the tank exposed and then first start buffing/preparing with the other stealthed party members. That means Dire Blessing, then Devotions etc. while Assassin Wizard would do Arkemyr's BD, Infuse wVE and so on. The Wizard can then switch Grimoire no problem (no idea how long that takes in TB). Everybody except tank is still stealthed after that. Usually the tank is completely surrounded by enemies by now. Then I start CC'ing and debuffing which usually would drop stealth. And that's why I like Arkemyr's BD so much: first of all l'll get the party buffs as always and thus I'll be able to hit way better with the debuffs/CC which will increase my nukes' efficiency a lot - but on top of all the buffing I'll be having constant Assassinate (which stacks with all that for all the CC/debuff you're doing). Which then means my final nuke that will lift invisibility will have enormous impact and the best possible damage. It's a bit like chess to me I admit and I play the game slowly because of that (even if it's RTwP). I can't get no satisfaction(r) from casting Shadowflame from stealth at the start of every combat while my buddies just stand there watching. But on veteran it may indeed be the better solution in terms of time investment/result ratio in nearly all cases. As I said: I'm not doing Turn Based so I don't really know if that's working there. Also stuff like Death Ray is crap for Assassins in RTwP and Smoke Veil better than Shadowing Beyond. And honestly when I wrote my last answer I already had forgotten that you wanted to play TB mode, heh. So take it all with a huge grain of salt. But it's indeed so that I only get little enjoyment from doing stuff like casting Chain Lightning on myself to get a huge lash (you don't need high CON for that if you have access to Barring Death's Door and Salvation of Time as I said - to make the cheese completely round ;)) and then blasting the enemies with Shadowflame (presumably while wearing Engoliero do Espirs to maximize the overkilling ;)). But it's also so that everybody is different and enjoys different things - so I guess all different angles mentioned here may help you to find a character that is fun to play for you - just don't feel pushed into a certain direction. It's def. saver to have high CON and not too high MIG and that can prevent frustration. It's certainly no fun if your char is dropping in every fight.
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Blackened Plate comes fairly late though. I mean you have to kill some powerful fampyrs to get it. The Bloody Links with the enchantment "Crimson Steel" gives +2 Armor Rating when bloodied and thus gives the same base AR as plate armor - and at the same time gives all-stackable +5 to all defenses which is great. And it comes quite early (buy it in Fort Deadlight from No-Nut Ned). Devil of Caroc's Breastplate has a somewhat similar enchantment (+2 R when bloodied, but limited to 2/encounter) and will give you more resources (+2 Discipline and +2 Mortification). Reckless Brigandine has "Into the Breach": more melee weapon dmg as you lose health (but max +20% damage). AR increases as you lose health (max +2 AR). So it works a bit like the Bloody Links - but this requires to beat the Deathguard in the Forgotten Catacomb (which is a lot easier than killing the Fampyrs in Splintered Reef though). With "Constant Rebound" and "Bronze Juggernaut" as enchantments I also guess the Patinated Plate is great in TB mode (since the recovery penalty doesn't matter that much). Which you can also get quite early. Another heavy armor that could be nice for a damage oriented Brawler in TB mode is Kāhako Nihi. But also late ad it's best used with unarmed attacks.
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Assassin/Bloodmage is fun. The+25 ACC from stealth/invisibility is great. With Arkemyr's Brilliant Departure you can cast non-damaging CC and debuffs without lifting the invisibility, which means +25 ACC for impactful debuffs all the time. If you have decent healing you don't need lots of CON. I personally really like to pile regeneration gear on a Bloodmage: Trollhide Belt, Rings of Regen., Three Trolls Stiched, Fleshmender... just to be self-sufficient. But of course a strong healer at your side is very helpful, too. Especially once you get Wall of Draining you can prolong all healing over time on you (Blightheart's shots, Lesser Lay on Hands from gloves, friends' healing spells and so on). You can also heal yourself with Concelhaut's Corrosive Siphon. An Amulet of Greater Health and "Tough" can help if you feel you went too low. I mean if you can spare the ability point. And there's always +CON gear and food. I personally even like to play around with the risk of having high MIG and low CON. Like it's a challenge to overcome that danger of killing yourself with Blood Sacrifice. I don't remember if Voidward reduces Blood Sacrifice's damage...?
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I'm also not a huge fan of summons (except Essential Phantom and Watery Double) - but Call to the Primordials is so good because some of the Oozes have special abilites, several of them with unlimited uses. For example the Bog Ooze can cast Plague of Insects once and something like Overbearing Wave unlimited times. And the Greater Black Ooze has Divide and Conquer so if it gets "killed" it splits into two smaller oozes which can merge back again, giving enemies a really hard time. It also can do a corrosive AoE attack unlimited times. And besides that they always come as three and each has resonably high health. So those are the reasons I think that Call to the Primordials is a top spell. But I almost never use it.
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Venombloom is quite powerful (unless poison immune foes). It's like Chillfog but with raw dmg and weaken + frighten instead of blinded. Garden of Life is an excellent healing spell BUT there have to be corpses on the ground. You want to deactivate gibs in the game option menue though - because gibbed enemies don't leave corpses. If there are corpses it's great really. Sunlance is one of the highest dmg single target spells in the game. It has a huge, huge range (20 m). It also comes with high PEN. I like it a lot on Furies where the range and PEN are even higher. Funnily enough the spell works with Instruments of Pain (Monk) and thus gets a range of 120(!) meters. You can basically cast it across the whole map (in theory). Fun with a Helwalker/Fury. I somewhere had a thread where I tested everything that works with Insturments of Pain, maybe I cvan find it again. IIRC there were more druid spells that did. Rusted Armor can be very good against high AR foes. -4 AR for 15 secs base can make a huge difference. Some players really like Rot Skulls. I'm not a huge fan but it's certainly not bad at all. Call to the Primordials calls some pretty powerful oozes. I think it's a top summoning spell. Way better than the other stuff a Druid can summon.
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This monk doesn't strike me as crowd controller. Let your party members handle that. Your very high INT will result in a huge cone AoE for Torment's Reach.
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I personally would pick Torment's Reach over Force of Anguish in this case. The 50% crushing lash works really well with that high base damage so your wounds will be spend well. Also it's cheaper to use iirc.
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You mean the White Witch Mask that has a 1/rest use of Ryngrim's Repulsive Visage. It used to be 1/encounter but at some point got nerfed. Ryngrim = archmage. Rymrgand = arsegod. Rekvu's Fractured Casque is very nice. Only problem in solo is that you cannot gain an injury that easily because you can't knock yourself out with something like Necrotic Lance without losing the game I guess? So you have to step on a trap and after that not rest that much. Best combo for a Wizard/Priest might be the Casque + the Scorched Cloak and then give yourself a Serious Burn. Your own Holy Fire and stuff will heal you. But you wouldn't be able to proc Brilliant from the Shroud of the Phantasm anymore...
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But then it wouldn't be a pistol build, right? Advantage of a ranged weapon can be that you don't have to move much. And guns in general work best with Flames of Devotion. There's even an arquebus with marking - but it comes rather late as a high bounty loot iirc. St. Garam's Spark can be obtained easily. Besides this I don't know of any really great pistol builds. Against low DR a blunderbuss is better and against high DR an arquebus. Pistols have a weird spot in between and none of the unique ones has such breathtaking enchantments that it makes you want to build around pistols imo. A cool thing is that you can find a pistol really, really early in the game: the Disappointer. You can remove it's poor condition by simply enchanting it with any cheap quality enchantment - e.g. Accurate I and then it's suddenly pretty great for the early game. In general I think Ranger or Chanter can make most out of pistols due to their reloading buffs (Gunner+Swift Aim/Sure Handed Ila). Too bad that you cannot combine Powder Burns with Swift Aim.
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Interesting. I'm on Linux and have zero problems with mods. Did you try this: Go to /Users/<yourUsername>/Library/Application Support/Steam/steamapps/common/Pillars of Eternity II/PillarsOfEternityII.app/Contents/override . If there isn't an override folder just create one yourself. Copy the mod (directory with all the files) into that override folder. Mod files are only text files. They should work on any OS as long as you can find the right directory where to put he override folder.
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Sure there is an advantage. As I said earlier Offensive Parry does generate wounds for a Shattered Pillar. So you're always full basically. I agree that in the unmodded game a Shattered Pillar is meh due to the wound limit. But you could just install the Community Patch and then deactivate all changes besides the Shattered Pillar fix. And my icons for the passives of course, that goes without saying... Forbidden Fist would have the advantage that he always has a great single target attack WHILE using Offensive Parry. You'd have to find a good way to generate more wounds though. But maybe Clarity of Agony + Forbidden Fist Curse and max RES is enough. Or let a fellow Druid cast Tanglefoot on him (and the enemies).
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It is always very viable. The description is a bit misleading. The damage you see there will get applied thrice! Also the upgrade is very good. The best part is that will will trigger a lot of individual attack rolls that all count as separate casts/usages. This is important because in the late game you can have the Least Unstable Coil. It will give you one random tier-3 inspiration if you empower an ability usage. A Chanter can empower in every encounter with Sasha's Singing Scimitar. So you empower Her Revenge which will count as countless individual casts - giving you ALL tier-3 inspirations almost guaranteed. But even besides that the invocation is viable in the endgame because not only does it get casts thrice as I said at the beginning but it also scales with Power Level of course.
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I want to focus a bit on the summoning part: If you want a summoner but don't like to micromanage a lot of characters (which is a bit contradictory in general to be honest because you'll have to steer the summons all the time) you can focus on summons that automatically get controlled by the game AI and are not steerable by the player (most Chanter summons are of the controllable type). Those autopiloted summons are for example Essential Phantom and Substantial Phantom from Wizard, Many Lives Pass By from Chanter (absolutely awesome with the Death Godlike Troubadour/Priest Kaylon suggested since they will pop up so quickly you will have a small army at all times that automatically attacks), Ancient Brittle Bones skeletons (the ones that emerge if the first skelli does), The Dichotomous Soul from Monk. There may be a lot more, but since I don't use summons of other classes very often (Priest, Druid come to mind) I can't recall which ones are controllable and which not. Many Lives Pass By skeletons don't count towards the individual char's summon limit. So said Troubadour/Priest can summon a Spiritual Ally and still pop up skeletons while doing so. Which is also great. There are also other sources than class abilities with allow to put autopiloted summons on the field. Look at Essence Interrupter: if you crit an enemy with it and said enemy dies you will get a summon (that doesn't count towards the summoning limit). Without further enchantment that summon maybe hostile. But with the right enchantment it's always friendly. Another option is the sabre Grave Calling. It has an enchantment that summons an imp every time you kill a vessel with it. It also works with your own vessels (e.g. Beckoner's Skeletons). The same thing can be done with the sword Hel Beckoning - just that you have to kill Spirits instead (also works with your own spirits, see Beckoner's Whisps). If you manage to crit a vessel/a spirit with Essence Interrupter and then kill it with Grave Callings/Hel Beckoning you will get a random friendly summon + an imp! So having a Beckoner in the party and then shooting his skeletons with the bow first and then ki it with Grave Calling gives you 4 summons from one skeleton (1 dead skeleton splits into 2 + imp + random summon) -> all on autopilot. Looking at Grave Calling more: it has an enchantment named "Chilling Grave" that is mutually exclusive with the imp summons. But the beauty of it is that the Chillfogs it produces count as weapon attacks and thus get all the goodies like dmg bonus from weapon quality, Sneak Attack (if you have) and so on. A Berserker/Beckoner with Grave Callings/Chilling Grave can summon 6 Skeletons with Ancient Brittle Bones -> Frenzy (become confused) -> kill one of his skeletons -> skeleton will split in two and trigger Chillfog -> Chillfog will kill all other skeletons, splitting them and triggering 5 more Chillfogs -> all split skeletons will die from Chillfog and produce 12 more Chillfogs. Meanwhile your skeletons from Many Lives Pass by will run into the Chillfogs all the time and get killed, producing more Chillfogs. It's the Deadfire equivalent of an atomic bomb. If you also use the helmet Heaven's Cacophony with Avenging Storm every Chillfog will also produce lightnings. However, this might fry your graphics card and is the quintessence of a gimmicky build, so...
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I never used a walkthrough so I don't really know which ones are good. I know that Gamebanshee had a very comprehensive walkthrough of PoE (vanilla) so maybe they also have one for Deadfire? By the way: casting direct damage spells on charmed enemies will turn them back hostile. So it's not bad to time the damaging spell towards the end of the charm. Pure single target DoTs like Disintegrate or Corrosive Skin can also be cast on charmed enemies and will not flip the charmed target. What I really miss is a spell that charms the target and let's it explode with AoE dmg if it gets killed while the charm lasts.
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You can use St. Garam's Spark for a good Paladin marker build. Darcozzi Paladin with Inspiring Liberation, Coordinated Attacks, Zealos Focus. You can give an ally +30 all-stackable accuracy against an enemy which is very potent against tough foes. Combine with Priest's Inspiring Radiance + Devotions for the Faithful and one of your allies will have a bonus of +66 Accuracy and can hit everything reliably.
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I like Blaidh Golan a lot. With a shocking lash on Llawran's Stick + Lightning Strikes Heart of the Storm could make sense.
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