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Boeroer

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Everything posted by Boeroer

  1. What about Effort (the great sword)? I mean it has no action speed/recovery speed buff - but wouldn't it work nicely with Predator's Sense? Also the 15% raw DoT lash itself is nasty. Besides that Blade of the Endless Paths is really a great weapon and I always shed a tear or two when I have to decide between it and WotEP (especially when having a Monk with Swift Flurry/HBD in the party). Time to export a character with one of them I guess...
  2. Argh! I overread the sentence with Berath's and Magran's Challeges. Thanks for the correction. Ok then potion of invisibility doesn't make a whole lot of sense except buying time I guess. In that case another trick maybe: use two pairs of Bounding Boots (one from Benweth's study, the other from Ori o Koiki for example). You can jump while stealthed and coer a large area with one jump (the range is pretty big) and refresh the per-rest uses when stacking the boots in the stash. So you don't have to rest to regain the uses. It's rel easy to "sneak" past anything with leaps. You could even try to time it right and cancel the action while you are in the air, right before you land - but after the char circle appears in the target area. Since Magran's Challenge prevents pausing this will be very hard to get right but it's possible nonetheless. If you manage to do it you will be leaping absolutely silently (no noise on impact that enemies might want to investigate) and you will not consume any per-rest use at all.
  3. Can't you just prematurely end the combat by using a Potion of invisibility or Arkemy's Brilliant Departure? Fight a little, kill some enemies, go invisible (which should end combat) and then repeat with fresh spell uses? Potion of Invisibility doesn't break with DoTs - so if you have the problem that the combat ends too quickly after going invisible (no time to run away far enough) you can apply some DoT (e.g. Concelhaut's Corrosive Siphon) before drinking the potion which will keep combat running as long as the DoT is ticking. You'll have more time to retreat before the combat ends then.
  4. "How are you gonna pay for it" is a rather stupid question when all you have to do is to take a look at nearly every other western democracy. The Nordic countries don't run hybrid capitalist\socialist systems by the way. They are running capitalism - but with a more dense social safety net and steeply progressing tax rates and/or luxury taxes (e.g. in Denmark a car will be taxed with 85% up to 150%). In Germany that's called "Soziale Marktwirtschaft" (social market economy) - which sounds a bit like socialism but economists agree that it's still capitalism. Also capitalism != free market economy. Actually unregulated capitalism hampers competition and destroys free market enconomy. Just try to build a car or to run a cell phone carrier: it doesn't matter how good your product would be and what a genius you are: the barrier to entry is just too high because of the needed capital and thus competition doesn't happen. With socialsm the capital goods (e.g. machines) would be owned by the people and companies would operate on them (maybe rent them). In that case the hurdles for entry would be low and innovation and competition would rise - at least in theory. The GDR had socialism - but it wasn't democratic and also they had a centrally planned economy (the opposite of a free market economy) which ultimately broke their neck. Same with USSR basically (but communism + planned ec.). Afaik there hasn't been any serious attempt to establish any corruption-free democratic socialism with a social market economy.
  5. If you have above mod, Dragon Thrashed will get +20% damage - if that's what you are asking for...?
  6. Same. Taking out the sigils after the fights is so much more convenient: your resources refill nearly instantly and your attacks won't break stealth (your recovery is -85%) which speeds up the process considerably - even if you can only scratch the sigil with your attacks.
  7. I played some solo runs recently - which is tedious enough in some fights. I still have no interest in adding even more tedium to that.
  8. Well on the international annoyance scale which goes from 1 = "cool cool cool" to 100 = "'Bother Some: Annoyerance" all megabosses reach a solid 101203 anyway.
  9. Yes, a pulsing spell will lift your invisibility (no matter which one) with the next pulse (that pulse gets +15 ACC and extra crit damage - but those pusles are usually small so it's not that great) - which make them not suitable for an Assassin/Caster IF you want to go invisible while the pulsing spell lasts. In RTwP an Assassin/Druid can apply Plague of Insects which is a pure DoT and then vanish with Smoke Veil and stay invisible (DoTs don't break it). He can't do the same when castng Wicked Briars or Venombloom - because those are Pulsing spells. But a pure DoT, cast with Assassinate is not as impactful as a direct damage spell because while the DoT cast will get +25 ACC it can't profit from the increased crit damage of Assassinate. That's why you see a lot of Assassin/Wizards but not that many Assassin/Druids. Although Sunlance with Assassin/Druid is pretty nice. Ah, forgot: the initial attack roll of a pure DoT will also lift Smoke Veil (any any other invisibility) - only the ticks will not.
  10. Absolutely what Haplok said. I made some tests recently to check which invisibility effects breaks on which action and the advantage of Smoke Veil is that it doesn't break from pure DoTs. Shadowing Beyond however does break. That means while you can use Gouging Strike, Toxic Strike, Lover's Embrace and so on with Smoke Veil and remain unseen while they tick, you can't do it with Shadowing Beyond and also NOT with Arkemyr's Brilliant Departure (which doesn't break on pure CC/debuff hits unlike Smoke Veil and Shad. Bey.). Most invisibility effects are implemented in different ways as you can see. Which is weird but that's what we got. You have to separate direct damage from damage over time (DoT), even if it "pulses". I mean sure: semantically/logically Chillfog also does damage over time. But as Haplok already pointed out stuff like Chillfog does a new attack roll with every "pulse" and then applies direct damage as a result of that attack roll. DoTs just do one attack roll and put a damaging effect on the enemy and then the "ticks" just keep coming. There are some key features that separate the two: DoT abilities: - one attack roll at the beginning - applies a hostile effect with a duration on the enemy - that effect causes damage with every tick (usually every 3 secs but there's also ticks of 1 or 6, even 12 secs) - can be shortened with high RES or dispelled with stuff like Clarity of Agony and all other stuff that reduces hostile effect duration. - you cannot get rid of them by simply leaving the area. Pulsing abilities: - an attack roll with every pulse - usually applies the effect on the ground (Chillfog for example, Binding Web, Slicken, Wall spells...) but may also be anchored to an enemy or ally (rays or beams). There's nothing on the enemy (except of course if the pulses themselves cause a secondary effect like Blind - but that's not the original pulsing effect). - that effect on the ground/in the beam also causes its effects to get applied with every pulse but with a new attack roll. - cannot be shortened with high RES etc. since the effected is not places onto the enemy directly. - you can leave the area and thus stop it from hitting/pulsing on you Because this has several mechanical implications (e.g. Combusting Wounds gets triggered by pulses but not ticks, interrupts while being Energized can happen with pulses but not ticks) the terms "DoT", "ticks" and "Pulsing spells/ability" with "pulses" have been kind of established - at least here in the forum - so that we can distinguish between them rel. easily. The same is true for Healing over Time (HoT) and Healing pulses really. Lay on Hands is Healing over Time, Consecrated Ground is Healing pulses. Just no attack rolls here in general. But HoT can be dispelled (Arcane Dampener etc.) while Healing pulses cannot. But for healing pulses you have to stay in the AoE while with HoT you can go anywhere one it's applied. And so on. Big excursus, sorry - maybe overkill - but maybe also interesting.
  11. I also found this: Seems to be a problem that affects all dragon fights.
  12. That is an enchantment on St. Omaku's Mercy (warbow). I don't think a charm could transfer it to an enemy. I guess it just coincidentally has the same name. Either the effect on the Dragon has nothing to do with Galawain's Boon that the character might have or it's a proper hostile effect that just accidentally gets listed under beneficial effects or it's really a bug where the dragon gets what you should have. No idea what of the above it is though. I guess one needs more testing - or somebody could use the console to add the effect to a char to check out what it actually does. Maybe I'll have time for that later...
  13. Paladin/Evoker can use Eternal Devotion in order to give his damaging spells a 10% burning lash which is not bad at all. In terms of damage that's nearly 2 Power Levels. So the damage with spells can be better than with several other multiclass combinations. I don't know how Delayed Fireball works in TB mode but maybe you can time Inspired Beacon (+40% dmg to enemies) with Delayed Fireball? You will not gain access to some of the best evocation spells of the Wizard at PL 9 though. I'm talking about Meteor Shower and/or Missile Salvo.
  14. 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.
  15. 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.
  16. 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.
  17. No, but you can take all the folders that now lie in the override folder and put them into one subfolder, for example ..\override\community_patch\ Don't think that's the trick but it won't hurt to try it I guess.

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