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Everything posted by Boeroer
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Exactly. I think if you have some great alpha striker in the party who can kill one enemy (who can leave a corpse) very quickly at the start of the encounter this spell is just fun as hell. The base dmg per m² is unmatched I think. That sounds good. One doesn't really value the sickening effect because a Chanter can have stuff like The Long Night's Drink which applies weakened and MIG debuff via chant.
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Because its base damage is very high for a PL 1 2 ability, the size of the AoE is enormous and you determine which corpse will explode. The AoE that gets displayed originates from the corpse you target with the mouse. That one will explode, damaging all enemies in the big circular AoE. The really annoying part is that it sometimes fails which makes it unreliable and thus unattractive. Making it auto-hit might be a double-edged sword because then maybe not only the "attack on corpse" will auto-hit but the explosion as well? What do you think?
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Depends on the threshold and how much abilities cost. You can't compare it to Cipher because Cipher powers cost at least ten times more focus than Monk abilities cost wounds. Keep in mind that most of the Monk stuff only costs 1 or 2 wounds while the Cipher stuff starts with 10 focus and even raises per Power Level. The old Shattered Pillar generated wounds with all melee damage (ability use included) and that had to be nerfed because it was way too good. But after the auto-attack nerf they should have raised the cap back to 10. The Community Patch "fixes" that - besides my icons another reason why it's totally inexcusable that you didn't already install it.
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Okaaay! I tested those three items which say "from stealth" with WotW, Vanishing Strikes, Shadowing Beyond and Smoke Veil. Here's the outcome: Mask of the Grotto Deep: WotW: yes Vanishing Strikes: yes Smoke Veil: no Shadowing Beyond: no Ajamuut's Stalking Cloak: WotW: yes Vanishing Strikes: yes Smoke Veil: no Shadowing Beyond: no Lover's Embrace: WotW: no Vanishing Strikes: no Smoke Veil: no Shadowing Beyond: no @AndreaColombo's run is safe I'd say.
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While you're at it: the Ogre's armor is a discrace. I think it has such awful stats because somebody thought that the Ogre's fists would be too strong without the armor's recovery malus. I disagree. Atm Form of the Fearsome Brute is used by almost nobody in earnest since it's just not good. You already lock yourself out of casting - the upside should be a real upside then (meaning martial prowess). Doesn't have to be as strong as Citzal's Martial Power maybe - but you can' use both at the same time anyway so maybe it should be similarly decent.
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I'm still not sure if Galawain has any Priests in the first place. Every time you discover some place sacred to Galawain it's always Druids hanging around and acting like Priests of Galawain. Maybe a more "modern" interpretation of Galawain could bring forth a fitting Priest subclass? His aspects are: Seeker God Clever Hound Lord of the Hunt Father of Monsters The Changeling and his portfolio: Pursuit Discovery Perseverance The Hunt Assassins Wilderness Predatory Beasts I marked the ones green of which I think they could be focused on in a more modern worship of Galawain which doesn't include or does not focus on tribal/archaic/beat/plant stuff. It sounds a lot like a Bounty Hunter Priest then. Which would quite nice given that bounties are an integral part of PoE and Deadfire. But maybe also something that is more like an Explorer Priest, seeking lost secrets and knowledge, discovering mysteries, hunting for artefacts - the opposite to aspects of Wael and Ondra and no friend of the Hand Occult and Lead Key I would assume. Or even a spy! The spell/ability portfolio could simply cover all of those three aspects and add a bit of beast and traditioal hunting stuff for good measure - it's Galawain after all. Taste of the Hunt seems to be a sure thing...? Most obvious Spiritual Weapon still might be the Hunting Bow, right? Too bad it's alswys only one of those. The rest of the missing priest subclasses are more straightforward I think.
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For the CP I drew unique icons for every passive in the game - which makes leveling up less confusing. Also it was a ****-ton of work. That alone should be reason enough for you to install it immediately.
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You can totally build Konstanten as SC Skald with sabres, no problems. If you pick skeletons you can even abuse Grave Calling which is always good. The only minor inconvenience is his not-so-high INT - but that's a general problem and not Skald-related nor has it anything to do with the Scimitar. I just happened to play him as a Barb/Skald and was impressed by the "on the fly" debuffing. I have not that much experience with SC Skalds. What are you planning for your Helwalker?
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Ah! So it was me. Hehe. Though in that post I didn't distinguish between poison and antidote like here. I just checked which Druid spell doesn't work on poison and/or disease immunities. I mixed the keywords a bit. By the time I didn't really pay attention to how the bonuses/immunities might have been implemented. But the results are still valid I guess.
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Woedica's fists did profit from Transcendent Suffering and Monastic Unarmed Training when that new priest class was released. The result was a potentially overpowered summoned weapon which could have double scaling. Insane weapons values were the result (with raw lash on top). So the devs removed the support for MUT/TS and kept the normal weapon scaling. Hence I think Spiritshift weapons shouldn't gain the status "unarmed" either because the problem would be the same: double scaling (from weapon quality and MUT/TS). No idea if you could add the "unarmed" label so that Fighters would be happy but keep it from scaling with those two abilites...? So, adding "unarmed" proficiency is a special case because it breaks balance 100% if done like before. With other weapons the balancing problems shouldn't be there - unless the proficiency's modal somehow screws it up (imagine Minor Blights would be a rod and gained the Blast modal --> AoE * AoE --> too good, see PoE). ButI can't think of any severe problems with the summoned weapons @AndreaColombomentioned once you add proficiencies. There's no disadvantage for anybody if you add them. Also we already have some summoned weapons that have them (Blackbow, Firebrand, Spirit Lance etc.) and I never read about a balance-breaking interaction between modal/proficiency and summoned weapon. Citzal's Spirit Lance could have been if the modal applied to the AoE - but it doesn't. I think the only reason why those weapons don't have a proficiency is that they don't really fit neatly into one of the weapon categories. Blights are small elemental objects that you throw (description), Cobra Strike are two snakes that work kind of like whips I assume, Rot Skulls are... well... rotten skulls that you hurl and so on. Maybe the devs didn't want to squeeze them into a category where they didn't fit 100%. Minor Blights as wand would be cool with me, Rot Skulls as scepter, too. Cobra Strike... no idea. It's a ranged weapon with melee reach range. Just to be on the safe side though: If you could make it so that the Devoted or Fighters in general gets their passive bonuses but that the modal isn't available: that would be the best solution. No idea if that's doable. Tl;dr: Proficiency "Light" - just enable Fighter goodies (Devoted, Confident Aim etc.) with those weapons but do not unlock additional scaling and modals. If possible.
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Amra can simply be bought in Dunnage. If you have the 50.000 pands from Berath Blessings you can basically sail there right away after Port Maje and buy it. Iirc it is not possible to steal it(?). For Amra you want a build that can reach 25 MIG without too much fuss. E.g. picking Dwarf from Living Lands with 21 MIG and +4 MIG from food and item. Or if you don't want to max MIG right away then maybe Helwalker (+1 MIG per wound) or Barb (+5 MIG from Frenzy). Consider that running into guys with Arcane Dampener will remove active buffs (like Frenzy) but not passive ones (Helwalker, items, food). So it's better to reach 25 MIG with those in order to not lose the Amra-Carnage mid fight.
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