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Boeroer

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Everything posted by Boeroer

  1. There were plans and I pitched some ideas for trinkets (covering the basic premise that Priests and Druids need more flexibility when it comes to ability choice - like Wizards have with their grimoires) in order to discuss and find a good consensus. Unfortunately not everybody in the "mod group" (so to speak) was sharing my opinions on how those trinkets should work. I mean I wasn't expecting that everybody would be like "wow cool ok let's do that" - I just wanted to say that sorting those things out takes a bit of time (and a lot of posts ). Before we could make a real job of it @MaxQuest and @Phenomenum who did the actual implementations pretty much vanished from these forums and thus the trinkets mod couldn't get finished, sorry.
  2. Nothing basically - besides playing solo and/or on PotD difficulty where fights last a lot longer so that your Chanter will have the chance to perform 3 phrases more often. Or you have a party that drags fights more (like a higher focus on defense and less offense). Kiting or pulling is also a good way to make your chanter's summoning more effective. For example you can scout ahead with your tank and then pull the enemies back to your other party members - where the chanter started chanting as soon as the tank triggered the fight far away (note: if your Chanter is stealthed he won't chant, so make sure to unstealth him). That way he will be able to send out summons as soon as the enemies reach the group (or even before). Brisk Recitation starts to take effect from lvl 4 on and gets stronger with level-ups. There's a reason why the impression that chanters make to players is so devided: most players who play PotD and/or solo find them very good while players who play lower difficulties with a party think they are way too slow. At least when it comes to summoning. You can substitute your chanter summons with figurines and drop a summon right at the start of the encounter - then follow up with your own ones later.
  3. Here are some more: Squid's Grasp (unique Rapier): it has an enchatment called "Unseen Demise" which revives you after knockout (1/rest). Then there's Twin Eels (Great Sword) which can also revive you. I guess you could just have one of them in the second weapon slot and then switch shortly before going down. You can also use hostile traps deliberately in order to receive an injury out of combat by the way. Survivor's Tusks would be also reviving, but a SC Barb can't soulbind it.
  4. If I remember correctly then Edér's Armor is the only item in Deadfire with Second Chance. There's the Ring of Reset, but it revives without injury (not wanted in this case I guess but great for Vengeful Defeat). If you have two of them you can keep one in the stash and one you can wear. If the charges are depleted you stack them in the stash and both will be recharged again. You can get two of them via character export (with items). Maybe there's another reviving item but I can't remember now. Maybe I can check that later. In order to receive an injury you don't have to be in combat though. You can cast spells on your barb out of combat to know him out. Best is to aim for a light injury like Serious Burn or Acute Rash since their debuffs are so minor. Injuries from knockout like you are aiming for are usually more punishing. For Rekvu's Scorched Cloak a Serious Burn is the best choice since the lower burn AR doesn't matter at all.
  5. With Blightheart it can be pretty good to fire some shots here and there. Especially once you have Wall of Draining. I don't see the appeal of Dragon's Dowry on a SC Bloodmage. With Ranger/Bloodmage that may be different.
  6. AA's Imbue spells only have a PEN issue. The rest is fine afair. I see no buggyness in the latest version (besides with multiprojectiles: the frost one triggers imbue effects and the following just get ignored). When using an AA I wouldn't use the damaging ones so much but instead focus on Binding Web and Pull of Eora. Both are awesome when used with the AA's bonus ACC and also with Driving Flight (and possibly an auto-jump from the weapon). Mostly because with every jump the spell triggers and up to three parallel Webs with one shot + three parallel Pulls with the next - with highest ACC - are insane CC options and can pull a dozen enemies so tightly together that there's no air between them basically. A really nice ability of the Ranger in combination with a Wizard is Takedown Combo. +100% dmg from a spell is something one should consider. Bloodmages can regain spells so it's not that crucial to make the most out of the casts you have - but still.
  7. Nearly all fights are manageable on solo (even PotD) if you are playing an SC Assassin or Assassin/Paladin. All you need is high INT and MIG and PER, Smoke Veil and Gouging Strike (and Brand Enemy as Assassin/Paladin is very good). Lover's Embrace if you want to speed things up. I like to use it as a single weapon. Boots of Speed and/or Zealous Charge You just go in stealthed, hit with a Gouging Strike with Lover's Embrace (follow up with Brand Enemy at once because hits from stealth have a 80% recovery bonus, BE has no recovery), activate Smoke Veil (doesn't break on DoTs) and quickly retreat where you can't be seen. Wait until enemy dies and repeat. Some players might call that cheese but I don't. All three effects work as intended and it can be a lot of fun because IF you mess up your timing or your positioning you are dead. The challenge is to figure out positioning and timing and observing the enemy and not applying brute force or stacking ultrahigh defenses. It plays as a stealth game then. There are fights where you can't retreat (mostly Water Dragon). But I'm able to kill him very quickly with dual daggers and Toxic Strike + Gouging Strike + Ring the Bell + Arterial Strike and then Escape and run around a bit. Then Marux Amanth's Worthy Sacrifice. One class that can fight digsite etc. heads-on is Arcane Knight. I especially like Steel Garrote/Bloodmage with Offensive Parry from Whispers of the Endless Paths (obvisouly not available at digsite) but all Arcane Knights are great in the early levels (and later) because they come with passive defense buffs which stack with the wizard's active defense buffs which some of are also accessible very early. A Stell Garrote/Bloodmage with Concelhaut's Parasitic Staff is great in the early game. But Goldpact is also very nice due to Gilded Enmity which helps a lot.
  8. I'm not a superfan of ranged Bloodmage/Ranger. Not much which I consider interesting, powerful or fun. I very much like a melee Bloodmage/Stalker with a Morning Star - but I guess you are not looking for that.
  9. The blessing you can get when picking up Xoti. It does "+50% healing done" and +2 Religion and lasts until the next rest.
  10. I wouldn't pick Fury Shaper if I wanted to use a gun. I would stick to SC Bloodmage then. With a weapon like Watershaper's Focus I would pick Fury Shaper I guess.
  11. It only says +5 ranged accuracy and as I said it works with stuff like Driving Roar. So I'm pretty sure it works with "ranged" spells.
  12. Frenzy and Bloodlust (and Frenzy Ward) do speedup the reload of weapons. However, Blood Thirst does NOT set reload to 0. This only works with recovery weapons. And other stuff that has recovery (like spells). I know you said you're not interested in other classes - but I think Bloodmage/Paladin is a very good, well-rounded package. With Blightheart you'll get a +10% corrosive lash for your spells which stacks with Eternal Devotion (its lash also works with spells!) so the spell damage is good. And then Lay on Hands and Exalted Endurance are just great for a Bloodmage because of the self dmg of Blood Sacrifice. A Bloodmage/Bleak Walker can get +2 PEN on Flames of Devotion (Scion of Flame, Spirit of Decay) and the abilities also work with his fire/corrode spells obviously. And FoD gets corrosive/burn lash on the shot which is nice. This corrosive/burn lash on the spells lines up with that which is kind of cool.
  13. Yes, all burn damage. I don't know of any exception. Traps that deal burn damage will not damage you either, but the injury still happens though (which is a bit weird).
  14. Tricorn: It applies to Driving Roar so I'm pretty confident it will also work with certain spells. Like some spells work with melee bonuses (see Instruments of Pain working with Sunbeam ansd such). What does work 100% with spells are the pets that do +10% bonus damage to ranged attacks (see Harley for example).
  15. Don't know if that was already mentioned: when going solo (and it's totally possible with this build) you might check out the Ring of the Solitary Wanderer (from the early Drake bounty who's name eludes me... Pukuhatakatemate or something). It has -35% hostile effect duration with no allies nearby. That's the equivalent of nearly 12 points of Resolve, even if Resolve would be maxed out at 35 (which I'm not sure how to achieve, but theoretically). I never tested how Resolve and other hostile effect reductions stack. Are they additive or would they combine more like recovery reductions for example?
  16. With solo you mean single class I guess. You can wear/use everything that gives you action speed and recovery time bonuses. For example certain food but also Fast Caster (ability). An armor like Miscreant's Leather with a pet that reduces armor pentalty. Because the action speed buff of the armor will be higher than the recovery pentalty then, giving you an overall speed bonus essentially. There are weapons that can speed up your casting. I didn't check Dragon's Dowry, but Scordeo's Edge's Blade Cascade works universally, removing recovery from weapon attack as well as from stealth (you can prolong it with Salvation of Time). Allies can speed you up. A Paladin can make Priests faster with Hastening Exhortation for example. A Furyshaper can drop a Frenzy Ward. Stuff like that. Spells done from stealth profit from a 80% reduced recovery time. Besides that there's not so much one can do as single class priest. The most effective approaches to speed up your casting include multiclassing - like with a Barbarian (Frenzy + Bloodlust + Blood Thirst, maybe even Frenzy Ward) or a Streetfighter (Heating Up when flanked). What really makes a difference in perceived casting length is moving the combat speed slider all to the right. Of course this is only a superficial fix, but it's astonishing how much it helps to remove the feeling of drag.
  17. Hi! I wouldn't recommend this guy for a solo run. It surely is possible to do a solo run with a ranged rogue - but this one is tailored to be a glass cannon in a party. But the bow (Persistence) is one of the best ranged dps weapons, so I guess one could build a good solo ranged rogue around DoTs.
  18. Shadowing Beyond is not great with all bombs that apply a DoT. You will immediately break invisibility. Smoke Veil on the other hand works very well. Speaking of bombs: what I found out about traps yesterday was new for me. I placed a burning trap near some non-hostile guys who stood besides some gunpowder barrels (Cotta and his buddies). The idea was that I trigger the fight, the NPCs turn hostile, run into the trap and boom - death by gunpowder. But instead the trap got triggered immediately by the barrels themselves. I could retreat quickly enough to not get caught in the following gunpowder blast, but all except one of those guys were dead. And the best part: nobody turned hostile. Not even Cotta. 
  19. Healing spells are only for preventing knockouts. Your endurance and health bar always suffer the same damage from an attack. The only difference is that your health pool is much bigger than you endurance pool. If you have 100 health and 25 endurance and get damaged for 10 your endurance will be 15 and your health 90. If Durance heals you your endurance will be back at 25 but your health remains at 90. There are only three effects that can heal health (besides resting and maybe the use of a charged item or so): Wound Binding (talent), Field Triage (talent) and Infuse with Vital Essence (potion or wizard spell). Those also profit from healing modifiers (Might, bonus healing done, bonus healing received and so on). If you take Infuse of Vital Essence as wizard mastery spell you get a 1/encounter source of health healing basically. The general mechanic makes constant healing (endurance) less of a viable approach for classes or builds with small health pools - because even if you heal up all your endurance all the time you can still die from low health (more quickly if it's low to begin with). Barbarians can stack up enormous amounts of health (endurance, too) at higher levels. They feel very squishy at the start of the game because they not only have low deflection but also their bigger health pool isn't really noticable. After several levels the difference to most other classes becomes more and more significant. Thus a high level Barb can take a lot more damage without the need for a rest than let's say a Rogue.
  20. Boeroer's Endless Whispers about the Path of Offensive Parry? It's a pulsing spell. Lasts until the end of the encounter...
  21. I like Minks
  22. Yes, you can pile up a pretty big amount of spellbindings, spellstrikings and spellholdings to a huge aresenal. I especially like the rel. early Sun-Touched Mail of Hyran Rath from the thieves that stole the scroll of Wael. By the time you get it you won't have Deathblows yet, but with the Rogue's ACC and the blinding effect its Sunbeam (3/rest) is great to have. If one does the Skaen quest right in Dyrford you can get an amulet which has another set of Sunbeams (3/rest). As you also carry as one can see. By the end of the game (and with the help of the Helwax Mold) you can nearly have as many per-rest spells as a wizard. But with more oomph as soon as you can unlock Deathblows. I played Devil of Caroc almost exclusively with Badgradr's Barricade (since you can get both at roughly the same time) and Godansthunyr (to trigger Deathblows for the shield's Thrust of Tattered Veils passively) and it's awesome on a rogue. Good idea to combine the use of that shield with spellbindings.
  23. The clone is the instance of the game object that gets created when you add chars to your party (I guess). When Ydwin got killed it may be that this clone with that special name got removed from the list of game objects or only from the list of characters. Instead of FindCharacter you can try FindGameObject to see if you can find one with the name of Ydwin and see if you can use that name in the AddToParty command. if that doesn't work: I don't know how you can manually create a new clone (like Companion_Ydwin(Clone1) or something) and add it to the party. There should be the "blueprint" of Ydwin somewhere as game object from which you can create new clones and then add those to the party. Don't know the console command to achieve that. Maybe it isn't even there. Maybe it can be done with the AddToParty command directly. No idea. But maybe this info helps when googling.
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