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Why would that be a bad idea? Three nice Great Sword for rogues are "The Hours of St. Rumbalt", because it does extra dmg on crit (and Rogues tend to crit fairly often) and it causes prone on crit, which unlocks Sneak Attack bonus right away and also is a hard CC effect of course. For this weapon you might want to focus on PER (more crits) and INT (longer prone duration) as well as DEX (prone-lock enemies with faster attack rate). You need some money to buy the sword, but besides that it's obtainable early. "Tidefall", because it's one of the weapons with the highest dps potential in the game. Its wounding enchantment is a raw dmg over time "lash". Lashes are multiplicative dmg bonuses. And this lash stacks on the enemy. It also gets influenced by your MIG attribute: for example 15 MIG generally means +15% additive damage for everything, but it's also adding 15% to the wounding lash. A Rogue who plans to wield Tidefall shouldn't drop MIG but instead raise it. On top of that TIdefall also drains life for you once you damage foes. This can help rogues a lot who tend to be rather squishy. On top you can put on a second elemental lash as you can with any other weapon. For this weapon you want to focus on MIG as I said but have not too high INT (because then the wouding damage gets spread thinner over more seconds and that's not what you want - it's an oversight and never got fixed). This is also a great weapon for backstabbig since the wounding dmg will be based on your overall physical dmg and that's rather high with a backstab. You need mechanics of at least 10 to find the sword in a hidden stash. "Firebrand", because it has a lot more base damage than any other Great Sword. And this works extremely well with all kinds of damage bonuses - and Rogues have a lot of those (Sneak Attack, Deathblows...). On top it also does extra dmg on crit like Rumbalt. It is a summoned flame weapon though so you should bring a "backup" great sword for the times the summoning duration is over - or when you just don't want to summon it (e.g. when you face fire-immune enemies). There are two items which each let you summon Firebrand 3 times per rest: Forgemaster's Gloves and Belt of the Royal Deadfire Cannoneer. While the gloves do not much besides summoning Firebrand, the belt is one of the best in the game (i'd say the best) so you will want to wear that anyway. 6 * Firebrand per rest is absolutely enough to be able to summon it for every fight since you will rest at least every 6 fights in general (there will be exceptions I'm sure). For Firebrand you want high INT (to keep the sommoning duration long), high PER (because of the extra crit damage) and DEX (because you can't enchant it with Durgan Steel like you could do with a regular weapon - which means it will be a bit slower in the later game). This is not a good backstabbing weapon because once you summon the sword your stealth will break. You could of couse backstab with a regular great word and only then summon Firebrand - to get both. Good Great Swords on the way are "Justice" (has an extra mini-10%-crushing lash on top of the 25%-crushing lash it displays and thus does more damage than a regular great sword), "the Temaperacl" (it does the same as Rumbalt but without the extra crit dmg). A great backup weapon for enemies who are vulnerable to pierce dmg or if you can't reach the enemy because you're behind a party member or whatever: Tall Grass. It uses the same weapon focus as great swords and has reach (1.8 meters), causes prone on crit like Rumbalt and has a higher chance to crit (converts 10% of hits to crits which stacks with the rogue ability which does the same - but not additively. Two times 10% conversion translate to overall 19% chance, not 10%, three times 10% would get you 27% and so on). I played rogues with all three great swords above and they were all viable and fun. It's more a matter of taste and character idea which wone you want to stick to, not so much a matter of raw power. I would comment on cipher if you dismiss rogue.
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Is Avowed just Pillars 3 by another name?
Boeroer replied to slopesandsam's topic in Avowed: General Discussion (NO SPOILERS)
Fallout 3 was named and advertised as Fallout 3. Obsidian is not calling Avowed "PoE3" nor do they drop that name at all. Josh said it's uncertain that there will ever be a PoE3 given the poor sales of Deadfire. This was said when most likely the development of Avowed had already started. And Josh is not known to be deceptive. This will not be PoE3 but a First-Person RPG set in the same world as PoE and Deadfire. -
If you want to be able to react immediately after attacking with a weapon you should pick a pistol or blunderbuss. Recovery is not cancelable, but reload is. This means you are a lot more reactive with spells if you a using a one handed reloading weapon instead of a wand etc. This is extremely helpful if you are also wearing some armor. Her small shield (lantern) gives power levels to priest keywords. Power level bonuses can have a lot of impact, especially if you can stack multiple of those. Mostly because their bonuses to dmg/healing and duration are altering the base(!) values and thus are multiplicative. So a +2 PL bonus to restoration means your healing abilities will have 10% more base healing and longer duration (if they are not instantaneous) which already multiplies with itself (and then with stuff like MIG and Practised Healer etc.). That's why I would prefer her lantern. If you are operating at range you won't need the protection of a large shield too often I'd assume. You can still keep a large shield in the second set for times when you get attacked with ranged weapons. Then simply switch to large shield and activate "the Wall". This is especially helpful against opening volleys during boarding fights etc. Besides that it also gives light which is often a nice side effect in dark dungeons. I wouldn't pick the small shield proficiency at all (because: for what?) in this case but only the one for the large shield (which will only be used from time to time but then has a huge impact).
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I played some Ravagers. When I use Berserker I wouldn't pick Forbidden Fist (although I love Forbidden Fist). There is one exception though *. Simply because any other Monk besides Shattered Pillar would gain a ton of wounds from Berserker Frenzy. In your case the initial idea was nice - but I don't think it can keep up to the sheer amount of wounds you can get from Berserker Frenzy. For damage, especially against single targets: check out Force of Anguish: it will push your enemy into the Carnage AoE before Carnage is applied - giving the target the initial weapon damage AND Carnage damage on top. It's a nice little detail for Ravagers. I think for a Forbidden Fist Ravager I would have used a Furyshaper. The Fear Ward is strong and although it will most likely not benefit from your increased ACC for afflictions (since it's like a summon with its own ACC and attack roll) it will make it even easier to put afflictions on enemies because it lowers Will and Deflection when it hits (and hard-CCs the enemies). By the way: with high RES and items that reduce hostile affliction duration you can use Hylea's Talons as a great source of wounds on a Forbidden Fist. The DoT you put on yourself will be very short and once it expires you'll get a wound. Don't know it it counts as affliction but it's good. *A nice synergy with Berserker/Forbidden fist: have high RES and items and food which reduce hostile effect duration. Pick the Footsteps of the Beast, then run around confused. You will hobble yourself from your own frosty drop-traps with very short-lived afflictions which will give you a constant stream of wounds while keeping you afflicted. If you combine it with wound spending and Rooting Pain this will interrupt enemies a lot. It also heals a lot (due to FF mechanics) which helps with Berserker Frenzy. And on top of it it fits your theme perfectly well.
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Depends what you are doing with her. For a priest the lantern is pretty awesome. The Monk's part is okay but playing with a small shield is reducing the capability to kill enemies quickly in melee and also makes Stunning Surge less effective - which negates the bonus of the shield a bit. Cadhu Scalth is awesome but an item for tanks mostly. Or for somebody who doesn't need a lot of ACC (let's say a priest mostly doing buffs and healing).
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It does support Linux in theory, but it's much more complicated to get to a functioning build (when your main focus is XBox/Windows) than with Unity3D (where's it's also not a sure-fire success).
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The Outer Worlds was done with Unreal while PoE and Deadfire were done with Unity3D. If guess it was just easier to build a Linux version with Unity than it is with Unreal. Since Avowed is also using Unreal and the official release platforms are XBox and Windows and Microsoft has no reason to support gaming on Linux I don't think there will be an official Linux version... ever.
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The watcher's past
Boeroer replied to SaciDePatinete's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That is not a unique feature of watchers though. Many people in Eora have old souls (you can meet some of those in the Sanatorium or the White March for example), not only Pale Elves or Watchers. But Pale Elves seem to be special in that most (or all of them) get born with continued souls which won't get fractured by the Wheel/Rymrgand. Usually the process of rebirth takes away some essence to feed the gods. Usually people with old souls don't remember their past lives (one exception: Thaos). Only if you become "Awakenend" you will remember (bits) of your past lives. If you manage to deal with it: maybe you can remember all of it. But that doesn't make you a Watcher, only awakened. A Watcher is able to fold/look into the In-Between. Being a Watcher, being born with an old soul and being Awakened are three different things. It may be that Pale Elves enjoy a special treatment because nearly all of them are dedicated to Rymrgand? So that he leaves their souls untouched when they pass the Wheel? But yeah: according to the lore above a Pale Elf Watcher should have been a Pale Elf in the past as well. -
The announcement only says Xbox and Windows - and I highly doubt that Microsoft will put in any effort to release it for Linux navitely. But since it's the Unreal engine you will be able to play it on Linux via Steam Proton soon enough I guess. At least I didn't encounter a game that I couldn't play via Proton at some point after release.
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Avowed - Reveal Trailer
Boeroer replied to Shyla's topic in Avowed: General Discussion (NO SPOILERS)
It's also a crapload of more work. -
I do not think that Josh checks translations at all since his job is a different one (too expensive to waste time with checking localisations) and he and Obsidian have to trust the translators to do a proper job. He is fluent in German (and knows Spanish and some French iirc) - but I guess it's not enough to determine if a translation is really good or just understandable. I'm fluent in English but I wouldn't want to/couldn't determine if a translation from German to English is actually really good or just not obviously bad.
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Avowed trailer transcript and speculation
Boeroer replied to a topic in Avowed: General Discussion (NO SPOILERS)
Oathbinder is an alternative name for Woedica by the way. Thaos calls her that in some of his prayers in PoE. -
Avowed - Reveal Trailer
Boeroer replied to Shyla's topic in Avowed: General Discussion (NO SPOILERS)
Eww...? I'm openly hoping they do not. -
Josh is working on a non-violent, small project besides his duties as design director. The TTRPG rules he's writing and playtesting are pretty nice - and classless. Would be nice to see them in this game, but maybe it's too early for that and also maybe Obsidian wants to keep mechanics that players know from PoE->Deadfire. I would like to see afflictions and inspirations having a comeback. I personally struggle a lot with melee combat in first person view. I couldn't do it in Skyrim (I mean in a way that it was fun) which severely limited the type of character and gameplay I could utilize to enjoy that game. But as stealthy assassin it was a blast for me. I hope there's some mechanic that helps with melee fighting of there's no third-person option.
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Avowed - Reveal Trailer
Boeroer replied to Shyla's topic in Avowed: General Discussion (NO SPOILERS)
Since PoE2 introduced multiclassing and the TTRPG is classless I suspect that the "Skyrim on Eora" comes with a classless system. But that's pure speculation. Since there's Concelhaut's Draining Touch in the trailer I guess you can at least learn wizard spells. -
Rogue attribute distribution PotD
Boeroer replied to SenSx's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
First of all: one point more or less makes no difference. The attributes don't have so much impact. PER has a lot of impact in the early game but not so much later on. I would keep it high but you don't need max. DEX it the most impactful dps stat for a rogue - also because he has no other speedup ability. Weapons with speed enchantment are also great. MIG is not that important for a "normal" rogue because he has no heals (unless you pick Veteran's Recovery or wear something like Shod-in-Faith Boots) and he gets a lot of dmg bonuses (Sneak Attack, Deathblows) which let the bonus from MIG pale in comparison. Exception: if you use a weapon with wounding (Tidefall, Drawn in Spring or Persistence) you want high MIG because it scales wounding up. Your first and last attribute distribution seem fine. -
Ouch, that's bad. Maybe check the Paradox forums (if there is one). Iirc they have done the console ports (Obsidian only made the PC versions). You can also check the Technical subforum here. I didn't read about that big before. On PC you could occasionally lose one item - but never several and it happened very rarely.
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For TB mode you can disregard most things about recovery and action speed. Stuff like Streetfighter's passive, Barbarian's Frenzy and so on have a lot less impact. I hear Black Jacket Fighter is pretty potent in TB mode because a Black Jacket can switch weapon sets with a free action - which means you can fire your guns when it's your turn and then switch to large shield + modal while it's the enemies' turn - giving you the best of both setups without any disadvantage. In my opinion single class Monk is the best (in my case meaning "most fun to play") mortar class because not only does the AoE scale with Duality of Mortal Presence (INT) - and Stunning Surge as well as Resonant Touch and Whispers of the Wind are superb with AoE attacks - but also because monks are sturdy enough in general to be okay with the rel. short range mortars have. But other combos can be nice as well of course.
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If you take Scion of Flame I would also take Intense Flames to upgrade Flames of Devotion and enchant the main weapon with a burning lash. Scion of Flame will increase each of the lashes by 20%. A good weapon for Paladins' FoD strikes is Firebrand. You can get it with Forgemaster Gloves and/or the Belt of the Royal Deadfire Cannoneer. Tidefall is the two hander with the highest dps potential (if you pick it you want high MIG because the wounding scales with it). Rumbalt is also nice. Bloody Slaughter is really bad. What is pretty good for a two hander user is Runner's Wounding Shot which gives your Paladin an additional special attack per encounter. Generally a good ability for Paladins is Coordinated Attacks. Especially if you also pick a marking weapon (like Blade of the Endless Paths for example which is a great Paladin weapon - there's also a marking arquebus which is a perfect fit to this). You will give the next nearest buddy who attacks the same target as you +20 all-stackable accuracy (passively) - which can help a lot against tough foes. DEX is the most impactful stat for dps after the early game (there it's PER) - epecially for a Paladin who has no own speedup ability. Don't neglect MIG and INT because they influence your healing power and Sacred Immolation. I personally would aim for the Wayfarer's Hide. It's a great armor. Maybe not everyone's visual preference for a Paladin though.
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Unfortunately this is a bug. If an enemy is immune to pierce damage the game will not further determine if the second dmg type (in this case shock) would be better but just dismisses the attack as "eh, piece dmg doesn't work". It's different if the enemy just has very high pierce AR (then it all works correctly). But the game logic that determines "preferable damage type" screws up once immunities are involved. You need to equip a weapon that does not do piece dmg at all (at least as first dmg type listed). For example Lord Darryn's Voulge. There's a mod that fixes this, but it wouldn't be accessible for you on a PS4 I'm afraid.