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Boeroer

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Everything posted by Boeroer

  1. 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.
  2. Oathbinder is an alternative name for Woedica by the way. Thaos calls her that in some of his prayers in PoE.
  3. Eww...? I'm openly hoping they do not.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. That's a different role then. Not sure if the OP wanted to build a full-on defensive tank. Looking at the initial ability and talent choice it was my assumption that he wanted to play a somewhat offensively oriented Paladin.
  9. 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.
  10. 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.
  11. 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.
  12. ROFL sorry. Then either change mode for a while as @Powerotti suggested or pick the temporary "stack deflection" approach I guess.
  13. With Hand Mortar+Fire in the Hole I would pick Streetfighter/Arcane Archer. Fire in the Hole has a built-in jump (if properly enchanted with Chain Shot) and Driving Flight adds another one. If you put Fire in the Hole in the main hand and shoot an Imbue:Web or Imbue:Pull of Eora (even better if both) you create 3 instances of web/pull with one shot with immense ACC which will stop all non-resistant/immune enemies and pull them together so tight that your mortar explosions will hit them all while they are hard-CC'd for quite a long time. Streetfighter is just the optimal pick with everything Blunderbuss/Mortar related. Deathblows do immediately get unlocked by Blinding Smoke (Hand Mortar's enchantment). Mortars not only do AoE damage and target Reflex instead of Deflection for it, but also have dual damage. Against single targets switch to Kitchen Stove + some other Blunderbuss. A SC Streetfighter or Assassin can get to Gambit + Vanishing Strikes and cause massive mayhem with mortars while invisible. You need max INT and all the duration buffs you can get - like the Ooblit pet and special food and items - to extend the unbreakable invisibility of Vanishing Strikes. Also Backstab. Then just walk into a group and use Vanishing Strikes, then deal AoE Backstabs with Gambit. But before that it's obviously just an ordinary SC gun Rogue. With pistols it's best to go single handed (if you don't want to use a ton of Full Attacks all the time) and use the modal. The increase in reload speed is immense (faster than dual wielding) and you only lose 3 ACC (while gaining 15% crit conversion). Against pierce immune foes you can switch to Eccea's Arcane Blaster. Rogue/Ranger is also a good pick here but maybe neither Streetfighter nor Arcane Archer. Also Ciphers are good with this because they have no own full attacks anyway. Barbarians aren't too good with guns unless you pick a SC Barb and wait for Heart of Fury (which works with guns - especially well with mortars). Biggest reason is because Blood Thirst doesn't remove reload, only recovery (Heart of Fury does not trigger reload even if you use it with guns but only recovery). Guns also work with Barbaric Retaliation. Once you reach PL 8 a ranged Barb becomes fun and with PL 9 a ranged Barb becomes quite awesome due to Driving Roar (which is one of the most powerful dmg/CC combo abilities out there because at PL 9 it already has 8 power levels of scaling under its belt). With an Arquebus you can build decent Assassins. E.g with Bleak Walker/Assassin. Use the arquebus modal with Ring of Focused Flames and Flames of Devotion from stealth/invisibility and you'll have almost a guaranteed crit (+65 ACC). Dragon's Dowry is the best arquebus for assassinations. Funnily enough a Berserker/Assassin, while frail, works surprisingly well with Barbaric Smash+Assassinate as well. With the Red Hand you can once again use a Ranger/Rogue but also Cipher/Rogue is good. Cipher/Debonaire is one of my favorites because you can always charm an enemy and then shoot them for a nearly guaranteed crit. Even better: once you can cast Disintegrate you can charm, then land a crit with Disintegrate - and the enemy won't even flip back! The fast pistol shots make sure you get enough focus. Fighters aren't particularly good with guns unless you wait for Clear Out and put a gun in your main hand and a melee weapon or bashing shield in the offhand. This will unlock the option to execute Clear Out with a gun (pistol or blunderbuss). Especially devastating with mortars since it's AoE of Clear Out * AoE(s) of mortars. Also SC Fighter with Clean Sweep or Clear the Path (my favorite) is very impressive. My pick would be SC Devoted for Clear the Path or Devoted/Sharpshooter for max PEN and additional jumps with Driving Flight or Devoted/Streetfighter for high Sneak Attack and reload speed.
  14. Times 1.5 instead of 2, but still awesome. Uh... I played a FF for a 95% playthrough and I also never realized that. Awesome. How you just casually dropped that handgrenade of powergaming. I'm thinking about Sage again now...
  15. Since you say it's a fact: which of the subclasses are underwhelming and form a set the size of which could be described as "so many"? I don't think there's too much power creep. There are also some nerfs, especially when it comes to stuff that otherwise is extremely powerful. Of course: if you focus on the buffed stuff and circumvent the nerfs anyways then it will be easier. But in general I think it will not be. Elric even is considering tuning down the Megabosses because they are a lot harder to beat with his mod.
  16. If you have a Barbarian with the leap or Bounding Boots you can just leap up there, get the fragment and leap back. You can use Bounding Boots in a way where they lose no charge. You have to pause before executing the leap and then unpause/pause in very quick succession until you see your circle appear at the targeted area but your char is still in the air. Then click abort (the"x" button). You will still land in the target area but no per-rest use will be consumed. You can do without that trick of course since bounding Boots have 2 uses per rest - but if you mess up and end up alone and without leap uses in an area where your party can't follow then you are screwed. Maybe save before trying this. A Barbarian with Leap can jump here and there all day without any limit of course.
  17. Yes. Just go into melee with enemies who can't engage (e.g. most beasts, fungus, some undead etc.). Then, when they want to attack, just move out of range. They will automatically miss with an "out of range" message in the combat log. Another way would be to buff up deflection with large shield and support spells while casting ACC-lowering spells onto enemies (blinding ones, PER-reducing ones like Miasma, Desponent Blows etc). But running out of melee range while enemies want to attack is very easy and you can use one not-too dangerous beast to get all the 25 misses.
  18. Maybe it's both (kind of). I recently tested the Battle Axe modal and the Sabre modal - which both give the battle axe/sabre attack a recoery penlty - with Full Attacks: no matter in which hand I placed the weapon with the modal: the Full Attack recovery was always with the penalty. Maybe if you don't use those modals it's still the case that only OH recovery counts for Full Attacks? Or that the modal malus gets added to the faster OH recovery instead. No idea. I honestly didn't test that in depth but just assumed (after my modal/Full Attack test) that the whole determination process of recovery had been changed to "for Full Attacks use whatever's max ". Because before that it was easy to entirely skip the modal recovery malus by putting the axe in the main hand. It doesn't work anymore. At least for me. I am using the Community Patch so maybe that's why. But recovery behavior of Full Attacks wasn't changed by that. So unless this isn't some unwanted side effect of the mod I don't think that's the reason.
  19. Recovery is now determined by the slowest weapon you use (for full attacks). So main or offhand doesn't matter.
  20. What exactly doesn't it do? Recharge to 3 if you use both rings in one encounter?
  21. Hi. You are in the wrong subforum. This one is for PoE. You are describing a monk from Deadfire. I would suggest to move the question there in order to get more fitting answers. A Deadfire Monk who doesn't want to use Force of Anguish and/or Torment's Reach can make good use of wounds with Thunderous Blows, Clarity of Agony, Blade Turning, The Long Pain or Instruments of Pain, Skyward Kick, Resonant Touch and Whispers of the Wind. Skyward Kick has the big advantage that there is no immunity vs. the "kick up" effect. Enemies can be immune to push and interrupt but that doesn't help against the Skyward Kick (also see Fighter's Mule Kick). So it's a good ability to have when meeting such enemies. Or the monk just holds on to the wounds for the maximum Turning Wheel/Iron Wheel bonus.
  22. Hey, that sounds pretty cool. My kids can do that at home because I have a workshop, but who else has that (in the city - besides Jimmy Diresta I mean)? Very nice idea for a playground. I remember when I was at summer camp as a kid we were allowed to use hatchets (removing branches etc.). And every year one boy would manage to hit his shin.
  23. I meant "limited", not "liked", sorry. My phone did a stupid autocorrect. Ring of Reset. It's a charged item though (3 charges iirc). But if you have two (e.g. via character export) you can stack them in the stash and have unlimited charges per game and 3 per encounter (maybe even six if you can wear both and they recharge to 3 each after stacking them in the stash - not sure though).
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