Skip to content
View in the app

A better way to browse. Learn more.

Obsidian Forum Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Boeroer

Members
  • Joined

  • Last visited

Everything posted by Boeroer

  1. Usually they hold position before firing. I don't pay much attention to their cannons and their reload cycle. I just know that when they hold position they will most likely fire on the next turn.
  2. LMAO - that goes right into the awesome typo box besides Buttercut, Lord Rodriguez and Direballs. 😄
  3. You need two master cannoneers (on the sloop) and then you're set. you can hire one at the Kraken's Eye with BErath Blessing Points or just train some guys who only have a star with cannons (and nothing else). Those can become master cannoneers as well if you don't use them for something else. I start with Iron Thunderer cannons - but Royal Bronzers or Vaillian Hullbreakers are better. Ship combat usually starts at a about 300 meters so the short range of the Hullbreaker isn't a problem most of times. With the Sloop you can use cannons with up to 6 turn of reload because: Fire Jibe Hold Position (gives extra ACC) Fire Jibe Hold Position Fire Royal Bronzers have 6 turns reload speed and that's why they are especially good (because they can fire as often as Iron Thunderers but do way more dmg). Hullbreakers only need 4 turns to reload but only have 250 range (farther away: you will get some ACC malus). They do trememdous damage. Since you can't buy Royal Bronzers nor Hullbreakers everywhere I ususally end up with a mix of both. If you have Haeferic's Nose from an event: very good cannon as well. Keep it. Cannons with under 6 turns reload are best for ships who don't jibe after shooting (because they are slow). Which I never use because it's a waste of money. Exception for me is the Hullbreaker. Obviously more cannoneers and more cannon ports would increase the chance of tiggering a special event per salvo - but on the other hand you will jibe so slowly that your rate of fire will be very low - so actually your are not causing more special events during a fight (only per salvo). Faster cannons without jibe will result in more special events - but the dmg is so low that it takes too long to take out the enemy ship (for my taste). Master cannoneers have a high chance of causing some special effect on hit (man over board, knocking cargo loose, start fires, hull leaking and so on). As soon as such things happen the enemy captain will send crew to fix the problem instead of fighting you, loosing a turn. Often ships get into a stupid "turn left-turn-right-uhhhm, what to do?" modus because you shower them with special on-hit effects. Sometimes (very seldomly) I die when taking on the really hefty ships because my cannoneers screw up the first shots - but most of the time my sloop just sinks them because they can't do a lot of stuff while they have to send crew here and there to fix stuff. At some point I will buy the Red Dream hull in Dunnage because it makes you sturdy as heck - you can then affort to screw up a little because you are sturdy like a galleon but with a tiny hull (fast jibes and turns, low chance to get hit). Then later some better sails (like Stormwind or even Goulskin or whatever). If you can't buy a master cannoneer right away you can train your cannoneers in easy fights against such wussies like Beggar Winfrut and such. They are exceptionally weak - and all what your guys need is some practice in order to increase their skill. Nowadays I don't use any other ship than the sloop. I used to buy a Voyager in the past because it's fun with Flamethrowers on the stern - but the sloop is very good as well (because of the low chance to get hit and the fast turning) and costs nothing, so... Ah - if you jibe and the enemy is about to fire: don't hold position! You will be easier to hit then. Instead go full speed (parallel to the enemy ship). Often the enemy will not fire then but hold position and wait until you stop going full speed. You can do so until your cannons reloaded and then just fire "from the hip" without holding your position first. The chance will be lower but the enemy ship was holding its position which should give you some accuracy. If you ar lucky your cannoneers will trigger a special event and the enemy ship won't want to fire at you anymore but send crew. Time to jibe, hold and fire.
  4. The constructs will occasionally hit bystanders with one of their fire bursts - then the town guards and other bystanders will turn hostile towards Katrenn et al. instead of you. But this can also lead to a questgiver's or merchant's death so I would try to avoid the involvement of third parties entirely.
  5. Since Wall of Many Colors is a hazard I guess it wouldn't even register as your characters' crits. But I didn't test it. Gambit is very good if you use it with full Guile and crit reliably (like with multihit-attacks). As I showed before it calculates guile refund without cap during the execution which can lead to very high dmg bonuses before the refun gets cut back after the execution - because Gambit's attack rolls get a dmg bonus based on the current amount of guile.
  6. Keep in Mind that both (Greater Focus and Keen Mind) let you cast powers at the start of combat that would otherwise be too costly for you. Which is - in my opinion - the main reason to take them. Also some passives use max focus (or current focus) variable in their mechanics (Shared Nightmare, Soul Annihilation etc.). Giving both Greater Focus +20 instead of +10 might destroy the balancing of those.
  7. Not really redundant - Sickened and Weakened not only mean reduced healing, but also -5 CON. I personally don't really care if a Priest of Woedica might want to take a Skaen spell or not. What I would care about when looking at Skaen spells is how a SC Priest of Skaen can cast a cool spell (which does more than just blinding at such high PL). And if the -50%/-75 healing aura of Effigy's Husk stacks with sickened (or weakened) that would be awesome - since enemy healing effects would almost get nullified IF you wear Effigy's Husk which could be really useful.
  8. I guess Kalakoth's Freezing Rake works with Murderous Intent - but Wall of Many Colors doesn't (since it's a hazard)? If it does work then I would totally pick Murderous Intent. Maybe an empowered Pernicious Cloud with Murderous Intent is good (never tried)? Toxic Strike with dual mortars and max INT + Murderous Intent IS pretty good though (not really casting but still). Trickster could also make some use of Wall of Flashing Steel. It's a passive and stacks with every other deflection bonus (not with itself though). Maybe could even make good use of WotEP + all deflection bonus one can get in order to use Offensive Parry + Riposte?
  9. Afaik Skaen is an unforgiving patron and generally cruel and deceptive - but not treacherous when it comes to his followers (the underdogs) but towards high-status targets. So that "either blind or dazed" thing wouldn't make much sense for me in this particular case. That certain Skaen items entirely protect the priest from his own spell is kind of cool. I wouldn't take it away with the daze. Maybe Staggered since one could avoid that with a resistance like from boots or something. If the reduced healing effct of Effigy's Husk stacks with Sickened (or Weakened) I would consider that. You could nearly shut down any hostile healing around you then - and stay immune with a Resistance (or in case of Weakened become immune with Rekvu's Stained Grasp + an injury).
  10. Can't say a lot about Death Godlike because I only used that once or twice for thematic reasons and it didn't feel very impactful - I didn't use BDD shenanigans to unlock he really good part often though (Pallid Fate's +3 PL). If you do then it's certainly great. Maybe some ranged build which lowers its health to near death and stays there would also be ok, no idea. The +20% against enemies who are near death (Death's Usher): meeeeh. Nature Godlike's Wellsprig of Life is fine. The +1 PL is very easy to trigger and it's as good as any headgear in my opinion.
  11. If you like Ranger check out Ranger/Cipher: Takedown Combo does not get removed from the target if you apply "pure" raw damage like Disintegrate. Every tick of Disintegrate will get the +100% dmg boost from Takedown Combo as long as it lasts (and as long as you don't hit the target with direct damage which would remove TDC prematurely). Also Soul Annihilation (Soul Blade) + Takedown Combo is pretty cool.
  12. I never take it. The +1 AR is not bad though. The retaliation is nothing to write home about.
  13. So, Battle Forged (Fire Godlike) stacks with all of them but doesn't seem to trigger Swift Flurry - at least I couldn't see it while trying. During the same test Fire Shield triggered it several times. Still: Battle-Forged + Lay on Hands (Darcozzi) + Magran's Blessing + Flame Shield is pretty cool in combination with Combusting Wounds. You get hit and create 4 instances of CW on the enemy right away. Sacred Immolation helps to get to Blooded pretty quickly.
  14. Without wizard, hm... I wanted to say Monk/Wizard but it's out. Helwalker/Caster of any kind is always great. The +10 MIG and +10 INT (from duality of mortal presence) is very good for all casters. And Monks of all sorts are great martial artists, so... I also like Barbarian/Caster a lot because both Spirit Frenzy and Blood Frenzy not only speed up casting but also apply Staggered/raw DoT with spells. Add Bloodlust for even more speed and Blood Thirst for recovery removal after any kill (doesn't matter if DoT or direct damage). I did a Nature Godlike Berserker/Ancient with Lance of the Midwood Stag and Spine of Thicket Green and it was great. Especially once Blood Thirst gets unlocked: you can cast Frenzy (+1 PL through Wellspring of Life) and then Woodskin to unlock the "Lord of the Forest" (+2 PL to everything), apply some raw DoTs (like Insect Swarm + Plague of Insects), then walk in and hit stuff with the lance. Carnage scales with PLs, too. Once the DoTs start killing the weaker enemies you will have a lot of Blood Thirst going which lets you attack the tougher foes with no recovery. I also love Furyshaper/Beguiler. The terrifying ward is very strong and usually makes sure you don't get attacked to much. Use clubs + modal to hit enemies which come too near and they will certainly get terrified by the ward (because -25 Will). Meanwhile cast Deceptions and gain massive focus, then do Disintegrate and such which can trigger Blood Thirst... Furyshaper/Wizard is also good because Fear Ward + Miasma + Dazzling Light is gold. Terrifiying everything... Assassin/Wizard (I know, but no summoned weapons involved) : If you like the sneaky ways this is great. Arkemyr's Brilliant Departure (unique spell from Arkemyr's Grimoire(s)) will not break its invisibility if you only cast non-damaging CC and also any wall spells (Wall of Flame etc. - because they count as hazards which are not directly coupled to you as character). So you can vanish, apply all CC spells you like with +25 ACC from Assassinate. If you use Wall of Draining you can prolong the invisibility endlessly. If enemies are disabled for good you can attack "for real" or just let the party do it. I made an Assassin/Bloodmage with the Cap of the Laughingstock (its buff/debuff also applies when invisible and makes if possible to leach from every enemy via Wall of Draining) as the party's main debuffer/cc guy and the +25 ACC on cc spells is just awesome. And he can still dish out rogue-like damage with weapons if he wishes so. Trickster/Soulblade is also pretty fun.
  15. The Fire Shield retaliation seems to be not only a "weapon" but a "melee weapon" attack I guess (inherited from the bash or the shield as melee weapon itself?) - since Swift Flurry usually only gets triggered by those? Other retaliation effects I tested (Ragged Cloak, Flame Shield, Darcozzi's Lay on Hands etc.) don't want to proc SF/HBD as far as I can tell. Speaking of Darcozzi/Flame Shield: made a Darcozzi/Bloodmage with Magran's Blessing and all Fire/Flame Shields will stack (as a side note).
  16. Hello, another little discovery I wanted to share: Fire Shield (the enchantment on Magran's Blessing, NOT the wizard's Flame Shield) can trigger Swift Flurry and Heartbeat Drumming. Those will not proc further fire shield attacks but instead proc main hand attack rolls. So for example if you have a Battle Axe with Bleeding Cuts in the main hand (probably Magran's Favor) and Magran's Blessing as shield, then crits from Fire Shield can proc additional attacks from the Battle Axe with Bleeding Cuts. So this shield might increase your damage output even though the Fire Shield itself is pretty whimpy itself. For a Monk that is... Don't know if that's already common knowledge - but I didn't read about it. Have fun!
  17. The power is that even tiny damaging attack rolls lead to the same raw dmg stacks. So a blunderbuss for example adds 4 stacks while an arquebus only adds 1 per shot. That's why I loke mortars with Whisper of the Winds so much. Against a group of enemies you will apply so many small dmg hits that in itself might be enough to kill enemies - but the cumulated stacks of RT are superdevastating then. Also works well with Swift-Flurry/Heartbeat-Drumming chains and Sun & Moon for example.
  18. I agree. By now we should be cautious with "it's simple" - but this seams to be the most simple (yet practicable) solution without making Brilliant too boring (like +3 PL might be). I also get some "PoE Spell Mastery" vibes. Which is nice.
  19. It also works with Avenging Storm (every lightning during the empowered duration will trigger the Least Unstable Coil). I use it with dual mortars + Avenging Storm from time to time because one volley with Blinding Smoke is enough to trigger Brilliant if you hit enough enemies. I suspect Relentless Storm would also do this and maybe even Nature's Terror but I didn't test them.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.