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Boeroer

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Everything posted by Boeroer

  1. Whoops, totally skipped that part, sorry. Sure! What else would I do with my new microphone?
  2. Fair enough if you apply that "low rest" rule. But still: Priest's Inspiring Radiance is 1/encounter - and stuff like Blessing and also Devotions can get there as well (with spell mastery). With the most impactful Druid spells (imo) you cannot achieve mastery. But the Druid has Spiritshift which is awesome. Unfortunately it's rather short (for PotD anyway). I view resting a bit differently because there's no real limit to it, besides that it can be cumbersome to collect resting supplies in some areas, like the Endless Paths - and I account for that, too. But I don't try to rest as little as possible per se. It comes down to this for me: it's so much more noticable if I go without a Priest compared to going without a Druid (or Wizard or any other class). And I don't even use Barring Death's Door and Salvation of Time much. I do not need to use Prayers in every fight. But when I need to they make such a big difference. In general I was (mildly) surprised that my personal ranking doesn't differ much from yours. I've had so many discussions in the past on how awesome rogues are because they have great weapon dps. Also many players see Ciphers as being "the best" class just because they can deal weapon damage and cast spells. For me it's more like "they have to deal weapon damage" - and that's the bad part. At least for me. That's why I liked my instantly nerfed Backlash Beldam Cipher build so much... and the Psion in Deadfire.
  3. My personal list for parties on PotD difficulty: Game Breaking Tier: Priest Overloaded Tier: Wizard, Druid, Monk, Chanter Bread'n'Butter Tier: Cipher, Barbarian, Paladin, Ranger Niche Tier: Fighter, Rogue Druid is really nice and so versatile, but imo not as impactful as a Priest - just because Inspiring Radiance + Devotions & Prayers. Unparalleled impact on every party imo. 6 Priest party: 6* Inspirig Radiance + Devotions = +80 ACC for everybody. Wizard has nice spells and great summoned weapons with enormous base and the cheesy grimoire mechanic that allows him to learn all spells without actually spending ability points. Just scribe some grimoires, retrain, learn all the spells from the grimoires before leveling up and you're done. Maximum spell selection with minimal ability picks for spells. Deleterious Alacrity of Motion is nuts in PoE. Monk has very good starting values, potentially endless resources and great AoE capability (which is important for PotD). Torment's Reach with a dual wielding setup is almost too good. There's a reason we fear enemy monks more than most other enemy types. Henlo Abbey of the Fallen Moon it is I, the guy who hates to fight you. Chanter is kind of made for PotD. The longer the fights the better the Chanter performs. Can clear Raedric's Castle with White Worms solo, later there's Dragon Thrashed: damage for nothin' (and your chicks for free), Ogres, Animated Weapons... Cipher is great in most fights but I find the struggles to get sufficient focus against tough bosses a bit frustrating. The love triangle between Cipher, Chanter and Priest with Defensive double Preservation + Withdraw + Mindweb + Dragon Thrashed is extremely strong though (+100 to all defenses for the party, wow). But still... I don't like that when it matters most the Cipher kind of falls behind in terms of spellcasting. I would put in somewhere in between Overloaded and Bread'n Butter - but since I have to make a decision I put it into the latter (don't really like to play it because of the "to and fro" with weapons and spells). WelI could be easily convinced to put him higher I guess... Barbarian is loads of fun with the funky Carnage mechanics and weapon effects. Maybe my favorite class (hard competition with Monk). But Barb also suffers from the "not great vs. boss" malaise - and it's not good in the early game due to low accuracy and low deflection (and little impact of the potentially big health pool, which only comes into play later). Limited resources - but Heart of Fury! Paladin (especially the Darcozzi) has amazing potential for ACC buffing a single ally on top of the other goodies and it can be tanky without even trying. But there's not much going on in the AoE department except Sacred Immolation. Limited resources. Ranger is a great single target damage dealer with an animal companion that can hit hard like a truck if build properly. (AoE) CC on top if you wish. Awesome CC against single enemies later on without using resources. Which makes it better than the Rogue imo. Ranger with Persistence + Predator's Sense against some high-priority targets... ouch. Fighter and Rogue suffer from no AoE and uninspired/lame/tooo expensive high level abilities and limited resources. Both nice in the early game (esp. Fighter) - but the power curve is too flat imo.
  4. Afaik you cannot. But I simply pick one and queue up its special attacks with the shift key. Then the next. But I only do this when the fight is really hard because it's a very tedious job. Usually it's sufficient to just select them all, point to a single enemy and *pouf*. By the way: having a SC Priest with Spark the Souls of the Righteous in combination with 8 animated weapons is also wild.
  5. Hehe yeah I know it works. The question mark outside the brackets was meant as "Chanter(xyz)?" as in "should I pick this class maybe?" Sorry... Just played around with SC Beckoner for a bit while trying to compose a fun Stalker/Chanter. Holy moly the PL9 8*ancient weapons with some party support: just crazy.
  6. I understand - but even when it's all about survivability I'd still not pick Antelope - but Boar. Defenses comparison (incl. Antelope's +10 to all defenses bonus): Deflection Bear: +0 Boar: +5 Antelope: +9 Fortitude Bear: +14 Boar: +14 Antelope: +10 Reflex Bear: +4 Boar: -4 Antelope: +28 Will Bear: -10 Boar: +0 Antelope: -2 And now the boar has endless regeneration on top. Imo that's the better package in terms of survivability, especially in the early game. Of course the Antelope has higher combined defenses than the Boar, but it pumps it all into one crazy Reflex defense - which is not so great for overall survivability imo. I can see one case though where this focus on Reflex might be great: If I'd want to build an Animal Companion who does not need to worry about friendly fire Reflex spells too much (a Wizard's Fireballs for example), the Antelope + Defensive/Strengthened Bond might be my pick. Should add up to ~123 stackable Reflex at lvl 20 if I'm not mistaken. I don't know. I picked bears for survivability in combo with Stalkers rel. often - and it worked quite well imo. But ofc. then the Bear then starts with an additional +1 AR because of the Stalker passive. With Resiliant Companion (taken right away) he will start with very decent AR (11 believe) and he feels quite sturdy - compared to a Wolf at least (which is my second favorite AC). Hm... now I wonder if I should try to build a Stalker/something tank + Bear AC. With Shining Bulwark shield (+1 AR for the Bear), maybe Furrante's Breastplate (-10% dmg received for the Bear)... What second class? Chanter (healing + dmg shield chant - bonuses would also work for summons)? Cipher (Pain Block +2 AR)? Shieldbearer (Exalted Endurace +1 AR etc.)? Ancient (2 Sporelings+Wild Growth AND 1 Bear + Nature's Balm's +2 AR)? Beastmaster tank sounds pretty nice for a change. Shining Bulwark doesn't fit the theme though. Edit: Argh, Nature's Balm and Wild Growth are on the same spell level.
  7. Haha! I read right over the WM1 part. Jeez... 🫣 But still: the tips with fire dmg and Rymrgand's Mantle work there as well. But if you have the fitting prayers then this shoud be a walk in the park. If no prayers (from priest or scroll): Since it's well past Caed Nua you should have two situationally very cool items in your inventory that can help: Ilfan Byrngar's Solace (medium shield, Endless Paths lvl 6) and Blaidh Golan (hide armor, Brakenbury Sanatorium). They have the enchantment "Preservation" which adds +50 to all defenses when stunned or prone. And they stack because one is from a shield (weapon). So the tank (or anyone who usually struggles to stay alive in this fight) who gets attacked and gets stunned will gain +100 to all defenses while he is stunned (minus the stun debuff, but that's negligible). This makes sure that follow-up attacks from multiple spirits will miss - until the character isn't stunned anymore. This doesn't necessarily preven stun-locking, but it will reduce the amount of dps the character receives a lot. It can help to withstand the incoming damage a lot longer so the rest of the party can take care of the spirits without too much stress. This combo doesn't work against paralyze though.
  8. This bug is an advantage for the player. You know that resistances work like immunities now and you can plan accordingly (like not casting Whispers of Treason on a sporeling anymore) - but the enemies will never know. They will try to attack you with afflictions you are virtually immune to and waste precious time and resources. Time to pick up resistance items and -abilities!
  9. Maybe Sun & Moon flail for the +2 Frost Power Levels - but it doesn't work during the day (and not while shifted of course). Bear's bonus AR in combination with Thick Skinned and Woodskin/Form of the Delemgan is pretty decent AR without any recovery penalty. In combinaton with Frenzy and Bloodlust that's very good attack speed. Helm of the Aurochs will grant you an additonal freezing lash for your next weapon attack if you got hit. Funnily enough it also procs off of benefical "hits" like healing pulses (see Moonwell etc). Nice addition imo. Footsteps of the Beast boots are also thematicially fitting, as is the whole Beast of Winter DLC.
  10. I use Community Patch and Enhanced UI myself (not Deadly Deadfire though). I did a quick test with my Steam version of the game and for me it works like it should: And since disabling/removing all mods doesn't help I'd say it's a probem with the game version. Somebody should check that properly I think. --- @Aarik D & @SChin: Cheers and hello my friends, this topic seems to be important for the Gamepass Version of Deadfire. I thought you might want to know. Thanks!
  11. But... if you manage to win the fight and the only "problem" is that you have to rest afterwards... is that really a problem? Yeah, the fight is brutal because of the constant stunning - and the phantoms pack a (frosty) punch. Some players make sure they get a Rymrgand's Mantle from the Temple of Eothas (random-not-really-random loot) or some other location before trying to take on the fight in Caed Nua. It minimizes the damage the Phantoms do with extra +5 freeze AR and at the same time it heals 20% from that freeze damage. Best item for a tank to have in that fight. Also the Whispers of Yenwood that you find in a vase at the entrace does actually help (if you have somebody who's good with swords). And, as @Chaospreadalready said: fire damage. But also, although they have tremendous freeze DR, they can still be blinded by a Chillfog - and quite easily because their fortitude is their lowest defense. Getting enemies blinded is a huge bonus for your survivability. If you have Combusting Wouds already (or a Ring of Searing Flames) it's a perfect combo with Chillfog on these enemies.
  12. The Antelope gets +10 to all. But it has pretty bad stat distribution for the most important defenses (I think) so its defenses don't end up where I personally wanted them to be. It has very high reflex but only slightly better deflection than the Boar. Base health is the same for all ACs (base 36, +12 per level), but it gets modified by CON of course. Boar has the best CON (16), giving him +30% health. Antelope +0%, Bear +10%. Deer/Stag has a fairly balanced stat spread. The "carnage" on crit isn't that useful unfortunately. The base damage of ACs is low and since carnage is calculated with base dmg it does so puny dmg numbers it's best not to talk about them... Would have been a lot different if the base damage of ACs scaled like it used to in PoE. In Deadfire the dmg scales only additively like any scaling weapon does (see summoned weapons).
  13. The defense bonus of the Antelope is okay, but it does pretty awful dmg unfortunately. Also its low RES (9) means that the antelope doesn't have +10 deflection compared to other ACs. +9 compared to Bear (RES 10) and only +4 compared to Boar (RES 15). Its very strong defense is Reflex - because it has the stats that support it. With the +10 its fortitude is even below the Bear's and Boar's because only 20 MIG+CON (+0 fortitude) compared to 27 for Boar and Bear (+14 fortitude) . I don't value Reflex higher as the defenses. I think it's the least important one overall. The Bear has the best overall package imo. Also... doesn't the bear get +2 AR starting bonus? The Game FAQ guide says +1. My game however says +2. I don't think this is done by a mod: @thelee is the guide wrong/outdated in that regard maybe? 13 stackable AR at lvl 20 isn't that bad for an AC, isn't it? I can add a bit with aura or the occasional special AR spell (Form of the Delemgan or whatnot). My main tank usually only has 13 (but of course much better defenses to pair with that 13 AR). Stil... If I don't need to worry about the survival part as much (for example if I have unlimited revives from a Chanter - ACs don't suffer injuries) then I'd pick Lion. The added action speed gives a bit more reactivity with Takedown and the like - and it has comparable dps to a Wolf while it has the large size. I personally would consider Boar or Antelope for thematic reasons mostly (like if I played a Ranger/Druid with Spritishift Boar). But at the end of the day it doesn't really make a huge difference.
  14. Cool. Then I guess this problem is related to a mod (or by mods getting loaded in a wrong order). Because it is not proper behavior. First thing to try woul be to deactivate a mod and test again. If it behaves differently (hopefully properly) it's that mod.
  15. This can also happen in other places with fights where you can stealth or retreat before the combat officially starts. For example if you enter Gorreci Str. and stay stealthed and save or leave and then reload/re-enter the looters will not turn hostile. I don't think that's intended.
  16. I know @paaka's post are still under mod supervision - so it may take some time to get an answer to the mod question. But one can use the emoji-function without moderation iirc. Little suggestion for faster feedback: if you are using mods, @paaka: leave a 🧡. If not, leave a 👍.
  17. Imo the best overall companion is the Bear. It has +2 AR which is great, especially if you pair it with Resilient Companion (another +2 AR) and at the same time is among the best damage dealers (behind Wolf and Lion only). It has a large selection circle which means it will occupy more space than a character. This can be beneficial (block enemies' paths) but also detrimental (cannot navigate well in tight spaces). Boar has the endless regeneration (tankyness comparable to Bear's +2 AR I'd say) but does pretty low damage. It has a normal selection circle (like any party member). It does not do raw DoT. That's the Spiritshift Boar form (Druid). You can get detailed info here with @thelee's Game FAQ guide (section about animal companions a bit further down): https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/ranger
  18. That shouldn't be the case. A resistance to affliction should only downgrade an affliction by one tier - as you said. Not sure what's going on in your fight. Neriscyrlas is a Rogue and will have things like Slippery Mind which can explain certain things. Also stuff like Spell Resistance could be at work here. This is a different kind of resistance. Instead of downgrading an affliction 1 tier like the "normal" Resistances, Spell Resistance gives X% chance to completely resist (like in ignore) a spell. Some classes (casters) have an ability for that, too. Mageslayers have it naturally. This also exists with damage resistance (see certain items such as Miscreant's Leather's enchantment "Lucky" or the ability Uncanny Luck). This fits the combat log, because the message "resisted x" is usually connected to such "chance"-resistances. I don't remember exactly which abilities Neriscyrlas holds, but I think some spell resistance etc. is likely.
  19. Nature's Balm ist good. With a Lifegiver (bonus PL) and decent INT (should aim for 20 anyway for the Chanter) the duration of the Robust inspiration increases quite a bit - and you want to cast it early in most fights anyway I guess. Lover's Embrace has an enchantment that eventually gives you Frenzy on hit. It works with spell-hits and chant-hits, too. If you use a pulsing spell (Tanglefoot or whatever) or/and an offensive chant the chance is high to become frenzied at some point. This Frenzy stacks with all other speed buffs by the way (like Cat Flurry) because it's from a weapon. Obviously you cannot trigger it while shifted though (no Dagger in hand then). It has no per-encounter limit. Frenzy is Strong + Fit. It should trigger Wellspring of Life. I think I would keep the Spine of Thicket Green and stick to Nature's Balm though.
  20. Arcane Archer's imbue shots trigger the spell effect with every projectile impact. So if a weapon has two bounces it has 3 impacts: initial hit, first bounce, second bounce. Watershaper's Focus and Fire in the Hole both can have a build-in bounce and Driving Flight adds a second one. So Imbue: Death will trigger a Death Ring with every bounce: boom, boom, boom. The Death Rings will also have bonus accuracy from Arcana (o much higer accthan a wiazrd would have when he would cast this spell). On top every bounce will also proc the AoE of the weapon. And in case of Watershaper's Focus you can also trigger Ondra's Wrath (also AoE dmg). So combined a single Imbue: Death shot with Watershaper's Focus will do: 3* single target rod dmg (bounces get a but less dmg) 3* AoE Death Ring damage 3*AoE rod's Blast damage 0-3*Ondra's Wrath damage. With Fire in the Hole is basically the same but without Ondra's Wrath but with 1*Powder Burns if you wish. Arcane Archer gets no penalties for imbue OR elemental attaks. Frosteeker carries the frost keyword and Essence Interrupter the shock keyword. I believe Dragon's Dowry has the fire keyword so that might work as well. I personally prefer Spearcaster. overall best ACC - and the modal of Arbalests is just great in general.
  21. Imbue: Death with Watershaper's Focus (Ondra's Wrath) or Fire in the Hole (Chain Shot) + Driving Flight is pretty epic. Ultra high ACC also for the Death Rings with maxed Arcana. 3 procs of Death Ring and also the chance to proc Ondra's Wrath (WS's Focus) in combo with the weapons' own AoE. And also: everything there's foe-only which is very nice. For non-imbue shots I would switch to either Essence Interrupter or Frostseeker (no ACC penalty for Arcane Archer). Or Spearcaster (gains way more ACC from Arcana than you lose by the Arcane Archer penalty).
  22. Troubadour is the best pick for a support Chanter. With only 20 INT you can have 100% overlap of two chants (like Ancient Memory + Mercy and Kindness) or switch to invocation mode (Brisk Recitation) if you feel you need that - or for a lot of Many Lives skeletons. Livegiver/Troubadour is a good healer, especially once you combine Mercy and Kindness with the Druid's healing spells such as Moonwell etc. +7 Power level while shifted (or +4 not shifted with Spine of Thicket Green or Xoti's Lantern) in combination with Physiker's Belt and Practiced Healer has a massive impact on the potency of healing. Normally Druid summons aren't that great, but the Ancient's Sporelings are very good. In combination with Wild Growth (Robust inspiration on the Sporelings as long as they exist, no duration) they become excellent. Their duration scales very well because it has a rather long base and it's only PL1. An Ancient/Chanter can also put Wild Growth on other summons like drakes, oozes or the bigger spores. If you have a brilliant priest in the party you can prolong the summons' duration with Salvation of Time, too. Theoretically you can create endless summons who are Robust forever. --- IF one has a summon-heavy party then also a SC Kind Wayfarer is a great spot- and AoE healer with potentially unlimited Zeal in the late game (if summons die he gets +2 Zeal from Divine Retribution). He can use White Flames + Divine Immolation endlessly. The White Flames heal his self damage easily while Divine Immolation AND White Flames heal his surroundings big time. Cherry on top: deals great damage that way, too. Perfect if your backline gets swarmed. I love this guy with dual pistols. Imo it's the best weapon pick for such a specialized Kind Wayfarer. Very fast White Flames, good range, cancelable reloading (great reactivity) great unique pieces. If you want to profit from Divine Retribution twice per summon you can kill skeletons yourself with Grave Calling (turning then into imps) or any summon with Essence Interrupter (turning into whatever). When the skeleton/first summon dies: Paladin +2 Zeal. When the imp/other summon dies: again +2 Zeal. But that usually isn't necessary if you use Many Lives and/or Ancient Brittle Bones because you'll have more Zeal that you can spend.
  23. You can use the "findprefab" command and search in the characters bundle. You can use "findprefab characters xyz" to search for all prefabs whose name contains the string "xyz". You'll get a list in the combat log. But I tried that by guessing what name those eotens might have. Just "eoten" only brings forth eoten and eoten dweller. I tried a lot of stuff but only could find those two. With findgamedata I can also find the bestiary entry etc. for Eoten Drumheller. That supports my guess that they compase that game object use the prefab from Eoten Dwellers and cobble together a "new" enemy type by slapping on a different name and alter some stats maybe. However - that name "Eoten Troglodyte" I couldn't find anywhere so far, not as GameObject nor Bestiary entry. 🤷‍♂️
  24. Yeah, that's a standard Eoten. I guess the more fancy ones are from the DLCs.

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