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Boeroer

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Everything posted by Boeroer

  1. 1. no uniques, for a closer look see: 2. you can often pickpocket keys from merchants which you can then use to steal unique gear from chests rather early in the game (when you don't have the mechanics skill to open the chest yet).
  2. I don't understand the question. You can use any grimoire you find, put several ones into the trinket and belt (quick) slots and switch them at any time. You can't learn from them like in PoE. If you avoid the ones with a lot of Evocation and Illusion spells you are good. I would put as many ability point into passives as I can and build an assortment of grimoires that has most of the spells I like. That way you can cast your favorte spells without spending ability points for them. Especially you don't want to learn Concelhaut's Draining Touch but cast it from a grimoire. Then, before attacking with it, switch to another grimore that doesn't have the spell. That way it will stay with you for the whole fight. It's a very powerful weapon and also great to use with an Essential or Substancial Phantom.
  3. It's unreal that some players stumble over nasty bugs so frequently - while I never had anything gamebreaking happen in so many hours of playtime.
  4. That depends on the subclasses. E.g. a Steel Garrote/Bloodmage is superb with Whispers of the Endless Paths/Offensive Parry. Offensively as well as defensively. Casting while at the same time dealing dmg and draining health via parries. A Bleak Walker I would either play as sturdy offensive caster with Blightheart/Eternal Devotion for the corrosive/burning lashes on spells - or as sturdy melee frontliner with Spirit Lance.
  5. Ah - it sounded as if you thought the final fight of the Endless Path happened at lvl 7 - not the final fight of level 7. By the way: as you are not too high of level currently - what about the DLCs? I mean the White March I and II? Lvl 7/8 is about right to start those.
  6. Yes, prefabs are Unity's usual way of storing game objects I believe. What Godot's scenes are (I'm only using Godot for my personal tinkering with games). I looked into Unitiy briefly and even took some courses, but that was some years ago and I forgot most of that. Anyway: if you can have seperate progression tables, abilities and even separate items than all is fine. No need to alter the base stats. I was just wondering if one could make a hard copy of creature X --> X1 and then (besides altering scaling and base stats) alter that creature further - like tinting its model or make certain parts of the model invisible and stuff like that. It works with weapons and character models...
  7. Can't one just make hard copies of the creatures and then use those copies for summoning?
  8. Maybe this should go to the technical support subforum where all the other bug reports are?
  9. Lvl 7? You must have missed about 30% of the game at least. More like 50%. As draego already said: The Endless Paths of Od Nua for example have 15 levels, not 7.
  10. INT does affect the AoE size of WotEP. As do Rings of Overseeing and such. Even Shared Nightmare (Cipher passive). It ususally is, but a confused Berserker will hit himself (since confusion has the effect that foe-only becomes friendly fire). But fiddly... Bună seara! I do - for professional reasons. We are moving back to Berlin in June. It was a nice time here in Bucharest. My wife has been to Satu Mare several times now but I didn't manage yet - although we did trips to almost all other regions. My favorite so far was Maramureș which is right besides Satu Mare.
  11. Base stats and maybe also "entry point" when it comes to weapon quality. E.g. weaker summons or those with mutliple instances could start with poor equipment on their own lvl 1 (like skeletons - or even worse if that's a thing). Something like Pallid Knight should wield better gear than a skeleton - I mean if summoned by the same caster-level.
  12. For me usually a Barbarian is involved because Carnage applies Static Charge/Thunder in an AoE. If you combine that with a Monk you can have some nice effects with Swift Flurry (and Heartbeat drumming), especially on non-PotD difficulty. One special build I did with it: Berserker/Fury - bound the Voulge to the Druid's side of the multiclass. That way I could still use Static Charge (not Static Thunder though) with Carnage but also get the +3 PL to Storms which is pretty nice and stacks mighty fine with Deltro's Cage's +2 PL to shock abilities. That's +5 PL to your Returning/Relentless Storm which translates to +25% base dmg, +1.25 PEN and +5 ACC as well as +25% base duration. Additional +4 PEN for your shock spells via Tenacious(+2), Fury(+1), Heart of the Storm(+1). Also Blood Frenzy applies its DoT with the spells if they crit. Spirit Frenzy would apply Stagger on hit/crit. As Berserker you can "abuse" Modwyr in a second weapon slot in combination with Deltro's Cage Helmet: Frenzy (become confused) then cast Dancing Bolts on yourself (and also your enemies in the best case) and that way unlock Deltro's Cage Helmet's shocking lash for your following actions. Then switch to Modwyr (removes confusion - that is important since you don't want friendly fire with Relentless Storm, no no) and switch right back to the Voulge. That gives you electric storm spells with said +5 Power Level and an additional shocking lash (hight of it depends on the amount of shock damage you received from Dancing Bolts). Those storms will trigger Blood Thirst on kill - so you can swing the Voulge and cast even faster - which kills more enemies... and so on. If that's too much micromanagement I'd simply leave out the helmet and forget Modwyr and eat Luminous Lobster instead (resistance gainst confusion). Casting is pretty fast anyways due to Frenzy and Bloodlust, combined with fast caster - but once you get Blood Thirst it' a lot of fun. I generally like Barbarian/caster combos so this fits very well. You need some sort of outside healing though. Or pick Savage Defiance. Because Berserker's self damage is nasty and Furies can't cast Rejuvenation spells.
  13. I just tried out the Rymrgand Incarnate. Maybe a reason why it has so much HP is because it uses (or suffers from?) "Violent Collapse" quite frequently. It's a self destruct that deals some AoE corrode damage. Besides that its duration is rather short (compared to some other summons atthat Power Level) because the -5 PL for the Priest immediately shortens the summoning duration it seems. So the high HP pool doesn't really matter. It has an automatic AoE attack and a Clear-Out Attack (named "Demolish") and also an ability that pulls enemies near (like Pull of Eora but only once, no pulsing). And with Wild Growth it does indeed grow. But of course that's only funny but not superuseful (unless you want to block more space because the selection circle also grows). It is also very, very slow... Doesn't feel OP for a PL-9 summon. Call of Rymrgand seems to be the better spell to cast in most situations.
  14. In my opinion all summons should scale the same. It's not explainable to new players why some summons scale differently to others. And if they must scale diffently: a progression table somewhere (e.g. Bestiary) would have been nice. I don't mean you should mod it like this. More that this should have been done from the start.
  15. The Scourge would have 1500 health at lvl 20 or how do I have to read it? And then CON(13) bonus gets applied? Meaning 1500*1.15 = 1725. Or how do I have to interpret "base" health?
  16. I had Vatnir as a SC Priest but didn't bother with summons. Maybe I should have... Is a Scourge a beast? I would cast Wild Growth on it.
  17. It says version 3.05 which is that latest game version. So - yes, it is up to date.
  18. No, it does not. Only damage that goes through attack resolution does this. This is true for all effects that get canceled or prolonged by hits (Psion, Enduring Dance, Takedown Combo, Shield Cracks and so on and so forth). But even if it did: what effect would a Goldpact/Shifter have that would end prematurely? Edit: You mean Gilded Enmity I presume. Fair point. But luckily it shouldn't break from DoT ticks unless it's not implemented completely differently than all the other effects that get canceled from hits.
  19. @Powerotti: Oh sheite you are right. I totally overread the TB part. Forget what I said about DEX then.
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