Jump 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. As was already said: the limited editing function of the new forum software prevented updates of the build list for quite some time. Afterwards there were two, maybe three new builds and the interest was quite low. So the list would look kind of sad even if it were up-to-date. If you think you can compose a comprehensive list of builds for the current version and are motivated to do so then feel free to open a thread. If you then send a PM to a moderator (e.g. @Amentep) in order to pin the thread then they will usually follow. The old list could get unpinned then and allowed to sink down into the depths of the forum. All builds that were posted so far can still be found via forum search. Nearly all of them use [class build] or [build] in the title so it's easy to filter.
  2. This was changed with a patch some time ago (don't remember the version number) - maybe right after you stopped playing. I made a quick screenshot: You can still use Avenging Storm with a Multiclass: with the unique helmet Heaven's Cacophony (works while shifted) and/or scrolls of Avenging Storm. Not quite the same of course, but possible. In my opinion if you want to focus on Avenging Storm you should build a dual mortar Stormspeaker anyways. Nothing stops you from using a Fury with Lord Darryn's Voulge (and Deltro's Cage) and not shift while casting Relentless or Avenging Storm with +5 PL and the +1 PEN from the Fury's passive. It always applies. Of course: no Rejuvenation spells. Taste of the Hunt works though. Livegivers with Spine of Thicket Green face the dilemma that they could get +2 PL from the staff but will get +5 PL while shifted (and nothing from the staff). But it's a good thing to dampen the hefty -5 PL debuff after Spiritshift ends.
  3. Unfortunately the Storm Blight's weapons are not super good. At least they got changed from two handed to dual wielding which is good for FoD. And they have an auto-jump which is nice. I think it even jumps whem there's only one target (simply hits twice then). At least it used to. Eternal Devotion works with all spells and abilities which deal damage, that's cool. With Ring of Focused Flame and Acina's Tricorn as well as Marksman Ring and Scion of Flame, Spirit of Decay and Heart of the Storm (like dgray62 said) you'll have +15 ACC and +4 PEN for your FoD attacks (on top of the +10 ACC which FoD already has). That's not bad at all. Plus the several lashes of course. If you wear Deltro's Cage Helmet and manage to somehow get hit by lightning (e.g. a Wizard in the party, shocking lash as high as the dmg you received) or wear Horns of the Aurochs (+10% freeze) and the Belt of Magran's Chosen (+3% burn) you can add even more lashes. Paladin/Fury doesn't have a lot of damage bonuses. Sworn Rival might help a bit. Also Improved Critical and maybe Killer's Gloves since one tends to crit quite often with the +20 ACC (or even +25 with the Tricorn) of FoD.
  4. No, only the FoD-attack of Bleak Walkers itself has two lashes. The following attacks (during Eternal Devotion) have the same 10% burning lash like any Paladin would have. But Blightheart adds a 10% corrosive lash to spells.
  5. I also don't know about any further effect. Maybe it was planned as part of some quest but got cut.
  6. That bug I know as well. But I can simply fix it by using the "x" command that cancels all action and also resets that stupid loop. So it's not game breaking. Just annoying. For me that loop bug only occurs with individual characters. Eitehr they have it or not (like a genetic disorder). In most playthroughs I don't have it at all and in some one or two characters suffer from it (which is annoying). Turning on AI also gets rid of it. It only occurs (for me) when I'm turning off AI.
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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...
  13. Can't one just make hard copies of the creatures and then use those copies for summoning?
  14. Maybe this should go to the technical support subforum where all the other bug reports are?
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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?

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.