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Everything posted by Boeroer
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Wounding (Drawn in Spring) is not based off of base damage but it's a multiplicative DoT-lash that is based on the pre-DR dmg roll you do. So if you roll 20 slash dmg the wounding will do additional 5 raw damage over time. Funny thing is that wounding also scales with MIG. So if you have 20 MIG it not only does 25% raw dmg as it says but actually 32.5% (6.5 in this csse). And if your INT is high it will spread that dmg over a longer time - if your INT is low it will take less time. So low INT is better for dps on this special case. A better weapon would be a stunning or overbearing one (Godansthunyr or Cladhaliath or We Toki) so that the shield bash crit would proc its Thrust of Tattered Veils more often. It's also easier to unlock Deathblows that way.
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Ring of Eternal Funding
Boeroer replied to Hayashi.226's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Afaik an active party member has to wear it. The amount of money it generates is very low though and it only generates it per turn iirc (a turn is when you advance in any quest). It's totally not worth wearing it. Just put it aside or sell it. -
Could do that here as well. But I thought bare claws are a bit more fitting for a Cannibal. Obviously the Warlock with Draining Touch/Will debuff route is something similar - only with a Club instead of a Morning Star. It works extremely well but requires more setup. Always Morning Star for a Brute or a Ravager though. Or nearly always... By the way (I mentioned it before but will repeat it here since it's barb/monk related) : If you use Force of Anguish with a Ravager you will hit the initial target with Carnage as well. Usually only bystanders get hit by Carnage. That's because you will push the enemy into the Carnage AoE right before Carnage gets rolled. This means your single target damage goes up quite a bit with FoA. Since Force of Anguish also targets fortitude a Morning Star with Body Blows (and later Brute Force to make Carnage target fortitude as well) would be best. Best used in tandem with Spirit Frenzy and Envenomed Strikes in order to bring down Fortitude even more. A kith eating Barb/Ancient with the Spine of Thicket Green and who uses the synergy of DoTs like Plague of Insects etc. + Blood Thirst is also very fun to play. Can even be played with Whisper of the Endless Paths if the focus should be more melee oriented - since Taste of the Hunt's DoT get applied over the whole cone of WotEP and that's quite the potent DoT that would stack with stuff like Insect Plage, Plague of Insects etc. Once the DoTs start killing weaker enemies your recovery will be 0 often which lets you cast more DoTs more quickly etc. Also here Spirit Frenzy is the better pick since most DoTs target fortitude. You can combine with a weakening spell.
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Tuotilo's Palm works fine (with Monastic as well as with Transcendent Suffering - except the Inward Spikes of course). I'd go dual fists though and focus on AR as defensive stat since your deflection will be abysmal anyway (starting value is low and Frenzy puts it down another 10. If you get flanked -10 deflection on top). Also once getting Barbaric Frenzy you want to catch crits. Try to pile up enough AR so you don't get damaged a lot. It's not that easy to stay at enemyPEN-barbAR = -3 because crits do PEN*1.5. But if you manage to daze (-4 PEN) the enemies around the barb it's a lot easier. Once getting punished too hard you can try to break out with an empowered HoF.
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Hi. It's not really least powerful on avererage - it's just so that it's a good class in prolonged kith, beasts and wilder fights but not good against all others (since no Flesh Communion then). Luckily there's also kith meat that stacks its barb-only PL bonus with all other PL bonuses. It only works with Barb abilities though. Since the drawback of the class is the +1 to Rage costs this means that the very cheap abities suffer most snce they get a 100% cost increase. If you tend to use very expensive abilites then it's not that bad (like Heart of Fury: only 25% increase). Since you can pile up a lot of Barb Power Levels with a Corpse Eater I would suggest SC Barb. Usually for a SC Barb I recommend Driving Roar since it's so cheap and powerful - but here the costs of this potential go-to ability would be doubled - so you could only use it half as much in non-Flesh-Communion fights. I would still propse one route that uses SC Barb though because there are some nice passives involved which cost no Rage at all and some high-cost abilites where the increased cost doesn't hurt as much: Carnage scales with PLs which includes the kith meat PLs. Frenzy costs 2 Rage which is darn expensive - but we can upgrade it to Blood Storm later which makes it last for a longer time (on kill) so the double costs hasn't that much impact anymore. In order to profit from the Blood route more we want to focus on crits and kills. Monastic Unarmed Training: kith meat PLs won't scale fists unfortunately, but still the combination of higher PL (due to Prestige) that scales with fists, the high base damage with high attack speed is pretty unique and best for Carnage damage (which is based on weapon base damage and fists have the best base dps). It's even great as backup crush weapon if you'd prefer other weapons later. Blooded: +25% dmg on everything once blooded is not bad, especially if we are looking at late(r) game stuff like Heart of Fury (which we can't use often so we better make sure it's worthwhile) and since our higher PLs will help us scale up the base damage of abilites and Carnage. Two Weapon Style Thick Skinned: AR is king in Deadfire and it costs no Rage Bloody Slaughter: we need crits and kills for Blood Storm so we might as well take this to speed up the killing a bit. One Stands Alone: no-brainer for a melee Barb imo. Bloodlust: killing faster after killing in order to kill faster? Okay... Savage Defiance: it's expensive but a good emergency button - especially in those cases you can't use Flesh Communion. Upgrade to Stalwart D. Interrupting Blows: we might crit a lot since we will attack quickly. We want to crit a lot because of Blood Frenzy/Storm. Interrupting as a side effect is neat. Improved Critical: it's not much but since it costs no Rage and we want to crit often anyways... Threatening Presence: nothing's more annoying than wanting to engage in a Fleh Communion but getting disengagement attacks in the process. Blood Thirst: obviously. Although we are fast because of fists + Two Weapon Style + Frenzy + Bloodlust we won't be superfast because we will be wearing thick armor. Blood Thirst also triggers off of DoT kills from Blood Frenzy etc. Heart of Fury: expensive but effective. Especially with a lot of stacked Power Levels and Empower. Great Soul: we want to use Empower with Heart of Fury as soften as possible. I didn't check if you an actually take all those abilites (if there's enough points). If there are you shoul alos invest in Accurate and Penetrating Empower. Barbaric Retaliation: having high AR and being able to regain health via Flesh Communion or Stalwart Defiance is great for this. As soon as you get this you can use Battle Axes + Bleeding Cuts instead of fists and use the fists as backup weapon vs. crush resistant/immune foes. Since recovery doesn't matter much when retialiating but the Bleeding Cuts still get applied, killing off foes quickly which triggers Blood Thirst (and so on)... It's also nice to be able to retaliate while using Flesh COmmunion. Prestige: we want more Power Levels. With this, Power Level 9, Stone of Power (see below) and Willspring of Life you will have fists that get +65% damage, +18 accuracy and +5 PEN (+7 with modal on when using HoF and when cathcing crits with Barb's Retaliation) which is better than legendary quality. And it costs you no enchanting resources. I would go Nature Godlike (+1 PL while Frenzied or Robust). You are a flesh devouring tree. That's because you need the extra PL to lift the fists from post-superb to post-legendary status. Grab Hylea's Talons for the lashes. The DoT is great on enemies. Watch your health though... As armor you might want to aim for Kāhako Nihi since the 10% piercing lash is great for your dps. Also the enchantments are nice. Until then use Nomad's Brigandine (no engagement - great for running to a Flesh Communion event). Bloody Links with the +2 AR enchantment on bloodied is also good. Patinated Plate is the best armor for Barbaric Retaliation - but I don't think it fits the whole cannibalistic theme very well. Use a Blunting Belt. A Ring of Greater Regeneration is nice. Get two Stones of Power so you can stack and unstack them after each fight (gives you +1 PL in every encounter). I like Three Trolls Stiched as a cape for this one. Ragged Cloak would alse be nice to substitute Barbaric Retaliaion. Use potion of Ascension to lift your fists up one complete tier (e.g. from post-legandary to post-mythic quality which would be +80% dmg, +22 ACC and +6 PEN). It's an approach with rel. little use of active abilities so it's good for AI usage, too. You'd only have to decide when to use Flesh Communion and when it's best to unleash (an empowered) HoF. ---- The other route would be a Warlock (Corpse Eater/Bloodmage) with focus on Concelhaut's Draining Touch. This is the one handed weapon with the highest base damage (great for Carnage again). It also drains 20% dmg as health, causes corrode dmg, causes Weakened on hit and targets will instead of deflection(!!!). You mission will be to lower enemies' Will defense and crit-kill around with the Draining Touch while draining health. I'm just mentioning the most important feats here. You don't need to take them at level up if you can have the spell in a grimoire of course: Arkemyr's Dazzling Lights: besides the Dazing it causes -10 Will directly which stacks with Miasma Frenzy: we are going the Spirit Tornado route this time. Not only does it stagger on all spell-hits but also it terrifies. This build not only wants to lower enemies' Will in order to wreak havoc with the Draining Touch but also in order to easily frighten and terrify them to increase its survivability. Barbaric Yell --> Barbaric Shout: this will give us +3 Engagement and shake foes (for the times we can't lower their will otherwise, this will do, too). We want to stack engagement because of the items I have in mind (see down below). Miasma of Dull-Mindedness: drops Will by 40 points due to -10 RES and -10 INT. So -50 with Dazzling Lights. Weapon Proficiency Club: use a club + modal in your offhand. This will not do tremendous dmg but lower enemies' Will by another -25 points. That's -75 after all. You can guess your Draining Touch (which targets Will) might crit often. If you have a party member with a club you could skip this and either use another weapon or go with Draining Touch as single-handed weapon. I like to use Kapana Taga since its enchantments are awesome. It works especially well with the item setup I want to suggest later on which is based on engagement as I already said. Concelhaut's Draining Touch: do not take this ability! Wait what? Yeah - do not pick it at level-up. There's a little cheesy trick that makes your Draining Touch stay for the whole fight and not go *pouf* after one hit. And it works like this: use a Grimoire with Draining Touch in it. Summon it. Then - before attackng anybody, switch to a Grimoire which has NO Draining TOuch in it. Go fight! Your draining fist will be with you till the end of the encounter. Maybe you can even skript the AI like that (never tried). All Ryngrim's stuff: terrify them while punching them to corrosive pulp! all self buffs: they are just awesome. Essential Phantom: it always retains the Draining Touch. It wil not go away after a hit. So instead of one guy punching terrified enemies to pulp you now got two. Also the Kapana-Taga engagement slots will work with it. Lion's Sprint: you can boost a spell's ACC by 15 with this. This can be very valuable. Blood Lust + Blood THirst: obviously Bloody Slaugter: why not. Improved Critical: also nice. Two Weapon Style Brute Force: Draining Touch weakens and Spirit Frenzy staggers. That's -20 fortitude just like so. So taking Brute Force can help to land more hits with your club and Carnage. Not essential but can be nice. Barbaric Smash can be nice. It's rel. easy to kill an enemy with the high dmg of Draining Touch, especially since Barbaric Smash has increased dmg bonus hit and crit (they stack). You will get only 2 Rage back (it costs 3) - but still not bad. Use the Reckless Brigandine asap. It will give you +1 Engagement. Together with Kapana Taga you'll have 3 already. If you yell around you can get to 6 engagemnt slots for a long time. This means the Reckless Brigandine can lift you up to +30% Action speed (stacks with Frenzy etc.). Also you will be keeping enemies away from your party members. Also use Whitewitch Mask in order to have an emergency plan and terrifiy enemies if you get bloodied too quickly. The +1 Illusion also helps of course. Now start to summon Draining Touch first of all. Yell and then use Miasma, Dazzling Lights etc. to lower enemies' Will and get them engaged. Hack around a bit until you feel it's too much. You might have up to 6 engagements now. Use a terrify. It will most likely hit or crit. Enemies will want to leave and due to the buggy disengagment mechanics some of them will eat your disengagment attacks from the Draining Touch which are very nasty. Follow them and hit them hard with the Draining Touch. Feed on them after you kill them. The terrify will often make sure that you don't get bothered. Use regenertion gear and Corrosive Siphon to heal. Blood Sacrifice will take its toll if you use it so better make sure you have a good source of healing. Using Blood Sacrifice for refilling Corrosive Siphon in combo with Blood Thirst and Spirit Frenzy can be a very smart move. Do NOT use Threatening Presence. This is a nice combo of tanky enemy sponge + CC + damage.
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I had a melee Stalker/Wizard once who used The Willbreaker, highest AR and Animal Companion + Essential Phantom with Draining Tough. It was a very good solo build. I soloed Neriscyrlas with it on PotD without any consumables or rest bonuses. Driving Flight + Blunderbusses (also hand mortars or Minor Blights) + Powder Burns + Combusting Wounds is a very decent combo for a ranged Geomancer. Especially if you add Heaven's Cacophony for the Avenging Storm. Note that Blinding Smoke from Hand Mortar triggers Avenging Storms. With Driving Flight you will generate hundreds of hit rolls from Blinding Smoke if you manage to initially hit enough enemies. Every hit roll triggers a lightning which will trigger Combusting Wounds. Tough encounters may become a joke. You can lure enemies to a spot from stealth with Dazzling Lights (don't hit them). Drop a Pull of Eora or Binding Web on them and start Combusting Wounds + shooting. Also Frostseeker + Avenging Storm + Combusting Wounds works very well. Same with Watershaper's Focus (+Ondra's Wave). Interestingly those effects don't cancel each other. As @thelee said, Takedown Combo (+100% dmg on next hit) + DoTs is awesome (although I prefer Disintegrate + Takedown Combo). It's also great with high base dmg spells like Killing Bolt.
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Brand Enemy may be better since Neriscyrlas is vulnerable to burn damage and you can't miss. But at lower levels and on PotD the PEN might still be too low so it may take forever...? Since misses in TB mode are less likely than on RTwP Gouging Strike (or True Love's Kiss from stealth - you can also do both at once) may still be perfectly doable. No PEN/AR involved. Maybe just bring that one additional character (and your MC) so that you don't have to withdraw so many people - or make them invisible otherwise. MC can use Withdrawal (if no rogue) and then maybe bring an Assassin/Paladin with Shadowing Beyond or Smoke Veil, Brand Enemy and Gouging Strike using Lover's Embrace from stealth. Retreat with Escape, cast Brand Enemy and go invisible? That should take less time than one of those alone. Just an idea though.
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I did it the other way round: 6 days without gym and have been drinking alcohol 3 times. I'm pretty sure I can sustain this all year if I must...
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Its name is Rekvu's Scorched Cloak and it heals you from fire dmg as long as you have 1 injury (e.g. a Severe Burn). Cipher has no means of hitting themselves with a fire spell. As Bloodmage it's easy to deal burn damage to yourself with several fire spells that do friendly fire (e.g. Wall of Flame or Fireball).
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Real story like Beast of Winter and Forgotten Sanctum? SSS wasn't crap if you like combat. So that's very subjective. I liked the fights and especially that you can replay it three times with different challenges if you wish. Also the treasure hunts were nice. The story was good enough for a combat-based, arena-themed DLC. Obviously the quality of the companions was higher in Deadfire than in PoE. They had more lines, connections, interactions and quest content on average. Sidekicks in Deadfire resemble the state of companions in PoE.
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That heavily depends where you go and when you go there. If you don't pay attention to the skulls or turned off those indicators you might run into a lot of encounters that are way too hard for your party and a lot harder than Gorecci or Digsite (in my book the digsite isn't even than difficult, Gorecci is brutal though). Engwithan Titan on Poko Kohara can be impossible, Oathbinder's Sanctum, Splintered Reef. I once went into the Forgotten Catacomb for the first time, highly curious and had no problems with the initial vessels and fampyrs... until I met the Deathguard who's protecting the Reckless Brigandine. Also if you rush the main plot you can run into some hefty encounters with some Flame Nagas and Rathun and stuff. Since it's an open world game and all.
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I don't think that Gorecci Street and the Enwithan digsite being spikes in difficulty is a problem. For me they are a nice change of pace and a funny slap in the face of "So I already mastered the game after 1 hour, hahaha"-attitude. Both fights are not mandatory. Usually don't care much about the main story since it's only an excuse to go adventuring anyways so I can't really judge.
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It's ok for 1 Bond, especially if you combine it with the hunting bow's modal. Base ACC but much faster recovery as log as you have Bond to spend. There's worse stuff to do with your Bond. Note that Takedown Combo also raises the damage of Damage over Time effects like Arterial Strike. So if you hit somebody with Arterial Strike first and then apply Takedown Combo the ticks of Arterial Strike will have double damage (as long as you don't hit the enemy again whioch would remove Takedown Combo). Same with Toxic Strike, Gouging Strike and so on. A great Assassin/Sharpshooter opening is with Watershaper's Focus + Blast by the way and then switching to something like a Hunting Bow or so. Also a Scout with Driving Flight should def. check out St. Omaku's Mercy or Veilpiercer and enchant them with the 50% chance to recover immediately on crit. Rangers have absurdly high Accuracy (if they wish), especially with Accurate Wounding Shot - and Driving Flight raises the chance to crit a lot more per shot. You can raise the dps significantly with those weapons against normal enemies. Essence Interrupter is a great Hunting Bow, too.
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It's a separate entry in the combat log. So you won't find it listed in the dmg bonuses of your initial attack. Look a bit further down in the log and you should see an entry that lists the raw dmaage it did. It isn't dependent on the weapon damage (so weapon types like arquebus vs dagger don't matter) so it can't be listed under the weapon dmg bonuses anymore as it used to be. Instead it's a fixed raw damage bonus that scales with Power Level. It is better than the original one (because of Power Level scaling) but harder to spot. The conditions haven't changed. It's still: - have to attack from stealth or invisibility - needs to be a weapon attack from 2 meters distance or less.
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Fortunately there's FTL, so we don't need to have a discussion about what's the best video game. Not only for me, my sweet little innocent naif, but for everone - always and forever. I mean Planescape Torment... pfff. First of all the name is all wrong. If it's about torment its name has to be Painscape Torment obviously.
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Hm, with hand mortars and Watershaper's Focus I get absurd dmg numbers because Gambit internally seems to build up a ton of Guile per crit, even exceeding max Guile, which translates into hugh bonus dmg (see description of Gambit which gains bonus dmg from remaining Guile) and only after the execution is complete the refund gets capped. That leads (or lead the last time I tried) to very high bonus dmg on the AoE hits - I got more than +200% often when hitting a lot of enemies. I could look it up in the combat log (with shift + hover etc.). With every crit the dmg bonus climbed up. Maybe I can even find a screenshot, I remember posting one... So I'd say Gambit is especially good with jumping AoE weapons like Fire in the Hole and Watershaper's Focus. At least it was with my SC Assassin back then. Nearly always I could use Gambit with 0 Guile investment from stealth with absurd dmg numbers piling up because of the inner workings of Gambit. It may be that this was changed but I don't think so.
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Gambit also makes sense with any sort of AoE weapon (which boils down to rods and hand mortars) and blunderbusses. I mean single handed (for whatever reason). Sun & Moon with One Handed Style can also be viable in combo with Gambit - but that's about it I think. But generally speaking: yes. I never tried if the Chilling Grave from Grave Calling counts for Gambit if you kill a vessel during the execution of Gambit and the Chillfog then crits... Because for all other purposes it counts as weapon attack.
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Usually TB titles don't have (a lot of) trash mob fights. Those are a thing in Action RPGs (where it's nearly all trash mobs) and to a lesser extent in RTwP RPGs. Because TB fights take way longer designers try to avoid meaningless encounters as fillers. In RTwP games players tend to do the "select all, attack opponent x" routine once fights become too easy. I don't see that as an advantage per se - but it takes less real time (not game time) since you don't have to issue a lot of commands via pausing. The outcome of the fight will be suboptimal - but who cares if you regenerate health and resources after every combat anyway (this was different in PoE where even the most laughable encounter could take away some precious health or spell uses). That's also why TB mode in Deadfire is too lengthy for some folks - because the encounter compositions didn't change to accommodate for the longer fights. Luckily Deadfire doesn't have a ton of trash mob fights (for a native RTwP game) so it still works ok. I'd generally say that people who like action games tend to prefer RTwP while players who prefer tactical/strategy games prefer TB. Funny then that RTwP plays less good on a console though. I mean if it's a party based RPG where you control all characters (unlike Outer Worlds and such). Also RTwP is pretty impossible to do as multiplayer version. Another reason why it's not the preferred option of most devs I'd wager.