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

Everything posted by Boeroer

  1. @timidobserver: They don't increase your accuracy. What @thelee meant was that they are not lowering your ACC like medium and large shields do (-4/-8). High MIG on Forbidden Fist not only means +15% dmg for your attacks but also +15% dmg for the self damag of the Forbidden Fist curse. If you stack hich RES with some other items and food that redices hostile effect duration and maybe even Voidward then you can pump up MIG and you won't really feel it since the curse will last under 2 secs. If you use Clarity of Agony: even less significant. The very early game can be a bit more challenging with high MIG compared to 10 MIG though. But totally doable. You just can't spam Forbidden Fist then because a stack of 2 or more will kill you quickly. 1 is no problem. good race and items/food for a Forbidden Fist (besides the items which are genereally good, bold are my favorite) : Race: Wild Orlan --> you don't want to suffer -5 RES from Shaken. Gloves: Hylea's Talons --> besides the awesome lashes they will also put a DoT on you. You won't get wounds from the damage but once the DoT effect espires you'll get one. With lots of RES, some -hostile effect items and Voidward you won't feel the damage but get wounds. Bracers of Greater Deflection --> +7 Deflection Mortification Bindings --> +2 Mortification Neck: Strand of Favor --> -10% hostile effect duration Token of Faith --> +2 RES Rings: Ring of the Solitary Wanderer --> +1 to RES and -35% hostile effect duration (only when solo though) Voidward --> -25% raw damage taken Ring of (Greater) Regeneration --> +1/+3 health per 6 secs Back: Cloak of Poverty --> up to +5 RES if the party's poor Cloak of the Theocrat --> +1 INT/+1 RES Cloak of Greater Deflection --> +7 deflection Head: Death's Maw --> afaik its -15% dmg also works with self damage Horns of the Bleak Mother --> resistence to Resolve Afflictions: you don't want to suffer -5 RES Cap of the Laughingstock --> the -10 deflection hurts a bit, but so does it hurt your enemies and the immunity to RES afflictions is great if you want to prevent -5 RES altogether White Witch Mask --> nice synergy with Parting Sorrow (monk passive, see below😞 terrified enemies may break engagement and thus not only get a disengagement attack but also give the monk +1 wound Boots: Boots of the Stone --> +1 DEX/+1 RES and Resistance to MIG afflictions Shorewalker Sandals --> +10% move speed, +1 RES Waist: Trollhide Belt --> +1 health every 6 secs Armor: Fleshmender --> +5 health per 12 secs Devil of Caroc Breastplate --> +2 health per 3 secs on crit, +2 Mortification Cabalist's Gambeson --> Arcane Containment (-10% hostile effect duration) Gipon Prudensco --> +5 RES via Steadfast at the start of the combat for 15 secs Weapon: dagger + modal --> +10 deflection; as long as you are only using FFability you won't suffer the dmg loss while benefiting from the increased deflection Shield: Tuotilo's Palm --> Inward Spikes (10% chance of +1 wound on getting hit; works with Forbidden Fist), Balanced Shield (+1 defl. and reflex per wound), Pugilist or Precision Striker (+10% unarmed damage or +5 unarmed ACC) the last two also work with FFability Cadhu Scalth --> Luminous Harmony (+5% dmg taken, afaik includes self damage; increases with Metaphysics) The Best Defense --> the enchantment that terrifies enemies can be used in combo with Parting Sorrow (see below) Food: Rice Wine --> +2 RES, -1 DEX Khapa Leaf --> -15% hostile effect duration Khapa Tea --> -25% hostile effect duration Mohorā Wraps --> -30% hostile effect duration (!), -20% recovery(!), +4 MIG The nice thing about Forbidden Fist is that you can combine tankyness (=not getting hit) with a Monk and still get wounds while you have a very potent attack ability right away (it's really good). The bad thing is that in the early game you can feel a bit starved for wounds (because you can't spam the FFability and other afflictions will not hit you often since the enemies don't really apply them) and you have to manage the use of FFability a bit more. The more levels the better it gets. Note that Mortification of the Soul and also (Enduring) Dance of Death work normally. They can give you wounds like they do for every other monk. Abiliites that are especially nice (besides the ones that are always nice anyway) or expecially bad with Forbidden Fist: Lesser Wounds doesn't work (can you even pick it nowadays?) Clarity of Agony-->Enlightened Agony: obviously Lightning Strikes --> Swift Flurry doesn't work with FFability, Lightning Strikes does Enervating Blows can't stack with FFability#s enfeebled and therefore isn't worth it. Duality of Mortal Presence-->Iron Wheel: the higher CON is nice for raising fortitude and the AR is good for a tanky char anyways. And raising INT by 10 points would prolong the curse's damage a lot. Iirc Turning Wheel didn't work with FFability but I'm not 100% sure anymore. Crucible of Suffering --> obviously Parting Sorrow --> in combo with any terrify effect this is nice Rooting Pain --> generating wounds via FFability, Enduring Dance, Parting Sorrow, Inward Spikes etc. leads to a lot of interrupts Imagined Pain --> get +1 wounds when missed in melee: superb with Forbidden Fist, just superb - also in combo with Rooting Pain Very nice combo with a Forbidden Fist: a Wizard with Pull of Eora and giving the Monk an item that makes him immune to push/pull effects like Upright Captain's Belt. He can then roam in the Pull's AoE, getting lots of wounds from the short-lived pulls - but they don't really mess him up like they mess up the enemies. Also works with an Elf or an items with resistance to Dexterity afflictions and Binding Web: Monk will only get hobbled for a very short amount of time, enemies will be stuck. Whenever the short hobble expires you get a wound. Those can give you lots of wounds - but honestly with enough RES and items you can sam FFability all the time and get wounds nonstop anyway. What someone else reported and what's pretty nice: a confused Berserker/Forbidden Fist can use the Footsteps of the Beast to give himself very short-lived hobbles which when they expire give you wounds. Edit: by the way: all the hostile reffect duration and RES stuff and Voidward etc. work perfectly well for Sacred Immolation, too if I remember a post of some forum colleague correctly. So a Forbidden Fist/Paladin with Sacred Immolation should work well. Very little self damage from SI - but also no massive extra wounds like with normal monks of course.
  2. It might be that most people here would say that most wizard subclasses are less nice than Bloodmage or vanilla Wizard in general (?) because you will lose access to quite some useful spells. Spells have 2 uses per Power Level per encounter - so the automatic Mirrored Image isn't as impactful as it would have been in a per-rest scenario like with PoE. Also the increased Power Level has not so much impact on illusions as it has on most damaging spells (except Wall of Many Colors and Kalakoth's Freezing Rake). The passive is nice in general though (compared to some other wiz subclasses) and I would say "yes" if the basic subclass mechanic of wizards wasn't blocking you from certain spells. But that's only my general view. There will be some special builds where it's the best pick I'm sure.
  3. In the ship menu (where you also can place your crew and cannons) you put food and drink from your stash into the slots on top (where hardtack and water should already be). It gets used automatically from left to right. E.g. when hardtack is empty and right of it sits fruit then they will consume the fruit then. If everything is empty they will get very angry... Shipfights: Basically as soon as you are in cannon range you turn your side to the enemy, then do "halt" --> "fire cannons" --> "jibe" --> "halt" --> "fire cannons". Halt will increase your accuracy (see the percentage values besides the cannons). Being in the optimal range of your cannons as well. Good option for the Sloop are 4 Iron Thunderers because then you can do the cycle I mentioned without pausing. If something happens (symbol under your ship down below) - e.g. severe hull dmg, man over board etc. you must send in or "assign" crew to deal with it. You drag and drop your crew members into the little window in the top left then. Here's a guide that is sufficient I guess:
  4. I totally understand. But for example Bleak Walker Paladins and Priests of Skaen are exactly that. Well, Priests of Skaen might not reveal themselves often but Bleak Walkers are very forthcoming in that regard. Anyway I just wanted to point out that there are quite some (sub)classes in PoE and Deadfire that don't have a Goody-McTwoshoes reputation. If you want more that's totally fine. Necromancer as a Wizard subclass could be nice (see Helig of Thein and Concelhaut etc.). It's quite cliche but at least there's lore supporting it is separated from animancy (although it seems both can be intermingled - see Osrya).
  5. Maybe partly because the man was 93 years old.
  6. So far my experience with gaming on Linux is excellent. I mean native as well als Steam/Proton encapsulated games for Windows. I don't play hardware-hungry AAA titles though.
  7. Funny. Playing on Linux and never had such an experience. Hardware's pretty good though.
  8. I did that all the time when playing basketball and wouldn't consider myself sinister.
  9. That can only mean you've been here for less than 5 minutes.
  10. Oh yes: Combusting Wounds + dual mortars + Powder Burns is a real nice combo. Otherwise it's indeed not that impressive in terms of damage. Anyway: in this case you would only need Powder Burns for flanking yourself, unlocking "Heating Up".
  11. Generally speaking: yes. There are some items that only work from stealth though (not invisibility). From the top of my head those are Lover's Embrace (dagger) and Mask of the Grotto Deep (headgear). And there's a wizard spell (Arkemyr's Brilliant Departure) that makes you invisible - and that invisibility will not break if you don't damage the enemy directly. So you can cast CC on them for example and stay invisible. Also Vanishing Strikes (Rogue PL 9) will create an invisibility which will not break at all. As long as it lasts you get Backstabs and Assassination bonuses for all your attacks. Its base duration is rather short, so you need good INT and items that prolong benefical effects to make it really strong. But then it's very good. Stalking Cloak also works with Monk's Whispers of the Wind by the way. One of the best items for a Single Class Monk since WotW makes you invisible and you will then stun everybody you hit during its execution time.
  12. I believe that was changed. Several people reported that not much happened if the enemies seem to have no buffs at all. Some might have hidden buffs though. For example I can't get any durations out of CRE_Dummy anymore.
  13. You mean more sinister than an Assassin, a Priest of Skaen, Rhymrgand or Woedica, a Paladin of the Steel Garrote or a Bleak Walker, a Shattered Pillar or even a Corpse Eater? What's on your mind? Rogue subclass Serial Killer? That would be nice. First of all they should introduce the rest of the "basic" godlikes though in my opinion. I would like to see Godlikes touched by Eothas, Galawain, Abydon etc.
  14. Sure - only problem is that Gromnir didn't say anthing along those lines. You were just assuming that he's white and tried to put him in a corner by picking the most absurd interpretation of his words. I guess it's a) then and you're just too embarrassed to admit it.
  15. I didn't accuse any individual of xenophobia. I just pointed out that conservative Poles are not famous for xenophilia. That's not an accusation but a fact: https://balkaninsight.com/2019/08/13/new-polish-migration-policy-seen-enshrining-xenophobia/ So if a person accuses somebody else of racism they should be extra careful if their own demographic group and/or political spectrum has a certain and not entirely unfounded reputation for being xenophobic or racist - even if that person themselves is not. Because especially if you are not you don't want to give the impression of being a hypocrite or klutz. If that alleged non-racist person then accuses a native american of having white supremacist tendencies this person just looks like they either a) didn't know the accused person was native american or b) are nuts Pick your poison...
  16. Yes, if you shoot at a bulk of enemies with party members like Edér among them then Powder Burns will hit them. But it has very low PEN and is an AoE attack. So if Edér has thick armor and uses the modal of Large Shields then he will not even feel the Powder Burns damage. And in cases you really don't wantto hit party members with it you can simply turn the modal off. But usually you can do like: Escape to the enemy group --> shoot dual mortars with Arterial Strike + Powder Burns until you have too many enemies attacking you or focus is full --> Escape elsewehere or cast a hard CC. Then Repeat. There shouldn't be too many party members around. Also note this: the helmet "Heaven's Cacophony" has Avenging Storm (1/rest) as enchantment. Hand Mortar has the enchantment "Blinding Smoke". Blinding Smoke generates a ton of hit rolls but doesn't hurt (only applies Distracted). But still: every hit roll from Blinding Smoke triggers a lightning from Avenging Storm. It's very devastating. Also because it adds on top of all the AoE hits that also trigger Avenging Storm. But watch out: Blinding Smoke does friendly fire iirc.
  17. Ha... who likes to watch Davis Bertans play as much as I do? Every time he hits a contested three pointer and his defenders go "WTF NO!" I have to laugh. I was the same in my active years - only that I didn't hit and my defenders went "Pfff! LOL!".
  18. Edér: totally works. Cadhu Scalth and max Athletics+Metaphysics and he's sturdy as a rock while engaging everything and everybody. Aloth: works as usual Tekēhu: Carnage does proc Static Charge. Not sure about Storm spells. Did they ever? I think they do not nowadays. +3 PL for Druid's storm spells seems to be better than Static Thunder, I agree. I mean if you plan to use lots of storm spells that is (and why wouldn't you). By the way Deltro's Cage gives +2 PL for Druid's shock spells as well and it stacks with the Voulge's +3 to storm. just i case you forgot... Serafen: always dual mortar. The AoE-problem got fixed. Now the AoEs of Hand Mortar (1 AoE) and Fire in the Hole (2 AoEs because of Chain Shot) all apply Rogue's afflictions and DoTs like Arterial Strike or Toxic Strike to ALL enemies that got hit by the AoE. Also they have dual damage (slash/pierce) and the AoE targets reflex instead of deflection. If you are using a mod for subclasses anyway why not making him a Streetfighter and profit from mortars + Powder Burns for a constant "Heating Up" bonus? Monk: it got fixed but I value WotEP mostly for its Offensive Parry which is kind of wasted on a Monk - except if you are playing Shattered Pillar where it's good (beause Offensive Parries generate wouds for you - usually a Shatterd Pillar needs to auto-attack to generate wounds but with WotEP his parries can generate the wounds while he can spam abilites like Force of Anguish etc.). Also the cone doesn't work with Whispers of the Wind and also not with Instruments of Pain and also not with Swift Flurry/Heartbeat Drumming. Fists are great especially if you stack Power Levels (Nature Godlike, Stone of Power, Prestige and so on) because they scale with (universal) Power Level and not character level. You can get better-than-mythic fists that way - which are very powerful. Another alternative is Morning Star. It can be very strong because Body Blows (the modal from weapon proficiency) lowers enemies' fortitude by 25. Then Enervating Blows weakens the enemy o crit, taking off another 10 points of fortitude. Then use Stunning Surge to stun: another -10. Enemy's at -45 fortitude which will not only allow your party members to apply fortitude spells more easily (great in boss fights) but also most of times the value of fortitude will be much lower than deflection. If you now attack with (Efficient) Force of Anguish which targets fortitude you will produce a lot of crits which all have the chance to trigger Swift Flurry/Heartbeat Drumming - multiple times in a row if you get lucky - one-shotting the enemy. It is a devastating option if you use your monk to rush squishies like casters etc. mostly. Basically against anything that has low to normal fortitude. And against bosses it helps a ton to apply stuff like Combusting Wounds or Disintegrate and such. But generally you can't go wrong with fists (and a non-crushing backup weapon setup for the times you meet crush resistant or even immune foes).
  19. I have no idea. I just discussed stuff on the forum and made the passive icons. 🤷‍♂️ If I had the time I could dive into modding myself and reupload CP and whatnot. But... I'm doing software development for a living and don't feel the urge to "code" during my free time as well (unlike other software guys I guess who never stop). I enjoy doing things that don't involve an IDE or editor after work.
  20. So... let me sort this out: you as a seemingly conservative Pole (who are not famous for their xenophilia right now*) accuse a native american of being a white supremacist? )* https://en.wikipedia.org/wiki/Racism_in_Poland

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.