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Everything posted by Boeroer
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This is the case with all bonuses that say -x% recovery time instead of +x% action speed. The pistol modal, Gunner, Opening Barrage (Scordeo's Trophy) and so on. Action speed buffs is something like Frenzy. Action speed buffs apply both to casting/animation time and recovery time, but in order to calculate the effect on recovery, action speed buffs must be converted in a form where you can combine them with those recovery time buffs. So in the end all action speed buffs also get converted into -x% time numbers. You can see that when you check the actual attack time and recovery time of the equipped weapons (see img below). The percentage which is shown there will be lower than the action speed ability says in its description. For example: While Frenzy is a +25% action speed mobifier the tooltip will say that the recovery bonus is "only" -20%. That's just because of the mathematical conversion from "+speed" into "-time": So when you see something like +25% action speed just keep in mind that it's less impactful for your recovery than -25% recovery time would be. -50% recovery time is a very big bonus. +50% speed would also be not bad (especially for spells that have a long casting time - because action speed buff apply to both casting/animation time and recovery time) - but on the tooltip above it would translate "only" to ~-33% recovery time. That's not what I was aiming at to explain, but nevertheless that is correct. It's the reason why speed buffs/recovery time buffs have linear returns in Deadfire (instead of increasing returns in PoE) and you can never reach 0 recovery by stacking all sorts of speed/time buffs. But the returns are not diminishing - they are linear. So it's worth it to stack those buffs. However: in case of reloading there is a hard "bottom cap" or floor value that you cannot break. The reloading animation cannot be sped up until a certain value (I don't remember the value in seconds) and you will reach that pretty soon with Gunner, pistol modal and Opening Barrage+Driving Flight. Once you hit that floor every additional speed buff/recovery time buff is a waste when it comes to reloading time for the pistol. For your casting however there is no floor so you can stack Opening Barrage for your ascension like there's no tomorrow and it would still speed up your recovery after casting a spell. The good thing with Opening Barrage is that it's not doing like -5% recovery time, then again -5% recovery time and so on but indeed adds up the 5% before applying them to your recovery "for real". So stacking 2 Opening Barrages truly translates to -10%, 3 stacks = -15% and so on. Otherwise the enchantment would be a lot worse. Yes, I guess it's a little mistake by the devs. Some weapons have effects that are not limited to the weapon usage itself. Lover's Embrace is one of them.
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I know it's a bit nitpicky, but it's -x% recovery/reload time instead of +x% recovery/reload speed. Mechanically that's quite a difference and -50% reload time is much better than a +50% reload speed buff would be. But yes, the shortened recovery time from Scordeo's Trophy is very nice to have when reaching the ascended state. It is benefical to then pick spells with short casting time but longer recovery time - because Scordeo's recovery time buff only applies to the latter. Stuff like Mind Lance or so... lances go pew pew pew! Griffin's Blade only applies its recovery buff to the attacks made with the Blade itself - so it's not really helpful for shooting. I don't think you need that anyway because you most likely will hit the reload animation floor (can't speed up reloading anymore beyond that) with all the reduced reload time buffs you already have. Still works for +10% spell damage though, so not a bad pick. You could also think about Tuotilo's Palm in order to keep the shooting speed high while having better defenses. Or use Lover's Embrace + dagger modal for +10 melee deflection without any drawback - and the Frenzy effect is universal, meaning it also procs off of your pistol shots. It would stack with Scordeo's Trophy's recovery buff so you could cast even faster while ascended. And since Frenzy is an action speed bonus it also speeds up the casting animations (unlike recovery buffs). Xoti's Sickle with maxed Religion and Urgent Harvest is also a great speed buff for casting if you stand near a slain enemy. And it also provides melee deflection. The Soul Reaper dmg bonus only applies to the sickle itself - but it doesn't matter how you kill enemies to get the stacks for it. It is possible to gain up to 30 Religion for a max bonus of +80% dmg with the sickle (killed 4 enemies while ascended for example) - and that can come in handy once you get attacked in melee. Pretty nasty dmg from the sickle then and pretty good focus gain then, too.
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Have a look at this table: https://steamcommunity.com/sharedfiles/filedetails/?id=1384851536 As you can see the Bear is not far behind the wolf in terms of damage but way ahead in terms of tankyness due to the higher health and the +2AR - which is a big deal, especially if you also use Resilient Companion + Pain Block for additonal +4 AR so it makes it worthwhile to stack AR on him for being tanky. The Wolf is better as a dps companion - but you are not looking for dps from your animal companion if I read that correctly. The Boar is also pretty tanky because he has the biggest health pool and on top has a constant health recovery during combat. Compared to the bear (and wolf) his dps sucks though. But if that's not your focus anyway you could give him a try, too. With Pain Block his health regeneration will be nice. Seers can make use of the nice synergy of Takedown Combo + Disintegration (and Soul Ignition). Both spells don't count as actual damaging attacks but are considered status effects (which conveniently deal damage). Thus they don't remove the Takedown Combo effect on the enemy. Usually you will use Takedown Combo with your Animal Companion on an enemy, said enemy will get an effect on him so that the next attack roll against him gets +100% damage and then the Takedown Combo effect gets removed. But if you aply Takedown Combo and then use Disintegration (or the other way round, doesn't matter) all the damaging ticks of Disintegration will get the +100% dmg bonus while the Takedown Combo effect will NOT get removed until it runs out, basically doubling the damage of Disintegration (or Soul Ignition, works the same - or even both).
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I didn't test that specifically tbh. I only tried to maximize crits with the weapon itself. But iirc Dire Talon was not on the list of weapon which get triggered universally which @Constentin LĂ©vinecomposed. But I can try later. I have a bit of free time today. Edit: since an Essential/Substancial Phantom uses an exact copy of your weapon a way to produce more Wurms might be to use a Wizard/sth. with the Dire Talon and summon said Phantom near a weak enemy. Maybe... don't know if it's worth it and warrants the summoning time. A Monk/Ranger with Swift Flurry and Mohara Tanga in the offhand + Dire Talon in the main hand produces a lot of Wurms in a given time though.
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I have to admit... I am dissapointed by the interview news.
Boeroer replied to Tnecniw's topic in Avowed Speculation
If it would be a multiplayer online game I wouldn't play it. I very much prefer single-player games - but if it had optional co-op (or hooks for modded co-op) I wouldn't mind of course.- 37 replies
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I have to admit... I am dissapointed by the interview news.
Boeroer replied to Tnecniw's topic in Avowed Speculation
I don't know. He worked on the Pillars TTRPG rules in his free time after Deadfire's release.- 37 replies
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I have to admit... I am dissapointed by the interview news.
Boeroer replied to Tnecniw's topic in Avowed Speculation
Some leading devs of Deadfire stated on Twitter that they would be up for it - about a year ago or so. I guess if Microsoft gives a thumbs up we might actually see something like PoE3 (maybe a bit smaller) - Xbox Gamepass needs games!- 37 replies
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Unpopular Opinion: The graphics are not that impressive...
Boeroer replied to Sanjid099's topic in Avowed Speculation
Yes, those images on the XBox website do indeed look good to me, too. Don't know why the gameplay trailer created a different impression, I haven't really analyzed it. -
I have to admit... I am dissapointed by the interview news.
Boeroer replied to Tnecniw's topic in Avowed Speculation
For what it's worth: Josh Sawyer's own Pillars of Eternity Table Top/Pen and Paper rules also have no classes. No classes doesn't mean you didn't have to study your craft in-universe. Multiclassing is nothing else than softening the borders between classes and a step towards a classless system. And it's just mechanics. It doesn't necessarily define what your life looks like and how you learn your craft. There is always an explanation why an "official" Wizard might have the determination and discipline of a fighter but also some skullduggery and guild of a rogue and so on.- 37 replies
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I have to admit... I am dissapointed by the interview news.
Boeroer replied to Tnecniw's topic in Avowed Speculation
Time for you to put on a helmet. Aedyr is inhabited and ruled by humans and wood elves. Your char is an official envoy from Aedyr. You will be either human or wood elf, I'll bet on it.- 37 replies
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Unpopular Opinion: The graphics are not that impressive...
Boeroer replied to Sanjid099's topic in Avowed Speculation
I liked the visual tone of PoE best, Deadfire is lighter and colorful but still nice and appropriate for the setting. I know that the Living Lands are supposed to be colorful and thriving with all sorts of wildlife and flowers and so on - and medieval times weren't as drab and dirty, muddy and gritty as Hollywood would like us to think... but still the overall visual style presented in the Gameplay trailer is not my cup of tea. This will not stop me from buying, but it's also not something I'm excited about. -
Using Wahai Poraga on the Corpse Eater works quite well if another character provides the wurms (I used a Berserker/Helwalker in the test). Send the wurms into the AoE of Wahai Poraga. While the Corpse Eater can still attack actual enemies the friendly fire AoE wll make sure he will kill some nearby wurms soon enough. This is also good because it not only leaves bodies for the Corpse Eater to consume but also triggers Blood Thirst and so on. Wahai Poraga is also an excellent weapon for Swift Flurry... My Berserker could also help to kill wurms with his confused Carnage - which then helped with his Changeling's Mantle (Primal Carnage) - giving him action speed when he hit those wurms with this friendly fire Carnage.
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Hello! I guess you knew that when you use the Dire Talon (sabre) and enchant it with Wurm Call you will have a 20% chance on crit to summon 3 wurms? Did you also know that if those wurms die they will leave a body hat only disappears after combat ends - unlike the summons that you gain from your abilities (that includes summons from items that give you an active summoning ability like a Whale of a Wand's Fantastic Friends - they will disappear on being killed and leave no body)? I surely didn't. But those wurms' bodies will stay. And wurms are beats... That means that you can consume the body with Flesh Communion. All Corpse Eaters: This can help your Corpse Eater to use their Flesh Communion in every fight - you "only" need to crit often enough and then get a wurm killed. You can do so yourself by attacking it with the weapon itself (there's a chance that you crit and summon another bunch of wurms and so on - there's no hard cap on how many wurms can be on the screen) or by using some friendly-fire spell like Shadowflame or whatever. If you crit a lot (hello Swift Flurry/HBD) you can summon a lot of wurms - and some might end up dead even without your interference because they are just weak. The bodies will be there until combat ends. So nothing speaks against piling up some wurm bodies for later in the fight. Of course this doesn't have to be done by one and the same character. You just need somebody in the party who will crit a lot with Dire Talon in order to prepare a rather monothematic Corpse Eater buffet. I then also tried it with Hel Beckoning (summon Hel Imp on killing spirit) - and this also leaves the body of the imp when he gets killed. But alas: it doesn't work for Flesh Communion. I forgot that Imps are not wilders - they are primordials. And since Flesh Communion only works in kith, wilder and beasts... Off to Essence Interrupter you say? Right! It works, too: If you crit and then kill any enemy and let's say a Xaurip gets summoned (and then killed) - you can consume its body. Same with Ogre Pirates. Unfortunately there's several summons with Essence Interrupter that are neither wilder nor beast (oozes, guls etc.) - so it's not very reliable. Also some of the summons take some time to kill compared to the very weak wurms that Dire Talon gives you. And some summons don't leave a body when killed - like the Boars wouldn't do that for me for example. But still... it can work. I didn't find another suitable item for this interaction - maybe you know one. Anyway - with this you can make the Corpse Eater better in long fights that usually don't have "food" for him. Bringing your own targets for deliverering crits will make it easier (for example Many Lives Skeletons). Don't know yet if it's worth it though - or if it's too fiddly. We'll see...
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If you use the Helwax Mold for The Flames of Fair Rhîan and then also buy Taluntain's Staff you could have 9 Fireballs per rest. I did this with a Rogue (because ACC also not bad and Deathblows working with spells - Sneak Attack not though). But this comes all a bit late. Rotfinger Gloves, Amulet of Summer Solstice, Sun-Touched Mail and Munacra Arret are esp. nice imo because they can be obtained rel. early. Same with the White Spire (estoc in Defiance Bay). It has 3 Blizzards per rest. You can stack a really decent amount of per-rest spells on a character that way and make him a good caster. I wrote a little build guide for a Rogue + scrolls, it's in the build list under "Sorcerer's Apprentice". It's a Rogue and not a fighter but the principles apply to both (instead of Deathblows the Fighter has Disciplined Barrage which stacks very nicely with the accuracy bonus that is on most of those spellbinds - except Ring of Changing Heart which has no acc bonus iirc). --- Edit: in Deadfire you can recharge "charged" spellbinds if you have two of the same item. FOr example a Necklace of Fireballs usually has 8 charges and if it's depleted you can basically throw it away. But if you have another one in the stash you can stack them to a pile and when you seperate them again both are charged full again. I never tried this in PoE - but maybe... maybe one could use the Helwax Mold on one of those charged items (there's the Red Reed Wand or the Rod of Wind and Thunder for example) and then do the same in PoE? As I said I never tried and most likely this doesn't work like in Deadfire - but maybe it's worth a shot? Because then you'd have the perfect spellbinding item that had a ton of spells and you could recharge them after every encounter...
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Psion is one of my favorite class options. Very nice with all sorts of casters in multiclass I think, but I also enjoyed it a lot as single class (bc. notably faster focus generation). The one I liked best is maybe Psion/Troubadour. However, I didn't really try Psion/Priest yet - so I cannot say how that plays. It should be good though, don't see a reason why it shouldn't be. Having said that: usually Xoti as single class Priest is fine for me. I don't like to bring too many "soulless" hirelings into the party. It makes the playthrough a little dull for me personally. Later Vatnir is a cool Priest alternative. He has an excellent spell portfolio because he brings some nice alternative damage spells to the usual priests' offensive fire spell monotony. --- An unorthodox Priest option that I did and enjoyed was Berserker/Priest (mine was Berserker/Priest of Wael, but the Priest subclass doesn't really matter). The reason to take Berserker was to become confused at will, which allows you to cast Withdraw on enemies. It is an auto-hit and a benefical effect. That means: defenses don't matter, high Resolve won't shorten the duration, no immunities whatsoever. Just *pouf* - gone for some time. You can use that trick very early in the game to shut down dangerous enemies in no time, finish the rest of the group and then deal with the withdrawn afterwards. There's a pair of shoes that grant you an additional spell of that Power Level, so iirc you can easily get 3 casts of Withdraw per encounter. That's three enemies taken out of the fight for a pretty decent amount of time. With Empower to fill up your spell uses again you can even take out some more. If you have a Cipher in the party who casts Ancestors Memory on you: just withdraw everybody but one. Very easy fights... Of course there's other little synergies between Berserker and Priest (casting speed with Frenzy/Bloodlust/Blood Thirst on kill, +2 PEN, Spirit Frenzy applying to spell hits and so on... if the Berserker/Priest is a good finisher then Triumph of the Crusaders + Blood Thirst is great), but the main reason was withdraw + confusion. A thing that one has to keep in mind: If the Priest wants to buff the party a lot at the start of the encounter then one might run into action economy issues. Casting an Aware inspiration + Devotions ftF takes some time and you def. don't want to be confused while casting those. So maybe wait with the Frenzy until all buffs are cast - or have high RES so that the confusion only lasts a short while during the Withdraw cast - or use Modwyr to "unconfuse" with a weapon switch at will. A Tactician/Priest could also do this in theory, but I guess way more fiddly. Anyway - just one maybe interesting ability/spell combo that's not widely known and can be very impactful.
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I ran a solo Geomancer (Stalker/Bloodmage) - but it used Willbreaker as main weapon for the Geomancer himself. Draining Touch was used for the Phantom. The synergy was that Willbreaker + modal lowers fortitude which is great for the Animal Companion's Takedown Combo (targets fortitude) and also lowers Will (stacks with Miasma) which is great for the Phantom's Draining Touch (targets Will). That way the AC could apply Takedown Combo and the Phantom then smashes the enemy with Draining Touch crits and with a +100%dmg bonus. Takedown Combo also works for spells from the Geomancer of course. With thick armor the phantom + Draining Touch was pretty sturdy, the Bear companion was sturdy, too - and the Geomancer was also pretty sturdy because Stalker's passive + wizard's buffs. --- My approach with Draining Touch as main weapon for the character (I often used it with Aloth): I use it with Engagement-bonus gear like a shield or Kapana Taga (club, +modal) and Reckless Brigandine and then use Ryngrim's spells to cause terrify whenever possible. For those I use Whitewitch Mask (also looks decent with the Brigandine). This will allow free disengagement attacks against the terrified enemies which are brutal with Draining Touch. The Phantom can use the same method because from its gear it will also have some engagement slots (usually 2 or 3). So enemies get into double disengagement trouble... Kapana Tanga can be better than a shield because it not only provides +2 engagement but also lowers Will by 25 points with the modal - and that's the defense that Draining Touch does target. But I think it depends on the class combo you pick. You can then decide which second class is best: Unbroken is cool because of the additional armor with a shield and the insane PEN bonus of the disengagement attacks and the additional engagement slots from Hold the Line and Defender Stance and so on. And of course a Fighter/Wizard can later use Unbending with Wall of Draining which makes you basically immortal. I'd go with a shield because of Shield Mastery (Unbroken passive). Monk is nice because Club+modal+Draining Touch is a lot of virtual accuracy which works well with Swift Flurry and Heartbeat Drumming. And later Spirit Lance + Stunning Surge or Efficient Anguish is just great. For a Sage I would def. use Tuotilo's Palm. Rogue is also very good because the very high base damage of Draining Touch works nicely with the Rogue's damage bonuses such as Sneak Attack and Deathblows. I'd recommend a Streetfighter because ,out can easily become bloodied with Blood Sacrifice and then dish out truly jawdropping dmg numbers when doing disengagement attacks while heated up (because Sneak Attack will have a +50% bonus then). Debonaire is a no-go imo because: no engagement. I'd use Kapana Tanga here. Steel Garrote is another nice combo. The Draining Touch applies weakened which unlocks the Steel Garrote's life drain. It stacks with the one from Draining Touch, giving you nice healing when punching things. Combine with the other goodies any Arcane Knight can have and you will be a very tanky yet offensively capable character. I think I would use a shield in this caseto double down on the tankyness. Furyshaper is the next option I enjoyed. You cannot combine Phantom and Wards (both summons) but the interaction of the fear ward with Barbaric Shout and Draining Touch and a club+modal is great. You drop a fear ward , summon the Draining Touch and then you will lower enemies' Will via shout and gain +3 engagement. You drop the Miasma and maybe even a Spirit Tornado. Most enemies will have their Will defense crushed and be terrified by now and you can engage them and punch them with good speed. Carnage is nice with Draining Touch because the base dmg of the weapon is high. When enemies disengage you punish them, too. Bloodlust, Blood Thirst, Blood Slaughter... This combo is also nice for your action economy because you don't have to cast Ryngrim spells that often. I'm sure other combos with Draining Touch Bloodmage and Ranger, Cipher etc. can be cool, too - but I didn't really try those out enough to be able to make any meaningful recommendation. For all of those combos my final piece of headgear is the Helm of the White Void by the way. Before that I use Whitewitch Mask as I said. Since Draining Touch comes with the weaken effect the +10 accuracy of Rhymrgand's Influence always applies. Of course this comes rather late, but it's something to look forward to.