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Boeroer

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Everything posted by Boeroer

  1. 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.
  2. 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...
  3. 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).
  4. 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.
  5. 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.
  6. Get two Stones of Power for a stackable +1 universal PL bonus via Power Surge in every encounter. Magran's Favor itself is only as good as the Chromoprismatic Staff, but you can dualwield it with Sun & Moon (= +4 PL).
  7. 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.
  8. 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.
  9. 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.
  10. Maybe Acina's Tricorn works? It works with Driving Roar and Mind Lance etc. Just a wild guess though. Also the pets that deal bonus ranged damage (Peter I guess is one of them iirc). They used to be a bit bugged and work with spells and stuff. Firethrower's Gloves do +1 Arcana.
  11. Not really. There should be the usual dialogue sequence of searching and finding stuff - and the last thing you should find is the Voulge.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Minjohr and An Nou fericit from horseback in Romania (dang it's cold up here...)!
  17. I wouldn't say money is unlimited (there's no respawning) but after some levels you usually have more of it than you can spend in a meaningful way. Retraining is rel. cheap - so lack of money shouldn't be a problem.
  18. You can retrain your character in every inn. That means you can set them back to lvl 1 and level them back up. It only costs a bit of money.
  19. You don't have to go back to town, you can camp in the wilderness pretty much everywhere (except in towns where you need to go to the inn). Priests can achieve the same accuracy with certain weapons as fighters can so using a weapon is a valid option. You can look up the "preferred" weapon of every priest. It's a talent that gives them +10 ACC with certain weapons. E.g. Priest of Breath can use a Great Sword or a Mace to good effect. Note that all summoned and soulbound weapons are universal. That means they don't belong to a certain weapons focus group and also work with those priest talents, even if they are not a great sword, mace etc. Also read my answer to your other post - the one you made with the same question basically.
  20. Pretty much. But all casters also have one or two per-encounter abilities which are mostly pretty good an can be used in every fight: Wizard: Arcane Assault (good), Grimoire Slam (meh). Priest: Holy Radiance (great if you upgrade it with Inspiring Radiance), Interdiction (great with Painful Interdiction). Druid: Spiritshift (great) Priests, Wizards and Druids are usually considered to be the most powerful classes in PoE because their spells can have massive impact on the combat and the per-rest mechanic can be used in a way that you can unleash you whole spell arsenal in difficult fights (especially after gaining some levels) while being able to do the easy fights without spells (or only few spells). Wizards' spells can be used very economically if you focus on summoned weapons. They are pretty strong and let the wizard contribute to a fight effectively with only one spell use. Priests have some very impactful party buffs, most notably Prayers and Devotions, that make encounters a lot easier. Druids same. So after gaining a few levels you will have a lot more spells than 2 at your disposal and you can try to only use as many spell as you really need. Spare the rest for later. Of course resting is cheap and if you're not playing Path of the Damned difficulty you can rest 4 times in a row to refresh spells. Also note that Wizards, Priests and Druids get a so-called Spell Mastery. That means: at higher levels you can pick a low-level spell from your arsenal (spell tier 1-4) that turns from per-rest into per-encounter.
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