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Everything posted by Boeroer
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Ah - by the way, speaking of clever tips: You can "recharge" every charged item if you have at least two of them. For example Necklace of Fireballs (there are several in the game) or Stone of Power (dito): Once they readch 0 charges (and you usually can throw them away) just stack them with the other one in yout stash and they are recharged. 8 fireballs per encounter is pretty hefty... Used them on a SC Assassin not long ago. You can even get 2 Missile Gloves (Bounding Missiles) if you use Berath's Blessing for the vendor in Port Maje I believe.
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Lay off Hands? Great tip though. Didn't think about those gloves. It's correct with Draining Wall: for example if you use it on dummies (who usually have 0 buffs) it does nothing anymore. But usually most enemies have some sort of buff, even invisible ones sometimes (see FLame Blights which always give me duration although I see nothing benefical on them) - or stuff like Constant Recovery on enemy fighters and so on.
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Oh, and stuff like: blunderbuss + Powder Burns + Combusting Wounds. Two shots already put 10 instances (8 projectiles and 2 Powerder Burns cones) of Combusting Wounds on the enemy which is rather deadly for most folks. Also works very well with Fire in the Hole in an AoE (Chain Shot). Generally Combusting Wounds + anything that hits often (missiles, walls, beams, blunderbusses) is devastating against anything that's not immune or has high AR to burn damage.
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Or using Binding Web to root them in place. A few Wizard "tricks": Concelhaut's Draining Touch: one of the best weapons in the game: targets Will instead of Deflection --> cast stuff like Miasma (-40 Will) and Dazzling Lights (-10 Will, stacks with Miasma) and maybe use a club + modal (-25 Will) weakens on hit --> -10 Fortitude debuff and reduces enemy's health by 25% drains damage as health (20%) does corrode damage (works with Spirit of Decay: +1 PEN) usually not so great because it dissipates after one hit or crit - BUT: Neverending Draining Touch: don't learn it but use a grimoire that contains it cast it from that grimoire, then switch to a grimoire which doesn't contain it (important). --> it will stay with you for the whole fight (doesn't go away after hit/crit) Draining (Essential or Substancial) Phantom: if you cast Draining Touch and then summon a phantom it will inherit the weapon and it will not go away (on the phantom). phantoms with Draining Touch do great damage (for a summon), weaken the enemy and heal themselves in the process. meanwhile you can lower Will on the target with the methods I mentioned above: lots of phantom-crits then Combine with Draconic Fury: Zandethus Draconic Fury works very well with Draining Touch (since you will be in melee anyway). Not only will the damage be better due to the two lashes (both multiplicative dmg boosts) but also it can terrify your attackers which then will be weakened and terrified (-10 Fortitude, -10 Will, -10 Deflection) Kalakoth's Minor Blights: smallish AoE but all AoE hits do the same damage roll as the initial one Uue it on a phantom and it will stay for the rest of the summoning duration and will NOT cycle through the different damage types. Instead it will stay with the elemental damage it had when you summoned the phantom. That way you can determine the element with which the phantom will attack. Can ver very useful against certain immune enemies. You can pick from four elements (just wait for the right one and then summon phantom). Rekvu's Fractured Casque: immune to interrupts if you have an injury you can injure yourself easily with Necrotic Lance: Cast it until you go down - works out of combat. You can also let party members hit you and only delivere the last blow with Necrotic Lance. Only the knockout damage counts and determines your injury. You'll only get an "Acute Rash" which is a very minor injury which doesn't hamper you much. You'll gain total immunity to interrupts. That includes interrupts from Grimoire of Vaporous Wizardry and Slicken - that means you can stand in your own Slicken and nothing will happen. Your Pull of Eora will still pull you around but not interrupt you. A Mag Slayers disruption will do nothing against you (not that I ever encountered one who did this to me, but still... ). Rekvu's Scorched Cloak: Fire attacks heal you instead of dealing damage. Same tactic as with the Casque: Necrotic Lance. cast fire spells on yourself (Fireball, Delayed Blast Fireball, Wall of Flame etc.) and get healed a bit while your enemies die. If confused you can also cast Combusting Wounds on yourself which - combined with Wall of Flame - makes for a superb healing source (but maybe too finicky to use it often) Upright Captain's Belt: makes you immune to push & pull effects combine with Fracured Casque and run around in your Pull of Eora + Slicken Area totally freely and unhindered while everybody else just gets messed up completely Arkemyr's Brilliant Departure: makes you invisible for quite some time this invisibility will not break prematurely (as most other invisibility effects) if you don't deal damage. That means you can deal CC and debuffs from invisibility. If you are an Assassin that means constant +25 ACC. For a SC Bloodmage it "only" means being untouchable while casting non-damaging spells, but still awesome. Wall Spells don't break that Invisibility either (since they are "hazards") which means you can totally kill enemies with Wall Spells (Combusting Wounds + Wall of Flame or Wall of Many Colors etc.) without becoming visible. Also the attacks of your phantoms (with Draining Touch or Minor Blights or Spirit Lance etc.) will not break your invisibility Regenerating Bloodmage Use regeneration items like Tree Trolls Stiched, Ring of (Greater) Regeneration, Voidward and Fleshmender armor and eat fresh fruit at rest (+25% healing - or similar) as well as getting a Physiker's Belt and Bonesetter's Torc for better healing. You will be able to spam one single powerful spell endlessly without going down from self damage - for example Ninagauth's Shadowflame. Cast - Blood Sacrifice - cast - Blood Sacrifice - and so on Wall of Draining As @Raven Darkholme already said it's an often overlooked spell. Especially in combo with Arkemyr's Brilliant Departure: Draining Wall will not break the invisibility and prolong it like crazy. You can cast Walls and CC spells without ever becoming visible again. God mode so to speak. Minoletta's Piercing Sigil stun and dmg retaliation on getting hit), Zahndetu's Draconic Fury (terrify retaliation on getting hit) and Cloak of Death ("withdraw" and DoT retaliation on getting hit) don't stack their effects but mess each other up. Just decide for one. Concelhaut's Corrosive Skin + Brilliant Departure: Cast it on a tough enemy from stealth and then use Brilliant Departure, then move away from sight. It's a great Assassination spell. The enemy will not see you, your invis. wil not break from the DoT and the enemy will die. Rinse and repeat. You can take out whole groups one by one with that tactic. Citzal's Enchanted Armory: gain permanent one handed (!), scaling Great Swords: Cast Enchanted Armory and then swallow a potion of Form of the Fearsome Brute. End combat (by winning while the form persists). Once the combat is over and the form ends you will keep the Great Sword. You can do that as often as you like and e.g. give your fellow party member two Great Swords for dual wielding. Or wield one with One Handed Style and modal on (+30% damage without losing ACC compared to a normal Great Sword). Blightheart: one of the few items that can raise spell damage: a wizard can get +10% corrosive lash (that's multiplicative dmg) for his damaging spells when wearing it. Great stat stick for a nuker. That's what I remember from the top of my head. There will me more for sure.
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Oathbinder sanctions temple
Boeroer replied to asnjas's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Wael != Woedica. That's one mystery solved. The rest might unravel themselves once you stop larping Nalpascas...? -
It used to work against all abilites - but than it was too powerful. For example in beta you could completely shut down the Skulking Terror (big Lagufaeth Barbarian/Monk on Tikawara Beach) and he couldn't do anything except auto-attacking. So it was reduced to spells. It's not only kith. As I said it's a rule of thumb only: kith and wilder casters usually work. Vessels also if they are "proper" casters like wizards etc. Fampyrs might already be something different (don't know how their "spells" are handled). I think it's best to play him as a "caster-rusher". Getting to the casters asap and taking them out. Against all other enemies he's just a regular barbarian then.
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I'm currently trying a Bleak Walker/Assassin solo. Just because I want to stack True Love's Kiss, Gouging Strike and Brand Enemy and then vanish. It's usually very boring - but some encounters are very tricky and that's when it turns into fun. And in the others I just get a coffee...
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Having no fun whatsoever
Boeroer replied to Bye's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
To be fair the game gets a whole lot easier once you a) gained some meta-knowledge (where to go, which enemies can do what) and b) understand the mechanics a bit better. Still: reloading 50 times because one can't win a certain (optional) fight and then ragequit instead of just pursuing a different route (and come back later) is just silly. -
Yes, it works just a quarterstaff in every way. It only has ridiculously high base damage and drains endurance. Besides that it's a "regular" quarterstaff. You might want to wait for Citzal's Spirit Lance first and take Weapon Focus Soldier though instead of Peasant - because the lance is considered to be even better than the staff. But of course you can retrain when it's time. Or stick to the staff. Since it scales there's no harm. It works very well with anything that gives you bonus damage (Two Handed Style, Apprentice's Sneak Attack, Savage Attack and so on) due to its high base damage.
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I just did some tests with a Mage Slayer against Concelhaut, a Savage Xaurip High Priest, a nameless bounty Cipher and Uamoru the Pretender (Ranger/Chanter): Once I reach 4 stacks of Spell Disruption the wizard/priest spells as well as the cipher powers and chanter invocations will always get interrupted (see combat log: <character_name> interrupted <enemy_name>). If I have less than 4 then of course they may come through from time to time, but they also get interrupted often enough. Abilities which are not spells (e.g. his Nightmare Gaze or Enfeebling Touch from Concelhaut, Marked Prey and so on) will not get interrupted - 'cause no spell Instant spells (0.0 cast time) cannot be interrupted afaik. Are there any anyway? Can't recall... So it seems to work fine. @Aituo: May I ask which enemy you tried this on? Because some do have spell-like abilites, but they are not actually spells. This might be confusing but that's how it is. Only actual spells will get interrupted. Of course it may be hard to determine what's a spell and what's a "innate" ability of certain enemies. As a rule of thumb: everything that is neither kith (human, aumaua, orlan, elf, dwarf, godlike) nor wilder (xaurip, vithrack and so on) will most likely NOT use "proper" spells. Their spell-like abilites my even have the same name as the actual spells, but those are just copy-and-pasted spells that were given to them as abilites that they use. Some vessels like Risen Mages and skeletal wizards and so on also will get interrupted since they are proper wizards - although they are no kith but vessels. So tl;dr: it's a bit complicated, but generally it works. edit: by the way - the best part about spell disruption is that it not only prevents the cast, but it also means that the caster used up his resources. Like if you get interruoted when casting. spell use/focus/phrases etc. are gone and nothing happened. Of course against certain enemies that seem to have limitless casts this isn't important, but against most casters it's great. A good weapon to apply spell disruption is Sun and Moon (applies 2 disruptions per hit). If you use auto-attacks mostly it's best to put a ranged weapon in the offhand and Sun & Moon in the main hand. You can then attack with dual wielding speed but only the flail is actually used - effectively putting 4 stacks of disruption on the enemy very quickly. Another is to use Last Word: It will prevent any offensiv ability use. If used by a Mage Slayer you can effectively shut down all offensive ability use and also all casts (even if they are not offensive). Using a Stalker as Multiclass partner can make sure your ACC is high enough so that you crit often enough.
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By the way: hit pause and switch to Lethandria's Devotion and back to Dragon's Dowry - and back an forth and so on. You will gain health with every switch to the shield setup.
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Having no fun whatsoever
Boeroer replied to Bye's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah well - other players might want to raise the question: "Why didn't you do something else first and came back later? It's kind of an open world game." and the only honest answer would be "Ooopsi, I didn't think about that". This player went out of his way to gnaw on a bone he can't chew yet - while there were plenty of other, softer and meatier ones laying around. I wonder how he got past the infamous bear cave. -
There she is: @Shyla Hello!
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Having no fun whatsoever
Boeroer replied to Bye's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Bye -
Depends on the enemy (and how they are positioned). There are an awful lot of enemies which have weak crush AR. For those fists are one of the best options. But there are also some very powerful combos with Resonant Touch, most notable maybe blunderbuss and hand mortars because they apply so many hits with a single attack. It's pretty wild with WotW as you can imagine. I made some videos on that. Same with Keeper of the Flame with its AoE (watch out: self damage) or Sun and Moon (double attack roll). Also everything that has special on-hit chances like Karaböru or Sungrazer can be very nice (if enemies stand together). However - looking at the pure stats of weapons the fists will always be great weapons against enemies that are vulnerable to crush. As I said Battle Axes are good with WotW as well because the recovery malus for Bleeding Cuts doesn't matter during the execution of WotW. Also check out Hylea's Talons which add a lash to your melee attacks while they can put a mild dot effect on you (generating wounds). Good item for a monk. Same with Ajamut's (or so) Stalking Cloak: it stuns with every attack from stealth or invisibility and gives an ACC and dmg bonus as well. You are invisible during WotW so... Another thing as soon as you get WotW: you won't use stuff like Raised Torment or Stunning Surge and most other abilities a lot then (Efficient Anguish I would keep since it targets fortitude and can be handy against enemies with high deflection but low fortitude). So you might want to retrain and take mostly non-attack abilities besides Anguish and WotW.
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Pallegina as Herald is a nice offtank. Either focused on offensive support (Shared Flames + Exalted Focus + Mith Fyr) or passive healer (Exalted Endurance + Ancient Memory and active Lay on Hands). Chanter is still plenty strong. As Crusader she can totally take the role of the main tank. But I guess that role is reserved for Edér. Xoti a SC Priest is absolutely ok. Besides her lantern there's a ring and boots which improve restoration/inspiration power levels which makes her a good support and healer. I would always take Enduring Dance as SC Monk. Once you get Whispers of the Wind you won't get hit a lot (invisibility). So the dance is very useful then. Lesser wounds isn't that important in my opinion. Good Armor for a dps monk with Abraham is Miscreant's Leather. This + Abraham makes you faster than wearing no armor. Fists should be one of your main weapon choice. They scale with Power Level and are great on SC Monks. Also WotW adds jumps with PL, so you want to stack that. You can use anything non-crush as alternative weapon - e.g. swords, sabres, stilettos, whatever. With WotW a very good melee option is Battle Axes + modal.
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Due to the new Penetration/Armor system I think that at least bear and boar are more sturdy than in PoE. If you pick "Resilient Companion" that is. The bear has +2 AR on top which is a lot - and the boar regenerates a bit health every 3 secs with no time limit. Both are more likely to get in the way or get stuck though because they have bigger models and ground circles. But in Deadfire there's also a push mechanism which helps with with pushing party members aside if you want to get through. Also the animal companions do less base damage than in PoE. Unlike PoE the base damage doesn't scale with level but instead they get a scaling additive damage bonus (like a weapon gets when you upgraded its quality from normal to fine etc.) But they have some more interesting abilities. For example their Takedown attack can get upgraded so that the next attack on that enemy get +100% damage. Like a Backstab for Rangers basically. And so on. Rangers have their own healing and resurrection abilities for their Animal Companions.
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Hi! Obsidian has a new Social Media Manager. I guess that's the same posting as the former Community Manager @Aarik D? https://twitter.com/MikeyDowling/status/1179131245239754753 I hope we see her often and that you guys behave. Couldn't find her member name here yet. Anyway that's it - have a nice German Unification Day!