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Boeroer

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Everything posted by Boeroer

  1. I guess you would need a ton of meta knowledge, lots of unguents, the right items, notes of every skill check and Berath's Blessings (double skill bonus on startup) to achieve this with a fixed party (if it's possible in the first place - don't know). Since you can swap out party members and every party member can have a different skill maxed it would be doable this way - but I think not many people like to play this way.
  2. Why don't you simply look up your reputations with the factions on the character sheet - reputations tab? And check which flag you are flying in the ship menu.
  3. I also have another question: Once you get Scordeo's Edge and you triggered and prolonged Blade Cascade: why is nobody switching to some non-unique Battle Axe + Bleeding Cuts then? When using Attack Abilites your weapons will not break - and if they do you can then use summoned weapons or fists or whatever. But by then you will have stacked a crazy amount of DoT instances on the enemy that last for a fairly long time (way over a minute with decent INT). And they will continue to tick while you cast stuff or have to run around, helping Vela out and whatnot. What am I missing? Or is it just not worth the hassle?
  4. Bit of a LOL moment when Dorudugan enters the stage with his earth shaking signature jump and your Cleric just casually says "No problem!".
  5. By the way: for tricky stealth passages you can use Necklace of Fireballs to lure away hostile npcs. So you don't waste precious spells (before getting the Brilliant Cloak or whatever). With a Tactician/Skaen you can also use other spells that can be cast outside of encounters (Desponent Blows for example or even a Repulsing Seal). Since you can get resources back when going invisible the loss of a spell shouldn't be such a problem as for other class combos. If you have 2 Necklaces oFB you can even cast 8 Fireballs per encounter - and then after encounter replenish by stacking them in the stash. I wonder why nobody used this so far...? Doesn't it work with Woedica's Challenge? Since it's an oversight in th first place I don't think so. You can also stack two Ivory Wurm Figurines and thus cast that summon in every enounter. At least that worked last time I tried it. Not that it's powerful or so but it gives you a free distraction in every encounter.
  6. I once did it the other way round: accepted Raedrics quest to kill Kolsc, then also killed Raedric. He returned. I believe the only trigger that's needed is to kill him.
  7. Afaik you can add any NPC to the party - even dragons. So that should be no problem. I don't know how they behave with XP gain and leveling though. I have no idea if npc priests may have other "subclasses" than the usual playable ones. I don't think so. But you can check with Marshal Eldrid Wenfeld for example. Lore-wise he should be a Priest of Abydon.
  8. Crookspur slavers attack anyone anyhow. About the rest... let me get this straight: When sailing around you are getting attacked by Huana, Rauatai and also Principi ships. But then on the other hand not every ship. It's only some Huana and Rauatai ships. I guess this makes perfect sense after some malcachoa...? Anyway: you will get attacked if your reputation with those faction is bad (or not good). This may happen if you sail around a lot very early in the game without making friends first. Or by stepping on the toes of several factions via dialogue and actions. If you don't want that you can change the "colors" of your ship (the flag you are flying, not the actual hull and sail colors) to match the one the pursuing captain is flying. They will then not attack you. Afaik They did not patch aggressive ships.
  9. Then my congratulations! Which class did you use and what did you do and so on and so forth? I guess I won't have time to watch the whole season.
  10. Absolutely doable. Always remember that official companions are +1 lvl above hirelings which gives them an advantage in the early game. And once you gained some levels it doesn't make that much of a difference anymore that their stats and classes aren't minmaxed. Pallegina can also be a Herald. I mention it because it is considered to be one of the best tank/offtank class combos if you don't like to micro all of your party members all the time. You can stack Exalted Endurance and Ancient Memory. This makes for a great passive healing aura for the whole party. She will have less engagement slots than a Crusader though. Tekehu can't be played as a summoner. His subclass "Stormspeaker" loses all summoning invocations. However... he gains Avenging Storm at PL 8. If you are open for unusual suggestions: try him it with Hand Mortar (Blinding Smoke) + Fire in the Hole (Chain Shot) and Sure-Handed Ila (maybe combines with Mith Fyr if you can manage to neatly overlap both with lots of INT). It's absolutely devastating. Mostly because Blinding Smoke - although not doing damage by itself - triggers Avenging Storm. And you will proc a lot of Blinding Smoke rolls. Especially if you use Killers Froze Stiff (crit conversion) and Ben Fidel's Neck (-10 to all defenses). Guns + spells is a great combo anyway since you can always skip reload and cast a spell immediately. Deltro's Cage will improve his shocking invocations just fine (including Avenging Storm). Of course this nice combo comes late so you have to make sure to find some fun while getting there. But since he has some great offensive invocations that shouldn't be hard. Corpse Eater is a bit underbalanced because of that +1 Rage cost (which doubles the cost for his go-to ability Frenzy and also the PL9-shouts which otherwise would be extremely cost-effective). But in encounters with kith and wilders it's good. I think even with 2 Rage Driving Roar is still plenty good if you combine it with Blood Surge and Blood Thirst and of course the +2 Power Level from forbidden flesh pie and such. Afaik the Corpse-Eater-only bonus to Power Level stacks with universal Power-Level buffs. You could also play a Monk/Corpse Eater by the way. For example Forbidden Fist/Corpse Eater. That way you can attack with wound-driven abilities but use the Rage for Frenzy and then the nice passives of the Corpse Eater. You can use a Morning Star (apologies - I suggest that a lot) - it works very well with Barbarians (Brute Force) and also Monk. Monk has Force of Anguish which targets Fortitude. Morning Stars lowers Fortitude by 25 points. Monks can also weaken with Envervating BLows - Forbidden Fist can enfeeble with his base ability. Lowers fortitude by another 10 points. And finally the Barb can use Spirit Frenzy to stagger opponents on hit, lowering Fortitude by another 10. Your opponents will have -45 fortitude and then you can use Force of Anguish to target that. Combine with Swift Flurry (and later Heartbeat Drumming) to generate a lot of additional attack rolls. Once you get Brute Force you can do that with all attack abilites. The Willbreaker is an awesome weapon in general. Also Force of Anguish + Carnage have that werid synergy where the target gets hit by FoA first and then again by Carnage (because the victim gets pushed into the Carnage AoE). This actually raises the dps of Force of Anguish quite a bit.
  11. Yes. jumping into the pit (especially without any camping supplies left) could mean trouble if you tend to only use quicksave. On the other hand the game does have a list of the three last autosaves - so you really had to make some bad decisions in a row. The example with Kana's quest is more severe if you don't know what awaits you and if have little meta knowledge. But you can always bypass them and leave Cad Nua "manually" by using the exit route to the throne room. In my first playthrough I did just that (unknowingly) and didn't meet the Leaden Key Assassins until I came back from slaying the Adra Dragon...
  12. Salve of Dissolution and Luminous Adra Potion remove injuries. You can't craft the salve, but you can do it with the potion. I think it's unfortunate that some potions don't stack with similar active affects. On the other hand it would be too good. That's why I said they should do something else entirely. But they can still be very useful - for example a +2 PEN potion is very useful if you don't have other means of raising your PEN (no source of Tenacious or a fitting modal). Scrolls are very good if you are not a caster yourself or if your resources get used up too soon (as many solo runs show). So I don't think that the consumables (including potions and scrolls) are not impactful enough - it's just so that giving them similar or same effects as class abilites sometimes feels a bit uninspired and redundant. It also takes away the uniqueness of some abilities or even (sub)classes (see Transmuter <--> Potion of Form of the Fearsome Brute). That's why I said I would be happy if consumables did something else (mechanically) as abilites. First of all you won't run into stacking confusion and secondly it doesn't make you feel that your cool abilites got copied and pasted onto a scroll - or distilled into a flask. Unguents are a step into the right direction: they usually only raise skills - which is pretty unique (except some items also do it but that's ok - they don't interfere with abilites).
  13. Right. I forgot that soulbounds and summoned weapons are universal and work with every weapon focus (even with the priests' +10 ACC weapon talents). Didn't play PoE for quite some time now. So best to take the weapon focus that fits your "backup" non-summoned weapon.
  14. If you are planning to use the break-disengagment-and-reflect mechanic then def. Gipon Prudensco because of the +25 to defense against disengagment attacks (stacks with Tumbling+Graceful Retreat+Fast Runner+Boots of Speed). I would say it's better anyway. You'll be immune to flanked (so no -10 deflection) and you'll get up to +10 deflection. Lower AR might be a factor though. However - usually you can get Casita Samalia's Legacy earlier. So I would use both: first the Breastplate and later the Padded Armor. I even use Nomad's Brigandine when I think my AR is not high enough in certain encounters. It can also give you +10 deflection and also helps with the disengagement while having a lot higher AR.
  15. You are not correct though. Maybe it's what you personally do and feel but that's not the actual case. Just because some potions' effects don't stack with other active effects doesn't mean that consumables in general are meaningless or you won't get proper benefit from them. I don't use them (not even healing potions) because the game is easy enough without them. Most of them are just too good (on top of all the other stuff you can use). Food can be very powerful. Look at all the immunity food. Potions and poisons are very useful in most cases as well. Before they were just ridiculously overpowered (with high Alchemy). Same with scrolls and high Arcana.
  16. Interesting. Do you mind explaining why you suggested those class combos (maybe with a spoiler tag even though this is a spoiler subforum)? When it comes to race I would also recommend Death Godlike.
  17. The reason for those vague descriptions is that values and workings of items/abilities etc. may change during development, even after release. But you have to lock the written content at some point because of localisation (esp. if you're not doing it inhouse). That means that everything that is most likely to change because of balance passes, bug fixing etc. shouldn't be too detailed - or you'd have to rewrite the description and give it to the localisation team again. That's one big reason why developers like to auto-generate certain parts of descriptions and other text - Obsidian also tried it and used more generated descriptions in Deadfire than in PoE. Unfortunately generated stuff fails once your effects are a bit unique and out of the line compared to your more systematic stuff. I believe at some point there wasn't time left to go through all the descriptions and check if they are specific enough. For PoE3 I would like a separated tooltip: one section for the fluff and lore and stuff and a vague description what the item does - and then a block that is auto-generated. Every item/ability etc. should display all the game values it influences. You can use icons/symbols to display stuff (and give mouseover explanations for those) to keeop it short.
  18. I guess those things need a lot of planning and also playtesting. Maybe establishing such a strict regiment and making it fun to play and somewhat balanced takes too much time. At least when you are reinventing the mechanic's wheel once again at the same time (as was done with Deadfire). Maybe this is a step that could be taken with PoE3 should it ever come. Incremental improvements and so on. They should hire a German engineer - those are famous for that. Declaing the weapon modals as active effects and making them not stack (with regard to their "balanced" approach) is an oversight I'd say. And honestly I think nobody at Obsidian knows the workings and stackings and whatnot as well as some of the users here. They are busy developing games - no time for power gaming Deadfire.
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