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Boeroer

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Everything posted by Boeroer

  1. I guess we suspected as much already. And Wael I presume...
  2. A Witch with Morning Star, Secret Horrors and Spirit Frenzy (for example) has a lot easier time to apply stuff like Disintegration. Also Secret Horros make it easy to "unlock" the Willbreaker's echantments during battle. It also lowers Will which is good for many cipher spells. And of course the synergy of Blood Thirst and long recovery casts is quite nice once you get there. Make sure to wear the White Witch Mask. Just because of the name. It's also a great item for a Witch though if you want to use Bloodied. Once you get reduced to 50% health you will trigger Bloodied and Repulsing Image, giving you more damage but also makes the enemy stop attacking you. However, the issues with the Wild Mind subclass will still be there. If you find them particurly annoying then a Witch build will not change that. I read it as if you do not mind that too much though. So yeah - Witches can work very well. I played Serafan as SC Barb a few times. He's doing well enough at that as well. I once build him towards max AR and Barbaric Retaliation with Battle Axes + modal (works well) and also as Morning Star wielder who ended up using Driving Roar as combined CC/damaging ability nearly 100% of times. As SC Cipher I especially like the effects of Time Parasite + Shared Nightmare + mortars' AoE (really good AoE dps and focus gain - but of course that all comes rather late) and I actually like to play around Miscast. It can make things interesting, at least for me. I am not recommending a CC "centric" Serafen Cipher either. I'm just saying that it makes him not a better damage dealer to completely concentrate on damaging powers. Since powers are competing for focus anyway you only need two or three good damaging ones. Then there are a few really good CC spells. Why would you want to skip them? To have a somewhat "pure" damage dealer? It doesn't do much for your damage dealing capabilites to pile up too many different damaging cipher powers. Instead you can be a bit more flexible and also cast a decent CC power every now and then. For example: casting a rel. cheap Secret Horrors right at the start of battle can have a good impact since enemies can't use their offensive abilities and you'll lower enemies deflection and fortitude. It doesn't prolong the fight too much but makes it a lot safer. Or lure enemies to a spot with Aloth's Dazzling Lights from stealth (use like Sparkcrackers) and then cast a Miasma + Mental Binding on them with Serafen from stealth. If you then start to shoot your mortars you will not only hit a lot of enemies but also they'll have lower reflex and can't move. You'll get more focus, deal more damage and can cast a second damaging power on them while they are still clumped together. Stuff like that That's only one CC cast but it can make a difference. I don't understand why players often build their characters as "pure" this or that. Often it makes them extremely unflexible. A bit of diversity when it comes to abilities i often more benefical than sticking to a rather artificial construct like "damage dealer" or "healer" - especially for most official companions since they don't even have optimized stats for certain roles. Like... you can play a Druid as pure damage dealer - but it really doesn't hurt to also pick a healing spell that youcan use when your pur healer fails. Or take Xoti: you can of course use her as pure healer/support. But often there are fights then where it doesn't mak a whole lot of sense to unload all your healings or support spells. Then why not join the nuking with a Pillar of Holy Fire or a Shining Beacon. I mean except one simply likes to build such pure characters of course.
  3. I find it quite problematic, yes. Not only because of lesser Turning Wheel or Iron Wheel bonus but also because you can't spam Whispers of the Wind then or follow Whispers with Resonant Touch like other Monk classes can. WotW already costs 5 wounds... The Shattered Pillar got nerfed so that only non-ability attack generate wounds. Yet his wound max wasn't raised then. For me it's the weakest Monk class currently. I personally like Forbidden Fist a lot - but you need to build it rather special in order to be great (max RES, stack reduction of hostile effects). Helwalker and Nalpascas are safe picks. Nalpasca with Hylea's Talons, a drug and Enduring Dance can spam Whispers of the Wind with nearly no pause. Helwalker does more damage but is more risky. With some regeneration gear it's not too bad though.
  4. Eh? Improve PL by 5 vs decrease by 3. Echo Spell cast (cool in most cases, great on others) vs. Turn enemies invisible (depends, but not too bad. AI doesn't know what to do with that so it actually doesn't matter much in most cases). Set Focus to full (good) vs. push 2m away from target (who cares much). Rest is balanced 1:1. But I would argue that the player makes better use of a tier3-affliction on a target than most targets know what to do when receiving a tier-3-inspiration. That's positive on average in my book. And then there's the Miscast which is separate. It seems really bad but when you play around it it can actually by used in your favor as a potent but random damaging tool. Especially if you start to cast a lot once you get Time Siphon and maybe have some buddy get you more focus with Reaping Knives. If you give yourself Iron Will and stack some shock DR (it has only 7 PEN) you often only get grazed and then the dmg underpenetrates you while it may wipe enemies. It's a major thing but it can also be fun to play with/around it. Also concerning SC Ciphers and their damage dealing potential: besides Borrowed Instict there's Time Parasite which is the (potentially) most potent attack speed buff after Blade Cascade + SoT or Wall of Draining cheese - because it stacks its effect when it jumps. A cool dmg spell for cipher is actually Mind Lance. Not because I find it superdamaging in itself but because it works nicely with those passives like Empty Soul and stuff which boost all kinds of Will-based spells (ACC, crit conversion and focus refund). Mind Lance is the a Cipher spell that targets Will and deals damage. Silent Scream also does this but its cast time is longer iirc. A great boss killer combo (if you bring enough fort bebuffing tools) can be Death of 1000 cuts + Antipathetic Field. Every beam tick will trigger Death otC. Still I wouldn't play a Cipher 100% damage oriented (unless Soul Blade maybe). Some of the CC powers are just too good to be skipped. Also because of Lingering Echoes which I find quite nice as well.
  5. As I said twice already the Wild Mind effects are (slightly) positive on average. And none of his negative effects makes him miss more. The only real problem that can occur (seldomly - 1.8% chance per cast) is a Miscast - and that can be build around. If you pile up shock AR and raise Will it's no thread to Serafen but can be used to kill enemies even. The rest of his negative effects can be a bit annoying but aren't too bad either. The positive ones are actually really good: Positive: Increase Power Level of spell by 5 Echo Spell Cast Set Focus to Full Apply Random Affliction Blinded, Dominated, Enfeebled, Paralyzed, Stunned, Terrified Add Empower Point Negative: Decrease Power Level of spell by 3 Set Enemy Invisible for 15 seconds Push everything away from target Apply Random Inspiration Brilliant, Courageous, Energized, Intuitive, Robust, Swift Remove Empower Point Miscast Self-centered AOE dealing 3x accrued Focus as shock, 2.5m radius, Penetration 7 vs Will 12 PER is no problem with Xoti + Blessing and later Borrowed Instincts (+20 ACC). He should miss less often than a Wizard like Aloth (who has no access to a +20 ACC boost). Then mortars target reflex which is easily debuffed. Use Aloth with Miasma, Chillfog and Binding Web and they should be already at -40. Also as I said: try Heaven's Cacophony with Avenging Storm with Blinding Smoke and Chain Shot and be amazed. Graphics Card might get grilled though...
  6. I played him several times and cannot see why he should miss more often than any other caster. Also mortars target reflex which is extremely easy to debuff, especially with a CC Wizard in the Party. Very few fights are boss fights. And for them you should always bring a Morning Star, a CON and an MIG affliction and then Psychovampiric Shield + Disintegration. Very nice against most bosses.
  7. If you give him the proper spells he can. Also with his mortars. But he will also have access to some really fine CC/debuffing spells that I wouldn't skip (Secret Horrors for example). Ciphers get Borrowed Instinct which stacks with PER inspirations. So he won't miss much. Miscasts are extremely rare. If you look at the actual effects of his WIld Mind subclass you can see that it's balanced towards the positive effects. A Miscast can a lso be used as offensive tool by the way. If you have it while sourrounded by enemies you will wipe them and not your party.
  8. Stat spread is good. Unarmed combat is good, especially for single class monks. That's because Tanscendent Suffering scales with Power Level - and single classes can reach higher Power Levels and also reach them sooner. Nature Godlike is also good: your assuption is correct and also you gain scaling for your fists (since they scale with Power Level as I said). All active abilites scale with Power Level as well. Most notably all damaging abilites gain 5% base damage per Power Level. Usually you don't want to pick all the different attack abilites since they will be competitors for your resource - but twith a Monk it's not that much of an issue since wounds are replenishable. Still - my recommendations would be Force of Anguish-->Efficient Anguish because it targets fortitude and can be very handy when you meet enemies with low fortitude but high deflection (some spirits and stuff). It's also very cheap and scales well with Power Level (because it's a level-1 ability it will have gained +45% multipl. damage at Power Level 10 for example). If you take Envervating Blows and use Stunning Surge you can even lower enemies' fortitude by 20 points and then use Force of Anguish for great effect. The two most impactful abilites by far (for a SC Monk) are Resonant Touch and Whispers of the Wind. Other good ones are Stunning Surge and - as in PoE - Torment's Reach, especially Raised Torment. Although it's a bit expensive it's still no problem since healing is very potent in Deadfire and wounds are easy to come by. But to be honest: once you gained Whispers of the Wind you can as well retrain and only take other non-attack abilites because you will only use that from that point on. Or mostly. That and Resonant Touch.
  9. As I like to point out from time to time: Dead can Dance - but they can't deal damage.
  10. 45%? Which class/culture combo allows for 25 MIG? And 33% additive damage (at absolute best with a starting value of 21 compared to 10) is indeed marginal if you instead raise your PEN and DEX. Both will also increase your damage dealt - be it via better accuracy and thus hit quality or by increasing the casting speed. Since the Blood Mage doesn't need to squeeze as much dmg as possible into one cast (because he has unlimitd ones in theory) DEX is a multiplicative dps stat for him. It's not that you take the 11 points of MIG (at most) and throw them away... And even if you want to put them into CON that's not too bad. You trade 30% of damage for +50% health - which can make your Bloodmage a lot sturdier and prevents one-shots which can happen if you use Blood Sacrifice and then get attacked. If you like that approach better it's no big deal.
  11. But the damage you lose is pretty marginal, given that it's just a 3% additive bonus per point, especially if you are putting the points into DEX or PER instead. Or it's safer if you put it into CON (may prevent a one-shot right after using Blood Sacrifice). I mean I like the risky approach, but maybe others do not. You will also not start with all that regen gear.
  12. 10 MIG is not dumped. It's neutral. Bonus dmg of MIG will multiply with the bonus dmg from Power Level. And if you rely on third party heals as well and not entirely on self healing it can be benefical to not raise MIG.
  13. Barbarian is the obvious choice. Because high attack speed and especially Carnage will help to proc Firebug more often. Heart of Fury as well. Heart of Fury also helps a lot with achieving all those dmg related soulbound upgrades. Barbarian's Carnage is also the case why the proc chance of Firebrand got nerfed so hard. Firebug-kills trigger Blood Thirst - you you could even try a single dagger or dagger&shield setup (is faster with Durgan Steel than single weapon). Unlabored Blade + Bagradr's Barricade ist also a great combo (less procs of Firebug, but also procs Thrust of Tattered Veils quite reliably and often). Drawn in Spring is great, especially with the high MIG of Frenzy. But with two daggers you'll only have slash damage output. So maybe keep some backup in a second weapon slot. Since Unlabored Blade works with every weapon focus you are free to pick. Spelltongue can be used to prolong your buffs, including Frenzy and Bloodlust.
  14. That shrine is highish level content iirc. 12 Religion is rel. high, but not high enough for that shrine. But you can profit from party assist in this case: if anybody else also has Religion (even if it's low) he/she can assist in the skill check.
  15. Check out Honey wine Hen (-15% dmg), Yolk Bowl (+1 healing per 6sec and -10% dmg) as well as simply Rice (-10% dmg). But I guess the most benefit is using food which improves healing received (Fresh Fruit +25%, Glazed Chops +30% and so on). That bonus is multiplicative with stuff like Physiker's Belt and Bone Setter's Torc. You can also use Cadhu Scalth and high Metaphysics to reduce the self damage even further - if you are willing to suffer the -8 accuracy while casting. It also depends on your recovery time. A slower caster will have less problems with killing himself than a very fast one. Especially if you also use Deletrious Alacrity (which might be not the best spell to use as a spell spamming Blood Mage unless you have good and constant healing sources). And if you are only spamming one particular spell (e.g. Bounding Missiles) the refund is also less random. Since low spells scale with Power Level they don't necessarily do less damage than a high level spell. So you can always pick one spell that matches the resistances/AR/positions of the current enemies perfectly well and then stick to it for the encounter. That makes the use of Blood Sacrifice a lot more manageable. I also like to use Corrosive Siphon a lot (if enemies' fortitude isn't too crazy) since it has a healing and a damage component. I doesn't stack in parallel on enemies but it can still be a nice spell to use in tandem with Blood Sacrifice. Also keep in mind that you can prolong healing over time with Draining Wall. So a Lesser Lay on Hands (Healing Hands gloves) suddenly becomes a nice ability to have.
  16. I believe it does not stack. But trying it out doesn't hurt. Anyway Desponent Blows can be nice in combination with deflection/defense buffs and PER debuffs.
  17. SC Bloodmage, packed with regeneration and healing bonus items (Three Trolls Stiched, Ring of Greater Regen, Ring of Regen, Fleshmender armor, Physiker's Belt, Bone Setter's Torc) can spam his best nuking spell (e.g. Ninagauth's Shadowflame) non-stop because he heals faster than Blood Sacrifice can kill him. Of course even easier to pull off if you have other sources of healing in the party or put Barring Death's Door + Wall of Draining + Salvation of Time on him (hello Xoti). I would say you'd have a hard time doing that much damage with a summoned weapon - although Kalakoth's Minor Blights and Spirit Lance are truly great for Wizard/martial multiclasses. But for SC Wizard I'd go the casting route. Also because summoned weapon sscale with char level, not Power Level. Serafan's Wild Mind Subclass can make him extremely dangerous for your party. On average his wild mind effects have a positive outcome, but one "Miscast" (AoE shock dmg againast Will - height of remaining focus) at high focus can wipe your whole party. So I would give him high AR, especially high shock AR (so no plate armor), high Will (ciphers can have extreme high Will defenses) and not let him cast too near to your party. Or simply live with it and reload once he wipes your guys. Most of the time his effects are benefical or at least not too bad. Miscasts are very rare. And if you have low focus at that moment they don't matter much. As a cipher you can let him use his mortars. Focus generation will be awesome with Draining Whip and if you control enemies to one spot (e.g. lure them from stealth with a Dazzling Lights from Aloth - not hitting the enemies, only luring them), then let the tank engage (all enemies will attack him and stay close) and then shoot them with mortars --> max focus most of times. If you use Heaven's Cacophony you can uise Avenging Storm 1/rest. It procs off of the AoR hits, of Blinding Smoke and of Chain Shot. It's very powerful. Shared Nightmare (PL9 cipher) also works for the AoE of the mortars by the way - giving you a ridiculously large mortar AoE and focus gain. Being bloodied is by no means necessary to make a Barbarian effective by the way. The only thing he gains is 25% additive dmg via Blooded. That's not really class-defining. One of the best debuffing spells is Chillfog - you should give Aloth that instead of Curse of the Blackened Sight. Just my opinion though. The rest seems good.
  18. Yes, it stacks with most other debuffs that reduce accuracy (via PER affliction or even direct PER reduction - see Miasma of Dull-Mindedness). But I never tried if it stacks with Devotions (which also has an ACC debuffing component). Mostly because I tend to cast Devotions right at the start where it's hard to hit enemies with it anyways. Which is maybe suboptimal...
  19. 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.
  20. 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.
  21. 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?
  22. Bit of a LOL moment when Dorudugan enters the stage with his earth shaking signature jump and your Cleric just casually says "No problem!". 😄
  23. 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.
  24. 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.

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