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Boeroer

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Everything posted by Boeroer

  1. That's not captured beautifully. It's captured incorrectly. This only fits if you find false observations beautiful. Deadfire's character creation is quite balanced when you compare it to several other RPGs, but is just utterly wrong. You should know that by now after hanging around in the forums for some time. A game where every character comes down to the same in the end wouldn't lead to lots of nigh endless discussions about character builds and strategies. A Streetfighter plays so differently from a Tactician, a Troubadour from a Barbarian and so on and so forth. Also some builds are gamebreakingly strong (even without cheesing) while others are not so great. Then the OP already admitted that he didn't mean what you now describe as "beautifully captured" by him.
  2. Depends on your role in the party of course but generally I would say Armor of Faith or Holy Meditation. Especially if you have chars with dumped RES in the party Holy Meditation can save the day (or encounter). Other alternatives can be Divine Terror (is actually comparable to +10 to all defenses - if you hit with it) for a fairly long time. Halt is a superfest cast - so you normally can cast it before buffing the party easily. It can be very benefical to take one (melee) enemy out of the fight for such a long time. It's especially good if you like to sneak up on enemies and then retreat a bit. By the way: Barbs of Condemnation's base damage is a lot higher that that of a scepter. I still wouldn't choose it unless I'd play a damage dealing Priest though (which can work very well, too). If you have a Chanter with Dragon Thrashed in the party then Withdraw would be my no.1 choice: You can place the Chanter in the midst of the enemy and then cast Withdraw on him: he will continue dealing damage with the chant while being untouchable. Also works with all other chants. But obviously he can't do Invocations etc. then - only chanting. Withdraw can also be very good to block doorways with your tank. If he doesn't do much damage anyways but is only a dmg sponge you can also withdraw him, make him untouchable while he's still blocking the doorway. Enemies' AI often gets messed up because of that which helps a lot.
  3. The PL of the Lance stacks with everything. Usually if it's from items (also: trinkets) it will stack. Same with passives like Wellspring of Life. I don't know if or when potions or food get suppressed (I almost never use them).
  4. Well... at least you tried.
  5. Off the top of my head: Lance of the Midwood Stag: +2 PL (enchantment "Lord of the Forest", pike) Acute: +1 PL (e.g. Fighter's Tactical Barrage or Priest's Liturgy for the Mind and some items) Brilliant: +1 PL (just an upgrade of Acute - Tactician, Cipher or some items) Shark Soup (food, +1) Hot Razor Skewers (food, +1) Smoked Rib Rack (food, +1) Mountainous Ooze Droppings (trinket, +4, 1/rest) Helfire Ironclad's Core (trinket, +2, 1/rest) Deck of Endless Possibilities (quickslot item, +2 - but random) Summoned stuff (also creatures, not only weapons): PL only raises the summoning duration of summonings. The rest is governed by character level. Same with Animal Companion. No idea why. Only weapons that scale with PL are Transcendent Suffering (every 2) and Monastic Unarmed Training (every 3). Lance of the Midwood Stag is a pretty decent item because of that (for example for a Druid who doesn't want to specialize in shock/storms or beast/plant). But you have to have something like Woodskin or Form of the Delemgan in the party arsenal to unlock it reliably and constantly. Or cast Tanglefoot or Binding Roots etc. on yourself...
  6. Most of what you said is opinion (and one can't really argue with that - if you feel but don't exaclty know why that way then that's ok). But there are two points that come over as factual statements - but are not. One can rightfully and objectively criticise different stuff about Deadfire, but saying that no build *really* packs a punch and the inspiration/afflicition is convoluted doesn't really show a lot of insight. Now you could say "well that's my point, it's too complicated" - but then I'd say (without wanting to sound snappy) "well it's just too complicated for you (-r taste)". Actually the affliction/inspiration system is very straightforward. Most straightforward system of buffs and debuffs (while being complex enough) I've seen in a long time in any RPG. Together with the attribute system which is implemented without any exceptions. This results in other (perceived) problems - like "why is MIG for spell damage and physical dmg? Why does INT make my Barb's Carnage better? That's unrealistic/not immersive" and so on - but is also straightforward. Then there are a big number of build ideas that really pack a punch. Huge punches. Such hefty punches that the game becomes a joke (in terms of being challenging). So - all in all this just seems to be a matter of taste?
  7. I think @Kaylon played a Paladin/Soulblade with WotEP and said it was pretty good. I only ran some high-level tests with it and the focus generation is pretty crazy of course since it also happens while you are recovering. A bit like the Backlash Beldam build I did long time ago for PoE 1 (I believe that was my first ever build post actually). You don't need Rogue with Riposte. Paladin/Cipher is nice because the other "sturdy" alternative, Fighter/Cipher, can't stack Vigorous Defense with Borrowed Insticts - while Paladin's Deep Faith totally stacks with Borrowed Instincts. Heck even Trickster/Soulblade might work if you get some help from party members with the ACC debuffing (Sneak Attack and Deathblows also raise Soul Annihilation's damage... @Powerotti: I meant Riposte, not Offensive Parry. I seems like if Riposte has the AoE because I often get several hit rolls in the combat log from one Riposte. But yeah: a cone AoE it not too useful if you are surrounded. Offensive Parry is indeed a single target strike. By the way: Shattered Pillar might also be fun: he gains wounds from Offensive Parry like a Cipher gains focus. Just tested. And jeez: it works with Swift Flurry and Heartbeat Drumming! Devoted/Shattered Pillar with Disciplined Strikes, Swift Flurry and Cleaving Stance... ouch. Max wounds all the time... The Monk doesn't have a good deflection buff or passive, but this class with Offensive Parry is still pretty wild. He can also get a special +12 deflection against disengagement attacks (Greaceful Retreat). And with the right party behind it...
  8. I don't think so. First of all you need to be a Wizard to get Spirit Lance. That means less passives and synergies when it comes to melee fighting. You need the Rogue class for Riposte - which means no real sturdy class in the mix. Then, Offensive Parry (besides giving you a stackable +4 deflection bonus) also causes Dazed on hit which is very helpful for your survivability. Riposte stacks with Offensive Parry - you can actually cause 2 attacks when getting missed. Riposte seems to trigger the normal cone attack as far as I can tell. People also tend to forget that WotEP comes with a crushing lash. Its base dmg is low but it adds a 15% multiplicative dmg bonus to all hits with its lash. And it comes with +1 PEN compared to a normal Great Sword.
  9. The huge upside of WotEP in comparison to Spirit Lance is that Offensive Parry triggers on every miss - 100%. While normal Riposte only triggers every once in a while. Also Trickster/Conjurer quickly gets destroyed once you get hit by Arcane Dampener and such (which happens a lot in the lateish game). The buffs like Mirrored Image and Llengrath's Safeguard stack nicely - but once they are gone your low base deflection raises its ulgy face.
  10. Shadow Step should give you paralyzing attacks for some time (not just one). Let's say 10 secs base (maybe that's too much)? And suddenly it would be picked.
  11. As I said I don't know why they made that decision, I'm just speculating.
  12. INT does affect the imbue spells like all other ability spells: AoE size and duration will get influenced by your INT stat. Scrolls are affected by Arcana only.
  13. Tehehe - thanks. One thing: this stands and falls with the type of enemy. Melee enemies will run into their doom quickly. But against ranged attacks, especially casters with stuff like Arcane Dampener and Missiles (can't miss) this needs support (or switch to large shield which makes AoE casting at you futile - especially if you also took Adept Evasion). This whole concept is only fun if you start to stack deflection pretty soon or/and if you don't go into encounters which are above your level a lot. I like to do that for the challenge and squeeze every synergy between party members and me (like I said combine deflection bonuses with accuracy debuffs) but of course in this case it means that enemies will have a lot higher accuracy while my deflection isn't very high in comparison. Still works but you have to take more care. You can use this basic idea with a whole lot of other class combos by the way. Paladin/Soulblade or even Trickster/Soulblade is another nice concept for this. You will gain focus passively from Offensive Parry and can basically spam Soul Annihilation non-stop. Its raw dmg gets applied on all AoE targets (height varies though). Borrowed Instincts raises deflecetion a lot etc. Even Paladin/Fighter works well. It has less damage but is supersturdy. It works with all combos that can stack some serious deflection - Paladin (passives), Fighter, Trickster (Illusions), Priest of Wael (Illusions + Circle of Defense + Minor Avatar), Wizard, Cipher. Even Skald/Devoted with Disciplined Barrage works (gets phrases from retaliation crits and can stack +10 Deflection phrase with Refreshing Defense and add +5 RES with the long lasting Brideman Invocation). And so on. It all boils down to Offensive Parry + high Deflection basically. I chose Unbroken/Trickster because I liked the synergy between disengagement and Repulsive Visage. By the way this mechanic (terrify-->disengage) works again after it was deactivated for a lond time. When Turn Based mode was introduced it suddenly worked again. It's not 100% reliable because the disengagement mechanics are wonky. But it's still great to combine very effective hard CC with damage output.
  14. Unbroken/Trickster with Whisper of the Endless Paths. Also works als Devoted/Trickster if you don't want to focus too much on your disengagement bonuses but want better PEN in general. Depends on how you want to play this. The main idea: Be a tanky guy but dish out a lot of damage via retaliation Whispers of the Endless Paths: Offensive Parry. Triggers on every miss. Riposte (stacks with Offensive Parry) Defender Stance + Hold the Line + Persistent Distraction: unlock Deathblows on lots of enemies passively or Mob Stance if you don't need to hold a lot of engagement. You can also switch for more flexibility. Either Patinated Plate (max armor option) or Nomad's Brigandine (+deflection and good AR - good mix) or Casita Samelia's Legacy Breastplate (medium armor but great deflection via Intimidate, can retaliate as well, also comes rel. early) or Gipon Prudensco (variant with lightest AR and focus on leaving engagement on purpose in order to trigger disengagment attacks with ultra high deflection bonus which then get reflected - leading to crazy dps - but risky due to low AR) One Dozen Stood Plate (focus on terrify + forcing enemies to disengage) later Champion's Helm (more riposte) or Mask of the Weyc (nice deflection boost of +50 at the start of battle) crank your deflection as high as you can (max RES, Entonia Signet, Cloak of Greater Deflection, Bracers oGD, Superior Deflection, Refrshing Defense, Mirrored Images also Escape which lasts quite some time with highest INT and +1 PL and so on...) max INT and Tactical Barrage for longer durations, bigger cone and +1 PL standard MIG, CON, DEX, bit higher PER. You can also lower DEX and put more in MIG Use Repulsive Visage with Defender Stance and Overbearing Guard: enemies will get terrified and will break engagement: you attack with mighty PEN and dmg bonus and knock them prone. Your team members should help you with abilites which lower the accuracy of the enemies (Chillfog, Miasma, Devotions otF, Disponent Blows). Thisall produces more misses on the enemies' side. You can play this stationary (heavy armor) or with a lot of running around (triggering disengagement attacks). I presume you like the first one better. This can be you main tank if you also bring a large shield + modal. Switch to that if you get shot a lot/cast at a lot and things don't go like you planned. This build is great against all sorts of melee attackers but not perticularly good against ranged and casters. So I play him in a front line of three (all three not full tanks). Here's a small test session with the Casita-variant: small video
  15. You now have to search and loot the blackwood logs in order to craft the hull yourself I think. The reason might be that this is more interesting and rewarding. Maybe this was the plan right from the begnning but wasn't done due to time contraints. No idea. There are other nice hull option that you still can simply buy - for example the Red Dream in Dunnage.
  16. SC Arcane Archer is nice with Death Ring. Especially once you use the Community Patch that removes the PEN issues. With Watershaper's Focus or Fire in the Hole you will create three Death Rings per shot and that's pretty devastating. Frostseeker does remove the ACC malus. Dragon's Dowry, too. Just keep in mind that Frostseeker is a multiprojectile weapon. Enchantments that add lashes (see spearcaster) unfortunately don't remove the ACC malus.
  17. Essence Interrupter: yes, still destroys loot. Not related to Arcane Arcehr though. Multiple projectiles: yes, exactly like you said. Multiprojectile weapons don't work well with imbue shots (because you lose dmg). The imbue effect itself will work like normal on th first projectile. Note that multiple jumps (weapon enchantment like of Watershaper's Focus and Driving Flight) will each trigger an instance if the imbue effect. So for example you can create 3 Pull of Eoras with one single shot with Watershaper's FOcus + Driving Flight. Since ACC of the imbues scales with Arcana you will have three parallel pulls with crazy ACC that nobody can escape. Same with imbue:web: nobody moves then. If you look at the Arcane Archer as a CC guy then the following (PEN issues) don't matter much. The imbue effects scale their accuracy with the weapon stats and accuracy. But PEN still doesn't scale. You can use the Community Patch mod to introduce PEN scaling with the Arcana skill. Else there will be PEN issues with Missiles, Fireball and Death Ring if you have no multiclass or party member that adds universal PEN buffs or AR debuffs (like Berserker, Monk, Cipher, Chanter, Wizard etc.). For shielding you the best animal companions are Bear (+2 AR) and Boar (constant health regeneration). Antelope (higher defenses) is also not bad but in my opinion it doesn't reach the quality of the former two. Also because those two have a bigger frames and bigger selection circles - which means they block more space which can make a huge difference when it comes to prefenting enemies reaching you. Wolf is the best AC for dealing damage because its base damage is higher (which works well with all kinds of dmg bonuses he gets). But he also has a normal circle size which is better in this case because he can reach enemies better and doesn't get stuck so often. The Lion has faster attacks (which would make up for the lower base dmg) but he has a big frame and circle which means he gets stuck mor often while trying to rush enemies. That doesn't sound like much of a deal but it can become really annoying. Best AC overall (from a stat and ability perspective) is the bird of a Gunhawk. But of course you can't have that as a main protagonist (without mods or console cheating). I had great success with Spearcaster by the way. The non-imbue shots suffer -5 ACC - but you gain ACC bonus from Arcana which is far higehr than 5 at some point. And it stacks with the ACC bonus from Arcana for imbue shots (so imbue shots get twice the Arcana-ACC with Spearcaster). It's a crit-fest then.
  18. Good point. Lots of trash talk there. If you don't have Blessing points yet or don't want to bring Edér or want to use more than two pets: You can have 5 pets simultaneously without deactivating challenges & blessings: save your game, then type IRoll20s and then UnlockPets Which will unlock athe pet slots of all party members in this cheated instance. No surprise here. Then reload your non-cheated save game --> still unlocked pet slots for you. The UnlockPets command gets activated globally and stays active when reloading. This also used to be the case with FreeRecipesToggle - but I was able to report that during beta (or right after release, can't remember) and it got fixed. I only recently discovered that UnlockPets has the same behavior as original FreeRecipesToggle. That way you can have Concelhaut + Nemnok and three other pets if you wish. There are some nice little synergies possible with 5 pets. It's not OP but it does give you an advantage of course.
  19. The CP Backstab makes it independent from the used weapon which was done to motivate Backstab builds with light (even one handed) weapons. If you make Full Attacks with +100% dmg applicable everybody would only use those. I think the current solution is best all in all. ALso because it scales now (which 100% additive in vanilla game don't).
  20. It depends on the dialogue with Eothas etc. you do before getting those skills upgraded. I don't remember the exact options you have tp pick, but it is reproducable.
  21. Ahhhh! Yes. I knew I overlooked something. All my party had eaten fresh fruit. Thanks. So scrap the 25% bonus from the calculation please. Interesing though that the +25% modifier from "Healing received" is multiplicative. I didn't know that - and it's good to know.
  22. For White Flames a bashing shield makes sense. Magran's Blessing can be looted without any mechanics skill in Sacred Stairs. Other sources of Power Level also work: Acute (from Fighter's Tactical Barrage or Priest's Litany), Wellspring of Life (Nature Godlike), Power Surge from Stone of Power (if you have two you can use Power Surge 1/encounter - because if you stack them in the stash they will reset their 1/rest use from 0 to 1) and of course consumables (which I tend to ignore most of the time). And because White Flames scales with the Power Bonus that Flames of Devotions has you can use all kinds of Power Level boosts for fire: Magran's Blessing (+2), Sun and Moon (+2 on daytime), Otto Starcat (or the other pet: +1). So you could raise your White Flames' PL by +5 with fire-PL gear alone. That's 4.375 more base healing alone (if I used my calculator correctly). So maybe Magran's Blessing + Magran's Favor would be a cool combo. Sounds like a Kind Wayfarer with a knack for Magran.
  23. It's hard to predict. You'd have to test. Some weapon buffs only work on the specific weapon (then it's easy to tell what will happen), but others work universally. For example I couldn't predict if 2 Griffin's Blades would give you 2*10% spell damage or if one would get suppressed. Same with Scordeo's Edge and his Adaptive enchantment: would there be two separate stacks of it or will there be one single stack or ACC bonus? Usually weapons' bonuses do stack. But with Deadfire and stacking you can never be 100% sure.
  24. Its base healing of 14 does scale with Power Level. Every PL adds 5% base healing. It also scales with Might (as usual 3% per pount above 10), but additively. Other stuff that boosts it aditively: Practised Healer (10%), Physiker's Belt (10%), Footprints of Ahu Taka(10% ), Bone Setter's Torc (10%), Prissy Pet (+15%), another fiting pet on Edér (5%). When you are dual wielding it fires twice (base of 28 then basically). You have at least graze the enemy though or it will not trigger. Let's say you have 15 MIG (+15%), have 10 PL and the above bonuses then it can do 14base*1.5PowerLevel*(1self+0.15Might+0.1PracticedHealer+0.1PhysikersBelt+0.1AhuTaka+0.1BoneSetters+0.15Prissy+0.05otherPet) = 36.75 * 2 (Full Attack) = ~74 in a fairly big AoE. In therory... Edit: the following I typed because I overlooked that my party was under the effect of fresh fruit (+25% healing received):
  25. Yes. Ships will respawn infinitely. But only the first generation will have unique captains. The following ones will have a generic name. For example if you sink Chornu and his Early Muster he will be replaced by an "Unexperienced Rauatai Captain" or something along those lines. Some captains are so unique that they will not respawn a ship in their place (for example Fyrgist of the Black Isle Bastards or Myrlesfen the Truly Insane on his Ironclad). Mostly it's the four factions' ships that respawn: VTC, RTC, Huana and Principi. Here are the patch notes (4.0 - first point).
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