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PoE no longer available on PSN
Boeroer replied to kobrakai's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I guess because Obsidian was obtained by Microsoft they had to remove their games from Sony's platform? -
Class and Roleplay
Boeroer replied to ridiculous-fosterman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you value tankyness and spike weapon damage over support then go Paladin. If you value (strong) party support go Priest. Priest is the strongest class in the game if you use a party because it hs incredible party buffs. Paladin has great passives that can make him very sturdy and the "Flames of Devotion" ability provides some weapon-based offensive appeal. Generally speaking: a Paladin's primary function is there to last, a Priest is there to buff. But this is only the general concept. With PoE you can "twist" classes to a certain extend. It's possible to make a good Great Sword Priest for example (see a suggestion of one). But you can also make a great support Paladin who's also tanky (see here). If going Kind Wayfarers it's very benefical to pick dual wielding concept - because the KW's speceial feature is that he can heal allies inthe vincinity with his Flames of Devotion attack. And if you have two weapons this healing will proc twice instead of only once (if using two-handers or a single one handed weapon or weapon and normal shield). But it also works with a weapon and a bashing shield (there are only 4 of those in the game, but one comes superearly, called Larder Door). With a bashing shield you can keep the tankyness but get two attacks when doing FLames of Devotion, giving you two healing procs instead of only one. One of the strongest martial classes in PoE is the Monk. They also fit your description a bit about being spiritual/religious. They generate resources through suffering (getting damaged). Maybe your character wants to gain redemtion by receiving punishment, who knows. In PoE Monks don't have to use their fists - they are just a viable alternative to weapons. Nothing speaks againast using any other weapon as a monk. In terms of gameplay mechanics in melee combat Monks are more potent and interesting than Paladins or Priests imo. Also Monk is one of the best classes in Poe2/Deadfire imo and great for multiclassing with anything really. Raw power Priest still wins in the end though. But the curve start more flat as with all "per-rest" casters in PoE and then at some point goes steeply upwards due to the way they gather spell uses per rest. -
Afaik the chance is instant. For example: after shooting a bow you can observe your recovery bar and notice instant changes of the recovery speed whether you are running or standing still. So since the game has the means to instantly update the recovery speed I see no reason why it shouldn't do that in all cases. My prediction is that if you observe a recovery bar of a character and that character is hit with a speedup the recovery bar will instantly move faster.
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Hello and welcome! Since Kind Wayfarers have White Flames (healing in an AoE when using Flames of Devotion) you want high(ish) Might for better healing and high Intellect for a bigger Area of Effect. You also want to hit, so high PER is not bad, too. My non-min-maxed attribute allocation would look something like this: MIG: + CON:- DEX: + PER: + INT: ++ RES: + Min-maxing doesn't work too well here imo because the character is versatile (healing, offense and defense) and needs a more balanced attribute spread. Dual wielding is the best option for the White Flames because it will trigger twice then (each weapon strike equals one healing pulse). But being tanky is done best with a shield (even when being a Trickster who ha access to Mirrored Images etc.). So I would amybe suggest a shield with a bash? The following ones have the bashin ability: Tuotilo's Palm Magran's Blessing The Best Defense While the damage a bash deals is not too great, it will still trigger White Flames's healing and that's what counts I guess. Bashing shields count as off-hand weapons so the dual-wielding speed bonus applies. Two-Weapon Style also applies, making you even faster. And on top of that Weapon and Shield Style applies as well, making you tankier. This goes together will with Riposte and also Adept Evasion (both Rogue abilities). As I said the damage output of the shield bashes aren't fantastic- but you'll bee a lot tankier with them while still getting the dual healing with White Flames. If you want to deal better damage and lose a bit of tankyness you can of course pick any other weapon sets. They don't even have to be the same. For example a Rapier + Dagger setup can be nice. White Flames only triggers if you don't miss with your strikes, so weapons with additional accuracy are nice. Also the Rapier+Dagger setup fits a Trickster well imo. Daggers have a modal that allows to gain +10 melee deflection which can be helpful when getting too much heat. Rapiers have a modal that grants a lot of bonus accuracy at the expense of attack speed which allows to more reliably hit very defensive enemies. Here are two weapons for a Rapier+Dagger setup that I would like: Marux Amanth Rännig's Wrath Both weapons are no late game stuff but can be aquired relatively early. An even earlier unique Dagger than Marux Amanth can be bought directly in Neketaka, names Lover's Embrace. It's great, too because its speed enchantment (chance to get Frenzy when landing crits) stacks with every other speed bonus. Both of those Daggers don't have special accuracy properties besides the normal +5 Daggers get anyway. If it's more about accuracy and less about tankyness you could also take a look at Stilettos as off-hand weapon. There's the Azure Blade that gets very high accuracy bonuses when you are near allies. And you wont to be near allies most of times in order to make use of your While Flames healing as much as possible I assume. If you are near your party members and wield Rännig's Wrath + Azure Blade it's pretty difficult to miss with your White Flames attack. However - a Dagger + Rapier setup has the advantage that it provides pierce & slash damage. Rapier + Stiletto will boith do pierce damage - and there are some enemies who are immune to that (certain skeletons, blights etc.). So make sure to bring a backup weapon set like two maces or two clubs or so for the times you encounter such enemies. Hitting things becomes even more easy if you pick up the Ring of Focused Flame. It adds +10 accuracy to your Flames of Devotion/White Flames attacks. That is pretty neat and a must-have for most Paladins wo use Flames of Devotion I think. For armor I think there' the perfect one names Gipon Prudensco - but it's not that easy to get because you need to piss of the pirate faction in the game in order to spawn an enemy who wears it. But there are guides on how to do that. The next best armor I would pick is Casita Samelia's Legacy. But you need to put a lot of points into the Intimidate skill for it to be really good (it has a deflection bonus that scales with the Intimidate skill). This one can be obtained rel. early - but you have to kill a guy for it who you might not want to kill (or you do - depends on a quest). For abilities I would prefer the tanky ones except - when you go with a light armor - the ones for AR because they are only useful if you go for maximum armor (which I wouldn't because it doesn't fit Trickster thematically imo). Your main attack ability should be Flames of Devotion so most of your Zeal will be going that way. So I guess a single Rogue attack would suffice. I like Crippling Strike a lot because it scales well with Power Levels and is very cheap. Mobility is great so I would alsoways pick Escape, too. Since youzr goal is to spam Flames of Devotion for damage+healing you want to regain some Zeal, so check out the Paladin passive that allows to regain Zeal via kills. Trickster side want to spend a lot of Guile on Mirrored Images etc. I really like Riposte with tanky(ish) builds and also Adept Evasion. Slippery Mind as well. So basically the defensive passives of Rogues. Persistent Distraction and Deathblows and also Deep Wounds are a must though (imo). Great damage boosters that cost no Guile at all. Lay on Hands is a great ability, I would always pick it even if my attacks aready heal. Sometimes you want to save a party member or yourself and attacking isn't an option. Maybe this can help you to get started...
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It's not bad... The best thing is that Powder Burns and then Blinding Smoke of Hand Mortar (procs a cone AoE from every crit of the AoE) and alsothe AoE jump from Fire in the Hole's Chain Shot all trigger Resonant Touch (Blinding Smoke triggering Resonant Touch is removed with Community Patch iirc, also stacks of Res. Touch are limited with CP). So even if you don't kill the enemies outright with Whispers of the Wind you will when activating Resonant Touch afterwards. It helps that everything is stunned for a while, too. Everything besides megabosses is a joke at some point with this setup imo. But of course you first have to get WotW. Luckily a SC Monk reaches Stunning Surge rel. fast and that's also a big cornerstone of a mortar monk because you will nearly always get refund (with enough enemies in the AoE) and a very long-lasting stun in an (or several) AoE + good AoE damage for nearly free is just great. So it's also a nice build along the way, not only at PL9. --- Most abilities work as described - but I find most descriptions pretty vague tbh. Unbeding is an especially obscure case. Each time you get damaged you get a little healing over time effect. If you get hit multiple times you will have multiple parallel healing over time instances on you. Now if you prolong those (via INT or otehr things like Salvation of Time or Wall of Draining and so on) you will stack a lot of those little healing instances on you which don't run out. That way for example a Fighter/Wizard can reach healing ticks of over 1000 per 3 secs. Impossible to die except when getting one-shotted (which is unlikely). From the top of my head I don't remember any grossly misdescribed abilities. But I didn't play for a while and maybe there are and I just got accustomed to them and not paying attention to the description anymore, no idea. What is most obscure: still the stacking rules (passives stack, actives do not - but see modals), hit conversion stacking, the math of some maluses (double inversion etc.) and how let's say a -50% damage malus is way more severe than a +100% dmg bonus would be benefical etc. - this is why underpenetration has to be avoided like the plague and why you shouldn't drop MIG under 10 if you want to deal damage in any shape or form. --- Don't know why I remember that now, but a fun ability combo that I discovered by accident and which was fun (no idea if it was patched out at some point) was that the FIre Stag of the Druid wouldn't really die if you cast Barring Death's Door (or Shieldbearer's Lay on Hands) on it and then let it do its self-detonations. You'd have a steerable summon that could turn into a fireball as often as you liked (as long as the death would be prevented).
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Hello and welcome! It's been a while, but as far as I remember you have to go to the throne room in order to receive important visitors. And if you can't make it back to Caed Nua in time they will be gone. There's ususally a time frame (sth. like "will stay for x days" or so, not 100% sure about he wording anymore) given with the announcement of visitors.
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Good witch build?
Boeroer replied to PsyCoil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Berserker's self damage is tricky, scales steeply and needs some experience to be fun. Non-Berserker Barbarians can be quite sturdy if you give them above average CON - because they have a very big base health pool which scales well with the bonus CON over 10 will give. Back to the quistion: Furyshaper/Beguiler for the win imo. It's an excellent combination mechanics- and theme-wise. I like the Willbreaker as main weapon. It can lower enemies' Fortitude and Will at the same time - both defenses get targeted by a Witch very often. The Fear Ward is very powerful if used right. Stats: mediocre MIG, high CON, DEX, PER and INT, mediocre to low RES. -
Since defenses have increasing returns, +5 all-stacking deflection is quite nice. Given how important PEN is, the +1 PEN enchantment isn't too shabby for damage dealing, too. I played an Unbroken/Streetfighter tank with offensive capability using the Gladiator Sword & Bronlar's Phalanx as main weapons and it was pretty effective. The base damage of Offensive Parry is different from the base dmg of the AoE attack. That is indeed pretty low, but at the same time it comes with higher PEN and a crushing lash as well as reach (1.2m instead of the normal 0.8 melee weapon range). When using Clear Out it's one of the best options (besides Citzal's Spirit Lance) because every hit in the cone of Cear Out procs a cone of WotEP. You can combine that multihit-attack with Combusting Wounds for example. It is so. You can use Nomad's Brigandine or Gipon Prudensco to generate Offensive Parry from disengagment (immunity means 100% misses of disengagment attacks against you). Shattered Pillar is nice in that regard because Offensive Parry does generate wounds for a Shattered Pillar. Instruments of Pain doesn't work well because only the initial attack will get more reach (1.2m*6 = 7.2m) but the cone unfortunately remains unchanged in size and position. Indeed. Also the wizard can use a club+modal and Miasma in order to lower enemies' Will by 65 points which lead to lots of crits from the phantom. You can also raise the accuracy by +10 by wearing the Helm of the White Void. Since Draining Touch weakens with every hit all attacks with it will get +10 ACC from the helmet. Also works with the phantom. Phantoms cannot use active abilities and unfortunately a weapon modal is an active ability that needs to be turned on/off by the player. But if you use Kapana Taga as offhand-club (to use with the modal by yourself for your phantom) then your phantom can have +2 engagement. You can turn that engagement into damage by forcing enemies into disengagement attacks via Ryngrim's spells (terrify - best used after Miasma). Your phantom can then dish out disengagment attacks against at least two of those terrified enemies who break its engagement. Draining Touch has the highest base damage of all melee weapons - so it works really well with the bonus ACC and bonus damage of disengagement attacks. A shield also works (only 1 engagement - but better defense of course).
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Yes, they do stack. I don't remember any conversions that suppress each other. However, conversions don't stack additively (like "25% and 30% make 55%). Instead they get tried one after the other until either one converts or none of them does. Because of that you must calculate the overall conversion chance multiplicatively. Easiest way (imo): multiply all chances not to convert. Like 0.75 * 0.7 = 0.525 chance NOT to convert. 1-0.525 = 0.475 chance to convert (or 47.5%). Cleaves do trigger Swift Flurry etc. A kill by Cleaving does trigger another Cleave. So in theory you can cleave all enemies around you to death with one initial killing blow to one of them - if they all have low enough health to get one-shotted by your Cleaves. That's why a Berserker/Fighter with Amra (Riven Gore) can cause absolute mayhem if there lots of low health characters around him. Beware: confused Fighters (see Berserker or Tactician or just got hit by a confusion spell) will Cleave into party members and allies! An enemy cannot get damaged by Carnage multiple times from the same attack. You will see messages like "was already affected by a similar effect" if Carnage hits an enemy multiple times. So the effect of AoE weapons with Carnage is limited.
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Auto pause during fights
Boeroer replied to LennyKennie's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ah, then maybe a mod can put this thread into the PoE1 subforum. @Amentepmaybe? -
Barbarian/Fighter also profits a lot from a Morning Star, as Barbarian/Monk does. Before getting Brute Force you can use Knock Down/Mule Kick to target fortitude once you lowered that with a hit from the Morning Star (Body Blows modal causes -25 fortitude). The combination of Blood Thirst with Cleaving/Mob Stance is pretty fun. Also Clear Out (AoE attack) + Carnage has the same mechanic I mentioned above (pushing enemies into their own Carnage,dealing additional damage). Clear Out's AoE attack stacks with Weapon AoE (see for example the Great Sword Whispers of the Endless Paths): every hit of the Clear Out AoE triggers an AoE of the sword. This leads to an enormous amount of hits and sends enemies flying in all sorts of directions. All this is more late(r) game stuff though. As is Voidwheel by the way... A Furyshaper/Unbroken can have nasty, nasty Disengagement attacks and summon a Fear Ward that terrifies enemies. Terrified enemies crouch around and can break engagement, giving the Furyshaper/Unbroken several free disengagement attacks. Since those have very high acc and damage they can trigger lots of crits. Those might kill enemies which triggers Blood Thirst and also Mob Stance... Also this is where a weapon like Amra (2-handed Battle Axe) comes into play. Works very well with this setup. You need some engagement slots though (Hold the Line or a cheap Barbaric Shout at the start of the battle). Also works well with Devoted, the Unbroken only adds +10 PEN to disengagement in this case (when not using a shield). When it's about being fast not much beats a flanked Barbarian/Streetfighter though. Needs lots of CON and an amulet of health in the beginning, but can leave MIG at 10 and pump DEX and PER. Use some sort of emergency button (Escape for example) to prevent knockouts, but as long as he's flanked and rel. safe he will dish out attacks with incredible speed and also damage per hit. I really love this with fast daggers but it's also great with two handers. Helm of the Falcon is your friend with two handed weapons by the way (if it's speed you seek).
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Carnage cannot crit in PoE2 (only miss/graze/hit) and is also doesn't count as weapon attack like it did in PoE1. Swift Flurry procs do trigger Carnage, but you cannot hit the same enemy with Carnage multiple times during one action. There's also a nice litttle synergy between Monk and Barbarian: if you use Force of Anguish you will push the target into its own Carnage area - so it will suffer the weapon dmg and th Carnage dmg. I played several Helwalker/Berserkers. They are great. I would recommend normal MIG and very high CON - then the self damage is manageable (with a healer) and the wound generation is supereasy (Frenzy just generates wounds for you). For a Monk/Berserker with Swift Flurry the best Great Sword is the Sanguine Great Sword. It is a weapon that has an additonal hit roll that can trigger Swift Flurry - greatly increasing the chance for it to proc additional attack cycles. I would say the best weapon for a Monk/Barbarian is the Morning Star though, especialy Saru Sichr. It also has a double hit roll. And a morning star with its modal (Body Blows: -25 fortitude on graze/hit/crit) it synergyses extremely well with Brute Force and stacks with Spirit Frenzy (stagger enemies on hit, -10 fortitude) and Enervating Blows (weaken enemies on crit: -10 fortitude).
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Auto pause during fights
Boeroer replied to LennyKennie's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Are you playing Turn Based Mode or Real Time with Pause? If Real Time with Pause you can opt in to several pausing options (for example once a party member has finished an action) - it's in the game menu. -
Hello! Yes, it will work. There are enough unique great swords in the game - so there should be something nice for you. I personally think the potential synergies of a multiclass are more interesting than a single class Barbarian, but fortunately Barbarians also do very well as single class characters. Check out the late-game versions of the Barbarian's Shouts/Roars which you can only access as single class - those are extremely good. Heart of Fury still exists but it's not as good as in PoE. Blood Thirst still exists and it's still great. What's also great is Barbaric Retaliation (late game gain, single class only) which allows for an instant Full Attack with 0 recovery against an enemy that landed a crit on you. Combined with Blood Thirst this can turn your Barb into a meat grinder. But watch your health. There's also several subclasses. The Berserker is the one most players tend to gravitate to because his upsides are obvious, but the self damage (from Frenzy) scales quite steeply so make sure you have some good healer in the party. Also the concealed health and the confusion can mess things up. My personal favorite subclass is the Furyshaper. Especially the Blood Ward he can summon (only for single classes) is very good since it draws health from really all damage your party does. The Fear Ward is also very good.
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Did some more goofing around with a Skald - and man: with Wahai Poraga it's even cool to go SC Skald. With a fast setup (high DEX, low armor penatly etc.) I can generate phrases from skeletons so quickly that I can basically spam Eld Nary's Curse. Sometimes I can cast a second one before the first runs out, hehe. Also a CC-focused build with almost any second class is very nice. I can stunlock or paralyze-lock all sorts of enemies because those invocations are so cheap while the phrases keep flying in.
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I was playing around with Konstanten as Howler today in the BoW DLC and gave him Wahai Poraga. I was almost drowing in phrases. Was able to keep Soul Collectors perma-stunned with the help of the Helm of the White Void and "Its Crash Could Not Be Denied" which then has +25 ACC. Most enemies, even with high Will, cannot defend against that (except with immunities and resistaces of course - then Killers Froze Stiff is a nice alternative I guess, though shorter CC). Didn't try the charming invocation but that could be great, too, maybe I'll try that later. One or two swirls - stun! - another swirl - stun! and so on. It's pretty cool. The easy way to get phrases from the crits on skeletons makes phrase generation a breeze. It's more fun that I expected. Good option for Konstanten imo.
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Auto pause during fights
Boeroer replied to LennyKennie's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
In the action bar that pops up above your party's portraits (when you hover over them) there's a button on the far left that shows a head symbol. If it's highlighted (blueish hue) then AI is steering that character. You can use generic AI settings, make and use custom AI scripts with the "AI scripting tool" (which is pretty useful), or turn AI off completely for that character so he/she only acts if you give commands directly. -
I neither use Abydon's Challenge nor BPM and I try to write stuff that applies to the vanilla game so that everybody is on the same page. The difference is (as I said in the initial post) that with Wahai Poraga you don't have to be confused (that usually means picking Berserker or Tactician) to combine on-kill effects with summons because Wahai Poraga does friendly fire. This means you can combine the skeletons with any other class pick (that has some useful ability to combine friendly fire with) instead of being bound to classes that can confuse (themselves). Another point was that it was not known (at least not to me) that when using Wahai Poraga with a Cipher you can gain focus from hitting friendly targets. Usually a cipher won't generate focus by hitting non-hostile targets (for exame when hitting charmed or dominated foes) - Wahai Poragas special mechanics seem to solve that "problem". As I said above, this makes it easy to harvest focus in fights where a Cipher usually struggles to generate good focus (like boss fights). --- I did lots of posts about the ability to use Confusion (mostly Berserker) to your advantage. Like a topic about Berserker/Cipher + Amplified Thrust and other cipher spells that can usually only be cast on allies, Berserker/Priest who uses Withdraw on enemies in order to take them out of the fight right away with no chance to resist (auto-hit), Berserker/Chanter with Grave Calling/Chilling Grave for unlimited Chillfogs, Berserker/Skald with Blightheart (bound to chanter) with Her Revenge so that using it on enemies would also kill your skeletons which grants 1 phrase (and Her Revenge only costs 2), turning you a bit into Emperor Palatine, Paladin's Devine Retribution with skeletons to gain unlimited Zeal (cool with Kind Wayfarer - unlimited AoE healing) and so on and so forth. Also a topic about Berserker+Amra+Skeletons. In that case the skeletons came from a party member - because I used a Berserker/Fighter to combine Blood Thirst with Cleaving Stance - which is a brutal combination with Riven Gore of Amra. It always instakills the many-lives skeletons because they always have less than 50hp. But this topic was more about the weapon and ways to make Wahai Poraga a viable pick - because else it's one of the most lame unique weapons there is unfortunately. Which is a pity because the way to get it is rel. long and imo cries for more rewarding loot. So maybe those few ideas for some weird synergies would help to build something cool and functional with it.