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Everything posted by Boeroer
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I can't remember my fighter ever being interrupted tbh, whereas casters have the risk of getting interrupted more often due to their cast times. Plus, how many fights are you gonna win without a tank vs without a wizard? Heck I don't even reg role with a Wizard bc they take so damn long to do anything.Tank != Fighter. You can build a wizard into a tank. But that's not the point. What does the dedicated role of a class has to do with this topic? If you compare the active abilities of classes you will see the general approach that there are several ways to balance abilities: power of impact,AoE, duration, cost, animation time and recovery. An ability like Vigorous Defense does similar things as Llengraths Safeguard. And both are fast casts. A single target interrupt like Knockdown is fast - while a repeated AoE knockdown via Slicken is much more powerful and has lots of impact on an encounter and thus takes longer to cast so the enemy has the chance to interrupt that tide-turning thing. Totally reasonable. The whole interrupt/concentration thing is supposed to give an additional tactical layer. It's also fairly simple: don't want to get interrupted: use concentration. Don't want to eat that spell: interrupt. Of course: if somebody doesn't use interrupts themselves but only receives them (because enemies don't bother if you ignore a game mechanic) it might feel unfair. But what's good for the enemy is also good for you as long as both have access.
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Natural 1 in D&D works on all hit rolls. Uncanny Luck does not. Jeez if it applied its conversion to 5% of all rolls (misses and grazes included) I would be so much better.
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The log may be bugged in that regard. It may be that it always mentions one particular conversion source although it was not the one that actually triggered. Example: Debonaire has a 100% hit to crit chance on charmed targets. But the combat log will always tell you that it's Dirty Fighting which converted your roll. So yo can not rely on that info as soon as you have more than one source of conversion. 5% is 5%. It doesn't matter what D&D does. Besides catering to nostalgia I mean. What matters is that abilities are balanced with each other and towards the difficulty. Also an impression of how often it triggers is not very reliable. Except if you also noted how often it didn't convert. I think there were enough arguments made why the crit conversion is too low. I don't have a problem with the resistance. Resistance (without further sources) is like a 5% damage reduction. Which is cool. But conversion does NOT apply to all your attacks (not like resistance which applies to all the hits you take). It only applies to your hits which automatically rules out half of all rolls you do. And in addition to that a crit does not have that much impact as a complete avoidance of damage has. If you had a talent which would say "+1% dmg done / -5% dmg received", wouldn't you also think "why that imbalance?"
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The Defiant has 8 guns
Boeroer replied to Daskard's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
The Defiance has more guns than Janie then? -
Sure. If you acknowledge that your instant fighter ability has less impact on the encouter than the common 3-sec-animation wizard spell... Compare Knockdown with Slicken. Penetrating Strike with Expose Vulnerabilities. Compare Llengraht's Safeguard with Refreshing Defense. Also compare ability use per encounter of a lvl 20 fighter (max discipline) with a lvl 20 wizard (max spell uses).
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You could do the following: MIG: 15 CON: 10 DEX: 15 PER: 15 INT: 15 RES: 8 Order: Bleak Walker or Goldpact Knight (Variant A) or Darcozzi Paladini (Variant B) Abilities: Flames of Devotion Zealous Focus Sworn Enemy (A) or Liberating Exhortation (B) Lay on Hands (A) or Sworn Enemy (B) Coordinated Attacks Inspiring Triumph Sacred Immolation Abjuration Talents: Remember Rakhan Field/Enduring Flames (A), Inspiring Liberation (B) Intense Flames Weapon Focus Adventurer Scion of Flames Runner's Wounding Shot Two-Handed Style Savage Attack Apprentice's Sneak Attack In Defiance Bay, choose the Doemenel route to get Merciless Hand. In Twin Elms, side with the looters to get Dungeon Delver. Key items: Belt of the Deadfire Cannoneer, Forgemaster Gloves, Spectacular Spetum, Blade of the Endless Paths You will have Spectacular Spetum and Blade of the Endless Paths as weapon choices. Both grant +10 ACC to an ally who targets the same enemy as you. This also works for spells etc. This is EXTREMELY good against tough enemies which are hard to hit. If you have any ally in the party who can debuff an enemy (hard CC like stun or paralyze are awesome - but also blind etc. works well - providing a severe drop of defenses) you should attack a tough enemy with Spetum or Blade (depends if the enemy is more vulnerable to slash/crush or pierce - most of the time the Blade will be best). It's enough to point+click on that enemy - you don#t have to actively swing at it to give the nearest ally who also attacks this target +20 ACC (or +30 if you used a Darcozzi). It's just imporatent to not cancel the attacks for doing something else which is not aggressive (this will cancel the ACC bonus for your ally). Your ally then casts his (hard) CC onto the enemy which will most likely hit or even crit. Now it's time to decide if you want to summon Firebrand (not while your ally is casting: will cancel the ACC bonus) to finish the enemy off very quickly with Flames of Devotion - or to stick to your current weapon and finish the job. It depends on the stage of the game and on the immunities/DR of the enemy - and on how much endurance he has left. Don't put too much thought into it and go by intuition. Thing with Firebrand is that it has enormous base damage compared to other weapons and thus works very well with all dmg bonuses - it also has double crit damage. You can enhance this further with Merciless Hand etc. If you do hard-CC your enemy you will be landing crits a lot more often (debuffed defeneses meet your overall very high ACC with Flames of Devotion) which means that this enemy will die very quickly. That's against tough enemies. Against weak mobs or enemies with low defenses you can summon Firebrand right away if they are not immune to fire. Scrap the additional +10 ACC for your allies and go right to town with that burning blade. In the late game with all the Durgan Steel and lashes on your weapons you might feel that Firebrand doesn't do that much more dps compared to a fully upgraded Blade. You can then switch the Forgemaster Gloves for Gauntlets of Swift Action and only summon Firebrand as backup once you meet foes who are vulnerable to fire (hello White March). The thing with Firebrand is that it's very strong in the early to late mid game. And with Belt + Gloves you get 6 casts per rest which ususally is enough to use it in all encounters until you rest. The stacking of Marking, Coordinated Attacks (and with B Inspiring Exhortation) means you are also a supporter - but a selfish one because you want to profit from the "supported" CC. Of yourse you can also use that ACC boost to support the dps of your ally. FOr example it's quite easy for a fighter to prone dragons with an Overbearing Weapon (We Toki for example) if they get +30 ACC from you - while you also hack away at the dragon. If you combine this support with a Priest whi uses Inspiring Radiance (+10 ACC) and Devotions (+20 ACC) which will stack with it - and/or a Cipher with Tactical Meld (+20 ACC, stacks with your support) you will have a very easy time hitting/critting even the most toughest enemies while also do good melee damage. You are not a healer though - nor are you a tank. So don't jump right into the middle but play more like a flanker. Paladins are ok off-tanks even when picking no defensive talents whatsoever. But don't overdo it. If you find yourself flanking a lot (or have a Cipher with Phantom Foes) you might want to use the Survival bonus that gives you +dmg on flanked targets and wear and item (like Glanfathan Stalking Boots) while swinging Firebrand. It stacks with Apprentice's Sneak Attack and works beautifully with Firebrand's high base dmg. Else the ACC bonus from Survival is also great. Just note that there's none against kith, so in that case the flanking bonus is better. For Deadfire you can then use a Holy Slayer (Paladin/Rogue). Those are a very nice combo of sturdyness and dmg output since the combination of high lashes (Paladin) with high dg bonuses (Rogue) is very potent. Subclasses like Assassin or Streetfighter come to mind. Unfortunately there's not items in Deadfire that summons Firebrand for you might want to pick one if the many Estocs, Pollaxes and Great Swords to keep the style. You can reforge the Blade ofthe Endless Paths for example. It's a good weapon and fits well. You could also try a Paladin/Druid (Liberator). You could summon Firebrand then in every encounter. In Deadfire summoned weapons scale with char level so it will keep being viable until the end. It has an inherent lash so it's quite good. It also works with the Ring of Focused Flame (+10 ACC always) and Scion of FLame (+1 Penetration). The Druid part won't add a lot of melee bonuses besides Firebrand, but he can be used to heal and put out CC very well. Holy Slayer would do a lot more melee damage, Liberator would be a lot more versatile (healing, support, CC, dmg).
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A cipher can be quite tanky at higher levels due to stuff like Borrowed Insticts. In the earlier levels he can be tank-ish, but not comparable to a Paladin or Fighter. Chanter is also never as tanky as those, but he can be tanky enough to survive longer than all his enemies who get burned/slashed down by Dragon Thrashed. Fun facts: Using Withdraw on a Chanter creates an untargetable, unkillable "totem" who still keeps singing chants (like Dragon Thrashed). Look out for the Black Sanctuary shield if you are solo. If you combine it with summons you can Withdraw without ending the encounter and keep dealing damage while also blocking chokepoints. Getting proned while wearing Little Savior or Solace + any other Preservation item (like Blaidh Golan) will give you +100 defenses (minus the prone debuff) - but you will still chant. Perfect setup against Ogres. You will lose no dps but gain a lot of defenses once they start smacking you down. Switching to a one handed setup gives Dragon Thrashed a +12 ACC boost. One Handed Style does NOT work. Combine with 1. or 2.
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Umm it is lol. Depends how one defines "broken". But since some core mechanics are not working since TB was introduced I'd say it is. For example: You can't remove Afflictions by Inspirations or suppression in most cases. It will start and run though. So some may argue it's broken when it doesn't do that anymore.
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I guess that's why the German word is used then. Weltschmerz, Kindergarten, Butterbrot, Rucksack, Existenzangst and so on. All pretty cool words that are used in other languages. Because it's so easy to create totally valid terms in German - simply by merging two or more things into one word. Ask the next Donaudampfschifffahrtsgesellschaftskapitän you meet.