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Boeroer

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Everything posted by Boeroer

  1. Heh, maybe the proper name is setAttributeScore. I don't 100@% remember because I only type "setA" and hit tab and the console completes the command for me. The drawback is that I don't memorize the exact commands so we'll compared to when I would have to type them out every time. I don't know much about adding food effects because I don't pay attention to consumables at all (somehow I never incorporate consumable effects into my game, some generic food that's readily available will do for me) - so that's something that I almost never test, sorry.
  2. You can. Spiritual Ally will replace the Animal Companion just fine. It would have been nice if the Ghost Heart's AC didn't count towards the summoning limit. It is balanced in itself (some benefits, but costs Bond and time to summon) and doesn't need this additional drawback imo. Ah well...
  3. Ah yes. It is one of the few fights where the individual encounters are apart far enough from each other that you can save and reload or just retreat and come back later or simply rest.
  4. Instead of using Character Creation and manually build your test char you can use setClassLevel and addAbility and give your test char all classes and abilities you want to test faster (or as an alternative for more detail/control). Due to the fact that you don't have to type the commands after the first time because you can use cursor-up and down to cycle through your previous commands and use tab to autocomplete your commands. With a bit of practice this saves a lot of time. Sometimes you don't even need to chance class. For example for testing passives you can simply add the passive ability to the character, no matter the class. Most passives don't care what class they are attached to. Like... you can test if a weapon works with Driving Flight even if it's not a Ranger. Some abilities are compositions of multiple "hidden" abilities. You then need to add all of them in order to get proper test results. Examples from the top of my head are Resonant Touch and One Stands Alone. In that case it may be saver to use the Character Creation. Also when you want to test empower mechanics the character creation is better because abilities added with addAbility can't use empower for whatever weird reason. In general I'd say if you want to test a whole character concept then the character creation is better, but if you just want to test singular aspects or only a certain idea about a character then setClassLevel and addAbility are better (faster). You can also remove abilities with removeAbility if they would skew your results (e.g. Heartbeat Drumming or Turning Wheel or the Helwalker passive often get in the way, or Carnage...). Subclass passives are also added with addAbility. They are usually named like the subclass itself (although several subclasses have additional abilities on top of the subclass-named one - example Streetfighter has three additional passives on top of his "Streetfighter" passive which does not do much). Your character doesn't need to have the right subclass in order to test subclass passives. However, for the proper ability tree display you can use setSubclass and see the correct tree. Always use tab to check out if a command and ability etc. actually exists. Saves you from guessing names. Sometimes it can make sense to raise or lower attributes with setAttribute. For example when testing out FF you can raise and lower INT and MIG and DEX and play around until you find the sweet spot. I think for getting into it the character creation screen is a great starting point.
  5. I'd say it's mostly likely your defenses that are not high enough to evade cannon ogres' fire often enough - and your accuracy might be too low to reliably land CC effects, too. Robes don't help I guess - but the effect of DR might even be negligible. It is all doable from lvl 6 on maybe - but then you really need to know all the obscure stacking tricks and the ideal approach for the initial fight and so on. And although the following map is a bit easier then you'll still get your ass kicked by way more difficult enemies in the adjacent maps around - so I would just level up more before coming back. What immensely helps in the following maps in the WM is to first go to Twin Elms in the main game and obtain a small shield named Aila Braccia. Not mandatory by any means, but it really helps in some of the harder fights in WMI.
  6. Lvl 7 is way too early imo (esp. for not-so experienced players). I'd def. recommend to not go sooner than lvl 8 (and that's also pretty difficult).
  7. Yes, it works. You got it backwards: the Ghost Companion can engage others (Stalker's Link contains an additional engagement slot) - but it cannot be engaged BY others.
  8. Direct damage bonuses are only additive and only apply to the base dmg of the weapon (the damage a regular, normal Hunting Bow has for example). Let's just assume it's 10-20 or 15 on average. Now every direct damage bonus (Sneak Attack, Biting Whip bit also Fine, Exceptional etc.) uses that base damage as the... well base of calculation. So... 10% is 1.5 more dmg per hit. No matter how awesomely enchanted your weapon is. 10% direct dmg bonus for weapons is pretty pathetic. It's a bit better if you use weapon abilities (the base dmg scales with Power Level then) but still not great. Soul Whip uses all damage you dealt and generates focus from it. Not only the direct weapon damage but also the damage from lashes and so on. Thus, the bonus of Draining Whip is multiplicative. You will gain a lot more focus than before. Of course Draining Whip isn't worth anything if you only want to use weapons and never use focus (which wouldn't work anyway because Soul Whip bonus turns off of focus is full unless you are an Ascendant). But why use a Cipher in the first place then and not a... Rogue or so? Community Patch turned the Biting Whip bonus into a lash instead of a direct damage bonus. Lashes are multiplicative dmg bonuses which take stuff such as crits, Overpenetration, Exceptional, Might and all other direct dmg bonuses into account and then calculate the bonus lash dmg based on that dmg roll (and not on the weapon's base dmg alone as direct dmg bonuses do). So a x% lash for your weapon is much more valuable than a x% direct dmg bonus. And lashes also generate focus. Before CP, Draining Whip was a no-brainer pick. With CP it's more balanced. --- Main selling point for the Seer is the incredible accuracy imo. Best potential (and practical) accuracy in the whole game - which is great to have with stuff like Puppet Master or Disintegrate - or crit-based weapons like Frostseeker and so on. --- I personally think Stalker/Soulblade with Sun&Moon + Tuotilo's Palm (or Magran's Blessing or Best Defense), spamming Soul Annihilation with deadly accuracy is the nicest combo, but Ranger/Beguiler is also nice, as is Ranger/Ascendant - both with bows, esp. Frostseeker.
  9. Yes, you can spawn any prefab at mouse position for example. This ones are cre_dummy which are immobile Rotghasts with low defenses but very high health - so they are great for testing.
  10. I guess because Obsidian was obtained by Microsoft they had to remove their games from Sony's platform?
  11. 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.
  12. I guess because Obsidian was bought by Microsoft - and Microsoft is in competition with Sony when it comes to consoles.
  13. Hm... what videos? It sounds as if that is common knowledge but I'm a bit confused...?
  14. 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.
  15. 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...
  16. 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).
  17. Rogues don't seem to have interesting on-crit or on-kill effects. So I didn't really test Rogue/Chanter. Did I miss something maybe?
  18. 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.
  19. 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.
  20. Boosted engagement on the pet (+3 via Champion's Boon) also means Stalker's Link (+10 ACC) against +3 enemies iirc.
  21. Yeah. For some abilities you need to console more than two parts. Some have a "<ability_name>_passive" component. For example One Stands Alone works like this, too (it's the part with the increased number of flankers). Took me some time to figure that out.
  22. That's right. Dichotomous Souls work like Phantoms - besides their fire and ice weapons which replace what your character had in hands.
  23. 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).
  24. 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.
  25. Paladin/Trickster can be quite tanky while dealing proper weapon damage.
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