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Boeroer

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Everything posted by Boeroer

  1. Yeah, right - but you all didn't really get it. The things above are true, but they are also true for Saru Sichr (additional weapon effect - like a DoT or an affliction or on interrupt etc. - does its own attack roll which counts as regular weapon attack) and some other weapons such as Sanguine Blade, Wicked Beast and more. That absolutely helps with Swift Flurry/HBD, but that's not what makes Mohora Tanga so special. The main difference between Mohra Tanga and all other weapons with secondary attack rolls is that "Red Flag Flying" (that's the DoT, the seconday ttack roll) will proc ITSELF when it crits. And that proc can crit, triggering itself agai... and again... you get the idea I guess. All by itself - it doesn't need any additional ability to do that. What that means is that even without any Swift Flurry/HBD stuff you will get endless crit chains of Red Flag Flying if you have a 100% crit chance. And enough crit chains even with moderate crit chance. Now - those DoTs from Red Flag Flying don't stack with themselves - it just refreshes the duration - so those crit chains of just Red Flag Flying are not overly useful by themselves. You need something else that procs off of weapon attacks. Aha... now think about gear such as Boltcatcher Gloves or spells such as Avenging Storm. Basically everything that gets triggered by weapon hits or crits will work. And even if it ony procs in 10% of cases or so - still viable because you can generate whole chains of crits so relatively easily. And yes: Swift Flurry and HBD work with that whole shebang, too! With a Monk it's now ridiculously easy to achieve literally gamebreaking chains of crits - because SF/HBD and Red Flag Flying will fuel each other. It's like one crit from a fat chain might very likely trigger a new fat crit chain - that's why the game tends to crash if your ACC vs enemies' deflection becomes too overpowering - the game can't handle virtually infinite crits. It gets relatively easy to deliver crit chains with thousands points of damage to a (mega)boss - but it also becomes very easy to crash the game against underleveled or just weak enemies. Other class combos can profit - as I said it's not really about SF/HBD (although the interaction is devastating) - it's about Red Flag Flying triggering itself (=melee weapon attack) potentially endlessly. For example a Druid or Stormspeaker with Avenging Stormand decent accuracy - or anybody with Boltcatcatchers, Gatecrashers really can become a crit chainer then. But beware: triggering 100 Avenging Storms in a fraction of a second will most likely freeze your screen for a moment and also might crash the game. Props go to @Constentin LĂ©vinewho discovered this. Nobody else did because I guess nobody else before bothered to use that spear - because its stats just look underwhelming compared to other spears.
  2. Battle Forged (Fire Godlike) scales its base damage really nicely - but it's only worth it if you build around it a bit imo. Like here: or here: The rest of the Godlikes' racial abilities is not worth it imo, given the good helmets you can get (see Tempered Helmet or Company Captain's Hat for example). Moon Godlike is very good in the early game, but not later in the game imo. The rest: nah... Just my personal experience of several playthroughs though and only related to the mechanics. From a roleplying point of view it may look completely different of course.
  3. Mirke (Streetfigher/Monk) is very good with Serafen's two mortars + modal on and a focus on Stunning Surge as the main attack option. Of course she will also be very good as single class Monk. Konstanten as Skald/Barbarian can be a nice passive debuffer when you give him The Long Night's Drink and pair it with Spirit Frenzy. Any hit with the chant will then apply Weakened (-10 Fortitude) and Staggered (-10 Fortitude on top) and that works very well in combinatio with a Morning Star with modal (-25 fortitude, again on top) and Brute Force (targets fortitude instead of deflection - and fortitude will be reduced by 45 points...) Fassina can be cool to build as SC Conjurer and then later use gear optimized for bow shooting and use the Essential Phantom in combination with Caedebald's Blackbow. You will then have two shooters on the battlefield that terrify with their auto-attacks. And the bow targets fortitude instead of deflection - see Konstanten. Ydwen: no special idea, never kept her for too long.
  4. Troubadour/Psion is really fun and not boring in my experience - especially because that combo can be extremely versatile and you almost never have to wait for something since there's nearly always enough resources for taking impactful action. Of course: if you focus completely on summons and mind control alone (which is an extremely forgiving playstyle) then it can be a drag - but that class combo can do almost everything well (besides weapon combat). One of the most enjoyable characters I had so far. Ultimate runs are always extremely long and tedious imo, especially when it comes to megabosses *zzzzz*... class combo doesn't really matter when it comes to boredom (while watching) imo. I like the general concept of Skald but I have two problems with it in comparison with Troubadour: It's difficult to completely overlap two phrases without pause - unless you are a Skald/Monk with Duality oMP:INT... or max out INT right from the start and concentrate on INT items. Melee crits are quite the unreliable source of phrases on PotD, especially later in the game against the tough nuts. Well - unless you pick Monk with Swift Flurry/Heartbeat Drumming and use Mohora Tanga (because causing a crit is more likely bc. of two hit rolls per attack - and a crit with the DoT is very likely to lead to a chain of crits which will make sure you get that 1 phrase). What I like about it are the extremely cheap low-tier-starting offensive invocations, especially Her Revenge, KIllers Froze Stiff and Ben Fidel's Neck. Because should you gain a crit-phrase you can almost always cast such an invocation directly afterwards (since they only cost 2 or 3 phrases).
  5. DA:O had very simplistic class and ability "trees" and therefore limited potential for multiple different builds - which would have motivated me to play it several times more (like I did with PoE/Deadfire). But I enjoyed it still. What was quite nice was the ability to combine spell effects (from one or multiple casters) into "secret special spells" that you could discover by simply trying it out. I played a guy who specialized on that sigil-combo that pushed enemies around like ragdolls, which was fun because afair there was no defense against it. And two casters (one Morrigan, the other I don't remember) went on to unlock "Storm of the Century" which was not only very powerful (see Great Maelstrom) but also looked and sounded awesome. I haven't played an RPG since then where you could do the same.
  6. No it will not. Because first the actual projectile (arrow) will hit the enemy (with the assassinate bonus) which then lifts the invisibility immediately. All following attack rolls from AoEs and whatnot will be done when you are already visible, so no assassinate bonus.
  7. A multiclass Monk can also stack very high defense bonuses against disengagment attacks (Fast Runner + Tumbling and then items) so Nomad's Brigandine isn't strictly mandatory to make this work - however, it gives you 100% reliability while sparing several ability points and item slots. And it also gives good bonus deflection against melee attacks and has high AR - so the best armor for yuch an approach I would say. Btw: as a SC Monk it's also cool in combination with Imagined Pain. Gaining wounds from disengaging AND an Offensive Parry (which works with Swift Flurry and Heartbeat Drumming by the way) ist pretty neat.
  8. Except when the damage is done by a hazard spell (that's Wall spells for a Wizard) - but those don't profit from Assassinate.
  9. After the first day of release it was estimated to have sold around 20K copies on Steam iirc, now it's between 20 and 50K - but that's just numbers from SteamSpy and so on, so not really reliable. It also doesn't take into account non-Steam purchases (Microsoft Store for example). Also - since it's an XBox GamePass title - a lot of players won't have to buy it in order to play it. I don't think neither Josh nor Microsoft expected Pentiment to really make money from sales alone - but given the very good receptions and the buzz, combined with the very small team (13 devs in total), the presumably small budget and the solid price ($20) it might do?
  10. That's also what I do. I usually don't really rest though but simply use the waiting function. This also works for Vithrak Brains and all the other creature parts.
  11. I read a lot of feedback on Twitter, often to Josh directly. Much more than for PoE and Deadfire. I think Pentiment is a game that is mostly played by a different target audience than the other titles of Obsidian. And most of those people might not want to post here (or don't even know this forum even exists) and use less "gamorphile" platforms. And also: the sales numbers will not be at AAA level of course.
  12. Why does Bloodmage make no sense? Mechanically it's the most potent Wizard subclass.
  13. Right, but the Domination from the Ring of Changing Heart has no ACC bonus like the charm of Spirit Spiral/Munacra Arret has.
  14. It was mainly made for XBox GamePass - so the sales on Steam might be lower as they would be if it wasn't a GamePass title - I guess. Also the requirements for GamePass titles seem to be somewhat different: a game that is not played by millions but gets overwhelmingly good criticism as well as press outside of the usual gamer bubbles may be more valuable to Microsoft than a GamePass title that would appeal to a broader audience but is otherwise unexciting. Besides that: some merch of Pentiment is already sold out, for example the playing cards. Also keep in mind that this game was made by only 13 devs in 3 years. That is a very small team and a rel. short time compared to other games that cost about the same. Also it has no VO (= 1 cost explosion out). So of course the sales don't need to be that high to turn it into a profitable project. Anyway: I just hope that the sales numbers somewhat follow the praise - Josh and his teammates at Obsidian deserve that after Deadfire's disappointing release I think. PS: it runs well on the Steam Deck and in general seems to be a title that would work well with any sort of mobile device. It is made with Unity3D again (as were PoE and Deadfire).
  15. Josh wrote on Twitter that they got some bug reports & feedback and that they would fix some things. Number 1 on the list was a slider to turn down/off the scribbling sound. There you go!
  16. There were some reviews which mentioned this a well. Maybe there will be a patch that fixes this (if enough players share this opinion).
  17. Enjoy (I think it's awesome )
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  18. Hello, it's review time for Pentiment. I'll start with this bit (IGN, 10/10 points): https://www.ign.com/articles/pentiment-review Also short overlook from Klobrille (on Twitter):
  19. I haven't tried this but as long as the summon is of the type "Beast" it will work. Aspect of Galawain works, Dragons work... basically the game just scales up the 3d-model of the beast (as it also does with armor, headgear, capes and weapons for different character sizes for example). So there's little reason for the Scourge not to grow if it's a beast.
  20. Yes, there is still a Microsoft Store. I'm on Linux so Steam is the only way for me to play this "WIN only" game via their Proton layer. GOG will not have Pentiment at release - but maybe later, who knows...
  21. If you have an Ancient in the party try Wild Growth on that chanter dragon. It's cool!
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