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Just a Thank You
Boeroer replied to Gizm0w's topic in The Outer Worlds: General Discussion (NO SPOILERS)
You can edit your post if you're not satisfied. -
There's a bug report in the tech support forum that says that Firgyst (Black Isle Bastards) no longer drops Kapana Taga when boarding (drops normally when sinking the ship). It seems to be a bug and I guess it's related to your experience. I never board but always sink ships and I always get all the loot.
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Helwalker with +10 INT is destined for hand mortars. Seriously. I know I say that often but it's just the best pick. ALso because of Stunning Surge + AoE = always a crit in there for refund. Against single targets you can summon Long Pain or switch to Fury form or switch to normal blunderbusses or pistols. What I want to try next is a mid/melee range single class Fury with blunderbusses/hand mortars. The goal is Avenging Storm + multihits of course.
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You forgot two things: Power Level scaling and enemies' RES. If the enemy has high RES it's a lot less than 30 secs even with 30 INT. Still good in my opinion though. For example on Neriscyrlas it lasts 15 secs with 30 INT on a graze. And nothing stops you from casting it onto the boss again and again onve you are ascended (besides getting killed or interrupted/hard CC'd of course). The durations stack. So two grazes cumulate to 30 secs again. Plenty damage for a "non-mega" boss. Also because it's raw - and most bosses have very high AR on PotD which is annoying. (In case of Neriscyrlas however it's less effective than using Combusting Wounds)
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No so much with Helwalker because the +10 INT does help. Which other single target spell is there for a cipher? And you can also cast a fine Miasma onto a boss in advance (together with a Body Blow to land the Disentegration in the first place). I'm not speaking about Mega Bosses. Those have so much health that it doesn't matter that much how much damage per ability use you do - as long as you can survive long enough to whittle them down with whatever suits you.
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Hi! Pick up a fighter with Clear Out or Clean Sweep, use Whipers ofthe Endless Paths or Citzal's Spirit Lance. Attack any enemy witgh Clear Out: This also works if it's only one enemy. It truly is an endless loop. If it helps: Clear the Path also does too much damage, but here the loop stops. Clean Sweep is broken in the same way as Clear Out.
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I would maybe just scale self damage with Powel Level and not MIG. Same with durations of other self-induced harmful effects (like Berserker's Confusion for example). That should do the trick. Scales properly with Power Level so it doesn't become meaningless - but removes the counterintuitive effect of "raising a stat does you harm".
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[4.1.0.0019] Break the Bell acting strangely
Boeroer replied to Enoch's question in Patch Beta Bugs and Support
Good report. I guess you are the only one who uses that ability. -
Yeah - it's really annoying when developing software that displays lots of numbers and then having to localize it. Especially since in some countries they even mix both variants up (looking at you, Liechtenstein & Swizerland!). Good thing is that nowadays usually somebody else did that work for you. Still confusing though. But in no country there are 4 zeroes between separators!
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Yes, it's a nice combo. But Swift Flurry doesn't work with Scepters. Instead use Lightning Strikes. Also speeds up focus generation. The scepter modal is nice in theory, but its self dmg doesn't matter much at higher levels (when you want to spam Disintegration etc.). In the early game it's risky but works well. Here are some faster ways to get to 10 wounds and become ascended faster at higher levels (especially when you're past lvl 16 to get Disintegration): Get wounds: +1 wound from Helwalker --> 6 wounds at the start of battle start encounter with Enduring Dance of Death and immediately gain 1 wound and 3 ACC (gain +1 wound and +3 ACC every 3 sec) --> 7 wounds at the start of combat trigger Mortification of the Soul --> 9 wounds after recovery of Motification is over you'll have 10 wounds from the second tick of Enduring Dance (at high levels you will even start with 7 wounds) Become ascended (scepters are poor here because they only do single target dmg): you picked Draining Whip instead of Biting Whip trigger Lightning Strikes use Thunderous Report (Kitchen Stove) or use dual mortars with Stunning Surge (you have +10 INT which means a tremenous AoE) or use Flagellanth's Path with dual mortars or use Watershaper's Focus: one shot + Blast from stealth (no bonuses on MIG and INT) on a crowded group usually means you can start the encounter ascended right away (focus generation from stealth got fixed). If not: alternatively fire one round from it when you have 10 wounds for more AoE and lashes. Disintegration with +10 MIG and +10 INT is very nice - especially if you can also manage to do a crit with Enduring Dance's +12 ACC - it's not the highest dps in the game though. First of all it's single target damage - so it's intrinsically less damage than a big and high dmg AoE ability that hits multiple foes at once. A Berserker just using Driving Roar + Frenzy + Bloodlust + Blood Thirst does notably higher damage per second on a group of enemies. Just because he combines high attack speed + low to zero recovery while doing 80-100+ dmg per hit (and knocking down foes). With Blood Surge he can usually do that all encounter long. And secondly Disintegration doesn't have that much damage per second (dps) in the first place. It has very high overall damage though (for a single target spell). Great on bosses. The best if you can overcome the fortitude defense. Amplified Wave with +10 MIG and +10 INT is really bonkers. Not only because of the damage - but of course also because of it. It's rel. low level (good base dmg * PL scaling * MIG bonus) so it does great damage per hit (poor PEN though - you really need Thunderous Blows but will still have no PEN problems - better have a single class cipher in the party who casts Driving Echoes on you, right? ) and the prone effect helps a ton to control crowds - especially if you can spam it while ascended. However - I consider Witch (Berseker/Ascendant) with Frenzy/Bloodlust and Blood Thirst to do better dps with Amplified Wave in the end. I may be wrong though. Didn't directly compare. Helwalker/Ascendant is def. a great multiclass. (Have a Priest to provide Salvation of Time for your ascended status - because if you don't it's over rel. quickly even with +10 INT).
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I would seriously think about a single class Devoted with a Morning Star. With max INT. Why? Because once you get Clear Out (and then upgrade to Clean Sweep) you can do Body Blows in a huge AoE (Clean Sweep's AoE has no indicator but it's huuuge with high INT). Why Body Blows? a) it's a great debuff to Fortitude that lots of party members can profit from, especially in an AoE. b) Clear Out/Clean Sweep itself targets Fortitude. You will generate tons of crits after debuffing Fort by 25 and then keep on using it. While doing AoE melee damage (better than any Barb) in the meantime. If you have party members who can weaken in an AoE (lower Fort even further by 10) and cause frighten (for Willbreaker's Enchantments) then single class Devoted is a great pick. And Body Blows starts to be useful from lvl 1 on because Knockdown/Mule Kick also targets Fortitude. This is a good way of doing CC/interrupts reliably in the early game. It really starts to shine after getting Clear Out and then Clean Sweep though. Another superpowerful (and momentarily broken) variant is to pick Great Swords and then use the Whispers of the Endless Paths. Atm using Clear Out or Clean Sweep with it results in instadeath of all hit enemies (even if it's only a single one) because it creates an endless loop (AoE triggers AoE and repeat). I expect this to be fixed asap - but AoE * AoE will stay being awesome even if the loop gets fixed. Even if fixed (like it was before) it's like a nuke on mobs - for only 2 Discipline. Wearing Gauntlets of Discipline will give you one more use of Clear Out/Clean Sweep which is better than most other gloves can give you. In these two cases (Morning Star and WotEP) it's not clear which is better: Tactical Barrage (more INT means bigger AoE means more foes means more crits + 1 PL) or Disciplined Strikes (25% crit conversion). I tend to pick Tactical Barrage to be honest. I think overall it's better in these "AoE" cases. More PL also means more base dmg. I'd use Cleaving Stance. It works very well with Clear Out/Clean Sweep. Also try Chopping Wood (only if you like to use Empower). 100% crit conversion with an empowered Clean Sweep is great. Really. You can add those other abilities for Empower-improvement. Only use Clear Out/Clean Sweep and Mule Kick as active abilities (maybe Penetrating Strike for really high fort enemies). You don't want many actives to compete for Discipline. Choose passives instead. If you like Empower pick Great Soul (+1 uses) and later use the Mask of the Weyc (another +1) for 6 Empower uses per rest. Together with Chopping Wood... bonkers.
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Yes, but that's not Forgotten Sanctum. He sends two imps to FS who function as shopkeeper and inn in the antechamber of FS. How can he do that if he's dead? I'm asking because in at least 50% of cases I will also murder this arrogant douche. But not if the imps won't show up in FS. Also the letter to Fassina made me softer towards him.
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Xoti
Boeroer replied to daven's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
You know... sometimes I really think you are Gromnir in disguise. -
Devoted/Berserker is interesting because you'll get a high crit rate and +4 PEN from Devoted's bonus and Berserker's Frenzy while the Devoted's Constant Recovery and Unbending help to manage the Berserker's self damage. You need to find a way to get rid of the confusion though (get Devil of Caroc's Breastplate or Modwyr or eat Captain's Banquet or Luminous Lobster while resting). If it's not Modwyr I would pick Monring Star. Morning Star is great on a Brute because Body Blows + Staggered from Spirit Frenzy means - 35 Fortitude for your enemy. And Mule Kick targets Fortitude. Also you'll get Brute Force at some point which lets you attack the weaker defense (deflection or fortitude). I am playing a Devoted/Skald atm. The best part is Clear Out. It will generate many crits if your INT is high. Many crits = very quick phrase generation for invocations. Also here Morning Star is great. So if you want a Devoted/Berserker with sword(s) (Modwyr) then this fellow could grab a Morning Star. But Troubadour is also great. Devoted/Wizard (no subclass or Blood Mage) would go for Pike. Citzal's does - as all pikes - only pierce damage. BUT Citzal's AoE splash does crush damage. So you are not entirely screwed. if you meet pierce-immune foes. If you struggle against a single target summon Concelhaut's Draining Touch, then a Phantom and let it attack said single target. Another advantage of pikes is that you can lower enemies' deflection by 10 with Clear Out. Also Clear Out + Citzal's is like a nuke because it's AoE hits * AoE hits which generates a ton of damage. Devoted/Sharpshooter with mortars would be my pick. Just because Penetrating Strike + Devoted's Bonus + Sharpshooter's Bonus is nice. They do the same as Citzal's: the initial dmg is pierce only, but the AoE splash does slash damage. A nice alternative would be Devoted/Streetfighter since Powder Burn triggers his awesome "Heating Up" passive. Devoted/Nalpasca would be my pick. Wound generation via damage, drugs and Enduraing Dance of Death is awesome and easy. Instead of melee you could also try to use this one ranged (front line gets kind of crowded already). Stunning Surge and especially Flagellant's Path are great with AoE weapons like Rod (+Blast) or dual mortars (best pick imo). I personally wouldn't go without a Devoted/Priest (I know by now we are at 6 party members ). Subclass doesn't matter that much, but maybe I'd pick Priest of Woedica and do sabre + Monastic Unarmed Training - because that Priest gets pretty awesome summoned claws as spell which sclase with level and Monastic Unarmed Training. Also here you'd have the advantage of two weapon proficiencies.
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In all cases of self damage Power Level increasess the base damage and high MIG will increase it further. That's why Berserker's Frenzy is so harmful at high levels. But in the other hand: if it wouldn't scale it would be totally neglectible after the early game - while the advantages would keep scaling up. In case of Forbidden Fist it's a big issue though.