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Boeroer

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Everything posted by Boeroer

  1. If you like to use Takedown Combo (+100% base damage bonus for the next attack that hits the enemy - only costs 1 Bond) you need a way to lower Fortitude (because that's what Takedown Combo rolls against). That's why I played a melee Geomancer with a Morning Star. The Animal Companion can then put Takedown Combo onto your enemy and you can cast a high dmg,single target spell on that enemy - for example Killing Bolt. You will do double base dmg * Power Level bonus then. On top comes all the Animal Companion stuff like Stalker's Link, Predator's Sense and so on. On-kill effects will not trigger on you if your AC kills something.
  2. My experience with single class priests in Deadfire - I don't multiclass them anymore since I think they make the party better when they are single classed. Stuff like Devotions and Salvation of Time (amongst other spells) are so crucial to my parties' performances that I want them ASAP. And because my last PoE run that I took over to Deadfire was a Priest of Eothas.
  3. Just tested ingame: it's two weapons now (dual wielding) like all the other spiritshift weapons. Base damage is 8-13 shock, base PEN is 8 (can be raised by +1 with Heart of the Storm), attack base speed is 0.5 sec, recovery 4 sec. And it jumps one time. Range is 10 m + 4m jump. Jump's damage malus is 20%. Bear as comparison: Base damage is 13-19 slash, base PEN is 9, attack base speed is 0.5 sec, recovery 4 sec. No jumps, melee range. All in all it's comparable I think. Take into account that a ranged character with 10 m range won't lose dps from running around to reach enemies so much. With Wildstrike and Heart of the Storm I got nice numbers.
  4. I agree that raising AR on enemies on PotD is not the best decision that was made. I keep saying so since beta because of the reason Dunehunter posted: narrows down choices (classes, abilites, weapons - items in general). In PoE's PotD difficulty enemies didn't get additional DR but "only" defenses (besides adding more enemies and tougher creatures, too). Boosting enemies' damage output would be fine. Healing is very strong in Deadfire anyways - and usually PotD players know how to stack enouch healing sources so that they are nigh unkillable. Or giving enemies more abilites to play with.
  5. Afaik the Fury was changed from 2-handed to one-handed in a patch, wasn't it?
  6. Whew. You really have to calm down a bit. Why this aggressiveness? You can say what you want about Kaylon, but he a) has more experience than most forum users when it comes to solo play b) never made statements that weren't based on some solid reasoning and/or testing. Even if you don't believe him: why that escalation?
  7. That's not what he meant. Dunehunter was here testing stuff extensively in the beta phase, finding and reporting bugs etc. It's also not correct. Ranged weapons are supposed to work as soon as you are near enough (2m). And usually they do. Arquebuses did have a problem where they wouldn't work with Backstab even if you were in the range of 2m. I thought that got fixed. Maybe not completely?
  8. It works for me - like before. Were you invisible when trying to take whiteleaf maybe?
  9. And yet you don't know how to make it work? Buff ACC, debuff defenses and then nuke (if you must). It's a party game. If casters would you do auto-hits with big, high damage AoE spells while mundane classes could only hack at single targets and miss/graze occasionally... would neither be balanced nor fair. Casters are in a good spot. No need for crutches.
  10. Nick Carver said that: - AoE weapons are not supposed to trigger multiple Imbue-spells (see mortars or blast) - multiprojectile weapons like Blunderbuss and Frostseeker are not supposed to trigger multiple Imbue-spells - and that jumps (including Driving Flight) are indeed supposed to trigger multiple Imbue-spells. I know that because I got a response to several beta-patch reports I posted while testing Arcane Archer. So I don't expect any more changes on that front. Just a fix of the spell scaling.
  11. Sadly I think even in those cases a troubadour using brisk recitation and Many Lives would get more mileage out of the combo in a prolonged fight. The point is that Beckoner's skeletons are so squishy that you can kill them a lot faster. Edit: realized later that the Many Lives skeletons are even more squishy, so... point taken.
  12. I don't play with AI since I don't have issues with micromanagement in general. You have to place the Phantom really well though because it's on autopilot. Usually it will attack the nearest enemy so it's not too hard. But if the battlefield is crowded it will sometimes get placed elsewhere because some schmuck ran onto its summoning spot... Good thing that it usually makes short work of trash mobs. Having three rel. sturdy bodies that can deal good damage instead of just one is pretty fantastic. If you don't like micro then Ranger may be the wrong pick per se (maybe excluding Ghost Heart).
  13. For solo a Beckoner/Goldpact might be interesting. Use Grave Calling to kill your skeletons quickly and produce a ton of foe-only Chillfogs that way. Also all most effects (including those from items) that give you something when a teammate dies also apply to summons.
  14. Shattered Pillar is bad - because the max wound count is halved. You can only directly generate wounds (with much higher threshold) by auto-attacking already. Don't know why that lower wound capacity is still there. Forbidden Fist is still a bit bugged/unbalanced right now. Helwalker is amazing (if you play a second row char in particular). There are few things that boost non-weapon damage besides MIG. And for DoTs the combo of +10 MIG and +10 INT with increased ACC is just the best. Also great pick for healers. Nalpasca is amazing as well. A drug lasts for a whole fight, there's enough of them so you will never have to fight without one, no matter the drug bonus (that's just a nice plus on top) you will get additional wound generation that stacks with Dance of Death and damage received. If you play a Nalpasca right you will have an endless stream of wounds with no real disadvantages (other than having to use a drug every now and then).

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