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Everything posted by Boeroer
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So - in Baldur's Gate 2 you had a completely different set of races, classes and abilities compared to Baldur's Gate 1? Also the claim that Deadfire has the same classes and abilities is obviously very wrong. Unless you mean Obsidian should have made completely new classes and abilities like Torchlight II did compared to Torchlight I. In a sequel. With the same world and the same protagonist...
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Grog Bug?
Boeroer replied to robomiller's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Interesting. Which one was it? -
Afaik it worked against all active abilities in beta and that was too good. Some form of middle-ground would be nice. Or if we had more caster enemies in general...? By the way: the spell resistance of the Mage Slayer, the spell resistance ability that several classes can pick and Xoti's Lantern (and others) seem to stack like hit conversions: on attack roll they seem to get checked one after the other - not added to a big sum. Another thing that waters him down is that frighten and terrific effects do the same but better: they prevent all offensive abilities to be used and are easy to come by and apply. The only advantage of the Mage Slayer is that there's no immunity against his disruption.
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Fighter brings graze/hit/crit conversion, nice "stances" which either influence ACC or give you additional attack on kill or more engagement - and also strong self heals as well as some nice defensive abilities. He also has a cheap attack ability hat has 4 bonus Penetration which can be really good for a shifter who usually can't just switch weapons once he meets a resistant foe. You also can use Charge which stuns foes in a line and is a good movement ability - also fits somehow.
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As always: buff ACC (for example with Devotions), then debuff enemies defenses (for example with Miasma of Dull-Mindedness), then cast damaging spells (for example Shining Beacon). Bonus points when using weapon modals to lower enemies defenses a lot (Flail, Club, Morning Star). Also make sure you buff your PEN and debuff enemies' AR. Nothing is more annoying than to hit with a spell and then severely underpenetrate.
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Devoted/Shifter makes not much sense since you can't have a Weapon Proficiency for your natural weapons. That will leave you with penalties only when shifted. That is unless the "auto" unarmed proficiency (works with the natural weapons of a Shifter now. But I didn't hear about such a change (which would be a good one). Does that work now? Edit: oh, skipped the mod part somehow. So actually Devoted/Shifter is not a good pick in an unmodded game. Best Fighter pick for a Shifter would be vanilla I guess. Cipher/Shifter: can you use powers while shifted? I actually never tried. The thing about Cipher/Shifter I don't like is that you'll have no special attacks - except powers work and you can use Soul Annihilation as a Soulblade/Shifter.
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Grog Bug?
Boeroer replied to robomiller's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Dang... never read about this. Seems to be new or to be quite unique/seldomly occuring. -
Prepared foods?
Boeroer replied to Jackpot190's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Dude. You did activate Rymrgand's Challenge in the Magran's Fire menu. Food doesn't spoil in a normal Deadfire game. Why did you post this twice? The thread in the bug forum already answered your question. -
It stacks with Frenzy and Bloodlust and other attack speed buffs if that is what you ask. You can see the effects of it when you hover over your weapon's tooltip's recovery number. Since it's working for everybody in an AoE it's pretty good. There is no additive/multiplicative distinction with speed bonuses in Deadfire as there was in PoE afaik. Under the hood they all work the same (some influence attack animation and recovery, some only recovery). The Ward gives you a bonus to animation speed as well as recovery.