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Boeroer

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Everything posted by Boeroer

  1. Being Tenacious (inspiration) is a good way to raise your universal PEN. Also lowering enemies' AR with stuff like Hel Hyraff or Expose Vulnerability or simply a weapon modal (mace) is beneficial for everybody.
  2. Does Phantom Foes now properly trigger Brilliant Tactician? And does Squid's Grasp (immunity to flanked) now work properly when determining if Brilliant Tactician gets triggered?
  3. 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.
  4. Eh sorry. I actually meant "low PEN" weapons and not "dual damage" weapons. In case of Great Swords and Swords it's both so I somehow confused that in my brain. :oops:
  5. Bon courage and good riddance! *waves with pets' leftover body parts*
  6. No, no - fair enough. You made yourself more clear and I now understand your problem.
  7. Also have a look at Citzal's Sprit Lance: same behavior. Seems it has something to do with the AoE.
  8. It seems to be a problem with most AoE weapons now. There's a similar bug report for Whispers of the Endless Paths.
  9. Also dual damage weapons have more base damage that the high-PEN variants. Compare the base dmg of Great Sword and Estoc.
  10. 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.
  11. 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.
  12. 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.
  13. Dang... never read about this. Seems to be new or to be quite unique/seldomly occuring.
  14. But the Magran's Fire UI tells you what will happen. Didn't you read the description?
  15. But there are plenty of other armors for a Bloodmage, aren't there? Surely one single, high lvl robe can't have such a big impact on your decision to play a Bloodmage. Or can it?
  16. Yes. It was there in release (kind of) and doesn't seem to want to go. Maybe the priority for fixing this is low since it doesn't do much harm. Problem is that that shifted models are a lot bigger and won't fit in the space. You already posted that question in the bug subforum, didn't you?
  17. 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.
  18. 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.
  19. I want a real challenge - oh wait it's annoying! Maybe you chose this by accident? Or it may be it got activated by bug.
  20. Try to rest with food or other alcohol and see if that helps.
  21. Yes. Rogues are nice as well because of the raw dmg they can inflict and which adds to the Wounding the boar does. Also the additive dmg bonuses of the rogue work well with the multiplicative lash damage. Stuff like Escape lets you move really fast and Crippling Strike gives you a cheap ability with bonus PEN and interrupts. In terms of sturdyness this combo falls behind though. I think Trickster is totally fine. It's actually a lot of work to keep the Streetfighter buffed. If you can he's great of course. Monk/Shifter is also nice because the lashes of Lightning Strikes and Turning Wheel stack with Wildstrike. If you take a Helwalker you can profit from the combo of additive dmg bonus from MIG and the high lashes. And the high INT will prolong you Spiritshift. I also used the +CON variant and it's very nice with high starting CON. But of course the increased received damage still hurts. Most balanced thing might be a Nalpasca but that's not everybody's cup of tea. Shattered Pillar is not mine because I don't like that you only get wounds from auto-attacks and more importantly that your wound limit is 5 instead of 10.

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