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Boeroer

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Everything posted by Boeroer

  1. I just tried a SC Ancient and they have 108 HP at lvl 20. Somehow I always have trouble with level scaling and summons when testing those new subclasses.
  2. Hi, I know it's working as intended: Wild Growth does not work on Animal Companions (because they are no summoned beasts). But it would be really really nice if it did (if that doesn't mean a lot of annoying work). Maybe you awesome guys can consider it...? *crawl*
  3. Hi, I recruited an Ancient Adventurerer and raised him to lvl 20 (hired at lvl 16 then used the console to add enough xp for lvl 20). The lvl-1 sporelings are supposed to scale with char level (Power Level would be better but that's another topic). Now: - PEN stays at 7 base (that's bad) - ACC gets +6 from level (?) and is now at 36 (!) at lvl 20 (that's really bad) - damage doesn't scale at all - health scales but is a mere 108 at lvl 20 (that might be ok, no idea) I know there should be some motivation to use the higher tier summons - but it's not nice if the low level ones can't do anything later on. I feel really sorry for those poor squishy mushrooms... Maybe coat them with resin or so?
  4. At least it should be mega when it comes to visuals - even if this isn't an online game.
  5. That's why I like single class melee ranger or barb with a Morning Star: at some point I can lower fortitude by (stackable) 25 points in an AoE, then drop the bomb.
  6. Hm... just in order to understand what happens: can't you leave it at "AttackTargetOnEventWithChance", set it to 100% and check if that works?
  7. Add to this that a Nalpasca, Helwalker and vanilla Monk can generate wounds very steadily and reliably with any form of self damage (for example Alacrity, Berserker Frenzy, Blood Sacrifice and so on) without losing Enduring Dance.
  8. It usually isn't my cup of tea either - but the immersion with Skyrim, playing a sneaky char, was so strong (played it on a big screen on the PlayStation) that it was giving me heart attacks on a regular basis.
  9. You do realize that you can control what all the characters in your party do, right? I think that he's just saying is that an NPC character won't be custom tailored (attribute wise) for your purposes, while, OTOH, being a main Priest isn't as appealing as other classes. I have to admit: while I like a single class Priests in my party it wouldn't be my fist pick as player character as well.
  10. Concerning Priest/Caster multiclasses: I think a Priest/Druid can be a good support character. Lots of healing, lots of buffing, some good CC/debuffs and also some nice raw DoTs so he's not only supporting all the time but doesn't have to care about PEN. It's not sheer power he brings to the table but very high flexibility/variability. You could say the same about Priest/Wizard - but I always feel that Wizard multiclasses need some PEN bonus or something that lets them abuse Spirit Lance more. A single Priest + a single Druid would certainly perform better - but you only have 5 slots in the party so a Priest/Druid may be fitting.
  11. They scale their stats: with char level. It wouldn't make that much of a difference if they scaled with PL instead. It would make more sense though. But I think the scaling has to be improved. It's not powerful enough so they keep falling behind. Exception seems to be the Essential Phantom: I find it very useful even at lvl 20, its stats are always good enough. Should be the case for all summons.
  12. Power Level adds base damage and duration to DoTs which both works very well with the bonuses from MIG and INT. Works for both healing and damage obviously, but the increase in dmg is nice. I could argue that that heals from an Ancient are also very good and that he does more DoT damage while he could always throw in some distraction buoys. Of course it would be a better argument if he got +2 instead of +1 PL. I played both a single class Livegiver and a single class Animist and I can't say which one performed better. So I'd say a marginal difference in performance here or there between Livegiver and Ancient might be less important than the "vibe" you want from your character.
  13. I think a Helwalker/Ancient will do a lot better DoTs with the high MIG and INT. He will also gain more ACC and PEN with Dance of Death and Thunderous Blows. Both is quite awesome. I think it's a great combo.
  14. Just to be sure - are you playing a Priest or a Cleric (Fighter/Priest)? Ball and Chain puts a stacking 2% Action Speed debuff on the target. It makes the target slower with every hit (up to -20%). Edit: dammit MaxQuest!
  15. The pillows in hell are sooo soft. But their size is microscopic. Hence the name...
  16. He posted two tweets about it. Wouldn't insist that this means he played it a lot. But it can be a hint that he's doing some "research". If only the next pillars game would be classless. Archetypes (predefined set that you might alter) are ok though. Also: I liked Skyrim. It depends a lot how you play it. Josh plays it the stealthy assassin way as far as I could see. Exactly why I liked my Skyrim. It was like Thief + Oblivion.
  17. Yes, but you'd have to open every build thread to see this. As far as I understood it would be nice to see if the builds use BBlessings directly in the build list. I would only mark the ones which use BBs and don't show normal stats though. Can't be too many...
  18. Issue is : summoned creature (who are keyworded as Beast or Plant) are trash (in highter difficulty). Longer duration don't bring anything usefull to the table (i'm a bit hard, sporeling have good health, so they can serve quite well as meat shield early). Actual wildgrowth on trash invoc don't turn them in good invoc, so it's not an actual impacting bonus. If you compare lifegiver and ancien, the con of lifegiver are non-existent (trash invoc) and the bonus are non-negligeable (+2 to +7 Pl on rejuvenation spell Oo), while the con of ancien are a bit hard for the bonus. Plague spell (keyworded as beast) are... beastly, totally agree. You forgot that the Lifegiver suffers -5 Power Levels after Spiritshift wears off. This impacts all healing spells that are still active (still pulsing like Moonwell). On PotD fights are often longer than the duration of Spiritshift. So that's an additional disadvantage that shouldn't be swept under the carpet. Druids's summons are indeed not the best in the game - but still it's not correct that PL doesn't affect summoning. If you can summon a creature that can live for a long time because of PL you can for example withdraw it and block a chokepoint or block a boss from advancing. The +1 PL doesn't do a lot for the druid's beast/plant summons. But we should still be objective and not omit things just in order to make a point. The point is valid without doing that - maybe even more so. As I said: the good thing of "+1 PL for beast and plant" is not the summons but the other beast/plant spells like Plague of Insects, Venombloom, Pollen Patch and so on. Those get a lot better with additional power levels. I can't say if +1 PL is too low because I just started with the Ancient - but I would still like to discuss it with as much objectivity as possible. Since Obsidian already lowered Wellspring of Life from +2 to +1 PL I fear we will not see +2 PL for plant and beast for the Ancient - but we can hope. On paper the weakness against veil-piercing attacks seems to be bad - all gunshots are veil-piercing and those are the things a caster can be filled with pretty quickly at the start of a fight. Are there any veil-piercing vessels? I'll see...
  19. With solo you mean single class or a solo game? In my opinion that's one of the worst combos you can do with a priest - unless you want to abuse scroll of Maelstrom + Deltro's Helm. But to each their own. I like single class priests. Getting Devotions a lot earlier in order to boost your whole party while shoving the enemy down has serious impact on its own. Very far from useless. You also get access to Spellshaping a lot earlier.
  20. Just remember that the best beast/plant spells have nothing to do with summons and profit from PL a fair bit (Plagues for example - awesome beast spell). And even if you can get +3 PL to beast and plant early (with the Spine of Thicket Green): additional Power Levels are always good and do not have diminishing returns in any way. More is always better. Power Level increases dmg multiplicatively and also increased other important stats. Summonings do only partly scale with PL, but they do: only their duration increases. But here it's also the base duration which means that with high INT you can achieve very long summoning times. By the way: Ranger's Binding Roots has also plant as keyword and profits from the increased PL. +1 PL in exchange for weakness against veil piercing attacks and vessels doesn't seem to be too powerful, I agree. But doesn't the Ancient have additional pros? What about his sporelings and Wild Growth? I haven't tested him a lot, but isn't that an advantage as well?
  21. Priest-specific trinkets would be so nice. Wizards have their grimoire which alter the mechanis of the class significantly and a a big boon. Why can't priests have a (or several) symbols of their faith that do something else than just adding one per rest-ability? Give them more spell uses per encounter, give them a few special priestly spells for encounter-use (not per rest - could be even unique ones), raise the Power Level of spells that fit their deity - you name it. That would be nice.
  22. The one thing that I'm really sad about when looking at the Deadfire Priest is that there's no more "Inspiring Radiance". That was my favorite talent in whole PoE and it's a pity (for me) it didn't find its way into Deadfire as a passive ability. I also like Aggrandizing Radiance - but that never had such impact.

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