-
Posts
22866 -
Joined
-
Last visited
-
Days Won
370
Content Type
Profiles
Forums
Blogs
Everything posted by Boeroer
-
Oh, that may be a mistake. Only single class chanters can get Eld Nary and Eld Nary is very, very good in itself but even better when empowered. It scales wickeldly well with Power Levels. Add Stone of Power, be a Nature Godlike and pick Prestige + Empower and you might wipe most encounters. Chanters can use Sash's Singing Scimitar to get back the Empower Point they spend on an invocation (and get back 3 phrases as well). That means you'll get an empowered invocation once per encounter without spending an empower point. This also works for multiclass chanters of course and the get the Eld Nary base invoation, but only single class ones get access to Eld Nary's Curse which adds a ton of jumps to the invication. I mean besides getting all invocations a lot earlier of course. Here's a video of a SC Troubadour using Eld Nary's Curse: Also SC CHanter (Beckoner) will have earlyier access to double Instruments of Death and later the upgrade Song of Carnage - and those are really, really good. A nice invocation that works very well for offense is Evil turned Away from the Sun because for some reason it does the same dmg on graze as on hit because the dmg is fixed. It's great vs. hard to hit targets. Another good invocation which gets overlooked often is The Thunder Rolled like Waves because it targets Reflex but lowers Fortitude. And that's a rare thing. You can crack the defense of high fortitude enemies with it quite easily. Especially with its upgrade that grants an ACC bonus. If you want to do a really mean thing then play a Beckoner and summon Ancient Brittle Bones skeletons. Then grab Grave Calling, enchant with Chillfog on vessel kill and kill your own skeletons. Every dead skeleton will trigger a foe-only Chillfog and span two other skeletons which can also trigger those chillfogs. It gets really funny if add Many Lives pass by as a phrase. You'll just kill everything with Chillfogs. You can do the sane with your phantoms or Will'o Whisps, Hel Beckoning and Noxious Burst.
-
So... it is a loss?
-
It's not a big loss for Obsidian because you don't like the music of Deadfire?
-
You can turn and flee. As the enemy you have to reach a distance of over 600m. Enemies can't turn to Port/Starboard and then advance. Enemies can't surrender. Sometimes AI is also really dumb, doing hold position and nothing else which makes then a sitting duck. All in all the AI has a hard time, but this fleeing and being fully repaired in an instant is a bit meh. It's also frustrating that you can't sail around a ship and get to its other sides without it turning.
-
Nice. Haven't read the word "Zwieback" in years. Makes me think of my Grandma. She made me Zwieback with butter and sugar when I was little. Quite disgusting - but nostalgia always wins!
-
No. None of that fully applies. 1) Con afflictons provide a healing malus that is multiplicative and reduce CON. This can totally add up without problems when it comes to Sickened. With Weakened and Enfeebled it doesn't make a difference of course because your healing is zero no matter what. 2) since we have had items with the same effect and nobody complained I guess that's not really a problem. If you cast a healing spell on a sickened or injured target you'll have the same situation and nobody seems to have a problem with that as well. 3) I think I mumble or something. For the third time: it's not a healing buff because the average amount of healing stays the same. If you drop CON you'll have less healing. If you push CON you'll have more. I haven't seen a single build that maxes out CON so far but lots that dump it. What might be the reason? 5) it will not replace MIG. MIG boosts healing DONE while CON healing RECEIVED. Why should one replace the other? My reasons for favoring this: - it's super easy to implement - the danger of introducing bugs is minimal - it doesn't mess up balance because in average healing will be the same. - it makes dumping CON more unattractive - it softens the problem that high HP chars heal a lot slower to full health than low HP chars because healing received is a flat value while stuff like Hurt, Bloodied, Near Death and others are percentage-based. - it also solves the problem that a dumped CON (but high offense) char profits a lot from passive healing sources while a high CON char usually doesn't care. But the most important point are the first two.
-
As I said: giving a healing received bonus doesn't change the average healing at all. It's just a motivation for trying out high CON builds and also an additional motivation to not drop it. Balancing arguments do not really apply. This change would of course provide more healing for high CON chars but on the other hand it also leads to less healing for CON dumpsters. Those profited the most from stuff you mentioned (Herald's healing etc.). They could drop everything and go full offense while getting healed as much as any other char, becoming much harder to kill while being able to kill everything more quickly.
-
Just to let you know: there are several people in these forums who experience the same issue (but didn't post here) - together with disappearing weapons (disappearing from your hands in actual combat while they are still equipped in the weapon slots - not only a visual problem because you will roll fist attacks). Maybe those two are related? So it's not a problem only few people have. However, it doesn't occur in every game. Something that we do seems to trigger it. Restarting/reloading doesn't fix it. Sometimes the problem gets inversed and I only can attack with the offhand. If I recommand attacks while my char is already attacking (clicking with the sword on the enemy again and again) I can switch from main hand only to offhand only. Maybe that helps with the bugtracking?
-
What the heck do you mean? It's in on the passive (right) side of your ability tree. If you are a wizard, druid, chanter or priest. And its description says it all: if you pick it then (nearly) all targeted AoE spells' areas can be modified with the zoom function (what you normally do to zoom in and out). The spells thst work even get a small icon in the ability bar so you know they work with Spell Shaping. You'll trade Power Level for area and vice versa. There are three stages: bigger area but -1 PL, normal area and normal PL and smaller area and +1 PL.