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Boeroer

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Everything posted by Boeroer

  1. Because it lets you use an empowered invocation in every encounter (if you enchant it properly). It turns Empower from x/Rest to 1/Encounter AND gives you back 3 phrase points when doing so. You can pair it with Scordeo's Edge and stack quite ridiculous amounts of accuracy (it says it's capped but still isn't). Also Scordeo's can trigger Blade Cascade which is pretty awesome as well. I think that is the best setup if you want empowered invoations. Else Grave Calling + Scordeo's would be nice. Grave Calling it self does good dmg, but in addition as a Berserker you will kill your own skeletal summons while Confused. Grave Calling will proc a foe-only Chillfog each time you kill one of your own skeletons. It's a very powerful combo but even more so on Berserker/Beckoner. Should also work with Hel Beckoning, Noxious Burst and summoned Phantoms (although they take forever to be summoned). Or Grave Calling + Sasha's or whatever combo. It's all good. Besides that and speaking about non-uniques: for generating many crits you want a light dual weapon setup that has +5 to ACC. Like daggers, clubs and rapiers. Clubs have another synergy for a Skald: they can lower Will by 25 which maes it very easy to land Killer Froze Stiff. That invocation will paralyze and that will lead to a 25% hit-to-crit conversion which helps the Skald again. So uniques aside a club + dagger, rapier or another club would be best. Also Monastic Unarmed Training can be good: it's fast and it has higher base damage (which is good for Carnage) and its ACC can scale pretty high with Power Level (works well if you have some means of raising PL through gear or/and ability).
  2. This all looks very promising guys. If they intended to put it in anyways they will not really oppose this campaign I guess? Hooray for the Deadfire Evil Party Playthrough! I mean even more evil. I mean the latest beta patch is already awesome. If they manage to put this is as well in the future... It doesn't bear contemplating! Edit: also add Priest of Rhymrgand please.
  3. Maybe they should have shrunken down the proficiencies to sword, axe, mace, club, rapier, dagger, sabre, spear, hammer and flail and make two- and one handed versions of it as well as some special versions (stilettos would be daggers but with pierce instead of slash and higher PEN but lower base dmg, estocs the same with swords and so on). Pikes would be two handed spears... Special modals seem to be no problem. Look at that modal of Eccea's Arcane Blaster etc.
  4. I guess you mean PER? High PEN comes from Thunderous Blows and enchantments. I dumped CON and RES and took highish DEX, PER and MIG (the classic dps stats) and maxed INT. I use Duality:INT, Aloth's Armor, two Rings of Overseeing and Loki as pet. This gives me an enormous AoE size (the radius more than doubled). This is important to get that multihit-train rolling. A wizard with Arkemyr's Dazzling Lights, Combusting Wounds, Miamsma and Pull of Eora is a perfect addition. I only took Two Weapon Style and no melee abilities. The most important stuff is Enduring Dance, Lightning Strikes, Turning Wheel, Stunning Surge and Flagellant's Path before getting Resonant Touch and Whispers of the Wind which admittedly come quite late. But Stunning Surge and Flagellant's Path are already worth it. FPath does a Full Attack and skips reloading entirely (you can spam it as long as you have Mortification. Stunning Surge lets you regain Mortification easily if you can hit several enemies at once. My backup weapons are the Long Pain. As soon as the number of enemies got depleted to a small amount I will summon it (it's a fast cast with not too harsh recovery). For a single class ranged Monk I think there's nothing better when it comes to single targets. Scales awesomely well with Power Level to better numbers than even mythic equipment. Monks have ok health and defenses so the dropped CON and RES don't hurt as much as with squishier classes. Still squishy of course, but manageable. I used an amulet of health in the early game which works very well until its flat bonus gets too insignificant compared to your base health pool. Ring of the Marksman is nice of course. And since I don't like consumables but I do like Avenging Storm - so Heaven's Cacophony was a must. If you like scrolls you can skip that and take the hat that gives you +5 ranged ACC and 10% reload bonus (just forgot the name - weird). My current playthrough with this comes to an end. It has been great fun and I guess I will post a detailed build description soon.
  5. Add the new "unarmed" armor from SSS for flavour and a bit more dmg.
  6. I'm pretty sure it's totally possible and not a big hassle to share the characters without steam. Like with mods: if you know where to put it it's just a matter of copy & paste I guess.
  7. Since defection has increasing returns and paladins can get nice deflection it doesn't need to be dump stat for paladins. And on top there is the shorter afflicton time. There are some nice items that raise deflection besides shields - so you don't even need to use a shield to get respectable deflection values. For example there's a Breastplate that gives you deflection based on you Intimidation skill. Pretty cool for Bleak Walkers. Another one (Nomad's Brigandine) gives you +5 deflection if you are near allies. Since all item bonuses stack in Deadfire (unlike PoE) you can be defensive and still use a Great Sword, Estoc, two hammers or whatever.
  8. With good RES, Lone Wolf and Clarity of Agony you can pretty much remove every afflicton (including self damage of Berserker Frenzy, Sacred Immolation or Alacrity) - so RES can have its uses. But it's still the stat that gets dumped most - followed by CON. That is because most people favor offense over defense I think.
  9. What Eothas spell do you mean? Actually she automatically gets the PL09 spell at PL8 automatically if I'm not mistaken. Besides that: her lvl-1-spell is pretty great and scales very nicely with MIG and Power Level. And the rest doesn't differ much from all the other priests.
  10. The differences between DEX/PER/MIG are not that big. And here it's only about dps. MIG is also useful for healing, PER is useful for finding traps and secrets and so on. I think the usefulness of stats is pretty balance except RES which is often still a dumpstat.
  11. Sanguine Plate and Shod-in-Faith kind of always go to a barb. If you lower RES I guess they can also work fine on a monk. If you plan to receive crits often I would raise CON.
  12. No, it unfortunately doesn't. It does cause Staggered when you use it with Spirit-Frenzy though.
  13. Persistent Distraction + Enervating Blows = Deathblows Proc Crippling Strike is there to pretty much gaurentee a Deathblows Proc. Persistent Distraction already unlocks Deathblows all by itself (Distracted includes Flanked which makes two afflictions). But enemies can have resistances - and suddenly you can't trigger hobbled nor distracted and don't even get Sneak Attacks. It's always good to have an additional passive affliction appliance. I mean besides the other effects of weakened.
  14. Yes, weakening your opponent means -10 Fortitude (Force of Anguish and other abilies target Fortitude) and also -25% health. That can be quite the loss of HP - more than you can get with a normal attack in most cases. And as a bonus the enemy can't heal. It's downright awesome to have that as a passive ability in my opinion.
  15. There's Enduring Dance. Also Dance of Death gives you a wound and ACC bonus immediately after activating it. I always take it. It doesn't get removed by self damage or Dot ticks. Besides that I think Xoti is not as good a Contemplative or SC Monk as a simple hireling or MC would be - simply because her monk subclass is quite bad. And surely she's not broken in any way.
  16. Had a geomancer with with a Morning Star. The rest is history.
  17. And don't forget that hand mortars (basically AoE blunderbusses with inly one projectile that explodes on the target's head and does splash dmg) are among the most powerful weapons in the game and can be obtained early. They are so powerful because you can do a lot of weird shenannigans with the AoE effect and certain attack abilites. Since I love my mortar rogue monk so much (playthrough is coming to an end right atm) I will post this gif again (like, for the tenth time or so ): That is without Empower or consumables (only one use of Power Surge from Stone of Power - which is basically per encounter since I have two of them and the uses reset if you stack them back in the stash). Plain old Whiper of the Winds with Resonant Touch. Edit: had an error where I wrote rogue instead of monk. Fixed it...

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