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Game advice reliabe?
Boeroer replied to Dykeras's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah... so the weapon with infinite recovery time is best to use with plate armor... Because it has no dps drop. While mathematically correct it doesn't really have a positive effect on your in-game performance. It's also a lot harder to reach 0 recovery with a two hander if you slap on heavy armor. But zero recovery with heavy armors aside: to gain any real benefit from the slightly less dps drop from armor Two Handers would need to do similar dps than a dual weapon setup in the first place - and you would need to use only auto-attacks only. Both is not the case most of the time. Also, even when the auto-attack dual wieldig setup suffers a bit more (percentage wise) you'll still have a lot shorter recovery in general which is good for any kind of stuff you want to do in between - like a Paladin who wants to stop attacking in order to heal a companion for example. So all in all (looking at the actual game and not a theoretical, isolated situation) the general statement that two handers are better with heavy armor than a dual wieldig setup is misleading in my opinion. -
Fighters can lower fortitude in an AoE with Clear Out + Body Blows - and Mule Kick gets +10 ACC and targets fortitude. Barbs with Spirit Frenzy + Barbaric Roar (the circle-shaped one). Can lower enemies' fortitude in a huge AoE by -10 because he applies staggered (and shaken). Brute Force makes sure you crit the pulp out of stuff then if you also use Body Blows. Brute with Morning Star (was my first playthrough) is THE fort killer. Also a will killer because of the Willbreaker's enchantments and shaken, but that's only a bonus. It's also nice that from lvl 1 on you can profit a lot from the synergy of Body Blows + Knockdown (later Mule Kick). Hm... maybe I should make a build description and call it "The Fort Killer". Add a Chanter with that awesome chant and lots of enemies have very low fortitude. A Chanter also profits a lot from the reduced will the barb can provide (see Killer Froze Stiff). How did we get here when talking about Geomancer though?
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Game advice reliabe?
Boeroer replied to Dykeras's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Paladins do tank better than fighters. They also do good AoE damage - but only at lvl 13+. How are Two Handed weapons affected less from armors' attack recovery penalty? Or why is dual wieldig affected more? In my opinion that's a wrong statement. Especially when you take into account that it's pretty easy to achieve 0 recovery with dual wieldig while wearing heavy armor and that Full Attacks omit recovery for the offhand completely. They also don't get better as difficulty increases - since DR is not influenced by difficulty unlike in Deadfire. Care to elaborate? While I agree that stats are way less important than talents/ability choice, by comparing stuff like Two Handed Style with +5 MIG you ignore several additional effects MIG has: it influences all damage, even that of the wounding enchantment, it increases healing you do and it increases fortitude by 2 points per point (so in this case +5 MIG means +10 fortitude). Same with Interrupting Blows/Per etc. Thus I find such comparisons problematic. I know you mean this for special cases like when solely looking at dps - but dps and the other effects are connected: if you get paralyzed because your fortitude is low you can't do any damage. Single Handed use can have a big impact. Usually this effect is strongest in the early game where the ratio of ACC/enemy defenses is the worst and you don't have lots of tools to either lower enemies' defenses and/or raise your ACC. Then there are special cases. For example a Chanter with Dragon Thrashed gets +12 all-stacking ACC for his chant when using a single weapon. Building around interrupts is overrated in my opinion. To reliably interrupt a worthy enemy (the squishy ones die rather quickly anyway) who has good RES you need high PER, Interrupting Blows and some gear that boosts interrupts via PER bonus or direct interrupt bonus. All that hassle can be avoided and superceded by simply using hard CC. Especially when playing PotD where enemies' RES is higher. I did several builds around interrupts, for example Barbs with Vile Loner's Lance and Arthek's Cord or a Druid with focus on pulsing spells like Wicked Briars (which are not DoT) which can in theory interrupt in an AoE. All that was strictly inferior to just use an overbearing weapon on the barb or use Relentless Storm on the druid which put hard CC instead. -
If your goal is to land lots of crits you might want to use a weapon which has an inherent ACC bonus and/or is fast. Like clubs - clubs are quite nice for a Skald because they can lower Will by 25 points with the modal. Killers Froze Stiff paralyzes the enemy and targets Will. Paralyze also leads to a high hit-to-crit conversion. You can see the synergy: lower will to make it easier to land with will attacks like Killers FS, then crit because of paralyzed enemies. Kapana Taga has a neat enchantment where you get +4 ACC per engaged target... Other good options would be Rännig's Wrath because it already starts with +9 ACC (+5 rapier, +4 Thrusting enchantment). Also Rapiers have a modal that increases ACC even further which you can switch on for Soul Annihilation - make sure it hits because else it's such a waste of focus. And of course Sasha's Singing Scimitar because it's just awesome to use with a Skald and does good melee damage. You can use an empowered invocation in every encounter without resting. Maybe use
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I still works as you describe. I just let Aloth hit himself with Jolting Touch (funny that it's possible, but it is), he suffered 38 shock damage and the helmet gave him 38% shock damage for 13 sec (incl. INT bonus). Although when I then cast Minor Missiles the projectiles only seem to get <10% shock damage. I did 7 corrode damage + 0.6 shock damage. Maybe due to different corrode/shock AR on the enemy, no idea. Edit: yes, that was the problem. Now I cast it on an enemy with equal AR and it's 38%.
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Yeah, but also a lot lower starting reflex and not those nice +15 against AoE and +8 against ranged that are very handy when meeting the really mean foes. Also never forget the second body (aka Animal Companion). The thing about Ranger is: even if you have Stoic Steel working and the wall modal on (and thus can't move) you can use Evasive Roll to move around for cheap. Charge also works but is too expensive just for moving around. But yeah - Unbroken would have been my other alternative for sustained/passive damage reduction. Also the self heals are really good.
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Someone had to..
Boeroer replied to TheisEjsing's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Accusing me of being very generous to RPGCodex is something entirely new. And also funny. And that's why I post here and not at RPGCodex. -
Ghost Blades will not proc on the corpse explosion itself, but when such an explosion kills an enemy it should. Does it not?
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A red bearded Mountain Dwarf, then a red skinned Island Aumaua. Apparently I like red dudes... Should go to Reddit maybe...