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Everything posted by Boeroer
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No, switching is always instant. You can switch back and forth as quickly as you can smash a (mouse)button. You can even switch multiple times when the game is paused. All the effects that get triggered by switching to a weapon - see Slayer's Claw or stuff like Lethandria's Devotion or Outworn Buckler - happen immediately every time when you switch to that weapon. So you can upgrade from strong to energized on milliseconds or heal 20 points by switching to Lethandria's Devotion 20 times real fast. You can even use AI to switch multiple times per second when something happens. For example make a script that, as soon as your health is <50% lets you switch to Lethandria's Devotion as fast as possible until your health is higher than 75% again. The char will stutter from all the switching animations but otherwise be fine. So switching is instant and unlimited at all times, even during pause. It only adds a recovery penalty(!). That penalty doesn't stack with itself though. 10 times switching in under a second doesn't mean you get 10 times the recovery penalty. That penalty will just get reset to the fixed "full recovery penalty" every time you switch. After switching 10 times during pause you will suffer the same recovery penalty as if you only switched 1 time. Black Jacket and Quick Switch only lower that recovery penalty (combined they lower it to zero).
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Sky dragon retreating?
Boeroer replied to falchen's topic in Pillars of Eternity: Stories (Spoiler Warning!)
You can get the Sky Dragon Wurmling in several ways: 1. Don't kill the Sky Dragon in PoE. This is easy: just let it live there in the nest and don't attack it. 2. If you still want to attack the Sky Dragon, make sure you kill the Sky Dragon Wurm, too. This should also lead to the Sky Dragon Wurm pet appearing in PoE2. 3. Create a custom history. 4. Use a console command in PoE2 to set one or both of those variables. I think it's hard NOT to get the Sky Dragon Wurm pet - because most people playing PoE either do not kill the Dragon+Wurm and let them live in peace, or if they do attack them, they kill the Wurm as well as the Dragons. Both will unlock the pet in PoE2. Besides that there are two other wurm pets that you can pick up no matter your PoE history: Desert Wurm, Obsidian Wurm -
Hi new here
Boeroer replied to Luka8905's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hello and welcome to the forum. -
Durance
Boeroer replied to Luka8905's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hello, Durance is one of the first companions you can recruit, that is in Act I on the map Magran's Fork, at the crossroads (which gave the map its name), near the statue of Magran. If you come near he will speak to you ("Saw you in the flames!") - which should catch your attention and make you click on him. So in order to miss him you must have given that place a wide berth or accidentially missed him and his little talk. Afaik you can still recruit him at the same spot if you haven't spoken to him before. But on the other hand I never waited until act III for that, so maybe he's gone by then, not 100% sure, sorry. -
Imo they are fine for PotD. Custom adventurers will be better in the long run for sure, but at the early stages of the game (which are the most tricky for a lot of players) the official companions have the advantage of one additional level (adventurers start with your level -1). Also, custom adventurers are a little boring compared to the OCs, since they have 0 banter, dialogue, quests etc. Just the usual barks when you command them to do something etc. Imo Xoti is fine as SC Priest, at least for me. I'm not a big fan of her Monk subclass (unless you build around some of her special passives) and want to get access to the good Priest buffs asap, so that's why I use her as SC Priest 90% of times. Getting stuff live Devotions for the Faithful Earl can make a bug difference in party performance for example. You shouldn't try to tank with your animal companion, usually it doesn't have the defenses or armor to withstand a lot of punishment. A Stalker's Bear with Resilient Companion at 4m distance is the best armor you can get and it makes the bear a lot tougher, but it's still not a good tank. Instead use Sporelings (did you pick the Ancient, don't remember, sorry) for tanking (if you have no other solid tank). With Wild Growth they become very tough (it lasts forever theoretically and practically it's over when when the summons disappear (from damage or bc. they expire). If you didn't pick the Ancient then this is pretty useless advice obviously. Other low tier summons of the Druid are not good at this, so better use a main tank like Edér or a custom adventurer or so. The Animal Companion has the advantage of not getting injured if it drops. So with sufficient resources you can revive it indefinitely. Still it's better to use it as "marker" and flanker in not-so crowded spots. Keep it by your side (stealthed if possible) when the combat starts and only send it in once the enemies settled on their opponents. Later on, with more healing options, buffs, abilities and revives it can become more reliable - or used as cheap decoy to lead enemies away. If it dies you just revive. This is often less "action-economically" expensive than a summon and it stacks with your summons. I find ACs very useful mostly, but it needs some experience to figure them out I guess. Anyway: don't use it as main tank or so (at least that would be my advice). But if this character generally isn't fun then maybe it's not worth trying, but maybe it would be better to start anew with something more "frontloaded", meaning it performs better right from the start of the game and doesn't need a certain char level to suddenly become fun to play.
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PoE on PS5
Boeroer replied to SellSwordDev's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hi! Major changes: nope. The features are identical mostly as far as I remember. But the loading times will be long if you don't have an SSD (does every PS5 have that?) because the backgrounds of the levels are huge hand-"painted", prerendered files so that may take some time to process (compared to a fast PC with an SSD). Also I hear that there are some new bugs after porting it ot consoles and those didn't really get fixed. I think it's nothing gamebreaking, but there were complaints (while the PC version is rel. free of nasty bugs). -
First Saru Sichr, then the Willbreaker. It also lowers Will on hit which is good for several good chanter invocations because they target Will (see Ben Fidel's Neck and Killers Froze Stiff etc.). Yes, although the PEN bonus is way more important than the damage bonus. I wouldn't max Survival for that alone. Yes - but there are a lot better AoE weapons for Whispers of the Wind because WotEP has a cone that you can't aim manually during the execution of WotW... and thus it often gets targeted in directions where nobody stands. Better options are the two hand mortars (especially with Blindin Smoke - counts as weapon attack and causes Resonant Touches - and Chain Shot - additional bounce of the AoE of the mortar whichg is also great for Resonant Touch), Keeper of the Flame is very good in combination with Saint's War Armor and Imagined Pain (endless wounds with no received damage). Also Watershaper's Focus with modal (Blast) and Ondra's Wrath is very nice. Mohora Tanga in the offhand and a mortar or Keeper of the Flame in the main hand is also a very good combo if you pick Swiuft Flurry + Heartbeat Drumming. The Red FLag DoT can trigger a main hand attack with Swift Flurry - because alls attacks from Swift FLurry and Heartbeat Drumming will be executed with the main hand weapon, even if it got triggered by an offhand weapon attack.
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The synergy isn't jawdropping in terms of the mechanics of Battle Forged I think, but thematically it fits very well. If you combine the Firebrand Great Sword (from Forgemaster Gloves and/or Belt of the Royal Deadfire Cannoneer) with any weapon focus, Two Handed Style, FoD, Intense Flames and Scion of Flame you will not only get more fire theme goodness but also pretty monstrous FoD-damage. Little synergy with Battle-Forged: the flame shield of the Darcozzi Paladin stacks with Battle Forge iirc.
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Mohora Tanga with single handed use (and style) and some ACC gear and crit conversion, combined with Boltcatchers or Hylea's Talons and also Ring of Molded Flesh is very good with a SC Druid who uses Avenging Storm, too. I also like the combo of a Druid with any class that grants easy access to accuracy (Monk & Ranger mostly, Helwalker specifically because of the nice MIG boost on top of the INT boost) because accuracy is the only thing a Druid is lacking sometimes - especially because some of the cool spells go agaist Fortitude and that is often quite high on the bigger and tougher enemies. I played a Stalker/Ancient recently and was pleasantly surprised about how good he was. Not only great accuracy vs. singular and multiple targets, but also 2 good summons (Sporelings) + Animal Companion in combination with healing and revival (AC don't get injuries so using revival multiple times is cool).
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Yes, Tyranny also had a nice system with the spell building - but afair it wasn't combining spells/spell effects that where already cast on the ground (or in the air or onto enemies) into greater spell effects. In DA:O you didn't craft a spell from differnet effects and then cast that new spell - but you cast spell 1, then somebody else or you cast spell 2 (and 3 eventually) on the same spot (or enemy) and the effects would "hook into other" and create a new, much more powerful effect. Like you could cast some sigils on the floor which weren't too powerful by themselves - but if you cast two of them on on top of the other suddenly a new sigil would form that was the best CC effect in the game iirc. But the general approach of Tyranny on how to "craft" spells from different effects was nice, yeah. What totally killed it for me though was the cooldown mechanic then. "Cannot concentrate on a few spells, must create a ton of spells to prevent downtime..." - gahh! Well - I ranted about that multiple times now so I will let it rest today.
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Yeah, right - but you all didn't really get it. The things above are true, but they are also true for Saru Sichr (additional weapon effect - like a DoT or an affliction or on interrupt etc. - does its own attack roll which counts as regular weapon attack) and some other weapons such as Sanguine Blade, Wicked Beast and more. That absolutely helps with Swift Flurry/HBD, but that's not what makes Mohora Tanga so special. The main difference between Mohra Tanga and all other weapons with secondary attack rolls is that "Red Flag Flying" (that's the DoT, the seconday ttack roll) will proc ITSELF when it crits. And that proc can crit, triggering itself agai... and again... you get the idea I guess. All by itself - it doesn't need any additional ability to do that. What that means is that even without any Swift Flurry/HBD stuff you will get endless crit chains of Red Flag Flying if you have a 100% crit chance. And enough crit chains even with moderate crit chance. Now - those DoTs from Red Flag Flying don't stack with themselves - it just refreshes the duration - so those crit chains of just Red Flag Flying are not overly useful by themselves. You need something else that procs off of weapon attacks. Aha... now think about gear such as Boltcatcher Gloves or spells such as Avenging Storm. Basically everything that gets triggered by weapon hits or crits will work. And even if it ony procs in 10% of cases or so - still viable because you can generate whole chains of crits so relatively easily. And yes: Swift Flurry and HBD work with that whole shebang, too! With a Monk it's now ridiculously easy to achieve literally gamebreaking chains of crits - because SF/HBD and Red Flag Flying will fuel each other. It's like one crit from a fat chain might very likely trigger a new fat crit chain - that's why the game tends to crash if your ACC vs enemies' deflection becomes too overpowering - the game can't handle virtually infinite crits. It gets relatively easy to deliver crit chains with thousands points of damage to a (mega)boss - but it also becomes very easy to crash the game against underleveled or just weak enemies. Other class combos can profit - as I said it's not really about SF/HBD (although the interaction is devastating) - it's about Red Flag Flying triggering itself (=melee weapon attack) potentially endlessly. For example a Druid or Stormspeaker with Avenging Stormand decent accuracy - or anybody with Boltcatcatchers, Gatecrashers really can become a crit chainer then. But beware: triggering 100 Avenging Storms in a fraction of a second will most likely freeze your screen for a moment and also might crash the game. Props go to @Constentin Lévinewho discovered this. Nobody else did because I guess nobody else before bothered to use that spear - because its stats just look underwhelming compared to other spears.
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Battle Forged (Fire Godlike) scales its base damage really nicely - but it's only worth it if you build around it a bit imo. Like here: or here: The rest of the Godlikes' racial abilities is not worth it imo, given the good helmets you can get (see Tempered Helmet or Company Captain's Hat for example). Moon Godlike is very good in the early game, but not later in the game imo. The rest: nah... Just my personal experience of several playthroughs though and only related to the mechanics. From a roleplying point of view it may look completely different of course.
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Mirke (Streetfigher/Monk) is very good with Serafen's two mortars + modal on and a focus on Stunning Surge as the main attack option. Of course she will also be very good as single class Monk. Konstanten as Skald/Barbarian can be a nice passive debuffer when you give him The Long Night's Drink and pair it with Spirit Frenzy. Any hit with the chant will then apply Weakened (-10 Fortitude) and Staggered (-10 Fortitude on top) and that works very well in combinatio with a Morning Star with modal (-25 fortitude, again on top) and Brute Force (targets fortitude instead of deflection - and fortitude will be reduced by 45 points...) Fassina can be cool to build as SC Conjurer and then later use gear optimized for bow shooting and use the Essential Phantom in combination with Caedebald's Blackbow. You will then have two shooters on the battlefield that terrify with their auto-attacks. And the bow targets fortitude instead of deflection - see Konstanten. Ydwen: no special idea, never kept her for too long.
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Troubadour/Psion is really fun and not boring in my experience - especially because that combo can be extremely versatile and you almost never have to wait for something since there's nearly always enough resources for taking impactful action. Of course: if you focus completely on summons and mind control alone (which is an extremely forgiving playstyle) then it can be a drag - but that class combo can do almost everything well (besides weapon combat). One of the most enjoyable characters I had so far. Ultimate runs are always extremely long and tedious imo, especially when it comes to megabosses *zzzzz*... class combo doesn't really matter when it comes to boredom (while watching) imo. I like the general concept of Skald but I have two problems with it in comparison with Troubadour: It's difficult to completely overlap two phrases without pause - unless you are a Skald/Monk with Duality oMP:INT... or max out INT right from the start and concentrate on INT items. Melee crits are quite the unreliable source of phrases on PotD, especially later in the game against the tough nuts. Well - unless you pick Monk with Swift Flurry/Heartbeat Drumming and use Mohora Tanga (because causing a crit is more likely bc. of two hit rolls per attack - and a crit with the DoT is very likely to lead to a chain of crits which will make sure you get that 1 phrase). What I like about it are the extremely cheap low-tier-starting offensive invocations, especially Her Revenge, KIllers Froze Stiff and Ben Fidel's Neck. Because should you gain a crit-phrase you can almost always cast such an invocation directly afterwards (since they only cost 2 or 3 phrases).
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DA:O had very simplistic class and ability "trees" and therefore limited potential for multiple different builds - which would have motivated me to play it several times more (like I did with PoE/Deadfire). But I enjoyed it still. What was quite nice was the ability to combine spell effects (from one or multiple casters) into "secret special spells" that you could discover by simply trying it out. I played a guy who specialized on that sigil-combo that pushed enemies around like ragdolls, which was fun because afair there was no defense against it. And two casters (one Morrigan, the other I don't remember) went on to unlock "Storm of the Century" which was not only very powerful (see Great Maelstrom) but also looked and sounded awesome. I haven't played an RPG since then where you could do the same.
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A multiclass Monk can also stack very high defense bonuses against disengagment attacks (Fast Runner + Tumbling and then items) so Nomad's Brigandine isn't strictly mandatory to make this work - however, it gives you 100% reliability while sparing several ability points and item slots. And it also gives good bonus deflection against melee attacks and has high AR - so the best armor for yuch an approach I would say. Btw: as a SC Monk it's also cool in combination with Imagined Pain. Gaining wounds from disengaging AND an Offensive Parry (which works with Swift Flurry and Heartbeat Drumming by the way) ist pretty neat.