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Everything posted by Boeroer
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Yes, my Ranger/Monk with single-handed Mohora Tanga crashed the game way too often for my liking. Game even crashed with Druid/Entropy/Avenging Storm when using Boltcatchers though. Not as much, but still happened often enough so that it's not attractive anymore. Stuff like Effort/Avenging Storm is better for playability because it causes almost no technical issues (besides making the game a little bit laggy at times, but bearable).
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Entropy + Avenging Storm + Mohora Tanga crashes my game almost every time. ? I meant that neither a Debonaire/Cipher can do it all by himself (because cannot confuse himself) nor can a Debonaire/Berserker or -/Tactician (cannot charm all sorts of enemies). --- Shouldn't Mohora Tanga (offhand) + Current's Rush (main hand) on a Ranger/Monk with Driving Flight/Swift Flurry/HBD be devastating on mobs in theory?
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Skalds gain +1 phrase max from one executed action (no matter how many attack rolls and crits happen during that action). So while a Skald cannot gain more than +1 phrase from SF/HBD and/or Mhohra Tanga, the chance for receiving that 1 phrase (remmeber it's only 50% of crits) is way, way higher. --- So, a self-contained Debonarie crit chain with Mohora Tanga is not possible I guess. For (self) Confusion you'd need a Berserker or Tactician and for Charming all sorts of enemies you'd need a Cipher or Chanter as second class.
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I don't recall a quest that I wouldn't want to do in general. I didn't do some quests based on the character I played at the time. For example there were several playthroughs where I didn't get the Gift from the Machine (didn't feed anyone to the dargul on top of the tower) and also no Effigy's Resentment (didn't throw anyone into the blood pool). And of course you can't do all faction quests in one playthrough since you have to decide at some point which faction you commit to (or none).
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Resource regeneration or refund by class: All: Empower (except Bloodmage) Brilliant Inspiration (different sources) His Heart Did Fill With the Light of the Dawn Barbarian Barbaric Smash (all Barbarians) - when the enemy is killed with the attack you get 2 Rage back. Corpse Eaters pay 3 Rage for Barbaric Smash so they will always at least pay 1 Rage. Flesh Communion (Corpse Eater) - gain +3 Rage when eating the corpse of kith, beast or wilder Blood Surge (Single Class Barbarians) - when the Barbarian kills (doesn't matter if firend or foe or even barrels) there's a 25% chance to get +1 Rage. With the Community Patch it's 50%. Chanter Phrases (all Chanters) - gain 1 phrase point for singing 1 phrase of a chant Skald - 50% chance to gain 1 phrase point when dealing a critical hit with a melee weapon Blightheart (all Chanters) - 1 phrase point per kill (no matter how, no matter what) Sasha's Singing Scimitar (all Chanters) - when empowering an invocation either get 3 phrase points back or all phrase points (depending on the enchantment) Cipher Soul Mind (Psion subclass) - get Focus per second (a bit like a regular chanter). The amount per second scales with Power Level. Soul Whip (all non-Psion Ciphers) - get focus from dealing weapon damage. Soul Whip (Beguiler) - get focus from casting Deception spells on enemies who are vulnerable to Sneak Attack Reaping Knives (all single class Ciphers) - if cast on a party member the Cipher gains +5 focus every time the party member hits an enemy The Complete Self (all Ciphers) - 33% chance to gain +5 focus when landing a crit with a spell Druid none Fighter Toughened Fury (all single class Fighters) - when getting struck with a critical hit there's a 10% chance to gain +1 Discipline Tactician: when interrupting an enemy' ability gain +1 Discipline Brilliant Tactician (Tactician) - when no party members are flanked and all enemies are flanked: become Brilliant (see above) Monk Wound Trait (all non-FF and non-SP Monks) - when receiving damage gain wounds Wound Trait (Forbidden Fist) - when a hostile effect expires gain +1 Wound Wound Trait (Shattered Pillar) - when dealing damage with auto-attacks gain wounds (like a normal Cipher gains focus) Nalpasca - gain wounds per passed time under the influence of drugs Sister of the Reaping Moon - gain 3 wounds on killing friend, foe or barrel with a melee weapon attack Mortification of the Soul (all Monks) - suffer some damage, gain wounds Dance of Death/Enduring Dance (all Monks) - gain wounds based per passed time (see Chanter or Psion mechanic) Stunning Surge (all Monks) - when the attacks critically hits regain the cost of 2 Mortification Parting Sorrow (all Monks who can engage) - when you engage an enemy and that enemy either breaks engagement or dies(!) gain 1 Wound Imagined Pain (all single class Monks) - when missed by any attack roll gain 1 wound. Immunities count as misses. Xoti's Lantern (all Monks) - when the Monk kills (friend, foe or destructibles like barrels) you gain 1 wound and 1 Mortification Paladin Virtuous Triumph (all Paladins) - when the Paladin kills (no matter who, no matter how) there's a 25% chance to gain +1 Zeal Divine Retribution (all single class Paladins) - when an ally gets killed (party member - or summon!) the Paladin gains +2 Zeal Priest none Ranger none Rogue Gambit (all single class Rogues) - regain 2 Guile per critical hit with the Gambit attack. With a Full Attack or multihit-weapons you can regain the full 4 Guile (but not more) Wizard Blood Sacrifice (Bloodmage) - suffer some random damage (withing a certain range), gain a spell use of a random spell level (which is not full) I think that's it from the top of my head - but I may have missed something. Monk is the only class that can refill two resource pools (with an item).
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If anybody got the idea that Deboniare/Cipher with Mohora Tanga would be cool - because charmed enemies give the Debonaire 100% hit-to-crit conversion and DoT-only doesn't break Charmed: you can spare youself some time because I tested that and unfortunately (or fortunately if we speak from the perpective of the game which would most likely crash) Red Flag Flying doesn't get applied if the target is friendly (also doesn't work on party members and summons etc.). So no crit-chains with a Debonaire/Cipher I'm afraid. Next trying Rogue with Gambit. If the mechanics work like with mortars then every crit will grand additonal Guile internally which in turn raises the dmg bonus until the bonus guile gets capped at 4 once the ability finishes. Will report...
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You can use them like hired muscle for only the digsite and afterwards remove them from the party and park them on your ship. They will help in boarding fights but otherwise won't be in your way. They cost a bit of money to hire but compred to what you will loot and collect afterwards it's not really a lot of money and well worth it imo.
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You are not doing anything wrong - except maybe the order of fights. Both of those areas are just very tough for beginners. Try do gain as much XP as you can before you go to the digside and hire one or two adventurers before. The enemies in Gorecci Street are very tough. It's normal to get beaten by them. You can circumvent both fights with sneaking. Since fight's don't give a lot of XP but quests do, it's not a loss to sneak past some enemies instead of fighting. You can enter Gorecci Street from the south - then sneaking past the looters is very easy. For the fight at the digsite a Druid adventurer with Charm Beast (lvl 1) ist very helpful. The skeletons in the digsite are tough as well. They are only optional though - you won't miss much if you can't beat them. You can try after solving the catacombs of the digsite - ususally you will gain a level while doing this so afterwards the skeletons should be easier to beat.
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Yeah. The list of crits is only Red Flag Flying. The actual dmg starts down below as ususal. She also uses Boltcatchers which makes it even more complicated to figure out what happens. I'm just happy this lead to a rel. early hit or graze and didn't crash the game again. I'm also using a SC Druid with Mask of the Grotto Deep and Effort, Hylea's Talons etc. and wanted to get Ajamuut's Stalking Cloak. I withdraw him once he cast Avenging Storm and some pulsing spells. Then he not only blitzes enemies but also puts a DoT on them and stuns them (which adds two additional rolls as well). Cool stuff. so great against annoying mobs, especially with dual Tanglefoot (huge AoE). Against the bosses he doesn't crit so often. But that's what the poking lady is for.
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ROFLMAO poking the dragon... This is during a proper playthrough. She (Stalker/Nalpasca with Mohora Tanga) is dong this without even Heartbeat Drumming. Swift Flurry in combination with Red Flag Flying is enough. For this to reliably work on the big bosses I use a Morning Star with the party's Berserker/Helwalker (including Spirit Frenzy and Enervating Blows), Ngati's Tusk with Hunter of Hunters with the Priest/Troubadour with max Survival+Cap of the Laughingstock and the pike modal (didn't even use that here, was still preparing buffs...), Blessing, Devotions (didn't get to that either) and Cap of the Laughingstock and of course Marked Prey + Stalker's Link, Survival of the Fittest and Accurate Wounding Shot.
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I prefer the convenience of a Mage Slayer/Troubadour with Effort. Add two stacks of spell disruption every 3 secs just via chant - and of course a ton of stacks with invocations like Her Revenge is cool. I also thought about combining Mage Slayer and Priest of Woedica. Cast a writ of sorcery to immediately stop casting and then piling stacks of spell disruption "passively" so that the casters can't cast even ifthe writ runs out. But 3 stacks of Spell Disruption right at the start of the battle against a far away caster also do have their merits I must say... *takes notes*
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The Geomancer @masterty66suggested is even good enough (alround) to go solo. I used it with the Willbreaker, too and gave the Phantom Concelhaut's Draining Touch which lets it do considerable damage. Generally I would consider Sage (Monk/Wizard) to be one of the most enjoyable Wizard multiclasses. Stunning Surge with Spirit Lance... :chef's kis emoji A very good one is also Assassin/Wizard, especially if you focus on non-damaging CC effects and use Arkemyr's Brilliant Departure to stay invisbile while casting CC spells with very high ACC (Arkemy'r Brilliant Departure doesn't break as long as you don't deal damage - wall spells excluded - you can deal damage with those and still not become visible). With Wall of Draining you can later stay invisible for the whole fight. Not oly does this give you amazing ACC but it also makes you invulnerable basically. The good thing is that this char works well right off the shelf. Casting a good CC or damaging spell from stealth will grant you +25 ACC from level 1 which is really useful even without invisibility and whatnot. Then you can get Smoke Veil rel. early for some more high-ACC casts and then finaly you can get Arkemyr's Brillant Departure from Arkemyr later on. Wizard/Psion is another combo I like. Wizard/Priest is also a great multiclass which can be extremely tanky yet offensively useful as well. Finally a Wizard/Druid can be made into a very sturdy melee spiritshift character with tons of spells and very respectable melee dmg with the help of Zandethus Draconic Fury. Bear Form + Spiritshield (and Llengrath's Safeguard) + Form of the Delemgan, Blunting Belt and Dragon Pendant will give you absurd AR values with 0 recovery penalty.
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Hehe - you can use Scordeo's Trophy in the main hand and Mohora Tanga in the offhand. Enchant Scordeo's Trophy with Strategic Blitz - you will get -10% melee recovery per hit with the pistol. If you attack with the spear in melee and trigger SF/HBD with the Red Flag Flying you will shoot with the pistol autimatically, adding some stacks of the recovery bonus for the spear. That way you not only get the dual wielding/two weapon styl bonus for the spear but also the Strategic Blitz bonus, making you stab like a sewing machine at some point. In addition to that you get the flexibility of a hybrid weapon setup of course.
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You need gear that raises defenses and AR. - Shield (I would recommend large shield because the modal is top for a tank): Cadhu Scalth is great with a skill focus on Athletics and Metaphysics. Bronlar's Phalanx is also very good but comes later than Cadhu Scalth. Shining Bulwark with Rear Guard is nice, too. Add Weapon & Shield Style obviously. - Ring of Protection and Entonia Signet Ring (rel. early) - Cloak of Greater Protection of Deflection (very early with Port Maje shopkeeper via Berath Blessings) - Bracers of Greater Deflection (late) - Armor: Nomads Brigandine, Reckless Brigandine, Magnera's Chain, Patinated Plate, Casita Samelia's Legacy - that sort of stuff. - Weapon: Gladiator Sword (top visual combo with Bronlar's Phalanx for Gladiator vibes), Kapana Taga (top visual combo with Cadhu Scalth and Reckless Brigandine for Huana vibes), Baradatto's Luxury (nice with Shining Bulwark and Magnera's Chain to get a more "dwarves" look I guess)... If you want to help your phrase generation a bit more I would pick up Sun & Moon. It gives you two chances to crot per strike which enhanced the phrase generation for a Skald such ad Konstanten. An alternative is Mohora Tanga (the Red Flag Flying DoT counts a second weapon attack that can crit). Spears also have a useful modal for a tank (+1 engagement). I guess for a Howler tank engagement is important. You can get that with the Barb's Shout (+3), but you have to actively shout and sped Rage (and an ability point) in order to hold that up. Imo using Cadhu Scalth (+1), Reckless Brigandine (+1) and Kapana Taga (+2) is best in terms of Engagement and also top on terms of defense. You get +4 engagement which is enough - and if you feel the need to raise that you can barb-shout for 3 more. The looks are not everybody's Cup of tea though.
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The CP mod adds reasonable adjustments that make the game better without overdoing it as some mods do imo. I would totally recommend it. In addition to the mechanical adjustments it also adds unique icons for every passive ability - which otherwise share a lot of the same icons which is confusing and annoying while leveling up. Without CP you constantly have to hover over the icons so that the game can tell you the name of the ability. Put an end to that with the CP's passive icon pack (it's included with the CP mod, no need to install it separately). CP is a modular mod - that means you can install different "sub mods" individually and don't have to install the whole package if you don't want to. In addition to that I'd also recommend Spherical's Enhanced UI mod (doesn't alter mechanics but only adds useful, small UI features and bits like tooltips for some mechanical terms, inspirations, afflictions and so on - without altering the UI design itself) - I wouldn't want to miss that even now that I know the rules in and out (mostly). In addition to that I also recommend @Noqn's Carnage AoE indicator mod. It adds an AoE indicator so that you can actually see where Carnage will apply. In the vanilla Deadfire game this is not visible unlike in PoE1.
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Highest AC should be Ranger/Cipher I found a way to use the spear's advantages with Swift Flurry but mostly prevent the crashing: put in into the offhand. Red Flag will still proc itself numerous times - but from those red flag attacks a main hand attack is triggered with the other weapon which seems to break the infinite cycle at some point. I'm still one-shotting weak enemies, but the game didn't crash so far. Could be cool with a main hand weapon that does something special on crit - like Sungrazer or whatever. Edit: a hand mortar in the main hand is kind of funny: each proc of Red Flag Flying from the offhand spear seems to trigger an AoE shot from the main hand?
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I'm doing a playthrough with a Berserker/Helwalker with Saru-Sichr and with a Stalker/Monk with Mohora Tanga and both work very nicely, although you really have to use another weapon than the spear when you face very weak enemies. Else the game will instantly close. *!crit overflow!* I picked Magistrate's Cudgel as a backup weapon. Far less chains against weaklings but no game crash. Against tough ones the spear is great though. I now also tested the pike "Wicked Beast" and it's way better than I initially thought. It's not snowballing as crazily as the spear, but the Hounding effect that gets applied has several different variants and during a crit chain all of them can get applied. The knockdown/prone effect of hounding gets prolonged by INT etc. so it's not uncommon for the enemy to be on the ground for over 8 secs. The rest is also useful. The "Bad Dog" self damage of the pike can be annoying, but it's not too bad and actually helps a monk to get wounds (if not Shattered Pillar or FF). You only have to make yourself immune to interrupts because else Bad Dog will interrupt you which is the real annoyance. I used Rekvu's Fractured Casque with a weak injury (acute rash) to make myself immune. And then it's a real nice weapon for a Monk/Ranger with Swift Flurry/HBD. Also because the pike modal (-10 deflection) helps, the Hounding effect targets Reflex (and not Fortitude like Saru Sichr's and Mohora Tanga's effects) and with Instruments of Pain you will have the awesome melee range of 11 meters.