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Everything posted by Boeroer
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I would also say that most of your latest threads belong to the char build/strategy subforum. Not necessarily because they evolve around strategies and char building all the time but because discussing your mechanics/item/class questions is nigh impossible without heavy (item) spoilers. And using spoiler tags is so tedious. ) Most of these threads will get moved there anyway, so maybe starting them there is better. Just a suggestion though. The auto-knockback effect is annoying as heck. I like push effects, but I prefer those you can trigger at will so you don't run into those problems you describe.
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By the way: Blade Turning will not generate wounds with Shattered Pillar. Those damage is not considered yours. But that's info from beta - so who knows... You can hardly get an attack off (be it auto-attack or ability attack - where's the difference in speed?) if you want to turn blades without downtime. Nalpasca with Dance of Death generates 1.5 wounds every 3 secs (1 every 3 with Dance and 1 every 6 sec with drug). If you multiclass with Berserker or Wizard you can add a lot of wounds via self damage. But usually the drug/dance combo is good enough to keep on blade Turning - whith an occasional hit every now and then from ranged weapons and spells. Riposte/Tuotilo's Palm crush riposte will not trigger because you won't have incoming attack rolls - those are all reflected and don't do an attack resolution against you but against the enemy.
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Console: setCharacterClass <player_name> Barbarian <level> truePlayer name is easily resolved: just type "play" and hit tab - console will autocomplete your internal name. Same with class name: type "b" for example and then tab and you'll get barbarian. This command only takes vanilla classes. For subclasses see below. The last value checks if you want to delete the old class (true) or if you want to keep it for multiclassing with the new one. With setSubclass you can then give a subclass. Note that both commands will not give or remove abilities. You'd have to do that manually with addability or removeability. Or go to a tavern and retrain - that's easier.
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Oh. Does that mean you don't need me to test it anymore? Because that works for me as well, I've sort of hit a wall in terms of drafting out a theorycraft for this. I just started a new playthrough and thought I can bring one such hireling in in order to test the concept. I also forgot that Bronlar's Phalanx has an enchantment that makes you smart once you engage an enemy. This could also be used against Confusion.
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Yes. Although to be fair the summoned Great Sword is pretty neat. The only reason why a Priest of Berath (multiclassed for melee) isn't as great as he could be is that stupid implementation of Full Attacks (like FoD) that favors dual wielding. But I had good results with a Berathian/Goldpact Templar. I didn*t check how wounding works with raised MIG in Deadfire, but I suspect that a Helwalker/Berathian with Engoliero do Espirs might be a really nice combo - thematically and also in terms of melee prowess if the wounding behaves anything like in PoE1. Helwalker can get you +10 MIG and INT and the Estoc can give you another +3 to MIG (and CON and DEX - you don't even have to kill with the blade itself - a nuke will do). Combine with Holy Power and you are already at +18 MIG. No need to boost MIG at char creation or else you will reach the cap pretty soon. Healing and damage should go through the roof at some point. Also Barring Death's Door with +10 and more INT plus Salvation of Time seems to be great. Pair with Death Godlike to get +3 PL.
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I got Bracers of Greater Deflection in my first playthrough right after release. I can't say for sure where I got them. I think it was random loot but don't quote me on this. I remember getting them because they didn't stack with the Cape of Greater Deflection - and that was a real bummer (this will be fixed in a future patch I heard).
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At least one I remember is a 1/rest nuke like Fan of Flames with benefits. I find those 1/rest stuff pretty boring to be honest. And it even makes the encounters harder to balance for the designers. Why did they do that? I would have really liked some new passive mechanic like the keystones in Path of Exile for example.
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Yea - it's pretty wild at the moment due to the good old tradition of Obsidian to introduce a lot of bugs with a patch that fixes bugs. But to be fair - most of those seems to stem from the new content. You may wanna bump it in a few days after the "Plague of Insects" wore off. I mean who needs fixes for game crashing bugs while those weapons lack their PEN, right?
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Priest is weaker than in PoE (where it was the strongest class in my - and other's - opinion). But I don't think that it's a weak class in deadfire. Priest get some spells that can make a huge difference (for example Devotions: acc bonus that stacks with PER inspirations) when used properly. A single class Priest lets you cast such spells a lot earlier and thus makes the playthrough easier - even if the performence of the priest itself is hard to measure and it doesn't feel like much. But do an encounter with Blessing + Devotions and one without and you can see the difference +15 ACC make. It's like gaining 5 char levels (when it comes to accuracy). Not to forget the mean debuff it puts on enemies. The earlier you can use that spell the better. Single class priests (esp. Magran) can have extremely potent damaging spells and also the higher Power level makes sure that lower level spells like Shining Beacon scale nicely. Power Level adds base damage so damaging spells. So if you can for example get a crit and have high MIG a higher Power Level with SHining Beacon leads to higher damage per tick AND longer duration. This double-buff of damage explains why a single class priest can reach very high dmg numbers with one single spell. It's not obvious, so it often gets overlooked. So I wouldn't say that you shouldn't single-class a priest. In fact I think that Spark the Souls of the Righteous is so good if you know how to use it that it justifies to play a single class priest (in a party).
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I think I tested that and it did use that DoT aura, yes. The phantom has all your gear (cloned items). It only can't use active abilites (like Fireballs from a necklace or so), it does only auto-attacks. It also can't trigger effects on unconsciousness - like Effigy's Husk's raw damag AoE when getting knocked out. Because it just dies/vanishes but doesn't go unconscious like a party member. The rest all seems to work.
