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Everything posted by Boeroer
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Well - the summoning rule is widely known - but it is not consistent anyways: when you kill a vessel or spirit with Grave Calling or Hel Beckoning or kill any enemy marked by the Essence Interruptor the game doesn't care for your summon limit and you can have dozens of minions. So for the sake of all Ghost Heart/Beckoner lovers I would change this behaviour so that the summoned Animal Companion doesn't count towards the limit.
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A Shattered Pillar can also use Dance of Death. That's not exclusive to the Nalpasca. So the Nalpasca "only" has the advantage of 1 wound per 6 seconds when using drugs. That's nice but not as good as the unnerfed Shattered Pillar was - who got max wounds with every strike of Torment's Reach and also gained wounds with Rooting Pain (!). That was way too overpowered. I don't know if auto-attacks was the right choice - I guess I would have lifted the wound threshold instead. But something had to be done. But now with the auto-attack-only thing I would at least have removed the wound cap at 5 and give him 10 as well. Getting wounds from auto-attacks only and a cap of 5 wounds is too much in my opinion.
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Oh right, sorry. 150% Linger Time, not 200%. My bad. Must have added the bonus from 20 INT in my head since I always go for 20 with a Troubadour to achieve overlap with no gap. For 30 INT all you need is being a Godlike from Old Vailia and having monk as second class with Duality of Mortal Presence.
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Err... why is it misleading? When you are creating a char the description of Shattered Pillar says that he only gets wounds from melee non-abiliy attacks. And that his wound threshold is +200% I believe. In this case I think the description (at char creation) is ok. Spirit Lance can do auto-attacks - as long as you don't use abilities it will fill your wounds. @Teclis23: nope. Shattered Pillar is the worst monk class in my opinion - even with Spirit Lance. The max wound count is 5, not 10 and it's annoying that you can't get wounds from ability usage. A Helwalker/Wizard and more so Nalpasca/Wizard is better in my opinion. A Nalpasca on drugs, Enduring Dance and Alacrity generates wounds faster than I can spend them. I can spam Torment's Reach with no pause. Can also use Minor Blights with no drawback. Can't do that with a Shattered Pillar.
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Erm... yeah... However, the Troubadour (you can edit your thread title with "Edit -> Use Full Editor - right of the "Save" Button - if you bother ) pays +1 phrases for all invocations. He also has double Linger time. Linger time is the phase of a chant where the effect of the chant is still active, but you can already sing another one. So you can overlap phrases without any gap - only as a Troubadour. Then he has Brisk Recitation, a modal. Turn it on and chant phrases suddenly only last 3 seconds instead of 6. The Linger time is completely gone though. This means you build up phrase points twice as fast(!). This speeds up your invocation-spamming a lot obviously. But the drawback is that you can't overlap chants anymore. So it's either: 6 sec singing phrase --> 6 seconds linger + singing another phrase --> and so on = stack/overlap phrases or 3 sec phrase --> 3 sec phrase --> 3 sec phrase --> and so on = build up phrase points very quickly
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Yes, I took Evasive Roll and Escape so that I always have one mobility ability as long as I have at least 1 Guile or 1 Bond. Thorny Roots is quite cool. I only recently noticed that it's an AoE ability in Deadfire. Totally missed that. Those things happen if you have too much PoE stuff stuck in your brains.
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I had a suspicion: I read in the patch notes that Wizard's phantoms now get your gear. I suspected that the phantom must get clones of the items. That made me think: what happens with cloned summoned weapons when their managing spell effect isn't cloned as well? They should behave like summoned weapons you give yourself with the console. And it is like I suspected. I was pretty sure Obsidian didn't think about summoned weapons. I started testing with Concelhaut's Draining Touch (which on a phantom doesn't go away after one hit - and thus your phantom can do very serious single target damage with it), then tested Minor Blights (I suspected wouldn't cycle), then Spirit Lance (works fine on a phantom but no surprises here) and finally Enhanted Armory (where I found out that you can keep the Breastplate and the one-handed Great Sword permanently if you do certain things).
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Yes - better to remove confusion. Or take something else. The Ghost Blades also proc from allies like Skeletons if you attack them directly (no need for confusion) but the Ghost Blades are foe only then. I'm thinking about using it with a nuker build with maybe strong single target dmg spells that then proc Ghost Blades. Something like Ascendant/Assassin + Disintergrate or so...? Or better Ascendant/Barb for Blood Thirst and casting speed... Hm...
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Well - the Ghost Blades get the Legendary dmg bonus of 60%, the +3 (=+9%) MIG from Sated Ravenous Soul Hunger (the kill it procs already counts for Ghost Blades) and +15% from Two Handed Style. So without any special class ability +84% already. It also gets the +4 PEN bonus and the +15 ACC of Legendary as well - which both often leads to overpenetration (+30%) and crit (+25%). You can reach +100% dmg bonuses without breaking into sweat. 20 damage in a rather big AoE from a kill + hobble isn't bad at all. It also procs off of kills that weren't done with the blade itself (as long as you are holding it) - like Rooting Pain and Carnage and any spell (like Crackling Bolt). So it also procs off itself. It also procs from allies if you kill them (skeletons). It also profits from Myth Fyr, Turning Wheel (+fire lash) and Lightning Strikes as I found out. I wonder if it also can proc stuff like from Gatecrashers or Boltchatchers... so far it didn't proc, so maybe not. So basically the estoc adds Ghost BLades that profit from your blade stats to EVERY kill you do no matter how. All in all - if you build a bit around it - it's awesome! Edit: if I'm not mistaken I just managed to proc off the Boltcatcher's shock AoE from the Ghost Blades...
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A proficiency is not connected to one-handed (or two-handed) usage. It just adds a modal to the weapon - it doesn't matter at all how you wield it (also code-wise). As AndreaColombo said: you can do Bleeding Cuts with Oathbreaker's End as with any other battle axe. In case you didn't mean proficiencies but meant One Handed Style (or Two Weapon Style) that you use for one handed weapons opposed to Two Handed Style: Oathbreaker's End only works with Two Handed Style, not One Handed or Two Weapon Style.
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I'd also say you "waste" less time with doing ship-to-ship combat than with boarding. Especially with an upgraded big ship like junk or galleon and fully equipped gunports and developed cannoneers. I usually win after two jibes (depends on the enemy vessel of course). With double bronzers sometimes one salvo is enough. You can't do a boarding fight that fast - even if the enemy ship is only manned by a Beckoner's skeletons.
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Since 2.0 the regeneration items stack with themselves without exception I think. There was an issue with either the Troll Hide Belt or the cloak "Three Trolls Stiched" (can't remember which trollish item ) but they fixed it in 2.0 (see patch notes). You can also stack that aura "Pale Light"/"Nourishing Light" from that blue Disney heater shield with it.
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Confused about "one stands alone"
Boeroer replied to valter's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It should get triggered automatically once two or more melee guys attack you ("threaten" you). It has nothing to do with engagement (was changed in a patch because of Eye of the Storm removing engagement of enemies). Also allies shouldn't matter. Maybe you need to equip a melee weapon to see the little icon - because it only applies to melee damage. You should be able to find it on you char sheet under "Current Effects" (or what is it called?) as well.