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Citzal's Spirit Lance is the best melee weapon in the game. And I mean it. Seriously! It scales perfectly well. Maybe the tooltip had a hickup. However, the biggest bonus point is that it transports nearly all on-hit/on-crit effects over to its AoE. That isn't too powerful for a single class wizard, but very, very good for multiclass wizards that get some special attack abilites: Rogue:Arterial Strike/Gouging Strike/Toxic Strike - raw DoT in an AoE with only one attack (besides the afflictions of course which also get applied to all enemies who got hit) Deep Wounds in an AoE Sneak Attack and Deathblows in an AoE AoE Riposte Fighter:Knockdown and Mule Kick in an AoE (hilarious) Cleave with AoE Clear Out: every hit of the AoE attack that Clear Out does will trigger another AoE attack of the lance = HUGE damage (and also everybody gets pushed and goes prone) Monk:Swift Flurry & Heartbeat Drumming: I don't think I have to say a lot - more chances to crit which might trigger another AoE attack wich is more likely to crit than a singel target attack and so on. Still produces chain reaction that one-shot low-defense mobs Stunning Blow & Surge: Stun in an AoE. WIth Stunning Surge you almost always regain your Mortification. In 1.22 you even get more Mortification than you spend (nearly always) - thus you can spam it endlessly Force of Anguish: I think you know what happens. It's like a grenade filled with human bodies as shrapnell. Skyward Kick: like Mule Kick basically Instruments of Pain: the lance becomes a ranged weapon with a range of 10.8 meters but unlicke Long Pain you can still use all melee abilites with it, including Swift Flurry & Heartbeat Drumming. Paladin:Flames of Devotion in an AoE. THat's is basically. Nothing too wild but still nice Druid:Taste of the Hunt: big raw DoT on everybody and usually full heal Cipher:Soulblade: Soul Annihilation applies its raw damage to every enemies it hits in a weird (but powerful) way Ascendant: Draining Whip + Spirit Lance means you always get maxed with one attack if you hit enough enemies Barbarian:Barbaric Blow in an AoE: the crit chance and damage translates, but Carnage does not proc off of the AoE hits (in general) Blood Frenzy/Spirit Frenzy apply their effects in an AoE (additional to Carnage) I'm sure I forgot something. I did a lot of testing around the Lance and can't remember all stuff because there are so many cool synergies. Unfortunately Ranger's Wounding Shot does not transport its DoT to the AoE rolls. Also the pike modal doesn't. Concussive Shot and Tranquilizer do work though. WotEP does translate afflictions and stuff to its cone, but it doesn't work with Clear Out and INstruments of Pain, its base damage is a lot lower and its AoE is smaller. It has some nice enchantments though Wahai Poraga only hits 3 additional foes around you - you have to be surrounded by foes and its base damage is lower. It also doesn't work with Instruments of Pain, but with Clear Out. Both cost huge amounts of money to bring to legendary status. This can be done earlier than Spirit Lance reaches legendary, but it makes you spend a lot of moey that you could put into stuff that gives you more advantages than upgrading your weapon from superb to legendary That's why I think that Citzal's Spirit Lance is the best melee weapon in the game. This also works with mortars, Minor Blights and rods with Blast of course, they are no melee weapons though and thus don't work with several melee abilities. I personally think that wizard/monk is the most crazy combo (because of Flurry+Drumming and Surge), but rogue and fighter are also supernice. Soulblade, too - you just won't use any cipher powers... Now I will get toasted because I most likely caused a nerf.
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The most unforgivable sin of Deadfire is that it summoned some 5 year old Rumpelstiltskins directly into the forum.
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It has to be a change that is easy to implement (e.g. doesn't need animation/graphics changes). Because this simply would lower the chances that our wish gets fulfilled. I also don't think that weapon and shield needs a special Full Attack. It's a defensive setup and doesn't need to be on par when it comes to damage dealing. It's a pretty powerful setup already. For Full Attacks with a shield there's stuff like Tuotilo's Palm.
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The tree says passive and active. It's that simple. Passives stack with everything, including actives. Actives are not supposed to stack with each other if they address the same stat. However, there are a few exceptions. For example an active ability that does +20 to all defenses can stack with one that does only +20 to deflection so that you get +40 deflection. It's not a lot, but they are there (Circle of Protection, Vigorous Defense, Llengrath's Safeguard...).
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They are looking. I have the impression that they are looking more than ever. Which is good! They are answering a lot more questions from the forum in the streams now, they mention stuff from the forums in the streams. This might sound evil but maybe the pause that Josh is taking from PoE does us good. No more Somethig Awful and Tumblr questions in the streams means more place for our suggestions/questions, hehe. Still wish that he comes back pretty soon though.
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Yes - nearly exactly as I played it. With one exception: why not Clear Out? I loved it with my Morning Star Berserker/Devoted. It does really nice damage on clumped mobs - because Carnage will trigger on every hit of the AoE attack. And it will apply Shaken and Body Blows to all enemies you hit with it. It will apply prone and push the enemies around as well. I mean the latter might not be desired sometimes, but still... For the levels before getting Brute Force you can make great use of Knockdown and then Mule Kick: both target fortitude and Mule Kick even gets +10 ACC. Those are pretty darn good attacks for a guy with a Morning Star (and Barbaric Yell). You can retrain as soon as you get Brute Force.
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Confounding Blind does -2 deflection on hit. A blunderbuss should only do -8, a Full Attack with Blunderbuss -16. Dual wieldig might have two chances of refunding Stunning Surge - but the one handed style still has a higher overall chance to crit/refund. Only two handers will have a disadvantage in this case - but to be honest: it's only Stunning Surge and Gambit. I can live with that.
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A Spellsword is a Wizard/Rogue. I guess you mean Arcane Knight (Wizard/Paladin)? You have to become the Herald of Berath in the opening scenes. If not you will be returned to the wheel, reborn as a rodent and the game is over. Arcane Knight (Wizard/Paladin) is strong class combo. Try Citzal's Spirit Lance + Bleak Walker's Flames of Devotion.
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That is not correct. If you deliver a Full Attack with dual weapons the main hand strikes first, its recovery is omitted and the second weapon strikes second and its recovery counts, So if you put a faster weapon in the offhand you will have a faster recovery with a Full Attack than doing it the other way round. So it's smart to put the faster weapon into the offhand and the slower one into the main hand when doing Full Attacks.
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Hm... I already put a "deprecated" tag on a build once I see that a patch has a negaive effect on it. Or if people tell me that it is so. I think that covers 50% of your wish. I don't know if we really need a "buffed" tag though. If a build is really working well it should usually get a lot of feedback ("hot" tag) or likes ("popular" tag). Again for that I would have to go and check if a build got positively influenced by patches. Every time a patch hits. Too much work for me I guess. What I planned was to go through the list after a major patch release (for example from 1.2 to 2.0) and blanket-tag all old (non-updated) builds with "deprecated". The author then can go and update it and I'll remove the tag or I'll remove the build at a certain point.
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Spirit of Decay issues
Boeroer replied to Hassat Hunter's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Druids have spells keyworded with "Decay". Priest of Berath and Priest of Rymrgand have decay spells (maybe some others have as well). The developers would need to check if a certain priest subclass has any spells with acid or decay properties and then grey out SoD if they don't have any. Besides that, Spirit of Decay can be good with multiclass options (Bleak Walker for example) that have decay/acid abilities but can not take Spirit of Decay on their own. Then there are some weapons that do corrode damage and might profit. So taking away the option might not be an improvement after all. I don't think there's an issue. -
Patch 1.2 Paladins
Boeroer replied to Anaeme's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hi! New account again? -
The difference is: Those two subclasses are already in the game - just not playable. That's a different thing than adding a whole new subclass. And it's not that developers think like "if we do Steel Garrotte we can't do other rogue subclasses anymore". We wouldn't ask for this if Obsidian had to implement those subclasses from the ground up. If you don't want to support this wish, just don't post - unless you really want to prevent those two npc subclasses to become playable subclasses, then go on.