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Everything posted by Boeroer
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What is Phantom Pain? Phantom Foes? It's great. It was already great in PoE. As you said: huge AoE and good debuff for that level. You can even flank a fellow Streetfighter as confused Berserker/Cipher. Secret Horrors is nice as well. I especially like the fast casting time. The cast/recovery time for Mental Binding is too long for my taste. Investing over 6 seconds for a 6 second debuff that might even miss... nay. Tenous Grasp has longer range and is faster than Whisper of Treason. But the effect is so much weaker - I don't use it.
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Banning food from the quick item slots and moving it to camping was a good decision. It's just too easy to camp. You can camp everywhere (besides towns). Maybe only allowing to camp in certain "save" spots would be a solution. I mean I also don't throw my tent just besides the way and go to sleep. I search for a nice location without bumpy rocks and puddles and mudholes and so on. Imagine you would haveto camp in the Old City... no much of a rest, right?
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OpenCharacterCreation opens the UI with a new char and deletes your current MC. Not recommended. SetClasslevel and then setSubClass works. The last parameter of setClassLevel needs to be "false" in order to add a class to an existing one - else the new class replaces the old one(s) and you are single class again. You will not get any abilites and your XP will stay the same. So make sure you set the level correctly (not too low and not too high). If you set it too low you will get a new level-up-symbol and will be forced to put skill points although you didn't loose any. You will have to add all abilites that you would have taken on level up to that level manually via console. It's not hard but you have to know what you are doing. An easier way would be to use setClassLevel to add a second class: setClassLevel Player_<name> Barbarian 7 false eventuall add a subclass: setSubClass Player_<name> Barbarian Barbarian_Berserker Then add the level-0-auto-abilites you get with that (sub)class via console and then go to a tavern and retrain. That would spare you a lot of typing. You'd have to add the lelv-0 stuff manually because I believe retraining doesn't touch those automatically gained things that usualy get added during char creation.
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I added stars (zero to max ★★★★★ - based on the number of likes a build got) behind the build names. Also see Disclaimer IV. Tell me what you think. Keep it, alter it or remove it? I thought since there are so many builds now it would help to get a better overview for readers looking for builds.
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I just discoverd yesterday that the sword "Hel Beckoning" does the same as Grave Calling, but with spirits instead of vessels - and it summons a different kind of imp: instead of Grave Imps it summons . You can summon will-o'-whisps or phantoms and kill them with Hel Beckoning, creating Hel Imps. Unfortunately both types of imps doe the same damage type (corrode). Both weapons also belonged to the same character once (lore), so it's kind of cool to use both I guess.
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I'll focus on self buffs and applying Mule Kick in an AoE. I usually use the Bracers that give you more Discipline (basically two additional Mule Kicks or one additional Clear Out later on) and two Rings of Overseeing as well as Aloth's original armor. Once I get Spirit Lance I will use it with Mule Kick, else WotEP. Later, once you get Clear Out, you can deal massive AoE damage on cramped mobs (Pull of Eora or Arkemyr's Dazzling Light used like Spark Crackers) because Clear Out will do a Primary Attack on every enemy in range - and the Primary Attack of the Spirit Lance includes the crush AoE. So if you hit 5 enemies with a huge Lance circle and Clear Out cone they will each get hit by 1 pierce attack and 4 crush attacks. This also leads to Cleave very often. This does not work with WotEP though. It will not proc its cone AoE with Clear Out. I believe Wahaī Pōraga works.
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Oops - forgot to report that I added the build. Also forgot to update the date in the title. Will do later. Sloppy me...
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Yay! Trinkets finally! Nay! Powerful 1/rest ability! That sounds a bit uninspired. But better than an empty trinket slot, right? Maybe there's more to them than just the per-rest thing. I hardly ever use the per-rest charged items we have in the game so far. I mean it's basically 1/encounter as long as you have food and don't give a damn about immersion (unless you roleplay a narcoleptic of course). But still feels meh every time I see them. Changing how a class (or ability) works would also be a nice effect (see Path of Exile's Keystone passives). Something different that opens up more build variants. Ach, now I have to go and figure out how to build a narcoleptic character who sleeps all the time. Damn you, unrestrainedly meandering steam of consciousness!
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The basic assumption (the relation between enemies' weapon damage and party's health pool) is correct though. You can withstand a lot more hits after some levels because your health climbs faster than enemies' damage does. Also healing options get added which are basically additional health. That's why you'll encounter more and more enemies in one encounter the further you go. That's also why high AR is more beneficial in the early game.
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Arena? Arena!
Boeroer replied to pikea1's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I think one of the upcoming DLC includes a kind of arena:
