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Boeroer

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Everything posted by Boeroer

  1. Josh wrote on Twitter that they got some bug reports & feedback and that they would fix some things. Number 1 on the list was a slider to turn down/off the scribbling sound. There you go!
  2. There were some reviews which mentioned this a well. Maybe there will be a patch that fixes this (if enough players share this opinion).
  3. Enjoy (I think it's awesome )
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  4. Hello, it's review time for Pentiment. I'll start with this bit (IGN, 10/10 points): https://www.ign.com/articles/pentiment-review Also short overlook from Klobrille (on Twitter):
  5. I haven't tried this but as long as the summon is of the type "Beast" it will work. Aspect of Galawain works, Dragons work... basically the game just scales up the 3d-model of the beast (as it also does with armor, headgear, capes and weapons for different character sizes for example). So there's little reason for the Scourge not to grow if it's a beast.
  6. Yes, there is still a Microsoft Store. I'm on Linux so Steam is the only way for me to play this "WIN only" game via their Proton layer. GOG will not have Pentiment at release - but maybe later, who knows...
  7. If you have an Ancient in the party try Wild Growth on that chanter dragon. It's cool!
  8. Fireballs etc. won't get reflected by Blade Turning. Arcane Knight would have trouble keeping up buffs during that long fight if it weren't a Bloodmage. You can also use Gouging Strike with Lover's Embrace, turn invisible, hide far away (Magnetic Overdrive) and come back the day later. If you're lucky. A Bloodmage with regeneration gear and Animancer's Blade can send Phantoms over and over again from invisibility (Arkemy's Brilliant Departure) and use Wall of Many Colors and/or some debuffs from invisibility. It's pretty safe but takes ages. Also multiclasses like Assassin/Bloodmage work (without the Wall of Many Colors). With Eccea's Arcane Blaster the Phantoms will stop at range and shoot which makes Doru move too much towards the wizard. Animancer's Blade works better because of that imo. I guess a Troubadour/Bloodmage could be cool with the combo of many lives + phantoms with Eccea's? So that Doru doesn't chase the Phantoms and they wouldn't die so soon.
  9. Right! Very good point. In PoE characters can't get pushed out of the way without using certain abilities. In Deadfire you can push other characters a little by simply walking into them. This is not possible in PoE so a character standing in a chokepoint is a great way to tank without any engagement and to make sure enemies can't reach your backline.
  10. Yeah, right. Compared to normal INT the "line" becomes pretty short - but it still remains a functional AoE imo in most cases. Not if you are playing a mostly ranged char maybe, but for melee characters this shouldn't matter a lot compared to the devastating effect 1 INT has to the usual circular or cone-shaped AoEs.
  11. Hello and welcome! To prevent the backline from getting rushed it helps to Only unstealth the tank and present him as the only target at the start of battle. Only if the melee enemies settled in on the tank you reveal your other party members. Give your backline better protection. Enemy AI favors certain attributes: enemy Barbs prioritize low deflection, Rogues go for low DR and low endurance and so on. Add engagment slots as you said (but you are right that it may take some levels until you are there). Use stuff like charm and other "hard" CC a lot. Don't use one main tank but several sturdy frontliners instead - three reasonably sturdy melee guys should do the trick. In general the first one is the most important imo. You cannot always decide to go into combat in stealth mode, but most of the time you can.
  12. The Ring of Mule's Wit only gives resistances, not immunities - but getting three resistances is still pretty good. An attribute cannot drop below 1, so my approach for this ring is to make a char with 3 INT who doesn't rely on it. Then the Ring only takes away 2 attribute points from your character instead of 8 and you get 3 resistances for 2 points of INT. Cool imo. Some abilities don't care about INT much: Gouging Strike lasts for the whole fight, so does Brand Enemy, all the ray spells have fixed duration, some DoTs have better dps with low INT, abilities that have a linear AoE such as Iconic Projection or Mind Lance are not affected, all direct singular target dmg spells such as Mind Blades, Sunlance don't care and so on. I found that Ciphers work well (esp. Soulblade and Psion), Rangers (not Arcane Archer), Rogues (not Trickster) and also Wizards. I think you can make every class work somewhow, although Priests would suffer most I guess.
  13. Deep Wounds and Deathblows do work with spells (Sneak Attack does not). For Deep Wounds to work it has to be pierce/crush or slash dmg though. Blooded does work with spells iirc. I think the rest doesn't in general. However, there are some spells that count as melee attacks and thus work with all lashes if I'm not mistaken. I believe Jolting Touch was one of them. I did something like that on the Monsterlasher build (in the build list).
  14. Ah yes, Good Friend. Also doesn't come too late. Yes, the Cap is a very good headpiece.
  15. Dazzling Lights does friendly fire in Deadfire - maybe that's why I remember it incorrectly for PoE... If it's not a solo char: Holy Power and Crowns for the Faithful should be your friends. Funny thing: once you triggered Defiant Resolve you will be over the threshold for q00% misses because of Defiant Resolve itself. Contemplating if there's some spellbinding gear that targets will and that you could use on yourself - but so far nothin comes to mind. Redfield for example has an aura that constantly attacks Will (like a Dragon) - but I know no way to turn it against oneself.
  16. No, with the CP the focus generation only stops when the Psion receives a critical hit (which is too good imo). Blood Sacrifice is an auto-hit, so the focus will still flow. Technically the setup of main weapon + the bashing shield Tuotilo's Palm IS a dual wielding setup. You can pick Two Weapon Style and that works. Full Attacks of the Rogue will use both weapons (main + shield bash) and all attacks (including primary ones such as Soul Annihilation) will have the reduced recovery time of a dual wielder. It is ALSO a weapon & shield setup. You can pick Weapon and Shield Style, too and it works. This, combined with the spamming of a primary attack (Soul Annihilation) makes this combo so good: you mostly attack with the main hand only and avoid the weaker bash attack - but you keep all the speed advantage and all the defensive advantage. You can totally use another dual weapon set. But of course you will be a bit more squishy. Defenses have increasing returns. A few more points of deflection (and reflex) can make quite the difference. If you get grazed instead of hit the damage you receive is a lot lower. If you get hit instead of crit the penetration will be lower, too which might lead to the enemy underpenetrating which also means a lot less damage that you receive. At the same time you won't gain a lot of dps because your strongest attack is Soul Annihilation and that doesn't care for the offhand weapon. But for RP purposes it's totally fine to use something else of course. Sun & Moon is very good for a Soulblade because it does two weapon attack rolls with each strike: one with the fiery flail head, the other with the frosty one. Soul Annihilation dumps all your current focus into raw damage (+bonuses from weapon quality, Sneak Attack, Deathblows etc.) as soon as it connects. If you connect with the first flail head you will dump all your focus. It's 0 then. The second flail head will connect afterwards als already generate focus again! So you will execute Soul Annihilation and still go out of it with new focus. This means that you can actually spam Soul Annihilation all the time if you wish. Afaik that's the only weapon that can do this - that's why I recommend this one specifically. Of course any other weapon works with this character, too. But this special feature of Sun & Moon is... well... special. Yes - not much kills backline dudes faster than Soul Annihilation. Beguiler is better used as a caster of debuffs with the occasional weapon attack. Because Beguilers can gain a lot of focus from casting a large-AOE deception on a buch of enemies (Phantom Foes, Secret Horrors etc.) you usually want to start combat with them casting a bunch of Deception spells and not zip around towards the backline. The secret sauce of the Beguiler is that - officially - he only gains focus when casting deception spells on enemies that qualify for Sneak Attacks (aka have an affliction) - but the Deception spells already put an affliction on the targets and only after that the gme checks if there will be a focus refund for that. So a Beguiler doesn't need to apply afflictions with something else (melee attacks or whatever) - he can just cast his stuff right away and burst from focus gain (if he hits enough enemies). At the same time he doesn't do any extra melee damage. Soulblade - as I said - has the perfect melee tool for hunting backlines. Of course the combination Trickster/Beguiler makes a lot of sense thematically and RP-wise. But for the role you want to fill it's not the perfect combination.
  17. No idea about the duration and I never tried that out, but that should work. Defiant Resolve also triggers on non-misses. It triggers every time your will gets attacked, no matter miss/graze/hit or crit. That's why it is so very good against dragons (who do a will attack every few secs with their fear aura). So even if your spell isn't 100% missing your own character it would still be a viable approach I think. I just thought about Dazzling Lights being the safer (and cheaper) option - and I thought it did friendly fire, too... but the wiki says it's foe only? But I really thought it was not. Hm...
  18. Use this with Sun & Moon and the small bashing shield Tuotilo's Palm and you'll have the speed of a dual wielder without actually using the weak bash (concentrate on Soul Annihilation), the defenses of a shield user in combination with the Trickster's Illusion spells, excellent movement ability (zipping around) with Rogue's "Escape", the high damage bonuses of a Rogue/Cipher in combination with one of the highest dmg weaapon abilities (Soul Annihilation). It's a very well rounded setup which is a Jack of all (melee) Trades without actually being mediocre at any of those trades but pretty great. It takes a few levels until the sturdyness happens and you also need some levels to gather the equipment (although weapon and shield come fairly early), but then it's very cool. Damage is great right from the start and so is movement. The sturdyness is very helpful because causing trouble behind enemy lines is a hard knock life. --- Forbidden Fist/Beguiler or Soulblade is also very nice - but since the wound mechanic of the Forbidden Fist is a bit harder to really grasp and needs to be build around I wouldn't recommend that over the Trickster/Soulblade for a first run. --- Troubadour/Psion is great - but yeah: there's no point in using a weapon. This is all about spell spamming. It's lots of fun though imo. Psion in melee is generally not a good idea, even as Bloodmage/Psion because suffering damage stops the focus generation. This even includes the self dmage of blood sacrifice iirc. If you want to go melee I would prefer another Cipher subclass. --- I think the most fitting multiclass for zippy-hit-the-priority-targets is your first suggestion, the Trickster/Soulblade.
  19. While PoE and Deadfire used Unity3D, Avowed is using the Unreal Engine.
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