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Boeroer

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Everything posted by Boeroer

  1. Geomancer, Combusting Wounds + 8 Blunderbusses (Quick Switch + Arms Bearer + the Leather Armor that gives you +1 Weapon Set). Driving Flight + Missiles... It's good, but a ton of micro.
  2. Buff ACC, then apply CC, only then start to deal damage. For example: Inspiring Radiance + Blessing, try to time Chillfog so that it goes off right after, then start dealing damage. Concentrate on the most dangerous enemy first, then the next and so on. That early in the game (where PotD is toughest) official companions are easier than hired adventurers because they are one level above them. Kana's White Worms can be very good if you use choke points and lure enemies there so they form a pile of corpses over time (great in Raedric's Castle and Temple of Eothas). Corpses can be reused and don't disappear unless you reload. Turn off the gib option: enemies that explode don't leave corpses.
  3. additem px1_rod_golden_gaze 1
  4. Funny... unlike in PoE, enemies stick to my Engagement-Edér like flies to Cpt. Poopyshoe in Deadfire now. I didn't max his defenses but went for good offense (for a weapon & shield setup) and just increased engagement slots with stance, shield & Hold the Line. Several Unbroken builds I tested were even stickier. Maybe you tanks' damage per hit is just too whimpy so it's no threat to disengage? I don't even know if enemies' AI does take thin into account though. Edit: when gunners are involved and you don't come out of stealth I have the same problem - but only if my watcher is a squishy. If you present a considerably weaker squishy and/or if you are a big threat (caster) then ranged enemies will try to kill you asap.
  5. This is extremely annoying when you want to attack out of stealth with any DoT (Deep Wounds passive, Arterial Strike, Battle Axes and so on) and then want to vanish using Smoke Veil - you'll become visible again immediately and get knocked out.
  6. I suspect that Swift Flurry works with explosives. So Ranger/Monk could be a thing. I know for sure that Assassinate works with explosives. So an Assassin is also a nice option. The beacon of paladins that does +40% damage on enemies around you might be cool with a bomb drop to your feet as well.
  7. Reload and Recovery also get a 85% speed bonus from stealth. As long a stealth isn't lifted your reloading/recovery phase will tick down really fast. It's noticable when you attack from far away since then there is some timespan between shot and hit (which lifts stealth I guess) where fast recovery/reload happens.
  8. I'd say it's a bug. Why would you want such behavior? But there's no official statement yet I believe.
  9. I don't think the curses are meant to get removed after combat. They are another kind of "injury" you can get. But for every "totem" you can find a stone that removes the curse on usage. I don't know if it's intentional that the curses don't get removed after resting though.
  10. This observation would be useful if you had a comparison - like a playthrough with single classes only. From various testing sessions I can say the game is a cakewalk with single classes as well. Especially SC Priests, Chanters, Monks and Barbarians seem to be really strong because they get some very important abilities a lot sooner (or at all - like HoF for example). There are also multiclass combos that are pretty meh (while still somewhat viable).
  11. In PoE their base damage scaled. That was powerful. If in Deadfire they only get additive dmg bonuses with scaling that's a lot less powerful.
  12. aren't all these build interesting? instead of nerfing maybe focus on improving the game and making the game harder? well unless if it's overly broken. That's not for me to decide. I personally think that too much game breaking stuff makes the game boring - especially inventing builds is boring then. But since nerfs are going to happen anyway: why would I put my precious free time into a build that will not work after the next patch?
  13. This will all get nerfed once OBS sees it. It has been like that in PoE 1 (Jolting Touch working with Carnage - being totally bonkers - and such) and it will happen here. Hence I will wait a bit until I put efford in thinking about, testing, playing and writing down any builds.
  14. If they don't they are def. bugged. I only tested Fury in the beta up to lvl 9 and didn't realize that they don't.
  15. Hm, maye that got changed. Because I had melee chars in the beta who couldn't engage and it was said by Josh that engagement is exclusive to certain abilities/modals/enchantments now. If your MC has less engagement slots than a similar adventurer with the same items then it seems to be a bug.
  16. Please don't be naive. As if anybody who engages in such a discussion really wants to reach any common ground. So far the discussion is rel. civilized. As long as you don't insult other posters, attack them personally or post hetz the thread will not get closed.
  17. Sometimes I have the impression that they are in such a hurry that they quickfix stuff without thinking it through.
  18. I don't know: the Fury attack works with all abilities that work with other ranged weapons. And it jumps, so you usually do twice the damage the tooltip says. With Wildstrike and Greater Wildstrike as well as Two Handed Style it should be ok even for single class Furies or Furies who multiclass with a class that gives no bonuses to ranged attacks (like Priest). I tried a Fury/Bleak Walker with Scion of Flame, Heart of the Storm and Spirit of Decay (mainly in order to get +2 PEN for most of my elemental spells) and my Fury attack was good with Two Handed Style and FoD (it got +3 PEN from the Scion et al.). The jump also gets the lashes by the way. What I don't understand is why the ranged attack of the Fury is two handed, but since it hits twice it is like having twice the attack speed.
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