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Everything posted by Boeroer
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Black Jacket/Wizard with 8 blunderbusses (Quick Switch + Arms Bearer) and Combusting Wounds. --> 40 parallel instances of CW. Another variant: Wizard/Rogue with 6 blunderbusses and Combusting Wounds + Confounding Blind. The Full Attack of Confounding Blind with two blunderbusses (=10 pellets) will drop the enemies' defenses by -30 if I remember correctly. This is beta stuff. No idea if it works in the final game as well.
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Hello! PoE: the Blights are considered wands but are also universal weapons and thus work with any weapon focus. Since they are wands they also work with Blast and Dangerous Implement. Deadfire: Blights don't belong to any weapon type (same as Druid's natural weapons and Form of the Fearsome Brute's fists ) and thus don't work with any proficiency. So Devoted+Blights = screwed.
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Correct. Perception is used to spot hidden things (if I recall correctly then even in the high lvl areas from the developer's stream the traps didn't need more than 19 PER to get spotted). Mechanics is needed to unlock/disarm. bonuses from items and other bonus effect do count of course. So with 16 PER and an +3 item you should be pretty safe. Use PER consumalbes to buff it up temporarily if you think you're missing something.
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First impression on full ability tree
Boeroer replied to dunehunter's topic in Backer Beta Discussion
Yes. Too bad you can't cast most PER-inspirations outside of combat. -
Some you can't (Torment's Reach, Force of Anguish...) some work ranged (Stunning Blows, Swift Strikes/Lightning Strikes/Swift Flurry). With a monk/ranger you can actually also create a cascading crit with Swift Flurry + single handed blunderbuss - but it's much harder than with Blights, Spirit Lance or Blast.
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No, unfortunately this is a bad pick. Once you trigger Parrying Blade (modal) you'll get -25% for both daggers but only +10 deflection against melee. And you only can trigger it on/off for both daggers, not seperately. For eaxample: with a rapier + dagger (using Parrying Blade) you would also get +10 deflection against melee but only -25% damage for the dagger (not the rapier). Bummer! So they should either allow to trigger both weapons' modal seperately or stack the deflection (which they probably won't because it's an active buff and thus shouldn't stack). Edit: this is beta4 - maybe it got fixed in the final release version.
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This is highly subjective. I like 4 per-rest spells better than 2 per encounter - because it's more powerful when you need the power - and in trash fights I need no spells. So I would be cautious with the random facepalms.
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Priest of Wael/Ascendant drowns in focus once he's summoned his spiritual rod (and uses it with Blast). Priest of Wael/Helwalker with Lightning Strikes and DualityoMP(INT) has an enormous Blast AoE and hits with +80% shocking lash * 50% MIG bonus in an AoE. Pretty decent. Too bad Turning Wheel doesn't work ranged. If you want that too you could go with Priest of Skaen/Eothas/Berath and go to town with +50%(varies)+30%(shock)+50%(burn). Also Shining Beacon, while nerfed in comparison to PoE, is still "the sh!t" with +10 MIG and +10 INT. A priest of Skaen/Assassin can use his spells instead of Guile to become invisible 2/encounter (Skean gets Shadowing Beyond) and thus can at least do 2 more Assassinations+Backstabs during fight. Maybe you don't need his spiritual weapons but take a heavy hitter (I'm sure there will be some rad weapon for backstabbing). However - if you like the sneaky assassin type this would be fun I guess. So all in all - if you want a more martial or damage-oriented priest then multiclassing can be fine. There are many more cool combos like Triumph of the Crusaders + Blood Thirst, Spark the Souls of the Righteous + 6 skeletons and whatnot. But it's true that the high level spells of priest are very, very tempting. Also getting Devotions and such a lot earlier seems like to be very important. Devotions is still one of the best spells in the game (given the Power Level). I also think that a single class priest may be the "optimal" way to go if you want the best buffings asap.
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You don't exactly "die" when you go down/get knocked out (once health drops to 0). You will be unconcious (not dead) and you will get up after the fight or when somebody "revives" you. However, every knockout will come with an injury. An injury will ony go away if you rest with food (hardtack is enough to remove all injuries). If you have 3 (not 5) injuries and again get knocked out you will die (permadeath). I hope this clears it up.
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If you go down (and don't have too many injuries) you'll get an injury and collapse but you can be received by abilities. After the fight ends you will get up and heal lost health - but the injuries can only be healed with resting. Injuries give you maluses like reduced accuracy and whatnot. There are several different of them. If you get knocked out with the maximum of injuries you are dead as a dead mouse and will be removed from the game. If that's the main char it means game over. If all party members get knocked out in combat it's also game over.
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Deadfire: Would you like to know more?
Boeroer replied to Tattyblue's topic in Backer Beta Discussion
Argh! My Streetfighter/Berserker is crying. Thanks for the info. -
Stances and auras can be active atthe same time, yes. However, since they are active abilities, if they boost the same stat they won't stack (like Zealous Focus + Warrior Stance: ACC doesn't stack). Exhalted Endurance heals everybody in range, including the paladin. Gilded Enmity breaks after 7 hits. But if you have the upgraded Sworn Enemy you'll get back the 1 Zeal (which you spent on it) after killing the enemy. So you can put on Gilded Enmity again and again without further cost than 1.
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Deathblow didn't increase Sneak Attack damage. It simply added an additional dmg bonus of 100% which stacked with Sneak Attack's dmg bonus (resulting in 150% once you put two afflictions on the target). In Deadfire Deathblows is only 50% though (maybe it scales with Power Level as well and starts at 50%).