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Boeroer

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Everything posted by Boeroer

  1. After the initial phase of experimenting with all the different ship types I nowadays don't buy those anymore - and I always sink every named ship in the Deadfire with the starting Sloop. It's perfectly capable of sinking every other ship with the right combination of upgrades, cannons, crew and sailors' experience. Buying another ship is burning money - but it can be fun nonetheless. For example with the Voyager you can fight very differently than with a Sloop because you can fire the cannons in the direction you are going. So you can - for example - equip the Voyager with a flamethrower in the stern, sail towards the enemy really close and really quick (where most cannons are very uneffective), turn around and torch them with the flamethrower every 2 rounds. If the enemy wants to close the gap for boarding you can simply sail away a tiny bit (you will always be faster wit the right sails) and continue - while they can't shoot at you. It's rel. foolproof, too.
  2. That vomiting only occurs if you are hungover. You only get a hangover if you drink a beverage during one rest and then the nex rest you don't. So there's two ways to prevent hangover: always use a beverage instead of food during rests (is a must to unlock Pukestabber anyway) during rest, wear the Ring "Drunkard's Regret". It prevents hangovers if you wear it while resting with alcohol. You don't need to wear it after resting, only during. Pukestabber is a very good weapon if you use alcohol instead of food. I'd say it's the best dagger in terms of dps because its speed buff also works for any dagger in the other hand. I would put an emphasis on DEX and PER, then INT, then MIG, then CON and then RES. High accuracy is important for an Assassin because you don't want to miss or graze with your attacks from stealth or invisibility - instead you want to critically hit if possible. A nice second class for an Assassin who works with DoTs like True Love's Kiss and Gouging Strike can be a Paladin - because he has access to Brand Enemy which also ist an endless DoT and even is an auto-hit, meaning you cannot miss, graze or crit with it. It doesn't do an attack roll - it just always hits like so. It also is an instant, long rnge cst with no recovery. So you can apply it to a bunch of enemies in a very short time. But other classes can also work well as combo, for example Wizard or Monk.
  3. A dual dagger Rogue build is totally viable and very fast if you use Lover's Embrace + Pukestabber. Very good against high armor targets as well if you combine the high attack speed with abilities that apply (raw) damage over time (DoT) that doesn't rely on the weapon damage (Arterial Strike + Gouging Strike + Ring the Bell + Toxic Strike). An Assassin/Whatever can apply two neverending DoT instances from stealth to a hihg priority target: True Love's Kiss from Lover Embrace + Gouging Strike. That target will surely die (but it may take some time).
  4. By the way: Red Flag Flying causes stacks of Resonant Touch, too. I had over 300 stacks on some enemies sometimes from doing one Whispers of the Wind. This would kill Megabosses in one shot - but he good thing is that Red Flag Flying itself doesn't harm them much - so they drop from full health to zero only by triggering Resonant Touch. So no special "oops I'm bloodied, time to do something nasty" phase.
  5. Indeed, there is no such condition. Bit maybe that's for the best because if you get hit by Arcane Dampener (which can happen a lot in the mid to late game) your character would cast Mirrored Image over and over again with no effect. I would work with a timer (like at least 30 secs between casts for example or something like that) and (low) health as combined condition I guess.
  6. Should Mercy Strike on Stalker's Patience in the main hand not almost guarantee 0 recovery when using Mohara Tanga in the main hand?
  7. With a ranged weapon in the main hand you can't produce SF/HBD-chains - maybe that helps with preventing crahes, too. --- Lol for Dire Talon with "Wurm Command" in the main hand and Mohora Tanga in the offhand. It gets crowded...
  8. Hm, Sungrazer can have two additional weapon attack rolls at the same time, too. Don't know if one of them is tagged as melee, but the AoE on crit-kill is pretty big.
  9. Ah, but the combination of AoE-charm (Chanter, Cipher) + Debonaire/Wizard is pretty nice in a party. Also Debonaire/Cipher can charm and then apply Disintegrate with a crit without flipping the target. It dies fighting for you. Which is cool imo.
  10. Mohora Tanga + Empowered Strikes should be lots of insta-crash fun on a solo Monk...
  11. For me they can happen anytime. Also against enemies that are not that weak. Sometimes Red Flag Flying just gets too many lucky rolls I guess. But I was using Swift Flurry and later HBD on top so that might add a lot of problems as well since a crit from those starts the cycle of Red Flag Flying anew I assume. But I also had crashes with a simple SC Druid who used Avenging Storm with Mohora Tange against not too shabby enemies. Not that many though. Unless Entropy...
  12. Arcane Archer would be my favorite Ranger subclass for this. Frostseeker doesn't put the usual ACC malus on auto-attacks of an Arcane Archer and the added CC from Binding Web and Pull of Eora is great (because great ACC, two spells in one shot with Driving Flight - and almost no casting time).
  13. Boltcatcher doesn't stop the loop for me - unless I do something like attack a charmed target with a Debonaire where Boltcatchers would remove the charm (and thus the 100% crit conversion). Sometimes the crash even happens when I do the good old "I'm so lazy: select all, attack that dude" with zero buffing and/or debuffing. 😖
  14. Yes, that seems to be the best approach. I wish there was a way to cancel those infinite recursions reliably. Like... 20 per attack really should be enough.
  15. The game only crashes for me when Mohora Tanga's Rad Flag goes into an endless loop. It can trigger itself - so if your ACC is too high compared to the enemies' defenses it will crit - triggering itself which will crit... and so on. You want very high ACC and fortitude debuffs because of the bosses and late game enemies who nearly all have very high fortitude(game won't crash - or only very seldomly) - but you better switch to another weapon when fighting weaker enemies. Only sometimes when I finished a big one I forget to switch and then *pouf - David Copperlane makes my game disappear*
  16. Yes, I'm sure it's possible to become confused somehow in other ways, too (e.g. Berserker/Wizard in the party who casts Confusion while confused) - it's just not what I would be looking for in a "cool" character build.
  17. True. One of my favorite Barbarian combinations is still Barb/Chanter, recently Berserker/Troubadour. Great debuffer all the way until lvl 19 and then becomes one of the the most deadly melee damage dealers. A Barb combo that works well quite early on is a Barb/Monk or Barb/Fighter with a Morning Star. You can use Force of Anguish or Knockdown (both targer fortitude instead of deflection) and directly profit from the lowered fortitude (enemy hit with Body Blows, the Morning Star's modal). So you can decide if you want to attack deflection or fortitude (which is lower). I would prefer Barb/Monk because Force of Anguish also pushes the enemy into you Carnage range which means that the enemy suffers the normal weapon damage AND Carnage damage which is quite the nice dmg bonus that early in the game. Already works wonder on the digside for example. Most of the beasts don't have high fortitude - and lowering that by 25 makes hitting them very easy.
  18. When I am fighting enemies with low Fortitude (I had two fortitude debuffers in the party) and have very high ACC (Ranger passives + Marked Prey + Endurning Dance + one-handed Mohora Tanga) then there comes a point where my ACC is 100 points higher than that of the enemy. At that point Mohora Tanga enters an infinite loop and the game immediately closes down without any further notice. Just *snap* it's gone. This can also happen if the difference between fortitude and accuracy isn't that enormous. Sometimes I just get lucky (or unlucky, depends how you look at it) and the first rolls are all crits. After a certain number (no idea how many) the game also decides to shut down. *pouf* I guess there's some variable overflow which isn't catched by the game. Usually you would program components in a way that such things get catched - and then the cause (here: recursion without break) would get canceled before it has the chance to crash the whole program. I suspect Xoti's accuracy wasn't high enough and/or enemies' fortitude wasn't low enough - and maybe it also depends on the system Deadfire is running on. I feel like my Deadfire installation tends to crash pretty quickly with such things.
  19. Yeah @Kvellen, that looks really good. 👍
  20. Yes, my Ranger/Monk with single-handed Mohora Tanga crashed the game way too often for my liking. Game even crashed with Druid/Entropy/Avenging Storm when using Boltcatchers though. Not as much, but still happened often enough so that it's not attractive anymore. Stuff like Effort/Avenging Storm is better for playability because it causes almost no technical issues (besides making the game a little bit laggy at times, but bearable).

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