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Boeroer replied to sundevil619's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Satellites that orbit at different altitudes have different speeds. Satellites that are further away travel slower. On a Low Earth Orbit, about 400 kilometers (250 miles) above the earth's surface, sattelites travel about 28,000 kilometers per hour (17,500 miles per hour). The GOES system of satellites, which tracks weather and other things, is in a geosynchronous orbit, 36,000 kilometers (22,000 miles) above the earth. These satellites travel at about 11,000 kilometers per hour (7,000 miles per hour). The moon, at about 380,000 kilometers from the earth (240,000 miles) only travels about 3,700 kilometers per hour (2,300 miles per hour). -
To answer the initial question: monk. however, good class choices for dual wielding can be: - Barbarian (because of Barbaric Blow + Heart of Fury) - Fighter (because of Knockdown + Bonus Knockdown + Charge) - Rogue (because he can have a lot of Full Attacks per encounter and he has a lot of dmg mods that work in favor for fast weapons) - Cipher (because of Soul Whip + Biting Whip that work in favor of dw light weapons) - Monk (because of Torment's Reach and good dmg mods via lashes) - Druid (because of Spiritshift - the dual wielding is automatic while shifted though, but you want to skill for dw) - Paladin (just because of Flames of Devotion) So basically every class that has a good amount of Full Attacks per encounter, preferably with an affliction (rogue, fighter) or very powerful ones (barb) or have a lot of dmg mods (rogue, monk, cipher) or come with dw anyway (druids). For other classes it can be benefical aswell, but it isn't that much of a difference. Great class to pick off squishies are fighter and especially monk. But also rogue and druid if you give them a bit more sturdiness with some stats (more CON) and talents like Veteran's Recovery. Rogues start very well into the game because they have great dmg mods right from the start (Sneak Attack, Reckless Assault) and nice Full Attacks. They just can't keep up with the power curve of other classes after the mid game. But this is mostly a complaint of PotD players because there are so many enemies that single target damage is not good enough to deal with all those foes quickly. However, a rogue always works as a squishy hunter. If you want to pick off high priority targets fast then my personal order would be: - Monk (because of high move speed, Stunning Blows, Skyward Kick and esp. Force of Anguish which takes enemies out of the game so effectively and also because of the Long Pain which works with all melee CC abilites despite being ranged) - Fighter (because of 3 Knockdowns per encounter and especially Into the Fray and Charge) - Rogue (because of Backstab which can one-shot some squishies and Escape that I can use to get to squishies faster, the good single target dmg and the affliction based Full Attacks) - Druid (because his single target damnage is unmatched in the late game) However - a rogue with Backstab is better with a two handed weapon like Tidefall. I once build one with 1 INT (3 starting INT and -2 from Hat of Alluting Perfection) and Tidefall, maxing out stealth, MIG and CON and wielding Tidefall. It was a blast to get behind enemy line unseen and then deal two massive Backstab auto-attacks. The I followed up with a Runner's Wounding Shot, then a Blinding Strike and so on. I also took Nightshroud and leveled it up so I can have an additional use of Shadowing Beyond. In tough fights I would have 3 uses of invisibility and also the cape of the Master Mystic which lets me go invisible when I catched a crit. So up to 8 Backstab attacks which is really brutal with Tidefall. Lots of micro though because of all the sneaking and running around invisible. Boots of Speed help. Dual wielding is always a good option for rogues - if you pick a heavy one hander like sabre than also backstabs will be ok. Or just do a backstab with a gun and switch to dual weapons. The easiest class for this is the fighter in my opinion. Sturdy even when build for offense, no resource management, just run there (or charge in later levels), knock down enemies and finish them off. Very reliable. Monks are fine with weapons, look at the Monksterlasher build in the build list. They are awseome as single target hunters - but they need a lot of micro to unfold their true potential. I did a single target CC monk with the "Fulmineo Prondroni" build in the build list. He's superfast (movement and attack speed) and specialized on Force of Anguish. I also made the Witch Doctor build which is very good at picking of annoying single targets. One of my most powerful single target CC/dmg builds. Barbs are more for mob fights, not so good at picking off single targets. But they can kill a whole encounter just woht Heart of Fury. However, due to Blood Thirst, I perfer to give my barbs two handers and only switch to dual sabres/hammers/battle axes/maces for Heart of Fury. A druid is just insane with Relentless Storm + Form of the Delemgan + Spiritshift and then later Avenging Storm. But he can't jump right into the battle. He has to cast some stuff in order to be really effective. Paladins are good as caster hunter as well - but less than the others. After the initial burst of FoD they have no means of reliable CC. But their sturdyness makes them an "easy to manage" skirmisher. I did a caster hunter paladin with the "Dull Runner" in the build list. In order to make rogue and druid sturdier you can give them more CON as I said (to prevent a lot of resting because of low health) and combine it with self healing from Veteran's Recovery or taking the right form (like Boar for the druid - boars not only regenerate a bit which stacks with Vet. Recovery and have healing spells but also do wounding damage which is awesome). I guess as a "beginner" when it comes to a "behind enemy lines" guy I would pick dw fighter. Knockdown is pretty cool with two weapons. Charge is just insane.
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Cool - they work. I now have Cpatain's Baquet x5. Can't imagine what I'd do without it...
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If you get hit let's say for 12 damage then the "overhanging" damage of 2 (or 4 in case of Lesser Wounds) will be considered for the next hit. It's not lost. If you then get hit by 4 damage then with Lesser Wounds you'll have a second wound while without Lesser Wounds you would need to wait for the next hit. It's a 20% increase of wound income which can't a bad pick per se. Wound Binding can always be substituted with Potion of Infuse wVE. So if it's not crucial for the character's style/feel I would leave it out.
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Priest buffs are not great? Who said that? They still have Devotions for the Faithful with +20 ACC and bonus MIG as well as -20 ACC and malus MIG for enemies. The synergy between Spiritual Great Sword and Assassinate/Backstab is nice. Also Pillar of Faith or Divine Mark can be used with Assassinate which can be cool. Besides that I see no awesome synergies though. Except maybe that Triumph of the Crusaders (+200 health on kill) might be pretty cool with an assassin who can kill quickly.
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Badgradr's Barricade is def. no dps loss for monk with Torment's Reach. The AoE also triggers Thrust of Tattered Veils on crit... Also Torment's Reach's cone is not dependent on the weapon damage. Bash is a fast attack - which is good for Torment's Reach. The cone has it's own base damage so the low dmaage of bash doesn't hurt much. Also a bashing shield is no dps loss with Full Attacks - only with auto-attacks. A barb with Novice's Suffering is def. viable for PotD. A fighter as well. You don't need any dmg bonus talents/ablilites, you can get away with lowish ACC (graze do nearly as much dmg as crits) and can still dish out good damage while you can totally focus on defensive stuff. Both could use Dragon's Maw instead of Badgradr's Barricade.
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In PoE there are at least fitting helmets for certain plate armors (White Crest, Sanguine Plate, He Carries Many Scars, Argwe's Adra). I guess we will at least see something similar in Deadfire. But those "sets" don't provide any special bonuses just for wearing them together. Just the improved style. Then there's Ryona's stuff. She has bracers (Ryona's Vambraces) a breastplate an a belt. Here there's also no benefit when wearing all that pieces at once. Just a thematical connection. You can't even see bracers and belt on your char model.
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You do not have to join the dozens. You only have to do the initial quest for Osric (retrieve his breastplate) which will open the dozens' shop for you but will NOT bind you to the faction. The next quest from Wenan would do that, but not the initial one. You can unlock all factions shops without joining. Just do the "opening" quests, that's enough.
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
What do you mean? Flesh Communion does give you rage (power source). That's the main reason the abilities are more expensive in the first place. -
It depends on the enemy, items and build. For example Resolution + Purgatory against Sword of Daenysis + March Steel Dagger vs. enemy with 0 DR and 10 DR: Resolution + Purgatory with a Blinding Strike that crits twice (rel. common because of +1 ACC per char level): 13.5[avg. base] × (1 + 0.2[sharp] + 0.25[blinding Strike] +0.5[sneak Attack] +1[crit + annihilating]) = ~40 x 1.25[lash] = ~50 dmg against 0 DR 50 damage x 2 [Full Attack] = 100 dmg against 0 DR Full Attack takes 65 frames (DEX 15, Two Weapon Style) Against 10 DR it would be 40-10 = 30 + 40*0.25 - 10/4 = 37,5 * 2 = 75 dmg with 65 frames (lost 25% dmg due to DR) Sword of Daenysis + March Steel Dagger with a Blinding Strike that crits twice: 11[avg. base] × (1 + 0.25[blinding Strike] +0.5[sneak Attack] +0.51[crit]) = ~25 x 1.25[lash] = ~31 dmg against 0 DR 31 dmg x 2 [Full Attack] = 62 dmg against 0 DR (38% damage loss compared to sabres) Full Attack takes 37 frames (DEX 15, Two Weapon Style) - [43% speed gain compared to sabres] Against 10 DR it would be 25-7 = 18 + 25*0.25 - 10/4 = ~22 + 25-10 = 15 + 25*0.25 - 10/4 = ~19 = 41 dmg with 37 frames (lost ~34% dmg due to DR, 45% dmg loss compared to sabres). A rogue who mainly uses Full Attacks (and probably kills enemies with a single Full Attack often when he flanks) should use stuf like sabres or battle axes while a rogue who initiates with a srike ability and then finishes off the enemy with auto-attacks should use light weapons. But as I said it also dpends on the specific weapon. For example I would always use Drawn in Spring over anything else as a rogue. Another extreme example would be a barbarian with Heart of Fury or a Paladin who wants to use FoD twice as an alpha strike and then resort to supporting with a more defensive setup. They want to use the oe handers that hit the hardest. Speed doesn't matter that much in this case. In the case of the Barb it doesn't matter at all. I agree that if you use Finishing Blow or even Bloody Slaughter (which is really bad) you should always use light weapons. I also generally agree that a combo like Rapier + Dagger is superior if you tend to use auto-attacks. I alsoways advocate for Sword and Daenysis + March Steel (and later Drawn in Spring) but usually people don't like to see the low damage numbers in the early game. PS: try a barb with Firebrand + Blood Thirst, Frenzy + Bloodlust and all the dmg mods you can get. It's jawdropping.
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
So... 0.5 or what? -
Yes, it does. But linger times are much shorter in Deadfire. Only a Troubadour can stack more than 2 phrases in Deadfire with a lot of INT. In PoE it's not so hard to stack 3 instances of DT. 4 is also possible but tricky - and you need max level 16 in order to gain the 50% Brisk Recitation bonus. The Damage is nerfed in Deadfire, yes. However with a Helwalker who also uses Duality (INT) for +10 MIG/+10 INT it's still good.
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Your Tiers List [Base Classes, Subclasses]
Boeroer replied to theBalthazar's topic in Backer Beta Discussion
I guess when they used this class in their own inhouse gametesting week (where they could test the whole game and not just the short beta content) they may have discovered how OP it can be at higher levels. For abilites that cost more than 3 rage +1 isn't that much of a difference - but if you can repeatedly trigger Heart of Fury or other powerful stuff in a solo run via Flesh Communion it might be too good. Just wild guessing though... -
Yes, Sfot Flurry with AoE attacks still works and can lead to cascading like before - unless OBS did a secret minipatch in beta4 that I'm not aware of. Although it got nerfed to 30% you can still make it work easily with the right combos. I reported the other day that Minor Blights with Single Handed Style is still one-shotting groups... or Blast + Killers Froze Stiff does the same. That was beta4. I think one can blame us (or me) that the rogue (and others) can't put out AoE afflictions (and interrupts) anymore - because I mocked the evolution of PoE's Carnage to Deadfire's Blast more than once in beta 1 to beta3. Sadly my beloved Trickster/Beguiler combo isn't that good anymore (it wasn't OP to begin with, but viable and fun to play).
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Because it's cool.
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Stalker's Link works no matter if pet's attacking enemy or not
Boeroer replied to dunehunter's question in Backer Beta Bugs and Support
He meant in their internal build, not the beta.