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Boeroer

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Everything posted by Boeroer

  1. Also Spirit Lance and also Blast from rods. Eventually - but they already nerfed Swift Flurry from 50% to 30% because of that.
  2. As far as I know Withdraw+Chanting worked for... don't know... years? Regular stunning stops chanting though.
  3. If DEX is important for your chanter depends on what he wants to do besides chanting. If he uses fast cast/recovery invocations then low DEX wouldn't hurt him much I think. With long casts such as most summons you might want higher DEX or the casting will take forever (see Phantom with 6 sec base casting duration).
  4. Modal and Tenacious don't stack? Oops! Well there you can see how often I use those +PEN/+Recovery modals.
  5. Hi! Josh said in a recent stream that all the icons (for abilites in the class trees) will most likely not change because it would be too much work - because there are too many. I don't know if he meant the beta or the final game as well. However - this made me think: is it possible to mod the icons? I have some experience with the creation of icons and would like to make my own, distinct ones for stuff like Two Weapon Style and such. Does anybody know? PS: Death Blows:
  6. In PoE it was the case that a character with movement speed bonuses was walking faster in every situation (when stealthed and also out of combat when traveling over the map). That got "fixed" with a patch. Mainly because it made sneaking much easier than with normal move speed. It wasn't a problem when moving through maps though. The fast one would just arrive sooner and had to wait for the "normal" ones. I liked giving Boots of Speed or Fast Runner to everybody because exploration was faster that way. Rogues could profit fromt a general move speed bonus (besides Fast Runner). Move speed translates to higher dps with melee characters.
  7. I agree. I assumed that DEX would help with the chanting pause and therefore didn't dump it on let's say a Troubadour - but now I reconsider.
  8. Yes, so far he does that job exceptionally well. I broke with the habit of using tanks in PoE. Maybe I have to return to that concept in Deadfire. Unbroken/Troubadour is a great tanking combo as well. At least he does something else while tanking the heck out of everything. I also discovered that the chanting pause after invocations is not affected by DEX, recovery of the invocation or armor penalties in Deadfire. it's alsways a fix 2 to 3 secs pause, nothing more. Good for armored tanks. Did you try if an Unbroken + shield and pistol/scepter/wand/blunderbuss has any engagement slots? I was thinking about Minor Blights + Shield with an Unbroken tank. But I guess using ranged weapons disables engagement completely? Edit: to answer my own question - like in PoE, using a ranged weapon completely removes any engagment.
  9. In beta1 you could multiclass with a wizard and use Ryngrim's Minced-Meat-Face to scare away enemies. That triggered Disengagement Attacks and was so powerful that it was nerfed immediately in beta2. Unbroken/Wizard was one of the strongest things I tried so far because of that. Now being frightened/terrified makes you immune to engagement it seems. Nowadays I know of no other way to force disengagement. Pushing/kicking/reloacating via ability (Knock DOwn, FoA, Pull of Eora...) seems to cancel engagement as well. Even when I place some bait next to the Unbroken (unarmored wizard with 3 RES and 3 CON) most enemies I tested (Lagufaeth, Tigers, townspeople) won't leave me as long as they are engaged. It seems the threat level of an Unbroken in engagement is too high? Don't know... I mean +100% dmg combined with 10 PEN is hefty. If you find a way to force disengagement please report!
  10. You can try Soft Winds as the only chant (stacks with itself). It drains health for you nowadays and is very powerful atm. It will balance out the hefty damage that a Helwalker at 10 wounds will receive (with the big bonus the healing gets from the high MIG). Also Killers Froze Stiff + Swift Flurry is good. You shouldget new phrases in no time. You can try out that combo with Torment's Reach. Maybe the cone attack also triggers Swift Flurry? I didn't test it yet. Duality of Mortal Presence (INT) will be you best ability once you can get it in the "real game". YOu can test it by adding it with the console. It will give your Helwalker +10 INT when havoing 10 wounds - in addition to the 10 MIG. The linger time of the chants will expand like crazy and everything with an AoE and duration will expand, too. Also Dragon Thrashed and Soft Winds profit from the high INT and MIG. And of course your chants' AoE.
  11. Ok, now I sat down and tried a chanter/wizard in order to find out what pauses his chants. Did lower DEX to 1, than raised it to 30 and so on. Also used weapon and shield modals that affect recovery and switched armor types. This is what I found out: 1) Chanting speed is not affected by DEX and/or recovery. It is only affected by Troubadour's Brisk Recitation. 2) Invocation cast times are affected by DEX and universal speed buffs (from abilites such as Frenzy or drugs or potions), not armor or weapon modals or dual wiedling or styles. 3) The general recovery after an invocation (you can't attack) is affected by armor, DEX and also speed buffs - but not weapon modals. 4) unlike PoE, the special chanting pause after casting an invocation is not affected by DEX, armor penalty or whatever. It's always the same: round about 2 or 3 seconds pause after an invocation happen. You stop chanting as soon as the invocation goes off and after 2 to 3(?) seconds you resume. When I set DEX to 1 it had no effect on the pause. When I raised it to 30 it had no effect. When I used an invocation with a long recovery or one with a short recovery - it had no effect on the chanting pause. It seems to be a entirely fixed amount of time. Hooray for turtles then! I learned something new today. 5) Casting an invocation (or anything else like spells) does not pause chanting. When the casting animation is done (and as soon as the invocation goes off) the pause happens. 6) Chanting only has that special pause after an invocation. Every other ability I tested (spells, FoD and so on) don't cause that pause. You can cast Fireballs without interrupting your chants. It's like Mongolian Throat Singing. What a mess. Hope that helps.
  12. If you're that far you don't need lower difficulty I think. The game gets easier and easier because usually you outlevel most enemies.
  13. The Berserker/Devoted would have +2 PEN from Devoted and +2 from sabre modal. Even +2 from Tenacious if he's a Berserker. I can't see a lot of armor that can't be penetrated with that. Anyway: a ranger with arquebus can pierce very well. Not because he has great PEN per se (also true ), but because Accurate Wounding Shot has +20 ACC and the arquebus modal has +20 ACC as well. As a Sharpshooter you can add +2 PEN from near and even more ACC from afar. Crits give you 1.5 times PEN - and it's very hard to not crit with such a setup. And then there's the war bow with the modal that gives +2 PEN. Another alternative is a Sharpshooter with dual scepters + modal. +4 PEN is cool. Great for woundig shots as well. Add +2 with yet another Devoted multiclass part. That would also balance out the self damage from scepters with Constant Recovery.
  14. I honestly don't know. In the beta - when I use an Unbroken - foes seldomly leave my engagement. So the upgrade didn't really do anything. And you are right: with several engagement slots improvements you will end up with more slots than enemies can fill. You could also use a spear + modal and/or Hold the Line and then pick Cleaving Stance or Warrior Stance for the additional deflection instead. I'm undecided... But it may be that we'll see small, swarming enemies in the future. Smaller enemies can fill up more engagement slots. Then Guardian Stance might be perfect. Who knows?
  15. I liked the casting system of PoE. Per-rest or not. It all has its pros and cons. "Vancian" or per/rest is definitely more powerful for players who have meta-knowledge about the game. For new players it's not so nice (tendency to hoard spells and not use them all until the next rest). After all the recent tweaks the Deadfire one is also ok for me now. If casting times are too short then interrupts lose meaning. If they are too long it plays like tar. Atm it's in a good balance I'd say.
  16. I tried it and it's absolutely solid. I took the hardest hitting one hander I know of (sabre), omitting PEN because the disengagement attacks will have +100% damage and PEN anyways. Engagement slots, defenses and AR are stellar. You can also collect a lot of resistances.
  17. I guess they wanted to prevent ACC stacking which made the game too easy for "experts". Inspiring Radiance is also gone.
  18. @MadScientist: all good. I wasn't sure if there is a new high level ability with that name (was too lazy to look it up).
  19. Great! I'll have to bookmark that...
  20. Don't forget Marksman (low lvl ranger passive).
  21. Sadly Dragon Thrashed is more like Dragon Trash in the beta. But besides that: yeah it's a nice combo.
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