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Boeroer

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Everything posted by Boeroer

  1. They scaled in PoE. Base damage of weapons, armor DR and of course ACC and endurance as well as defenses scaled with char level. Same in Deadfire.
  2. I did a Beguiler and I think it's good. When you cast low level deception AoE powers like Eyestrike on afflicted enemies you actually get more focus back than you spend (Blind is such a powerful debuff). I had Draining Whip - so maybe that helps here as well. I found it to be a good CC spammer. Damage is also good enough, especially if you have another party member who can deliver AoE afflctions as well (rogue+blast, wizard, druid). Then you get full focus from soul whip and some from deception powers. Nalpasca is kind of OP if you combine him with high Alchemy. Drugs last for over 600 secs and even the lousiest ones let him generate wounds on the fly. I could use Blade Turning without pause with a Nalpasca with Lesser Wounds and decent INT, making him invulnerable in melee. I don't know if there's a significantly bad class atm. They all seem to be balanced pretty ok at the moment. Of course some multiclass combos are very powerful and others are kind of a waste, but nothing seems totally lackluster when you look at single classes.
  3. Pro tip: don't go into the bear cave. It's quite tough. Come back later with more party members. Is the game too hard? Or don't you know how to play these games?
  4. What about the abilities of a Priest of Galawain?
  5. Woedica Monks all over the place!
  6. It doesn't stack. I think MaxQuest reported that.
  7. Wizard/Fighter is pretty good with Spirit Lance + Cleaving Stance. Each Kill will trigger a sort of double-AoE cleave. Like HoF in PoE basically.
  8. Since a wizard can have Spirit Shield and also Iron skin he can go for 0 recovery with Gauntlets of Swift Action + DAoM and a durganized padded armor. Inthe early game I would prefer heavy armor though- Wizards' endurance and health are low. Since there's Spirit Shield and plenty of Holy Meditations and later Crowns you can drop RES a bit, but I wouldn't dump it completely I think. It's too tedious to always cast a spell just to balance out the low RES in the early game. The Skaen Priest also needs recovery boosts. Since you can't enchant Firebrand you will need other speed buffs to make him hit faster - for example Mourning Gloves or Gauntlets of Swift Action as well. Maybe Outlander's Frenzy is a thing. By the way I love the Skaen Cultist robes with the Executioner's Hood - and then wielding Firebrand.
  9. I'd also nearly always prefer a normal wizard. Self buffs are all over the place when it comes to wizard schools and you will lose access to some nice self buffs if you choose Conjurer or whatever subclass.
  10. They have an orlan swinger club & bar on the Black Isle named "Furnicula". I'm sure you can see naked orlan women there.
  11. Play a Black Jacket. Everybody says it's so bad. I don't know... Once you get Unbending it doesn't matter at all that you don't have Constant Recovery (Unbending is insanely strong with good MIG and INT). You can of course do a quick-switch build with guns (I know that is good for burst damage because I tested it the other day) but I would prefer a melee build that focuses on the initial idea: to always pick the best weapon set for the current enemy. By the way: unlike PoE Quick Switch doesn't reduce the actual recovery after melee/bow attacks but only the extra "malus" recovery from switching. So no 0 melee recovery by switching in Deadfire.
  12. Erm, pretty straightforward? The wizard would make use of self buffs and some talents that boost his weapon damage (Two Handed Style, Weapon Focus, Savage Attack etc.). As long as there's no SPirit Lance he would use the Parasitic Staff. Infuse with Vital Essence is a good thing when using Veteran's Recovery. I think he would also be my mechanics guy The priest of Skaen would take the Belt of the Royal Deadfire Cannoneer and Forgemaster Gloves, Prey on the Weak, Weapon Focus, Apprentice's Sneak Attack, Scion of Flame, Two Handed Style, Savage Attack. Both priests would take Inspiring and Aggrandizing Radiance and all chars would max out MIG and INT. Inspiring Radiance stacks with itself so at the start of every encounter you would have +20 stackable ACC to land a great disable with the wizard and then go to town with the lance/burning great sword/Tidefall. Either the wizard or the Skaen Priest would be my main and take Merciless Hand and later Dungeon Delver.
  13. Hey, I recognize my artwork in the OP!
  14. The Ogre fists are dual wielding but slow weapons with high base damage. This makes them ideal for Full Attack abilites like FoD. I made a Bleak Walker/Transmuter and the FoD hits for 100+ with each fist. Hoever, the armor is total crap: 6 AR with 100% armor penalty at lvl 9. Why that? It's so bad... Effectively you gain +-0 stat points as an Ogre: +4 MIG, +2 CON, -4 INT and -2 DEX. No extra health or anything. Compared to spiritshift you get: - much slower casting time (druid: instant compared to Transmuter:4.5 secs) - worse armor (druid: 0% recovery penalty compared to Transmuter: 100%) - no special passives or anything to make it better - you spend a spell use per encounter (druid: modal 1/encounter, not a spell compared to Transmuter: lvl-1-spell) - you have the hefty drawbacks of your wizard subclass while an Animist has none This ability needs an overhaul to make it worthwhile. At the moment it's only okish with a rogue, ranger or paladin multiclass (= many Full Attacks).
  15. All the trolls put you on their ignore list I guess.
  16. And Spiritshift's and Form of the Fearsome Brute's (Transmuter Ogre) armor & weapons.
  17. I meant "Toxic Strike". Maybe it's a lash attack, maybe another lame raw DoT.
  18. Also Carnage doesn't generate focus.
  19. Actually the combo of additive dmg bonuses and multiplicative MIG can be quite the advantage for the rogue with his multiple dmg modifiers (Sneak, Backstab, Deathblows...). He just needs high MIG. Eventually he will also get a lash ability at higher levels (I read something about a poison ability).
  20. Only of the same attribute (perception affliction + perception inspiration = 0; and vice versa). And then it doesn't matter which rank the affliction/inspiration has. For example Distracted removes Aware or Intuitive although the later is tier 3 and distracted is of a lower tier. If you are distracted and cast Disciplined Strikes you will not be intuitive. Distracted will be removed. Same behavior with Disciplined Barrage which only grants Aware. So if you are distracted and plan to use Disciplined Barrage or Strikes you should first get rid of distraction (for example with an inspiration that a priest casts on you) - or you just cast Disciplined Barrage twice. This may also be a reason to take Tactical Barrage instead of Disciplined Strikes: You will get a percention inspiration plus an intellect inspiration. It needs an percention AND an intellect affliction to remove both. You can also counter both types of afflictions with Tactical Barrage. Truly tactical that.
  21. I have the feeling that I'm unable to cope with that as well.
  22. Transmuter is a bit of a bummer. Slow cast, -4 INT and bad weapons (might get changed). The idea itself is great though. I would like it if you could keep your weapons or if Transcendent Suffering worked.
  23. Can't say (would have to test first) - but if Combusting Wounds works anything like in PoE then ticks of DoTs won't trigger it (only the initial hit). It seems to be connected to actual hit rolls. A blunderbuss however triggers it 5 times (if you hit 5 times that is of course). Even more often with Powder Burns (even adds hits to the initial target).
  24. If you have an inspiration like Intuitive and get hit by Distracted (from Powder Burns) they cancel each other out. I don't want to cast Disciplined Strikes after every shot with Powder Burns.
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