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Everything posted by Boeroer
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Odd injuries during Wind-swept Shrine scripted interaction
Boeroer replied to Wormerine's question in Backer Beta Bugs and Support
Just a UI problem basically. -
So-so. On the one hand I find it ok that armor penalty has a big effect on weapons' recovery time - because armor is very important in Deadfire (too bad Deadfire pushes you to either wear none or the thickest). And a plate armor does slow you down. I personally would also like to see a slowdown of movement, maybe less recovery penalty but also stride penalty. Since movement speed and recovery times are out of balance anyways (or so it feels). On the other hand all that lenthgy recovering looks kind of stupid in a "real time with pause" system.
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Carsomyr +5 was a reason for me to drop the current run and restart with a paladin. In which part was that +5 two hander for evil paladins you could find in some pile of junk? Same thing basically. I also restarted in Icewind Dale once I found that spear and the halberd I forgot the names of. However - I had the time to do that. Nowadays most fans of CRPGs are not teenagers anymore and maybe they can't afford to replay a game over and over again. So retraining seems to be a sensible solution for those people without watering down the mechanics too much.
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In PoE you got a disengagement attack for that (what I really dislike). I haven't payed attention too much to that problem in Deadfire to be honest (I simply avoid moving my chars at all when engaged) so I can't say if this is better now.
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Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's better now, but I saw that some unique weapons are still missing. For example Drawn in Spring and Vent Pick. Full list of weapon that are still missing (out of my head, sb=soulbound, su=summoned): Club: - War Club of the Mataru (sb) Daggers: - Drawn in Spring - Reaping Knife (su)* Stilettos: - Vent Pick Maces: - Hanover's Fist of Dodm Swords: - Steadfast (sb) Great Swords: - Firebrand (su)* Pikes: - Tall Grass - Citzal's Spirit Lance (su)* Pollaxe: - Spectacular Spetum Quarterstaff: - Concelhaut's Parasitic Staff (su)* - Llengrath's Warding Staff (su)* ...maybe I forgot some. *) Only if you want to include summoned weapons, too. -
A reason might be that Desciplined Barrage supresses Blessing and Zealous Focus (but stacks with Devotions and Inspiring Radiance and -Exhortation). And on any difficulty below PotD that much accuracy can be overkill. However I personally would always take it as a fighter. There are no other instant +20 ACC buffs in the game that guarantee a successful CC action right at the start of the encounter. Or if you got terrified/blinded etc. and your priest or paladin or chanter is down. I find it much more useful than Vigorous Defense for example. But I never play passive fighter tanks who can't do anything but taking hits, so...
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If you want to use invocations a lot (for buffing, charming etc.) you want high DEX and low armor penalty. Invocations usually have not too short recovery phrases and low DEX and thick armor make them even longer. You also don't chant during an invocation's recovery phase. And if you don't chant then also Ancient Memory and Beloved Spirits won't get applied. The weapon of choice doesn't matter, you can even still use a shield, but keep in mind that mid- and large shields lower your accuracy (also for chants and invocations). Some invocations and chants get the +12 accuracy bonus from one handed weapon usage (but not the hit to crit conversion if one handed style). Among those are White Worms, Dragon Thrashed and Soft Winds of Death. So this can be an option. Good buffing phrases right from the start are "Blessed was Wengrith" and "At the Sight of their Comrades". I would only switch to Mercy and Kindness in the later game, maybe also "Her Courage thick as Steel" and stay with this two starters for a long time. I'd pick my other phrases for certain situations - for example against Banshees, Drakes and Dragons "One Dozen Stood Against the Power of the Saint" is very nice. Just prepare some chants for special situations in your book and else stick to Wengrith and Comrades. If you're using more than two ranged damage dealers in you party you want to use Sure Handed Ila, combined with Wengrith all the time. Mith Fyr is also a good support chant, but remember: the longer the phrases the less often you can use invocations like "I am yours" to charm enemies. For good healing effects you'd need Ancient Memory and Beloved Spirits, two Fingers of Daylight and also decent MIG. Look at the Chillfog chanters build in the pinned list in order to know how passive healing can be tweaked a lot. High INT is a must for nearly every Chanter. In order to hit with the charming reliably you need decent PER as well. And as said above high DEX helps with recovery. What you actually don't need - and that's a bit weird for a Chanter - is RES. In case he's in the backline he also doesn't need a whole lot of CON. For items I would use Munacra Arret (see PoE wiki) and later Ring of Changing Hearts and Spirit Spiral to get even more charming options. I'd also think about Enigma's Charm as talent. For further healing you could consider Acolyte's Radiance, but it's rather weak, so I'd skip it. If you don't use a priest or paladin with Zealous Focus then Gallant's Focus is an option, too. The two invocations that raise stats by +5 (Bridesmen and whatever) can be uphold 100% of time with high INT, and DEX and low armor penalty if you're at mid level. Their duration is so long that you can keep up both buffs after the initial "load up" phase - if you don't get interrupted by CC or knockout. That means +5 to all stats on all party members. But this seldomly happens in actual encounters. The charming invocation "I am yours" has no accuracy bonus and tends to miss a lot in the early game. You can counter that by using "Lo, their endless Host" to frighten enemies first. Frightened enemies have lower will defense and can be charmed more easily. One of the best invocations is "Killers froze Stiff" by the way. When there's further interest I would post a more concrete build idea.
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In Deadfire your other party members can get bumped aside (not away from the target, just to the side if possible) when a teammate wants to close in as well. When this happens they will not trigger disengagement attacks. Only if you move them actively.
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In beta3 terrified/frightened enemies no longer suffer disengagement attacks when they flee. I guess this was changed because the Unbroken/Wizard combo was too strong.
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Calculations and theorycrafting aside: I think everybody who plays this mod sees that the situation for casters is better than before while they are still not as powerful as melee characters (at least the multiclass ones). So this should be a step into the right direction. Of course the beta only covers lvls 6-9, so the situation may change from lvl 9 on - but I doubt it.
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Project Eternity: Wiki
Boeroer replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Great. Thanks for the prompt reaction to my PM. -
Sie hat Aloths Vater den Arm an drei Stellen gebrochen, als der seinen Sohn schlagen wollte.
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You are basically right. However, there are a few other "tricks": The Blast combo is pretty neat if you use Kalakoth's Minor Blights or the Golden Gaze with Interrupting Blows. Since you are generating a lot of hits per shot there will be lots of interrupt rolls and with Interrupting Blows the chance that you interrupt all enemies that get hit by the Blast rises. Golden Gaze causes longer interrupts and can attack faster than Minor Blights. Also Mourning Gloves' interrupt boost stacks with Interrupting Blows. This is not really damaging (as demanded in the thread title), it does nothing for your damage. But it's a nice "soft" CC as sideeffect. Speaking of damage: Minor Blights + Blast is very powerful in combination with Combusting Wounds. The deflection combo can be brought to ridiculous defense values if you use hatchet + shield as well. If you also use Ryngrim's Repulsive Visage you an make it so that your deflection with Weapon & Shield Style + Wizard's Double is so high that enemies can only graze you (which doesn't remove Wizard's Double). Also Arcane Veil and Wizard's Double stack. This can be very, very good in the early game. Also see here: https://forums.obsidian.net/topic/94936-an-exercise-in-tankiness-an-untested-class-build-ish-topic/ Also Mourning Gloves stack
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PS4 Problem White March
Boeroer replied to PunTellingPuma's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Let me guess: you went to Crägholdt Bluffs first because you didn't read what your steward told you: that the Torn Bannermen who are attacking Concelhaut's Tower are supertough, way above your league and that you'll get your butt kicked pretty phenomenally? Crägholdt Bluffs is not part of the White March region (but it has a story- and questline that is connected to the WM, especially part II). However - you want to go to Stalwart first which is located in the White March. There's an icon on the world map in the upper right that opens a new regional map of the White March. That's content for lvl 8 upwards. Crägholdt Bluffs with Concelhaut and stuff is for lvl 12+. You can do it earlier, but then it's tough. -
Gromnir suggested an export or save function for characters like Icewind Dale and so on had. Everybody liked the idea. But I guess Obsidian didn't notice or doesn't want to do this.
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I dislike that you wrote Roderick's Hold. His name is Rodriguez. The Endless Paths were a stretch goal. And most of the time developers/designers don't seem to make plans for such things in advance but do it "on the fly" while finishing the rest of the game. One can see that this particular dungeon was not thought through and not fleshed out very well - although the backround story itself with Od Nua and his son, the Adra Titan, the Adra Dragon and stuff was very promising an had a lot of potential. But I guess they ran short of time or ideas when it came to level and encounter design. They had to fill 15 levels and every 3 or 4 levels they made an ok job - the rest was lame fillers. I don't blame them. During they crowdfunding campaign they had to come up with stretch goals all the time - and with the Endless Paths they simply bit of more than they could chew - or so it seems. Same with the whole stronghold stuff (that got improved a lot with patches).
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You can also get burn based spell binding gear like Sun Touched Mail of Hyan Rath (3 Sunbeams per rest), Amulet of Summer Solstice (same), Flames of Fair Rhîan (3 Fireballs per rest), Taluntain's Staff (3 Fireballs per rest) and Curoc's Brand (1 Fireball per rest). This is better than taking bonus spells (which you can still do) because those spells from gear work with Citzal's Martial Power which will give them more oomph. You can even clone Flames of Faîr Rhîan, have 3 additional Fireballs and do a bit of dual wielding with Alacrity. Plenty of good fire spells without wasting even one talent or ability point. Spell bindings work with Scion of Flame etc., too. Citzal's MIG boost will give you +24% damage, the ACC boost will give you crits with +50% damage, even +90% with Merciless Hand and Dungeon Delver, Scion of Flame adds +20%. Lots of damage for a "small" Fireball or Sunbeam.
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High MIG, CON and INT. Only important item is the Wildstrike Belt (rush to Ondra's Gift asap and buy it from Cartugo in front of the Vaillan Trading Company). Talents: - Veteran's Recovery - Wildstrike Shock - Weapon Focus Peasant - Greater Wildstrike Shock - Two Weapon Style - Heart of the Storm - Savage Attack - Apprentice's Sneak Attack Most used spells: healing like Nature's Balm and stuff up to Moonwell, Returning/Relentless Storm, Form of the Delemgan and Avenging Storm Skills: survival 14 (an item with +2 to survival when camping helps a lot) in order to get +60% healing bonus - or alternatively the accuracy bonus Boar druids have wounding tusks and wounding scales with MIG. It's like having two Drawn in Spring Daggers - but with more base damage and higher lashes... Boar druids also have an additional regnerating effect while shifted that stacks with Veteran's Recovery and other healing sources. They have no per-rest ability like cats or stags etc. In kith form you can use dual hatchets if you want. I usually wait in the backline, casting my spells, waiting for enemies to rush to the backline in hope of taking out my squishies and then *poof* they suddenly get pulverized. Also works nice as rusher himself once you get Form of the Delemgan (includes higher move speed).
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I tried the BetaSpeedMod for a week now (I guess it was a week?) and it feels way better than the original beta. I did two playthroughs with several casters in the party and one with lots of melees to compare. Melee still felt better but not as much as before. And maybe my melees were better optimized than my casters, who knows? It's supereasy to "install" and doesn't make the game unstable or anything. Go check it out and report!
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You want every damage bonus you can get since they work so well with the very high base damage of Firebrand (25 instead of 17 that normal great swords have). That means high MIG, Biting Whip (and of course also Draining Whip for the focus), Scion of Flame (raises Firebrand's damage by 20%), Savage Attack (the ACC malus doesn't matter if you use Mental Binding or Eyestrike first), Two Handed Style, Apprentice's Sneak Attack, survival 12 for +20% flanking bonus (against kith) or accuracy bonus (against other enemies) and an item like Glanfathan Stalking Boots - together +30% dmg against flanked - use Phantom Foes to cause flanked when you chose this camping bonus. I also took Veteran's Recovery (first talent pick) because it's good with high MIG and INT and helps with the squishyness. Merciless Hand from the Doemenels and Dungeon Delver are obviously the best choices when it comes to story-talents since they stack with Annihilation from Firebrand meaning you get +140% damage on crit (or 60 bonus damage on average in other words). The average crit with all this would be around 115 burn damage. It's quite jawdropping. Other items except the belt and Forgemaster Gloves (for 6 uses of Firebrand per rest) are not so important. As you said you want stat boosts, but the belt itself already gives you three different stat bonuses. A bonus to survival is nice. Tempered Helm is great as a defensive tool. Executioner's Hood is also very nice - you kill, you heal. Talisman of the Unconquerable of course, I smply had a Ring of Prot. and a Ring of Deflection. But I guess anything goes.