Everything posted by Boeroer
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[Fighter multiclass tank/caster] Help me design/brainstorm this character
It also has a duration in PoE. Same thing basically. But yes: in most fights it doesn't matter because they will be over before Constant Recovery runs out.
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[Fighter multiclass tank/caster] Help me design/brainstorm this character
Constant Recovery has a duration. It's constant but not endless recovery. Given how powerful endless and passive party-wide healing is (since there's no more endurance/health system) I wouldn't call it wasted. Ancient Memory can give the whole party a kind of Constant Recovery that doesn't run out.
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Cipher Question
Hm, don't know. Last time I used it (with Edér) it did. I still have the save and can check tomorrow, am almost asleep...
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Portraits
Boeroer replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)two years ago or so I made a fire godlike for an evil playthrough from some demon that I found on deviantart (background needs work):
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Cipher Question
You wouldn't want to take Biting Whip and all the other dmg bonus talents like Savage Attack and so on. But Draining Whip should work fine I guess? You'll want max MIG because its bonus also works with the N. Suffering's flat damage bonus and not only with the base damage. Same with Sandals of the Forgotten Friar that you should seek. So in the end it works like: (Base damage (5-8 ) + Suffering's bonus (scales) + Sandal's Bonus (2)) * MIG bonus.
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[Build Request]Fire Godlike
You can go with lowish DEX because Frenzy + Bloodlust + Bloodthirst will make sure your recovery is short enough. Also RES doesn't need to be high for this build. MIG and INT should be high as well as CON and good PER also doesn't hurt. MIG, PER and INT cover enough dialogue options. For more speech checks you would need high RES as well, but with this build high RES is not very useful.
- Game mechanics in great detail - questions
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High CON Build w/ POE II Viability
I mostly use offensive fighters (and I like them), so I'm not a good advisor on tank builds. Since a fighter is quite sturdy per se I always build his offense, not his defense. A nice apporach is to maximize his self healing capabilites with high survival and Rapid Recovery and the Cloak of the Tireless Defender and then a Belt of Bountiful Healing and go full offense. Leads to good sturdyness and good offense. With a bashing shield you can have a bit of both worlds: Full Attacks with Knockdown and Charge but better deflection and reflex with a shield. And Dragon's Maw or Badgradr's Barricade are just great. Scath Gwannek is also good for a fighter with your stats (gives you some spells per rest). With those stats he would be a good candidate for an Unbroken/Wizard in Deadfire: very tanky on demand and a good battlefield controller.
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[Build Request]Fire Godlike
Hi, first of all: monks work as well with weapons as with fists (no drawbacks whatsoever) and also with heavy armor (also no drawbacks besides the usual recovery penalty that everybody gets when using heavy armor). The Monksterlasher shows the potential of Battle Forged with Turning Wheel, Scion of Flame and Blood Testment Gloves. THis works with every monk build with a fire godlike. You are not set on sabres or whatever as weapons. When it comes to a char build that evolves around fire, there is one item that I recommend all the time lately: The Belt of the Royal Daedfire Cannoneer. That's because it not only gives you Firebrand 3/rest (paired with Forgemaster's Gloves 6/rest) but also a Flame Shield once you catch a crit - perfect for every retaliation build since it stacks with normal item retaliation and Battle Forged. And it comes superealry in the game. Yay! When it comes to retaliation, two classes are best: - monk because of the reasons explained in the Monksterlasher/Anvil builds - barbarian because things like One Stands Alone, Blooded and most importantly Bloodlust & Blood Thirst work with retaliation. The monk generally does better with dual weapons, but Firebrand is still a great weapon. Imagine its enormous base damage, paired with +60% burn damage from Trunung Wheel and 25% shocking damage from Lightning Strikes, +50% crush damage from Torment's Reach and +20% raw damage from Blood Testment gloves... barb: the synergy between Blood Thirst and Battle Forged and Flame Shield is ju8st awesome: once you kill an enemy you'll have 0 recovery, killing even faster. In my opinion this is the best class for the use with the belt. It's just pure destruction. Also his enormous health pool makes Battle Forged viable. Barbaic Retaliaion stacks with both Battle Forged and Flame Shield. But there are two other good choices for this belt: - priest (preferably of Magran): Firebrand works with Inspired Flame and every Weapon Focus. That means you can achive fighter-like base accuracy. It also works pretty well with stuff like Devotions/Minor Avatar and so on. Retaliation is not the strong part of a priest though. His health is too low. But his nice fire spells like Shining Beacon and so on make up for this. - Paladin (preferably Goldpact Knight or Bleak Walker): Flames of Devotion + Intense Flames + Scion of Flame + Remember Rhakan Field or Enduring FLames can crit for over 300 damage. It's quite awesome. With Runner's Wounding Shots you can get three very powerful attacks per encounter that can potentially one-shot enemies. His health is ok - while not as efficient with retaliation as monk or barbarian he's still ok. Later you can add Sacred Immolation which is very powerful and... fiery. I played all of those variants and the most fun I had with the barb - because the synergy with between Belt (Firebrand+Flame Shield), Fire Godlike and Blood Thirst is just jawdropping. I also played a rogue with Firebrand - while he's no good for retaliation his damage per hit with Sneak Attack + Deathblows, combined with the absurd base damage of Firebrand is very satisfying. Also a Backstab with Firebrand from invisibility (use the Cloak of the Master Mystic) is pure fun. Another option would be a fighter with Disciplined Barrage + Knockdown + Confident Aim (basically dps fighter). What you want to do for Firebrand: alsways take Scion of Flame (+20% damage), also take Merciless Hand (Doemenel faction) and see that you score crits. Firebrand is Annihilating, meaning it has double crit damage bonus. As I said: I would pick the barb. If something sounds interesting I can elaborate.
- Game mechanics in great detail - questions
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Game mechanics in great detail - questions
If you want to have more deflection then yes. A hatchet can raise deflection even more. Correct, spell accuracy will suffer if you're wearing a medium or large shield. Basically correct - but certain AoE effects that are connected to weapon attacks like Blast, Carnage Torment's Reach will carry the on-hit/on-crit effects over to the AoE. So for example a Barbarian with decent accuracy can cause prone on crit with Carnage in an AoE if he has an overbearing weapon. Same thing with a Wizard who uses Blast with an overbearing/stunning implement or a monk who uses overbearing/stunning weapons with Torment's Reach. Also works with spell chances like on the Redeemer. They are both good.
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High CON Build w/ POE II Viability
I would also say that. That stat spread is good for a lot of classbuilds, including the fighter that was posted above and which is solid (always take Charge - also use a bashing shield like Dragon's Maw or Badgradr's Barricade if you like Knockdown). Also a chanter with Dragon Thrashed would work. Low PER is a thing in the early game, but with some levels and decent buffs it doesn't matter that much anymore. With Disciplied Barrage lowish PER is totally ok, too. Hehe - actually... no. It's fine for me to answer questions. I also get some PMs with questions around mechanics and character creation on a regular basis and so far I never felt annoyed because of that.
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Game mechanics in great detail - questions
concerning Combusting Wounds: the spell itself doesn't stack on a target, so if an enemy already suffers from the CW spell a new appliance will just update the duration (makes sense because): But once CW is on a target then all triggers will generate an instance of a CW DoT. And those run parallel - or stack if you wish. So a blunderbuss will generate 6 instances of CW DoTs which will deal their burn damage at the same time. It can be rather devastating. Since one CW-DoT-instance can do around 30 burn damage with decent MIG and INT - six of them can potentially cause 180 burn damage. Good point about Distant Advantage (the wood elf racial). By the way it also works with AoEs that are centered around you if the radius is big enough (for example Sacred Immolation or Torrent of Flame or so).
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Game mechanics in great detail - questions
Hi, No. Spell accuracy is NOT derived from your weapon's accuracy. Weapons' accuracy only counts for attack rolls with that weapon (auto attacks or attack abilites that use a weapon like Flames of Devotion, Knockdown and so on). One handed weapon use has no effect on spells' accuracy. There is one exception (which may be a bug): the chanter has some invocations and phrases which do benefit from the +12 accuracy of one handed weapon use, for example Dragon Thrashed and White Worms. One Handed Style has no effect. Your spells' accuracy is calculated like so: base accuracy of your class + 3 accuracy per character level (counts for ALL attack rolls) bonus/malus from PER (+/-1 per point of PER above/below 10) +1 accuracy per character level (only counts for all offensive abilites, including spells) the spell's accuracy bonus ability buffs (Eldritch Aim or Zealous Focus and so on) item buffs (Gauntlets of Accuracy for example) Nope - One Handed style, Two Weapon Style and so on don't affect spells. Other talents do affect spells though: hater talents like Beast Slayer, Primal Bane and so on work with all spells that do direct damage (additive, no DoTs) Scion of Flame and Co. will boost burn/freeze/corrode/shock damage of spells by 20% (additive, no DoTs) Merciless Hand and Dungeon Delver (faction or story reward talents) work with all spells that deal direct damage (additive crit damage, no DoTs) Mob Justice works with spells Gallant's Focus will raise your universal accuracy like Zealous Focus would, including spell accuracy (doesn't stack with Zealous Focus, Blessing or Eldritch Aim or Disciplined Barrage and so on) Outlander's Frenzy reduces your spells' recovery time and gives you more damage because of increased MIG Interrupting Blows works with every spell whoich can interrupt Penetrating Shot works with most spells that work from range and have to be targeted on an enemy (missiles, Necrotic Lance, Trhust of Tattred Veils...) or work in a line-shape (Mind Lance, Rolling Flame...) Vulnerable Attack might work with touch-based spells like Jolting Touch, but I can't say for sure. Maybe not. Would have to check this. Bloody Slauhther works with spells I never tried if Shot on the Run works with ranges targeted spells. Might be, but I don't know. No, it doesn't. BUT: Deathblows (and only Deathblows) works with direkt damage spells (like Fireball, Missiles... no DoTs) and thus doubles the base damage (+100%) - which can be very powerful. And while we're at the rogues abilites: Deep Wounds works with all spells that deal perice/slash or crush damage - AoE or single target. Combusting Wounds gets triggered every time an attack roll is done and damage is caused. DoTs don't work (except the initial hit, but not the ticks). Thus, spells like beams, Wall of Flame, Chillfog, Missiles and such are good with it. Also weapons like Blunderbuss or Golden Gaze or Twinned Arrows which use multiple projectiles will trigger CW multiple times. Heart of Fury + CW is certain mob death. Usually DoT's damage profit both from MIG and INT (and crits). MIG raises the damage per tick and INT adds more ticks. A crit gives you +50% duration which can be a huge damage improvement. Spells like Envenomed Strike, Shining Beacon or Disintegrate become very powerful with high MIG, INT and crits. Dots that don't behave like this are wounding (MIG raises the overall damage but INT just spreads the damage thinner over time), Enduring Flames (I believe INT has no effect) and Wounding Shot (same like wounding). Maybe I forgot one. Thus, the dps with Persistence, Tidefall, Drawn in Spring and Acuan Giamas as well as Boar Tusks is better with low INT. But the overall damage doesn't suffer, it just takes longer to apply. I hope that answers your questions.
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Request: Optional skull icons/above level notifiers + optional floating numbers
Maybe it already is optional in the final game. I'm not that much bothered by the skulls and such, but the floating numbers are somewhat intrusive.
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Josh Sawyer's tweets and teasers, part 2
Boeroer replied to Gfted1's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Additional spell options most likely from Grimore.
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Loading times are disgusting
Yes, a lot shorter. Transitioning maps hardly has any loading times. Switching from initial character generation to the actual game takes maybe 5 seconds for me. But this is only the beta with a lot less content/game objects. So maybe it gets a bit worse with the final game. But I guess it's save to say that loading times overall will be a lot shorter.
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Tidefall Paladin Advice
In terms of dps Tidefall is superior (with lash and durgan steel vastly superior), but against vessels nothing is better than the Redeemer. By the way: Abjuration also triggers Strange Mercy/Triumph of the Crusaders.
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Request: Optional skull icons/above level notifiers + optional floating numbers
I'd also like to have the option to hide the floating damage numbers. They don't look very pretty and all the other stuff that's going on on the battlefield is already enough visual/UI kerfuffle.
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Chanter Subclasses Discussion
Yes. It is also said in his subclass description. I think the main reason for this is that the double amount of "normal" summons just takes up too much space. So they made the creatures smaller. With the skeletons and the wurms it's bearable because with a little bit of imagination they could be Orlan skeletons, younger wurms and so on. But those midgety Ogres look quite laughable. Fun fact time again: if you take Brittle Bones as a Beckoner, the two skeletons that appear (after one of your tiny skeletons died) have the original size. So suddenly there are two enormous skeletons (so it seems,compared to the rest) where a tiny one stood before. It's kinda funny how a wicht-sized skeleton can "split" into two human sized ones. It's like Jesus was splitting them... You also can't give those two biggies commands - they run on AI only. I think that's a bug though.
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What multiclasses have you played with so far?
With the Unbroken as second class you don't need to buff up in every fight. But since you have spells per encounter - why not? If you switch on AI you can use a custom made setting that casts buffs for you right at the start or once you take too much heat or whatever. It's very customizable and can take away the tedium of manual self buffing. Since most of those buffs are 0.5 sec casts it doesn't matter too much when you cast (very low risk of interrupts), but I prefer to buff up right at the start.
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How to Ranger? Or: Why can't I make Sagani awesome?
Oops, you are right. Sorry.
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How to Ranger? Or: Why can't I make Sagani awesome?
I don't want to sound like the smartypants, but recurrent chances in such a setup don't simply add up but get multiplied. You can calculate it like so: Chance not to trigger = 0.9 Number of attacks=4 Chance not to trigger after 4 attacks is 0.9 * 0.9 * 0.9 * 0.9 * 0.9 = ~0.66 Cance to trigger = ~0.34 or 34% Still good though. The chanter has an invocation called "Hel Hyraf..." that lowers enemies' universal DR by -5. But it's not that useful compared to Killers Froze Stiff for example which is on the same tier. For dps Gauntlets of Swift Action are best of course, but they are rare and random loot, yes. Another alternative would be Mourning Gloves (not in the wiki list), then Gauntlets of Accuracy or Ryona's Vambraces (although those I always reserve for Pallegina if she's in the party). Most of the time I end up using Gauntlets of Accuracy.
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The strongest beta build
I just checked in game and a very small variant of that icon is visible above the tiger's head while he's "casting" (you know - the round symbol in that bar over everybody's head that shows the action). And once it is cast you can see the icon when you do a mouseover on the tiger (tooltip with the enemy's stats and afflcitions and so on pops up). Also smaller than the icon above of course, but you can clearly see that it's a flexed arm. So I guess you were right. I hope they can change its appearance and that not all creatures' ability have the same icon.
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After playing BETA Deadfire to me is absolutey epic
Boeroer replied to master guardian's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Absolutely!