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Everything posted by Boeroer
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Pull of Eoras
Boeroer replied to Zidster's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sure you can! Just equip a grimoire from your stash and put all your spells into it. If it's full then take another one and so on. THat way you write down all spells you learned. You don't need to write down the spells like Shadowflame or Ninagauth's and Llengrath's Whatever and all the other ones you have to find in the game - those you will always keep. Then you retrain to lvl 1 and stop here. Go into your inventory and learn all the spells from your previously filled grimoires. Will cost some money... Then resume leveling up. You will have even more spells than before because now you can pick those spells on level-up that are not yet in your grimoires. It's almost cheesy. -
Sanguine Plate on a melee wizard works fine of course - but I always feel that it is a bit wasted because a wizard can use Alacrity for +50% speed (without a fixed armor penalty) instead of Frenzy with +33% (and -50% fixed speed penalty). Both don't stack with each other. With wasted I mean that Frenzy would have more impact on other melee characters who don't have any other possibility of gaining a speed bonus. If you don't have such characters then using Sanguine Plate for the wizard is no waste obviously. What you might want to have is Gauntlets of Swift Action (stacks with Alacrity).
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I still say Adam posted the picture because of the feet of that guy in the upper left corner. I mean it looks as if we're getting to meet a new race with kangaroo feet or something... Or it's a new ability of the monk. First you get the Long Pain (ranged weapons) and then you get the Long Feet (reach weapon). Ehehehe! Or the PoE1 "Boots of the Long March" make a reappearance in Deadfire.
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Pull of Eoras
Boeroer replied to Zidster's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You an pick it at level up if you have the expansions. You don't need to find it. I think it's one of the best CC effects on Path of the Damned: no immunities (like Confusion or Slicken), it completely messes up the pathfinding and tactical movement of enemies. It interrupts them for quite a while, too. It prevents rushing reliably. And it lasts a very long time. I like it with Chillfog and a Blast Wizard. It's also not too bad when you accidentially step into it. You as human intelligence can deal better with that than the stupid AI of the enemies. It's true that enemies can get yanked out of the area. This happens when Pull of Eora's pulse crits I suppose. When you use it on enemies with low fortitude this happens more often than against enemies with high fort (ogres for example). -
Actually, after a bit more thinking, I came to the conclusion that this is really smart - and I never thought about this. If you want to prevent rushing you simply put your druid into plate armor and give him a large shield and hatchet - and when enemies are setteled you shift for better casting speed and accuracy - even if you don't want to use the shifted form for melee. Man, why didn't I think of this sooner? Thanks man!
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Just a side note: Spiritshifting will not quicken your casting animation nor the recovery of casts. It doesn't give you more DEX or an attack speed bonus (unless you use a cat's 1/ rest haste). You might have the impression though because your melee attacks will have a very short animation and recovery and thus you can cast sooner after a melee attack. But shifting in order to gain higher casting speed in general is not working. If you're wearing heavy armor (higher penalty than the natural armor of the shifted form) then it's a smart move I have to admit. It would be really clever to wear Sanguine Plate, catch a crit, get Frenzy and then shift in order to cast with higher speed. You'll lose the armor penalty and gain +33% faster recovery (for casting and hitting) at the same time. Of course wearing Sanguine Plate and wielding an implement looks kind of silly.
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I agree that Mith Fyr is very nice for HoF - and you won't lose any damage of Dragon Thrashed as well because you can't hit with it right away unless you sneaked into the middle of the enemy group. And usually the barb wants to jump in quickly and trigger HoF asap (should be possible within the first 10 or so seconds of combat while he still has the lash). Even if he needs more time one could use Wengrith + Mith Fyr + chained Dragon Thrashed. What also could be more benefical than Dragon Thrashed is when you use a lot of Relentless Storm and such or if you use a lot of Ectopsychic Echo...? By the way, since I seldomly use Defensive Mindweb: would Ogres and other summons also profit from the high defenses that Mindweb shares?
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I wanted to add that a normal two hander has an average base damage of 17 while the summoned stuff has 25(!). Since everything besides lashes, wounding and Confident Aim is calculated on base damage you can see why this is so powerful. The more dmg bonuses you stack the better. Even taking all the hater talents (add 6.25 damage per hit) besides vessel and spirit (there's a Bartender's Ring for that) and using Gauntlets of Puissant Melee (+2.5 per hit) and Azalin's Helmet (+2.5 per crit) would make sense if you don't know what else to pick.
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I don't understand your damage calculation. With 25 MIG one instance of Dragon Thrashed deals 14.5 slash + 14.5 burn on every tick for 11 seconds or 4.83 + 4.83 damage per second . Did you overlook that it deals 10 slash AND 10 burn damage as base per tick? Or am I missing something? Also you can stack 3 instances for 3 seconds with Brisk Recitation at lvl 16 with a gap of 1 second (where it's only two instances): In that grey area you should do 3 times 14.5 burn + 14.5 slash per tick. Against 0 DR this means 87 damage per tick. During the gap it's 58. To everybody in range. Or am I doing something wrong? I also doubt that you will only hit 1-2 enemies more compared to HoF if you have 25 INT, Voice of the Mountaintop and an overseeing item. Heart of Fury can hit a lot of enemies, but usually you hit 5 or 6 and that's it. With above AoE of the chanter you usually hit everybody - maybe you missthat one skeleton archer who stands far away every now and then (screenshot with 25 INT, Voice of the Mountaintop <chanter only> and Overseeing on both chanter and paladin): I laid both AoEs over each other so you can see the exact difference. Yellow inner circle is chant base AoE, red circle is SA's base AoE. The translucent circles are the ones with 25 INT + Overseeing + Voice otM. When we speak about area, chant's AoE is twice as big as SA's. Radius is about 1.4 times bigger. You will hit more than +1-2 enemies compared with HoF (even smaller AoE) or Sacred Immolation. Usually this area covers all enemies except in the really crowded fights like Battle of Yenwood Field or Elmshore ogres and such. But as I said: you will be better off with Mith Fyr + Dragon Thrashed than with Mith Fyr and something else just to support your party. It can be smart to have the chanter stat his singing with Mith Fyr first - because he will not be in range of the enemy (or not all of them) anyways. With this phrase let the barb do HoF with the lashes while (plenty of time because of linger time), then adding pure Dragon Thrashed for the rest of the fight (this is done by picking Mith Fyr and then adding a lot of Dragon Thrashed in the songbook to make sure Mith Fyr will not get sung again). THis would be the best apporach I would think.
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With a cipher Mith Fyr is nice. So is Spark the Souls of the Righteous (also generates focus). I didn't check if Sparks also gets a lash from Mith Fyr...? When combining a burning lash on a weapon and Mith Fyr on a character who has Scion of Flame you will get 2 burning lashes with 30% instead of 25%. Both are seperate and will have to overcome 1/4 burn DR. Against 0 DR this means 60% lash damage (not 70 - but the important part is to overcome DR two times). As I said you can optimize your Chanter for Dragon Thrashed and deal a lot of damage while you can't do anything for Mith Fyr. It's a better alternative for a Chanter who doesn't have the right stats and equipment, but I don't think that it can beat an optimized Dragon Thrashed other than adding a lash while spell spamming - or in a party with multiple ciphers. Or multiple rangers perhaps, too (more party members).
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Parasitic Staff has the same base damage as Firebrand which is 20-30 or 25 on average. The exceptional enchantment adds 30% or in other words 25*0.3=7.5 per hit. Every point of MIG adds 0.75 damage. Two Handed Style adds 3.75, Savage Attack adds 5. A crit adds 12.5, a crit with Merciless Hand + Dungeon Delver even 22.5 and so on. That's why those things are powerful despite lacking lashes and durgan steel. Concerning crits: combined with disables the melee wizard will crit a lot if he wishes. Citzal's Spirit Lance comes superb and as mosspit said having an exceptional weapon with the staff in the early game is very powerful as well.
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I agree that a wizard would be the better pick in this case because he has great CC options and is more flexible. And he can pull of some really nice self buffs if things start to go south. If you like the chanter better than it's ok of course. Still a great thing to have passive and at the same time immense AoE damage. There is a trick with Withdraw + Chanter (keeps on singing Dragon Thrashed while withdrawn) that can be very effective though. I also agree that Fire Godlike for paladins is suboptimal - unless you are planning a full retaliation build with Fires if Darcozzi Palace and combine that with Pain Link and Combusting Wounds. If you look at the Counselor Ploi build you can see why a Wood Elf can be a good pick for a paladin (if you use the corresponding items and tactics). Pale Elf is good as well. Also Mountain Dwarf (some of the most annoying attacks and disables in the game are poison/diseased based).
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Hi, RES 3 is ok. With Durance's Holy Meditation or your own Spirit Shield it's not a problem at all. CON 6 is low. As you said wizards have a very small endurance and especially health pool. Even with good healing sources like Concelhaut's Corrosive Siphon and so on you might end up dead because your health pool gets drained too quickly (not your endurance), even with plate armor and Spirit Shield. You can counter this with a lot of healing bonuses (survival 8 or 14 for 40 or even 60% more healing + a Belt of Bountiful Healing or Fulvano's Amulet - each of them giving +25%, don't stack). Those bonuses also work with Infuse with Vital Essence which will heal a good portion of health. So you can make it work but you have to watch out. I like Veteran's Recovery on a melee wizard. MIG and INT boost its healing and you don't have to fizzle around with healing spells all the time. MIG does increase the damage of summoned weapons, yes. So it's good to hava a lot. But it does not increase the base damage. Nothing increases the base damage of weapons except very few special abilites and items. MIG adds a damage bonus which is calulated with the base damage, but doesn't alter it. Base damage itself always stays the same. You add up bonuses on top of it instead. But enough of that. Summoned work like regular weapons with two (or three) exeptions: - they can't be enchanted (but they bring their own "enchantments") - they work with any weapon focus, so you can pick a weapon focus that fits your "backup" weapon - the usually have higher base damage than their normal counterparts - which makes them powerful because nearly all damage bonuses you can get via talents, MIG and crits are calculated with that base damage Hardened Veil (+75) + Wizard's Double (+40) can make you untouchable to enemies who target your deflection. Wizard's Double will go away after a hit or crit you receive (not after a graze) - but who can hit you when your deflection is buffed by +115? Very good combo in the early game. As for talents: summoned melee weapons of the wizard are all two handed and love damage bonuses because they have high base damage (as I said above). So things like Two Handed Style, Apprentice's Sneak Attack and Savage Attack will add some good damage to your attacks. Use Alacrity + summoned weapon (preferably Citzal's Sprit Lance) and then cast Citzal's Martial Power. You want to go teh Doemenel route and get the talent "Merciless Hand", it adds +30% to crit damage. Later you can pick Dungeon Delver as well (story-based talents) with another +10%. So you will not do +50% damage on a crit, but +90% instead. Again, summoned weapons love damage bonuses. You can improve your crit rate with priest's Inspiring Radiance (+10, stacks with everything) and Devotions of the Faithful (+20, stacks with most other ACC buffs like Blessing and Zealous Focus and also Eldritch Aim) and Merciless Gaze or Dire Blessing. Arcane Assault and Grimoire Slam are actually not bad when you have cast Citzal's Martial power (those two abilites still work when Martial Power was cast). All spell binding gear is still able to release spells even with an active Martial Power, too. Runner's Wounding Shot is a good attack ability for hard hitting weapons like the Parasitic Staff or Spirit Lance. Melee wizards are a lot of fun - at least I think so. If you have more questions ask right away.
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The first implementation of Spelltongue gave you a 90% speed buff for more than 60 secs. Spelltongue was a game breaker on a barb (indefinite duration of all buffs) but besides that it was just cool. @firkraag888: yeah basically you are right and I should include Abydon's Hammer - but since everybody's mentioning it... Plus: no durgan steel and no lash. Bummer. Hehe!
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@moneo: you have no idea how Heart of Fury works when you say that a barb does better damage with Tidefall. I like a barb with Tidefall, the wounding + draining is amazing with Carnage - but once you pick Heart of Fury it can't compete with dual wielding + Combusting Wounds. You wanted powerful stuff, not "pretty cool stuff with low micro". Again: Barb with Tidefall is very nice, but not the best option once you get HoF. You will generate twice as much hits with dual wielding when using Heart of Fury. Even woundig can't compete with that although it's the strongest enchantment for damage (besides that barbs usually have high INT and Tidefall's dps drops when used with high INT - I really like it on a dumb rogue to quickly take out squishies in the backline). If you combine DW HoF with Combusting Wounds and attack 5 foes you will generate 50 hits (instead of 25 with a two hander) which will trigger 50 instances of Combusting Wounds. Every instance will do around 30 burn damage with decent MIG and INT. It will add 50 * 30 burn damage over time which has to overcome 1/4 of DR. You can see where this is going. When only looking at auto-attacks then Tidefall is better, especially with Frenzy, Bloodlust and Blood Thirst. There is no discussion. Redeemer is very nice with Blood Thirst in particular because destroy vessels triggers Blood Thirst. But you don't need Two Handed Style for the Redeemer on a barb. Because destroyed is destroyed and that can't be buffed any further. So you can totally use the Redeemer against vessels while you dual wield against other enemies. Bloody Slaughter is completely useless. It triggers at 10% endurance - usually your barb will kill nearly every enemy who's left with 10% endurance with one strike - with or without Bloody Slaughter. I call it a wasted talent point for every build except maybe boss killers (so... not barbs). If one wants such a mechanic then he/she should use a Death Godlike. Death's Usher at least triggers at 25% endurance left. Sure Handed Ila is nice and all, especially because it stacks with everything, but it's effect can't compete with the damage output of Dragon Thrashed if you do it right. At lvl 16 you will dish out around 80 slash + 80 burn on hit (and a lot more on crit: 120/120) every 4(!) seconds to everybody in that huge range (usually all enemies) - just by standing around. This has to overcome 1/4 of DR, sure, but there's a lot of damage left. I would like to know which party setup can improve it's weapon damage by such an amount just by adding 20% ranged attack speed and adding a 25% burning lash. I don't think there is (except spell spamming in every encounter with +25% lash), but maybe I'm wrong. That setup is better against bosses, but since I explained how you can one-shot then with a cipher very safely you don't need that. And of course you would completely ignore invocations with a Dragon Thrashed Chanter - because invocations will stop the chanting and result in a recovery phase and that means no Dragon Thrashed damage (and also no Mith Fyr and no Sure Handed Ila) for some time. Also the neat and very powerful trick with preservation Chanter + Withdraw is less cool with Sure Handed Ila + Mith Fyr. The only situation where I hate Dragon Thrashed is when my Chanter gets mind controlled...
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Whisper of Treason is officially a fast cast and Master of Puppets is as well - in theory. However, in game you will see that Master of Puppets is at least twice as fast (if not faster) than Whisper of Treason. Either Whisper of Treason still has average cast time despite the description - or Master of Puppets has something like instant casting time despite the description. I suspect the first one is true...? I remember that MaxQuests posted a list of actual casting times a while ago - but I can't find it...
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For the trashy stuff, get a priest with Inspiring Radiance and Devotions, then a wizard with Shadowflame, add a dw barb with Heart of Fury. Buff ACC, cast Shadowflame, jump in and trigger Heart of Fury - clean up with a Barbaric Blow, sped up by Frenzy + Bloodlust. Everybody will be dead in seconds. Only two spells needed (both of them can becomem mastery spells). You can amplify the damage with Combusting Wounds and also pull together the enemies for Shadowflame and HoF with a Pull of Eora. For dragons and such bring a paladin tank with Zealous Focus, marking weapon, Inspiring Exhortation and Coordinated Attacks and also bring a cipher with Tactical Meld, Whisper of Treason and Desintegration. Boost ciphers ACC with +86 (Zealous Focus + Radiance+Devotions+marking+Coordinated Attacks+Liberation+Tactical Meld) and crit with Desintegration to one-shot the dragon. Cast Whisper of Treason on the dragon to charm him while Desinterate works (takes some time). The dragon will fight for you while he dies. Then invite a tanky chanter optimized for Dragon Thrashed. Give him the Little Savior and Blaidh Golan (preservation of those two stacks to +100 to all defenses when prone or stunned). Place him in a doorway or in the thick of it and cast Withdraw on him. He will be untouchable and get +100 to all defenses but will not stop singing. Use Defensive Mindweb to give everybody those defensive values and walk around in god mode while the chanter still sings, slashing and burning. Sometimes preservation doesn't trigger. Still great that the chanter will sing along while "gone".
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Especially when you look at Brisk Recitation. It doesn't do much for Mith Fyr itself (only speeds up phrase collection in this case) but is very benefical for Dragon Thrashed (stacks more instances). Also, you can reach nearly all enemies with high INT, Voice of the Mountaintop and an overseeing item - while this, again, does nothing for Mith Fyr (usually you are in range of your party members without such things). Dragon Thrashed is a DoT which benefits from crits more than normal damage does. Its duration gets increased by 50%. This is a multiplicative damage boost instead of the usual +50% to base damage. If you have high MIG you will boost the base damage (additive dmg bonus) and if you have high INT you will boost it again (multiplicatively). If you crit with it you again add an multiplicative bonus. High MIG and INT don't do anything for Mith Fyr - nor does your accuracy. It's the perfect phrase for a chanter who has bad MIG, not too much INT and low PER. You can't stack it so you have to put a shorter phrase in between. As far as I know Dragon Thrashed didn't get nerfed for a long time. Only the description got changed from "does 70 slash and 70 burn over 16 seconds" into "does 13 slash / 13 burn per tick over 16 seconds" (or words to that effect). Also each tick as to overcome oly 1/4 of enemies' DR. So to completely nullify the damage an enemy would need 52 slash/burn DR... You would need a very offensive party with a lot of AoE in order to beat optimized Dragon Thrashed with Mith Fyr (which you can't optimize with the chanter). And even then you would be better off at some point to alternate between Mith Fyr and Dragon Thrashed (you can have continuous Mith Fyr then with some Brisk Recitation and high INT). Obviously Dragon Thrashed is the better alternative if you have a more defensive party that doesn't dish out a lot of dps but favors a save and steady approach.
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Dominate is special because it doesn't alter the stats of the enemy. So when he profits from a bonus of yours it's a bad thing. Charmed enemies are a lot weaker because charmed is also a hefty debuff. It doesn't matter that much if charmed enemies get Zealous Endurance - their defenses are so abysmal because of charm that they will die quickly if you attack them during the charm duration.