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Everything posted by Boeroer
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Aila Braccia turns 100% (!) of ranged targeted grazes (also spells like Broodmothers's Cleansing Flame) into misses and reflects the attack. It is supergood if your defenses are high and yiu get attacked by ranged spells or stuff like those paralyzing blowdarts. They will paralyze themselves... Ranged misses will still miss with Aila Braccia. Actually it's a great shield - especially for monks because those can also reflect ranged misses via Soul Mirror.
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Unfortunately Charge is a lvl 13 ability. Defender gives you +2 engagement slots and -5 deflection and prevents you from using Savage Attack(!). So think twice. An alternative would be Hold the Line. With Shatterstar + Hold the Line + the normal engagement slot you would have 3 slots which maybe enough. If you like 4 with Defender that's also ok - you just have to skip Savage Attack. Maybe that's ok if you want to have a max crit build.
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Yeah, forget it then. It's really good - but so is mind control. Don't bother with Take the Hit then. But wait... didn't you install MaxQuests mod? I believe he fixed that bug with Take the Hit + Mind Control (controlled enemies don't profit from Take the Hit at all). You might want to ask him that. Pew... where to out the fighter? Don't know to be honest. Doesn't matter that much if the fighter has the reach weapon or the paladin. Maybe the paladin is ok in the second row because his zealous aura can reach everyone better? On the other hand the fighter can land more crits with Tall Grass. But then Charge with two weapons is cooler. Also dual wielding Shatterstar + another hammer leads to +1 engagement slot so maybe Overbeasring Guard is nice if you also take Defender. I honestly don't know. I'd say put the paladin in the second row. He will do some crits with Sworn Enemy + Zealous Focus + FoD and Tall Grass.
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[3.06] Wary defender doesn't do anything?
Boeroer replied to Bonez0r's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Is this screenshot taken during encounter outside of combat. I'd double-check if it works once encounter starts. -
Yes, Finishing Blow works with ranged weapons. Still sucks though if you want to one-shot somebody. But at least it will give you +0.5... I think a Runner's Wounding Shot would be way better in this case. It's multiplicative and 80% and likes MIG as well. Backstab bonus is additive, yes. But you forgot Sneak Attack. Deathblows adds 100% on top of Sneak's 50% as far as I know. Aaand you forgot lashes on the weapon. @firkraag888: Stacking DR bypass on a target with 0 DR is moot. But I guess you meant 0 DR after DR bypass is applied. The problem with blunderbusses is that lashes (your best friends when it comes to damage) don't profit from DR bypass.
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Fighter with Take the Hit on the front line is not optimal because he will get damaged by Take the Hit AND the enemy which will lead to massive health loss. In the second one row however he can heal the damage from Take the Hit and dish out nice reach weapon damage and single target CC with Knockdown and Overbearing. The synergies between healing, Take the Hit and things like Zealous Endurance and thick armor on the front line is great. Chanter's first level phrase that lowers slash and pierce damage is also good with this. Later the 30pt damage shield is even better. Party will get very little damage. But the fighter should not get pummeled too often. And also mind controlling enemies breaks this idea so hard: Take the Hit will apply to charmed enemies and won't go away after charm runs out. So you will kill your fighter when you kill that once-charmed enemy. Or you have to move the fighter out of range or turn off Take the Hit all he time. Very annoying. Without Take the Hit a fighter with a pike is pretty straightforward I think. And in the front line I would give him dual weapons.
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Yes. A fighter can also focus even more on regeneration with Constant+Rapid Recovery and the Cloak of the Tireless Defender + survival 8 or even 14 and a Belt of Bountiful Healing. Then go full offense with the rest. I like Hours of SR on a fighter because his very high ACC with Disc. Barrage leads to a lot of crits. But I like dual wielding on fighters even more because of Knockdown's Full Attack and also because of Charge (does an invisible Full Attack at the target additional to the crush damage). Paladins with a two hander are ok, but because of the Outworn Buckler (its herald enchantment stacks with everything) I usually end up with two arquebuses or two blunderbusses and a weapon & OW Buckler setup. Also, dual wielding sabres does more damage with FoD on most cases than using a two hander. A barb with a reach weapon on the other hand can place his Carnage perfectly well in the middle of a mob. And when he kills stuff his recovery is 0 which is great with a two hander. Also, try St. Ydwen's Redeemer + Blood Thirst on a group of vessels... Edit: damn phone... Had to correct some weird sentences...
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I find build descriptions only useful if they do something special that you wouldn't expect or if the class itself is complicated (like casters with a ton of spells). A melee guy with a two hander is really straightforward. If you want extra sturdyness without sacrificing too much offensive potential then take Veteran's Recovery and other self heals and survival 8 as well as an item like Fulvano's Amulet. Tidefall on a barb is nice because the endurance draining as well as wounding work with Carnage.
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Why not a melee wizard with Concelhaut's Staff and later Citzal's Spirit Lance? Not much micro to summon a weapon. Use your spells for self buffs. I once had a fighter with maximum regeneration and high MIG, CON and high INT, Tall Grass and a focus on "Take the Hit". It's pretty awesome if you mainly get damage from Take the Hit and cut your your party members' damage in half. Also good with Triggered Immunity later on I guess... It obviously works best if you combine it with defection and DR buffs for your front line so that only MIN damage gets through. The only thing is that it's totally bugged when mind controlled enemies are near. So if you want to use any form of mind control then don't do it. If not then I'd recommend it. It's an improvement in sturdiness for the whole party with zero additional micro. If you feel health is a problem then you can take Wound Binding (only build where I took it). Due to the higher ACC of fighters I would give the fighter Tall Grass and the chanter Durance's Staff and Llawran's Stick. Another alternative is a barb.
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With Tidefall: yes. But even better with weapons that have higher base damage like arquebuses or blunderbusses or Concelhaut's Staff and so on - but with Tidefall it's good as well. Wounding itself does noting for Runner's WS though.They just stack. It's not that great with fast weapons that do low damage on hit like Persistence or Drawn in Spring. I played a rogue with 1 INT/1 RES + Tidefall + Runner's WS as No. 1 attack ability and he was really nice.
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Depends. Actually I never go the implement mode. They are just not very good with implements. I want to give good implements to my wizard or ranger. The more spells the priest gets the more often I will give them a hatchet + shield because he will spend less and less time fighting. Sometimes I like to give my priest a two hander like Firebrand (works with every priest - Skaen is nice with the Sneak dmg bonuses) or Tidefall or Hours oSR (Berathian Priest) or Llawran's Stick for a priest of Wael.