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Everything posted by Boeroer
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? Since Hunter's Claw and upgrades provide bonuses that stay active until the next rest, the idea is to use it in easier encounters with the same type of enemies - but tougher - you might fight in encounters a bit later (e.g. Splinter's Reef: load up Beast's Claw to the max in the tavern fight and enjoy +20 ACC and +20 deflection for the rest of the island: everything's a vessel there). It's not meant for gaining high bonuses instantly for the fight you are currently in. Because of that I think it's perfectly fine. Are you sure the race-specific ACC bonus doesn't stack with other active bonuses? It should at least stack with Devotions and of course all inherent ACC buffs of abilities sich as Accurate Wounding Shot - giving you +40 ACC in a biss fight instead of "only" +20. +20 Deflection aside which I think is awesome.
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They will all trigger at once and so all but the first one will be completely wasted. No, those will trigger just fine. Revive will happen afterwards. That would have been my advice as well. Just for additional info: you can refresh the charges by stacking two of those rings in the stash. So the second one is just for resetting the charges, you wouldn't use it during combat.
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Im playing PoE Deadfire on Linux as native versions since the beginning and a couple of other games with the Proton layer. I never had any issues - but usually I'm not playing fancy new AAA titles. I won't buy the Steam Deck though because I'm not a fan of playing games on small screens and especially not RPGs without keyboard and mouse.
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By the way: it may seem odd but there are some offensive spells that are tagged as "melee". They might be able to apply the Mage Slayer's Spell Disruption to enemies...? That's not for single class Mage Slayer obviously, just saying. Edit: checked in game: "melee" spells don't apply Spell Disruption :sadpandaface Now that I know about the synergy between Effort's Hemorrhaging enchantment and Mage Slayer's Spell Disruption I would totally go for Mage Slayer. Just because it's so unusual and I personally like trying out things not many have done before.
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I just tried it: it works! Just used Driving Roar with Effort and a Mage Slayer to absoutely lock down enemy casters in an old savegame I had from Forgotten Sanctum. It even works with chants and all other hit rolls. You "only" need to crit with your hit roll (of any source) to trigger Hemorrhaging - and then and the Disrupion gets applied via the sicken or hobble effect (which don't have to crit). If you are wearing stuff like Hylea's Talons and Ring of Clenched Muscle you will even pply it multiple times with one crit roll. Add a scroll of Avenging Storm and you'll apply 100% spell disruption to a huge area with Dazing Shout for example. Well... you can't use scrolls as Mage Slayer so maybe use tHeaven's Cacophony now that I think of it. Seriously people, this is the renaissance of the Mage Slayer (Utimate run? )!
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Eh yes, 2 (not 3 - sorry, must have been a typo without me noticing, edited that in my post above). It's only that 2/level+starting value. No added PL scaling on top (no additional 5%). More about that self dmg here: Stalwart Defiance starts rather late when it comes to PL so the scaling of it can't keep up with the Frenzy's self damage. High MIG also does apply to SD's healing, but it also does to self dmg which has a higher base - so raising MIG is actually counterproductive. But you will do so with Frenzy itself (+5 MIG). Also Blooded will boost self dmg further while it won't help with healing. It is manageable and I like Berserker (playing a Berserker/Priest of Wael atm) - but you have to keep in mind that Stalwart Defiance alone will not save you from unintended suicide - especially if you use Blood Storm. However, with a heal-on-kill pet and Second Wind things look way better, especially if you also have a Chanter in the party who happens to run Many Lives Pass By as a phrase. Because "accidentially" killing those with a friendly-fire AoE such as Driving Roar or so will also trigger Blood Thirst and the healing from kill (see pet) which helps you to survive, levels up your dps bc. 0 recovery - killing more primary targets in the process which leads to more heal-kills and so on. So... confusion, when used in a smart way, can also be a boon. And then what you said: healing on crit will help, too. But in some tough fights (especially against overleveled enemies) there won't be a lot of crits. That's better against numerous (weakish) enemies. Stacking up on regeneration gear also helps. Right. You can even stack with with weapons such as Effort (Full Attack on knockout) or stuff like Effigy's Husk (raw dmg ret. on knockout). If you export a char from another safegame who has the Ring of Reset you can have two of them and use one of them for 3 revived without injury in every fight. If you stack them in the stash after the fight they will "recharge" to 3 uses again. It's a bit cheesy but imo it's a lot of fun to play around Vengeful Defeat a bit. And since you could use up to 3 revives in a battle anyway and just rest after such fights it's not too cheesy imo. More like convience cheese. If you need an uncheated lvl-1 char with Ring of Reset I can upload one here. It will be rel. expensive to hire him just for the ring (and then let him go) - but imo it's worth the money. I just thought if one can combine Hemorrhaging from Effort with Mage Slayer's spell disruption? It only works on melee hits - and I know Hemorrhage only counts as weapon hit but not melee weapon hit... but IF it worked it would turn Mage Slayer Driving Roar etc. into a great Single Class imo. Besides other stuff like Mage Slayer/Troubadour or so who would just shut down spellcasting passively... jeez... 1) You can also use items as indicators (High Harbinger's Robes, CÃ sita Samelia's Legacy with Ardent, Desgraza Breastplate, Recklessd Brigandine, Effort etc.) - or use a Death Godlike (since Pallid Fate triggers on Near Death). I like Effort on a Berserker. As I already wrote above Hemorrhaging might have interesting synergy with an SC Barb. If you combine Spirit Frenzy or Blood Frenzy + Hemorrhaging then all your attack rolls will have three potential effects: damage, sicken or hobble and stagger or raw dmg. If the sicken or hobble from Hemorrhaging crits it will trigger weapon-on-crit effects such as healing on weapon crit (from other items or so). 2) Stalwart Defiance will work fine. Also Regeneration gear of course. Pet-heal, too.
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Are you aware that Frenzy's self damage does scale with Power Level in a different way than other abilities? Every PL adds 3 base dmg which then gets boosted by (>10) Might, Blooded etc. Not even Robust from Stalwart Defiance will be enough to completely even that out at some point. Of course it helps a lot and you can use Second Wind, too. What also helps is a pet with healing on kill and a weapon which heals (e.g. Twin Eels, Sanguine Great Sword or Engoliero do Espirs or so). And of course a party member who can heal.
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Bugged supply and demand quest
Boeroer replied to Ulm's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Maybe it's botched. It's no bid deal though, that side quest is not really important. -
You want to imbue the shot with Caedebald's Blackbow? What is going to happen? A war bow appears at the target location? If it would act on its own like Ancient Weapons do that would be pretty cool I guess. On a more serious note: I guess you meant that instead of an imbued shot the SC AA should get Caedebald's Blackbow as a summon ability, paying it with Bond points? I also thought about that but ultimately ruled it out, because the Blackbow doesn't work with Driving Flight (meaning it doesn't get a second jump) which I found to be very disappointing. Would still be a good weapon in the hands of an AA bc. of the extreme accuracy and because it wouldn't get the ACC malus (because it does corrode dmg and the shots are tagged with the acid keyword iirc).
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You suggested a Berserker yourself. Berserkers always need characters working for them at higher levels because the self dmg is too high. The added option (!) of healing yourself with Footsteps otB AND getting lots of wounds and having the option of crucible oS + armor bonus at will in the process cannot be a drawback. You are confused by Frenzy. The confusion wears off very quickly with high RES and Clarity of Agony (if you wish). The confusion duration is not tied to the frenzy duration, only the self dmg is. You can trigger Frenzy, get some wounds+healing+defense boost via confusion+footsteps - and when the confusion runs out you just have the normal behavior like any other wearer of those boots would have. I think it fits the whole theme of the item set perfectly well in both "vibe" and mechanics - but you may think differently.
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I do not agree. As you said Imbue:Death and Imbue:Fireball are somewhat redundant: both are just AoE damage spells with a different dmg type and different AoE size. Multiclass Arcane Archers would then be limited to mostly damaging imbues besides Web which is a shame imo. Currently a multiclass Arcane Archer can make a great CC build. Putting Eora into PL 8 would mean its only exciting option will be damage dealer. I understand that Imbue:Eora isn't super exciting for a SC Arcane Archer because he already has Fireball and both fight for Bond points - but rather than "punishing" MC Arcane Archers I would opt for improving the Imbue:Death slot. Don't know if it's possible to exchange the spell altogether? Enervating Terror would be really good and a nice incentive to go SC. What I would really like so see (but what would change the class too much I guess) would be an Imbue:Essential Phantom where there would emerge a copy of you near the point of impact. Jumps would bring a copy, too. So you could fire the Imbue and get several phantoms with Driving Flight and other jump effects.
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I have the same problem with Linux <--> Windows because the savegame folders are named differently. One has a space and the other doesn't. What you can do is find the savegame folders on your machine, merge and rename them so the current system can find it. If you don't know which folder name is the right one: just make a dummy savegame with a distinctive char name. You can edit the Berath Blessing in-game achievements with a text editor. But maybe they will resume if you also solve the savegame issue.
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Having the option of stepping left and right (or back and forth) at times when you not have enough wounds and/or need to heal up is boring? I mean it's not that you have to run around all the time. The confusion doesn't even last very long due to high RES and Clarity of Agony. I don't think it's generally boring or tedious to have the option of getting wounds and healing at will, while it also grants you defense bonuses from items and Crucible oS - but everybody's different I guess. But... you did mention it.
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Henlooo it is I, the Forbidden Fist! +10 ACC with Helm of the White Void and the Forbidden-Fist attack, Torment's Reach, Stunning Surge or Force of Anguish. Large Shield stacks well with the maxed RES a FF wants to have and counters the Frenzy malus. Less accuracy but a lot higher survivability. Enfeebled from the FF attack prolongs hostile effects on enemies by 50%. Turning Wheel adds even more duration. Dispersed Sufferning from Frostfall stacks with all that nicely. Combine with Berserker and Footsteps of the Beast: get hobbled by your own drop traps for very short amount of times, get bonuses from being hobbled, get wounds and healing from the many, many short hobbles when they end, get bonuses from being confused, get wounds and healing from ending confusion. Do NOT use Rooting Pain because a confused Berserker/Monk will root-pain themselves (I know from experience ). Use Parting Sorrow and Barbaric Shout for the added engagement (and +10 ACC for the shaken effect) right before you are about to kill some enemies: more wounds because a dead enemy apparently breaks engagement (we just spre them the disengagment attacks out of respect for the dead I guess ).
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Hello, I only yesterday found out that if I use "The Long Night's Drink" + "Thick Grew Their Tongues" with full linger overlap as a Troubadour and wait until both phrases have hit enemies (so both debuffs are on them for 10+ secs) and only then turn on Brisk Recitation the durations on the enemies will get refreshed to the max all the time as if Brisk Recitation were still turned off - but every 3 secs instead of every 6 of course. This allows full coverage of the effects forever - but I can still get fast phrase generation. This is obviously not the case when I go in with Brisk Recitation because then the effect placed on the enemies are only 3 secs short. So my tactic now is to go in without Brisk Rec. and turn it on as soon as the enemies are affected with both effects (usually after 6 secs). I don't know why I didn't notice before - but I guess it's because I didn't play a ton of Troubadours but preferred the other subclasses most of the time - and when I picked Troub I went for Brisk Recitation right away (see Troub/Psion).
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@Noqnmod that does show some AoE indicators is great. When you have a good and reactive healer in the group then you probably don't need Stalwart Defiance. But note that Berserker Frenzy's self damage scales much stronger than normal damage does. It's not too bad in the early levels, it will not kill you when you are at full health, but at higher levels it will def. kill you even if not one enemy touches you. Maybe with maxed CON, an amulet of Greater Health, regeneration gear and Tough (passive ability) you could still prevent that - but having either a healer and/or Stalwart Defiance is less of a hassle. When talking about the best single class Barb subclass it's always Furyshaper for me. The Blood Ward is so good for a party because unlike stuff like Old Siec (Chanter phrase) it drains health from all sources of damage, including DoTs (see Blood Storm, Bleeding Cuts, Panther's Leap) for the party (if they stand in the AoE of the ward). The only things that don't work with the Blood Ward are traps, wall spells and Priest seals (which very few people use anyway). It is very potent even for the Barb alone because in combination with Leaping in and using Heart of Fury and Barbaric Retaliation you will dish out a lot of damage, even a lot of DoT if you use stuff like Battle Axe + modal and Blood Storm, so that you will have a constant stream of healing for you. This takes a lot of stress from any healer because who's doing damage also gets healed. It stacks with Old Siec by the way (which his a lot weaker). If you use Dazing Shout or Driving Roar (I would since those two are the best active abilities a Barb can have imo) you can heal up quickly while doing dmg/CC that nothing's a real threat - as long as you can keep casting. If you want to use Barbaric Retaliation (it's great) I would def. use Dazing Shout. It drastically improves your sturdyness and has a huge damaging AoE around you. It only costs 1 Rage which can often be retrieved when having Blood Surge. And before getting to the Blood Ward you'll have the Frenzy Ward (stacks with every other speed buff) and the Fear Ward for your party which is also super useful. Just placing it among your backline will screw up rushers and leapers that want to come for your casters/archers etc. Getting one's wards destroyed is not s problem if you have a Priest: just withdraw the ward. It becomes untouchable but will still work just fine.