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Everything posted by Boeroer
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? That depends. Several classes can profit from those stats. Everybody who has to do with area of effect abilities/spells and durations (INT) as well as hitting stuff with good accuracy (PER) and causing interrupts (also PER). First to mind come: - barbarian - wizard - druid - cipher - chanter ... I'd say barbarian fits best. But honestly every class has a build where both stats can be important. By the way: for dialogue checks only the stats of the main character count. There are scripted sequences where you can send a party member with fitting stats, but dialogue is always done by the main character.
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If you take Fast Runenr you can usually just run away once you get targeted. Enemies don't follow for long if you are faster than they are. And with Shot on the Run you can shoot while running (well, not really, but you can recover quickly while running, stand for a sec, shoot, and run again). Another ability as "oh crap button" would be Escape - or Coordinated Positioning. Although I have the experience that those don't work too well with really squishy rogues. Even though they are instant or fast casts you still have recovery after your attack - before you can escape. Usually you get attacked while there's still recovery left, you get interrupted and again interrupted - you are dead. Running away with higher moe speed always works (unless you are disabled). A geat thing is the Cape of the Master Mystic. It comes in mid game and will turn you invisible instantly once you receive a crit. And a backline rogue nearly always receives crits if he gets attacked. This really saves lives!
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And crit chance. Since Carnage gains +1 ACC per level you can crit quite often at higher levels if you also take Accurate Carnage and Weapon Focus. But an interrupt build is usually also a good crit build - since you want to have PER as high as possible anyways. Also, crits don't happen as often as interrupts. For example against the Elmshore ogres Godansthunyr is not enough because their fort is very high. But they get interrupted like everybody else. There's also no immunity to interrupt, only high concentration.
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Shatterstar is also annihilating which is the perfect addition to Godansthunyr's stun. Godansthunyr in the offhand will result in stuns (with HoF or Barbaric Blow) and then Shatterstar will follow, crit stunned (and maybe some more) with increased crit damage. If you have Merciless Hand, Dungeon Delver, Azalin's Helmet, Shatterstar and do Barbaric Blow (also +0.5 crit damage) you will not do +50% damage on crit, but instead +150% + stun with the first swing and +200% with the second swing which is neat. Guarding (also Shatterstar) is not needed on this barb, but it's the perfect weapon for a dual wielding fighter in my opinion. The good thing about this increased interrupt value on certain weapons (mostly of backer origin by the way) is that it doesn't count as enchantments and this doesn't take away enchantments points (or slots - however you want to call it).
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Soul whip focus generation bugged
Boeroer replied to nstgc's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's all a big mess in PoE. Attack speed bonuses (most of them, but not all) and reloading speed bonuses multiply, too. As for Twin Sting: good question! -
NPC Choices - Advice Needed
Boeroer replied to Baptor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you let him chant "The Dragon Thrashed [...]" (and nothing else - it stacks with itself) you can witness one of the best AoE damage tools in the game. It even gets +12 accuracy once you give Kana a single one handed weapon (small bug I guess). He's not comparable to a priest though, although he can give a bit of support. Durance could boost Kana's accuracy, intelligence and might and improve Kana's chanting performance with "Dragon Thrashed" a lot. That's the power of the priest - and no other class can do that (for the whole party). There are crtain paladin builds that can also support party members with a huge amount of accuracy and healing and other support, but that's mostly single ally, not party wide. -
With PoTD difficulty they are also one of the most powerful classes if used correctly: http://forums.obsidian.net/topic/93570-help-i-created-a-monster-6-chanters-vs-potd/ For some the low maintenance is boring, for others it's entertaining. Depends on your preferences I guess. However, the implementation of the invocation mechanics was not really thought through. In PoE1 they are better as chant-bots, not as casters. Maybe in PoE2 OBS can deliver both (also with the help of subclasses and so on).
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Deathblows works for spells too
Boeroer replied to Madscientist's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So, I'm curious: which high lvl ability or feature of rogues is better than Deathblows (that work with spells)? Smoke Cloud? Shadow Step? Feign Death? Sap? -
Two handers have more base damage. So they work a lot better with all the dmg bonuses you can get (like Weapon Mastery, Two Handed Style, Savage Attack, critial hits, Sneak Attack and so on) since those only boost base damage. Base damage is the damage an unenchanted version of the weapon, wielded with 10 might and bare any bonuses, would do. Against enemies with high DR they are better.
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They all use weapon & shield style which gives them high deflection and reflex and they all have Veteran's Recovery + Ancient Memory + Beloved Spirits (stacks, so it's 6 times AM + BL for every party member), paired with healing bonus from survival which leads to an impressive regeneration of endurance. They can only die from loss of health - that's why he keeps drinking a potion of "Infuse with Vital Essence": it heals health. On top of that he drinks potions of Llengrath's Displaced Image which gives him even more deflection and reflex. If he's in danger to catch afflictions (from andragans for example) he uses a scoll of Prayer against X. That's my educated guess.
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NPC Choices - Advice Needed
Boeroer replied to Baptor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Priests do make the game easier. But not because of heals, but because of the awesome party and single buffs they can provide. So, taking Durance will def. make a playthrough easier if you know how to use them. Below are the most useful abilites/spells of a priest: - Blessing: accuracy and damage buff. ACC is important here. THis will be overwritee nby most other powerful ACC buffs, except Inspiring adiance and Devotions for the Faithful (see doiwn below). - Inspiring Radiance: gives your party +10 accuracy which stacks with any other accuracy buff - Consecrated Ground: funnily this is a healing spell. Cast it prior to any damage you get. Jusat cast in in advance and put yourself in the middle of the party. - all prayer spells: invaluable! Priest is the only class that can grant immunities against afflictions. - Devotions for the Faithful: combined buff/debuff. Most importantly the ACC buff also stacks with most other ACC buffs. - Shining Beacon: very good damage tool, especially in combo with Cleansing Flame - Crowns for the Faithful: insane attribute buff. This results in +6 ACC (stacks) and +25 deflection (stacks with other deflection buffs) and +75 concentration. But you don't necessarily need a priest to have a good playthrough. -
I almost never put a slaying enchant on my weapons. As for lashes: try to mix it in the party. A paladin wants to use a burning lash most of the time. but for the rest it's a matter of taste. I for example choose the lash based on the color theme of the character or if it fits his main weapon. With attribute bonus on armor I would wait until I have other items (rings, cloaks and so on) which give you attr. bonuses. Those don't stack(!), so wait until you see which attribute has no bonus yet and then enchant your armor accordingly. Proofing depends. If you wear a Blunting Belt you might want to choose crush proofed. Generally freeze proof is a solid choice as well. If you enchant an armor with a weakness then watch out: for example a chain mail wich is weak with crush damage has a -50% malus for its DR value when it comes to crush damage. SO the mail has base DR of 9. But the -50% malus for crush makes the crush DR 5. If you enchant such armor with crush proofed, you will not add +3 DR to crush. Instead it works like so: (9 base +3 crush proofed) = 12 * 0.5 = 6. So you basically only added 1 crush DR. So avoid that by all means. Instead, build on the strength of that armor. Mail is great against slash, it has a +150% bonus. If you enchant it with slash proofed you will get 9+3 = 12 * 1.5 = 18. Just switch armor if you meet foes (scout ahead!) who deal damage which you are vulnerable to.
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With dual wielding you will do two strikes that do a knockdown attempt. It's calles a "Full Attack". Full Attack means that if you have two weapons then you will hit with both. And obviously two knockdowns at the price of one is good. Also a good dps tool in the early game. Two Handers are also ok, but in the case of knockdown where you have a disabling effect connencted to your attack it's better to have two chances instead of one. In terms of damage it's not much difference. Same with paladins' Flames of Devotion: it's a Full Attack. So you should either use a hard hitting weapon for Flames of Devotion - or dual weapons like sabres, hammers, swords, spears or maces. Not the light weapons like daggers and so on! Because your Flames oD uses are limited to 2/encounter and you want to get out the max damage out of it. The most effective way is to use two (or three) arquebuses with Flames of Devotion (+Runner's WOunding SHot) and then switch to melee mode. Of course this means more micromanagement. Paladins can be great at taking out high priority targets and deal great burst damage. So it's viable to build a paladin focused on damage dealing. But sustained damage per second (dps) is not the paladin's domain until lvl 13 where he gets Sacred Immolöation which is just great. But that's lvl 13... Don't pput heavy armor on the back row unless you have issues with KOs. Heavy armor slows them down a lot. This also affects casting and so on. If they don't get attacked at all you can give them simple clothes which cause no slowdown at all but also grant 0 DR if unenchented. Casters are the strongest classes in PoE - so don't forget to use their spells. The order of the talents/abilites is mostly determined by level anyway. So it shouldn't matter too much which you take when. Rule of thumb: favor everything that gives you accuracy, take that asap. Same with everything that does flat damage or other bonses that don't scale (Aspirant's Mark, Inspiring Radiance, Envenomed Strike and so on). THose are most effective in the early gamne and loose power in the later gamne (or better: they don't scale and therefore are less effective).
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Yeah, but concentration starts a lot higher than interrupt. No defense in the game gets to do a roll on top of its value. It's always a dice roll against a static defense. Same with interrupts. There are also quite some abilites/spells that increase concentration or RES a lot. But the enemy AI doesn't use those a lot (except Spirit Shield and Holy Meditation which I see quite often - sometimes even Crows for the Faithful which will give you stackable +75 concentration). Buffing interrupt is not that easy. There's only a talent and late game items and the bonuses are not that high.
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It's 1 use per encounter. The spirit has to be of lower level than you in order to get destroyed. Else it only gets 65-75 (base) raw damage (like Redeemer basically). It's nice against stuff like Battery Sirens - but of course it's a quite circumstancial ability. If you take this you could also take Ghost Hunter, Sanctifier, the Redeemer and the Bartender's Ring and be the party's dedicated spirit- and vessel-killer.
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The Adra Dragon was one of the bosses of the original game which was capped at lvl 12. So if you're lvl 16 it's actually pretty easy to kill. You can enchant everything with the usual enchantments like fine/exceptional and lashes. You will get plenty of resources and can afford to enchant somethin sell it later. Lashes are very powerful as well as accuracy. Accuracy is actually the most important thing in PoE.
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Buy Outworn Buckler from the smith in Gilded Vale. It's one of the best shields in the game but is for paladins only. I know you have a dps paladin, but honestly there are no dps paladins. When we speak about combat stuff, paladins can be great with burst damage and/or defenses. You shouldn't skip this shield, it's too good. You can do a hybrid build for good burst damage and great support as well as ok tanking: https://forums.obsidian.net/topic/89995-class-build-counselor-ploi-charming-paladin-supporter-tank/ Your dps fighter can go full offense and will still be sturdy enough most of the time. I like dual war hammers or great swords. But it doesn't matter too much what you use. Dual wielding is great with Knockdown! Disciplined Barrage is a great ability a well. Blunting Belt is very good. Enchant your weapons with a lash asap. The early game is the hardest part, especially with hirelings because those lack one level compared to the official companions (don't believe it when people say that the official companions are weaker). Raedric is pretty hefty as well. You should use doorways in a way that you position your three melee guys in an arc so that only one enemy can pass the door and can be attacked by all three. The rest should stay behind and cast AoE and fire. Use Mind Control like Confusion and so on. It's always powerful. Did you do the Eothas Temple? This should be pretty ok at lvl 5/4. The general rule of thumb to make this game easy: 1. buff your accuracy (Zealous Focus, Blessing) 1.b buff your defenses (Zealous Endurance) 2. debuff the enemy (Chillfog, Binding Web and so on) 3. deal damage to the most dangerous enemies (casters mainly), ignore the sturdy ones until they are the only ones left Always heal in advance, not when it's too late. A bit of overhealing is nothing compared to a character going down. Use things like Consecrated Ground or Lay on Hands before the endurance falls but rather use it when you expect somebody to get hurt. Don't spare your spells. There are plenty of camping supplies - in fact there's an endless amount and they are cheap. Use Veteran's Recovery on your front liners (not on fighters obviously because they come with Constant Recovery). It makes them a lot more sturdy in the early game. Paldins can skip this when they have Lay on Hands. It's very powerful. One key spell of the wizard that works really well with doorways is Chillfog. It's one of the best spells in the game because it causes blind in a quite big AoE while also doing damage periodically. It pulses with ice damage and blinding every 3 seconds. BLind is a very good debuff. You can even stack this spell. A great ability/talent of the priest is Inspiring Radiance. It gives your party +10 accuracy and stacks with everything. Perfect to cast it right at the start and then do your debuffing with enhanced accuracy. If it's too hard, use food! It's cheap and very effective. Let your rogue shoot at casters and kill them asap.
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It's basically the same - for Runner's Wounding Shot I took Prestidigitator's Missiles. The Mad Hornet was "themed" around damage over time (DoT) effects, so I took Runner's WOunding SHot although it's not good with fast, light weapons (but great with heavy hitters like guns). Prestidigitator's Missiles however makes the early game a lot easier and later on gets a boost with Deathblows - so I would say that this approach is better, yes. It also works great with Penetrating Shot and Ryona's Vambraces (an item you can get later on which gives you additional 3 DR bypass). If you choose hunting bows (Persistence, has wounding) then I would dump INT and skip Envenomed Strike and pick something else (for example Fast Runner + Shot on the Run). If you pick war bows (Borresaine, has stun on crit) I would keep the talents like this and max INT. With ranged rogues you usually lower CON and RES and max the rest. If you lower INT (for hunting bow Persistence) as well you can put more points into the other stats obviously. But your strikes' afflictions (Crippling, BLinding and so on) will not last as long as with max int. I think I personally would go wood elf with Borresaine. Stunning is fun. Borresaine also has draining which means it leeches endurance for you with each hit. THis will make your rogue a bit more sturdy since he will heal a bit with each hit he scores.
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Deathblows works for spells too
Boeroer replied to Madscientist's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Best feature of high level rogues. -
Barb with Shatterstar + Godansthunyr (1 sec interrupt + 0.75 sec interrupt), Interrupting Blows (+15 interrupt), high PER (+45 interrupt at PER 25, assuming 21 starting value + 4 from cloak), Arthek's Cord (+21 interrupt), Mourning Gloves (+15 interrupt), Thereatening Presence (-3 oncentration from -1 RES) and Barbaric Shout (-12 concentration form -4 RES), then a chanter with Thick Grew their Tongues (-10 concentration) and Zephyr (-20 concentration) followed by a wizard with Expose Vulnerabilites (-10 concentration) and Miasma (-18 concentration from -6 RES) and last a druid with Insect Swarm (-10 concentration) and Plague of Insects (-20). Maybe I forgot something. Don't ask me what stacks and what not. Not too many things I guess But it lead to a lot of interrupts while I tested it... It was enough to completely disable all Ogres in Elmshore all the time - but of course the stun also helped a lot. The best interruptor with not too much fuzz and without complicated party synergy is actually a druid. Give him all those interrupt bonuses and then use the Wind's Arm (with Zephyr) as weapon and cast Plague of Insects and add a lot of Tanglefoot and Wicked Briars, Wall of Thorns and all those pulsing spells. They all have 0.5 secs of interrupt and they do it with each pulse - and have big AoEs, especially Tanglefoot. Enemeies don't even reach you because they get slowed down and do hickup animations all the time.
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The Custom Portraits Thread
Boeroer replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Good job! And you are def. getting better at this. Especially with the hair which can be tricky. -
Deathblows works for spells too
Boeroer replied to Madscientist's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Why would you do that? Spells on Deathblows is the only thing that lets the rogue keep up with the rest of the classes in the late game.