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Boeroer

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Everything posted by Boeroer

  1. So basically it's a sbuclass of the rogue that doesn't do exceptionally good single target damage when they operate 1:1 - but damage and stuff rather get better and better the more enemies surround or flank him and the more damage he takes (he can get "Blooded", but with other effects like the barb in PoE1 I guess). Josh talks about a multiclass combo of the barb subclass names "Berserker" which has a more powerful but also firendly-fire Frenzy (Carnage also hits team members) with the "Street Fighter" - where both subclasses synergize pretty well. The Berserker shouldn't stand near friends and rather be surronded by enemies because of his dangerous nature - and the Street Fighter needs so be surrounded or flanked by enemies as well.
  2. Rogue has a subclass named "Street Fighter". Source: https://m.soundcloud.com/usgamernet/axe-of-the-blood-god-120-pillars-of-eternity-ii-deadfire-with-obsidians-josh-sawyer
  3. No, only Dragon Thrashed. Put that single phrase in your songbook and that's it. Sweet Winds only until lvl 9.
  4. Depends. One handed weapons for example only need one ingot while two handed need two. It also depends how you solve the quest around the White Forge. There's an option where you can make the smelting from raw durgan steel bars (the stuff you find and loot) into refined ingots (the final resource for enchantment) more effective (from 3:1 to 2:1).
  5. The paladin should be a Darcozzi with Inspiring Liberation and Coordinated Attacks, dual wielding "Shame or Glory" and Cladhaliath (both marking). +40 completely stackable accuracy for the druid is nice... The druid should be MC and take at least Merciless Hand of course. Edit: Haha - Shame or Glory and Merciless Hand at the same time. Stupid me!
  6. Maybe you should play it first and then see if you regret it.
  7. It's only tedious in the beginning and starts to get easier (or more smooth) once you reach Defiance Bay where you can get a lot of levels without fighting. There are classes/builds which are easier in the beginning (fighter, monk) as well. Especially monk makes for an rel. easy early game. And if you are a rogue, specializing in stealth and solving quests in a "peaceful" way (aka sneaking around) this can also be fun and has its challenges without being too frustrating because of the fighting. Of course the hefty encounters like dragons and bounties are still very hefty. But yes, in the beginning it's a lot of tactics and running, sometimes spiltting and micromanagement.
  8. No, it does not. That would be too powerful (a dev once stated). But actually I played this boar druid with Novice's Suffering - knowing that it doesn't affect spiritshift. But that way I didn't need any resources for enchanting weapons. And they are peasant weapons, as well. And they hit harder than a hatchet, which is the only other one handed peasant melee weapon. They also work very well with high MIG and grazes - and a druid has not the best accuracy. But I guess using that talent point for something else is better - at least in the late game. Edit: yes, having wounding from level 1 one is pretty nice. Even though it's a bit weaker than normal wounding (20% instead of 25%).
  9. Yes, but one-handed stunning or overbearing weapons come very late while the ones with good interrupts (Shatterstar, Vile Loner's Lance) can be obtained fairly early. Also, an interrupt build is basically also a build for stunning or overbearing weapons. So I start by using Shatterstar and then later add Godansthunyr and will have both approaches combined (because Godansthunyr also has higher interrupt than normal AND stuns). It surely doesn't hurt to cause long interrupts - but once you have HoF they don't matter that much anyways.
  10. It was just a theory - never played a barb like this for more than a few minutes after "consoling" one. Yes, with low MIG barbs suck (at least for me). The damage malus of Carnage (-34%) has to be countered with high MIG in my opinion. Else you will have Carnage that hits like wet noodles against anything with a bit of DR. For a good interrupt barb you would need high MIG, DEX, PER and INT. You could drop CON and RES then, but that would lead to a really awful early game. Later on it could be ok though and also powerful - if you manage to interrupt-lock whole groups. Can't say if that's possible early on, but I doubt it. It's a nice concept in theory but in a real playthrough the simple things (like using Tidefall with Blood Thirst asap) seem to be more effective... and fun.
  11. Yes - it's fun to play. Also because Blooded and One Stands Alone work with Battle Forged and Barbaric Retaliation. But Battle Forged has some annoying bug in combination with the watcher abilites as welll as with Second Wind (athletics): you will hit yourself with Battle Forged when using those, so watch out.
  12. I did a hearth orlan rogue with 90% (Minor Threat 10% + Dirty & Vicious Fighting 20% + One handed Aatuuk +25% + Durgan Steel +20% + Merciless Gaze 15%) - which basically means near 100% crit because ACC is also very high (one handed and dagger bonus = +17 ACC) - but it wasn't very spectacular to be honest.
  13. Heh? Which 50%? The rogue has mere +20% compared to other classes as far as I know.
  14. If a bow fighter floats your boat... The difference in damage compared to a rogue who shoots at targets with afflictions will be visible. Fighter can stack +40% damage with 2 talents and 1 ability plus the multiplicative boost from Confident Aim - let's say +50% with 2 talents and 2 abilites then - while the rogue does this with one affliction and 0 talent/ability points. And later the rogue can take Deathblows and will do +150% - the fighter will not get near this and all his great abilites will not work ranged (Charge for example). Maybe it would be best if you give your rogue more CON and Veteran's Recovery - and give him a bit thicker armor. That should be enough to keep him alive.
  15. With a wizard you have to take Blast and Penetrating Blast. Then use Kalakoth's Minor Blights. It's a very powerful summoned implement because it hits in an AoE where every enemy who gets hit triggers another Blast then. This results in a ton of small hits. If you use this with Combusting Wounds it's even more powerful. Also: on-crit-effects like stunning or overbearing - or spell-chance effects (like on the Golden Gaze or Gyrd Háewanes Sténes) work with Blast! That means that if you hit 5 foes with the implement shot + the blast, you have 5 chances to trigger the special effect. If you have a rod that stuns then you can cause AoE stun with Blast (if you crit with it). Priest with implement is meh. Priests just lack proper talents, abilites or spells to be really good with them.
  16. Yes, druids have nice AoE spells that do both: CC and damage at the same time. Look at Sunbeam, Blizzard, Returning Storm, Calling the World's Maw, Overwhelming Wave, Wicked Briars, Embrace the Earth-Talon, Relentless Storm, Venombloom and Tornado. Plague of Insects is also very powerful. Sadly, the best spells of the druid are all in lvl 4 and 5. Some other levels are a bit meh. They also have one of the best summoned weapons in the game: Rot Skulls. It's so good that it's worth it to retrain once you get this and build the druid around implement use. Play him like an implement wizard then. Very low micro and lots of AoE power then without the need to cast many spells.
  17. Boost accuracy. That's it. The more accuracy the more crits. But besides rogues and rangers there are no classes with high starting accuracy that are good with a war bow. Fighters with Disciplined Barrage can have good hit/crit ratios, as can monks - but both are pretty meh with a bow compared to their melee prowess. Monks have The Long Pain though which is ranged and crazy awesome: https://forums.obsidian.net/topic/87160-class-build-the-witch-doctor-mid-ranged-dps-monk-disabler/ You can build a fighter with Disciplined Barrage, Confident Aim, Weapon Spec and Mastery, Into the Fray (used as ranged attack, is independent from weapon), Armored Grace and Clear Out (also works with ranged weapons like Into the Fray) - but he will also only do single target damage like the rogue. A bit less even, but he will be sturdier of course. Nothing great though. A wizard with war bow works ok if he uses Eldritch Aim and Merciless Gaze a lot and later aims for Cadebald's Blackbow (very powerful summoned bow) - but he will be nowhere near a rogue in terms of crits. And honestly wizards are just better with implements (or blunderbuss). A chanter will be able to fire very fast, but he will have nothing to boost his accuracy (which isn't too good to begin with). Cipher with war bow is nice, but the stuff that lets you crit a lot (Tactical Meld, Borrowed Instincts) will come quite late and you will be using your powers a lot for CC, not the bow. So, nothing obvious. For Borresaine the best options are rogue and ranger. Don't really get why you loathe the ranger so much - he's less micro than any caster.
  18. I like to spam Nature's Terror and use a Ring of Searing Flames - that's actually pretty funny. Most of the time one storm is enough for me to stun most enemies - but I can imagine it's satisfying to get three or four going. But I fear my speakers will combust.
  19. You don't need to realy "pull" with one character. You can also just unstealth in a rel. safe distance (encounter will start) and let the enemy run towards your group. Never run towards the enemy group, let them do the movement. Moving is basically time you can't spend for something else.
  20. I don't know. I spam Chillfogs and Shadowflames quite a bit actually, but I never spam Relentless Storms.
  21. That's debatable. Sunbeam, Relentless Storm, Plague of Insects, Wicked Briars, Venombloom, Rot Skulls and others are very powerful. Even Tanglefoot is awesome just because of its sheer size. There's a reason why enemy druids annoy me way more than enemy wizards I guess. :D

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