Everything posted by Boeroer
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I guess they really wanted to do a word play with "Gold Packed Paladin"...
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Druid build
A really nice shapeshift druid who is also very sturdy is: Boreal Dwarf or Moon Godlike colonist from a culture you get +2 to colonist and not +1 RES. MIG: 16 CON: 16 DEX: 10 PER: 16 INT: 16 RES: 03 Aim for survival 12 (you will get +2 from armor, so the result is 14), rest of the skill points can go to athletics. Then use healing bonus (+60%!) or accuracy bonus (+18) or flanking bonus (+20%) when camping - according to the enemies you will face. - Boar form (has wounding and that's incredible as well as regeneration which stacks with Veteran's Recovery and gets boosted by healing bonuses from survival - no crappy per rest ability). Talents: - Veteran's Recovery - Wildstrike Shock - Greater Wildstrike Shock - Weapon Focus Peasant - Two Weapon Style - Heart of the Storm - Savage Attack - Apprentice's Sneak Attack - Merciless Hand (Doemenel): +30% crit dmg - Gift from the Machine: +1 to MIG and stuff - Effigy's Resentment (Edér or Maneha): +1 MIG and stuff - Dungeon Delver: +10% crit dmg - Galawain's Boon: +1 MIG Important items: - Sanguine Plate - Shod-in-Faith boots - Wildstrike Belt - Lost Periapt of the Winding Path The trick is to cast Form of the Delemgan and a storm spell (later also Avenging Storm) run into battle, catch a crit that triggers Consecrated Ground and Frenzy from the items and then shift into boar. The MIG of Frenzy will work very well with wounding of your tusks, obliterating everything with one or two swings (woundig gets buffed by MIG) and your healings will also be more powerful and the higher CON helps to minimize health loss and to boost fortitude. The armor penalty is gone while shifted. Consecrated Ground (up to three times in 1 encounter) will heal you alongside your stacked recovery so you don't need to waste time with casting spells like Moonwell. After you switch back you will still have good regeneration. Retreat with hatchet + shield and cast something if necessary or use dual wielding hatchets for attacking. It's fun!
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Josh Sawyer's tweets and teasers
Boeroer replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)At least it doesn't rust...
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Xaurip Skirmisher Spear?
Good. I'd take Veteran's Recovery and Savage Defiance to counter the rel. low CON and he shouldn't be squishy. I did my ultimate attempt with a max MIG, nearly max PER, max CON (because of Battle Forged) and max INT build with only 3 DEX (not needed for HoF at all) and it worked well, too.
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Do most people prefer "spellsword" builds for casters?
Yes. A ranged caster like wizard with implement is rel. straightforward and doesn't need a build description. In this forum you will most likely find tricky, funny or special builds which are viable nonetheless. Some of them are especially powerful. Some of them are "only" more fun to play than the generic xy classbuild. Wizards with summoned weapons for example are both: fun and powerful. You basically spare a lot of spells (you only need one or two casts - weapon and a buff or debuff to be effective in a fight). And the weapons are really good. Wizard with weapon and shield has some nice synergies on the defensive side: shield, Arcane Veil and Wizard's Double and such things stack pretty nicely.
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Are ranged Rogues viable?
Lore is only useful if you plan to use scrolls. That skill is for nothing else. Now it depends which scrolls you want to use with a character. If it's mostly defensive scrolls you can take anybody with high INT who is not a caster (because those already have spells and usually don't need scrolls). For example a barbarian, a fighter, a paladin, a monk, a chanter or whatever. If you also want to utilize offensive scrolls (CC or damage) I would give lore to a character with high INT, high accuracy and high MIG (in case of damaging scrolls). Something like a fighter, rogue or monk. Actually rogues are really great for this beause Deathblows (lvl 11) which does +100% damage on targets with two afflictions also works with spells (= spells do double damage). Additionally, spells which deal crush, pierce or slash damage also work with Deep Wounds (Twin Stones, Concussive Missiles, Bounding Missiles and so on). This makes the rogue the no.1 offensive scroll (and spell binding items) user. Usually one character with lore is enough. I give him all the scrolls and let him loose if things get tough. There are some items in the game which will give you +2 lore. This is neat because you only hae to give 8 lore and still be at 10 where you can use the strongest offensive scroll and spare some skillpoints for something else like survival. I consider survival to be one of the best skills. the camping bonuses are really good. For example +10 accuracy that early in the game (with only 4 skill points) is hard to beat.
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Are ranged Rogues viable?
Barbs have Carnage - they hit in an AoE with every auto-attack they do. Besides that: Chillfog, Concelhaut's Corrosive Siphon - and try Combusting Wounds with Chillfog and also Combusting Wounds with a barb's carnage area. It's great.
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In a party a barb with a pike using Heart of Fury is also good. He can place the centre of HoF better than a dual wielder and eventually reach one or two more enemies which may boost the overall damage further than a second swing might do (because of the exponential growth of hits with every additional enemy) - in some cases.
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They do more damage and can possibly also cause disabling effects in an AoE with their autoattacks (carnage) because things like stunning translate to carnage. In my opinion they are a lot better overall than fighters - in most ways. Just in the early game the fighter is clearly better.
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Are ranged Rogues viable?
Mind Control is a strong effect that helps a lot against enemy casters. Go and buy "Munacra Arret" from Sonild in Admeth's Den in the Copperlane district. You can buy stuff from her once you finished the first quest of the Dozens (doesn't lock you out of the other factions yet). It lets you charm 3 times per rest is is great on any party member with high accuracy, like fighter, rogue or paladin with Zealous Focus and Sworn Enemy (also look here: Ploi). Another source of mind control would be your wizard with confusion spells. Or use Slicken or anything else that disables those pesky casters completely while you shoot at them. Fighter with a pike can be nice. More battlefield control with Knockdown since your reach is bigger. If it's Gimli you can pretend it's a dragonlance.
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Help I created a monster - 6 chanters vs Potd
Anyways, I only took those talents once. I would never recommend them unless you have a very special build. Potions of Inf. w. Vital Ess. is always the better option. Or the spell itself (as a mastery) if you're a wizard.
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Another failed Triple Crown.
It's because usually he has crappy deflection (because he concentrates on dealing damage and not on defenses) and because he's a rogue. Rogues really have terrible starting values for a martial class (except accuracy).
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Help I created a monster - 6 chanters vs Potd
If you rest after every hard fight, why would you want that talent? You heal completely with resting. :D
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- Xaurip Skirmisher Spear?
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What just happened?
Actually they have endurance times 6 as health. Monks have x5. In the early gane you can't feel it because their deflection is very low and the difference to other classes is not that big (in flat numbers). But wirh every level the difference in endurance and esp. health increases until they are meat shields. Same with his Carnage: He has an accuracy malus of -10 to carnage, meaning his carnage attacks have 10 less accuracy than the main attack. But carnage is an ability and all abilites get +1 accuracy per level. So at a certain point you hit better with carnage than with your main attack. And it's level 10 obviously. If you take Accurate Carnage (talent) it's lvl 5. So, if you manage to beat the early game with a solo barb it gets a lot easier. HoF is truly nice - but it's still not a supergreat solo class. Not compared to casters. Of course it's a great solo class if you hate resting - like the chanter. By the way: solo barb with Blood Thirst + St. Ydwen's Redeemer against groups of vessels = pure fun!
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Xaurip Skirmisher Spear?
What do you mean with "better than the paladin"? In which way? The non-flanking part is realy good - if you care about deflection and loss of endurance at all. Tall Grass is nice because you can place Carnage, Barbaric Blow and HoF better, but of course HoF is way more powerful with two weapons (if you don't kill your main target with the first swing - because then no second swing will follow: always initally attack the sturdiest target with HoF when dual wielding). I did an Ultimate attempt with a dual wielding hammer barb with Vet Recov. and Savage Def. and so on and it went really well. I got killed accidentially by a bug (Second Wind triggers Battle FOrged on yourself, killing you when endurance is low). The fat health pool is not an obvious advantage in the beginning, but with every level he gets more meaty until heatlh really isn't a problem.