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Everything posted by Boeroer
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But that's only an assumption. Nobody said that. In former explanations Josh always gave examples of characters who advance in both classes individually so that you could end up with 19 fighter/1 ranger and so on. His statement (if he really meant it this way) can also mean that you only have to decide on your multiclass combination at the start of character creation - so that it's clear what special class(combo) you are throughout the whole game. His statement says nothing about class level advancement. I doubt he changed the whole multiclass mechanics. And I would be angry if they change multiclassing in such a bad way. Maybe it's easier to react to the character in dialogues properly if you already know he's going to be a priest/fighter for example. May help with that strange thing that some people have with these games. "Immersion" or what it's called.
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In PoE1 only the duration of an affliction is influenced by graze(-50%), hit (+/-0) and crit (+50% duration). The affliction itself is always the same. That means even grazes which paralyze you will completely disable you for some time. I would have prefered the same duration but a weaker affliction instead.
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Yes, it would be better if afflictions had different stages which relate to graze/hit/crit. That way a paralyzing atttack wouldn't be that devastating if you get grazed. A prayer could simply ensure a downgrade to a lower state. But I guess they are doing something like this at the moment when I'm reading those things about Frenzy countering Weakened and so on.
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I think he just wanted to point out that new players will be presented with all infos around multicallsing right at the start of character creation. I guess he just explained it in an ambigious way. But even if you would have to choose it at the start it wouldn't change much, would it? Since you can retrain it doesn't really matter.
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First of all: using grey color on grey background is a bold move. If you want to play a bow ranger (so it seems) then one of the best weapons can be achieved very early: Persistance is a hunting bow that lies in level 4 of the Endless Paths, a dungeon below the fortress of Caed Nua (that you will take as your own home base). This bow has the wounding enchantment. It's the best unique enchantment for damage (besides the speed enchantment). Especially if you combine it with a high might (MIG) and a low INT value (some weird damage-over-time mechanics are the reason). And there's another reason why Persistance is one of the best choices for a bow ranger (besides Stormcaller): wounding triggers Predator's Sense, a talent that boosts your pet's damage a LOT (+50%). Since your animal companion will have high base damage but attacks quite slowly, you want to make sure that every hit (or bite) is as effective as possible. With Persistance that's very easy: just shoot at an enemy and let your pet attack with Predator's Sense, and it will bite most foes in half. It's like having an additional rogue in the party. Good thing is that bow rangers don't need a ton of talents to be good shooters, so you can but quite some talents/abilites for the pet's damage, too. Pet's damage scales with level and gets really ridiculous once you combine wounding + Predator's Sense, Wounding Shot (hobbles the enemy) + Merciless Companion and Vicious Companion. It will hit like a truck after some time. A slow but heavy hitter. I would recommend a wolf in combination with Persistance. Wolfs have the highest base damage of all pets and attack quite fast (compared to bears for example). Stag's carnage is also nice, but since Persistance is better against single enemies the wolf fits perfectly well. Another nice thing is that you can even get away with low INT as long as you attack fast enough. Low INT favours the wounding damage of Persistence and Wounding Shot because the fixed raw damage will not be spread out over time but gets applied in a very short amount of time - thus increasinf damamge per second. Just adjust INT in a way so that the enemy is wounded permanently, that's enough to ensure high dps AND Predator's Sense all the time. This is the best setup for single target damage for a ranger. Stormcaller produces less single target damage, but has the nice shock based things (reduced DR, two damage types and so on) and additional crowd control (stun through Returning Storm). The Storm- and Plague-Caller build is very nice as well. You can even start with Persistance and then retrain after you find Stormcaller - if you feel that bow suits you better.
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It depends. If you want to rely on high defenses you can get away with low CON for example. Wizards can use Arcane Veil and Hardened Arcane Veil in combination with a shield and also Wizard's Double and other self buffnig spells to reach very high deflection. Thus they won't get hit a lot and don't need a lot of endurance and health (both are influenced by CON). Of course, this will gimp your melee offense because a shield will prevent you from using the (really good) summoned, two handed weapons or using two weapons (dual wielding). I made such a tanky wizard some time ago. Although this is a very special build, it explains how high defenses can be achieved. https://forums.obsidian.net/topic/86900-class-build-bilestomper-tanky-corrosive-drainer-wizard/ But it's very slooow, too. Casting takes a long time and therefore not everyone likes it. If you want to use summoned weapons or other two handed weapons - or want to dual wield weapons - then you might need more CON in order to survive more hits. Such a wizard works really well when he has some means of self healing. First of all there's Veteran's Recovery which works very well with high MIG and INT - two stats most wizards want to put a lot of points into anyway. This will heal you constantly and can make you very sturdy if you combine it with self healing spells (Concelhaut's Corrosive Siphon is great for example). In addition you can put 8 points into survival and get a +40% healing buff. If you combine this with an item that also buffs healing (Fulvano's Amulet with +25% can be found very early) you will be sturdy as hell - until your health runs out. Health can only be regained by resting - OR using Infuse with Vital Essence (lvl 2 spell). This also works with those healing bonuses from survival and items - meaning you'll regain a lot of health when you cast this spell. Other than the description suggests, this tomporary health wll be regained permanently if the fight ends before the spell runs out. I consider to be the second apporach to be more fun than the tin can approach and it's very effective, too. But since you want to have high MIG, high INT and also good CON this will lead to a situation where you quickly run out of stat points at character creation. High deflection is not that important with this build, so we can get away with low RES, but most other stats are quite important: MIG: 16 (bonuses to damage and healing) CON: 14 (bonuses to endurance and health) DEX: 14 (bonus to casting speed) PER: 14 (bonus to accuracy) INT: 16 (bonus to all durations and sizes of AoE) RES: 4 (malus to concentration and deflection) Watch out though: you won't be good at tanking a lot of foes at once because your low RES will lead to low concentration. This will lead to a lot of interrupts if you get hit a lot. However, wizards have a nice counterspells for this: Spirit Shield. Another reason why we can dump RES. With those stats I played a wizard (PotD difficulty) who used his fists (Novice's Suffering) and focused on touch-baed spells - just in order to emulate a wizard/monk. It worked very well although this is of course not hte most effective way to play a melee wizard. Still very viable. The other times I played such a wizard was with summoned weapons. Concelhaut's Staff is very powerfuk at lvl 1 - and so is Citzal's Spirit Lance later on. In my opinion those are the best weapons for a melee wizard. Once you combine Deletrious Alacrity of Motion and Citzal's Martial Power with Citzal's Spirit Lance most enemies get vaporized after few hits. Unfortunately, there's no build in the build list that demonstrates this self-healing approach. But I guess my writings above are sufficient to figure things out.
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Definitely. I almost never use my priests for healing. Sometimes Consecrated Ground is handy, but I don't use it too often. Their buffs and prayers however make the game so much easier that even PotD gets easy (if you know what you're doing). If you have a priest you don't have to bother with defensive talents or abilites. Why putting points into Aegis of Loyality, Bull's Will or Body Control or whatever if the whole party can be immune with the casting of a prayer? What makes priests so strong in PoE (besides their really powerful damaging spells in higher levels) is buffs and prayers, not healing. In fact, I consider the druid or a Kind Wayfarer to be the better party healer (Moonwell and Garden of Life are really strong) and the paladin to be the better healer for individuals (Lay on Hands). Besides that, there's Ancient Memory + Ancient Spirits, Constant or Veteran's Recovery, which is really good - especially if you combine those with the relatively new healing bonuses you can get from survival (+20% for 2 points and then +20% every 6 points) and items (St. Borragia's Tears: +15% healing done, Belt of Bountiful Healing, Fulvano's Amulet, Maneha's Armor: +25% healing received). This stacks pretty nicely with other self heals like Savage Defiance and also Second Wind so that I rarely need healing spells at all.
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3.06 Live on Steam, GoG, and Origin
Boeroer replied to jbritch's topic in Pillars of Eternity: Announcements & News
Is it just me or did you totally mess up the quote tags? I guess the first sentence is your answer to Messier-31? -
First of all those are subclasses, not prestige classes. Subclasses alter the base class a bit but are not supposed to be stronger or weaker than the base class. You pick a subclass right at character creation. You can't switch from base class to a subclass during the game. Because of this, you can multiclass (or dual-class in PoE2's case) any base- or subclass with every other base- or subclass. There may be some restrictions when it comes to paladin/priest classes (because it doesn't make sense to combine a Bleak Walker = paladin subclass with a priest of Eothas = priest subclass), but those will have logical reasons, not mechanical ones. Also, you don't multiclass at character creation but once you level up. To pick up your example: You can roll a druid and you will have to decide if it's a normal druid, a shapeshifter or whatever subclass druids will have. And then, later on at a level up, you can choose to multiclass with abase fighter or a black jacket fighter or whatever fighter subclass there will be. You will not be able to multiclass inside one "class tree": a druid subclass a can't be multiclassed with druid subclass b or base druid or so. Hope I explained it okayish.
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I was disappointed that this didn't work in PoE. I think this is must-have feature. Not that I use it with every character or whatever, but it's just weird that you can't just switch one weapon but have to switch your whole set. Like when I weild Bittercut + Resolution and meet an enemy who is immune to slash damage. I would have liked to switch Resolution for a stiletto or a club and keep Bittercut in my hand, but instead I had to switch both.
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The boars at Magran's Fork are supertough! Not unusual to get fragged by them. The best lvl 1 wizard spell is chillfog (CC + damage). You can combine it later on with Combusting Wounds (damage), Kalakoth's Minor Blights+Blast (damage) and Pull of Eora (CC). Pull of Eora is one of the strongest CC spell in the game in my opinion. There are no immunities against it for example.
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That's bad. Maybe a restart will fix it. Last time I checked (it was version 3.05 - do you already use 3.06?) it worked like it should. It's not uncommon for OBS to introduce a whole bunch of new bugs with a bugfix patch though. :\ Boreal Dwarf can also be very good since a lot of enemies at the beginning (oozes, xaurips, trolls, mushrooms and delemgans) are all wilders or priomordials. +15 ACC is huge and it stacks with survival bonuses. That's another thing: survival bonuses only needs 4 survival and gives you +10 ACC which is great in the early game. Stacks with boreal dwarf's racial feat.
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Distant Advantage only gives you a bonus if you are not too near. Maybe the distance between you and the opponent wasn't big enough when this roll was done? Although it doesn't look like it... Also, always start with a cc spell before trying to cast a damaging spell. Eyestrike for example will hit better than your weapon attack (targets will which is lower most of the time and has a acc bonus). Once the enemy is blinded you have the equivalent of +20 ACC for your weapon attacks (blinded lowers deflection by 20 points). CC is stronger than damage in the early game. Since your cipher already does good weapon damage you should favour CC over damaging spells. Things like Eyestrike and so on not only make it easier to hit foes, but foes also don't hit that hard anymore. The best way to do it is to a) buff your accuracy (and other stuff like defenses if you feel the need), then b) use CC and then c) deal damage. The first two parts may be skipped if fights are really easy (for example if your level is a lot higher than that of tour opponents). All spells and active abilities get a +1 ACC bonus per char level by the way while auto-attacks don't. So not only the bonus to your base ACC at levelup will help to hit more often. It's quite normal to miss and graze a lot in the early game if you are playing PotD difficulty. After a few levels it's getting a lot better.
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The fighters will still not stop attackers just because they hit harder, but the rushers will get punished harder for doing so. Also, since thereare more frontliners, there will be less space for the enemy to run around. Engagement stops the enemy for a short time - if you have two tanks it's more likely that the enemies don't reaxh your backline. Make use of Knockdown. With Overbearing Guard it's easier because enemies will suffer from prone if they want to rush past you. If you give your priest a small shield and a hatchet he can cast relatively unhindered and won't get pummeled that much. Weapon damage isn't very important for a buffing priest anyways.
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Tanking with one dedicated tank does not work in PoE. And why should the enemies attack your tank who can't deal damage while the real threat is in your back row? You are doing nothing wrong. The game calculates the high priority targets and when your tank only tickles them then they will move on to your squishies. It doesn't matter that they are engaged by the fighter. Defender is totally useless if you don't combine it with high damage per hit or Overbearing Guard. The solution is to use more melee frontliners, to use chokepoints or to put on heavier armor. This may lead to less DPS or slower casting, but a dead character doesn't cast at all. Another thing is to use CC. A low level cipher can use Whisper oft Treason to turn an attacker right at the start of combat. This guy will normally get attacked immediately by his fellows because charm is a strong debuff which makes him a priority target. Same with Aloth and Chillfog: blinded enemies can't hit things and are really slow moving.
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If you want to concentrate all support on your paladin's dps then as companions you want: - Priest for buffing: Inspiring Radiance (stacks with Zealous Focus), Devotions of the Faithful (stacks with Insp. Radiance and Zealous Focus), Champion's Boon and so on - Paladin for more buffing and healing: Coordinated Attacks, 1 marking weapon with Outworn Buckler or 2 marking weapons (dual wielding) - those all stack with the above. If Darcozzi then also Inspiring Liberation (stacks with all of the above, too). Lay on Hands... - Druid: Moonwell, Form of the Delemgan, Nature's Balm and so on. Also good for CC. - Chanter: Aefyllath Ues Mith Fyr chant (the burning lash you will receive profits from your Scion of Flame talent and thus the chant wil add a 30% lash instead of 25%). Also great for ciphers since the additional burning lash will increase focus gain. - Cipher: CC, Pain Block, Going Between Also take the Doemel questline and get The Merciless Hand talent.
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Enduring Flames is very good with low INT. Same with Runner's Wounding Shot. FoD doesn't care about INT. Zealous Focus is a must for a dps oriented paladin. Sworn Enemy is great because it lasts until the enemy is dead - no INT involved. Maybe this is a build where Critical Focus is not too bad. You should add Intense Flames and Scion of Flame. This will boost your burning lashes to +120% with FoD - which is quite ouch. Would be even better with an arquebus, but a great sword is also good enough. Other talents are Two Handed Style, Savage Attack and Apprentice's Sneak Attack Your main Weapon should be Tidefall. Its woundig damage gets boosted by high MIG and works the same as Enduring Flames and Runner's Wounding Shot: the lower it INT the better, the more MIG the better. With this setup you will do good damage already. Tidefall is the two handed weapon with the highest DPS if you have high MIG. You can do 2 FoDs with +120% lash damage per encounter and Runner's Wounding Shot with +80% raw damage. If you find a Gridle of the Driving Wave you could add a Knockdown with +20% damage, too. Now try to focus on the abilities which don't use INT or already have very high base durations (like Lay on Hands - still good even with dumped INT). For example, Healing Chain doesn't care about INT at all. Abjuration, too. Edit: With the Ultimate Hat of Alluring Perfection (Stalwart) ypu can even reduce your INT to 1 which is perfect for wounding, Enduring Flames and Runner's Wounding Shot. At the same time you get +2 MIG and +2 CON which is decent. -2 RES, too...