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Everything posted by Boeroer
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Yes, sure. Some will even have alternative starting classes. Edér for example can start as fighter or rogue now. You can then multiclass with anything else if you want, but he will have to start as either rogue or fighter. Same with Xoti: she has to start as priest or monk but then it's up to you. Aloth has to start as wizard (no alternative choice like with Edér) but can then be multiclassed with anything. This is info from the backer updates and twitch streams and may change.
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Community Bug Fixes
Boeroer replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you choose 2), will charming still be active after the encounter ends (like when the charmed enemy is the only enemy left)? -
Raining magic items
Boeroer replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Once had that with rings of Searing Flames. And multiple Rebel's Call as well. -
It used to be so. Can't speak for 3.06 or 3.05 though. The description was always wrong. When I take Inspiring Radiance as well I will use it at the start of the encounter anyway. Healing is completely wasted then, but on the other hand I get +10 stackable ACC for every party member's initial strike or CC spell which is much more important than this mediocre healing. That's one reason why I'd use Aggrandizing R. even if it would remove healing altogether.
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Community Bug Fixes
Boeroer replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah, nice. Lolz for "isPartyAnimal". Is it the usual practice in the PoE code to add messages via global method? -
It's -11 endurance only. This spell is one of the best in the game. It speeds up spellcasting and also your melee attacks. Your build doesn't matter - this is always a solid choice. You can follow up with Concelhaut's Corrosive Siphon if you are afraid of losing endurance - but usually I don't even notice the -11 endurance. You shouldn't open fights with a damaging spell (unless you are overleveled or the enemies have really low defenses) because you are wasting damage potential. Instead: first buff, then do CC and then deal damage. For example, casting a Chillfog (causing blind and dealing damage) and then follow up with a Fan of Flames is a lot better than casting two Fan of Flames. If half of the rolls miss or graze you are wasting a lot of potential damage. Blind reduces reflex by 20. This is huge in the beginning of the game.
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1) buff up 2) do CC 3) deal damage Aloth should use Chillfog. Fan of Flames does a lot of damage, but it's not perticularly great unless you are playing a front line wizard. Chillfog on the other hand has a good range (easier to place correctly) and good base AoE, it blinds continously with every pulse (so it's not so bad if some oulses miss. Blind is a hefty debuff that also slows down movement) and deals good damage. Enemies who ran into a chillfog normaly don't rush your Aloth. And if they do they are easy prey. For me it's the best spell by far at lvl 1. It also works really well with Combusting Wounds and also with implement + Blast (mainly Kalakoth's Minor Blights). Give Sagani the hunting Bow Persistence (lvl 4 Endless Paths) and give Itumaak Predator's Sense, Vicious and Merciless Companion and also pick Stalker's Link. You will see some high dmg numbers. Don't try to tank with the fox. Use it like a rogue instead.
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You will have to describe your party members a bit more - what role they fulfill for example. A chanter can be played in different ways for example. You have a priest and a wizard. So you're on the save side when it comes to buffs, CC and damage dealing. Three guys as frontline is also good. I mean two fighters seem to be a bit redundant, but that's not a real problem. PoTD is especially tough in Act I until you finish Caed Nua, then it all gets easier. So it's not uncommon to encounter some difficulties when you reach Caed Nua. Your party composition (concerning your classes) is definitely viable. Maybe you just need to expoit their strengths more. For example a chanter would never be my go-to CC guy. They are great for sustained support and healing and for tanking and also very, very good for AoE damage after lvl 9+ - but since their CC always comes quite late in encounters they are not my preferred CC guys. I'd always use them for support and damage instead. On the other hand, two fighters with high INT, Disciplined Barrage and Knockdown + Bonus Knockdown can be pretty great as CC team. Disabling 6 times per encounter is neat.
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Right. +0.3 crit modifier for a high ACC monk is great. Torment's Reach cone's damage and also Battle Forge profits from this quite a bit. Especially at higher levels, when the base damage of Battle Forged is pretty high, empowered crits (through Doemenel) deal a ton of damage. If you want to go all the way with crits you can also use annihilating weapons (like Resolution, Purgatory, Shatterstar or Rumbalt or Firebrand or whatever) and also wear some gear with +0.1 (Azalin's Helmet for example) and pick Dungeon Delver with another +0.1 - you will actually have a crit damage modifier of +1.5 instead of the plain old 0.5. It's awesome. You people should try all that with Firebrand, Turning Wheel, Lightning Strikes and Scion of Flame, paired with Enervating Blows. Crits from Firebrand and also Battle Forged are so powerful with this setup. +2 DR is cool for a pure tank - but it's quite boring, too. Besides that monks can have Iron Wheel.
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Weapon choices
Boeroer replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think because it's weird to use badages on a metal golem. Same resaon why she can't use food. Although some food would work if I were the designer - like oil (+2 DEX). Maybe they just forgot Wound Binding, who knows. Since I never take both talents (only sometimes for testing purposes) it's not a thing for me. -
Community Bug Fixes
Boeroer replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like it - I mean sending OBS the fixes if they agree. Aarik D should be the go-to guy. Please also fix Take the Hit (mind controlled enemies will transfer 50% of their received damage to the fighter (1) - even if mind control ended this will not stop (2)). It could be discussed if Take the Hit should work on mind controlled enemies at all (1). But (2) is just stupid and has to go. Funnily enough I quite like the wounding (Runner's Wounding Shot/Enduring Flames) mechanic. It's weird but I like it that you can build a 1 INT who is somehow viable. It's just stupid that higher INT redices the damage of Enduring Flames because of DR. -
Weapon choices
Boeroer replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That is not right. The Devil of Caroc can be healed like anyone else - she only can't use food, drugs or potions. For example: give her Veteran's Recovery or use Lay on Hands on her and you'll see that she heals like any other character. I'm talking about healing endurance here of course. But even health can be regained via Woubd Binding or Field Trage. Not with a potion of Infuse with Vital Essence though. I'm talking about health, not endurance. Field Triage doesn't work on the Devil. That's right. Wound Binding works, but Field Triage doesn't. I recently used Wound Binding on DoC and just assumed that Field Triage would work as well, but that has the restriction "(not Vessel)" which I simply forgot, sorry. -
Nope, I prefer wizards (Blast) or barbs (carnage) for interrupt builds since those work in an AoE - which is much more effective. The wizard will cast Expose Vulnerabilites and I will also use a chanter with the -10 concentration chant and the Wind's Arm. The wizard may also cast Miasma. The barb would use dual hammers (Shatterstar + Godanyhunyr). All in all total overkill. A druid with his pulsing CC spells like Wicked Briars for example can also be an annoying interrupter. My second row pike fighter was using a pike obviously (Tall Grass). With a reach weapon you don't get attacked that much in the second row but can still do nice CC like Knockdowns (4 per encounter with Bonus Knockdown and Girdle of the Driving Wave) and with the overbearing enchantment on Tall Grass. Also added lots of INT in order to make the AoE of Take the Hit really big and also to let Knockdowns and Disciplined Barrage last very long. And of course Constant Recovery is better with high INT. Also great for Clear Out which is bad with 10 INT (or lower) but really nice with ~20 INT. Because he didn't get hit a lot he could dump RES to 3 and wear light armor (Take he Hit does raw damag anyways) What I didn't test is if Triggered Immunity workd with Take the Hit's raw damage - meaning if you catch a 10-dmg-raw hit if if canceles further damage from Take the Hit.
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Eh, sorry. Now that I read it again I see that my post was ambiguous. I didn't mean it in that way. I meant: since it has some features of my old build - and those worked pretty well back then - I assume that this one is viable, too. Sorry again if it came out the wrong way. Anyway there's no rule that you can't post builds which look a bit similar to others. If this build gets rushed by or not is not so important as long as he absorbs half of all party damage via Take the Hit. Combining self heal with Take the Hit on a char who doesn't get damaged much by enemies is pretty smart. With potions of Infuse of Vital Essence this guy can absorb tons of damage for his crew without resting. I did the same with a second row pike fighter and it works really well. But once you use any form of mind control (I had a cipher and a wizard) it turns against you so hard that I didn't finish that build.
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Weapon choices
Boeroer replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Solo is a different story of course. Since I'm lazy I don't want to reload all the time and thus always pick the appropriate weapon and also use all kinds of consumables and summons. -
Just a tip: Take the Hit is heavily bugged. Never use mind control abilities/spells when you have a fighter with Take the Hit in the party. The flipped enemies will transfer a lot of damage to the fighter and this will not stop when mind control ends. Apart from that problem this build looks a bit like my old engineer build (at least the healing part and also parts of the equipment): https://forums.obsidian.net/topic/83612-class-build-the-engineer-shocking-dps-fighter-artillery-tank/
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You will have Alacrity - cast that first and don'r care about DEX too much then. It won't shorten the casting animation, but the recovery time will be very short. It all depends on your party composition though: if you have a priest with Inspiring Liberation and a Paladin with Zealous Focus for example (and you don't care about causing interrupts) you can easily get away with lower PER and put more points into DEX or whatever suits you. You can meet a large group of pale elf wizards from the White that Wends in the (late) game. They have another name (forgot the exact denomination), but they are wizards. there are also paladins and priests, barbarians and all kinds of classes. And there's another group of them in the White March - don't know exactly if those are from the White that Wends though.
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Weapon choices
Boeroer replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That is not right. The Devil of Caroc can be healed like anyone else - she only can't use food, drugs or potions. For example: give her Veteran's Recovery or use Lay on Hands on her and you'll see that she heals like any other character. I'm talking about healing endurance here of course. But even health can be regained via Wound Binding or Field Triage. Not with a potion of Infuse with Vital Essence though. Why that? This will not make him any more defensive or sturdier. He will not even be able to kil the enemy faster because the switching will cause a very long recovery. Better to switch to a hatchet + shield setup since those deflection bonuses will be applied instantly after switching. Edit: corrected the wrong statement about Field Triage.
