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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...
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So... you want the challenge of a higher difficulty setting, but you want it to be easier because it's too hard? I don't want to offend you, but this sounds a bit strange. This game is pretty easy even on PotD once you figured out how the mechanics work and once you know the abilites and spells a bit better. No need for stacking items' attribute bonuses (in that regard). Anyways this won't make the game much easier because the attributes don't have as much impact as you might be used to. 3 points here and there will not make the game a lot easier if you already have troubles on normal. If you follow the rule of thumb "buff yourself -> debuff the enemy -> attack" you should be fine. There are some delicate stacking rules for accuracy (which is the most important value in this game). Those are very good to know. Other than that, I can't help you guys. I never heard or read about such a mod. Why don't you switch to easy difficulty? I know this is not what you asked for, but XP, quests, items and all the important stuff will be the same. The only thing that changes with difficukty settings is the number, type and/or the stats of generic "trash" enemies. You will not miss anything.
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Patch 3.06 spotted!
Boeroer replied to Infinitron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd like them to give rogues a few spoons of codliver oil and some anabolics. -
They are all three very nice and viable weapons. I would choose the one which "feels" the nicest and is in line with my character and role concept. If you like BotEP and its speed (which is indeed impressive, especially if paired with Durgan Steel and maybe also Gauntlets of Swift Action) then you should take it. And a fighter who can provide Marking (+10 ACC) for an ally is also nice.
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With athletics it's debateable: I personally would never put points into athletics when I can put them into survival. It's because Second Wind is a slow cast, it has a long recovery phase, it heals for a small amount of endurance only and doesn't scale with level. It's ok at the beginning of the game, but falls off quickly. There is a use though: if you have a character with very low INT, a lot of MIG and no other self healing capabilities (and you are really annoyed by potions or don't want to use consumables) then it can be good to use athletics. I just don't get why OBS decided for linear progression. If you don't plan to use a scroll with a character (or don't want to use scrolls at all) you can complety skip lore. If you want to use scrolls, scythesong's absolutely right. Stealth can be good for Backstab-Rogues or scouts or characters who want to steal stuff unseen - even characters with good (ranged) opening strikes can profit from it because out-of-combat per-encounter abilites/spells (like Flames of Devotion) will be reset to their uses if you manage to fire and hit before you get detected and combat starts. For all others it's completely useless. Mechanics, as scythesong said, is all or nothing. 10 is ok for most cases, but 12+ is more convenient in the high-level areas, because there will be some traps and chests that need it.
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Ach dammit - I meant "Tidefall (with LOW INT)" - sorry! But you already figured it out. No, with a fighter I consider INT to be very useful - so I wouldn't lower it and I also wouldn't take Tidefall I guess (unless I do a very special type of fighter with no Disciplined Barrage and other stuff that profits from INT). I was just talking about Tidefall's dps potential in general and didn't meant it as a recommendation for your fighter. BotEP should be great.