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Everything posted by Boeroer
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But the point about the ranger is that he keeps up DoTs all the time for his pet's Predator's Sense and he also uses Consecrated Ground to heal it. Lower INT is not that helpful here I'd say. Sure, lower INT will apply the wounding damage a bit faster, but maybe that's not what counts in this case. Edit: damn smartphone auto correction makes "health it" from "INT", sorry...
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Hi. You should ask these questions in the character build subforum. You will get plenty of answers there. "Stories" is not that much frequented and deals with other kinds of topics. 1) it depends what you want him to be. If he should use implements like wands and so on take Blast, Penetrating Blast, Marksman, Weapon Focus Noble or Adventurer and maybe Penetrating Shot, Dangerous Implement, Apprentice's Sneak Attack, too. Then think about what your favorite spells are and pick one of the elemental booster talents like Scion of Flame and so on. Wizards have nice freeze spells, so you might want to take Secret of Rime. Summon Kalakoth's Minor Blights in fights. If he should be a melee reach wizard then take Two Handed Style, Arcane Veil, Hardened Veil, Weapon Focus Soldier or Peasant, Savage Attack, Apprentices Sneak Attack and Runner's Wounding Shot. Summon Concelhaut's Staff or Citzal's Spirit Lance or Llengrath's Warding Staff in fights. 2) Doesn't matter at all. 3) If you can do it before entering Act II then fine. There is tons of loot there which will get you a lot of money once you sell it. This helps with building Caed Nua and buy some nice items. But you can totally do it during Act II, too. Just make sure you complete it before you enter Act III or you will most certainly miss a nice little additional quest around Raedric.
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Yes. Unfortunately one suppresses the other. Even "normal" retaliation (pierce damage) will get suppressed. It's either sickening OR stuck OR pierce damage. Exceptions: Battle-Forged, Flame Shield and retaliation from Sura's Supper Plate. Those stack with everything.
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Sure one could get the impression that camping supplies are limited - if one played the game for a few hours only. But I still think it is pretty obvious that this is not the case - especially if you double check if the thing you complain about really is a thing. I mean it's not really hard to see that every merchant always sells camping supplies even though you bought all of them on a former visit.
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Well, you are wrong. Nearly every merchant sells camping supplies. And the stock of every merchant gets refilled (when it comes to consumables, ingredients and camping supplies). So you have an unlimited number of camping supplies in the game. Their number is in no way finite. And I think that's pretty obvious. So maybe one should double check before calling something tedious BS. Just sayin'...
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Stealth is also useful if you like Backstab. It can be fun to sneak to an enemy, fire an arquebus at 2m distance with Sneak Attack and Backstab bonus (+200% base damage) and then run away to your party which awaits the enemy. And of course if you like to steal from chests and stuff right under the nose of NPCs you also need stealth. You don't need mechanics on the same character. Just go forth and pick the lock - this won't bother NPCs. And once it's unlocked sneak in with youzr stealthed character and steal it. As long as the circle doesn't show an eye you're not fully discovered.
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In several ways. Take the Hit is awfully bugged when you use mind control. A charmed troll for example also benefits from Take the Hit. That's annoying, but fair enough - but the problem is that he will benefit from it even after the charm stops - until he's dead. Since you will have to kill that troll in the end you have to move the fighter out of range or turn off Take the Hit. Superannoying! Then the base AoE is too small. It's only effective with high INT. Guardian Stance's AoE is also too small and it doesn't stack with other deflection buffs and has a drawback for the fighter. Paladin's auras don't have drawbacks and are bigger. Both are modals that prevent you to use other modal abilities of the same group.
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Icantha in Act 3?
Boeroer replied to Moloch.'s question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Tehehe - be happy that your playthrough is not broken. -
Icantha in Act 3?
Boeroer replied to Moloch.'s question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Yes. And as I said: if you can understand them then the language is not the problem. It's more likely you didn't talk to the right spirit yet. This will unlock the option "I am enemy of Of Nua" at the door, which will open it. If you don't get that option you have to search and talk to more spirits. The one in the room with the secret door/sliding wall (you can only open with Maerwald's knowledge) has the most tricky dialogue options and the code phrase you can get from him (and which has to be inverted in order to open the door) can be missed easily. The spirit in the bottom right who destroys the machines will tell you that he inverted the door code (from pro Od Nua to anti). You have to talk to those spirits in the right order and I guess you need to check the door first, too. This isn't too trivial since some (dialogue) options can be missed easily. -
You can have both: fire two arquebuses with FoD and help killing stuff and then switch to weapon + Outworn Buckler. The shield IS too good to ignore it - so don't. In fact I like Outworn Buckler's and Little Savior's stackable heraldic aura so much that I often decide for two shield users in order to stack both auraus - for +10 to all defenses. And in certain encounters you also might want to use Aila Braccia as your shield (against Lagufaeth or Thaos for example). Since White March you don't even need to take Quick Switch to have decent switching speed because there's the Coil of Resourcefulness in Russetwood. An example how it can be done: https://forums.obsidian.net/topic/89995-class-build-counselor-ploi-charming-paladin-supporter-tank/ Another variant would be to use a dual wielding setup just for FoD and then switch to the buckler in order to spare a weapon slot, but two arquebuses are better. In a party your tanky paladin doesn't need all the defensive abilities or talents and still be tanky enough without them. He can do without Superior Deflection or Righteous Soul or whatever. You gain great alpha strike ability by losing a bit of defense. It makes playing the paladin more interesting and also more versatile. It can be of immense value to kill the enemies' priest or cipher or wizard right at the start of a battle. And if you can do that with an otherwise very defensive party member: even better. In fact it's so useful that I sometimes use an Island Aumaua and add a third arquebus for Runner's Wounding Shot. It's not mandatory of course and you can skip FoD entirely if you want and still build a nice paladin - but I would never say FoD is useless or not worth the points. Also, your judgement about the paladins' special talents is not what I experienced. For example Kind Mercy and Sword & Shepherd are so strong that it's totally worthwhile to build a whole character concept around it. And of course Darcozzis' Inspiring Liberation which stacks with everything can be very good in certain fights. Bleak Walkers' talents I consider to be the least powerful ones. For the question what lash to put on Rumbalt (with a fighter). It depends what your other party members use since fighters have no preferred element I can think of. You might want to have all elements used in your party, so if you already use fire with a paladin and/or priest you might want to take corrosive lash or freezing or shocking. I forgot if you want to use Stormcaller. If you do, then I'd put a shocking lash on Rumbalt. Lashes work especially well against targets whose elemental DR gets reduced.
