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Boeroer

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Everything posted by Boeroer

  1. Nope. It just lifts them into the air. It's still cool because it has a good dmg bonus and there's no immunity against kockups (only against push&pull effects).
  2. True, it's a lot of running around then with Force of Anguish (SF/HBD will still work because those are actually applied before the push takes place) - but Force of Anguish has the "hidden" benefit that it will push your target into its own Carnage AoE. Because of that it gets damaged be the initial attack (as usual) and the Carnage on top (usually Carnage only hurts enemy bystanders). If you have the target against a wall you don't have to chase it anymore, but then the Carnage trick doesn't work either. I forgiot: Llengrath's Warding Staff profits from Helm of the White Void with every hit (because it has an additional hobble roll). Might also be a cool weapon for a SF/HBD build maybe.
  3. Whatever raises Accuracy and/or Hit-to-Crit conversion comes to mind, but also don't disregard debuffs (see paralyze, Miasma of Dull-Mindedness etc.). Ranger: several accuracy boosts, can flank with Animal Companion Berserker: high conversion rate, Spirit Frenzy + Morning Star + modal in combination with Brute Force (also Berserker Frenzy generates lots of wounds) Wizard: Merciless Gaze + several debuffs, especially Fetid Caress (also look at Draining Touch which targets Will instead of deflection + Miasma + club+modal in offhand). Fighter: high conversion and +5 PER, Cleaving Stance can proc Swift FLurry, too (if I'm not mistaken) Cipher: +20 ACC via Borrowed Instincts and +5 Tactical Meld + debuffs Rogue: debuffs and a bit of conversion, Riposte can proc Swift Flurry/HBD, too Skald: Killers Froze Stiff (25% conversion) and other debuffs Priest: Devotions + Blessing etc. + debuffs (see Shining Beacon, Divine Mark etc.) Bleak Walker: Flames of Devotion + Ring of Focused Flame + Helm of the White Void = +30 ACC with Flames of Devotion I guess Also check out attack abilities that roll the dice more than once (Forbidden Fist, Stunning Surge, Rogue's Strikes etc.) because I suspect that even the rolls for applying afflictions count and can lead to a crit-chain. At least that would explain why I have the impression that those lead to chain crits more often. Maybe one day I'll do a comparison between single-roll abilities (e.g. FoD) and multiple-roll-abilities (like Debilitating Strike) in combo with SF/HBD. The best weapon in general is Sun & Moon because it has two flail heads which both get the chance of triggering SF/HBD with every strike - and then proc a dual strike again and so on. Even the enchantments (chance to repeat fire ot frost attack) work in your favor because the flail heads themselves count as fire/frost attacks. You an combine it with Scordeo's Edge in the offhand for the "Adaptive" enchantment that delivers up to +20 ACC. Or Tuotilo's Palm for more defense and studyness. Even carrying a ranged weapon in he offhand works because you will get the speed bonus frm dual wielding and Two Weapon Style but only strike with the flail in melee combat. But something like a Morning Star in combination with Brute Force can also be cool. Especially the Willbreaker procs chains often for me. Here I also suspect the multiple rolls of the weapon (applying shaken and whatnot) might help but maybe it's just luck (needs testing). I think all in all I would pick the Sage (Monk/Wizard) since he would be the most versatile and has good potential for crit chains but is not a one-trick pony - which becomes boring quite quickly and later also uneffective against high-defense enemies.
  4. Regarding Mindstaller: Maybe you just didn't find the right combo yet? A Soulblade/Trickster combines good sturdyness and great damage output. You can combine Riposte + Offensive Parry (from the Great Sword "Whispers of the Endless Paths") with high deflection (from Mirrored Images + Borrowed Instincts, they stack). Those two is one of the best combos of melee offense, CC and defense imo. --- What I found most fun to play so far (in nearly 5K of hours played on Steam, although some of that is idle time): - Psion/Troubadour: strict caster, no weapons needed (you'll still have them of course - I used a small shield setup and fairly high deflection to demotivate enemies from rushing this guy). Non-stop spamming spells, resources refill automatically, super-versatile: can do dmg, support, disable, debuff, healing, summoning, mind control... - Helwalker with dual mortars (Serafen's Blunderbusses, obtainable quite early): unbelievable dmg output and awesome CC. The late game potential is enormous because of Resonant Touch + Whispers of the Wind. The mid game is also excellent bc. of Stunning Surge with AoE weapons. benefits a party setup that focuses on keeping enemies in a tight formation. So a main tank who draws attention first and a Wiz who can cast stuff like Pull of Eora or so. - Assassin/Bloodmage: not for the damage but for the awesome accuracy bonus from stealth or invisibility. A well-placed disabling or debuffing spell with +25 ACC trivializes most encounters. Arkemyr's Brilliant Departure makes you invisible (unique spell from a unique Grimoire) and has the unique feature that it doesn't break on non-damaging spells. That means that once you got that spell you can stay invisible and cast debuffs and disables while invisible all the time. Bloodmage lets you regain spell uses (but the self damage will break the invisibility, so proper timing is needed). There are a ton of other option which are all fun, but those stood out the most I think. For example Arcane Archer/Ascendant with Frostseeker is a well-known combo that seems to be fun for most players. But: with many builds the real fun starts after the early game. So it's difficult to judge your character only by the experience on Maje Island/pre Neketaka. But some combos start off really front-heavy and are fun right off the bat, for example when you use classes that start with a special feature right away, like Steel Garrote with the draining, Forbidden Fist, Streetfighter with blunderbuss+modal or so. For example Berseker/Streetfighter with Hunting Bow + modal starts really strong because of the triple speed buff (but won't improve a lot during the game).
  5. Steel Garrote/Streetfighter doesn't go down easily and does a lot of dmg. Soulblade/Trickster: same basically.
  6. Just today I thought about how an Assassin/Wizard with a well-timed Miasma from invisibility/stealth makes enemies' defenses collapse so nicely. It makes fighting overleveled enemies so much easier.
  7. You can wear Gipon Prudensco or Nomad's Brigandine and become immune to disengagement attacks. Whenever you break engagement all disengagment attacks will miss, giving you the chance for a Riposte. It's a lot of moving in and out though and too tedious for my taste.
  8. Isometric, RTwP, single-player RPGs for PC only are quite a narrow niche. Narrowing it down even further with a lot of writing (I like), nautic theme (I like), no Kickstarter boost (fig) and bad marketing (never saw an ad for it) surely didn't help. I guess in order to have success nowadays you have to break out of that niche in at least one way, be it optional turn based combat or a tactics approach, mutliplayer, 3D-graphics or whatever appeals to a broader target group. Deadfire is a gem - but it seems it's a well hidden one.
  9. With single-handed Scordeo's Trophy and the modal you will most likely see the best results I think - using the -5% recovery variant which works for everything, not only weapon attacks. I mean it works with spells and whatnot, too. The -10% variant doesn't. The best way to stack it is using Wall of Draining imo because WoD constantly effects all new stacks, too. With Driving Flight it would be twice as fast. With Wall of Draining all stacks will get prolonged which makes it very easy to just pile up more and more of it. You can't get to -100% (not with reloading because the is a floor cap due to the reloading animation and not with anything because the -5% stacks aren't just summed up) - but you can get really low recovery in rel. short time, slinging spells very quickly - or when at very low recovery summoning stuff like Caedebald's Blackbow or so. I could also see the -10% variant being fun with Citzal's Spirit Lance. Maybe with Clear Out one can stack the first few instances faster, but with WoD you can stack a lot more after some time. Other abilities that might work well: Whirling Strikes, Heart of Fury, Barbaric Retaliation...? I can see Heart of Fury as "charger" - and then do very fast Driving Roars or so.
  10. What do you mean? The normal way is to arrive there in front of the breach, start the scripted scene with the frozen "statue" and get the items. I don't remember every possible way to remove the ice. I know that fire does melt it (and as far as I remember I always could use that option), but there may be a lot more options - like chiseling or whatever (which I may have tried but don't really remember).
  11. You can get the Helm of the White Void from a frozen body in front of the Vytmádh. Iirc you only need a way to melt/remove ice. But you have to get past the pilgrims on top of the mountain... which is hard. Maybe sneaking/jumping past them with Bounding Boots is possible, never tried.
  12. There are several lvl 1+2 spells that I like, but I will only list the ones I use extremely often. Wizard: Chill Fog (extremely potent because of the long-lasting tier-3 affliction that has mulitple chances to stick) Miasma of Dull-Mindedness (the direct debuffing of -10 to three attributes has so many effects that most players don't realize) Priest: Withdraw (in combination with Berserker Frenzy/Confusion you can withdraw enemies without a hit roll - incredibly useful) Cipher: Whisper of Treason (like removing an enemy and receiving a summon in one single spell - for cheap)
  13. I guess with a Fire Godlike (Battle Forged retaliation) Darcozzi or Wizard or Priest of Magran + Magran's Blessing shield you'll get three chances to apply Blood Frenzy - because those three flame shields will stack. Fire Godlike SC Barb with Barbaric Retaliation + Sun & Moon + Magran's Blessing should get 3 (full attack, dual flail heads + bash) + 2 (Battle Forged + Fire Shield) = 5 chances to apply Blood Frenzy when receiving a crit. A Wizard with Zandethu's Fury could stack its terrify retaliation + Fire Shield (shield) + Flame Shield + Battle Forged + M's Piercing Sigil (or Cloak of Death - those two don't stack properly)... also 5 chances, but already when getting grazed (I think).
  14. I'd argue that a dual weapon setup would be better with a Rogue/Barb since most Rogue Strikes are Full Attacks and so is Barbaric Smash (which raises the chance to really kill with it which is important for the refund), but it's not that important. By the way: kill by DoT (for example Barbaric Smash + Blood Frenzy + Deep Wounds) will trigger Blood Thirst, but it will not trigger Barbaric Smash's refund, even if the DoT was the result of a Barbaric Smash. So if you used Barbaric Smash and the enemy barely survived, he will die with the next tick, but it won't refund your Rage unfortunately. Also often enough the DoTs would kill weak enemies that I planned to hit with Barbaric Smash right before the smash landed - which costs the Rage but does nothing. It can be annoying sometimes. One has to watch that and maybe sometimes just switch targets. It would have been cool if Barbaric Smash put a short-lived effect on the enemy so that the Barb would get a refund if the enemy died in that short period of time and not only from the direct smash. But anyway: the combined DoTs in general are potent and cool. Like when you apply some DoTs to several enemies and then turn to some others - and when the first ones die from bleeding out you get Blood Thirst procs. Can even be used when fighting single tough enemies with weak ads. Back to single class Barb: I think players vastly underestimate the usefulness of either Driving Roar or Dazing Shout. I think a multiclass Barb is more interesting and often more potent to play to the way to the higher levels, but once you reach PL 9 with a SC Barb (PL 8 with a Furyshaper) it will pay off imo. Luckily, with all DLCs installed, you can play a fairly long amount of time after reaching PL8/9. Using both shout abilities in combination with Blood Thirst (and so on) is potent debuff/CC + great damage all in one piece - for only 1 point of Rage and short casting times. And when you are going against large mobs the combo of big AoE Daze/AoE knockdown + damage + potential refund via Blood Surge is so much fun imo. But... against single targets it's not that useful I have to say. Unless you use a Chanter with summons that you can kill for Rage (Blood Surge) and 0 recovery (Blood Thirsty). So maybe one has to be certain about the role the Barb or Barb/something should play. Multiclasses can be a lot more versatile. If the goal is indeed to use Heart of Fury then there's of course no alternative to single class. And in my experience single class Barb is good - unlike some other classes like for example Fighter or Paladin (when not using Devine Retribution with summons) - and it's worth playing. One last though: as I said one can do wild stuff with HoF and Barbaric Retaliation, but it often involves weird combos. For example when using dual mortars and also involve Combusting Wounds and Avenging Storm. That's not a very stereotypical Barb setup of course. However, it's fitting for some dudes - for example Serafen as SC Barb. But HoF is also nice for debuffing in an AoE - for example when using a Morning Star with Body Blows (and Spirit Frenzy): -35 fortitude in an AoE can be very useful. One can also combine HoF with club + flail and lower Will and Reflex by 25 in that AoE (cool for Furyshapers who are using the Fear Ward mostly). Or use Ngati's Tusk with maxed Survival and lower enemies non-deflection defeneses just by being there (Hunter of Hunters aura) and lower deflection with the pike modal + HoF. What I personally really liked in my SC Furyshaper run was to combine Battle Axe + modal + Blood Storm with Barbaric Retaliation and the Blood Ward. I needed stellar AR (Patinated Plate and so on) to survive all the initial melee crits, but all the DoTs I placed on the enemies took over eventually and outhealed the damage. Dazing Shout helped a ton, too.
  15. It's funny: Grounded was a project which started as a small "well why not?" project of enthusiasts. When Obsidian announced they will have a game with a new IP, everybody was speculating like crazy about new awesome RPGs and whatnot. And then they revealed Grounded... and most gamors(TM) were like "Lool wut? This is stupid!" Obsidian today:
  16. By the way: Grounded reached 10 million players last week. 🤯
  17. SC Barbarian is good. One of the classes where it can be both great to multiclass or go single class. The reason why SC Barb is good are the abilities of Power Level 9: Barbaric Retaliation: does a full attack when you receive a critical hit. This is very strong if you build a bit around it. It works with melee or ranged weapon, eve ones that deal AoE damage (like mortars for example). If you have a powerful but slow weapon (for example a two-handed Battle Axe with the Bleeding Cuts modal) this ability - in combination with Blood Thirst - can speed you up considerably. Blood Surge: the only way besides Flesh Communion (Corpse Eater), Brilliant and Empower to regain Rage points. The funny thing is that it also works when you kill allies - for example cheap skeleton summons. Driving or Dazing Shout: both are absolutely awesome: cheap and very powerful. It's worth to play a SC Barb just because of one of those: Heart of Fury is good (and you can to some cheesy stuff with it), but imo it's a bit too expensive. But if you employ the right weapon(s) it can totally be worthwhile. My pick would be Furyshaper when I was playing a SC Barb. The Blood Ward (Power Level is absolute fantastic for you and your party because it drains health from any damage that you or your allies cause (excluded: seals, traps and wall spells). This includes damage over time, spells, weapon attacks and so on. You can combine this with Heart of Fury, Barbaric Retaliation and Dazing Shout for example to heal from the damage you dish out. And also on the way to PL 8/9 a SC Furyshaper is cool because he gets to the Fear Ward a lot earlier than a multiclass Furyshaper. And the Fear Ward is very good, too.
  18. I didn't check Shining Beacon's rolls - but I strongly suspect every hit roll applies Blood Frenzy on crit. I haven't tried Storm of Holy Fire but I also guess this should be great because of the multiple AoE "impacts". The best candidates are pulsing spells and offensive phrases though. Slicken, Binding Web, Tanglefoot, Chillfog, Wicked Briars and all that stuff that pulses every 3 secs. Rays will even pulse every second instead of 3 secs. Unfortunately Walls and also the drop traps from Footsteps of the Beast are hazards and won't apply Blood Frenzy. The seal of the Weyc's Wand however should apply Blood Frenzy since it's a weapon ability - and it pulses every second...
  19. I also thought it should. But I checked right before posting to be 100% sure and was surprised it did not. Scion of Flame was applied but not the +10 ACC from the Ring. 🤷‍♂️
  20. Indeed, the Cat speedup will not stack with Frenzy. Frenzy's action speed bonus is weaker so it will get suppressed (but stuff like Spirit Frenzy's staggering or Blood Frenzy's raw DoT will still work! No suppression there). But you can watch it as one additional use of quasi-Frenzy. If you want to spare Rage or have none left you can still speed yourself up an additional time. Good point with the bear form + Thick Skinned. Add a Blunting Belt, Dragon Pendant and Robust from Nature's Balm + Woodskin and later Form of the Delemgan (it all stacks fortunately) and you'll have awesome AR values but 0 recovery penalty. But since OP wanted to fight out of Spiritshift but with LD's Voulge I guess Cat form is still the best pick, even if the speedup doesn't stack with Frenzy's.
  21. ??? Why did your whole party die just because your Paladin went down? I usually wait with the party out of sight and only send my the Assassin/Paladin in. He uses Bounding Boots (for leaping next to hte Dragon while stealthed, then canceling the leap mid-air: still landing near the dragon but not breaking stealth), Lover's Embrace and Gouging Strike + Brand Enemy which puts 3 neverending DoTs on the Dragon which speeds things up considerably - but anyway: should he go down while putting DoTs on the Dragon I just let him lie there - and if there are still ads after the dragon died I just lure them up the path and finish them off one by one. Of course a non-Rogue/Paladin will have no means to flee the fight without going knocked out. It's Smoke Veil which will will make things a lot less fiddly. I just hire an Assassin/Paladin for the job. I mean that's totally on theme - calling a hireling for one particular job, right? Multiclass Assassin/Paladin needs more levels to reach Gouging Strike/Brand Enemy unfortunately. I would use SC Assassin if I wanted to get to Vatnir asap then. Just because of Gouging Strike + Lover's Embrace + Smoke Veil.

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