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Everything posted by Boeroer
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Touch of Rot used to be a lvl 1 druid spell. It got removed at some point (maybe after beta), don't know why. The only thing where it remains is that stiletto and the Rotfinger Gloves. With the stiletto you just need to score a crit (shouldn't be too hard with Eldritch Aim, Merciless Gaze and One-Handed Style) and the spell goes off. There is necromany in the game, and it's not only done by animancers, but also by wizards (look at Concelhaut and his apprentices). Helig of Thein also talks about necromancy and that he used it AND animancy to stay "alive" after he got slain. So those two are not the same. Maybe you have to be of a certain "level" to grasp the secrets of necromancy - like a prestige class. Death Ring is not a melee only spell. Just because it emanates from the caster doesn't mean it's a melee spell. Its range is so huge (5m base radius) that you can hit a lot of enemies if you're standing in the backline and have decent INT. With 20 INT it has a range of 8m (radius). You can also use it as panic button when enemies try to swarm you - same as Torrent of Flame. For me, the best poison spell "necromancer style" of a wizard is Malignant Cloud. It doesn't work on enenmies which are immune to poison, but besides that it is really strong because of its raw damage and the pulses. Before casting it use Fetid Caress, Noxious Burst or Repulsive Visage (all sicken, lowering fortitude by 10) or even Enervating Terror or Freezing Rake or Whilting Wind (weaken, fort. -20) and then pair it with Chillfog (both target fortitude) and everything that is not immune to poison is dead. Most of the spells that emanate from the caster (Death Ring, Minoletta's Piercing Burst) are foe only by the way. You will only harm enemies. Torrent of FLame is an exception, but it has a lower range so you will most likely only hit enemies which surround you. I guess this spell is meant to help you when you get swarmed. It's a fast cast with a lot of damage and it has a short radius.
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Guys, seriously - what are you talking about Daybreak? That thing comes AFTER you jump into the final pit and enter Act IV (which is very, very short). It's a weapon you can use for the rest 0.5% of the game. So I think you should watch out for something else. Redeemer is great - why don't you just enchant another morning star with spirit-slaying or use any other two handed weapon that comes early(er)?
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Constant Crashing in Game
Boeroer replied to Mad_Myke's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Holy moly - that blew the whole formatting of the forum apart. -
Psychic backlash
Boeroer replied to rheingold's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Let's be honest: it's total crap. Excuse my Vailian... -
I love all spells that work with pulses - like Chillfog, Pull of Eora. Malignant Cloud, Wicked Briars, Venombloom, Symbol of <diety> and so on. And of course I love my Combusting Wounds, too. Those spells and all the other attacks like CC stuff and autoattacks I like to buff with a tremendous amount of ACC via Insp. Radiance, Insp. Exhortaion, Zealous Focus, Coordinating Attacks + Marking, sometimes Devotions and so on. This turns every encounter into a cakewalk. So four of the party would be: - Wizard (build doesn't matter, but implements + blast are always nice) - Druid (preferably focused on shock damage) - Priest (deity doesn't matter) - Paladin (Darcozzi) Priests have the big advantage that they not only can buff you into divine spheres, but also can make you immune to ANY affliction which helps a lot. For the others: I generally like tanky chars who can also do good damage. I already have a paladin for ACC buffing, so he can go to the front line. I also like my priests, wizards or druids to be there. So one of them could go tehre, too. That's two front liners. I lately had extremely good results with a barb as my main tank (aka the guy I send in first), so I would take him in as well OR a Dragon Thrashed chanter. The last slot would be best filled in with a cipher I guess. But I also like to have one disruptor in the party who can operate behind enemy lines and quickly switch out casters andsuch without going down. Lately I had surprisingly lots of fun with a dps fighter with charge, but I guess a monk could do the job, too. So my last slots would be: - Barbarian or Chanter - Cipher or Fighter or Monk But all that may change after another playthrough.
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It's a proven fact that I called for the introduction of whips from the beginning of this game. You can do something similar with stacking retaliation: retaliation of armor, cloak or helmet + retaliation on Sura's Supper Plate + Battle Forgend + Flame Shield + Minoletta's Piercing Sigil and you'll retaliate with up to 5 hits when you get hit. And on top you could hit with nearly 0 recovery (Alacrity + speed enchantment on weapon + Durgan Steel and all), adding a lot of hits from your autoattacks. It might be even better than a blunderbuss. You could use Unforgiven or Starcaller - the first has speed - and the second can stun on crits and then applies Minor Missiles (= 4 hits with one strike).
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Right - fortitude is the most important defense for me because it helps against the most nasty disables. And even grazes from those are bad.That's why I love Frenzy (and even Greater Frenzy if I can spare the talent point). I would not say that Will is useless, but it's also the last one on my list. If you're not a Dragon Thrashed Chanter it's no big problem if you get charmed etc. But since I like most of my chars with a lot of INT it's never a big problem anyways. Reflex is nice, but besides using spells (or potions which mimic spells) it can also be buffed by weapon & shield style. Deflection surely is important, but can be boosted in so many ways. And if I have a priest in the party I don't care about defense against afflictions at all.
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Survey for the future
Boeroer replied to a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hate comicesque style in fantasy rpgs. Torchlight I and II were great - but the art style gave me shudders. -
Yup, changes criticals from doing 1.5x weapon damage to 2x weapon damage. To be precise: 1.5x or 2x weapon base damage. MIG, enchantments, dmg mods etc. don't get touched. A normal crit adds +50% base damage - like Sneak Attack basically. Annihilating adds another +50% base damage. Guns and arbalests only do +20% base damage on crit by the way.
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If you want to look at a wizard build that uses corrosive/poison spells mostly, look at the Bilestomper build. He's a melee tank, but maybe you get some impressions from reading the build. As Ben No.3 said, grab an implement you like and enchant it with corrosive lash. Then look for all the corrosive spells and take Spirit of Decay. You can even take Envenomed Strike as I said above because it works with blast and poisons in an AoE. With max MIG and INT it is very powerful - it's like giving you 3 more AoE spells per rest with ~90 raw damage to each target. And you can get it very early. It can turn difficult encounters at the beginning of the game into cakewalks.
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Howdy! Please try to give the chant you composed a proper name and try again. Does it work then? Disappearing items are a different issue. It happens very seldomly, but it was reported like a hundret times and nothing happened until now. Maybe this will never get fixed because the bug is very difficult to reproduce.
