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Tabletop RPG adaptation
Boeroer replied to hamskii's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"Arch-Mage" is my rank by the way, not my name. Took some time to figure out whom you were replying to.- 18 replies
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In my opinion PER > DEX with most builds. But with a great sword like the Redeemer which also has spell chance on hit/crit I wouldn't choose low DEX either. If you take Veteran's Recovery you don't need a ton of CON - and you'll have Lay on Hands, too. I normally prefer high MIG and INT over high CON (of course it would be best for sturdiness if all of those were maxed ). With Veteran's Recovery and Lay on Hands plus high MIG+INT you can easily balance out a not-so-high CON. But you also don't want to catch all those stuns and paralyzes from certain spirits - so don't dump it either because your fortitude would suffer. I think all in all it would be best to choose a fairly balanced stat spread.
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I personally would go priest - but paladin is also fine, especially against spirits. Your weapons could be St. Ydwen's Redeemer for the vessels and another great sword especially enchanted for hurting spirits. Like Justice - the crushing lash is quite special but not so special that you might want it to be your superduper main weapon. If you choose paladin you could also look out for items that will give you some priest spells in order to give you a better "multiclass" feeling: - Forgotten Tear of the Beloved, flail - The Last Tower, large shield - Black Sanctuary, small shield - Aimoranet, mace - St. Ydwen's Redeemer, great sword - Good Friend, crossbow - Silver Flash, blunderbuss - Rebel's Call, leather armor - Ryona's Breastplate - Ring of Unshackling - Gwyn's Band of Union, ring - Shod-in-Faith, boots - St. Borragia's Tears, amulet - Lost Periapt of the Winding Path, amulet - Sentinel's Girdle, belt - Celebrant's Gloves - Healing Hands, gloves - Spiderfingers, gloves - Sandals of the Forgotten Friar maybe more that I forgot
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The best tanks for me are tanks who also contribute to the fight in more ways then just soaking damage. Overbearing Guard my be such a way, but it's not very reliable. As far as I can remember Nerd Commando never showed it in action. From my experience Overbearing guard is totally overrated. On the other hand: a very defensive tank who can still kill all enemies in sight by just standing around like a chanter - that's a really awesome tank. I even think a druid is a better tank than a fighter (in most fights): if build defensively he can hold out long enough till his Relentless Storm is up - and normally that's the end of the encounter. A defensive barb with shouts and a bash shield - yelling at the enemy, shouting them deaf and then jumping into the enemy ranks and triggering HoF - killing the whole bunch. That's so effective. A pure fighter tank is really bad compared to those. His perfomance is underwhelming. He may be better at soaking damage, but he doesn't do anything else. What I really like to do with a fighter though: make him really fast moving with boots of speed and "charge" into the enemy ranks and then use Disciplined Barrage, an overbearing weapon like Hours of St. Rumbalt or Tall Grass, 3 Knockdowns and Clear Out to totally disrupt the enemy backline. With high INT his CC capability is awesome, and his damage is awesome, too. And he won't die because he's too sturdy. It works so well and charge is such an awesome ability - too bad it comes so late. You can substitute that with Escape from the Cape of the Cheat. Until the last run I loathed fighters because they seemed to be so limited and boring (except certain weird builds) - now found the perfect application for them.
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The Black Path is nonsense in my opinion. But Remeber Rhakan Field (=+25% corrosive lash) is nice in combination with 2 Bittercuts: You can pile up a high amount of burst damage via FoD if you take this: - Spirit of Decay - Scion of Flame - Fod - Intense Flames - Corrosive (or burning) lash on Bittercut - Savage Attack - Sworn Enemy Spirit of Decay gives a 20% bonus to Bittercut's damage (because it's corrode/slash - it also works for the slash damage by the way). Savage Attack adds another 20%, Sworn Enemy dito. So you will do a full attack with +60% base damage (besides bonus damage from MIG and enchantments). THis damage will be taken into account when calculating the lash damage from FoD and so on: +75% burning lash. +50% corrosive lash The lashes will profit from Scion of Flame/Spirit of Decay. So you will have: +90% burning lash, +60% corrosive lash So, a full attack (= two strikes) with +60% base damage and +90% burn damage and +60% corrode damage. If you crit (and there's a very high chance you do with Sworn Enemy's +15 and FoD +20 = +35 ACC - most likely combined with Zealous Focus) you will also do +50% crit damage. If you took The Merciless Hand even +80%. FoD with such a Bleak Walker normally leads to two strikes that do more than 100 damage with each strike against an armored target (tested against the bleak walker paladins who you have to kill in order to upgrade Ryona's Breastplate). So, the whole full attack can do more than 200 damage - and you can do it twice per encounter. You should always disable the foe you want to hit with FoD so it leads to crits. And your autoattacks are also not bad, too. Savage Attack + Spirit of Decay add up nicely. If you don't want to duplicate Bittercut then I would use Resolution and Purgatory. They both do double damage on crits which is also nice. But then I wouldn't take Spirit of Decay of course. Later on you will get Sacred Immolation and here Scion of Flame also works. At that point you could also take the Black Path - it would lead to constantly frightened enemies because you will kill a lot of foes with Sacred Immolation - but I think you will have no talent points left for that little gimmick.
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Dual Bittercut with a Bleak Walker is best in my opinion. But it comes quite late. But they are also great for FoD - so you don't have to switch weapons for that. If you want to see your build bloom early and also like highest speed paired with ACC bonus then go for weapon focus noble and take the Sword of Daenysis (rapier with speed, can be bought in Ondra's Gift at Vincent Dwellier) and the March Steel Dagger (also speed, can be obtained during a short quest in Copperlane). Both you can get early, which is great. You'll have the looks of a duelist and high attack speed and +5 ACC on both weapons. The rapier is even rending (3 DR bypass). FoD is not so great with these - two arquebuses with a burning lash, intense flames and scion of flame do wonders. Please note that a paladin is not a very potent DPS class until level 13. Dual war hammers is also nice.
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I couldn't read the whole thread because it's way too long, so excuse me if this was already asked for: Can we get some more weapons which fall into the category "unarmed"? I mean we already have awesome things like The Long Pain and Shiritshift claws, tusks, horns and such - but those are reserved for certain classes. I would love to see things like pitfighter gloves, brass knuckles and so on. If you are concerned about the interference of gloves and weapons: certain gloves could make it so that if you equip them in the glove slot they automatically equip the related weapon (and you can't equip another while you're wearing that special gloves) - just like with summoned weapons. For example if you put on Pitfighter Gloves (gloves slot) you automatically get 2 "Spiked Knuckles" as weapons in all your weapon slots. You can then decide if you can use weapons with those gloves (weapons "override" spiked knuckles like with monks' fists) or not (you can't wear other weapons while wearig those gloves then, like with spiritshifted claws). Brass Knuckles on the other hand could be treated like normal weapons - you can wear them over your gloves. And what I also would like to see: more defensive weapons that are no shields. Like parrying daggers (what's the right term?) and the like. They can even be unique daggers (or other weapons you can imagine that fit) with a special enchantment "interfering". I really wonder why such unique daggers weren't part of PoE. I mean we have the Vailian Republics - tehre should be such daggers in the game. There's a pike and a wand which have that interfering enchantment which cuses -5 ACC on hit. I don't mean that - I mean the thing hatchets have, plain +5 to deflection. Oh yeah: whips! Please give us whips. This is the second time I beg for this. I did it when you guys were doing WM and WM II... to no avail.
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Tabletop RPG adaptation
Boeroer replied to hamskii's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think the hit rolls are too complex. Roll a d100 against certain defenses, that's it. What is a bit complex are calculating ACC (esp. the stacking rules) and calculating (weapon) damage and healing power (and healing received). And the most complicated of all: attack speed (you mentioned round mechanics). Maybe there's a smart way to reduce the complexity with those. I would maybe allow every character a certain base number of attacks during a given timespan. Then this can be influenced by DEX and attack speed mods. Not percentage based, but flat numbers. COmes close and would be easy enough. Maybe something similar with healing and damage: not doing it with percentage based values, but with flat numbers. I know it's not ideal because fast weapons do profit more from such an approach, but maybe one could scale the bonuses. Instead of getting +20% small weapons get +1, normal weapons +2 and two handers +3 from a talent like Savage Attack (just an example with some random numbers) or something like that. Would also solve the problem that weapons with higher base damage get a lot more out of dmg bonuses (like sabres did).- 18 replies
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I was an altar boy in the catholic church for many years (no "incidents") and if I know one thing for sure it's that clerics cover the whole range of dispositions - like the rest of all people do. For example: https://en.wikipedia.org/wiki/Franz-Peter_Tebartz-van_Elst That guy is an example for a deceptive priest - in a faith that tells you that "superbia", "luxuria" and "gula", are capital sins. In that regard, priests in the PoE stand true to their faith.
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1: Any soulbound weapon works with a priest's weapon profiency. This means Weapon Focus and also things like "The Pallid Hand" and so on work. And you don't have to bind your soul to the soulbound weapon in order to use it. So, for example a priest can easily use Stormcaller, but not bind it. It might still be of some use until he finds better equipment. I'm sure gods like Hylea or Galawain would have favored bows or other weapons that are not covered yet. Unfortunately their priests are not covered in this game. Magran allows arquebuses - it seems to be a good weapon for your purpose. It's not a pistol, but it's close. 2.: Gyrd Haewanes Stenes does work perfectly well as it's a soulbound. And I can't imagine which weapon fits better to a priest of Wael. You could also use a quarterstaff like Llawran's Stick and attack from behind the backline. 3.: You should pick up the bartender's ring in Defiance Bay. It's exactly your thing. It's in a locked chest in the inn "Goose and Fox" in Copperlane. It will give you +20% damage against spirits and vessels. You could then pick "Sanctifier" and "Ghost Hunter". This will give you additional +25% damage. You could then enchant two similar weapons (like two generic rods): one with vessel-slaying and one with spirit-slaying. That's +4 ACC and +25%. And then take Dangerous Implements and you will get +25% damage again. So you could use Gyrd Haewanes Stenes for all foes except spirits and vessels and have +25% damage (and insane ACC because that scepter has a +21 !!! ACC enchantment) - and against vessels and spirits you would pick the right "special" rod and do +4 ACC and +95% damage and just rip them apart. +95% is more than rogues do with Sneak Attack (at the price of two talents). This can all be done with Weapon Focus Noble (+6) and Incomprehensible Revelation (+10 ACC). If you don't have a paladin in the party, you could als use Gallent's Focus. You're in the perfect position (=in the middle) for that. That would give you +20 ACC in total.
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Erm... this statement is also true for severe bugs.
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[3.04b] Calisca gets extra Knockdown attempts
Boeroer replied to a question in Patch Beta Bugs and Support
I don't know if that's all. I experience the same "problems" while using a fighter with the Tall Grass pike: sometimes I do a knockout, the counter goes from 3 to 2. But at some point during the fight the counter resets to 3. It seems to happen randomly and it's rare, but it happens. Never reported it because it's quite convenient. -
Bloodlust activating after killing one enemy
Boeroer replied to Jojobobo's question in Patch Beta Bugs and Support
Interesting. I did not experience this with 3.03. I didn't monitor every kill of course, but I guess I would have noticed this during my barb solo run. -
3.04 Garden Of Life heals multiple times
Boeroer replied to Bronsteijn's question in Patch Beta Bugs and Support
It's a continious heal spell like Consecrated Ground - just more powerful - and you need a corpse. -
Tabletop RPG adaptation
Boeroer replied to hamskii's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You mean party or solo? I would disagree for solo. But yeah - compared to other rulesets the attributes don't have a huge impact. That's cool with me because you can't improve them while leveling up. I would have liked it if there was an option to raise stats in some way. Maybe class talents or abilities for certain classes. I mean besides temporary boosts like Frenzy and stuff and story related talents like Gift from the Machine.- 18 replies
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