Everything posted by Boeroer
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The Spirit/Undead hunter: A Paladin/Priest hybrid build.
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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Diversified 6-char party for PoTD
Yeah sure. I meant to say that fighters are way better disruptors than tanks. At least for me and my playstyle... ...which is pretty neat of course. Basically I play them like my monks atm.
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Diversified 6-char party for PoTD
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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dual-wield paladin
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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i discovered how to make the game tough :)
I find that if your deflection is already good, wizard's double is very nice. You won't get hit at all - at least in melee. What I also really like: Blaidh Golan + Slicken on myself when I'm surrounded.
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dual-wield paladin
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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PoE minimizes to desktop repeatedly without warning
Hi - maybe a few more infos could be helpful: Which operating system, which version? Are you using Steam or GoG or...? Which Nvidia driver version?
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Rod/Scepter Priest
Nope. She's GSWMM* )* great sword wielding muscle mass... with a vengance.
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Rod/Scepter Priest
That's because you never played my berathian "Gatekeeper" build. Which is no wonder because I'm writing it atm.
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Pillars of Eternity 2 Wish List and Suggestions
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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[3.03] Form of the Delemgan VFX doesn't wear off if used when Spiritshifted
Boeroer replied to AndreaColombo's topic in Pillars of Eternity: Technical Support (Spoiler Warning!)Confirmed. Only a cosmetic problem, but it's there.
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Tabletop RPG adaptation
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).
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Rod/Scepter Priest
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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Short party suggestion with little micro managing and able to get the <10 rests achievement
You can only have 8 - but you can always kill a hireling and make place for a new one.
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Rod/Scepter Priest
Why? You can use Gyrd Haewanes Stenes to its full potential with any priest. Also Eothas if honest and benevolent are your favourite dispositions. Another ROFL for "a cleric who is not honest... how can that be?" I hope you didn't mean real life...
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Rod/Scepter Priest
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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[3.04] Charmed Affects
Erm... this statement is also true for severe bugs.
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[3.04b] Calisca gets extra Knockdown attempts
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.
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Bloodlust activating after killing one enemy
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.
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3.04 Garden Of Life heals multiple times
It's a continious heal spell like Consecrated Ground - just more powerful - and you need a corpse.
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Blood Testament Monk Gloves bugged 3.03 PX1 PX2 - Steam
Yeah. This problem should really be fixed.
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Tabletop RPG adaptation
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.
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Short party suggestion with little micro managing and able to get the <10 rests achievement
He can use the speed chant and kite most enemies while destroying them with his Sweet Winds of Death. And don't forget: he has summons which can soak up a lot of damage. The phantom is crazy powerful early on. Imagine what 6 phantoms could do. And then imagine how you turn of "gib" in the options and kite all foes of a map to a chokepoint where you piled up all the corpses from previous fights and then cast 6 times "White Worms". I cleared Raedrics Castle that way with a solo chanter without resting once. Very powerful but a lot of positioning. By the way: ranger's animal companions also don't have health. So it might also be possible to use those in some way to prevent resting. If you can make it so that they get frequently healed without using per rest resources they are great tanks for such a run: no health loss! I'm thinking about chanters (Ancient Memory and so on), Ciphers (Pain Block) rangers themselves (per heal), priests with spell mastery Consecrated Ground, Druids with Spell Mastery Nature's Vigor and stuff. Maybe that also works nicely.
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Short party suggestion with little micro managing and able to get the <10 rests achievement
All builds that use not too many per rest resources might work. Also keep in mind that low health might force you to rest. So: no squishies with 3 CON. Chanters might be best because they can combine great dps with good defenses. Good defenses prevent health loss. One of the best tricks for late game is: - Priest with Spell Mastery Withdraw (stuns chanter but lets him keep chanting) - takny chanter with a preservation shield and another preservation item (=+100 to all defenses when stunned) - Cipher with Defensive Mindweb It's like a win-button: all party members get the insane defenses of the chanter while he's still able to chant The Dragon Thrashed. Also works with any other tanky character but chanter. But those will not have the advantage of doing something useful while being withdrawn. In addition to Wound Binding and Field Triage you can also use potions of Infuse with Vital Essence. All of them work with all the healing bonuses like high MIG, survival bonus and items (Belt of Bountiful Healing, Fulvano's Amulet). A chanter can also sing the late game phrase "Mercy and Kindness" as soon as the healing gets activated, which will give additional +100% healing - also for your health, not only endurance. COmbined with 14 survival, high MIG and those items you will be at ~+200% healing power (or healing times 3 in other words). Wound Binding for example heals ~120% of your health instead of 40% that way.
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Character picture issues
I didn't say you should do it. I only said it's possible without spending money.