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The installation folder and its contends were not altered lately. Files that are stored outside of the Deadfire installation folder which got altered lately: .local/share/PillarsOfEternityII/ steam_autocloud.vdf (it's just a text file with an id, so nope) SavedGames/ the current save games + autosaves etc. (obviously this isn't the source) Achievements/ global.achievements - this is binary and it's global - cannot think of a reason why this should interfere with a spell and its workings, but it is global... .config/unity3d/Obsidian Entertainment/Pillars Of Eterninty II/ CurrentGame/ (well it's supposedly only for the current game run, but there's lots of stuff that got altered, too much to list it all, most of it binary. Some files' names stuck out to me though:) metadata.sav gameglobalobjects.lvl crosssceneobjects.lvl Img/ bunch of jpgs, nope... prefs (lots of configs from the game options but also a lot of options I don't recognize, AoE-UI stuff, too. I didn't see any suspicious values, like runaway numbers or so, but who knows?) Player.log (well its just a log that shouldn't influence the game itself - it's big but readable. Maybe some dev could find useable info there) NewsArchive.xml (it's just the stuff you see on the news window when you start the game. Why does it get altered every time? Noone knows...) modconfig.json (it's just the config of how you ordered and enabled/disabled your mods in the mod manager - why does it get altered every time you open the game? Nobody knows...) Lock (empty) Nothing else directly tied to the game got altered apparently. Of course lots of steam files were altered in the meantime - way too many to list them all here. Could this be an issue with Steam? I do not think so, but maybe if somebody has an installation that's not from Steam this could be properly dismissed. I could now try and delete some files in question and see if that resets the Twin Stones' AoE indicator (should the game start at all, hehe), but I'm a bit reluctant to do that while I'm still playing.
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Before trying to download your savegame (it's behind bars) I quickly loaded up my own savegame of a current Fury run where I picked Twin Stones. As I said I used it about 5 times in the past and didn't use it for days. Just looked at the indicator and it's suddenly the two lines - which I cannot move anymore. They are fixed in direction, pointing to the bottom left coner of the screen at all times. Cannot cast either (clicking does nothing). So first piece of info: it's not Windows-related, it's also a problem on Linux. Didn't think it would be win-only but good to have confirmation. I assume we both use Steam? To be continued... Same discussion on Reddit:
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Wow. What a mess. I also remember that Reddit post. I'm trying to understand how this could be happening when it's not tied to the saves' serialized data. Like what piece of data is stored where to mess with the game so badly and seemingly permanently? There is some config data in a shared folder that Deadfire will write to (not the installation folder, under Linux it's even a hidden folder iirc) and I guess that's where the (ugly) magic might happen. I could erase those files on uninstall and then reinstall and check. Only thing is: I'm doing a run right now and don't want to uninstall atm. I am using Twin Stones for the first time in my current Fury run (but only cast it about 5 times or so bc. it's just bad). I do not have explosion AoE indicators, but I think Deadfire never had those in the first place, (afair only PoE had) - because the boulders need to hit walls and only then do they explode (when other line spells would bounce back), unlike PoE's version where they just exploded at the indicators' location no matter what. I will download and check your savegame and report later today. Maybe it's not happening under Linux. If it does: also good info. I will also retrain and remove Twin Stones from my spell list forever.
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Btw.: a Mage Slayer can also apply his spell disruption from range: use the great sword "Effort" with the Hemorrhaging enchantment and then use any ranged ability (spell, chant, shout) and crit with it. Hemorrhaging is a melee weapon effect. So the spell disruption will piggyback on Hemorhaging, too. In additition to that (and that' the crucial part that makes this ranged) : Hemorrhaging itself piggybacks on ALL attack rolls you do as long as you are holding the sword. Abilities that do multiple attack rolls with one action (such as Her Revenge, Storm of Holy Fire, Chillfog, Venombloom and so on) would be best to maximize the chances to apply as many spell disruptions as possible. If you add other gear that procs additional attack rolls from weapon attacks (see Hylea's Talons, Ring of Clenched Muscle...) you will add more chances to crit->apply Hemorrhaging->apply spell disruption That way you can even build an effective SC Mage Slayer who throws casters down/interrupts with Barbaric Roar/Driving Roar and also spell disrupts them in the process. use Frostseeker - the AoE explosion on projectile crit has a melee component which also triggers spell disruption. Frostseeker has 3 prijectiles. If each of them crits you will apply 3 spell distruption (or 75% disruption in other words) with one shot. Multiclass with a Ranger and using Driving Flight and Concussive Tranquilizer this is an excellent character for dealing with all sorts of casters. via Instuments of Pain - but I guess that one's very obvious Multi hitroll weapons (Sun & Moon, Saru Sichr, Wicked Beast, Mohora Tanga...) will apply a spell disruption with every hit roll (that actually hits). So those weapons are highly recommended for a Mage Slayer. Best is if they don't require crits for the multi-roll (Wicked Beast and Mohora Tanga are examples that only do multihits if the initial roll crits) but do additional rolls on graze and hit, too (Saru Sichr) or do always two hit rolls (Sun & Moon) anyway, even if the first one misses. I haven't tried Mage Slayer/Fighter who uses a mortar (ranged) in the main hand and tricks his way to using Clear Out (melee) with it. It could lead to insta-100%-spell disruption of the whole cone - but my suspicion is that it doesn't apply (bc. ranged weapon overrules melee ability so to speak).
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Thank you, too. PS: Next in line: making a build with the name "the Redacted".
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Aha - I like to do that BotEP trick with a Geomancer or Arcane Knight.
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I don't really know. I see the value in stripping Concentration or making really really sure you interrupt.
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Yeah that can be true. I put a disclaimer on top of all builds so that it's clear that I mean it as an inspiration - and I left a lot of abilities without recommendation (which aren't necessary for the basic "gist" of the build) so that readers can adapt it to their liking. I hope nobody feels they have to stick to everything I did beause that's not what I want or suggest. I personally love Force of Anguish in this case - but I can see that other players might like stuff such as Torment's Reach more. I mean it is very good if you can generate lots of wounds like with this guy. And if you want to take this to a slightly different role where you engage mobs more than singular enemies (which was what I did) it could be the better ability in the first place. I also tried to spend some more wounds with Instruments of Pain (could for example skip Interrupting Blows and Rooting Pain easily for it) and then do Body Blows and Swift Flurries etc. from afar - but I didn't really use it then because it takes some time to cast+recover and that felt less fun to me in this case. Usually you'd also spend wounds for Thunderous Blows - but that's redundant bc. of Berserker Frenzy. Dichotomous Soul is never a waste - but again in this case it also didn't feel right to me. What felt right was going in hot, seeing out single casters and healers and then using FoA all the time (also playing with the direction where to push the enemies) and finishing with Hulk Barbaric Smash (often for free - amazing finisher imo). And I really, really do like my interrupts, so...
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Yes, imo it's the best armor overall for him (deflection and relfex buff in combination with the Flanking immunity) - but if it clashes with one's approach towards the Principi something like Casita Samelia's Legacy (with maxed Intimidate - that skill also fits thematically) works well, too. Nomad's Briandine would be best if you want both high deflection and high AR. I would then take the AR passives as well - which I skipped with Gipon Prudensco.
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@yorname I know, but I found myself not using it much. Same with Skyward Kick. I just feel that FoA is the best use of wounds with this build, interrupt, CC and good PL-scaling plus a little nice extra damage (see below). And since this build is short on ability points (bc. so many good ones to pick) I ended up not picking them up at all during my final run with this. And of course I need it because it targets fortitude instead of deflection. Skyward Kick does this, too - but the knockup effect annoys me so much because it makes the enemy untargetable for a short time which makes allies lose their "target lock" and sometimes waste their attack (esp. ranged allies). Force of Anguish doesn't have that problem. The pushing is cool imo - and I even forgot to mention the best part about FoA + Carnage: FoA pushes the enemy into the Carnage AoE before (!) Carnage gets rolled. That means that the enemy sufferns the normal weapon damage PLUS the Carnage damage on top. Carnage usually doesn't hurt the initial target, only the bystaders. And this is the only combo (besides Llengrath's Warding Staff + Carnage on a Warlock) which does this. So it's like a free raw dmg bonus on top which makes its single-target dps go up considerably. At the higher levels, epecially after getting Blood Thirst, you can spend wounds with Force of Anguish rel. quickly. If you mainly focus on taking out casters, rogues and other rel. weak foes you can kill pretty quickly and reset recovery, sprinting to the next one, repeat and so on. But of course: if you like Torment's Reach better it's def. a viable alternative. But I'd still keep Efficient Anguish at least until Brute Force is available - because you want to be able to pick your ability based on which defense is lower (deflection or fortitude).
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Howler is usually not really about weapon DPS. On PotD difficulty I find it a lot more valuable that a Howler can debuff defenses "on the fly" with a weapon that has a great debuffing modal, Spirit Frenzy, Ben Fidel's Neck and Chants - and then combine that with great CC such as Killers Froze Stiff etc. The action economy is pretty great that way. And it deals reasonably good weapon damage, too. If you are searching for a Howler that deals potentially very high weapon DPS you could try Berserker/Beckoner or -Troubadour with Amra and max MIG and INT. He will kill his own skeletons with Carnage - which will trigger all on-kill effects for him. Else something like Berserker/Streetfighter with Pukestabber/Lover's Embrace or Stalker's Patience/Mohora Tanga is more destined for great weapon dps.
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Yes, it's good. Also nicely themed for a Chanter. A lot less accuracy though (has a build-in -10 ACC and doesn't profit from Arcana like Spearcaster does) - but potentially three interrupts in a row. Spearcaster fits very well for an Arcane Archer (thematically), is early accessible, causes prone, stuck and has a knockback effect on top of the higher accuracy - so I consider it the better pick with this build. For a somewhat similar build that doesn't use Arcane Archer but maybe Ghost Heart or so - and doesn't skill Arcana and also likes crossbows more (I mean there's the universal crit conversion for all your atttacks, too) - Scourge of Bezello could be great. When I have time I can edit the build description accordingly. I hate it a bit that the best crossbows are either gated behind a certain quest outcome or come superlate. Should make a mule char that carries Furrante's crossbow so that it's cool to "skill" for crossbows right from the start.
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What makes builds fun for me? they are powerful/impactful (enough) - there's no fun if your character feels like a millstone around the party’s neck they don’t need late game gear to function - although getting late game gear to improve them can be a motivation. But having to wait forever in order to make your character click for the last hour of the game can be frustrating you don’t have to wait for late game abilities for them to be fun to play ad impactful (same as above) - although having the goal of reaching a great high lvl ability can add to the fun and motivation. Even at lvl 20 (if you have DLCs installed) there's still a good amount of game left to enjoy the highest lvl abilities they don’t need a lot of repetitive setups in every fight - that's not as much of a problem if that’s easy to script though (although I personally don't like to use the AI with my MC) but for example: if you need to manually switch several grimoires at the beginnig of the fight the fun will not last and you will stop doing that quickly. If your character's performance relies on that switching you most likely won't feel okay with this character No overpowered 1-trick ponies (at least not too early in the game). It’s okay if that happens in the late game, but it ruins the playthrough if you can win every fight with the same trick and the same character - while the rest of the party is only there to watch (looking at you, Grave-Calling Berserker/Beckoner) Good reactivity - it gets frustrating if the character plays like a slowpoke but would profit a lot from being more reactive. This can also mean using a reloading weapon is better than using a recovery weapon (reloading can be stopped for other actions, recovery cannot) fits the party - best if it fits a lot of party compositions and doesn't need a party build around it. But sometimes that can be fun, too. Anyway: it's no fun to use a build which mechanics don't blend into the others' not too much micromanagement - but also not too little. For companions low micro can be great - for my MC I like to (reasonably) micromanage and use active abilites manually. this leads to plenty (or even unlimited) resources. I personally like it if resources can be refilled somehow or costs can get refunded. Can also mean the resources are fixed but there are great abilities that aren't too expensive general versatility - being good at/useful for more than one single thing craftiness/creativity of the build (something to be proud of when a build idea does indeed work) out-of the ordinary/original (there's not much exitement when taking a well-trodden path) good character story (at least in my head) so it’s not a blank slate. An emotional connection does help a lot. And no - the silly stuff I write at the top of my build posts are not the stories I use. thematically coherent and somewhat believable stylish/cool/badass good/entertaining sound effects (surprisingly important!) good vfx (without crashing the game or destroying the performance)
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This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. Here's the video where we talk about this and other builds. This is build 5 of 5 from that collaboration. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from my non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. I do not try to produce the most powerful uberbuilds (often those are the most boring to play in he long run) but to focus on having fun while playing. Usually that means the build is powerful - but it's not the main focus. If you like to read about my personal requirements for "fun to play" builds, you can jump to a list below this post ----------------------------------------- Stefran Johæn Ængelyn Gærmanoða was born into a minor noble family in the Aedyr Empire, a nation steeped in tradition and the grip of authority. From a young age, he was fascinated by power - both the arcane that flowed through his veins and the rigid laws that governed his homeland. His path was clear when he was taken in by the Steel Garrote, an order of Paladins who serve Woedica, the deity of law, justice, oaths, promises, cold retribution... and molten faces. The Steel Garrotes instilled in Stefran the belief that cruelty, when applied with reason, was a necessary tool for maintaining order. He learned to bind his emotions, becoming an enforcer of the goddess's will. His magic, sustained by the rites of Blood Magic, allowed him to fuel his power through sacrifice but also drawing strength from the pain of others. His arcane prowess grew alongside his martial skill, making him both a deadly warrior and a fearsome wizard. In time, Stefran rose through the ranks, his reputation as a relentless but pragmatic enforcer of Woedica’s law spreading across Aedyr. However, whispers of dissent grew in his branch of the order, and Stefran found himself at the center of a brewing rebellion between faction inside the order. It was then that his faith was tested. Rather than defending his reactionary marshal who also smelled of mouldy floorcloth, he chose to enact Woedica’s justice in his own way and asked for a secondment. Now, a self-styled judge and executioner, Stefran roams the Deadfire Archipelago, seeking to restore justice through the lens of his unyielding law - but also with fairness. His path is paved with broken oaths, and the echo of Woedica's will is still guiding his hand and blade. "I won't cry for you I will just deflect the things you do then I'll drain you too See, when you're gone, I'll still be Bloody Parry" - Stefran while parrying very offensively - edit: dang! Should've used a song of Katy Parry instead... rolled a miss there =================================== The Bloody Parry =================================== Difficulty: PotD -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Arcane Knight - Steel Garrote/Blood Mage -------------------------------------------------------------- Race: Human (or any) -------------------------------------------------------------- Background: Aedyr (or any) - Aristocrat (or any) -------------------------------------------------------------- Stats (w/o Berath's Blessings, ★=recommendation) MIG: 12 (11 +1 Human) CON: 10 DEX: 10 PER: 14 INT: 15 ★ RES: 17 ★★ (15 + 1 Human +1 Aedyr) -------------------------------------------------------------- the unique icons for all passive abilities are part of the Community Patch mod Abilities | Skills | Proficiencies - (!=important, r=recommended) 00. Garrote (a) + Faith and Conviction (a) + Blood Sacrifice (a) 01. Lay on Hands (r) + Concelhaut's Parasitic Staff (r) | Great Sword + Quarterstaff 02. Flames of Devotion (r) | +1 Athletics (->2), +1 Religion (->2) 03. Deep Faith (r)| +1 Athletics (->3), +1 Metaphysics (->2) 04. Zealous Aura + Infuse with Vital Essence | +1 Athletics (->4), +1 Religion (->3) | Medium Shield 05. Divine Purpose | +1 Athletics (->5), +1 Metaphysics (->3) 06. Sworn Enemy (r) | +1 Arcana (->3), +1 Intimidate (->3) 07. Sworn Rival + Concelhaut's Corrosive Siphon (r) | +1 Arcana (->4), +1 Religion (->4) 08. Eternal Devotion (r) | +1 Athletics (->6), +1 Metaphysics (->4) | Club 09. Glorious Beacon | +1 Arcana (->5 ), +1 Intimidate (->4) 10. Exalted Edurance (r) + Essential Phantom | +1 Arcana (->6), +1 Survival (->1) 11. Clear Head | +1 Arcana (->7), +1 Religion (->5) 12. Spell Shaping | +1 Arcana (->8), +1 Survival (->2) | Sword 13. Inspired Beacon + Two-Handed Style | +1 Arcana (->9), +1 Metaphysics (->5) 14. Rapid Casting | +1 Arcana (->10), +1 Intimidate (->5) 15. Iron Gut | +1 Arcana (->11), +1 Survival (->3) 16. Virtuous Triumph (r) + Minoletta's Precisely Piercing Burst | +1 Arcana (->12), +1 Religion (->6) | Large Shield 17. Mental Fortress | +1 Arcana (->13), +1 Metaphysics (->6) 18. Hands of Light | +1 Arcana (->14), +1 Intimidate (->6) 19. Sacred Immilation (r) + Wall of Draining (!) | +1 Arcana (->15), +1 Survival (->4) 20. Bear's Fortitude | +1 Arcana (->16), +1 Religion (->7) | Pike --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Whispers of the Endless Paths (! - +Offensive Parry!, +Run Through, +Legendary) Weapon Set 2: Shattered Vengeance (+Superb, +Blessed Defiance - Woedica theme) or Gladiator Sword (+Sharpened Blade, +Superb) & Nerian's Ward (+Legendary, +Father's Masterwork - it's cool and it's from Aedyr...) Head: Cowl of the Piercing Gaze (r - Woedica theme), later Mask of the Weyc (r - +50 deflection+Wall of Draining) Back: Cloak of Greater Deflection (!), later The Magnificient Escape Cape (r - +50 deflection+Wall of Draining) Neck: Token of Faith Grimoires: Weathered Grimoire (auto), Zandethu's Dragon-Scaled Grimoire (r) - and whatever fits your desired spell selection Armor: Gipon Prudensco (r - +No Fool I, +Paranoid) or Nomad's Brigandine (+Tactical Withdrawal, +Head of the Column, +Leg.) or Casita Samelia's Legacy (+high Intimidate skill, +Ardent, +Leg.) Waist: Sash of Judgment (r - Woedica theme) or Physiker's Belt Hands: Woedica's Strangling Grasp (r - I mean... of course), later Bracers of Greater Deflection Rings: Entonia Signet (r), Ring of Focused Flame (r) Boots: Boots of the Stone Pet: Eviee or Misty --------------------------------------------------------------- What is this build about: you combine healing (e.g. from Lay on Hands and Concelhaut's Corrosive Siphon) and the life-draining weapon hits of a Steel Garrote with the Blood Sacrifice of the Blood Mage. Using Blood Sacrifice to gain spell uses will hurt you, but hitting enemies with a weapon will heal you at the same time. Usually you would have to actively attack with a weapon in order to drain health - which doesn’t let you cast during that time obviously. So your action economy would suck. But when you do it the follwowing way your action economy will rock. before getting the signature weapon and key piece of this build, the great sword Whisers of the Endless Paths (which can be optained early), you can use Concelhaut's Parasitic Staff in the very early game. Its health draining feature stacks with the Steel Garrote's passive 15%, giving you plenty of health back from every decent attack. Also the quarterstaff's modal gives you +20 melee defelction which is big in the early game, making you already more durable. by using Offensive Parry - an enchantment of Whispers of the Endless Paths - you will attack enemies who miss you in melee (100% of misses get parried and lead to a counterattack). That attack is instant (no animation, no recovery, just damage numbers pop up) and will daze(!) enemies - which unlocks the Steel Garrote’s life drain immediately. So basically you parry enemies which gives you health WHILE you cast your wizard spells. If you need more spells you use Blood Sacrifice which damages you. But your parries will heal you back up. you need lots of (melee) deflection for this so it’s natural you will be great at tanking - even though you are not meant to be the main tank (you can be later in the game with a few items though. Your defense, obtained via self buffs and passives and items, will be the staple of your build. at some point you want to have lots of bonus deflection items: Bracers and Cloak of Greater Deflection, Entonia Signet Ring, an armor with deflection bonus (I prefer Gipon Prudensco, but Casita Samelia’s Legacy and Nomad’s Brigandine work, too) you welcome melee enemies attacking you instead of fearing them - and you will shower them with whatever spells you like best and which your party needs later you use Wall of Draining to prolong not only your self buffs but also some special items’ effects: Escape Cape’s Escape (+50 deflection) or Mask of the Weyc’s Arcane-Veil-like deflection bonus (+50 deflection) which stack with each other and some of your wizard buffs, giving you insanely high deflection values for a very long time. It can also prolog your Lay on Hands, giving you endless healing. Other benefical effects that can be extended with the Wall of Draining are for example Courageous (Hands of Light), Aware (Eldritch Aim) and also stuff like Avenging Storm from scrolls(!). Avenging Storm + Offensive Parry + Combuting Wounds is an awesome combination. You can also extend the effects of potions of course. at the same time you can be a good healer for allies, too - as any Paladin can be use Inspired Beacon, Sworn Rival and Eternal Devotion to boost your spell and parry damage (for example M’s Piercing Sigil is great with +40% and +20% dmg bonuses as well as a +10% burning lash). If you use Sworn Rival multiple times and then kill the enemies you get all the Zeal for Sworn Enemy back and with a little luck some Zeal on top because of Virtuous Triumph (50% +1 Zeal on kill) Sacred Immolation, paired with "passive" health draining and prolonged healing effects is a nice non-spell-fueled and suddenly risk-free source of damage later in the game, too basically a tank who can heal and deal (AoE) damage, debuff, CC potentially unlimited times you can pick up your own Grimoire collection. There are so many grimoires in the game, so you don't need to pick many wizard spells at level-up. I made do with the starting grimoire, some others in between and the unique Zandethu's Draconic Fury because I liked the unique PL7-spell for this build - but you can def. pick something different and be successful, too. Issues: your reliance on self buffs makes you vulnerable against effects that strip you of those buffs. Arcane Dampeners can screw you up. So a high Will defense is good to have. Whispers of the Endless Paths + Offensive Parry etc. is great against mobs - but not against ranged units and casters. It also doesn’t help much against bosses or single tough foes. In those cases it’s often better to switch to a weapon & shield, just tank for your party and use some cool spells. You are still a full Arcane Knight. Steel Garrote Paladins are cruel and rational - so you need to be a bit of an a*hole at times in order to gain the max benefit from your Faith and Devotion passive. Why is it fun? Arcane Knights are really good right out of the box already - because of their defensive synergies. This draining+sacrifice combo on top improves the action economy and lets you cast more often, unbothered by attackers Blood Mage lets you have unlimited spell uses as long as you pay with health. It’s just very convenient to regain spells and health without having to do much: almost no "downtime". parrying enemies while casting them to pieces is just badass, especially with that giant sword sometimes it can be fun to play a somewhat cruel or even evil guy - although you don’t have to be THAT evil as a Steel Garrote. There are several items in the game that are connected to Woedica which you can use (see item seletion) and that's really nice touch and cool imo Hope you enjoy! Cheers!
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Indeed. And also pierce immune foes are not a big problem because you can summon the Long Pain - which is actually very good, too. Yes! And oops - I even forgot to mention that wound generation in the build. Unfortunately Stunning Surge is where the aforementioned Long Pain falls a bit short. But still great to have as a crush dmg backup (that doesn't need a separate weapon set). Örm... yeah (pretenting as if I knew these numbers)! <insert DiCaprio_even_better_meme.gif/>
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Yeah well... if you add Avenging Storm my game will stutter a bit indeed. But I mean I have an i7 from 2016 or so... At least it doesn't crash.
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Haha what? I thought everybody knows that. Else playing a SC Mortar Monk would be so very bad until PL9. Edit: Xoti's wounds-on-kill passive unfortunately only works with melee weapon kills so she cannot profit from mortars + Stunning Surge in that regard. But she can still use a lot of Stunning Surges that way.
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What makes builds fun for me? they are powerful/impactful (enough) - there's no fun if your character feels like a millstone around the party’s neck they don’t need late game gear to function - although getting late game gear to improve them can be a motivation. But having to wait forever in order to make your character click for the last hour of the game can be frustrating you don’t have to wait for late game abilities for them to be fun to play ad impactful (same as above) - although having the goal of reaching a great high lvl ability can add to the fun and motivation. Even at lvl 20 (if you have DLCs installed) there's still a good amount of game left to enjoy the highest lvl abilities they don’t need a lot of repetitive setups in every fight - that's not as much of a problem if that’s easy to script though (although I personally don't like to use the AI with my MC) but for example: if you need to manually switch several grimoires at the beginnig of the fight the fun will not last and you will stop doing that quickly. If your character's performance relies on that switching you most likely won't feel okay with this character No overpowered 1-trick ponies (at least not too early in the game). It’s okay if that happens in the late game, but it ruins the playthrough if you can win every fight with the same trick and the same character - while the rest of the party is only there to watch (looking at you, Grave-Calling Berserker/Beckoner) Good reactivity - it gets frustrating if the character plays like a slowpoke but would profit a lot from being more reactive. This can also mean using a reloading weapon is better than using a recovery weapon (reloading can be stopped for other actions, recovery cannot) fits the party - best if it fits a lot of party compositions and doesn't need a party build around it. But sometimes that can be fun, too. Anyway: it's no fun to use a build which mechanics don't blend into the others' not too much micromanagement - but also not too little. For companions low micro can be great - for my MC I like to (reasonably) micromanage and use active abilites manually. this leads to plenty (or even unlimited) resources. I personally like it if resources can be refilled somehow or costs can get refunded. Can also mean the resources are fixed but there are great abilities that aren't too expensive general versatility - being good at/useful for more than one single thing craftiness/creativity of the build (something to be proud of when a build idea does indeed work) out-of the ordinary/original (there's not much exitement when taking a well-trodden path) good character story (at least in my head) so it’s not a blank slate. An emotional connection does help a lot. And no - the silly stuff I write at the top of my build posts are not the stories I use. thematically coherent and somewhat believable stylish/cool/badass good/entertaining sound effects (surprisingly important!) good vfx (without crashing the game or destroying the performance)
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This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. Here's the video where we talk about this and other builds. This is build 4 of 5 from that collaboration. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from my non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. I do not try to produce the most powerful uberbuilds (often those are the most boring to play in he long run) but to focus on having fun while playing. Usually that means the build is powerful - but it's not the main focus. If you like to read about my personal requirements for "fun to play" builds, you can jump to a list below this post ----------------------------------------- ahira of the Opalescent Dais (or just "Pod" for friends) hails from the vast Ixamitl Plains, where the endless savanna meets the sky, the winds carry both whispers of the past and the promise of the future and the goats drop... droppings. Raised among the Nalpazca monks, Pahira was drawn to their unconventional practices: their mastery of body, mind and corny jokes through the use of rare herbs and potent elixirs. Where others saw addiction, Pahira saw clarity. Her years in the Nalpazca order taught her to harness the latent power within her body and soul, but she sought more than simple balance. Combining ancient martial techniques with alchemical enhancement and explosive ordnance, Zahira became a deadly force. Her training with blunderbusses and hand mortars allowed her to rain destruction across the battlefield with thunderous precision, stopping enemies in their tracks. With these abilities she moves like the wind, delivering stunning and detonating shots to entire groups of foes before they can even comprehend her presence. Now a wanderer, Pahira follows the call of adventure, seeking new knowledge, better flintlocks, ancient secrets and the perfect substance to push her abilities even further. "Boom! Here comes the Boom! Ready or not, here comes the girl from the plains Boom! Here comes the Boom! How you like your scattered brains?" - Pod hovering cross-legged in the air while tuning in for the... boom - =================================== The Mortar Monk =================================== Difficulty: PotD -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Nalpazca (or vanilla, Helwalker)* -------------------------------------------------------------- Race: Human (or any) -------------------------------------------------------------- Background: Ixamitl Plains (or any) - Scholar (or any) -------------------------------------------------------------- Stats (w/o Berath's Blessings, ★=recommendation): MIG: 15 (14 +1 Human) CON: 08 DEX: 15 PER: 17 ★ INT: 18 ★★ RES: 05 (3 +1 Human +1 Ixamitl Plains) -------------------------------------------------------------- * with usage of the blunderbuss modal "Powder Burns" even a Forbidden Fist variant would be viable the unique icons for all passive abilities are part of the Community Patch mod Abilities | Skills | Proficiencies - (!=important, r=recommended) 01. Swift Strikes (r) | Blunderbuss (!) + Scepter 02. Arms Bearer | +1 Alchemy (->3), +1 Insight (->3) 03. Dance of Death (r) + Two-Weapon Style (!) | +1 Alchemy (->4), +1 Survival (->1) 04. Long Stride | +1 Alchemy (->5), +1 Survival (->2) | Pistol 05. Stunning Blow (!) + Lightning Strikes (r) | +1 Alchemy (->6), +1 Survival (->3) 06. Combat Focus | +1 Alchemy (->7), +1 Metaphysics (->4) 07. Duality of Mortal Presence (! INT) + Enduring Dance (r) | +1 Alchemy (->8), +1 Insight (->4) 08. Thunderous Blows | +1 Alchemy (->9), +1 Survival (->4) | Whatever 09. Stunning Surge (!) + The Long Pain (r) | +1 Alchemy (->10 ), +1 Metaphysics (->5) 10. Uncanny Luck | +1 Alchemy (->11), +1 Insight (->5) 11. Turning Wheel (r) + Improved Critical | +1 Alchemy (->12), +1 Survival (->5) 12. Rooting Pain | +1 Alchemy (-> 13), +1 Metaphyics (->6) | Whatever 13. The Dichotomous Soul (r) + Accurate Empower | +1 Alchemy (->14), +1 Insight (->6) 14. Penetrating Empower | +1 Alchemy (->15), +1 Survival (->6) 15. The Pain Persists | +1 Alchemy (->16), +1 Metaphysics (->7) 16. Resonant Touch (!) + The Razor's Edge (r) | +1 Alchemy (->17), +1 Insight (->7) | Whatever 17. Great Soul | +1 Alchemy (->18), +1 Survival (->7) 18. Lasting Empower | +1 Alchemy (->19), +1 Metaphysics (->8) 19. Whispers of the Wind (!) + Prestige (r) | +1 Alchemy (->20), +1 Insight (->8) 20. Empowered Strikes | +1 Alchemy (->21), +1 Survival (->8) | Whatever --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Hand Mortar (! - +Blinding Smoke, +Legendary) + Fire in the Hole (! - +Chain Shot, +Legendary) Weapon Set 2: Kitchen Stove (r - +Thunderous Report, +Frantic Reload) + Xefa's Empirical Explication (r - +Inexplicable Mass, Open Choke*) *Open Choke's reduces range doesn't matter if you use the blunderbuss in the offhand and use Full Attacks like Stunning Surge: only the range of the main hand matters then. It also doesn't matter for Whispers of the Wind Head: Heaven's Cacophony (r - more INT = bigger AoE) Back: Ajamuut's Stalking Cloak (! - stuns all enemies during Whisper of the Wind) Neck: Charm of Bones (r + mopre INT = bigger AoE Armor: Aloth's Armor (! +Legendary - 15% bigger AoE size) Waist: The Amazing and Truly Incredible Instant Potion Belt (profit from free potions + extremely high Alchemy) Hands: Mortification Bindings (r - more Mortification points for Lightning Strikes and Dance of Death) Rings: Ring of the Marksman (r), Ring of Overseeing (r - 10% bigger AoE) Boots: Boots of Speed Pet: Loki (r - 15% bigger AoE size) --------------------------------------------------------------- What is this build about: combine the high INT-bonus (+AoE size, +durations) of the Monk with the AoE of Hand Mortar and Fire in the Hole (Serafen’s blunderbusses), giving you huge coverage. You want the biggest AoE possible (within reason - also include items like Aloth’s armor and Ring of Overseeing and Loki as pet which will stack on top of the INT-induced AoE improvement) mortars are blunderbusses which can use Powder Burns: add another AoE attack Stunning Surge refunds your Mortification cost (and gives 2 wounds, too!*) when it critically hits. Two mortar shots with huge AoE have a very high chance for a crit (if you hit enoug foes) - so you can use that ability very often without paying for it most of times. If you add Fire in the Hole's enchantment Chain Shot, which adds a projectile jump which includes tha AoE your chance will be even higher. It is an extremely potent disable/CC effect: AoE stun with a very long duration - because the base duration is also boosted by the Monk’s INT later you can combine the AoE of mortars with the (kind of) AoE of the Power-Level-9 ability "Whispers of the Wind": you will turn invisible, jump from enemy to enemy and fire three (five with Poweder Burns) AoE explosions at each of them (often jumping back to enemies multiple times depending on the amount of jumps you can do, which depends on your Power Level) combine that with Ajamuut’s Stalking Cloak: it stuns enemies if you are stealthed or invisible. Whispers of the Wind does make you invisible during its execution. All enemies that get hit will get stunned automatically add Resonant Touch to this already very potent mix: doing an 5*AoE*AoE attack multiple times (Hand Mortar AoE + Fire in the Hole AoE + jump AoE + 2* Powder Burns) leads to a very high number of weapon hits. On top of that the Hand Mortar has the enchantment "Blinding Smoke", a cone attack which causes a mild CC effect. But it counts as proper weapon attack and will cause Resonant Touch to add a raw damage stack. This means a TON of attack rolls will happen against each enemy which all can add a Resonant Touch. If your enemies are not yet dead from Whispers of the Wind, they will be after you use Resonant Touch to turn the stacks into raw damage. With enough enemies, usually nobody survives it’s fireworks and explosion all the time at that point - and it’s spectacular you can use vanilla Monk, Xoti (not ideal but works), Helwalker or Nalpazca. With Powder Burns even Forbidden Fist would work. I opted for Nalpazca because this is a ranged Monk and is not supposed to get attacked much - so it might lack wound generation. You do not wait long after a Whispers of the Wind attack to be able to trigger Resonant Touch so you need fast wound generation even while invisible. Nalpascas can add their drug-induced wound generation to Dance of Death’s wounds, making it easy to have enough wounds for WotW and Resonant Touch at most times. *thanks @Elric Galad for reminding me about that additonal awesomeness Issues: the mortars are not working well against singular tough foes. For those you need to switch to normal blunderbusses (which works great with Stunning Surge and Resonant Touch again). normal blunderbusses do pierce damage only - so you need another alternative against immune/resistant (single) foes. Luckily the Long Pain is a great alternative. Summon your ranged fists for single enemies who are resistant to pierce damage or even vulnerable to crush damage. rel. squishy for a Monk - have an escape plan to fell from melee enemies who cannot get stopped by a stun. you cannot make use of all the good melee stuff a Monk usually offers is best if you can amass a lot of enemies in one space. It’s not suited for parties who like to spread out and scatter all enemies. powder burns in combination with los RES leads to a long distracted debuff. If you don't want that don't use Powder Burns. Also best to turn off when allies are near sine Poweder Burns does friendly fire. Whispers of the Windand the mortars themselves do not. you have to use drug in fights, else your wound generation will be bad. Luckily drugs last a long time with high Alchemy and if you are a thorough collector you will have no problem finding and buying enough drugs for every encounter. If you are still unsure, pick Helwalker or vanilla Monk. Empower works not well with Whispers of the Wind: you will get additonal jumps bc. of the higher Power Level, but all the Empower passives, including Empowered Strikes, will not work for the actual jumps. So it's a bit wasted here. Instead I use Empower with its great passives (including Empowered Strikes) with Stunning Surge: very high duration of stun, guaranteed crits even against the most defensive enemies, overpenetration guaranteed. It's a great way to start a fight, giving you and the party plenty of time to set things up while the enemies are stunning for a long time. After taking Empowered Strikes one could retrain out of Penetrating and Accurate Empower and use some other abilities such as the defensive passives or whatever seems helpful. I believe Turnung Wheel doesn't add a burnung lash ro ranged weapons without using the Community Patch with the Community Patch Blinding Smoke will no longer trigger Avenging Storm. However, you can remove that nerf from the mod easily. with the Community Patch the number of stacks from Resonant Touch on an enemy is capped (I believe 25?). It's still plenty and o problem if you "relase" the stacks frequently enough (deal the raw damage). You can remove this nerf as easily as the one above. Why is it fun? it is impactful even early in the game. You will get Stunning Surge rel. early (the beauty of single class). You don’t need Whispers of the Wind to have fun and have a great impact - although Whispers of the Wind is the ultimate goal. it’s the most spectacular thing to unleash in battle - both visually and in terms of sound - especially if you combine it with Avenging Storm (see Heaven’s Cacophony helm) in tough encounters it’s outright OP once you get Whispers of the Wind - but it somehow doesn’t get old. if you pick the right voice you will hear a LOT of hysterical laughter - because you will cause countless crits. I had Konstanten with me and he also does laugh a lot. I had a constant smile on my face because of MC and Konstanten laughing so hard all the time profits a lot from teamwork: if the party can help to set up the enemies perfectly (lure with spells, pull together, good engagement tank) you can end many encounters with one or two uses of WotW and Resonant Touch. It’s a bit like a game inside the game: how do I lure/collect as many enemies as possible in a spot for WotW in order to explode them all in one go? A good tank who holds enemies is great, a Wizard with Pull of Eora is great, a Priest with Call of Rymrgand and so on. Works extremely well with an Arcane Archer’s Imbue:Eora and Web (see Pindown Poet build). it promotes great party teamwork and that is fun for me, too. Hope you enjoy! Cheers! --- PS: some gifs I made when testing this build initially: Whispers of the Wind: WotW + Avenging Storm: Empowered WotW: Another Avenging Storm/WotW test:
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Hehe, yeah - I start with such thoughts as well.
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- arcane archer
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