Everything posted by Boeroer
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The annoying noob strikes back!
A monk with shield and veteran's recovery will be very sturdy - comparable to a fighter whom you skill defensively, only slightly lower deflection. You don't need to play him the usual way with double wielding (although this might be the most "powerful" way to do it). He will still do a lot more DPS than a fighter tank and also have better CC options. What he lacks in deflection he can easily compensate with higher endurance and health and some nice abilities later on. But you have to gain a few levels first. However, the easiest char to start with for beginnerd IS a fighter. The combination of self heal and the highest starting deflection in the game from lvl 1 on makes him the sturdiest guy out there. Others can catch him, but they need some levels and until then the fighter has no match when it comes to survivability. So if you have problems with keeping your char alive right from the start then choose fighter.
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Persistence vs Rain of Godagh Field Damage Test
Very nice stuff. It would be very cool to use your script and knowledge and put such a neat graphic onto every wiki page of a weapon. I could even make an online tool which would take your char's stats and tells you what weapon you should use - but I don't know if it's worth the effort and if it can reliably tell you what's "best" - because the game is more complicated than that. But determining the highest DPS weapon for one single char under certain circumstances should be easy enough. One could even put in the whole bestiary and make charts for a character with a certain weapon and how it performs against all the different enemies (of course some things like the Redeemer would make this a bit more difficult). If I only had time for that.
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My first run - A strong Priest...but how?
To be honest with you: all those dialogue options you can unlock with high RES, PER and so on don't matter for the storyline at all. They are just options for a more "cool" or clever or resolute approach im conversations. You normally don't gain extra infos or so. Some checks are necessary to get a certain item without a fight or to prevent fights to solve a quest. But if you're willing to fight you don't loose anything I can think of. What does matter are your dialogue choices concerning [Rational], [stoic] and so in if you are a priest or paladin. If they don't line up with your god's or order's dispositions you loose potential.
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My first run - A strong Priest...but how?
To find Tidefall you simply need a mechanics value of 10 on any of your characters. If you meet a guy named "Cail the Silent" then you should search his place in stealth mode.
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My first run - A strong Priest...but how?
Sounds good. I would take 18 MIG, 10 CON, 10 DEX, 8 RES, 14 PER annd INT 18. Eh - I forgot! Didn't you want to have good dialogue options? Then 8 RES is not good of course. For a lot of dialogue options it should look more like 15 MIG, 09 CON, 09 DEX, 15 PER, 15 INT and 15 RES or so...
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My first run - A strong Priest...but how?
That is also true for me. You'll find Tidefall after Defiance Bay anyway. Or you put the priest in plate as soon as possible. The Great Sword Justice you can get before Defiance Bay and is somewhat related to Berath and is also not too bad. I think in a full party with normal difficulty (and 4 camping supplies) health will be no issue. You will run out of spells before health drops to critical values I guess...?
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My first run - A strong Priest...but how?
Ouh sorry, I meant you. Read something from him in another thread in another open tab. :-o
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My first run - A strong Priest...but how?
What Dream Wayfarer said does work well. You can also use Veteran's Recovery and buff your deflection as well as the other party members ones. As I said: as soon as you get Triumph of the Crusaders and kill things yourself you can be very good in the front line. I soloed high level content with such a priest (also with Tidefall - and Sanguine Plate and Shod-in-Faith) and it's great. With high MIG and high INT Envenomed Strike becomes also very nice. Especially in the early game it helps a lot against tough foes. A nice thing about Tidefall: it causes wounding which is a damage over time effect. Try to use Envenomed Strike with Tidefall, then cast Cleansing Flame and keep hitting. That spell doubles the tick count of DoT effects. Most enemies - even high level Ogres who have tons of endurance - are dead in seconds. Didn't test if the wounding also gets doubled (but I guess), but it adds to the poison of Envenomed Strike and that is so powerful that the enemies die anyways.
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Question about Endless Paths of od Nua
Which are? And please don't say Little Savior...
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Help a nooooob?
Yeah that's pretty much it. However, fighters and such can be better at specialized tasks - like long lasting, pure tanking for example. But generally speaking all the "per rest" casters' progression curve (concerning power) is steeper than that of others.
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My first run - A strong Priest...but how?
Moon Godlike's racial ability is really strong - especially with high MIG and INT - which I recommend for a priest anyway. But it only triggers if you loose endurance. So for a priest in the back row it might be suboptimal. If you plan to go into melee it can be one of the best racial abilities. You can combine this with Shod-in-Faith boots which you can get in Defiance Bay. Those will also add a lot of party wide healing power to a priest who's going melee and has high MIG and INT. There are few helmets or other headgear which can compete with Silver Tide. And since you have a full party I doubt that you can find 6 helmets/hats that are of equal power. BUT: Moon Godlikes are somehow connected to Ondra, not to Eothas. So from a roleplaying perspective it's a little odd. Not that it's impossible or so, just a little weird. But I'm sure one can come up with an explanation which explains this. There's no rule or lore of which I know that a godlike has to be devoted to the god who "touched" him. Another approach for a priest as main character is taking a priest of magran, a race with high MIG (dwarf or aumaua), Living Lands AS cultural backgr. and max MIG, PER and INT and aim for max MIG with items and spells. With late game gear you can get +4 MIG from a helm and +4 from a weapon (that weapon is connected to Abydon, who is connected to Magran). You can add +10 with Champion's Boon and 2 more with Aggrandizing Radiance (only lowers your own healing you receive from Holy Radiance, not the party's like it says in the description). Aggrandizing Radiance stacks with everything (I also add Inspiring Radiance to the mix). At the start of the encounter I will cast Champion's Boon (or any other +MIG spell I have until I can have Champion's Boon), then Aggr. Radiance. This means +12 MIG. With those items I mentioned you will have +20 MIG. Add the 21feom race and You can also add resting bonuses +3 and food (+2 cheap, +3 expensive). So... with about 40 to 45 MIG imagine the healing power, the increased damage of your damaging spells and also the damage your Holy Radiance does to vessels. You can one shot most vessels with your radiance later on. It profits from your answers in dialogue checks and it scales with level. It's healig power and especially it's vessel killing power becomes so awesome that vessels become a joke for you. Your spells like Shining Beacon will be super powerful. If you combine this with Triumph of the Crusaders you can become a walking Nightmare for your foes.
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My first run - A strong Priest...but how?
Yes, the flail has the "draining" enchantment. It is a nice weapon for a priest of eothas because it has a relation to that god. It's good in the early game but not that much later. But that's OK because later on a priest will cast more and more spells and will use his weapon only seldomly. That's also the reason why I don't use those god related talents which boost weapon accuracy a lot - only if I plan a priest who will still use his weapons a lot after the early game.
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group for PotD + Trial of Iron
You have all the casters on board, which is a good decision because they all make those tough encounters which can end your game a lot easier. The only thing I would change is dumping the fighter and take a paladin - and not only because of Sacred Immolation. You will also be able to wear the Outworn Buckler which buffs your party early on. And I would strongly advise not to go for glass cannons with your ranged guys. You can make a good tank from chanter, paladin and even druid (he has 20 starting deflection which is top of the casters). A cipher with shield and Psychovampiric Shield is also sturdy. And if you combine Chanter's Ancient Memory + Beloved Spirits + Veteran's Recovery for all your chars your defeat becomes less likely. Also look at Triumph of the Crusaders from priest and Barring Death's Door - those can be essential for not loosing a team member.
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Help a nooooob?
It's the same with all casters: the beginning is difficult. Later on you will be amazed I guess. It's because you will have very few spells per rest and also a very limited range of spell effect when you start. Later on you can have a spell for every situation, with more powerful effects - and a lot more uses per rest. A priest is also great when he's alone - just use his awesome buffs and healings on himself. Of course it's more effective to have a party, but even solo he rocks. I'll give you an example: if you combine Shining Beacon with Spark the Souls and Triumph of the Crusaders you turn from a wet noodle into a sturdy DPS monster. Shining Beacon does a lot of damage - like Spark the Souls - while you can do other things - like hitting stuff with a two hander. You don't care for defenses but you concentrate on killing foes because Triumph of the Crusaders heals you completely (more than 300 endurance usually) once you kill - which happens every few secs because fire and shock fry your surroundings. You wouldn't believe it when you look at your puny little lvl1 priest, but he can turn into something very powerful. Monks on the other hand start off very strong compared to other classes because their starting stats are the highest in the game (ACC, Deflection, Endurance, Health - all top notch) and one of their most powerful abilities, Torment's Reach, is there for from lvl 1 on. That's also a reason why fighters feel powerful when you start the game: high starting stats like a monk (even higher deflection, but less endurance) and a powerful passive self heal, paired with either CC per encounter (Knockdown) or a significant boost in ACC (Barrage). Priests have very poor starting stats and you can feel it immediately in the early game. And because they can't make up for that with spells (yet), they feel inferior and weak. But they are not if you look at the whole game. In fact they are a very, very powerful.
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Some Chanter Questions
Actually you can hit close enemies up to 3 times reliably with Seven Nights, which is pretty neat. When doing bounties with chanter builds I had the following impressions: - low DEX lowers your invocation rate a lot - The Dragon Thrashed feels superior to everything else if you only look a the chanter's damage - Come Sweet Winds - as every lvl1 chant - only takes 2 seconds to chant at lvl 16 and stacking it will do good AoE damage until you finish with Seven Nights which is castable very quickly. - with low DEX this approach can't reach the DPS of Dragon Thrashed, but you are more flexible because you can choose whatever invocation you like every few seconds. You can also fit in one long lasting chant for different effects - for example Old Siec or Damage Shield - without loosing too much time. - With high DEX and low armor you can chain cast The Killers Froze stiff at lvl 16, stunlocking everything while damaging it. That is very powerful CC while doing OK AoE damage at the same time. Concerning dps: Getting the most out of Seven Nights is difficult because you can't stand in the midst of a mob with max DEX and no armor. But if you could - for example with the help of buffs from party members - I think the DPS of a high DEX chanter with Come Sweet Winds + Seven Nights can be as good as The Dragon Thrashed. It's a lot more fuzz and the playstyle needs a lot more micro, but is of course a lot more versatile. For my Chillfog chanter I still chose low DEX and a tanky approach because it was easier to play - less knockouts. And when being alone it doesn't matter that much if fights take longer as long as your defenses and DR are high enough. But I also made a version with more DEX because it's more fun to play that way. I think the "beauty" of a Dragon Thrashed tank is that it combines a no micro tank with tons of no micro AoE damage. So it's super effective to have one in the party - just sitting there, drawing aggro, giving AoE heal aura and burning stuff at the same time. Can also be superboring of course - but in a full party you have to do a lot of things all the time, so that's not too bad.
- The Rogue and Barbarian Polishing Thread
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Question about Endless Paths of od Nua
Wow, I totally missed the part where you said it's a solo run. Then sure, wait till lvl 13.
- The Rogue and Barbarian Polishing Thread
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Help a nooooob?
I guess on normal you will find that any build (that is not heavily gimped on purpose) will work. You can concentrate on roleplaying and the story. And Loren Tyr is right that you don't need certain things when not playing Path of the Damned. I only play that difficulty nowadays and sometimes forget that others don't - or what it's like to play on normal, sorry for that. Some abilites or even classes are better for PotD but they are not necessary or even good for lower difficulties. Like Veteran's Recovery on a barb who already has Savage Defiance. It's most likely a healing overkill on normal. Generally speaking I also think that lvl 6 should give you a good outlook at how your build will perform. Other nice MC classes are paladin (but you don't want that again) and priest (very powerful but you need to know his stuff), because they benefit from the right dialogue choices.
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Question about Endless Paths of od Nua
I wouldn't do it a lvl 16 - it's all too easy then. Rule of thumb after the first 4 to five levels is that your character level should match the Path's level. Then it's all OK if you don't want to Rest a lot. The last three levels are also doable at lvl 12.
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Help a nooooob?
Ok, I understand you guys, but OP wanted: - a barbarian as MC - who is not too wild or brutish - can use most of the dialogue options which are mostly determined by RES, PER, INT - to think out of bounds I think I described exactly such a character, thus delivering what the OP was asking for, didn't I. It's ok if everybody else doesn't like it or if it's not what OP was looking for - but it isn't wrong or bad in itself. It's good to show what different approaches can work. It's not my wish that everybody plays a barb this way. Concerning minmaxing: as I said (two times now) you don't need to dump DEX. 10 also works. I would dump it, but I'm not your boss who can tell you what to do. Following the recommended stat spread all the time would lead to pretty boring characters. But for beginners it's ok of course. The more traditional approach also works very well. I would then give him high MIG and CON, low DEX, high PER, high INT and low RES. Take Veteran's Recovery as soon as possible. Also Frenzy and Savage Defiance. Use dual wielding and in the early game the thickest armor you can find. Survival 12 or even 14. Search for Shod-in-Faith boots. But RES checks are not working then. High lore is also not an option then. Such a barb is more suitable as a normal party member than MC (if you want a lot of dialogue options I mean).
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The Obsidian Boards' Build List - Last modified: 11-Nov-18
The different armor types are also useful because they have different values for different damage types. Leather for example is really bad against corrode, but great against slash while being relatively light. Plate is great against pierce and slash, but really bad against shock and slows you down. The most effective way to use armor is to know which enemies await you (so scout) and which damage types they are using. Then pick your armor accordingly. Same with your weapons and the enemies' armor.
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"versatile" ranged-melee cipher?
ROFL
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Help a nooooob?
Sure, that works nicely. But why do you want to dictate how I or others should play barbs? The tank approach works like a charm and it's fun that way - as is the opposite approach. If you want to limit yourself to a that "cliche" barb then that's ok. To each their own. Concerning role playing and "low CON on a barb makes no sense": why stick to the usual? I can imagine several reasons why a barb (especially one from the Vailian Republics) would only have 3 CON (Sickness maybe, old war wound etc.) and why he chose a different fighting style than his "brothers". Maybe the low CON was the main reason he chose to hide behind a shield and yell at his enemies. I mean vailian barbs are smart with their high INT. Why not adapt? I only wrote what I would do with a barb at the moment - doesn't mean everybody should do it. It's just an example of what works.
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Newbie questions (classes)
You're most welcome. You might miss some new abilites which were introduced with WMI & II and are accessible from lvl 7 on - even in the main game. But you can always take them ona later levelup of course, when you installed the expansions. The expansion maps should be entered from lvl 8 on I'd say. So... if you don't play beyond lvl 7 you're save.