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Everything posted by Boeroer
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Remove Weapon Glow
Boeroer replied to Dashel84's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It would really be nice if those special effects with Savage Attack, Vulnerable Attack, Slayer enchantment and so on were optional. I also dislike them. Sometimes they mess up my style concept really bad - and who knows from behind which pillar the next dyrwooden style police officer emerges...- 1 reply
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3.03 patch. Where is it?
Boeroer replied to Kingsman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
...which is a certainty. -
Yeah, Torment's Reach with a on-crit weapon like Cladhaliath or Godansthunyr is awesome. Even better than barb with carnage, because you get fast Full Attacks all the time. The first one stuns, the second one crits (and causes Apprentices Sneak Attack and Weakened, if you have Enervating Blows), setting up Deathblows quickly for you fellow wizard/rogue who casts Direballs then. By the way: instead of fists + Torment's Reach you can use the Long Pain - works the same, just from 10m away. It's even better: you don't have to reposition. Just hit-hit-hit
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I agree. 15 is enough for nearly all conversations. You'll get rings, belts, amulets and other items which can boost those to 17, later even 18 or 19. And there's restnig bonuses from Caed Nua, too (+3). However, I like my chanters with max INT, because their chant AoE base (and also some cone-invocations' AoE) is so big that every point of INT is visible. You don't need 15 CON either when you're not tanking alone (which I wouldn't reccomend - like Kaylon said). In my experience a chanter with Veteran's Recovery and Ancient Memory can tank alone, but you'll need more CON then because low health might become an issue in the early game. If you want a chanter who uses invocations a lot I wouldn't dump DEX, because the recovery phase after an invocation will be very long then. You can't even chant in that phase. So, chain-paralyzing with "Killers froze stiff" is not possible with 3 DEX. However, it's totally ok to dump DEX if you want to use damaging chants most of the time (like The Dragon Thrashed). I want to point out that the invocation "White Worms" on lvl 1 can be superpowerful if you turn off the "gib" option in the game options so that bodies don't explode (I think that option is stupid anyways). It helps enormously in the early game. You just have to use chokepoints and lure every enemy of a map to that chokepoint (you can also use multiple ones if it becomes too tedious to lure them all through the whole map). Once there are more than 5 bodies piled up it really gets easy to clear a whole map with this. Just lure them all onto that pile of bodies. Once they are there, your phrase couter has reached 3 and you can use White Worms. As long as you don't reload the damage will increase and oncrease until it's very easy to one-shot Raedric and his whole bunch of friends. One of the easiest ways to clear the castle at an early level and take all that loot.
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No, despite the fact that it shows a suppressed status, in fact the all stack like the Dragon Trashed and so on. All those CW burn DoT get accumulated. Well, that's what I understand after reading all this. I had the very best experience with multi retaliation + Pain Link + CW on a cipher. Very sad that retaliation doesn't produce focus anymore
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You shouldn't attack foes who have a lot more levels than you. Lvl 6 against 100 deflection is very hard to overcome. I'd had very good experiences with a tanky Hiravias with Weapon & Shield Style. Just don't go in first. He had no problems whatsoever to tank two or three enemies until his spells came out - and then he didn't have to tank anything any more. Lvl 5 against Feral Druids is also way too early. And honestly: what building did happen until lvl 5? Does he even have Returning Storm yet? Maybe I would have taken Weapon & Shield and Cautious Attack and put on a Ring of Deflection to balance out the lower (but not too low) starting deflection of fighters and such (20 instead of 30). After that his deflection should be as high as that of a fighter - plus he has tons of spells. Aspirant's Mark can make the early PotD game a lot easier. It's like a Spell Mastery of a weaker Nature's Mark and helps a lot when you want to target deflection and reflexes.
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High PER / high DEX crit-rogue with The Hours of St. Rumbalt is lots of fun! Edit: same with barb by the way. I think even a fighter could be fun with it. You don't even need to take Knockdown, Disciplined Barrage will be perfect for that build. And with Armored Grace and a bit of Durgan Steel you will be quite fast while wearing plate.
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Blame my kids: 4, 2, under 1 year old. They wake up quite early and love to jump up, scream and run around once they open their eyes. Ok, the little one only screams... The damage from soul whip works like the damage bonus from Sneak Attack, Savage Attack, high MIG and so on. It just adds +20% or +40% onto your basic weapon damage. YOu can't see it's doings directly in the combat log (just like with sneak attack). YOu can just observe that you do much higher damage than without. You could test that like so: hit the same target a couple of times with and without Soul Whip on. Soul Whip turns off once you reach maximum focus. I can't recall if the bonus damage is displayed on the character sheet when you look at your weapons' damage - like it does when you have Savage Attack activated. Maybe it does not because it's a circumstancial bonus like Sneak Attack (affliction or not / focus full or not).
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You can do it from stealth - if the party members attack first and place afflictions. Why is 1 INT good? Can't remember. Because of the prone part of Feign Death? But wouldn't the duration of the invisibility phase suffer also? Wouldn't Blaidh Golan (-50% prone duration) or Belt of the Stelgaer (-33%) be better?
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Two Weapon Style is for the Spiritshift form where you have dual claws. Novice's Suffering only works with fists, not the claws and stuff of spiritshifted druids. It's intended because the combination would be too powerful.
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At the start of the game the impact of high PER is much bigger than at higher levels. Of course you see a big difference when you roll a fresh caster. Because his crappy ACC gets nearly doubled. But at lvl 8 you can't see a huge difference anymore just by observing a few hit rolls. It's because PER gives you a flat bonus to ACC, but MIG or CON or INT give you bonuses which are percentage based.
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Ah, right, I forgot some spells. I seldomly use anything else for damage than Shining Beacon, so... Shining Beacon doesn't work because all the elemental booster talents like Scion of FLame don't work with damge over time, only direct damage. It's stupid, but it's not a bug. It was reported long ago and the devs don't do anything about it, so I guess it's intended or to difficult to fix. Shining Beacon has DoT and therefore doesn't work. The rest you mentioned does work with Scion of Flame. Brilliant Radiance also works I guess (but not the burn damage against vessels, it's also DoT). But it'S damage is so low that it doesn't matter. So if you plan to use Divine Mark and Pillar of Holy Fire a lot, than Scion of Flame ist worth the investment. I seldomly use those because Shining Beacon is just so awesome - especially together with Cleansing Flame (which also doesn't work with Scion of Flame). So maybe that illustrates better why I consider Scion of Flame to be a bit of a waste for my priests.
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Keep in mind that if you didn't choose any invocation of your highest level (maybe because you think they are too bad and you chose one from a lower level instead) your phrase counter will be stuck at that lower level and will not go up. So, for example: if you could choose an invocation that requires 7 phrases but instead choose another invocation that only uses 6 phrases, your phrase counter will not go up to 7, even if your char level is high enough. It will be stuck at 6. It's stupid, but that's how it is...
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I you don't like micromanagement and resting a lot (we're the same here) but still want to play a monk (I love them) then I would recommend the Witch Doctor I made. That build requires way less resting because it also works as a ranged character (as well as melee flanker/occasional offtank). Once you feel you get hit too much, retreat and cast THe Long Pain and kill everything from afar. It'S one of the most powerful monks (dps wise) that I know. Nice Paladin builds are "Darcozzi Forward Observer" who focuses on raising the ACC of his allies into the skies and the Kind Wayfarer Damaging Healbot. That one uses on-kill effects and special order related talents to heal like crazy. They both can be very tanky - although the Healbot needs a bit of oomph in order to steal kills for his healing. THe only things that help agaisnt low health are high defenses or Wound Binding. But a potion of Infuse with Vital Essence is also not bad: sip it before you go waltk into melee combat - the first 50 health you lose will not be substracted from your (unbuffed) health bar.
