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Everything posted by Boeroer
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Hi! As you may know Nannasin's Cobra Strike is a very potent summoned ranged weapon for Wizards, but is has a very short range (1.8 meters - like a Pike or Quarterstaff). With this little trick you can use it up to a range of 8 meters: put a pistol, wand or scepter into your main hand summon Cobra Strike summon Concelhaut's Draining Touch -> the right hand's Cobra will get replaced with the Draining Touch hit something with Draining Touch -> the Draining Touch will disappear and the Cobra will not return but instead your weapon of choice will use Full Attacks from up to 8 meters away (Rogue's strikes, Monk's Stunning Surge, Fighter's Penetrating Strike, Paladin's Flames of Devotion...) -> the attack will be executed with both weapons and the short range of Cobra Strike will get ingnored as long as you use Full Attacks That's it. Maybe nice to know. Certainly nothing gamebreaking though.
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Iirc K's Sunless Grasp also has a +10 ACC bonus which is nice. Edit: no it hasn't... The freezing (paralyze+) was more of a "flavour" thing to emphasize that chilly hand that's touching you. That's why I said it should be very short. So you're frozen for a very short time and then it melts but leaving you with a chill that causes the ACC malus (and Reflex malus with CP). I thought that would make the spell more more intersting and "cool" without actually adding much power. And at later levels with all duration shenanigans it could still be useful because the paralyze could last for 5-6 secs or so. I would still be hard pressed to pick it over Chillfog, Slicken, Spirit Shiels, Parasitic Staff, Thrust of Tattered Veils and so on. But then it wouldn't hurt so much to pick it for some themed build like the "Frosty the Touchy Snowman" or so.
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I would say Fighter is one of the weakest classes for a solo run, especially if you don't want to use stealth and summons. Soloing with any class not using stealth and summons is a challange to begin with, but fighters have limited uses of special abilities per encounter, their regeneration has a rel. short duration (for solo) and they totally lack potent AoE abilities - so longer fights with numerous enemies get reduced to exchanging auto-attacks which takes forever. At the same time the defenses will not be high enough for long. It surely is possible - we had somebody who soloed the game with a lvl-1-ranger who just didn't level up - but overall Fighter is not the best choice. Having said that: Caed Nua is a chokepoint and especially difficult for solo characters if they don't use stealth and summons - because the phantoms are so overwhelming and the constant stunning is deadly and nearly unvoidable. If you can make it past there it's going to be a lot easier for a long time until the late(r) game. Try to make good use of consumables to power through and maybe for once try summons.
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After writing my concern I went and checked Venombloom, Plague of Insects and Insect Swarm (among other poison/disease spells) with Spider Silk Robe and Mask of the Grotto Deep on/off and the stats of the spells didn't change one bit. At the same time poison consumables changed their stats. I guess it's fair to say that generally poison PLs bonuses don't work for anything but poison consumables. Those spells are considered poisons when it comes to antidotes and immunity vs. poison though. They just don't get a bonus from poison power levels. I invite everybody to test more/other poison spells. Maybe there are some that are excluded from this behavior. I only tested the druid ones (and Nannasin's Cobra Strike - also no luck).
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the two Rings are identical (also in terms of game objects) - so it's basically one Ring with two instances. It has one enchantment named "Commitment1" that simply gives +1 RES to the wearer at all times, no conditions. Then it has a second enchantment called Commitment2 as well that can give the wearer(s) +1 RES on top. BUT it only works if you first cast Lover's Bond (1/rest) on ANYBODY in the party. It doesn't have to be the other ring bearer. If you cast Lover's Bond on any party member then the two ring bearers can profit from the additional +1 RES, making it +2 RES for them overall. The Receiver of Lover's Bond doesn't get the Commitment2 bonus. non-controllable summons can't receive Lover's Bond - controllable summons can though. If they wear the ring they can get the +1 RES from Commitment2 though - they just have to stand near the caster of Lover's Bond. the ring bearer who cast Lover's Bond has to stand near the party member onto he cast it - in order to get the bonus I mean. The second ring bearer (who didn't cast anything) has to stand near the first ring bearer to get the bonus (NOT the party member who received Lover's Bond). It also works if you only have one ring: cast Lover's Bond onto any party member and stand near them and you get it. If one ring bearer casts Lover's Bond onto the other ring bearer then it's all more straightforward of course. This makes it not usable for solo if you don't have controllable summons or an animal companion - since you can't cast Lover's Embrace on non-controllable units to unlock the bonus. If you have controllable summons or an animal companion it can work. Since you can find two of those rings you can stack them in the stash to reload the 1/rest use. That way you could get +2 RES for every fight and the INT immunity of course - which is great imo. Solo without AC and/or controllable summons: nop way as far as I can tell.
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Good imo. Even after CP I'd never use this spell because it's just awfully ineffective. I mean it competes with stuff like Chillfog, Slicken, Parasitic Staff etc... To make it even a tad better and also to match the description/vibe even more I personally would bring the recovery down to 3 secs to match that recovery of fists (aka the casters hands ;)). Too bad this wasn't implemented as a summoned fist... It's a Conjuration spell after all and it would have been cool to be able to deliver a few more frosty blows with those effects it has. But that would mean two summoned weapons in one tier... So not making it an actual summoned fist but having the action time/recovery of one is cool with me. Now that I think of it more and looking at stuff like Chillfog etc. I wonder if it would be unbalanced to add a very short freezing affliction (paralyze+) vs. fortitude. Like 2 secs or so. It wouldn't mean much on the early levels but with PL scaling it could stay useful even for the late(r) game when the base duration scaled a bit and in combination with INT...? And also gainst DEX-resistant foes...? In comparison to: Fetid Caress - which comes at PL 2, has a 10 sec paralyze and 15 sec AoE sicken (takes 4.5 secs to cast though and has no dmg component).
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Correct. Woodskin wouldalso work. Pollen Patch and Garden of Life as well iirc. Beetle Shell, too - but's that's not really useful unless you want to cast a long-lasting, pulsing spell (e.g. Moonwell) and then retreat into the shell and let the pulses profit from the raised PL. Even bothering yourself with Tanglefoot would work I think. Woodskin and Form of the Delemgan are the best options imo. I personally would pick staff and pike and switch based on the spells I want to cast and also based on the enemies' AR. Having crush and pierce as alternatives is good - having both at reach is even better. +3 PL from the staff is better than +2 from the pike... but the latter is universal while the Spine of Thicket Green "only" works for Beast and Plant spells. Vion-Ceth bonus is only +20%/+30% dmg which is pretty lame overall imo. I think you misunderstood. It converts poison/corrode damage should you get hit by it - not when you are causing it. Anything that raises MIG and INT since many of his spells are DoTs which profit a lot from a combined MIG and INT score. They are pretty bad. You can cheese the Fire Stag though: if you prevent death (for example via Barring Death's Door or Shieldbearer's Lay on Hands) you can trigger the self-destruct of the stag but it won't die. You can then trigger that action over and over again... Aspect of Galawain is cool visually - and you can make it quite tanky with "Wild Growth" (the robust spell you can use on summoned beasts - it has no duration and lasts as long as the summons lasts). But honestly... for its Power Level it's pretty lame and especially weak offensively. The Sporelings are excellent though. You can controll them. At higher levels they last for a really long time, they scale properly and get big health pools - and if you use both Wild Growth spells on them they can tank well. Also Call to the Primordals is a very good summoning spell. Some of the Oozes have special attacks (for example Plague of Insects - inlimited uses!). Multiclassing with a Helwalker is a good choice as well imo - since you will get bonus MIG, bonus INT, unlimited (paid with wounds) summons (Dichotomous Soul) and bonus ACC (Dance of Death) and casting speed (Swift Strikes). They do stack. Riposte and Offensive Parry can get triggered by the same miss. Wizard also does work bc. of the self buffs. With Wall of Draining you can later keep up all the self buffs forever. You can also prolong stuff like the deflection buff of the Mask of the Weyc (stacks with everything except Arcane Veil) and the +50 deflection from the Escape Cape (stacks with everything except Escape itself). Ciphers generate focus with Offensive Parry (but not Riposte). Shattered Pillar generates wounds with Offensive Parry (not Riposte). Swift Flurry/Heartbeat Drumming trigger from Offensive Parry, too (not Riposte). I think it even generates phrases for Skalds if it crits. Steel Garrote gets health from Offensive Parry (because it also causes dazed). But generally Trickster/Fighter is a good combo for this. Also because Refreshing Defense (+20 to all defenses) stacks with Mirrored Images (+30 to deflection). I prefer Unbroken (because Ryngrim's + Disengagment Attacks) but Devoted is fine, too if you want to stick to WotEP at all times. By the way: Riposte and Cleaving Stance both use the cone AoE of WotEP. Offensive Parry is single target. You might also want to look at the Great Sword "Effort". It has an enchantment that works like Vengeful Defeat and they stack. Immolation does raw damage - it doesn't work with Rekvu's Scorched Cloak. Parallel resurrection effects get all triggered at once and thus will be wasted. If you get two Rings of Reset (one by exporting/importing a character who wears it) you can stack them in the stash after use and the depleted one will get "reloaded". That way you can use it 3 times/encounter. It's a bit cheesy but the only way to really make such a build worthwhile imo. Else you will have debilitating injuries all the time.
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No. Summons don't really get knocked out but get removed from combat on 0 health -> no revival. I don't fully understand the question. I haven't used this ring in a long time - but iirc it's an active 1/rest ability that you can cast on an ally -> you and the ally become immune to intellect afflictions. Phantoms/Dichotomous Soul summons aren't controllable - so you can't make use of active abilities they might get from items. And they won't use them themselves. You can cast Lover's Bond on a summon - but that's not that useful since you would cast an effect without duration (until end of combat) on a summon which has limited duration.
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Corrosive Skion at PL9 is 1 spell/encounter and it "only" does corrode dmg (9 PEN). I cannot really see how this is as good as Disintegrate which gets paid with focus, does more overall raw damage and isn't even expensive. It's just too weak for PL9 imo. Not counting when Bloodmage - but that's another story. I'm pretty sure not many SC Wizard players ever take it... Lowering the base duration in order to set it to overall 30 secs again wouldn't be nice - since that would be bad for scaling with INT. -100% healing instead of enfeebled would be a solution, but I prefer systemic approaches. Introducing a "special" effect instead of using an exisiting affliction is not what I would do personally. Also it would make it kind of a more potent death sentence - since you wouldn't be able to counter it with an inspiration. I personally would be totally fine with enfeebled raising the duration to 45 secs immediately. 8 corrode dmg per sec would mean 360 corrode dmg (with 10 MIG and INT). That's not unbelievably high in the late game and most tough enemies have way more health than that. They also might have high AR so with underpenetration that would result in rel. low damage overall. And there's always the risk of grazing or missing that precious 1/encounter spell. Also it takes a long time to actually kill a late game enemy because of the rel. low ticks. So - dps is not stellar. Then it's rel. easy to dispel enfeebled with any CON inspiration and then heal the victim back up. A resistance would even prevent enfeebled and only result in weakened. At the same time: when you can't do/have any of that then it will be pretty devastating - as a PL9 single target, 1/encounter spell should be imo. In theory it's a cool spell - could be cooler though.
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I can't remember if this was already discussed or even modded (sorry if that's the case) - but don't you think Concelhaut's Corrosive Skin should cause Enfeebled instead of Weakened? According to the desciption the spell should "prevent" healing. That would be the case with Enfeebled, not Weakened (50% healing still applies). Also the spell is notably weaker than some other PL9 alternatives...
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They work like a Phantom - except they don't get your weapon(s) but instead flaming/freezing fists. One fun armor to use with them is Kahako Nihi - because it gives a +10% piercing lash for unarmed attacks. The Dichotomous Soul summons do fire/frost damage, but their attacks are considered "real" unarmed it seems (unlike Concelhaut's Draining Touch or Woedica's Spiritual Weapons) - so they get the lash.
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Futility is also weird because it is listed under benefical effects on the enemy. You can use it to suck duration from enemies with Wall of Draining (as you can do with Cap of the Laughingstock). And I guess it can't be suppressed by Suppress Affliction then...? Stacking Action Speed penalties isn't too great though. I stacked 10 of Ball and Chain's Crushing Yoke and 10 of Futility on a Tiger and he was slower but not THAT slow...
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Sure. For example you can have fun with stuff like Necklace of Unlocked Possibilities which will give your phantom a random unique weapon every time you summon it. I didn't try it on Dichotomous Soul though... but with Watery Double and Phantoms accessories work 100%. I'm not using Dichotomous Soul much so I'm not 100% sure there. Edit: just checked: also works with Dichotomous Soul. In case of the Necklace of Unlocked Possib. they each receive a different unique weapon.
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Given how stacking hostile effect from items work I suspect you can lift that to 10 stacks with the help of an Essential/Substancial Phantom or Watery Double and maybe even to 15 stacks with The Dichotomous Soul? I mean in theory - if the enemy attacks everybody who's wearing (copies) of Sisyfo's Stone quickly enough.
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Hylea's Talons do work with Vaillant Demise (and also Vengeful Defeat of SC Barbs - both abilities stack by the way). If you use stuff like Effort + Cape of the Falling Star and so on, sometimes not all the AoEs trigger on death (don't know the exact "rule" here, just noticed). Too bad Ring of Reset doesn't work with Phantoms (they just disappear and have no real knockout animation so they can't be revived). Else it would be a very cool item for phantoms...
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The area is small but more open - and there are more ranged enemies (casters etc.) that won't run towards you (but still attack you). You can pull the melee enemies away from the sigils (there are some, too) but it won't feel cheesy. If you start combat from the entrance of the cave it's just the way it goes. The sigils are in the back and mainly there to make it harder to sneak up on the enemies. It's normal that all enemies in that cave join combat once you trigger it. It's just like one big cave - so no surprise they all come. The ranged ones usually stay in place if they can reach you while the melee ones totally swarm you with leaps and disrupt your whole tactics by landing in the midst of your party etc. It will most likely be a mess. Beware - that Lich is a tough nut.
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I think you confused the Ancient Deathguard in the Forgotten Catacombs (the one who drops the Reckless Brigandine) with the Lich + Corpse Eaters in some other (flooded) cavern. For example there are no guls that emerge from sand in the flooded caverns. It does not (entirely) because you can't use Dazzling Lights to lure away non-hostile NPCs - for example to sneak to a chest. Several encounters (e.g. Concelhaut) start as non-hostile and a conversation leads to a fight. If you want to fight anyway and use some luring to get an advantage Dazzling Lights won't work. Explosives other than Sparkcrackers also won't. Only Sparkcrackers (and the ability of Rokowa's Fingers with the identical name) will have the desired effect. Besides that every noisy AoE spell that can be cast out of combat and targeted on the ground can work like Dazzling Lights. Dazzling Lights has the VFX of Sparkcrackers (not the sound fx iirc) and also not too big AoE - so that's why I prefer it as luring spell, too. Iirc most dungeouns aren't as small and "condensed" as the Forgotten Catacombs so there's less problems with enemies all swarming to one place. But it happens occasionally. Especially if there are many enemies (and especially some guarding/patrolling ones) they will alert other nearby enemies. Some even have means of alerting the whole dungeoun that you are there (with blowing horns or just yelling). But the whole dungeon won't rush you - but just turn hostile (if not already).
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You can use noise very effectively to lure enemies to spots. For example you can use any noisy spell that is usable outside combat (usually all offensive AoE spells that can target the ground) to lure enemies to the spot you cast it to. Explosives also work for this (obviously). It can help with sneaking past enemies or just to get enemies to a spot where it's easier to fight them. You can also use it to split and pull single enemies. When used properly it can make encounters a lot easier. It's especially fun for characters or parties that use a sneaky approach. Sparkcrackers are special: usually only enemies (red circles) can get lured. Sparkcrackers also work on neutral NPCs. In case of the Forgotten Catacombs: I seldomly have a problem with the Deathguard leaving the room prematurely. I lure the patrolling enemies to the entrance which prevents the whole dungeon from following. And then I can usually start the final fight right in front of the door (out of reach of the sigil). If you are far enough away and use a silent weapon (e.g. a bow) you can actually destroy the sigil without aggroing the enemies in the room (depends on how near they are to your char).
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Pillars 1 on Apple M1
Boeroer replied to somnolentsurfer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I guess it's not a widespread issue because I haven't read about this before. I fear you might not get an answer here because the Pillars I forums aren't frequented a lot nowadays- and it's unlikely that somebody with the same problem (and a solution how to fix it) will show up here. For what it's worth: I played PoE on several different Linux versions and it always worked. I suspect it's just a minor detail that prevents your game graphics from properly loading up. You could try to search the technical subforum here - see if somebody else had the same problem. Sorry that I can't offer more useful advice.