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Everything posted by Boeroer
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Right. Only exception is the Wildstrike Belt that boosts your Wildstrike Damage a bit. Everything that is directly tied to your character will influence you Spiritshift Form. Stats, Talents & Abilities (like Vulnerable and Savage Attack for example - as long as not tied to special item usage like weapon & shield style and so on), active consumables, resting bonuses and so on. However, Novice's Suffering is not working with Spiritshift Form's unarmed attack - but that's also mentioned in the explanation of that talent ingame.
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Patch 3.0 Video
Boeroer replied to Infinitron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ach come on - you can never please them all. -
Patch 3.0 Video
Boeroer replied to Infinitron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The chanters still have the phrase counter in 3.0 beta. -
Patch 3.0 Video
Boeroer replied to Infinitron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yup. I also got the magic "M". -
console command: unlockallmaps.
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Don't know how Persistence performs with low INT. I used it with a rogue who had max MIG and INT and Deep Wounds. That lead to a long DoT period per hit so that you could shoot one target after the other and watch them all die slowly. With low INT you will have to stick to your target because the DoT will wear off quickly. If you score a lot of crits I would use Resolution & Purgatory in one slot and Bittercut and Bleak Fang in the second. If you meet slash resistant foes or ones that have weak DR against corrode switch to Bittercut and Bleak Fang, else use Resolution and Purgatory. The dual Annihilation setup is just awesome if you crit a lot. It's damage*2 every time you crit.
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1a) Yes 1b) No 2a) kind of. If the target gets damaged by 10 points this would add 3 points on top. 2b) It should 2c) no idea It used to do nothing - maybe that changed with the latest patches 3a) It applies every time an enemy receives damage - be it 1 point or 100. Each time damage is applied CW will add 5 on top. DoT effects are especially great for that or Wall of Flame, beams, multi projectile attacks like Blunderbuss or Missiles and so on, very fast attacks and so on. Everything that causes a lot of hits in a short time. It's one of the best spells in the game. 3b)normally a tick is 3 sec - so it should be the later. But the numbers over the heads of the enemies that show you the damage (it's not in the combat log) are always higher. Don't know what happens, but it works really well. It seems like there's just a flat +5 damage bonus every time it triggers - but I don't know fopr sure. 3c)that we can't say for sure since we can't see it in the log. 3d) it looks like it - otherwise it wouldn't be so powerful 3e) Ha! That's a good idea. Somebody in this forum already tried that but if I remember correctly it didn't work - have a look at the thread "Nice item-ability-combinations". I think it was in there. 3f) It should. I would say yes but didn't test that myself. 4a) Yes! It lowers all DR directly by 5. That applies to everything. It stacks with Sundering Blow and other DR reducing stuff (chanter invocation, stormcaller) and DR bypass-talents and abilities like Penetrating Shot, Vulnerable Attack, weapons' and spells' inherent armor penetration, rending and Ryona's Vembraces. That's why I love the Golden Gaze so much (on a wizard with Blast or a ranger with Driving Flight). 5a) Sadly not. Same with all other beams. Would be too powerful (or even more powerful) I guess.
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[v3.00.929 PX1-Steam] Outlander's Frenzy still has 1 use per rest
Boeroer replied to Boeroer's question in Patch Beta Bugs and Support
In my game only Outlander's Frenzy says 1/rest. All other cross class talents (that are not passive) changed to 1/encounter with the 3.0 beta patch. -
Solo runs all about the end?
Boeroer replied to Heijoushin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That may be right - but it's also a big challenge. I don't do solo runs by the way. I like the synergy effects between party members too much. -
That's right. The "special" good thing about Weakened + Sickened is that you can have both without using per rest spells. Painful Interdiction and Threatening Presence require no spells (or use Secret Horrors - also not per rest). You can have that every encounter. If you combine this with Brute Force and a disabling weapon like Hours of St. Rumbald or Mabec's Morning Star (or whatever melee weapon does prone or stun on crit) you get a very nice CC effect (it also helps with the prone-/stun-check, not only with the initial crit) while doing lots of dmg without using up spells. Those get on top for the roflstomp effect.
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I once played a spellsword wizard (aka melee wizard). There's a special AI script for that and it worked pretty well. It doesn't lead to no micro but is way less micro than a conventional wizard. Chanter tanks with damaging chants (Come Sweet Winds and Dragon Slashed) and (s)low weapon damage (aka DEX=3) also require nearly no micro. Doesn't really matter which AI script you choose. Moonlike monk tanks with fists, thick armour and max CON also require low micro if you let the AI do it's stuff. He can collect tons of wounds and spend them for Torment's Reach at once. Give one melee character (preferably barb or monk because they have lots of endurance and health) the thickest armor you have + blunting belt and stuff and try to get as much DR as possible (barb = Thick Skinned, Monk = Iron Wheel). At the same time dump RES and pump MIG and INT. Put on Shod-in-Faith. You will receive crits which trigger Consecrated Ground. Often twice. You will heal big time in a big AoE. If you keep your frontline together and place this guy in the middle they need no other healing than that. From my experience rangers need some micro because of the pets. If you want to use those efficiently you have to micro them. You can just let them guard your ranger of course but in my opinion that's a waste of dps potential. But it's true that this approach drastically reduces micro because you don't have to babysit your squishies so much. Another approach is to have no squishies at all but only sturdy characters that can all withstand serious hits. This will reduce micromanagement a lot. This could be done with heavy armored guys, three skilled for melee with weapon & shield, three with guns (armour doesn't influence reload time). You can still have casters. I once tried out the followind frontline and it worked great: druid tank (weapon & shield) + chanter tank (weapon & shield) + barb tank (Tidefall + Sanguine Plate + Shod-in-Faith guy), magran priest gunner, rogue gunner, cipher gunner. Of course this was not superlow micro because of all the spells I had to cast - but I had no problem with swarming and babysitting and "watch out they broke the line! *micro*". So it was more "rewarding" micro and less annoying.