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Everything posted by Boeroer
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Since there are Rings of Unshackling (and they alwys seem to rain down on me - don't know why) I wouldn't choose Suppress Affliction - but to each his own! I know that you don't use Iconic Projection and Repulsing Seal a lot... because I'm a psychic! But just tell me: how does the Spell Mastery exactly work? I know you pick this one spell per level - but then? How many times can you cast it per encounter? And do you get an extra button for that mastered spell?
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Just like the Dr. ordered, you need to max out your DEX. I don't agree that you don't need PER so much because it not only gives you more interrupts(!) but also does result in more crits. If you crit an enemy with a disorienting weapon, the duration of the debuff also gets multiplied by 1.5. That way you can stack up more of this debuffs as if you only would do hits. But the main reason is interrupts. Crits will start to fly around anyway when your enemies are debuffed multiple times with disorienting (as you can see in my screenshots - a deflection around 1 means 100% crits if your ACC is 98 or above). You can speed this circle of debuffing up significantly if you debuff the defenses of the mob first with a spell. I used Aspirant's Mark so I can do it myself - a scroll would also be fine. Or you just ask a fellow party member to do this. I just tested a double team of a Wodewys-Barb that causes Nature's Mark on 10% of hits/crits together with this debuffer brab. Since you hit a lot of enemies via carnage the spell striking will trigger pretty soon, releasing Nature's Mark in an AoE upon the mob - then it all goes very quickly. But you could also take any debuffing spell that lowers defenses. I also used the yells and shouts so that my barb doesn't get hit too often. As I said it's pretty annoying when your stacking chain gets broken because you get interrupted of even disabled. I just went with the Vile Loner's Lance and a shield. It didn't make a lot of difference interrupt-wise and also the stacking of disorienting wasn't so much higher than with dual wielding. It also gives you a lot more sturdyness - especially if you combine it with the Stalwart Defiance talent. If you want more survivability then you can even pick up a bigger shield. This will not slow you down - just make you do less crits at the beginning of a fight. Is thas no influence on your interrupt chance. A normal RES value helps so that you don't get interrupted too often (because that breaks your interruption/debuffing chain). Since you don't want to wear thick armor (you have to be fast in order to stack the debuffs) a shield really helps. One of the main reasons for a shield is the durgan feinforcement. It gives you 15% more speed with the main hand - and that's nothing to sneeze at. Gauntlets of Swift Action would be supergreat, also. What I dumped to 3 was MIG so I could also max INT - since I didn't want to be a damage dealer I just tested it and it works. And you have +4 MIG from Frenzy. But Savage Defiance is still a little bit weak then. But the maxed INT kind of makes up for this. With a Ring of Overseeing you can reach lots of enemies now. You will still do ok damage because of all the crits. I didn't use Vulnerable Attack because of Attack Speed - and still did 30 damage with each hit against DR 10 to 15 Ogres. A wizard with Expose Vulnerabilites, a Chanter with this DR- invocation and Ryona's Vembraces might help. Or you build a real glass cannon with dumped RES and high MIG. But that is not "fire and forget". I chose the Vile Loner's Lance because it not only lowers defenses by -5 (and stacks it), but also has a very high interrupt time (1.0 sec). Plus: it has +5 ACC as an advantage which is great, too. That's indeed a nice combination. I think a second wepon with dual wielding will not make the build any better because then you will not hit frequently with this awesome spear but only every second hit. I tested it a bit and I like the spear & shield style better. It also helps with the "fire and forget" aspect. As I said: Barbaric Blow and Heart of Fury really speed things up. HoF is maybe better left over for the tough fights though. Yell or Shout help to stay alive but maybe you want to skip this because of the increased micromanagement. So I had something like: Moon Godlike (+1 INT and +1 DEX + healing - although a bit weak, but great range) Background: Deadfire Archipelago (+1 DEX) MIG: 03 CON: 10 DEX: 20 PER: 15 INT: 19 RES: 10 Reflexes are godly - fortitude not so. Don't get knocked prone! Any gear that improves fortitue defense and defenses against prone and stunned is highly appreciated. Abilities: Frenzy, Bloodlust (doesn't work so well with dunoed MIG at first, but later triggers often), Savage Defiance, Thick Skinned, Theatening Presence, Barbaric Blow, Heart of Fury. Talents: Weapon Focus Peasant, Weapon & Shield Style, Accurate Carnage, Interrupting Blows, Stalwart Defiance, Aspirant's Mark, Bear's Fortitude That should work. I don't know how he behaves throughout a whole playthrough - I just tinkered around a bit with this build. I will have to do a bit more playing before I post a build. Maybe WM II will destroy this anyway - who knows?
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Double up on a character type.
Boeroer replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Two Darcozzi paladins with marking weapons, Inspiring Exhortation and Coordinated Attacks are a really great frontline. -
It works. But maybe it works even better if you can time your kills exactly for Inspiring Triumph. That you can achieve best (in my opinion) if you use an Island Aumaua with quick switch who carries two arquebuses besides his melee weapon. If you really need the kill for more defense NOW, just switch to a gun and FoD the crap out of someone - you will get the kill and deliver a lot of defense (from Shielding Flames AND Inspiring Triumph - I think it stacks - I used a Bleak Walker for this) onto your party. I even used a fourth weapon slot and also took Runner's Wounding Shot and I liked it - one more chance to get an on-kill-effect. To boost the effects further, I would use the outworn bucker (for +5 defenses for everyone around you) and a sabre like Bittercut. You won't have draining anymore - but to be honest the draining from Tidefall is not enough to keep you alive because with 10 DEX you are too slow - esp. if you wear a fat armor. Add Zealous Endurance, Shielding Touch and Reinforcing Exhortation to the mix. Your party should be very sturdy now if you need them to be. You will deal a lot of damage with the 2 or 3 shots - not so much with the sabre, but ok. For maximum duration and most powerful shots and heals I would go for max INT and max MIG. DEX is not so important when using Quick Switch - but don't dump it to 3 either because of your casting speed . Your RES can be a bit lower - if this is not your only sturdy frontliner. High MIG and INT is not only good for Lay on Hands and stuff, but also great for Sacred Immolation which comes later. This will turn your tanky three-shot-wonder into Super DPS Guy.
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The most annoying part is that you have to click each cipher manually, pick the same spell and target it on the same monk - five times. A "select ciphers and let them do this" macro would be great for that setup. Wait... why can't we record macros? That would be truly awesome! Like a macro for selfbuffing at the beginning of a fight. Basically like composing combos of actions with a certain trigger.
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That's right: there will be no better party in terms of "low micro meets high power" than six chanters. max out MIG and INT, a bit PER, dump DEX if you like and pump RES, leave CON at 10. Build them all in a sturdy way, use Weapon & Shield style and skill them for maximum defenses. You could also take 6 Moon Godlikes for maximum survivability - but maybe that's total overkill. Not only their "Come Soft Winds" do stack, but also their Acient Memory + Beloved Spirits (that's around 9 endurance regeneration per tick). When you reach tier 3 chants and finally can use "The Dragon Slashed" (which also stacks) every encounter (except against dragons) becomes trivial. In the meantime you can use Soft Winds and comlement which whatever short chants you like. Then unleash the power of your invocations all at once. The fights may be slower than with other parties - but there's little risk of failing and you don't have to do a lot of micro. Another party I used and was lots of fun: Very tanky monk with Long Stride, Flagellant's Path and all kinds of defenses against being stuck, paralyzed, prone, petrified and so on. 5 ciphers with whatever weapons or abilities/talents you like - just use Ectopsychic Echo. At the beginning of each fight the monk goes into battle and gets hit to receive wounds. All 5 ciphers cast Ectopsychic Echo on the monk. The monk uses Flagellant's Path to dash trough all foes, damaging them and lowering their defenses. Then he just starts to move away from the pack while pulling five echo beams as a train. Most enemies will be dead in seconds - also works against dragons if you can time it right and give the monk boots of speed (Russetwood) and Fast Runner also. I think that's the best way to have low micro and very short fights. THis can go wrong sometimes though. A stuck or even dead monk and you have to use conventional methods. But then you can always cast 5 times Amplified Wave (regenerates focus on hit!) or Mind Blades - also funny. If you like more conventional approaches with low micro and good survivability and low babysitting squishies: - Paladin tanky guy (look for "Darcozzi Forward Observer") - Chanter tanky guy (look for "Drake's Ambassador") - Barb with Tidefall, Shod-in-Faith and Sanguine Plate - Cipher with a War Bow (not too squishy, will get swarmed otherwise) - Priest with Painful Interdiction (per encounter ability that is really good for the barb and cipher - spells only when needed. After lvl 9 they become per encounter) OR another paladin with focus on support abilities, 4 weapon sets and arquebuses and quick switch. Focus on "on-kill" or "on-use"-abilities like Kind Wayfarer's or Shieldbearers or Bleak Walkers have. - Stormcaller Ranger (one wet towel is ok - and he has it's own bodyguard bear)
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That's weird and I think that this is not intended. Since enemies normally don't wear items with "+x to something" you won't experience such effects when you use Deprive on them. I never noticed that because I play with a full party most of the time - but as a solo guy this can really be deadly then.
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They should not be especially difficult and therefore don't need to be nerfed. If you find them difficult please don't go to Longwatch Falls to do the bounty there or try to mess with the native lagufaeth. Maybe you have encountered a bug that used to stack defenses onto the animats every time you reload. But that should be fixed by now - unless you are not using the actual patch. It may also be that your character level is too low (?). Did the hut yesterday with lvl 9 and it went smooth (on PotD with a party of six).