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Everything posted by Boeroer
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I don't know. What has the timer of summons to do with saving? I don't know how Unity works "under the hood", I just toyed around with it a bit. But you can't save your game during combat (thant's when summons appear = instance created) and after combat they disappear (you can remove the instance). Then you save. What's the problem? Before the trap nerf the traps also disappeared after some time. They didn't stay forever. At the moment seals do stay forever, even if you leave the map and come back later they are still there. Doesn't seem to be a pproble, but I think that's not a very clever design. Nobody expects hos seals/traps to stay forever if you leave the map. I get it that if you just instanciate game objects and never remove Thema you will get problems with loading. You should remove thema - but in a smarter way, or not? You don't need to remove the old ones with new ones - you can just remove the old ones when you leave the map, rest, after some time and so on.
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Iron Wheel isn't working
Boeroer replied to limaxophobiacq's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I am a software developer and this is also my guess. Seems you made an educated one. Thanks a bunch for testing Thick Skinned. In the meantime, I had to cut out skirts from a fashion catalogue and glue them onto some oddly drawn figures. I guess you had the more interesting - and more manly - job. :D -
Fun Factor Poll
Boeroer replied to Zenbane's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Testing builds is number one priority for me - after I did some playthroughs. That way I get to know the system, I discover what I like and what not and where's potential. I like to toy around with the ruleset and items to find interesting and fun to play builds. When I find something really nice, I will do a playthrough again. Maybe the playthroughs take more time than the builds though. I want to make sure that they not only work at lvl 14, but throughout the whole game. So it happens from time to time that I don't kill Thaos because I know before (after Crägholt for example) that a build or a party composition is working really well. So Thaos can wait forever. Most of the time (with a powerful party) the fight against Thaos is a child's birthday party anyway, so... All that testing is the only reason I'm still starting the game (like... every day). My poor kids... -
I don't know if they nerfed it or if the AI responds better now to this tactic. When I used it some time ago, I did the bounty in Valewood only with this thing. I was too weak to do it any other way. I just put the +1 movement chant and the frost trap chant in my songbook, then I ran towards the xaurips/drakes and turned and ran away. My whole party was dropping so many traps that half of the pack was badly injured and hobbled (great for my ranged rogue) when I decided to turn around and face them. I also erased the gleaming society (and deciples of the true flame) with this (added other traps and seals). About your thoughts: 1.: If you're too fast, they will return, that's true. So if you have an insane movement speed you need to run back and forth or run in circles around them. Also works in Crägholt if you're too weak to face them directly. Yes, I just realised that new drop traps will replace the old ones - I think this was nerfed in one of the latest patches. The trick would now be to let the enemy step into the traps before new ones are dropped. This needs way more micro and reduces the usefulness of the phrase a lot. 2.: Never had such problems - but as I said: Some time passed since I used kiting tactics. 3.: Good to know, thanks. 4.: I now think they nerfed another viable (not OP) thing so much that it's really crappy now. Sad story p.s.: I just tested a chanter-barb-combo where the chanter would sing the minus-10-Concentration phrase and the frightening phrase and casts a "Terrify" after 4 phrases. The barb maxed PER, dual wields Godhanstunyr (0.75 sec interrupt, stunning) and Shatterstar (1.0 sec interrupt) and took Interrupting Blows and Threatening Presence. Works like a charm: interrupt-locking all mobs, regardless if I hit or crit. Damage is whimpy - but who cares if I just can hit forever without being hit. So you can still make good use of your chanter now... you know... Interrupts.
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Yes. Use the 1st level phrase that gives +1 move speed and the drop trap chant as a pair (or use zealous charge). Use ranged weapons. Form a tight pack with your companions an start the encounter. Run away with all your party members so that they don't fan out (doesn't need to be perfect)- but don't run too far - the enemy shoukd not turn it's back in you but chase you. When the drop trap chant kicks in, all party members will create traps, not only the chanter. This will result in a very dense minefield. All enemies that followed will get hobbled and suffer some serious freeze damage as long as they follow you. It's the high amount of traps that does this. The chanter alone drops not enough of this. This is a easy way to kite and kill mobs that would normally be to string for you. Drop traps (as all hazards) have a very high chance to hit. You can use one single chanter if you stack a lot of move speed on him. Like boots of speed, chant, fast runner, sugar, The Last Tower and so on (up to +7). Then you do the same but run circles or back and forth all the time. With Shot on the Run, dps invocations and summons this is an easy way to do solo runs, too. I never tried out if animal companions also drop traps. If they do, a party of 5 rangers and a chanter (all have "Shot on the Run") would be squeezing the most out of this.
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Iron Wheel isn't working
Boeroer replied to limaxophobiacq's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Whoa... interesting. Would be good to know if the same happens with Thick Skinned or other talents/abilities that give +DR. -
Also: Durgan reinforcement on cloth (+0% recovery time) doesn't do anything. It says -15% in the item description after reinforcement is applied, but if you test your speed you see that it does not change. So I think AndreaColombo is right. You can spare Durgan Ingots if you wear Pilferer's Grip. It gives -10% armor recovery time but doesn't stack with durgan reinforcement. It is also an option if you are wearing armor that has less than 15% recovery penalty (like robes from berath's priests in Readric's Hold for example), or has less than 15% after taking Armored Grace (everything lighter than scale armor - leather is perfect). Durgan reinforcement would be a waste on such armors (if you took armored grace). *armored grace will be buffed to 20% in the next patch
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Maybe it's a problem related to patch 2.03. I played a monk with Iron Wheel when 2.03 wasn't out yet. Sometimes Iron Wheel didn't work - but after reloads it did. Maybe they broke it completely while they fixed the "Turning Whell and Lighning Strikes do not stack"-problem. If I have time today I will also try it out. If it's the same for me, I will confirm your bug report in the Technical Support section.
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Interrupts - do you use them?
Boeroer replied to Infinitron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nay. I just think interrupts are working ok and you can do something to improve them if you want. Like you can improve your chance to do crits and so on. But I get your point. An active ability that would give you a higher chance of interrupting (like Barbaric Blow does for crits for example) would indeed be nice - but I don't really miss stuff like that. So now I call it quits. Don't want to step on anybody's toes... p.s.: Maybe I'm funny though. p.p.s.: Also: I had two glasses of port wine when I posted that - I can hardly remember... -
Novice's Suffering doesn't work with sneak attack, deathblows, Two Handed Style and so on. For all these +x% damage abilities only your puny base damage will be used. That's the reason why the unarmed rogue will not benefit from deathblows and so on. That's... hopefully not intened. A monk's Trancendent Suffering works differently: his unarmed base damage is much higher from the start and therefore works better with all +dmg mods. Novice's Suffering however will only add a flat +5.x mod on top of your base damage. It's not buffing your base damage itself. It's sad. A resolution would be to make Novice's Suffering work like Transcencedent Suffering: that it alters your unarmed base damage directly.
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Iron Wheel isn't working
Boeroer replied to limaxophobiacq's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
That must be new: with 2.02 it worked for me. -
That strongly depends: If you have a priest with Painful Interdiction I would strongly recommend Brute Force + Threatening Presence. That's a really powerful combination, debuffing your foes' fortitude by 42 points, making your barb crit a lot. If you don't have a priest with Painful Interdiction, don't do that. If you want to jump into the fray, take One Stands Alone, Thick Skinned and Threatening Presence and so on. I you have Shod-in-Faith, there's no need to take things like Blooded, because you will seldomly be under 50% endurance for a long time etc... It really depends on your playstyle. I will just assume you want to put your barb in plate, put on shod-in-faith and place him right into the middle of mobs (don't do that until you have the right gear - until then, use a pike and attack from the sides or from 2. row). And you have a priest with Painful Interdiction. Then it would be: Race: Death Godlike Stats (without racial or cultural bonuses): MIG: 13 CON: 10 DEX: 14 PER: 14 INT: 16 RES: 8 Abilities (in no particular order): - Carnage (auto) - Frenzy - Brute Force (with Painf. Interdiction) - Threatening Presence - Bloodlust - Thick Skinned - Barbaric Yell - One Stands Alone If you don't have a priest with Painful Interdiction, don't take Brute Force but take Dragon Leap (nice if you want to jump right into the middle before they swarm out) or something else you like. If you put on Sanguine Plate, you can even skip Frenzy and take something other like Heart of Fury (it's REALLY strong, but only once/rest - however, it makes a great all-or-nothing ability when thiongs get messy. Works really well togehter with Bloody Slaughter (below) and Death's Usher (death godlike)). Talents (no particular order): - Death's Usher (auto) - Accurate Carnage - Two Handed Style - Apprentice's Sneak Attack (with Painful Interdiction) - Weapon Focus Soldier - Savage Attack - Vulnerable Attack - Bloody Slaughter Without Painful Interdiction you could think about Interrupting Blows (but you are a to slow to stunlock mobs - but helps with survivability) or Greater Frenzy or a defensive one like Body Control - because getting Paralyzed or Stunned or Petrified is the worst thing that can happen to you. Your defenses will be low and you can't drain endurance while you're paralyzed. Catch a Ring of Searing Flames (or a wizard with that spell) and start the encounters like follows: barb does frenzy, priest casts Painful Interdiction on top of the mob, barb runs into the mob and yells (+Threatening Presence kicks in), Wizard (or somebody with the ring) casts Combusting Wounds on the mob around the barb, barb starts hitting mobs with Tidefall. Combustin Wounds and Tidefall's Wounding will add a lot of damage to the mobs, even if the barb only grazes with carnage. If you want to go totally crazy, also take a cipher with you that casts Pain Link on the barb before he goes into battle: every foe that hits the barb will get hit by a retaliation that also triggers Combusting Wounds. You can further add a retaliation item like Coat of Ill Payment or Hiro's Mantle - the retaliation itself is weak, but every retaliation hit triggers Combustin wounds once again. The mobs will melt like ice in the sun. In easy encounters you don't need that Combusting Wounds trick. Painful Interdiction + Threatening Presence + Brute Force will make the barb turn into a crit machine. Painful Interdiction + Threatening Presence is also very good for your cipher's spells because it lowers will by over 30 points and fortitude by over 40. Death's Usher and Bloody Slaughter will add up once the carnage lowered the endurance of the mob to "badly injured" - then the bloody slaughter truly starts, fninshing off the enemies very quickly. If you don't like priests or Painful Interdiction then you just skip that part. Nevertheless: debuffing mobs before the barb comes is always nice. This barb is a nice combination of "real" tankyness and dps: because of his low deflection, the mobs will not run past him to reach weaker companions. They stick with you and start to hit you. Your Shod-in-Faith and very high DR should be enough to deal with that. Your immense health will also help - you will lose some every encounter, but you will not need to rest more often than your other companions because your pool ist just much much bigger. Just don't get paralyzed! If you meet banshees or this lagufae... lagufar--- you know what I mean... just wait until these mean buggers started to disable somebody else first.