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Boeroer

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Everything posted by Boeroer

  1. I second that. It never occurs when the player uses this ability - only foes seem to have this "feature".
  2. Am I stupid or are you guys just standing in front of the wrong door? THe door in the picture will only open from the other side - when you ascend from down below at some point. It's a shortcut so that you don't have to stroll through all the levels all the time if you want to leave/enter the Endless Paths later on. You have to search for another entrance to the lower levels - there is one in the southeast of that map. The wall of force that blocks that entry will go away after you kill Maerwald and THEN speak to the steward again. Hope this helps. I once had a bug though that one of my fellows spawned BEHIND the wall of force before I could speak to the steward. I couldn't leave the place because my party wasn't able to gather. But I thnink that's another problem.
  3. Tehehe - after posting my question I searched the omniscient internet and quickly found this omnious Gutz. But nice try anyway.
  4. I read somewhere that unarmed is even a little bit faster than daggers and the like. Is that true? I think monk's fists are awesome by the way. But only monk's. Novice Suffering is badly implemented and doesn't work well with +dmg mods.
  5. Now that's really weird. I saw your other posts about this party and I can't imagine why the AI wants to do this. You also have Kana Rua and the paladin officer - if I were the AI I would try to attack one of those first. Or does he perhaps have an item with Spell Binding? That would make him a caster - for the AI I mean. Then it would at least make some sense.
  6. Looks fantastic! Maybe Osric's Family Breastplate Would be fitting for the Captain as well. Maybe it's too much. And a Tricone Hat maybe? I remeber Captain Maurami or what his name is (bounty guy). http://hydra-media.cursecdn.com/pillarsofeternity.gamepedia.com/9/9d/Hat_tricorne_icon.png?version=2c8c6a42ebef13f5574727948111f57b Too bad you can't enchant headger.
  7. Ouuu - that special talent with scrolls sounds really different, fitting and nice. Never thought of this but it makes kind of sense for a chanter (who knows lots of lore and so on). @PrimeJunta: Scatman John roflmao. Can you keep up?
  8. Yes, if you build your druid around spiritshift it gets really powerful and is a lot of fun to play - also stylewise. Wearing a stag helmet and then turn into stag form is just awesome. It's just too short. I would love if the devs would turn it into a true modal that prevents casting. Maybe with a little cooldown to prevent shapeshift spamming.
  9. Very funny that you post this right now: There are two more builds coming from me - one is a glasscannon wizard and the other one a wild orlan druid tank (all defenses over 100, deflection at 120 roughly) with bear spiritshift who just walks into a group and triggers Returning & Relentless Storm - then the rest of the party finishes off. It works really, really good. He's just a walking CC effect and is very hard to CC and to kill. My items and talents are a little bit different (took all of the +10 defense talents plus Body Control and put on the Blaidh Golan armor against prone because the only problem I had was being CC'd) after a lot of testing and playing so that they work out best together with my playstyle - but the concept itself is exactly the same.
  10. It was a pleasure - hope you enjoyed your holiday.
  11. I once did a playthrough with six rogues on PotD 2.01. At first it was ok, but it started to get really tedious in Galvino's Workshop and kept on being that in the Battery and so on. The Lagufaeths where a real pain in the a then. I got stunlocked all the time and had to use a lot of summons so that all the paralyzing and stunning was focused on them before I could even try to go into melee fight. The main problem is not that you are squishy - you can build some of your rogues sturdy enough so that they form a good front line. I even had a riposte build (low DEX, maxed RES, with shield, fat armor, retaliation and maxed deflection bonus against disengagement attacks and boots of speed) who ran around the mobs in circles and it worked. But this was the only kind of good and reliable CC that I had. It worked as CC because some of the enemies would chase the rogue forever while he would run past other enemies to force diseng. attacks. The Sap ability wasn't within reach and although I had focused on weapons with prone or stun capabilities they did not prove to be a reliable source of disabling against tough buggers. You just don't have enough AoE for all the foes on PoTD - there will always be two or three that you can't control and the will annoy you big time. I did work around that with scrolls of paralysis and so on. That works quite well as you can guess because a rogues with high ACC and good INT (to buff the prone/stun durations from weapons) is great for using scrolls - but its... I don't know... just scrolls. Feels weird that you are so dependent on them. I like them as a bonus - but if a build or even a party doesn't work without them it doesn't feel right for me. Maybe taking Enigma's Charm and getting some mind-control items like Munacra Arret would have been a good idea - or still is. So I think a paladin and a cipher frontliner would definitely improve such an alpha strike party. I know it ruins the idea of a pure rogue party though. But pallies and ciphers also can do lots of damage with alpha strikes (paladin: FoD, cipher: Soul Whip + Runner's Wounding Shot if you like) and while the paladin can do things like healing, revive, buffing and be really sturdy the cipher can greatly improve the CC capability. One mind controlled foe alone that you turn at the start of the fight can make things so much easier. The mob will attack (and probably CC) him first and you can pick your targets without stress. Mental Binding is great for a alpha strike party, too. As long as they are stuck they can't swarm you. I also like to use mind wave as an alpha strike when the mobs start to move towards your party because they automatically will run in a formation that's perfect for the cone AoE. A weapon that does prone or stun on crit together with Tactical Meld (can be cast before combat for zero focus loss) and Borrowed instinct is also great. +40 ACC is like a guarantee for crits. A paladin with Zealous Charge and Boots of Speed is also a great tractor for the cipher's Ectopsychic Echo by the way. Ok, that' my mustard*. )* = my two cents, german idiom
  12. Oh... I don't know exactly. I don't even know if they are better at any point - just not bad anymore. But it's true that you lack means of DR bypass and +attack speed mods in the early game. Stilettos are an exception.
  13. Sounds fun. Maybe you will encounter some problems when facing enemies that have ranged disables and damage and are tough - like Lagufaeth and Ogre Druids. These are the meanest enemies for a group that has no fast disables. Of course you can always use a scroll of paralysis then.
  14. If you dump it, you will be critted to death - if you raise it, you will receive not enough wounds... walking a tightrope. Most of the time It's around 10 for my monks.
  15. That's really nice. So first Call to Slumber and then Slicken.
  16. So I tested a melee Spellsword wizard with Spelltongue to see if he can hit fast enough to steal sufficient durations for his buffs so that they never run out during combat. Thanks to Alacrity and maxed DEX he can! If you power up all your buffs (last one should be C's Martial Power) and then start to hit very quickly (durgan refined Spelltongue and durgan refined small shield) your buffs will be prolonged until the end of the fight - as long as you don't have to run around a lot or get disabled. Maybe this was the intention of the blade in the first place. This may also work with other classes if they can stack a bit of attack speed and are able to constantly hit or crit .
  17. Only recently I encountered this bug. I am playing a wizard at the moment and doing the Nalrend bounty. Several times I had to reload because my wizard was just stuck and couldn't do anything. When all Ogres were dead combat wouldn't stop.
  18. I also did a monk build with Rapier and Dagger and it's damage is good. You will have higher attack speed and less damage per hit. It's right that that's a problem with high DR foes since most of the time you only apply the MIN damage that will go through the armor no matter how thick it is. You have to make good use of any DR reductions that you can get. For example the cipher has a power named Body Attunement that steals -7 DR on one target, the wizard has Expose Vulnerabilities that does -5 DR in a huge AoE and so on. These things can stack. The faster your attack rate is, the more you profit from DR bypass. It's like a flat +x bonus to each of your attacks, not %-based. So the faster the better. There ale also some of those fast weapons that have inherent -3DR bypass like all stilettos (Bleak Fang has even -6), a unique rapier (Sword of Daenysis) and maybe others, can't remember. So in order to make fast/small weapons work, you need to become as fast as possible and at the same time stack as much DR bypass as possible. Then they are superior to slow, hard hitting weapons. And there is another advantage: constantly interrupting a single target (or even AoE with a barb) is easier and better with fast hits. There's also a rapier that has a very high interrupt timer (Mosquito, 0.75 instead of 0.35 like other rapiers). A barb can use that rapier (durgan refined) with a small shield (also durgan refined) to interrupt-lock a whole bunch of enemies. Another small/fast weapon I really like is Drawn in Spring. It has the wounding enchantment which is awesome if you have high MIG and INT. I think few people realise that this enchantment is influencend by both stats. You can't guess it because the description says that it only does 25% damage over 5 secs and that's it. Crits also prolong the duration of the wounding. Like Tidefall, this weapon is great for builds with high MIG and INT like chanters, fighters, barbs, paladins and so on sometimes have. And you can put a lash on top of that so that you will cause more than +95% with weapon enchantments alone (25% wounding, 25% lash, 45% superb). I just did a test with a barb and Spelltongue + Mosquito because I wanted to test if Fighting Spirit gets prolonged by Spelltongue. I couldn't manage to get unter 50% endurance because my barb was hitting so fast with Gauntlets of Swift Action (+15%), Dual Weapon Style (20%), Spelltongues time siphon (+15%) and Frenzy (+33%) that all the Ogres where interrupted all the time and Mosquito, besides causing long interrupts, leeched lots of endurance via carnage-draining. At first I thought he doesn't do a lot of damage because there where only number like 5 to 8 popping out of the ogres' heads, but they died rather quicky because I was so lightning fast. I think it would have taken more time if I've had a two hander because then they are not interrupted so often and will knock me down. If I'm on the ground I can't attack... So as you can see I kinda like small/fast weapons.
  19. Ach, I thank you - a very neat bug report! I'm always happy if somebody else posts bug reports. I can't tell why but I really have an aversion for posting those.
  20. Thanks. Yes, the technical support section is the right place. They have some guidelines (pinned at the top) how to report an issue. Best to link a savegame of yours if it's available.

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