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Eleven-year-old Maira lived in the White that Wends and had a vivid imagination and was fascinated by histories, particularly of Ancient Engwyth; her parents ignored her activities, having become more obsessed with hunting seals and fish and extending their igloo to keep up with their neighbours. One night, as Maira was sleeping, an armoured knight on a horse bursted out of her icy wardrobe. Maira was scared and hided as the knight rode off into a forest setting where once her bedroom wall was; when Maira looked back out, the room was back to normal and she found one of her ice cravings on the wall similar to the forest she saw. The next night she prepared a satchel with supplies, but was surprised when six boreal dwarves spilled out of her wardrobe. Maira quickly learned the group had stolen a large, worn map, and were looking for an exit from Maira's room before they are discovered. They found that Maira's bedroom wall can be pushed, revealing a long hallway. Maira was hesitant to join until the visage of a menacing aurochs – a supreme being – appeared behind them, demanding the return of the map. Maira and the dwarves fell into an empty void at the end of the hallway. They landed on an island in the Deadfire Archipelago during a battle over said island. As they recovered, Maira learned that Randaluq was the lead dwarf of the group. They were once employed by the supreme being to repair holes in the barrier between the world and Rymrgand's domain called "Frost Hewn Breaches", but instead realized the potential to use the map he gave them to steal riches. Over the following years, with the map and Maira's help, they visited several locations, stole a lot of riches and later developed a strategy that good-looking and exotic Maira would seduce and then beat up wealthy people to get their riches - which wasn't very nice of them to be honest. She soon was known as "The Leech" because of that. One day one of those people turned out to be a powerful animancer and engineer who wanted to visit the old Engwythan ruins in order to learn more about soul manipulation and the technology the old builders used. He wanted to leave for the Dyrwood and secretly enter some of those ruins that the Glanfathans are guarding. He also wanted to assemble an expedition for that. What he didn't want was to be robbed by some notorious boreal dwarfes, so he launched a barrage of missiles from the awesome armor he invented and burned them to dust - sparing Maira because he was not only a mighty animancer and engineer but also a lecherous old fart. Maira remembered that she always wanted to see all these engwythian things when she was a kid. So they went out for the Dyrwood. The Engineer got slapped a lot on the way... =================================== The Leech =================================== Difficulty: PotD -------------------------------------------------------------- Class: Barbarian -------------------------------------------------------------- Race: Pale Elf -------------------------------------------------------------- Background: Deadfire Archipelago - Mercenary -------------------------------------------------------------- Stats: MIG: 10 CON: 10 DEX: 20 PER: 10 INT: 18 RES: 10 -------------------------------------------------------------- Skills: Stealth 4, Athl. 5, Mech 0, Surv. 9, Lore 8 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) Accurate Carnage® Greater Frenzy® Stalwart Defiance(!) Weapon Focus Noble(!) Weapon & SHield Style(!) Savage Attack Vulnerable Attack® Abilities Elemental Endurance(a) Carnage(a) Frenzy(!) Thick Skinned® Threatening Presence® Savage Defiance(!) One Stands Alone® Brute Force (! if you have a priest with Painful Interdiction, else take smth. different) Bloodlust --------------------------------------------------------------- Items (*=additional echantments by me; !=important, r=recommended): Weapon set 1: Spelltongue(!) (Durgan Refined*, Slaying Wilder*, Exceptional*, Accurate 1, Time Siphon, Spellbind: Conc. Corr. Siphon) & Black Sanctuary Weapon Set 2: The Grey Sleeper ® or St. Ydwen's Redeemer Boots: Boots of Stability® Head: Dunryd Demon® (+2 INT) or Garodh's Chorus v. 2 (+3 MIG, Preservation) Armor: Blaidh Golan® (Exceptional*, Break Out, Preservation, Durgan Reinforced*, +2 DEX*, Crush Proofed*) or Wayfarer's Hide (Superb, Freedom, Durgan Reinforced*, +1 INT*, Crush Proofed*, Spellbind:Nature's Vigor) Neck: Cloak of Protection Belt: Blunting Belt® Rings: Ring of Overseeing®, Ring of Unshackling(!) Hands: Bracers of Deflection Quick slots: selfbuffing Potions & Scrolls --------------------------------------------------------------- First of all: I mainly used a pale elf because a) the colors of pale elves (light blue, white and so on) fit to Spelltongue's blue tone and b) because they have nice elemental resistances. The Leech is a tank with good dps. How is this build going to be a tank with this stupid stats you say? Well... the key of his tankyness is the fact that Spelltongue endlessly prolongs ALL buffs on The Leech as long as she's hitting foes. That means that Greater Frenzy will be active until the end of an encounter, but also that the healing and defense bonuses of Stalwart Defiance never expire. Same goes for all buffs that The Leech receives from his friends (in my case Sheemer's Needler, a skaen priestess). At lvl 14, after Frenzy & Stalwart Defiance were cast and a potion of Llengrath's was drunk, all defenses were around 120. But the real trick that adds A LOT of tankyness is the Ring of Unshackling (or the preist spell or the ability of the paladin): You can cast this on The Leech when combat starts and before she gets afflicted by anything. She will then walk into the fray and prolong the suppression of afflictions forever. She will get hit by them eventually because 120 defense is no guarantee to be spared, but you won't notice until the fight is over. There are some afflictions that don't get suppressed, so you want to make sure that her defenses are high. The worst thing that can happen is that The Leecher gets knocked down or paralyzed at the beginning of a fight when the durations of her buffs have not been prolonged yet. However, that happenend only once in my playthrough because I didn't prebuff her correctly. The damage of Spelltongue is rather low - but with Vulnerable Attack it's ok against low to mid DR foes. Because of 22 DEX and Frenzy's +33% attack speed (remember - that lasts forever) you hit very fast and that's important because you want to siphon as fast as possible to stack durations. Recovery bar shows up, but just for a fraction of a second. You will interrupt a lot, but these are rather short. Anyway, it helps. The damage of Spelltongue was ok for me - but if you want more DPS you can easily skip Vulnerable Attack, take Quick Switch and use the Grey Sleeper or St. Ydwen's Redeemer in your second weapon slot. When your buff durations got extended, switch to the two hander and deal some good damage to the mob - then switch back to further extend the buffs. Works like a chram but requires some micro - so I didn't do that. As I said: Spelltongue's damage was enough for me. Your next question might be: "But the low PER! How on earth will you hit something on PoTD?" Good question - I also wasn't sure if this is the right strategy, but it turned out that this really wasn't a problem at all. First of all: Spelltongue has Accuracy 1 - as all rapiers have. That compensates for the low PER and is enough for the common mob. Then there are some nice priest buffs and consumables like potion of Eldrith Aim and Scroll of Valor and so on. Sine they never expire in a fight, I'm more willing to use them. Against tough enemies these things give enough bonus to land a lot of hits/crits without the need of having maxed PER. I just took this build and solo'ed the Nalrend bounty in order to really test the tankyness. By the way I always choose this bounty quest because it's a pain in the a**. All this Plagues of Insects and the knockdowns can put you down real fast if you're too squishy. If you can solo it then you're good I say. So - she killed the horde on her own and had 100% endurance and 50% health left. I call that a win. Works even better (let'S say extremely well) with a priest as you might guess. With a fortitude debuff of more than 40 points and brute force crits start to fly around a lot (siphoning even more time and doing more dps). Oooph... now I'm tired... have fun!
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I also consider Hearth Orlans a top-tier race. But I agree that wilder and beast makes much more sense. Why not +10 vs wilder, beast and promordial? THat way the overall bonus is still 30 points. And honestly: +10 ACC against dragons isn't overpowered at all. And while they think about this, they could also buff the mountain dwarf's racial bonus abit. I would really like to see something like "-x% duration" for all or most of the afflictions so that it's clear that they are sturdy and tenacious. Doesn't have to be 50% - but maybe 25 or sth. like that?
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Honestly, I think rogue is one of the most limited classes - at least for char builders - because he lacks any AoE abilities (Smokebomb *cough*) and isn't universally usable like most other classes are. He's just good at single target damage/CC most of the time and at the same time he's rather squishy. You have to micro him a lot if he's not ranged. But at the same time it's so much fun to see him hit for this absurdly high numbers - even with a pew-pew bow. I tried to break up this singele-target-thing with the DoT effects and I think I somewhat succeeded. He was pretty useful I have to say. And if you already have a lot of CC capability a rogue is really great for quickly finishing off the helpless foes.
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Hi - I made a screenshot - that way you can also see how the char looks: I had a shocking lash because of a Stormcaller ranger in the party but figured a corrosive lash would make more sense because of the whole hornet theme. Yes! I want to do a build for every class - and then I will take a break from this game I think until WM part II comes out. Because Christmas is coming and so on... Barbarian is almost finished and one of a kind I have to say. But I'm really struggeling with the Wizard and Druid because it's difficult to find a build that is somewhat unique or "special", fun to play and yet viable (or better: overpowered ) for PotD. So : next is barb and then fighter I think. The fighter is quite good but only shines from lvl 13 on and that'S bad. Trying to change it a bit so it's also good on low levels.
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I never used potions until I tinkered around with a barb tank build (incoming) that endlessly prolongs the durations of benefical effects from potions, scrolls and so on. I have to say that they are really powerful - even more when the effects don't end. Praise the Spelltongue! Also: the OP's tactic works pretty good. Spelltongue + small shield + Frenzy + Durgan Steel = nice speed and good deflection + reflex.
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Matt Reed was the irresponsible, 28-year-old slacker son of widower Lames Reed, a famous town crier in Narfnarfjörður (Living Lands) known as the "Daily Sentinel". Matt's attitude changed when Lames was found dead from an allergic reaction to a wasp sting. After the funeral, Matt fired the staff aside from his maid, but later re-hired Fulmineo, Lames's fencing teacher and a skilled martial artist. Matt and Fulmineo got drunk together and, upon agreeing that they both hated Lames, visit the graveyard to cut the head off Lames's memorial statue. After they succeed, they rescue a nearby couple being mugged. When bailiffs mistake Matt and Fulmineo for criminals, Fulmineo evades ad distracts them with his blinding speed and he and Matt return to the mansion. Matt convinces Fulmineo they should become crime-fighters who pose as criminals in order to infiltrate real criminals, and to prevent enemies from using innocents against them. Fulmineo develops a carriage outfitted with several gadgets and weapons, which they call the Blatant Ugliness. Matt plans to capture Benjin Shudnof, a mobster uniting the criminal families of Narfnarfjörður under his command, and whom his father was trying to expose. To get Shudnof's attention, Matt uses a job as town crier as a vehicle to publish news about the "high-profile criminal" the Mad Hornet. Meanwhile, he learns how to shoot a bow from his orlan lavatory attendant who's name he just can't remember since the guy is so small and unimportant - besides the fact that he can teach Matt how to shoot the bow and stuff. Then Matt met a nice young and round cipher lady who slapped him in the face when he tried to touch her inappropriately. When she left for Gilded Vale in the Dyrwood in order to get some land from a total loonatic named Raedric Matt and Fulmineo decide to follow her... because Narfnarfjörður is a boring place anyway and the name of the town itself is a nightmare. =================================== The Mad Hornet =================================== Difficulty: PotD -------------------------------------------------------------- Class: Rogue -------------------------------------------------------------- Race: Wood Elf -------------------------------------------------------------- Background: Living Lands - Merchant -------------------------------------------------------------- Stats: MIG: 19 CON: 3 DEX: 19 PER: 16 INT: 18 RES: 3 -------------------------------------------------------------- Skills: Lore 4(!), Athl. 4, Mechanic max -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) Envenomed Strike (!) Weapon Focus Peasant ® Vicious Fighting ® Penetrating Shot ® Marksman Outlander's Frenzy Runner's Wounding Shot Abilities Distant Advantage (a) Sneak Attack (a) Deep Wounds (!) Deathblows ® Sap ® Blinding Strike Crippling Strike Withering Strike Dirty Fighting ® --------------------------------------------------------------- Items (*=additional echantments by me; !=important, r=recommended): Weapon set 1: Persistence (Durgan Refined*, Exceptional*, Corrosive Lash*, Beast-Slaying*) Boots: Boots of Speed® or Glanfathan Boots Head: Footpad's Hood or Crested Hat Armor: Aedyre Clothing in gold/black (Pierce Proofed*, Exceptional*, INT+2) Neck: Cloak of the Frozen Hunt or Torc of Falcon's Eyes Belt: Sentinel's Girdle Rings: Ring of Thorns, Ring of Overseeing or Ring of Searing Flames Hands: Ryona's Vambraces or Archer's Gloves Quick slots: summons, scrolls of Insect Swarm (needs 4 Lore) --------------------------------------------------------------- The idea behind this build is to stack a lot of DoT effects. Since most of these effects don't stack on themselves, you also have to attack fast so that you can hit one enemy after the other until the DoT effect expires and you can reapply it again. The best way for that (in my opinon) is a hunting bow since it's fast and has a long range. Rogues have the raw DoT-ability "Deep Wounds" and can dish out lots of single target damage, even with a hunting bow - so I figured that a ranged rogue would be the perfect class to do this. The hunting bow "Persistence" has a DoT enchantment named "Wounding" which does 25% of the caused damage as raw damage over time - and again this speaks for the rogue because his hits/crits do a lot of damage because of sneak attack and deathblows. So the 25% are a really nice bonus if you look at the flat numbers. On top of that comes Envenomed Strike. This awesome ability is only usable three times a rest, but it's really helpful against these nasty high DR bosses because it does a lot of raw damage. As a little bonus I took Runner's Wounding Shot, which does not only hobble the target, but again adds another DoT effect. This whole arrow/venom/dot thing reminded my of a wasp - hence the name. From Outlander's Frenzy comes some madness . It boosts your attack speed a lot and as soon as the frenzy will be buffed to 1/encouter usage it will be more than just a flavour thing. Speaking of Madness: I also wanted to put on some baggy trousers, but there aren't any in the game - so I went for the Aedyrian Clothing. It has nice stripes that can look wasp-ish if you choose gold and black as colors. The scroll of Insect Swarm fits nicely into this wasp-pattern and can be used to add another AoE-DoT effect (that's why I had the Ring of Overseeing. Together with high int the AoE was huge). In theory now we can stack 5 different DoT effects (Deep Wounds+Persistence+Envenomed Str.+Runner's+Swarm) on our targets, which is pretty awesome. When you start the encounter you just do the shift+click thing to chain the commands to attack one enemy after the other without too much micromanagement. Since you will shot with good speed, it won't take long and all enemies suffer from some serious DoT. You can repeat this until all enemies are dead. From time to time a foe will die and you will have to pause and update your command chain, but that's ok. If you want, you can use scrolls to apply Deep Wounds in an AoE: use Minoletta's Concussive Missiles (8 lore) for that. As far as I know it's the only way to apply crush damage in an AoE with a scroll (besides Twin Stones and that's meh). It works with Deep Wounds because that applies to ALL direct pierce/slash/crush damage the rogue does. So Insect Swarm does not cause Deep Wounds - it's pierce damage, but it's also DoT and not direct damage. I did not use Concussive Missiles because I needed a high mechanics skill on this rogue and therefore only put 4 points into lore for Insect Swarm. Where was I? Deep Wounds: to get the most out of it, you need both high might and high intelligence. If you have 20 points of intelligence, Deep Wounds will last for 15 seconds. With a might score of 22 (I think) you will deal 4 raw damage per tick (3 sec). So overall you will cause 20 points of raw damage with this stats - awesome! This also works if you hit enemies that are immune to pierce damage by the way. There's no immunity to raw damage. Same for Envenomed Strike (=raw damage): you need high might and lots of int to make it really awesome. Persistence's Wounding and Runner's Wounding Shot will fail to do any damage if the target is immune to pierce damage though. But it's great that you can still harm immune enemies despite their annoying immunities - I'm looking at you, silly blights! If you can manage to debuff mobs and do deathblows, the damage from the bow itself is also nice. Together with all the raw DoT and Penetrating Shot is gets really nasty. This way you can do kind of AoE damage. You just have to hit every foe once and then let him bleed out - or let the poison do it's job. On top of that you have all the nice afflictions that rogues can cause: Blind, Stun, Hobbled, you name it. It adds some nice CC to this build as well. The icing on the cake is the usage of Combusting Wounds. You can either use a Ring of Searing Flames yourself or ask a wizard to cast that. All DoT effects add 5 burn damage per tick then. So with 5 different DoT ticks you get +25 damage from Combusting Wounds every 3 seconds. I had two other chars that also made use of Combust. Wounds (The Backlash Beldam and The Engineer - build incoming) so I didn't have to cast it with this rogue. Mobs will melt - but it's also good against the fat ones like dragons. Against a single enemy the dps drops a bit because the DoT effects don't stack with themselves (as I said before), but the good thing is that the DoT-durations get updated all the time so the effect never stops. And you can run away a bit if you need shelter and the ticks will still cause some good damage. With this build and a paladin tank (who did nothing except staying alive) I did the Nalrend-the-Wise-bounty. Would have worked in solo mode with summons I guess - but I was to lazy for that. Dokey - hope this wasn't too long. Thanks for reading and bye bye!
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Why can we loot the NPCs?
Boeroer replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Roflmao. I think he means stealing. -
Yes, but how about Swift Aim (+20), dual wielding (+20) and two speed enchanted weapons with durgan steel (+35). You could add Gauntlets of Swift Action for another 15% if you ever find them. That would be "only" 90% but a truly passive bonus. And you can only reach that with dual wielding - or am I mistaken? And by the way: how does the -15% speed penalty on durgan refined shields really work? Can you use that as an attack speed bonus? Or is it just lowering the penalty from shields to zero and not further - like the durgan reinforcement in armors does?
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Man... as always, you're generalizing, exaggerating and trolling around while showing a somewhat arrogant attitude (I'm exaggerating here). Why is that? Didn't you tell us that you don't want to play this game any more some time ago? What happend? I mean what's the point? You will never accept any good argument or appreciate somebody else's opinion. It's just a frickin' computer game. Or do you enjoy to piss everybody off? I'm really curious. No, wait... when I come to think of it... I'm not.