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Everything posted by Boeroer
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Nooo - your duplicate itself has to summon Firebrand: Summon your duplicate, select it and viola: your clone has this spell icon for casting Firebrand. Klick it aka cast Firebrand and THEN he has it in it's hands. It's the same for all spell binding items: they enable your duplicate to cast these spells by themselves. Of course you can summon Firebrand into your own hands - but that will not give it to your duplicate.
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Why would you usw Wuthering Strikte first and not open up the fight with Spreading Plague from Rotfinger Gloves? This would cause two afflictions that trigger Deathblows and you can cast it from range plus it has bonus accuracy. Also I would then shoot the monk with blinding strike and then I would go melee. But even then I think the monk would win most of the time because he just needs to land one Force of Anguish and the rogue is done. 10 seconds of prone are really powerful. Maybe the cloak of the Master Mystic could turn the Tides? Talking about PvP: I think a ranger with stormcaller, Ryona's Vembraces, a tanky pet and stunning shots would be hard to beat. How do you want to reach it except invisibility?
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When I did some 1:1 fights where I send one of my party members against a single powerful foe my monk was always best. But I have to say that my rougue didn't have invisibility or an overbearing/stunning weapon. I had the classic dual wielding sabre setup which was very powerful regarding dps. If the invisible rogue would cause a crit with prone or stun then the monk would be in trouble. But a crit is not ensured and neither is the disabling effect that also has to overcome defenses. Just dual wielding with annihilating sabres would not be enough in most cases I think. Disabling is the key because if you don't do it, the monk will prone you for a long time. I also think that a monk with durgan refined speed weapons would be more powerful than with fists - although I love fighting with fists. For most of the game they are great. But after you get Durgan Steel I think you should switch to weapons.
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Okay - invisibilty together with some stunning or overbearing effect on your weapon is really dangerous. But keep in mind that this is restricted by uses per rest. If you just look at one encounter after you've rested than you're probably right. Would be fun to have some sort of PvP arena to try this out. It's a pity that pausing will not work in this case.
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Of course he will - but only if he uses Sacred Immolation and that comes quite late. Now if he doesn't have this ability a fighter will be a better damage dealer because of his damage bonuses. And I think that nobody says that a paladin under lvl 13 does more DPS. But if he uses Sacred Immolation the fighter will certainly fall behind. I'm also not saying that a paladin is the best DPS guy out there - he surely isn't. But you can skill him for DPS and will have a very sturdy char that does solid and consistent damage at first - and on top of that you will have very useful on-kill effects that help the whole party. If you want to build around that (which can be very effective) than you have to build a dps paladin and not a supertanky one - no DPS, no kills, no on-kill effects. So you will have a very useful party member. He will do way more dps than a chanter and still support greatly with buffs, heals, auras and on-kill effects. After lvl 13 however his DPS and kills will improve immensely and his overall usefulness will go through the roof. I agree that lvl 13 is very late and you shouldn't rely just on that single ability when you plan your (dps) paladin. But you will always at least have a very solid frontliner that not only stays up and keeps hitting for OK damage but also buffs and heals all the time. Until lvl 13 a fighter can be the better face-to-face DPS dealer and is also very sturdy - but he doesn't add anything else to the party. If you want exactly that: a sturdy DPS melee guy that doesn't have to do anything else than hitting enemies - then of course a fighter is a good choice. But saying a DPS paladin is bad overall because you simply reduce him to his +damage abilities is just ignorant. And saying that you HATE it that people do something different in this game than you (and they think it's good) is not only ignorant but generally a questionable attitude. Why would you hate that? It's ok when we don't agree and also bearable that we seem to constantly talk past each other. Screaming HATE is not.
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[2.02] Incorrect Spell Description
Boeroer replied to Gairnulf's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Thanks for the info mate! I'm on holiday with wife and kids atm - when I get home I will look into this. -
When you're dual wielding the recovery penalty of heavy armors isn't so bad anyways - in absolute frame numbers. That's because the basic recovery time is way shorter than it would be if you use two handed weapons. So there's a good tradeoff when you dress your dual wielding rogue in plate. Not so if you're using two handed weapons. But anyways you can durgan refine your armor and put on Pilferer's Grip. That drops the penalty from +50% to +19%. You will have good protection, can get into melee earlier and you'll have lesser knockouts while being only slightly slower. That would result in more dps most of the time I think.
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Disengaging a tank is so simple
Boeroer replied to drty's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's what +defense against disengagement attacks is for. And nobody said that every stupid mob has to have these special talents that boost disengagement attacks. I just think that these mechanics would make fights more interesting and it would be fun (at least for me) to try out builds that delve in this special area. I tried it - but at the moment it's just neither fish nor fowl. So I just ignore engagement most of the time - which is a pity. -
You're welcome. I think Tall Grass is a good choice. It's more powerful in the hands of a rogue or barb - but if you don't have them in your party it's one of the best weapons for you I think. Depends on your build, but still. Merciless Gaze plus Eldritch Aim (and maybe Minor Threat) produce a lot of crits. You should also think about Firebrand on the Forgemaster's Gloves. It's not only a great DPS weapon but also works well with your two duplicate spells. If you play a tanky melee wizard with heavy armor you can easily summon a duplicate and be two tanky dps wizards with flaming great swords instead of this stupid wand the duplicate would wield otherwise. Add that heavy armor "White Crest" from Stalwart and you add some more spells to your duplicate while also adding lots of DR. Then get the boots of speed from Russetwood for two fast tankywizs - or use some boots with spell bindings. Stack all spell binding gear that fits your playstyle with this char - like Cape with mirrored image and so on. It makes your duplicate a second caster and improves your party performance immensely.
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Disengaging a tank is so simple
Boeroer replied to drty's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Of course it is. It's even no big problem to create a new talent for that. Then nobody has to be annoyed since you could just ignore that talent. The question is if the devs like the idea or not.