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Everything posted by Boeroer
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Barb: high DEX, high INT, high PER, Brute Force, Threatening Presence, Interrupting Blows, stunning or overbearing weapons (Hours of St. Rumbalt, Tall Grass, Mabec's Morning Star and so on), Gauntlets of ACC +5, Sanguine Plate, Shod-in-Faith boots, Blunting Belt, Spelltongue. PLUS a priest with Painful and Empowered Interdiction (important). Do it like so: Barb into the fray, Interdiction, one attack with Spelltongue, switch to your main disabling weapon set and keep hitting. Enemies will be stunlocked. End of encounter. Why? Weakened and Sickened add up and lower fort by nearly 40 points. In most cases that's enough for your barb to crit a lot with carnage. If the enemy is afflicted with stun/prone plus sickened and weakened, he is so weak that he's not a threat any more. The chance to crit is even higher now in most cases now. If you're attacking fast enough, you will stunlock all mobs with carnage. Even if you don't crit you will interrupt. A weapon with high interrupt is nice (Mabec's or dual wielding Shatterstar (1 sec interrupt) & Godhansthingy(stun)) or dual wielding Cladhaliath(stun) and Vile Loner's Lance (-5 defl.). Edge of Reason & We Toki is also very nice. Tall Grass is maybe best because you get it early, it's a reach weapon and it has the perfect enchantments. Barb is best when he can proc afflictions and the like with carnage. That's also the reason why Tidefall is so great on a barb: draining with carnage makes him very sturdy while applying "wounded" with carnage is also very nice when you have one or two rangers in your party. Grey Sleeper is also fun on a barb because of all the carnage hits the special enchantments will trigger very offen.
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The fists are the fastest weapons with great base damage AND there are sandals that boost unarmed damage even further (+2 base damage) and they are abolutely effektive BUT you can't have enchantments like lashes or affliction-thingies and durgan steel - and that's the main reason why weapons are better. On the other hand the fists upgrade themselves to superb so you don't need to waste sky dragon eyes for them to get +12 ACC and +45% damage. For wearing heavy armor dual wielding is the best option: the recovery time is only 20 frames when dual wielding. That's 30 in plate armor. A two hander would go up from 30 to 45 frames. So a dual wielding monk with heavy armor is actually a smart guy.
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Yep - I also always take Turning Wheel - especially because I absolutely love Iron Wheel and that uses the same rules. And you can add the enchantment of the Blood Testament Gloves (+2% raw damage per wound) on top of that, resulting in a very sturdy and high damage auto attacker who can spend some wounds for a special attack from time to time.
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Attack with single handed Spelltongue + carnage = +15% speed for over 60sec -> frenzy -> switch to dual wielding durgan refined Sword of Daenysis & March Steel Dagger for an overall speed buff of 103% for both weapons without any consumables or buffs from others. Nearly no recovery, great fun because of the constant interrupts with carnage! Blade of the Endless Paths is also great for less interrupts but a lot more dps. Most fun I had with a durgan refined Mabec's Morning Star and above Spelltongue trick. But I guess Tall Grass would be even better.
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Barb with Shod-in-Faith boots (plus moon godlike) gives you a char that can dive into battle, doing lots of damage and withstand even heavy punishment. He will be lots oft fun. I recommend either Tidefall (draining and wounding works with carnage) or a disabling weapon with a high acc bonus like Tall Grass or Hours of St. Rumbalt since these also work with carnage. Despite your comment I would also recommend a godlike monk with Force of Anguish. In my opinion there's no class that's more fun in melee. My melee dream team always includes a barb and a monk.
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It's like this: Fine>Accurate>Damaging. Same with the other levels of quality. Since more accuracy results in more damage because you hit/crit more often it's better than a pure damage bonus of the same level. And example for a weapon that you probably shouldn't enchant to fine or exceptional is Hours of St. Rumbalt. It's a very powerful weapon since it comes with Accurate 3 and prones on crit plus 0.5 crit damage modifier. You don't want to lose acc on that one since you want to crit with it as much as possible. They only way to raise it's damage without loosing acc is to apply a lash or superb quality. Since you need 2 sky dragon eyes just for adding some damage to this sword you better use these for some other unique weapon that has a very nice special enchantment but has no bonus to acc and damage (e.g. Lawran's Stick or March Steel Dagger or Cladhailath and so on). Your sky dragon eye(s) will be a better investment that way.
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Turning Wheel is a passive ability that doesn't consume wounds. It works best if you don't spend all your wounds at once all the time. So in theory you would get a +50% burn damage bonus if you accumulated 10 wounds and didn't spend them. But in reality you will always spend wounds if you don't plan to use your monk as a pure auto attacker. But the other extreme: spending all your wounds at once all the time also doesn't happen very often because that requires a ton of micromanagement. So you will end up having an average of 3 to 5 wounds all the time, which results in +15% to +25% burn damage, which is still decent, cause it stacks with lightning strikes (+25% shock, works now) and an elemental lash on weapons (+25%). I would recommend it if you don't plan to babysit your monk all the time and especially if you have some other chars in the party that require some micro like casters or melee rogues etc.
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[2.02] Incorrect Spell Description
Boeroer replied to Gairnulf's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Other question: can anybody register and edit the official wiki or do you need to get invited or something like that? Because I would love to update some stuff - like item and ability descriptions that are superoutdated... or just wrong or missing. -
First and second weapon slot for me - so that's no pattern. But my paladins are also island aumaua with three weapon slots. Maybe it has something to do with "Armed to the Teeth"?
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The Quest "A Farmers Plight"
Boeroer replied to victorweaver's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hi, what exactly do you mean? You can't leave the map (no compass symbol, no traveling) but you can roam the map itself - or you can't even move away from the lair and get stuck somehow? -
Somebody tested this recently and reported that the mechanics skill doesn't affect seals. You can test it by console-leveling a priest in a tavern, cast a seal and then attack the guests. The combat log will show the accuracy of the seal when it's triggered. Seals are considered hazards - like traps these have a huge acc bonus and will hit very often, even high defense enemies like dragons.
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Hi, the weapons I can remember: a fine arbalest, a fine crossbow and finally the Forgotten Tear of the Beloved (flail). Every time it was one of my two paladins who was lacking a weapon after reloading. Maybe it also occured after traveling. I don't care about achievements but I also don't like to even touch the console. I didn't plan to use the flail a lot, so good riddance, but now I'm always in fear that a really essential weapon will go missing. If this happens I will use the console.
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I also experience disappearing weapons. When I load a save game, often the main weapon slot is empty. Happens all the time with different kinds oft weapons. This is superannoying! It's not too bad when generic weapons are affected, but now I lost a unique weapon after quicksaving because I didn't notice something was missing.
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Yep, ciphers really make it easy and comfortable. And after you pick 5x Ectopsychic Echo, cast it on your Paladin who has Boots of Speed (Landslide in Russetwood) and/or Zealous Charge and let him run behind the enemy lines nearly all encounters become trivial. You can exchange the pally with a chanter who sings the lvl-2-phrase that drops frost traps - because then you can hobble the enemy (=lower reflex and -move speed) quite effordlessly while running away before you turn your chanter and run around them with 5 beams on your tail. Or you use one of his summons that pops up behind them. But a speedy char is better since he can run zickzack at ermormous speeds which results in more hits. A monk with Long Stride and Boots of Speed also works fine: just let him take aggro to get some wounds while casting Echo on him and then use Flagellant's Path to dive through with the beams, then zigzag. End of encounter. Not so much micro. Later on just spam Amplified Wave - nearly no micro. 6 Priests are also pretty nice with all the seals and a bunch of Iconic Projections that can be spammed after lvl 11. That Party not only kills mobs very quickly but also works great against dragons: Repulsing Seal plus 5 damaging seals really... seal the deal.
