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Everything posted by Boeroer
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I think that Iconic Projection (combined with high might and maybe a spell damage multiplier item and/or healing bonus item) is one of the best spells in the game when you can cast it per encounter. It's also superfast - you can spam it like crazy. If you want to use it more than 4 times per encounter - which I recommend - then you can take the lvl-2-bonus-spell talent and put on a ring that gives an additional spell per rest/encounter. I'm thinking about retraining my priest like that. Take away the weapon focus and the inspired flame talent and take bonus spell and Secrets of Rime for +20% freeze damage - since my priest is not using his arquebus any more - too busy casting Iconic Projection. In White March it's not so good though - too many freeze-immune enemies.
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Whatever you do - be sure to take Immolation and Scion of Flame to turn your tanky paladin into a real good damage dealer who also heals while he burns. Besides that I would take the weapon focus of the ranged weapon you're using for your FoD alpha strike - the sleeper will also work with that focus, since it's a soulbound weapon. So you will tune up both weapons with one Talent point - ranged and sleeper.
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Dissapearing loot in your inventory: try searching for it without some kind of sorting. That way I found some items that were missing. In my opinion the sorting algorythm is crap. Takes forever when you have a lot of items in the stash. It's sorted again and again with every interaction! Bad programming I'd say.
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You get great gear in the deeper levels - so that's a reason to go there. But you will not level a lot there because there are just a few quests. The best thing to do is this: go down there until the fights get too diffucult and until your camping supplies are all used up. Then quit the paths and return later after you have gained one or two levels. But in normal, you should get very far. Important: you have to have high mechanics if you don't want to miss the best stuff (e.g lvl 11: mechanics 10 or 11 req. to find the bestest arbalest for a rogue in the game).
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Yes you can. Superb will add 2 points since Tall Grass is already exceptional and the lash another 2. So you're at 12 and that's it. Then you can durgan refine that weapon for a +0.3 crit damage modifier and +20% hit to crit conversion - which means a total of +30% on Tall Grass. Combine that with Vicious Fighting plus talent (+20%), Minor Threat (+10%) and the Pally Aura (+5%) or the priest spell (+20%) and you have a 65% or 80% chance of converting hits to crits. With Bloody Slaughter it's up to 100% plus another +0.5 crit dam. mod. when attacking enemies with low endurance (badly injured).
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Try to use the padded armour that gives Deleterious Alacrity oft Motion and then take the ability that lets you summon two duplicates. You can use the bracers that give 3 DR penetration, too. At the beginning of the fight, shoot your monk. Then let him summon the duplicates. They can use Alacrity now and go abolutely berserk. Bang! Adra Dragon's xaurip friends: dead. Bang! Andragans: dead. Prone Dragon: *punchpunchpunch* also dead! Combine that with other spell Holding items that give bonuses in melee - like displaced vor mirrored image, jolting touch, wreathing flame and so on. It's hilarious. Even forgemaster gloves with firebrand work.
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I tried 6 chanters and quit because it was so easy - even at the beginning and that's usually the hardest part. 6 times the endurance draining chant (stacks) and six times Ancient Memory (stacks) is just too good. Concerning six rogues in PotD: challenge accepted! I have some builds in mind with some of the new items from white march that already work pretty well without optimized characters. I just say "Bittercut plus corrosive lash plus spirit of decay" and "cloak of the master mystic plus backstab". Both work very well, the rogue on which I tested this was one-shotting pretty much every enemy in Act II and two-shotting (?) them in Act III. Backstab and Deathblows stack by the way - you just have to get critted to go invisible (cloak) or remain stealthed until your buddies caused two afflictions on the enemy. You have to use weapons with special disabling enchantments though, like Hours of St. Rumbalt (prone), Tall Grass (prone), Mabec's Morning Star (stun), Borresaine (stun) and so on, because you will have no other possibility to CC with 6 rogues except the "Sap" attack - and that comes at lvl 13. If you want, you can build two of the rogues to be quite sturdy with small shields and thick armor and let them use retaliation, because that also profits from deathblows and deep wounds and so on. I have to try if you can use shield bash to apply blinded or hobbled and so on and then strike with the real weapon - maybe if you put the shield in the right hand and the weapon left. That would mean that when you do a full attack like blinding strike, you cause the affliction with the weak bash first and then comes the sneak attack with the heavy hitting weapon. Also devastating by the way: Lead Spitter (-7 DR), Ryona's Vembrances (-3 DR) and penetrating shot (-5 DR), resulting in -15 DR with a Blunderbuss. I think with sneak attack/deathblows that will be abolutely deadly.
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[Linux Steam] Can't run the game
Boeroer replied to koteko's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Ah... I see: 346. I also had that. So that's not it. -
[Linux Steam] Can't run the game
Boeroer replied to koteko's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I played the game with 14.10 and 15.04 and never had such issues. Maybe it's a problem that only occurs with lower versions of ubuntu. What's your graphics driver? -
The auras do not stack if they are the same. Since you have only 3 different auras, you could only use these three at the same time. Thats +ACC, +DR and +MoveSpeed. The other three would have to use other skills. I just happen to play a lvl 13 paladin with Immolation and Scion of Flame and I have to say that six oft that kind would be so devastating. But then: who isn't at lvl 13.
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Painful Interdiction is great because of the gigantic radius. I used it - and some sickening spells/abilities to prepare the crowd for my three ciphers' Amplified Wave (also big radius). That's more than -30 fortitude - so the waves never miss. It's like a per encounter auto win button. Also it synergizes well with a stunning barb who uses Threatening Presence and Brute Force plus the monk's Force of Anguish.
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My wizard has 3 Con and 3 Res, he's using Tall Grass and does melee damage when he's not throwing spells. So he is leveled like a Spellsword and uses heavy Armour and Arcane Veil plus some other buffs if he get's targeted. In tough fights he uses Spirit Lance and his buddy Essential Phantom with Firebrand gloves and lots oft other spell Holding items. Then they make a real nice tanking & spanking team. But honestly after Crägholt (sounds like crack whore...) everything is pretty easy peasy and most of the time he does Slicken and Chill Fog at the moment. So long story short: it's absolutely doable in PotD. I don't have a real tank though and that's why mobs don't run towards my "backline" to reach him all the time. If they do, they get shredded along the way by the rest oft the party that all have cc-weapons or spells like stunning morning stars or overbearing greatswords or a nice repulsing seal. And nobody is a real squishy. Easiest playthrough ever by the way. Fights take a little bit longer but you seldomly have this "oh crap" moment like before when your tank went down and everything got messy. I even found Crägholt not to be extremely tough at lvl 11. The hardest fight I've had so far was the apprentice with the animated weapons. They are immune to every CC attempt and throw spells like a boss while hacking away... curse them! And praise the good old pulling taktics.
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If you have a cipher, I recommend Mabec's Morning Star or other weapons that stun and are fast enough to strike a second time while the enemy is stunned. So the war hammer that you get at the sky drangon's place would be nice or the flail that also does spell striking: Minolettas Missiles. Or your custom crafted Cladhadingelingdong spear. That's also nice together with the +10% sneak attack damage enchantment (vicious).
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If you save all your wounds for Iron Wheel, how do you spam out Torment's Reach or Flagellent's Path? You'd be stuck just auto attacking, with one wound used for Swift Strikes & Lightning Strikes. Plate gets you 7 DR more than robes at the cost of 22% attack speed (plate is -33% and robes are -11%), have a small shield on switch and you can grab another +26 deflection and +26 reflex whenever you need more defense. The cloak does sound nice though, haven't got into White march yet, just the siege at Cragholdt. I haven't such problems. First time I get hit I usually have 7 to 10 wounds. Iron Wheel and Turning Wheel get boosted and I receive less damage and wounds. Then I start using Torment's Reach till all wounds are gone and I receive wounds faster again. Since I'm a moon godlike, normally I'm back at full endurance. Then it starts all over. Iron Wheel has a great mechanic: it prevents you from getting knocked out when you got hit a lot and wears off when you need new wounds. That's way better than heavy armour. Now my monk can do some tanking while still dishing out lots of DPS - even when he's only autoattacking. Sometimes I use Force of Anguish, the enemy flies away and my monk rushes after him. Then I forget about them until I realise there are no enemies left because my monk autoattacked them all to death while I was microing my wizard...
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You can add a priest with painful interdiction and use threatening presence and brute force. That way enemies suffer -30 will and fortitude which, combined with the things said above, kind of results in +60 ACC. Also great synergy effects with ciphers and mental binding (targets will) and amplified wave (fort).