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Mechalibur

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Everything posted by Mechalibur

  1. You do get an extra conversation option if you've killed a dragon before. It was something along the lines of "I've killed a dragon, do you really think you're going to stop me?" One of the mercs gets nervous, but they fight you anyway :/
  2. It is correct in this case. I updated the ranger page as of 2.01 by going through every single level up to make sure the abilities matched. I did not, however, realize that Play Dead required White Marches. Could anyone else confirm if this is true or not?
  3. You can still use frenzy, but you have to be adjacent to an enemy for it to work for some reason. It's a bit annoying, but still usable I guess.
  4. I don't know, I thought it scaled up pretty well. This expansion also had Cragholdt which featured some very high level enemies.
  5. A funny thing I noticed: every single carnage hit has a chance to trigger the Destroy Vessel effect on St Ydwen's Redeemer. I'm glad I picked it up before Heritage Hill; skeletons and guls were just blowing up left and right.
  6. I'm pretty sure the writers at Obsidian are capable of creating a coastal city where not every NPC talks like a pirate.
  7. I thought I'd list which healing abilities scale with character level and which don't, as well as my thoughts on them, balance-wise. Let me know if I'm missing any. Priest Holy Radiance: Starts at a base endurance value of 10, and improves by 5 every 3 levels, to a maximum of 30 at levels 13/14. In addition, damage to vessels scales with level, starting at 30, and ending at 70. (In my opinion this scales fairly well, especially the damage component. If the priest is a player character it improves even further based on Disposition). Spells: The healing values for priest spells do not appear to scale with level. (This is fine, in my opinion, because as the priest goes up in level they get access to more powerful spells). Acolyte's Radiance (multiclass talent): Has no scaling: it has a base heal of 10, and stays that way regardless of level. Oddly enough the damage to vessels does scale, going from 20 base to 44 base. (In order for this talent to be usable late game, the healing should scale at least a little. Maybe +3 base endurance every 3 levels) Paladin Lay on Hands: Starts at 53.3, and adds 18.7 every 3 levels, to a maximum of 128 base healing at level 13/14. (Scaling is good, even if the numbers are a bit unusual.) Greater Lay on Hands: Improves the healing of Lay on Hands by 50% (Pretty good. Since it's percentage based it stays relevant late game) Reviving Exhortation: No scaling. Base healing value is 300, base damage value is 50. (300 is a bit of an odd number. For the majority of the game, that means full hp. Regardless, it's high enough to remain relevant late game) Healing Chain: No scaling. Base healing value is 50. (You get it late game enough that the lack of scaling isn't currently an issue) Barbarian Savage Defiance: No scaling; has a base value of 120. (The healing is extremely potent early on, but starts to fall off at levels 13/14. My recommendation would be a base value of 80, which improves by 30 every 3 levels. That would put its maximum healing at 200) Fighter Constant Recovery: No scaling, heals 3 endurance every 3 seconds. (Really needs some form of scaling, as it becomes marginal at higher levels. I'd improve the healing by 1 every 3 levels, which would put the maximum at 7 endurance every 3 seconds). Rapid Recovery: Improves Constant recovery by 1 endurance every 3 seconds. (Awful. Needs some form of scaling. Maybe just improve the effect by 50% similar to Greater Lay on Hands). Veteran's Recovery (multiclass talent): No scaling. Heals 1.5 endurance every 3 seconds. (Really bad talent due to lack of scaling. Should scale at half the rate I mentioned for Constant Recovery) Druid Spells: No scaling (this is fine, because druids get more powerful spells as they level). Chanter Ancient Memory: No scaling. Restores .8 endurance every second to allies near the chanter. (See Constant Recovery. Healing is way too low for serious consideration late game.) Beloved Spirits: Improves Ancient Memory by .4 endurance, no scaling. Doesn't appear to actually work currently. (The base value on Ancient Memory is too low for even a 50% increase to be worthwhile).
  8. You can't avoid the fight. If you're too low of a level, I recommend opening the pre-endgame save slot, and rounding off your experience with some side quests before going back to try again.
  9. There's a good summary of classes above, so I'll just add a little bit about dialogue choices. You mentioned liking to have a lot of choices in conversation... here are how the stats play into that, for when you're planning your character. Resolve is force of personality, persuasion, ability to bluff. It probably comes up more than any other stat. Might is how strong your character is, and is often used for intimidation and threats of violence. Perception comes up somewhat frequently, and affects small details your character notices, as well as ability to detect when someone is hiding something or bluffing. Intellect is just all around know-how. It comes up a bit in conversations, especially when evaluating someone's motives, or tricking someone. Dexterity doesn't come up very often. When it does, it's usually to snatch something or avoid an obstacle. Constitution very rarely shows up in conversations. In addition to the stats, you also get a few more options based on what skills you have. Lore is your general knowledge of history and the world. Survival is how much you know about plants, animals, and natural remedies. Athletics comes up a bit in scripted encounters, usually for avoiding or climbing obstacles. Stealth isn't used often in conversations. I've seen it maybe 2 times. Mechanics is the same as stealth. Not used that often in conversations.
  10. When respecing Zahua, I noticed that even at level 1 he kept Duality of Mortal Presence, in effect, giving him a free ability. This happened regardless of whether he had the modal ability activated or not. I haven't tried it on player or adventurer monks. The save file is too large for attachment so here's the dropbox link: https://www.dropbox.com/s/h6a8rr94we5sk00/Savegame.zip?dl=0
  11. There are a few. There's 2 specifically for Mountain Dwarves when talking to the mayor, and I think a few more with NPCs like Galvino.
  12. I've been playing around with a fighter that takes the Novice's Suffering Talent. It causes fists to be the highest base damage 1 handed weapons, which makes talents like Weapon Mastery and Specialization, as well as Confident Aim have more obvious effects. It's not amazing, but it works pretty well; each attack is doing around 40-45 base damage, and with the two weapon style it attacks pretty quick. I kind of want to try it on paladin too. Not because it would be good, but because I really want to see a flaming punch attack :D
  13. There are 3 ingots in Cragholdt if anyone needs a few more. It's in a hidden compartment in the Rautai's room.
  14. I don't know, the Devil made me laugh out loud when I brought her to the Sanitarium.
  15. Hired paladins just get the standard 5/10/10/10 bonus. Your disposition has no affect regardless of their order.
  16. I don't think we have seen an issue where no soulbound weapons are counting kills. Is it a specific weapon? If not, would you mind sending over your saved game our way so we can investigate? Hi Brandon, the issue has been reported in the technical forum and acknowledge by Aarik D. if memory serves. When St Ydwen's Redeemer kills a Vessel with the Destroys Vessels proc, the kill doesn't count toward the total for unlocking the next level. Our best guess ("our" as in "the community's") is that a kill only counts if the killing blow comes from the weapon directly and not from the spell it proc'd. I think I misunderstood. I thought the problem was that none of the soulbound weapons were counting kills. That issue you reported is known and it currently in the queue for the next patch. Celliot over in Technical Support said... So it has to be something other than just the destroy effect. Is the fix in line for the next patch just for the Redeemer, it is it also something that'll fix Stormcaller, etc.? It is very definitely not just the Destroy Vessel effect. The Redeemer doesn't count any kills at all, regardless of whether they're done with ordinary hits, critical hits or the Destroy Vessel ability. That's weird. It counts them for me just fine.
  17. Because it makes it challenging. Clearing the place out at level 12 was one of the toughest challenges I've faced in the game, and it was probably the most fun I've had playing PoE.
  18. He's the toughest dragon in the game, and is much higher level than the other White Marches encounters. Because his defenses are so high, you'll want to be as high of a level as possible; try getting to max level (14) and trying again. It's possible to do it earlier, but I'd recommend being at full strength.
  19. Once you finish the main story, you can refine durgan ingots into steel, each piece of which can be used to upgrade a weapon. Each piece of durgan steel takes 3 ingots, or 2 if you . I've found 20 ingots total, so that's 6 or 10 upgrades total. Each upgrade works as a 0 cost enchantment. For weapons it increases attack speed, converts hits to crits, and increases crit multiplier. For armor it reduces the armor penalty, and converts hit to grazes. For shields it gives a chance to reflect projectiles and increases the attack speed of your weapon.
  20. You have to beat Thaos to get the achievement. I would maybe plan out your 10 rests, with 1 or 2 emergency rests in case anything goes wrong, then keep a separate save file after each rest you take. Try and get as much exp as possible before your first rest; it may require having a bit of mechanics to disable all the traps in the starter dungeon. But I'd resolve any non-combat quests, and explore all the houses and the bear cave (but probably not fight the bear ) for a bit of explore exp. I don't know if it's worth it taking Aloth along just for his personal quest; it's only a little bit of exp, and he'd probably slow you down compared to a non-caster tavern adventurer. Since you won't have reliable access to blessing, a paladin with zealous aura could be useful. Ranger with an antelope or bear pet could be a decent choice for the Watcher. Pets have unlimited health, so they can take as much hits as they want before sleeping. Hell, maybe a full ranger party could work
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