
Mechalibur
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Everything posted by Mechalibur
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Yeah, I'm a bit disappointed by some of these. They seem to fall into 3 categories: terrible scaling, weak effect, and occasionally useful. Terrible scaling: Chanter (skeletons are not useful at high levels) Fighter (I think both Constant Recovery and this multiclass talent should have some form of scaling) Priest (10 base endurance? That's like 3% of my Eder's endurance right now) Wizard (just low damage. I think it's per rest, too) Weak Effect Barbarian (per rest is bad) Monk (there's just no reason to use fists as weapons, even with this upgrade) Druid (the effect isn't terrible, but per rest makes it mediocre at best) Occasionally Useful Paladin (4 accuracy is 4 accuracy. A few effects that conflict with this, but it's nice to have as a backup) Rogue (decent for frontliners to take. Other talents are better, but it's a nice pick for when you're low on options) Ranger (not half bad for gun users, or characters with sneak attack) Chanter Cipher (really good on high accuracy characters)
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combat is kicking my butt
Mechalibur replied to bigfatdan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Here are a few pieces of advice that helped me roll through most encounters fairly easily. You'll want at least 1 or 2 high deflection characters holding the line so that your backline characters are safe. Talents like hold the line, and the fighter ability Defender Stance help keep more enemies occupied. Once most of the enemies are occupied, you can have the melee heavy hitters move in (barbarians and rogues, for example) and go for enemy spellcasters, or flank the main mob. When flanking, enemies get -10 defense Crowd control effects are amazing, especially the following: prone, stun, paralyze, petrify. Before casting these, you can use accuracy boosting abilities like bless or eldritch aim to increase your chance to hit. The reason these are so good are because not only does it leave the enemy unable to attack, but it lowers their defenses so that you can do more damage, or stack further crowd control on top of them. If you see an enemy with low will defense, confuse, charm, and dominate are all extremely powerful. Go ahead and turn AI on. I'd recommend setting everyone's attack behavior to "Defensive." This will make them attack nearby enemies (so you don't have to keep ordering them to do it), but not seek out far away enemies. If you don't want to control them as much, go ahead and set class behavior as well, and they'll use their per encounter abilities too. Make sure to take advantage of food buffs, which last for a while. Ale is a great choice early on, as damage reduction does wonders for early enemies. Also rent out the nicer rooms at inns to give yourself a nice bonus before starting combat. What class is your main character? I could probably give some class specific advice if you'd like. -
Cragholdt was probably the most fun I had in the entire game. The enemies were diverse, and quite challenging in most cases. I will agree that the Brawlers were probably a little over the top, especially when compared to the other enemies. It seems counter-intuitive, but I noticed one of the best ways to beat them is to ignore them until the other enemies are dealt with. I believe they use a wound system like monks, so if you don't hurt them, they won't use that nasty duplicate ability (which, if it's the same as the PC ability, requires 8 wounds to use).
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There's an additional level 7 spell for wizard, only available in the grimoire that the boss of Cragholdt drops. It's Concelhaunt's Impending Doom, which creates a hammer above a target for ~15 seconds. Every now and then the hammer strikes, doing damage and knocking the target prone. It does more damage and gets better accuracy every time it attacks. Edit: And yeah, I had Sagani pick up Twin Shot. She does absurd amounts of damage with Stormcaller, and Itumaak regularly crits for around 60. She's ridiculously good... until her pet dies, anyway.
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Rosewood treasure map
Mechalibur replied to klajton's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Does its show up as a quest or anything? I'm not seeing anything at the campsite, so maybe I already did this without even realizing it. -
That's pretty much how I ended up beating him. Sagani was able to stunlock him with that talent that lets you stun when you hit something your pet is engaging. After he was stunned, his reflex was so low that Hiravais was easily able to critically petrify him. After that he went down ridiculously fast.
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Rosewood treasure map
Mechalibur replied to klajton's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't remember seeing anything like this in the expansion. Where is this campsite? -
White forge choices
Mechalibur replied to dukefx's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Oh geez, I hope releasing them has some sort of benefit in Part 2. Being a goody two shoes sure can screw me over sometimes -
Durgan Iron Ingots
Mechalibur replied to RocketChaser's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There's one or two outside the Battery. I know that there's an ingot in the alpine dragon's cave, for example. Edit: The aumaua apprentice in Cragholdt has 3 ingots hidden away in her lab. They count as stealing, so you pretty much have to kill her if you want them. -
Stunlock counter?
Mechalibur replied to drunetovich's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Honestly, enemies should get some form of stunlock protection too. Edited by Rosbjerg: Remember its a spoilfree zone. -
Sigils in Durgan's Battery
Mechalibur replied to and618and's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well, first make sure you put them in the right order (the shield should be by the dwarf statue with the shiny shield, for example). Then you should be able to pick up the mace at the end of the hall. -
It seems like these were maybe intended to be picked up around the mid-levels, and then upgraded gradually as you get to max level. Unfortunately, a lot of us are doing White Marches at level 12, and picking the items up very late into our careers, leaving very few enemies we can utilize to get the upgrades. One solution could be adding some respawning enemies in certain zones that allow for upgrading. For example, Esternwood could have respawning skeletons for Ydwen's Redeemer, and Stormgorge could have respawning druids for Stormcaller. I don't think anything like this would break the game, especially if there were some system that stopped respawned enemies from dropping loot.
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Bottlenecking worked perfectly for me. Just make sure everyone you send to the frontline has high defenses, while everyone in back rains down damage. It also helps to put a trap at the archway. Summon a few creatures while you're getting into place, and a few more across the fight (I recommend against summoning them all at once, otherwise they'll die fairly quick to AoE).
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So, I got Stormcaller, and the first upgrade was extremely easy to get; Sagani managed 500 shock damage in the very next encounter. The second requirement, however, is kill 10 kith druids. I've done the majority of the game's content; are there any druids that respawn in any locations for me to get the next level? On a similar topic, is there any easy place to get 50 vessel kills for Ydwen's Redeemer?