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Everything posted by claudius
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PS4, Normal difficulty, no AI used, RTWP understand that higher concentration prevents interruption. But in my experience I am busy micromanaging. I have auto-pause after any character uses an ability or kills an enemy so I have plenty of pauses to reassign actions. Sometimes I manually pause when I see a melee guy who is not using many abilities has no target. But with being focused on each characters next action I don't really have a sense of when I am interrupting enemies or conversely not much sense of getting interrupted. It does say it in the combat log, but I don't notice much. My Main Character is a priest and I selected Holy Meditation as a level 1 Mastered Spell so that starts my team off with a dose of Concentration. But does anyone have anything to add to the importance of the dynamic of Concentration/Interruption?
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Hi thanks everyone for their comments. I'm still slowly playing/leveling when I get a chance. I hit level 8 *ding* and thinking which talents for my priest (starting stats in first post here). Talents so far: Interdiction, Painful Interdiction, Inspring radiance.. In a previous play through I used Durance and he started fights with Holy Radiance (Inspring and Agrandizing) buffing the party. This time I'm using the Main Character Priest a little different and I'm opening with different abilities and using Holy Radiance to turn the tides of battle. I'm only on Normal difficulty so it's a case of just a different experience of the ability rather than saying an opinion of when to use Holy Radiance.. I mean opening 1/encounter is pretty efficient use to raise accuracy.. Anyhow at first I was thinking of trying out Brilliant Radiance, but it seems it is a small damage and I've even read older threads saying it only adds small damage to vessels and the small damage that's supposed to be to all enemies doesn't work. Or is it that the displayed damage doesn't show to non-vessels? And I don't know if it should or does add the frightened effect to all enemies? So I was thinking of taking Sanctifier instead just to give the feel of a home run against Vessels with Holy Radiance and then see what forum members think about Brilliant Radiance and the other many options?? Thanks
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Difficulty setting: Normal I have the game on PS4 now which means I can be upstairs where I can watch the dog while playing. So I'm trying a play through with a priest of Wael. The initial idea to try to make a front row Priest, but based on performance even at level 1 the low endurance of a priest and small damage output it seems like a bad idea. So I decided to take a different eventual party composition and have my Priest of Wael as a back row character. I've picked up Eder and Aloth and now level 3. But I was just curious if my idea was not terrible and did I just not implement right? Here's the level 1 build plan: Wild Orlan Might 14, Consitution 9, Dexterity 12, Perception 12, Intelligence 15, Resolve 16 Iximatl Plains, Philosopher Lore, Athletics, Survival (small), Stealth (small), Mechanics (none) Level 2 talent Interdiction
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The Battle of Yenwood: archers?
claudius replied to claudius's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Oh interesting I always made that wrong connection thinking that Raedric was an ally of Waidwen during the war. I only play on a medium difficulty (forget the name of the one I play on) so by the time I clear White March I and begin White March II there would be no need for the archers anyhow as the fight gets easier as you get access to more abilities. -
https://pillarsofeternity.gamepedia.com/The_Battle_of_Yenwood_Field I know I can win the battle so that's not the issue. But rather I want to gain all the possible forces to aid me just to experience that in the story play of the game. From the link above I discovered that I could recruit Ogres, Knights of Crucible (or other faction), and Archers. The Ogres can kill the enemy Mages, The Knights can kill enemy Berserkers, and Archers are to kill enemy Bleak Walkers. I have found how to receive aid of two of the factions: Ogres and Knights. How should I recruit the archers? I thought at first resolving the quest for the Readcaran throne would do it but I killed the ruler there (Raederic) and had a conversation with his usurper named Kolsc. Not sure where to attain the help of the archers??
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Thanks so much. I have fought another battle against some kith and looks like the burning lash is now working. And I could understand from your explanation how the DR of Animat could block all of the lash. I'll keep an eye out for that bug with Turning Wheel. I usually use Quicksave (and they overwrite each other) aside from when I either level up or I go to a different area (example go from Defiance Bay to Stronghold or Dyrford etc)... So should I maybe save more often (separate named saves?) in case I don't notice the lash is corrupt and I have to go back to the last level up? Or would simply quick saving, then exiting the game, then returning to (quicksaved) game fix a problem of the bug with Turning Wheel lash?
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This skill says it adds 5% burning per wound. Does it add a lash to melee/missile attacks? Or does it modify already existing fire attacks from lashes or enchantments? I'm asking in part because I assumed it added a lash but looking at my combat log I just punched (as level 6 monk) either an Animat or a Rain elemental for 16 bludgeon damage (and maybe I missed it) but I didn't see any fire damage even hovering tooltip over the 16 number. Thanks and I appreciate these basic questions. I tried searching a little but not find something so basic easily.
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Hi thanks. I think I understood 1) for Wizard disable illusions. And I understood how that affects the situation in 2) With druid I now realize I asked a confused question. I had wrongly presumed that their direct damage spells like fire spells would be called "Evocation".. I probably thought that from games based on Dungeons and Dragons systems like Icewind Dale 2 (just an example) where in that system Druids have similar categories as Wizards. Wizard fireball is evocation and Druid Flamestrike is Evocation. Druid Call Lighting is Transmutation and Wizard spells like Disintegrate is Transmutation.
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I'm more interested in understanding a global overlap principle but to help explain it I'll use a specific case. Priest of Wael gets some nice default Illusion spells. 1) so Priest of Wael, Conjurer (wizard) Can you get access to some nice Illusion buffs (from Priest Wael)? Or does the drawback to Conjurer affect your illusions (including from Wael) and make them uncastable? 2) so Priest of Wael, Illusionist (wizard) Can the bonus to Illusion Power Level from Illusionist (wizard) affect the Illusion spells granted by Wael automatically? Ok now a non-Wael example 3) Ok now a Conjurer (wizard), and Druid Does the Druid spell book lose the opportunity for Evocation spells from Druid list because Conjurer has lost evocations?
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The restrictions on types I think is unnecessary. I'll give the developers credit that they didn't make 'gimped' characters like in (example) NWN2 but I don't see why if someone starts with an Estoc and brigandine that we should limit our ideas to what they started with. I also don't like starting with iconic named items because they are not Soulbound and so their power does not scale until the end of the game. You can enchant them to superb etc but their base abilities don't scale to what you find (and enchant) later in the game.
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I took a rogue who was an Island Aumauna 4 weapon gunner. He had Durance and Mother join him like you did. In front was Eder, Maneha, and Zahua. I made Zahua into a threat eliminator. He had fast speed and disables. If the enemies AI happens to try to prevent him from eliminating their threats by bursting him down then it just gives him more wounds. I never felt like I understood how best to use Maneha. Eder I didn't give him more engagement but just made him a tank who kills things. Can't remember exactly what I did with all of these.
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So seems to me that there are 4 competing Major* factions embodied by: Maia Rua faction Royal Deadfire Company Pellagina faction Vailian Trading Company Sarafen faction Principi sen Patrena Tekehu faction Huana My question is it intended to pick from 1 of these 4 for party composition so that when you support one and only one of those factions will the unchosen 3 companions be pissed at you? Or could you pick 2 to 4 of them to go adventuring? For example if I support Huana and adventure with Tekehu what happens if I also have Maia Rua along and we are doing something that wouldn't be acceptable to someone of the Royal Deadfire Company? Should I just experiment and see what happens? But maybe I don't want to waste xp on a party member that eventually must be booted to the curb? Right? *note: also minor factions
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You know I actually loaded a save from that play through (started December 2019) and I was wrong that I was with Kana. I did pick him up but didn't adventure with him very much. My party was: Eder, Maneha, Zahua, Grieving Mother, Durance, and main character Rogue. Sorry I didn't start my post with all of the right/accurate information. I guess shows how much you can forget in 6 months. Thanks very much for the answer and I will consider it. Between the replay value of this game in the complexity of various meaningful decisions and my lack of memory I can probably be making playthroughs for a couple more years! And thanks for reading the backstory. So far in PoE2 I've explored several areas in the big island Naketana (spelling?) and I am with: Eder (fighter), Xoti (priest) who I like very much and then unsure of the other companions who to take. Also you mentioned decisions in PoE2 and that leads me to think that maybe if I explore some of the menus I can see how my character already (from POE1 and early POE2) actions how he so far feels about the various factions and companions. I'm only playing normal difficulty if I recall and so I can probably complete the content with very many compositions of party. I am tempted to restart but I think I'll avoid that based on experience with" restartitus" in this and other games.
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So I made a full play through of POE1 and imported the character and played a good ways through (POE2 I reached a big island and quested) and that was maybe in January 2020? The POE1 concept of my character is here I'm planning to return to the game in the next month and I'm thinking about my situation in terms of what team members do I like and what factions should I favor? Please read the link to concise info for example that my character is a rogue in POE1 that had interest in science and lost a love interest before POE1 who had gotten him interested in science of animancy. The thing to figure out as most priority is it seems I'll have to choose between 4 factions similar to POE1 you choose between doemenels etc... I have met the native islander Tekahu (and fellow) Amauna. This might make sense because my character is also an island Amauna? How would an island Amauna react to a coastal Amauna and the Rautai faction? He knew from adventuring Kana so how about he joins with Maia Rua? I'm not wanting meta gaming rather just sorting out his options. He might also be attracted to Príncipi sen Patrena of Sarafen by virtue of background as a rogue? And then doesn't Vaillain republic support science and he didn't travel with Pellagina in POE1 but maybe it's now the time. He also sided with the bird goddess (forgot bird goddess name). So trying to avoid metagaming but I wish to find a direction in terms of what factions to choose and thereby what companions?
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SoZ Chir Darkflame has disappeared
claudius replied to claudius's topic in NWN 2: General Discussion
UPDATE (Couldn't figure out how to edit this above post thus need to go to reply to my own post or double post) Chir goes to Leira's Trick when you dismiss her unlike the other companions who go to CR Keep once you have that explored. -
I destroyed the mind flayer black market and Chir Darkflame joined my team. I took her back to Sword Coast and was going to try to level up on quests but I had to reload because she starts level 3 and was dying from enemies arrows.My plan after reloading I went to Crossroads keep and wanted to train her at the adventurers guild. I didn't have enough money to do it. So I dropped her from my group and then went adventuring.I return to CR keep and have lots of gold. But whereas all the other cohorts are in the merchant headquarters Chir has disappeared? Anyone know where she goes to or how to spawn her with console commands? Thanks.
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Character backstories
claudius replied to Crucis's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
On the Pillars of Eternity 1 General Discussion (No Spoiler) section of the forum me and another forum member named Alendra posted backstories of our characters. We each had our own thread. It's on second page of PoE1 General Discussion forum. You could take a look at those and you could make your own thread inviting Pillars people to share backstory ideas?? -
Temple of gaun
claudius replied to Gakkie's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That picture is of the spire of the soul seekers and not the temple of gun -
Not directly answering your question but I found blunderbuss great to use with rogues blinding strike. I figure it would be good with any class that has an ability that debuffs on an attack. Blindness gives -20 accuracy if I recall to that opponent which is quite good. The reason blunderbuss is good with a debuff on attack is that (I believe according to combat log) that each of the six bullets rolls an independent chance to critical hit. I would often see in the combat log graze 2, hit 2, critical 2 or the like. I did have dirty/viscious fighting and often priests buffs so not sure if that independent attack roll is due to dirty/viscious/priestbuffs? But the end result was that (with good accuracy net from gear/stats/etc) most any tough enemy at least one of the 6 rolls would crit them and they would be debuffed for a LONG time. I remember this the most with Dragons getting debuffed 20 seconds with blindness which was SO helpful to defeat them.
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Generally for Cleric (Edit: Priest) and Druid how do you choose between having more spell options (at a given level) versus having fewer spell options but more passives? At one extreme you could have a very small number of spells to cast but yet have lots of passive abilities and on the other extreme you could have no passive abilities but tons of spell options. I'm playing a first playthrough of PoE2 after having played PoE1 with automatic access to all spells for Druid and Cleric (Edit: Priest)