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Everything posted by QuiteGoneJin
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I love the early actives in rogue, and imagine skyward kick and lightning strikes being fun with them, I do pcture this as a staff user simply to make him look like a kung fu monk, no real synergetic (is that a real word?) reason just for kicks. What would you change and why? Key things I'm looking for, style, mobility, still good dmg, and not squishy AF (probably is though) I think the changes I probably have to make or stat/weapon choices need to somehow shore up how squishy he is without losing the feel of the martial mobile ninja. Shattered Pillar/no subclass rogue (street fighter could work I suppose) 1 escape and swift strikes 2 lesser wounds 3 fast runner 4 blind strike and dual weild (2 hander if you wanna do staff, I dont like the animations) 5 long stride 6 graceful retreat 7 lightning strikes and confounding blind (I love this ability to destroy someones deflection) 8 torments reach (need dem kicks) 9 finishing blow (our real dmg) 10 duality of.. and shadow step or shadowing beyond (I kinda wanna try shadowstep for the paralysis and just to see if its cool) 11 thunderous blows 12 blade turning 13 devastating blow and raised torment 14 tumbling (works for the mobility idea of the build but maybe since I have escape this and graceful retreat could be switched with something that makes me more survivable??) 15 enervating blows (or rooting pain) 16 turning wheel and improved critical 17 deep wounds 18 slippery mind 19 skyward kick and long pain 20 instrument of pain Still thinking about the blanks, ability pts etc. Thoughts? I should really go look at all the unique weapons and see if Bow Staff is a good idea. Edit: how late in the game do you get the Chromeoprismatic Staff? Scaling dmg with metaphysics works for the monk theme. https://pillarsofeternity.gamepedia.com/Chromoprismatic_Quarterstaff Ok, after messing with this, It can totally work, I am going to put it to bed though for a silly reason, I dislike the quarterstaff attack animations, it just a big overhead smash. Doesn't really fit the theme.
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Thanks, btw a few short questions if I may, how do you stop the MC from spamming? I know you can do Target Afflicted then click the Not box, but what if its not an affliction, what if its Marked, or Flanked? For example, i want to mark prey/use phantom foes that my companion is attacking but it seems to spam it unless i go and say if i only have above so much bond/focus which i would have to reset everytime I level up. I dont see a "Flanked" or "Marked" condition. Pretty fun so far, I like the idea of having my companions mostly prebuffing and initiating on their own.
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Just spent some serious time setting up pre-buffs for a seeer (ghost heart ranger no subclass cipher) focused primarily on making an insanely powerful pet but it doesn't work cause the pet's AI is reset EVERY time its re-casted. I suppose I could go with a different subclass but I really wanted to no engage no bonded grief bonuses.
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Check out Divinity Original Sin 2, you won't ever have the desire to play PoE again. Ever. I've already made my views on that game clear in another thread, and got called a fan boy for it. I have no problems with the game, the combat is pretty fun. Problem is that seems to be the only highlight of the game. The universe just doesn't interest me at all. I had to struggle to finish DOS 1, and DOS 2 I only got about halfway through and got bored of it. Fact is I have finished Deadfire, but have yet to finish DOS 2 which came out like 9 months ago. It seems unlikely I'll finish DOS 2 at this point, but who knows. Same, love the combat and classes, the world is too goofy and very little atmosphere for me. Especially in DOS1.
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If you go to YouTube and type "Deadfire AI Guide" you'll find my video, which I made during the beta, and you may find a good launching point. Thanks, I saw it, I feel silly for not watching it but the "beta" made me worried a lot had changed, but it's better than nothing so I will give it a view. Again ty kindly. Great names btw.
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It would be a good mod idea that allows you to TRULY respec companions from all options within their starting class at a vendor. IE Eder can be anything as long as his main starting class is fighter for example. It would certainly allow some more synergy on your initial play-through so where you wouldn't have to sacrifice efficiency for story, though I don't know if it would ruin anything in the story down the road (doubtful). It's a great idea but there are so many bugs/balance issues that need addressing first I wouldn't hold my breath,.
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Hopefully I'm not missing something as I did spend some time looking for one. Has anyone found a tutorial on how to edit ai? I'm so lost I've clicked around the behavior editor but it doesn't seem to do anything and although it looks like it has tons of freedom I'm lost on getting started with it. I'd love it if I could get it going and eventually play with just my MC as the rest efficiently do their thing. If that's possible. I know it wasn't in Pillars 1.
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I'm this close to shelving the game for now. Honestly I backed it on day one and hearing this pisses me off cause I spent all week looking for a mobile active melee class and finally realized plain jane rogue might be my ticket, only to hear this. (I spent 150hrs rerolling over and over). The more I delve into it the more unready it feels.
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Maybe someone needs to make a mod where it combines with suppress affliction just for its duration. Or something that delays all debuffs/dots till visible again. But how the heck that bug made it to live idk, re-entering stealth is a core mechanic of rogues and Josh talked about it directly on many streams when people asked about the class improving from POE1. Ugh....
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For a basic dagger rogue (H Orlan) was thinking Single Class Dagger rogue 1 Escape 2 Backstab 3 Veil and 2 wep 4 blinding strike 5 confounding blind and finishing blows 6 Dirty Fighting 7 shadowing beyond and persistant distraction 8 tumbling 9 devastating blow and uncanny luck 10 adept evasion (crippling strike if not deflecting much by then) 11 reposte (arterial strike if notevading enough) and slippery mind 12 improved critical 13 deathblows and potent empower 14 accurate empower 15 Withering strike 16 Enduring Shadow and Gambit 17 Toxic Strike 18 coordinated pos 19 Vanishing Strike 20 Murderous Intent Just put it here so i have 2 build ideas in one thread to refer back to.
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EDITED: out the dances for reposte and an earlier blade turning, irrc these go well together. My musings, totally untested and need to know a lot more Might sacrifice might for int so blade turning lasts longer and with the fast move-speed and longer stealth I can re-position better Shadowdancer lvl 1 swift Strikes and Escape 2 backstab 3 lesser wounds 4 smoke veil and 2 wep fighting 5 dirty fighting 6 Fast Runer 7 lightning strike and finishing blows 8 blade turning 9 reposte 10 Shadowing Beyond and Duality of mortal 11 Long Stride 12 rooting pain (tumbling if it doesnt syngerize well?) 13 Devastatig Blows and the long pain (for later dagger funniness, hope this doesnt look silly) 14 Deep Wounds 15 Tumbling 16 Turning Wheel and Improved Critical 17 Flagellant's Path 18 Slippery Mind or Parting sorrow or spell resistance 19 instrument of pain, and ?? from rogue 20 Skyward Kick. This is not to be optimal, just to feel like a ninja. Though I do want to play it on POTD w difficulty mod on. Trying to avoid heartbeat drumming and swiftflurry though with daggers they might be ok? (ie not broken).
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How does Rooting Pain work with Shattered Pillar? Does it go off often? Can it gain wounds off itself, I really want to avoid another damage loop like the blunderbuss Swift Fully debacle. Is dance of death or enduring dance worth on a dagger shadowdancer? Can you turn it on in stealth? Do long stride and fast runner stack? My motivation, I tried a soul blade assassin mindstalker and felt like a shadowdancer could just as mobile and fun but a little more tanky and I wasn't enjoying the long casted cipher abilities .
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Triggered
QuiteGoneJin replied to Spoting's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
After the disposition patch and including the difficulty MOD (I LOVE this so far) the game is fantastic for me. I do understand and empathize with your frustration, though I do not feel the same, my expectations were spot on for what we got.