DreamWayfarer
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Wood elfs are not too good a race for a rogue that will be on melee most of the time, even if you open with guns. If you want an elf, Pale Elfs are always a solid pick. If you are willing to try other races, Island Aumana have great flexibility with the extra weapon slot, and can do some serious burst damage by quick switching guns. Hearth Orlans are also very good, since you will generaly want to flank foes with a Rogue anyway. For the attributs, I'd suggest droping Might a bit to invest into Perceotion and Dextery, since the bonus damage stacks additively, and sneak attack already gives you +50% damage. More DEX and PER could serve you better. There are some builds that benefit from INT, like applying Deathblows(was that the DoT skill? Long time since I played a Rogue) with Concussive Missiles scrolls, but I woudn't raise it above 14 on a rogue of mine. And I would suggest taking Crippling Strike instead of Blinding Strike, since it is 2 per encounter and you generaly use other party members to disable your foes anyway. EDIT: I would suggest this, but I am no Rogue expert: Pale Elf Deadfire Arquipelago 10 MIG 20 DEX 08 CON 16 PER 08 INT 16 RES
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I Agree on most, although I did find GM interesting at first. It is just that she seems so centered on the hollowborn crisis that she feels somewhat one-note, and the lack of interaction with party members do not help. However, I've felt she is genuinely unnerving and scary, specially with how there is no way to be sure how much influence her power has over the Watcher, or if she is the master of her illusions or a slave to them. If they played this angle better, I feel I would give her another try.
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It does not goes to waste, but it becomes unnecessary to invest in it, leaving you the option to put those points elsewhere if it better suits your playstyle. Like more CON or RES to last longer, or more INT for the initial burst of power from frenzy, barrage and scrolls, or even your CC if you have few casters. For a more passive damage dealer, I suppose maxing PER is still the best choice.
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Well, we would have to take into account how many attacks you would get during those seconds, but I feel that it is not nothing if your character is not a slow hitter. It also depends on how long the battle lasts, since shorter fights will allow the Fighter with highter INT to make better use of such skills, and even on some longer fights often the most decisive part of a battle is the beggining. And said discrepances get even greater if said Fighter has 16 INT instead of 3 or 10. So the value of INT depends directly on how long your fights last compared to the duration of the buffs. And on comsumables and items, I think that if my Fighter has good Dextery and Might, is the frontliner with the second hightest accuracy, gets +20 from an instant buff, and stands right on my enemies' faces without dying, then he is the one who is best equiped to unload some Fan of Flames scrolls on my foes or summon Firebrand. In that case, I'd rather leave PER at base and not max MIG and DEX so I could empower that initial burst and make Firebrand itself last the whole fight. So Fighters do benefit from INT. I don't know if minmaxing so that I have maxed PER, DEX and MIG is better, as I am no pro and no minmaxer, but as far as I am seeing it, the effort is paying off on PoTD with my current party.
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No, you don't need to max them . Why should you need to? And you only need a couple points on INT, no need to max it. Well, Disciplined Barrage gives +20 accuracy, Outlander's Frenzy +3 MIG and +25% attack speed, INT affects scrolls(which is very good when your base accuracy is top notch) and spells from items like Forgemaster Gloves, makes your CC last longer, which is very helpful if you don't have many casters, and also makes constant recovery last longer, which is useful even though it isn't really that powerful on itself. I am not saying you should max INT, but depending on your party and playstyle it could help much more to have mid-high INT and non-maxed stats than getting slightly better DEX or PER by maxing them.
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favourite Difficulty
DreamWayfarer replied to Skladzien's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Clarifying on my preference for Hard on Expert mode, I generaly run teams with few 'full' casters(druids, wizards or priests) and no minmaxing. On setups with three casters, or specially built teams with strong synergies, or with more custom characters than premades, I feel PoTD is slightly better. -
favourite Difficulty
DreamWayfarer replied to Skladzien's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have too say that PoTD is quite fun, if you don't mind reloading, but I am no minmaxer and meta-gaming all the time tires me, so I generaly prefer hard difficulty. I also use Expert Mode once in a while, because I have good enough memory to not need to check the area of my abilities all the time and feel it also makes the game more immersive by removing those helper features. -
I think Ondra shouldn't be Pike and Arbalest, because both share an weapon focus, but I wouldn't oppose too strongly. On dispositions, I think Woedica could favor Rational/Stoic and Cruel and disfavor Passionate and Clever. Abydon is Rational and Honest, and would probably disfavor Deceptive. Not sure about the others.
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I'd say sabres and pikes instead. The trident association is too good to pass, and I don't see arbalests as especialy associated with people who live from or on the sea. EDIT: on Rymrgand, I don't think battleaxes fit too well. They seem too brutal and direct, while Rymrgand is more about slow, inevitable decay. Maybe daggers fit better, as death by bleeding seems closer to his intents and domains than death by dismembering.
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Think of it as: if you repeat the same action 'A' and have 20 dex, instead of 10 actions in 'dt' time, you would complete 13 actions.If it's a tank you don't lose much from him idling. If it's a cc/dps character... then it's for you to decide. But have to mention that a permanently missing, or laying on the floor cipher is of no big use either So it's per before dex. (and con as low as you can safely afford) With my current party setup, if the prority targets are still alive in the time it would take for my damage dealing cipher to complete 10 actions I probably did something wrong. And I also have a second cipher built for CC, with lower MIG instead of lower DEX. EDIT: At least that is what I expect. I am still testing things.
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Recall Agony does show in the combat log. It applies all the damage you dealt while it was active once it wears off as a (likely) huge chunk of Raw damage. That is not what I experienced, but 3.0 may have changed it. For me, after each few hits the enemy took, there was some raw damage from Recall Agony.
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A question for the Builders among us: If I plan to make my Cipher focused on the initial burst of damage of quick switching guns, or if I manage to reach 0 recovery on melee due to Durgan Steel and enchantments, would much be lost by leaving DEX at 10 and investing those points in other stats?