
DreamWayfarer
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Posts posted by DreamWayfarer
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I wouldn't say Minoletta's is useless, as crush and corrode aren't strongly resisted and sometimes you may want a fast, long range, fire and forget spell.Aloth is one of the better companions, although a created Wizard will usually outdo him. His starting spell selection isn't very good either. Minoletta's Minor Missiles and Kalakoth's Sunless Grasp are both useless spells. Try to teach him Chill Fog and Slicken as soon as you can.
It has fast speed, right? Has been some weeks since I last played.
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Now I just don't understand what you are saying.As evidenced by the fact that they ignored the request in this thread? Are you willing to engage in a public wager on your prediction?
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I feared they would ignore the beard issue before it was confirmed it would be fixed. There was no prediction.
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Ye but, aloth is not really good depending on his stats, compared to a self made wizard?
He is good enough if you have a full party, the problem is his horrible spell selection. I generaly hire two adventurers at the beggining, one stays in my party forever and one is a wizard whose spells are given to Aloth and is eventualy substituded by a story NPC.
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Pale Elves are supposed to be allowed facial hair, and that problem will be fixed in 3.00.
Good to know it is going to be fixed. Despite the good record Obsidian has set, I still feared the issue would be forgotten because of its lack of impact on the gameplay itself.
Iterative software deployments typically have a build list that is reviewed before a release; I doubt that Obsidian is making updates purely on undocumented memorization.
When I said "forget", I meant "ignore".
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You get a little more XP, but it just isn't worth it. If I were you, the first thing I would do would be to avoid any combat until Gilded Vale, recruit Aloth, hire an adventurer at the inn either as damage dealer or front-liner depending on my main's class, sleep and recruit Eder. Then do the quests.To get the quest done and get the XP in town. It's a better reward for only one character or?
For the Paladin, mid to high Might and high Int for his healing and support skills.How should i skill the paladin? Attributes etc? If the guide here is outdated, there is no use for it.
Raising Con is good as well, since with a few exceptions, like a Kind Wayfarer with the AoE heal on kill talent, paladins are mostly tanks.
Put some points into Resolve, but you don't need too much.
The stat you can afford the most to lower is Dextery.
Leave Per at ten if you want some damage, but are not a Kind Wayfarer. If you dump it most enemies will just ignore your Paladin.
If you want an offensive Paladin, the Kind wayfarers have a talent that gives a solid AoE heal after they kill a foe, so invest into Might, Int and Per for them, leaving either Res or Con at base and not lowering Dex too much.
For skills, just remember that Flames of Devotion is less useful at highter levels, but Lay on Hands is always amazing, and you can only have one Aura at once.
As for talents, weapon and shield style can mitigate the low Reflex if you do a low Dex tank.
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I'm not quire sure, which class i should start with. The Ranger comes in mind, cuz he has a pet, that takes the damage and i allready could do the bear in the cave as soon as i was in this location.
The pet is a fragile damage dealer at best. Using it to tank a bear is a waste, especialy considering how it debuffs you when it falls. And why do you want to face the bear before getting some party members or levels?
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Pale Elves are supposed to be allowed facial hair, and that problem will be fixed in 3.00.
Good to know it is going to be fixed. Despite the good record Obsidian has set, I still feared the issue would be forgotten because of its lack of impact on the gameplay itself.
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?I read some of the class builds here, but why do all builds of the ranger have the lowest perception of 3? That's for accuracy right? I don't understand that. And why such a high amount of CON? For a ranged class?
For the three PER, many patches ago it gave deflection instead of accuracy. Not sure on the CON, maybe you saw a melee ranger build? Many of their abilities actualy work at melee.
On barbarians: reach weapons don't have greater carnage range, only INT affects that. And don't expect barbarians to be good tanks, or even great damage dealers by themselves.
Most barbarian builds are based on either powerful sinergies with supporting party members or using unique items to apply aflictions/extra-long interrupts over large areas.
EDIT: On rangers, I'd recomend investing into the pet. If you see it as a fragile damage dealer instead of a expendable bait, it can be like a mini 2handed rogue that buffs your ranger's accuracy.
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Well, I doubt they made it to anger people. One of the devs probably didn't know this about the lore, wondered why some elves could have beards while others couldn't and then decided to fix the inconistency.
And did it in the way that limited player choices. Disapointing.
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Well guys they are elves. Have you ever seen an elf with facial hair in any lore of any elf fantasy thing ever?
Yes, what is the point of that change?Any word on if they're going to undo that ridiculous removal of facial hair from pale elves?
I think the original elves of scandinavian myth could have beards. Plus, "lacking beards" is not one of the great defining characteristics of elves. That would be their long lifes and attunement to the magical. And some settings have elves tgat are not more nagical than humans.
Plus, nothing says an author can't make elves have beards in his setting.
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I don't think anyone implied you thought so. Most people here just spoke against the "tank&spank" strategy, but if I understand it right, your two frontliners setup is not about tanks that may as well be mobile walls.Just to clarify, I don't think heavy melee is bad. My preference is just for 2/3 less pure tank frontliners and then 3/4 ranged DPS.
If two guys are enough for you to hold the line and you think having 4+ melee characters is not worth the micromanagement, that is fully OK.
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Any word on if they're going to undo that ridiculous removal of facial hair from pale elves?
Yes, what is the point of that change?
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Haha - Soulpunk... maybe we're witnesses to the birth of a new subgenre.
But honestly: when you look at the description of some of the spells - for example druid's, it says that the druid amasses stray soul fragments to form blights. So why couldn't an animancer use this soul fragments to power short-lived constructs? I so loved the spidermines of Torchlight II. They are a little bit like the exploding constructs in Glavino's Workshop - just faster. I say it would fit beautifully into the lore of PoE.
Yes, perhaps you could also create some stationary destructible blights that caused AoE damage and debuffs. The whole class could be built to focus on either short-lived blights and instant constructs or powerful vessels it could buff and modify with other spells.
Althought I don't think self-fleshbending fits an animancer class, and shapeshifting is a ample enough power to merit its own class. See my soulshifter suggestion above.
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The reason this is my favoured set up is that whilst additional durable melee characters are helpful in outdoor encounters, in a lot of dungeons it can be hard to get them all into range. I find two to be a nice sweet spot for this.
True, that is the main weakness of a heavy melee setup: chokepoints become your enemy.
However it isn't too hard to build a melee DPS char that can do good, if suboptimal, damage at range.
It is matter of preference. I myself like heavy melee setups because I feel they make better use of balanced, non min-maxy stats.
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How much damage are your melee chars dealing? If your frontline is able to deal half-decent damage conpared to your backline, the mobs won't disengage half as much as against zero-damage tanks.
I also noticed that building every char in a way they can stand against at least a single foe in melee does not decrease DPS by much, but does wonders to your suvival rate. What spells and talents did you give to Aloth? A parasitic staff and some buffs can make any wizard into an emergencial melee powerhouse.
Last of all, have you considered a melee heavy party instead of a traditional strategy? I've found that most classes can be sufficiently resilient without losing much damage if built well, and the highter base speed and/or damage of melee weapons allows for more balanced attribute spreads. A meele DPSer forced into ranged may deal less damage, but a ranged DPSer forced into melee dies.
Edit: have you tried hiring an adventurer to close your frontline? Generaly the first thing I do after entering the first inn is hiring one or two party menbers, generaly a melee off-tank and a wizard so I can give Aloth better spells.
And I noticed you gave Durance a pike. Pikes are for more vulnerable melee DPSers. If you want Durance to deal damage, give him a gun and take the Inspired Flame talent, if you want him to help hold the line give him a sword and a shield. But beware: it will lower the accuracy of his offensive spells and debuffs.
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As for Animaniac:
Fleshbending - being able to change own body, grow tentacles or big razor sharp claws or wings to fly.
That sounds more like a class of its own, like my soulshifter suggestion.
Gimmick : using powers also drains own endurance over time. So we can use several powers, but after some level there will be too much dot on us to hold it. Anmaniac will literally burn himself. That would be caster with high health pool.
I like this.
Theme 3: Vessels, Hurt/Stun/Banish/Control vessels. Vessels are popular enought to such power be cool.
Like the druid and beasts? Sounds good, as long as the class is not just a vessel slayer.
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Giving single target buffs to party members that drain their endurance while active, to simulate the animancer somehow putting their souls on overclock?
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Adding to my soulshifter idea, each form would have not only unique strenghts and weaknesses, but an unique backlash debuff after it is abandoned that lasts until the shifter takes a new form or uses the discharge skill.
When entering a form, the soulshifter gains x strain points, and the buffs and debuffs of both form and backlash scale with the number of strain points.
One can only leave a form after a minimum amount of time, after which there is an optional linger period, and there is a short cooldown between leaving a form and being able to shift again.
Each form adds a especific amount of strain, and there is a lower and a highter strain threshold for entering each form.
The only way to eliminate strain points during combat is by using the discharge skill, that deals to the soulshifter and all in a small radius an amount raw damage proportional to the soulshifter's strain.
This class could have an interesting behavior in longer fights, getting more gamechanging strenghts and more crippling weaknesses as it uses its powers, and having to damage itself and potentialy its allies or foes to reset its state.
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Wizards do channel their spells from the writing in their grimmories, so you could justify a class that uses runes to cast custom spells, althought the component hunting does not feel fitting or easily explained.It is good to add new classes but it will be better if they connect to the lore. If there is an interesting way to connect runes with souls and magic, why not?
As for classes, it would be interesting if there was a class which altered the nature of its own soul, gaining powerful temporary buffs, but after they expired suffered a backlash of sorts as their soul violently returned to its normal state. Perhaps it could acumulate strain points over time that made the backlash debuffs worse as the fight went on but also gave some sort of damage or defense bonus.
I also think we need a class based on shapeshifting into multiple forms, since the druid shapeshift is not enough in my opinion. Maybe both could be the same class, changing the soul to change the body?
Ps: +one for combat animancer.
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I am not sure if the paladin aura stacks with the priest buff, but generaly talents and weapons stack with everything, body gear does not stack with itself, and buffs don't stack.
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I don't think there should be a Ranger in the party, considering the lack of animal companions. The role Aragorn actualy plays would be better covered by a Paladin.
Gandalf does not have to be a wizard. He could be a priest. He is not a scholar of the arcane, but a wandering semi-holy guardian of middle earth, and the "wizards" of Arda are actualy celestial beings. Plus, priests have nice enough fire spells.
If you want him to be wizard consider building him as a melee wizard, seeing how often he goes into the fray with sword and staff.
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I cannot edit my post (maybe because I created this account today?), but I also want to know if having only 10 resolve is not a problem when casting, considering the very low speed of this build.
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Awesome build as always
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Althought I must say, I never make any stat lower than seven. Which stats would this build miss the least if I wished four more DEX?
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Was that meant to be a joke?The OP seems to be taking the lowest common denominator, and then drawing a high-level assessment. That can be fun I suppose, lemme try...
Pillars of Eternity has a loading screen; in that aspect the game resembles Super Mario Bros.
Ya that was exciting! *squeals of joy*
Yes... Zenbane was using sarchasm to convey how ridiculous it would be to equal Dark Souls, a praticaly classless game, with PoEt, a game where classes are very differenciated by their base attributes and their complex skillset, instead of a meaningless equipament restriction.
The only thing acomplished by forcibly restricting equipament from the beggining, instead of forcing especialization later in order to be effective, is limiting the players options, in both gameplay and roleplaying.
Why can't my barbarian be a pious prince with knightly training that channels his fanatical fervour into a cold rage as he cuts his foes apart? Why shouldn't a wizard be able to aim straight with a pistol? Why can't my flagellant monk be an avatar of holy retribution wearing armor and crushing skulls with a mace like a templar knight?
Either you code all possibilities that can be imagined within the lore, or let the players build the characters they want and imagine the story behind they. And the first option is almost impossible, unfortunately.
New Class: Runesmith
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted
The problem is that such flesh constructs are mostly mindless, and while animancers may be able to manipulate their own souls, we only have seem it done in a permanent way that would require a careful procedure or have many unfortunate side effects.