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Imo, the example with cars is not really fitting here. On the other hand I understand what asnjas means, as for instance I remember having lots of fun (maybe even most of fun) in Morrowind and NWN1, but their graphics is too dated for me to re-play them. ... still trying to man up and try BG2 which I've recently bought; meanwhile looking for ways to break GalCiv3 instead...
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Yes you can have multiple beams active at the same time. But yes, they should be different. Yes. Surprise: beam's duration is not affected by INT. It could be a bug, but it's so since v 2.0 at very least. I remember joking about 3 INT wizard focused on beams and missile spells. So for the stats spread you gonna first decide what you want: - v1. cast cc spells and deal damage with beams: ranged wood elf 16/7/15/18/19/3 - v2. just use beams and missiles as often as possible; in this case you can dump INT. But it would make sense to make this wizard an offtank, because it's great when a character can fill two non-concurrent roles at the same time: 17/12/14/20/3/12 melee orlan with 1h+shield. Depending on how high is your swing/crit rate gonna be, I guess Barricade could fit nicely here.
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If talking specifically about melee/magic hybrids that are able to deal decent damage with weapons: - A Devout/Priest might indeed work nicely. Having somewhat decent melee auto-attack dps, augmented by deity specific +acc talents and Minor Avatar. Plus ability to cast Beacons with Cleansing Flames; although we don't know yet how will lower power level will impact their damage. Other option could be: taking Devotions for the Faithful. Also Triumph of the Crusaders will become much more useful in Deadfire, since there is no health limit. - A Barbarian/Skald. Hit a lot, crit a lot, invoke a lot. At least that's the idea. - A Barbarian/Wizard. Get Concelhaut's Parasitic Staff, and later the Citzal's Lance. Wreck havok. - Ascendant/Shifter - build focus when shaped, or with Firebrand. - Shattered Pillar/Soul Blade, Devout/Soul Blade. Kinda self explanatory.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Glad to hear that -
I see the following possible combinations for a tank paladin: - the already mentioned multi-class with Unbroken, as fighter has lots of defensive stuff - multi-class with wizard (can't say which subclass yet), but the point is to get access to Arcane Veil (instant and per-encounter) as well as: Infuse Vitality, Mirrored Image and a plethora of Llengrath defensive spells. - multi-class with Lifegiver: since in Deadfire there is gonna be no health limit, keeping hp at max via plain healing could be a viable strategy - multi-class with barbarian: Savage Defiance + even higher fortitude from Frenzy's +MIG/CON can prove to be quite handy. And if there are many enemy spell-casters, one could multi-class with Mage Slayer. - multi-class with priest: because of Minor Avatar; and because paladins usually opt for high MIG/INT, and this will quite power-up their Shinning Beacons. - multi-class with Stalker: for the bonus to defenses - multi-class with Troubadour: for the Dragon Trashed + Sacred Immolation combo. This will be squishier than other options, but is expected to deliver excellent amounts of damage. - just a single class non-Bleak Walker paladin, if the high-level abilities/talents will trump everything that comes from multi-classing.
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From Confusion description: As I understood if a confused enemy is in 'phase 2' he is considered your ally. Chanter is one of the least supervision required classes. Partially because of the usual low dex coupled with offtank role. And partially because Dragon Trashed does all the work for you. You have enough of basic cc, e.g. Aloth and Druid, each being able to cast 1-2 AoEs per encounter. What your party lacks is per-encounter damage. And Dragon Trashed should fix this. His level won't scale-up. You can somewhat alleviate this via sending him on stronghold adventures. But I haven't compared the xp numbers. P.S. If you want a quicker lvl 9, just do the first 3 bounties + Defiance Bay quests and hearing.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Splendid Gonna be OP Didn't have such an issue. Could it be related to this? @DragoDarkstorm, I haven't encountered such a warning. From what I understood after a quick googlefoo, PrivateImplementationDetails could be potentially inserted on compilation, presumably by IE Patchwork. So my guess is that it tries to patch the already patched Assembly dll. So let's try to do a clean mod install: - go to PillarsOfEternity_Data/Managed/ folder - make sure again that there is no Assembly-CSharp.dll.pw.modified file - overwrite back the original Assembly-CSharp.dll, if you have it - run the PatchworkLauncher.exe again - go to active mods, and make sure that there is only UPMod in the list (in order to narrow the problem), and that it is checked. - Test Run -> check the log If the problem persists, move settings.pw.xml from IEMod folder, and repeat the steps. If everything is fine and you also want IEMod, repeat the steps, with UPMod and IEMod both enabled. -
Yeap, Alpine Dragon's melee attacks target fortitude. Plus he's hitting the hardest. With Deathblows he can crit for 200+. Taking a 250+ graze from Finishing Blow hurts as well. But seems I was wrong too, as I thought that Adra and Bog Dragons target fort as well. Just tested: P.S. Regarding tanking a dragon: it's not really tanking, as in taking all the blows and healing up; it's rather sending someone beefy whom you can use to control dragon's facing angle, while you try to prone/stun/paralyze/petrify it, because if there is just 1s gap between cc, it will use the breath.
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No one is going to laugh at it) Personally, wild orlan and moon godlike are my favorite race choices for a tank paladin. Depends... Base duration is 10s. At 7 INT it gonna be 8.5s. Or 17s total (since there are 2 FoD charges). If you party is dps heavy, that's the average duration of an encounter in mid-late game. I have a feeling that there are more opportunities for benevolent and honest. Last time I played, I did it with visible disposition conversation choices. I have maxed benevolent and honest first. Followed by diplomatic, clever and rational. The longest it took me to rise stoic. As for passionate, cruel and deceptive I was never really into them, so can't really comment here. It will work yes. But unless you specifically want high deflection for some RP reason, I'd say that this build appears a bit sub-optimal to me from power-building perspective. Reasons: - deflection is not that useful as it can appear after going through the early game for the first time - dragon melee attacks target fortitude, while their breath targets reflex and these are ones of the most hard-hitting stuff in the game. Iirc Radiant Spore/Kraken tentacles target fortitude as well. - cleansing flames aside, few of enemy damaging abilities target will. - combining these together I'd say fortitude is a prioritary defence for a main tank paladin; plus it helps vs majority of stuns/prones/paralyzes. - high might does increase fortitude and increases the potence of paladin heals and sacred imolation damage - high intellect helps with aura range, sacred immolation range and buffs/exhortations durations. It also increases the amount healed by Lay on Hands - two of the most utility -order specific- talents are Inspiring Liberation and Bond of Duty. Because of the encounters design, these quite have a higher impact than Shielding Flames. Plus you save a talent, since MT doesn't really need Flames of Devotion. - there is a high chance that you will want to use Outworn Buckler/Little Savior shield. So putting points in PER, in order to get higher reflex/deflection is no longer the way to squeeze more defences. - assuming you have a 6-man party, how about something like?: 17 MIG, 17 CON, 5 DEX, 5 PER, 18 INT, 16 RES
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That's a quite detailed party description I am short on time right at the moment, so will address this first: Inspiring Radiance provides: +10 acc bonus. Painful Interdiction provides (along other things): -20 will defense on affected targets Together they provide a +30 effective acc bonus to affect enemies with Shining Beacon (which targets will). Confused enemies that have switched their alliance will get affected by your AoE buffs if you cast any, and they are in radius. Yeap. Yeap. Disabling friendly fire - can make scrolls of paralysis much much more useful. Cipher Base Focus 3/4 of Maximum - that would be a sensible buff to any cipher you would take. As for party composition, look you can either go for a sturdy team, killing stuff over time: - frontline: Kana, Eder, NPC Druid - midline: Durance - backline: MC Priest, Aloth where: - Eder tanks - Kana deals damage via Dragon Trashed - Druid offtanks, deals ST damage in spiritshift form, and throws AoE stuns/prones (esp. Relentless Storm) once in awhile - Durance - is there for buffing and offtanking. During Minor Avatar can contribute to dealing damage, when finished casting buffs - MC Priest - is there to trump majority of boss fights, plus throw a Shinning Beacon once in awhile. For example if you rest on average after 8 easy-medium fights, you can use a Beacon in every second fight; and unload all remaining usages once you know that you will have to rest after given encounter anyway - Aloth - is there mostly for Shadowflame and Slicken which shall be mastered; interruptions (kalakoths minor blights + blast); Mass Confusion, Gaze of Adragan, Call to Slumber, Wall of Many Colors and Concehaut's Doom. He doesn't have a stellar PER, but on normal you won't really feel it. Other way could be: - frontline: Kana, NPC Paladin, Grieving Mother - midline: Aloth - backline: MC Priest, NPC Cipher Where: - NPC Paladin - is main tank (gold pact or darcozzi) (moon godlike or wild orlan), and used for Lay on Hands, Zealous Focus, and anti-charm/dominate/confuse utility - GM - is your main debilitator, with a 2H weapon: Tidefall/Firebrand in early-mid game, Blade of the Endless Paths in the late game. - NPC Cipher - a wood elf used for both damage and cc - the rest do same thing as before
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^ The thing is that 95% of fights in PoE1 with a dps-heavy party last for less than 30 seconds (of normal, unpaused time). On the other hand, DAoM starts economizing time after just 2 shots. What do I mean is: - without DAoM my cipher (20 DEX, durganized Rain, swift action, durganized hide, penetrating shot), has attack duration of 34.6f and recovery of 41.1. - with DAoM: recovery becomes zero - time to use DAoM: either instant (5f) (if spellbind); 2.33s (70f) (if potion); or 1s (30f) (if potion, and you have UPMod) This means that DAOM is worth it if I'll make just 2 shots, even in the worst case.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
v1.00.306 - includes points (bug-fixes) #1-#5, and v1.01.306 - includes points #1-#7 They are completely standalone (not cumulative), so just select the (only) one you want to use I will think how to make installation guide more intuitive. Thanks) Tbh I am not sure. If you can use IEMod, than you should be able to use UPMod as well. But if you can't run the patchwork executable... you are out of luck. -
1. The approach to Concentration is: either take points from other stats into RES; or keep your character highly specialized but let other party-members help with priest being uninterrupted. For example I use 2 ciphers and a wizard for keeping enemies disabled. Priest is not getting interrupted if the enemy cannot attack. - If you rise Concentration via RES stat - it will become another build, as the whole point is to have max MIG/INT (because of the way DoTs do profit from both) plus decent DEX/PER. But you can take the Gyrd sceptre (it adds 3 RES), and take Belt of Chimes/Celebrant's Gloves. - If you have problems with firing spells-up, you could consider an offtank priest instead. You will have to give-up on dealing decent spell damage without Minor Avatar on, through. 2. Regarding talents: the only must-haves are Painful Interdiction and Inspiring Radiance. As they make much easier for your party cc to land, plus it adds +30 to effective accuracy of your Shinning Beacons. Scion of Flame, Wilder Hunter and Ghost Hunter are great if you have the UPMod installed. If not they are optional. I would still recommend taking Aggrandizing Radiance - as +2 to all stats per-encounter is nice. And the bonus 4th spell slot - because casting one more Beacon and dealing extra 240+ damage is nothing to sniff at. All other talents are completely situational and depend on your party composition. Specifically for your case, I'd recommend: - Inspiring Radiance - Interdiction - Painful Interdiction - Aggrandizing Radiance - Deep Pockets - Generally you'd want to have the following quick items: DAoM, Potion of Major Stamina, Potion of Major Recovery, Flask of War Paint, Scrolls of Paralysis and the one of 3: Scrolls of Confusion (op, but avoid buffing enemies), Infuse Vitality (good early on), Bullwark vs Elements (if there are shades) - Scion of Flame - Prey on the Weak if you will use the Gyrd sceptre (what's your deity btw?) / Apprentice's Sneak Attack otherwise - Envenomed Strike / Wound Binding As for weapon focus: - it's not worth it for damage dealing, as your main contribution comes via spells - taking it, or priest specific +10 acc can be worth it with soulbound weapons, partially for Gyrd (because of domination proc) and partially for Abydon's Hammer - if you are going to use it to kill eyeless on crit. Regarding Interruption Blows: - it's not worth it, because DoT ticks do not interrupt.
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Regarding DAoM: I just crafted too many of those, so I often was popping them at the start of the fight and having the effect immediately. Regarding Rain vs TwinSting: Rain is definitely better. The main usage of TwinSting, is it's one per-rest DAoM, which you can instantly pop, make two shots, and switch to Rain.
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^ For both reasons) Deflection helps in reducing attention from creatures with default target preferences. While triggered Invisibility allows to not get hit by two crits in a row, especially it helps when enemy group might throw two Ooze Spits or something like that almost simultaneously. Additionally it helps to safely reposition the cipher.
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There will be an improvement in Deadfire. Some of tooltips seem to list casting and recovery time now. But... we'll have to see how accurate and trust-worthy they are Early game: +ACC vs creatures on dps and debilitators; +DR on those who don't cc/deal damage. Mid game: taking +Healing on tank (instead of +DR) if I feel he'll need it, or if have/gonna use Wound Binding Late game: keep +Healing on tank Boss fights: taking +Healing on barbarian, instead of +ACC - as I don't need him to attack dragons
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Veteran Recovery restores lost endurance over time. It doesn't go over your max endurance. The base values are: 3 Endurance (+1 every 3 levels after 1) per 3s for 45 seconds. Meaning that - it ticks once in 3s - total base duration is 45s, this translates to 16 ticks - it scales with level. I.e. +3 becomes +4/+5/+6/+7/+8 on levels 4/7/10/13/16 At 10MIG/INT it has potential to restore: - up to 3 * 16 ticks = 48 Endurance on lvl 1, over 45s - up to 8 * 16 ticks = 128 Endurance on lvl 16, over 45s The amount restored by each tick scales with MIG (and is also influenced by +% healing modifiers). While he total duration scales with INT. I have tried to estimate how useful would this talent be in practice. And first have checked a few of my last fights, specifically their duration: - Magran's Faithfull: 18s of unpaused normal time - Brynlod: 22s of upaused normal time - Llengrath: 27s of unpaused normal time Now imagine that I have a lvl 16 chanter with 22 MIG / 24 INT with +60% healing from survival. How much would Veterans' Recovery could potential restore to him? - 18s => 7 ticks * 8 * (1.36 + 0.6) = 7 * 15.68 ~= 110 - 22s => 8.33 ticks * 8 * (1.36 + 0.6) = 8.33 * 15.68 ~= 131 - 27s => 10 ticks * 8 * (1.36 + 0.6) = 10 * 15.68 = 157 Not bad. But now cut these values at least in half, because quite often VR will have no effect cose chanter will already be at full endurance: - due to no damage taken yet - silver tide - shod-in-faith - athletic/potion heal - beloved spirits - scroll of moonwell TL.DR. Personally I wouldn't take it in a cc and healing heavy 6-man party. But if it would add endurance atop the maximum value, or would also restore health, something like Infuse Vitality... that would be a different story.
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Yeap. Dragon Trashed is too strong. I was very content with my barbarian and his contribution to total damage dealt. But he required quite some amount of micro. Frenzy -> Dragon Leap -> HoF -> BB -> Echoing Shout. Every step requiring a pause in majority of encounters. While chanter, could be sent on attack and simply forgotten. He just won't die, while dealing the same amount of damage. The only thing barb had over chanter is his "ability" to trigger Shod-in-Faith and Swaddling Sheet. Looking back, I've came to a few conclusions: - I had over-abundance of damage-dealers - Because stuff was dying too fast, there was no need in HoF+Combusting Wounds or HoF+Petrify or HoF+ Reaping Knives combos. - Aloth was never used as source of damage past lvl 9. And later on it was just mastered-Shadowflame -> mastered Slicken for 90% of the fights. And bounties/boss fights I was also using mastered-DAoM + Petrify / Call to Slumber / Mass Confusion / Crushing Doom. That's it. Will definitely build him as control freak offtank next time. - I used Mind Web only twice (vs tentacles on the frozen lake in Cayron's Scar) - I used Time Parasite 3 times max. Was using DAoM instead. DAoM is awesome. - I am lazy. Even if I carried Lead Spitter in the offset for 2/3 of the game, I never used it past lvl 9. - Melee cipher is awesome, and can out-focus a ranged one. Additionally he will cast Whisper of Treasons while being in plate armor almost as fast as a naked one. But damn he's an attractor for stuff like Ooze Spits. Cape of Master Mystic basically doubles his survivability.