Blunderboss
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Bleak Walker and Kind Wayfarer are two best order imo , BW if going for dual wield damage dealer , KF if you want to go Triumphant path and stack on abilities that reward you after killing enemy ( 2handers are best for this , Starting with Firebrand then Redeemer and Abydons Hammer ) I would not pass helm on paladin , current playtrough i went with god like paladin and i regret it every minute since i went to WM . Especially when Tempered Helm is so nice for triumphant build and looks paladin'ish too ( Then there is Maegfolc Skull which is amazing ) Unless u build full tank paladin ( dont do this with your MC thats boring ) the sole two stats that matter for paladin are Might and INT , as soon as you get Sacred Immolation it becomes obvious . You will get enough defenses from paladins faith and conviction so you dont need to rise RES . FoD and Priest in party will give you more accuracy than you ever need so its safe to leave PER at 10 . I would never raise DEX over 10 for melee paladin ( unless building some kind of light armored Dual Vent Pick paladin ) , you can achieve 0 recovery without any dex with most weapons , especially if you are dualwielding . If going BW i would Max might as hard as i can and have 18 Int (+4 From Ring to make it 22 Lategame) , if going KF i would get atleast 20 Might and 24 Int (with items) Basically same stats just Bleak Walker continues to max might meanwhile KF focuses on having max INT . Starting stats for both you are looking at are : MIG 18+ , Con 10 , Dex 10, Per 10 , Int 18+ , Res 10 . Depending on your Race . CON , PER , DEX , RES you can leave at 10 on any pala build honestly My main advice would be , since your paladin is gonna be main character ( MC ) make it some kind of damage dealing knight , there is no point to take paladin as MC and build him as boring tank who does nothing except tank and some exhortations , you can use Kana for that . Paladins are most interesting to play when you make them into damage dealers . And they can and will cause mayhem trust me on this , both Dual wielding BW and 2 hander KF perform insanely well if built right. Other orders are not really worth it , Darcozzi being most useless , Shieldbearers are nice for tanks , and Goldpact has decentish talent ( FoD leaves DoT) but its outclassed by BW and KF talents by mile .
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Stag AC carnage not working?
Blunderboss replied to rheingold's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Yeh , stags carnage does absolutely nothing with this patch -
Is a barbarian worth it?
Blunderboss replied to Kingsman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
try building barbarian with Unlabored Blade and some kind of shield either bashing or retaliate , and then test him vs 3 ogres lol Barbarians might need some light tuning especialy on their new abilities but comparing them to rogues is bad example because rogues arent great either -
Im planing on my next playtrough to play Crusaders party consisting mostly of melee characters using shields ( once again borrowed Boeroer's idea to use few shields with Herald and one guy with Harbringer for OP passive aura ) Im surely gonna bring Paladin ( Triumphant , not sure if using shield or no , maybe just at the start of fight ) and Priest ( Eothas Maybe ) , a Rogue ( with Barricade ) , Barbarian ( most likely Retaliation Tank with Supper Plate ) , Chanter ( Fire Lash chant for the crusader feels also makes a good shield user ) and then last character i have no idea Maybe a fighter or wizard or another paladin or a monk . General idea is to stack as much passive buffs/debuffs as possible : weapons that inflict debuffs on hit , items that gives passive auras etc. , skills like Threatening Presence and so on , meanwhile every character of mine will be decently armored but agile melee ( i mostly will aim for lighter armors to reach 0 recovery variants on few of the builds ) I have mostly focused on playing party's that have front and back line where front lines job is always to protect ranged characters from getting one shot , this should be a nice change of pace
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[3.02] Queueing actions bug
Blunderboss replied to Ronin@'s question in Pillars of Eternity: Technical Support (Spoiler Warning!)
From my personal experience Que actions will only work if your character does not have to move to cast one of them , as soon as he has to move some **** will go wrong with AI , and he wont cast the action for some time , i only Que self buffs or Marked Prey>Wounding Shot for ranger as they never move to cast them -
Maybe it doesnt work with Sword and Shepherd specificaly , one thing i noticed is that KF talents are bit buggy , for example if you retrain Strange Mercy wont work untill you exit the game and load it again, Anyway this not working does support a general rule that Boeroer mentioned (Spellholding/Striking stuff not benefiting from class specific talents) which makes sense once again cuz u know.. Goal of PoE was always balance
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Okay , First of all on PoTD , you dont need to dump RES to get crit . 10 On melee non tank character is way to go due to concentration . You dont need to max Might for Barbarian , better max PER or even DEX , but for a 2hander user it might be wise to spread MIG,DEX,PER instead of maxing might to 21. INT maxed is decent because of carnage . You dont need to use Sanguine Plate because barbarian has frenzy anyway, if you do use it , then i guess dont pick frenzy as a ability . Shod in Faith always proc on melee(considering you dont use shield and dont max RES ) you dont need to get crit by auto attack , some crit from aura / aoe spell will do the job dont worry about getting crit because you will no matter what . Consider to always have "Increased Reach Weapon" in 2nd weapons slot , for situations where you dont want to tank with your barbarian or where your tanks are bloking some bottle neck Give Forge Master Gloves a try , they summon very decent 2-Handed Weapon ( a sword made out of fire ) and you can get them easily as soon as you start act 2
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Azzuro the merchant
Blunderboss replied to zered's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Guys , azzuro is a visitor , those show up by passing time not by passing stronghold turns . Go to Stormwall Gorge and pass time at the ruins thing, and he will come sooner or later , you will have to solve his dilema first before he starts coming to sell stuff , then you can just pass time until he sells something you need ,, you can get as many of same item as you want that way too , for example hiro cloak for everyone in a party , or 12 rimecutters 0_o good luck -
I kinda agree that currently you cant even use most of "spell holding" or "spell striking" stuff on tanks , spell holding wont ever trigger because u dont get crit , spell striking wont ever trigger because you dont attack fast/reliable enough ( this can be worked around with 0 recovery but still ) On other hand , i believe there are no such items because they would make Tank builds too simple and too powerful you would simply get offense from stacking defense over the top which is broken idea in the first place .
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Im currently playing something similar Barbarian using Unlabored Blade and Bashing Shield that procs Thrust of Tattered Veils , with Wayfarers Hide ( only 10% Recovery when Durganized , and i can get to 0 with Unlabored Blade , Durganized Shield , Gauntlets and Frenzy gives nice 2.11 ) but focused more on interrupts build with stats spread : 15 Mig ( +3 Garods Chorus Helm , Also Retaliation ) 7 Con ( 3 Caed Nua Bonus ) 10 Dex 18 Per ( +4 Cape also +2 Survival ) 18 Int 10 Res just got unlabored blade and cant wait to charge it , only lvl 10 for now maybe gonna make some changes with equipment later
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Why would soulbound dagger be on tank ? Nobody is saying steadfast is better than Unlabored Blade , however it can be useful on tank for Fear Immunity when tanking dragons especially because you not gonna be casting a scroll when you need to pick up dragon and turn it away from party . In general i dont care what damage my tanks melee weapon does even if he is doing damage its not by melee attacks , having any kind of free immunity on front line tanky character is great .
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If you are bringing a full party with your rogue , forget crap like Distraction ( you will always have deathblows with full party , and distraction talent is too unreliable on tough fights , or by the time u start using it fight is already over) , Stack on per encounter abilities that Increases damage dealt ( Blinding,Cripling,Withering ) , stack on escape/positioning abilities ( you gonna need those most with full party ) , get finishing blows , those really matter in tough fights . If you are with party you dont need : to have high perception , priest can add like +50 accuracy , you want to have 10 con and 10 res at least so you dont become main target for enemy spellcasters , intelect on a rogue that is rolling with party should always be 10 you dont want your own durations to be shorter then intended but you dont need them to be longer either , DEX - if you will have 0 recovery 15 , if you not gonna have 0 recovery max it . Rest points in Might , yeh rogues get least from might bla bla bla , 20 Might is +30% Damage , 30% even when added to 200% is still 30% damage it does not become better or worse from the fact that you already have ton of it . Increasing PER , RES , INT , CON over 10 is meaningless on a rogue that has a full party IMO , unless you want high resolve for Dialogue Options . When your rogue has 150 Accuracy later in the game you will regret putting anything into perception( it is helpful early but late game might is always superior ) , when your 5 second debuff with 10 intelect is enough to kill that enemy 3 times over you will regret having high intelect ( or if you plan to ever use Feign Death ... Int increase prone duration ... ) . Take Cipher for Phantom Foes , Stack as much survival as you can ( best to have +30% bonus damage to flanked from survival , +10% from boots/armor/eye patch ) , he will also be able to Going in Between your rogue which gives a ton of survivability . Use Fellstroke( even if ambushing is not certain to do anything +2 Stealth helps you remain invisible when fight starts )to start fights later in the game and then switch to your melee weapons preferably using Quick Switch Belt , Fellstroke(or any other firearm) easy does 100 damage with rogue when opening a fight ( I usually stay stealthed on Flank until enemies engaged my party and got debuffed , then attack enemy backline ) Reckless Assault is always better than savage attack because it dumps Deflection stat you not gonna have enough on DPS rogue nomatter what , but increases accuracy same as 18 PER ( Thus allowing you to keep PER at 10 ) My last playtrough MC Rogue , constantly buffed by Cipher and Priest was unstoppable ( Phantom Foes + Painfull Interdiction is Instant Deathblows on all battlefield) , After you get two decent Sabres there is not enough of + Damage Modifiers u can stack , nothing else matters too ( except maybe escape abilities which are amazing to move trough battlefield and get to targets you need to kill fast , or save yourself or your teammate with Coordinated Positioning ) . Also i have a feeling that next patch rogues gonna get buffed a bit atleast some of their useless stuff will be changed maybe its worth to wait
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possible azzuro bug
Blunderboss replied to Gromnir's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
When Azzuro arrives to your stronghold and is staying there you just have to wait trough his visit time ( around 9-10days ) , when his visit is coming to an end he will sell you one item and leave few days later , once he sold me two items during one visit -
Flick of the Wrist bug?
Blunderboss replied to Jojobobo's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Because Acc is king of combat stats in poe