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Posts
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Everything posted by Clerith
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Ability changes were mostly fine, with a few over-nerfs, but item changes still have me kinda tilted, like Sungrazer. Was that really necessary? It's also just natural for a game at the end of its life cycle to have much, much less new content like builds. Obsidian were really good at nerfing key items in popular and powerful builds that popped up at the forums though.
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Meta? Streetfighter or single class Wizard, I guess? For Citzal, nothing has changed, combos well with Monk and Fighter. WotEP was nerffed a fair bit, only good when you're consistently hitting multiple enemies... should prob multiclass with Monk or something. Wizard is very good as usual. Fighter got the 1.1 nerfs, nothing after that. Cleave Stance and Charge were gutted mostly, but it's still a fine class, and the base of most of my martial multiclasses even today. Chanter... not really, I think. Drake got hit too, but otherwise those were the nerfs. If you're feeling lost, just check the recent discussions or something. Or hope for someone less lazy to write something about every class =)
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So, there are two 2h axes, Amra and Oathbreaker's End. Amra gives you Frenzy and has synergy with crit, so... a non-Barbarian martial multiclass with crit, seems like Fighter/something to me. You also need 25 Might for this, so a Might inspiration (Barbarian or Monk) or you need a Priest or something casting buffs on you. Fighter/Monk would be my first idea. Oathbreaker also has crit synergy and really wants you to nuke single targets, so perhaps a more dps option, like Barbarian. Brute would work fantastically, Marauder and Ravager would also be good. The thing with melee builds is that you pick your favorites out of the martial pool with how much damage or defense you want. It's all very comparable, just on the different place on the damage to toughness scale.
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This happens to my Battlemage too (Wizard + Fighter), I was wondering what the hell was going on with my Penetrating Strikes. Mule Kick didn't get stuck in a loop spam, perhaps because the knockup makes the target briefly untargetable? But my Pen. Strike definitely zero recovery loop spammed me out of Discipline quite a few times.
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For me, as I was sailing from the second dlc island: halfway to Neketaka I got a scripted event (something huge blew up in a distance - third dlc related). I thought "interesting" and continued sailing to Neketaka - in the bay just before Neketaka, I got the 'start quest' event, with a certain npc landing on my ship and telling me where to go. So basically, everything triggered on ship without landing anywhere. Edit: and yeah, I finished the dlc. Kinda interesting, I rated all three dlcs around 8.5/10. All of them were also 4.5 - 5.5 hours long. Probably was the most interesting one of the bunch, though.
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Run Through has a 25-35 base damage. Spinning Assault has 14-16. 30 average vs. 15 average. Knockdown + bleed and knockback + hobble are roughly equal effects, considering knockdown is single target and knockback is aoe. Simply put, Run Through is very specialized towards single target and Spinning Assault towards aoe. Simply pick what your character NEEDS more or ends up doing more. While you probably usually send your WotEP character against multiple enemies for the aoe, I personally prefer Run Through, so he can be useful against bosses and can try to pin down a priority target like a caster if necessary.
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Almost everything? Paladin/Fighter is an extremely tanky and solid melee unit with really no weaknesses. Paladin/Barbarian is like the above, but trades defense for offense. Paladin's defenses makes your frenzied Fanatic still as tanky as a regular Fighter, how crazy is that? Paladin/Monk is yet another good martial combo, Monk adds a ton to any martial class. Paladin/Rogue is very strong, Trickster for being unhittable and Streetfighter for a tanky dps machine. Paladin/Chanter is the ever popular and powerful Herald, tank with summons and aoe buffs, every party likes one. Paladin/Wizard is immortal with Wizard buffs on, and Citzal's Spirit Lance gives you aoe FoDs, very nice. Paladin/Cipher gives you Cipher a lot of extra tankiness and a great, early spammable attack for Focus. Paladin/Druid (Lifegiver) is a super healer I've heard about many times on the forums, though I've never personally rolled one. The only classes I don't really like with Paladin are Ranger and Priest. While you can make a Paladin/Stalker, I can't help but to think that any other martial combo would be better. And I just don't like multiclassed Priest with a generic martial.
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I like having living party members in Deadfire, so I almost always choose either Devil of Caroc (melee dps) or Sagani (ranged dps). Eder is really, really good, but like I said, I like having him in the party instead. Durance deserves an honourable mention for a few builds, but the top three are clearly Eder, Sagani and Devil.
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PotD wizards having 10 Might is fine. I might not like it, since Might is such a big portion of what's available to boost spell damage, but it's fine, arguably even great, especially if you also do things like Combusting Wounds and CC or have a battlemage build (getting damage from legendary/mythic quality weapons makes Might less important than other attributes).
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Robe models
Clerith replied to LordofBones's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
You delivered! Extremely good looking and powerful set of robes, mask, wand, and a small shield. Kind of a shame that you can't get them early to enjoy them for longer, but at least there's some very cool wizard gear in the game now. -
No Card Required - Complete the Archives wing of the Halls Obscured. A Day at the Zoo - Complete the Collections wing of the Halls Obscured. Perfect Vision - Confront the Oracle of Wael in the Heart of Mystery. Cruelty to Animals - Create a pet using the Critter Cleaver. One of Them - Obtain all of Weyc Heldr's items. Rescuer Down Under - Open all of the cages in the Collections. EDIT: An Incredible Smell - Discover the secrets of imp spray.