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Clerith

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Everything posted by Clerith

  1. Yeah, it doesn't work, would be way too op. Wizards have that Grimoire of Vaporous Wizardry, priests and druids have nothing afaik.
  2. Other than resisting cipher/god visions (none of which are harmful), there are very few resolve checks in the game. I had resolve 10, and I never wanted it to be higher.
  3. Is the item in the box permanently generated after the first time you visit the shop area, or does it change with every load? Anyways, amazing find, you can easily save 100k and get some op gear right in the beginning.
  4. It's better the less people are in your party and the less melee characters there are in your party. In some combats it does nothing. In some combats it does more damage than the rest of your attacks together. It's a very powerful ability.
  5. That's not how it works. Int increases the yellow radius, which doesn't cause firendly fire.
  6. Witcher Signs are simple cantrips and given by the mutations they undertake. It'd be nice to be a swordsman and alchemy drugger and minor magician in one, but you can't have all three. In the books, Geralt was first and foremost a swordsman, he used a fair bit of alchemy, and signs sparingly. Witchers also pretty much only use swords if possible. So Devoted with swords multiclassed with Nalpazca, I suppose. 2h swords actually, and light/medium armor. Take the reflex save perk as well, gotta block those arrows with your sword, amiright?
  7. I think your axe is bugged. I checked mine, and it's +2 power levels base, transformed into +3 if you pick the enchant. You do NOT get +2 and +3 at the same time. I even consoled a few more and tried out various enchants, I couldn't manage to get Fiery Core and Living Pyre at the same time on the same weapon.
  8. I wonder how early you can do it "legit" with a party. Like 10? Spam empowered and rest. I dunno, so much depends on how good you're at the game, your use of items, abusing rest and empower, pulling strategies... solo is a lot more difficult, obviously. But most people who read these guides aren't soloing, even if they're solo builds.
  9. Btw, do you even bother to switch for fire immune enemies? Dragons, fire Nagas, fire elementals. Fire is sadly a somewhat common immunity? Also, how do you have Come, Come Soft Winds of Death and Ancient Memory in the video again?
  10. That FOD dmg is amazing I know :D. Sacred Immolation skyrockets too. Don't reroll! Just put it on list :D. And yes, I will add abilities picked. I just had to hurry, since my wife wanted me to clean kitchen Hat: Fair Favor https://pillarsofeternity.gamepedia.com/Fair_Favor Oh. Fair Favor's hit to crit works for all weapons, while the crit dmg is only for the sword/sabre/etc? I didn't know that! Makes sense now. Edit: and iirc the potion above was shown in a thread a few days ago, crated and shown with high alchemy. It's on the crafting list. Imagine the total ****ery that a max alchemy drug and potion chugging Nalpazca could achieve if you could manage all those consumables. Also, not to make derivatives of your build right on the first page, but... for party play, and maybe with the immortality potions for when you want to Immolate, would you recommend Shieldbearer or Bleak Walker? I guess it's personal preference in the end, convenient immortality vs a bit more damage. And roleplay.
  11. My jaw dropped when I saw the FoD damage. Amazing build that also looks super good. Very flavorful. How many times do you want me to reroll, man? Since it's a build, you should list the abilities you picked at level up. Also... what is the hat you have equipped again?
  12. I also came in to recommend Paladin-Bleak Walker / Chanter-Any multiclass. Straight up evil paladin that can drain life from enemies, buff weapons and summon skeletons with chanter abilities? Sounds Death Knighty to me!
  13. I started wearing -recovery time light armors on my wizard JUST because robes looked so plain and basic. Glad to hear there will be something better in the future.
  14. Debatable, since the power levels of the Chromoprismatic Quarterstaff can be upped to +2 with enchantment (equal to the blade with elemental spells then but with better penetration) while also boosting action speed. Granted, there's a +action speed sword, but with it you're just back to the same level as with the staff alone. My point being that the staff is at least *just* as good as some sort of dual-wield. I had the staff upgraded to +2 power levels. The sword was better with high end spells. The extra elemental power levels is +0.5 pen, and only applies to elemental spells. The staff's action speed only works for melee attacks and recovery, not spell casting speed or spell casting recovery.
  15. With this bow might is not important at all. I choosing between nalpazca and no sub. Ranger is harder. Pet looks pretty fragile, Ghost heart? Sharpshooter? hard choice. Nalpazca is the strongest subclass in the entire game if you max alchemy and stay on top of drugs. But that's a whole annoyance of its own.
  16. There are three great ones that I know of. I'm looking to find out more. Dragon's Dowry with the 75% action speed buff that works for spellcasting speed and recovery time. It's going to be less than 75% in practice, but it's still a lot like the old DAoM. Shame it's on an arquebus, I just can't make my wizard equip it. Weapon swapping is also an... acquired taste. Chromoprismatic Quarterstaff. Elemental power levels galore and a stacking damage reduction buff. It's a good stat stick, however, it's a better melee weapon imo. Griffin's Blade. Something I discovered only today, it can be enchanted with +10% spell damage. For Meteor Shower, it's better than Chromoprismatic. And since it's spell damage, it also works for Wilting Wind and all the missile spells, which is just amazing. Magran's Favor and Sun and Moon deserve a mention for buffing fire and ice power levels. What else is there? And since Griffin's Blade is (at least right now) imo the best offensive spellcasting weapon, what would pair well in the off-hand?
  17. Go Helwalker and use Dance of Death to generate wounds. As for Ranger, the build really needs crits, so I suppose Sharpshooter is worth it.
  18. Whispers of the Endless Paths does have a few things going for it. For one, you can get it extremely early, no need to wait until the end of the Principi questline if you want to play normally. Since every one of its hits is a double hit (and the second one being an aoe), like Andrea said in the guide, it has insane synergy with Mob Stance and Heartbeat Drumming. If you Charge through multiple clustered enemies, it has a good chance of doing 3-4 hits per enemy, no? A lot of melee builds want Scordeo, so it's nice to use a 2h on someone. Well, I believe Voltron when he said that he kills things faster, at high levels, but with Whispers, the build is basically good to go once you hit Neketaka.
  19. The only wizard subclass I can recommend is evoker, wizard subclasses are just way too prohibitive.
  20. You want to play Devoted/Monk (especially the Devoted part) dual wielding a pistol and a sabre? Anyways, this build has definitely inspired me to make a Devoted/Monk, though I'm definitely thinking SHattered Pillar instead. Everything looks pretty much the same except picking up Vigorous Defence, since there is no need to get hit.
  21. Better aoe for Concussive Missiles, which is the best spell for this sort of character till Wilting Wind imo? Not enough of a reason, though. I understand dumping INT for solo play. Everything's clustered on you anyways. I'd like INT for group play though.
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