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  1. best thing I've found for this is to disable the AI completely and use SHIFT+click to chain abilities commands, you gain a lot of time this way. Pretty worth, as the abilities are great, with a beckoner maybe try controlling half of the summons this way and keep the rest with normal click attack
  2. ... aaand in the meantime, for all us ultimate cheesers, I found another one I was not aware LOL Muse of Mystery from Robes of the Weyc: you can prolong it and enjoy a troubadour new phrase every 2 sec
  3. Wahai Poraga Counterattack seems to stay for infinity after several battles I think I finally found a better/reliable strategy for the battle with the Beast of Winter: using the spider's empress mandibles you get from Belranga on Vela petrifies her long enough to be able to jump with the bounding boots and have enough time to end the conversation/start the battle before Vela manages to run there, and without Vela around the fight is much easier, works better than a scroll of binding web [EDIT] a simpler alternative is to start the conversation using the shadow form from the assassin boots, this way you don't go out of stealth when out of dialogue and you can manage to sneak with Vela to the left of the screen and better control the battle. But, as we are cheating anyway, better to keep Vela completely out of the battlefield (she stays at the other side of the chasm) using the mandibles+bounding boots What I noticed is not staying for me is the Entropy Shield from the Chromoprismatic Quarterstaff, even after save/load it always disappears as soon as I have no more the staff equipped, while the Elemental Induction stays. If I keep the staff equipped I think Entropy Shield could be reset/restarted first time you are hit, so meh
  4. I triggered (hitting Vela) and prolonged it out of combat the usual way (swapping strand of favor/cabalist gambeson) so I think it should work also if triggered in standard combat
  5. I found another interesting one I was not aware of that you can easily prolong: Wahai Poraga Counterattack For 2.0 sec after launching attack, return 25% incoming Melee Damage to attacker as Raw Damage Basically it may work like a permanent pain-link on yourself, could be great especially for classes playing with barring death door on and planning to get a lot of damage. I've not tested it in a fight yet but it seems to survive save/load cycles so it should work
  6. IIRC when I tried those were standard not stacking inspirations. Unless they degrade after save/load but I don't think so. It could be the other chant is special as they had to implement it differently to allow the mechanic of prolonging it by kills during fight, and didn't bother/forgot to fix it
  7. about the drug stacking order: it could be there is more than one possible order minimizing the number of drugs you have to try, deadeye is the one drug probably conflicting with anything else so keeping it last seems to make sense, maybe there are other combinations working, heck now I am not even sure it can't be something like the galawain challenge giving different beasts powers according to a random initial game seed Each Kill Fed His Fury chant is great also because it is very easy to prolong, you can use it out of combat and it has long starting duration
  8. I'm not saying you can't use a different order and make all drugs effects work with enough tries, I'm saying that the specific order is going to minimize the number of drugs eaten (exactly ONE per type of drug) and the number of save/reload cycles needed for it to work (ONE cycle per drug), and I still think this is not by chance and that this information is useful for a real ultimate run when not spamming save/reload might be required.
  9. In my tests drugs stack without canceling each other only in that order, else you have to look for another eat/save/load eat another not canceling drug combination. This is not by chance IMO, it is like the book puzzles LOL. I doubt that spamming save/load/try a new drug combination would be accepted in a ultimate run, but probably eating the proper not conflicting drug only at the start of the session would, that's why I think the proper order is important Each Kill Fed His Fury is working for me currently with all inspirations from the Least Unstable Coil, it keeps working after not having the chant any more . Dunno if order may make a difference, but I got the inspirations from the coil first, then tried the chant [EDIT] oh, also Entropy Shield from Chromoprismatic Quarterstaff (1% x 5 damage reduction + metaphysic, about 11% total with 13 metaphysic) can be prolonged/works but only as long as you have the staff in a weapon slot (does not need to be the active one), if you remove the staff from player slots it needs triggering/prolonging again, good mostly for builds able to use the staff from martial abilities or as a +1 power level staff [EDIT2] Oh, I read your post that entropy shield resets when it so meh, probably not worth the hassle
  10. I recently realized that Each Kill Fed His Fury chant (+5 might, constitution, resolve) stacks with all inspirations and can be prolonged out of combat, worth investing a couple respecs for it Upgrade to best drugs order so far for stacking after prolong/save/reload minimizing overlapping/canceling each other: 1 Coral Snuff (+10% Action Speed, +5 Deflection, +5 Reflex for 180 sec) 2 Mouth Char (-5% Damage taken, +15% Damage with weapons for 180 sec) 3 Ripple Sponge (+3 Perception, Resolve, and Intellect for 180 sec) 4 Svef (+3 Perception, -25% Hostile effect duration, Resistance to Intellect, Perception, and Resolve afflictions for 180 sec) 5 Whiteleaf (Concentration, +10 Will, +1 Health restored per 3 sec for 180 sec) 6 Taru Turu Chew (+3 Constitution, Might, and Dexterity for 180 sec) 7 Deadeye (+5 Accuracy, 15% chance to Interrupt on scoring Hit for 180 sec) The more I find this kind of things, the more I believe they are not like this by chance...
  11. I think getting Ancient Memory is good as some healing is always of use and it may be almost needed in certain situations (e.g. if you try the ultimate with such a build there are fights when having AM automatically heal Vela makes you able to concentrate more easily on killing enemies), but if you prefer some other chant, the important thing IMO is it has to be at least one non-aggressive chant to be able to stay stealthed more easily, e.g. Come Come Soft Winds is probably best 1st chant you can get at level 1 but aggressive and this can make you/Vela/companions to be detected and exit from stealth
  12. You want both Thrice and Thunder Rolled, + both upgrades. I'd give priority to Thunder Rolled because coupled with Mental Binding from cipher it will not only do damage but cover most of your control against different resistances/immunities. Ancient memory is good as the (at least one) not-aggressive chant you need to be sure to not come out of stealth when you want to stay stealthed near the enemy (e.g. when you keep summoning and pain-linking your summons from stealth also with 85% less spell recovery time) The problem with chanter/cipher build is you have so many good spells but can't have all of them, so you may want to respec as you progress e.g. Eye Strike, Whispers are good, but Eye Strike can be easily replaced with cinder bombs and from Grave Calling sabre chillfog later, and Whisper can be replaced with Puppet Master at higher level. other must-have for cipher: mind blades, secret horrors, borrowed instinct, ringleader, disintegration must-have for cipher+chanter: pain link, tactical meld if solo: you may consider screaming souls to use the ancestor's memory slot, it works great with both chanter called to his bidding/many lives pass (when you reach proper level, many lives pass + paralyzing enemy only chilling fog from grave calling is OP) re: summon dragon IMO with a troubadour most of the times it is better to have 3 summons active, with brisk recitation you will be able to keep summons always up and fresh with just about 16 intelligence, no need to have a damage sponge when you can just resummon
  13. IIRC The Complete Self is not so good but hey, I think that summons + pain link is the most powerful troubadour/cipher synergy
  14. ok I managed to make deadeye work, probably a simple way is to try it last so e.g. a detailed working sequence: coral snuff, (prolong a little bit), save, reloadripple sponge, (prolong a little bit), save, reloadsvef, (prolong a little bit), save, reloadtaru turu chew, (prolong a little bit), save, reload .... deadeye, (prolong a little bit), save, reload [EDIT] trying to add mouth char too after deadeye did not work though, while adding mouth char first and deadeye after did so TL;DR add deadye LAST and it should work with the rest, but if you add something alse after deadye it may not work, at least for me
  15. some more: antidote: immunity from poison attacks You can prolong a drug effect (not sure, but in my tests a different drug effect will overwrite the previous one so no more than one drug effect at once) [EDIT] good news! some drugs overlap/cannot be prolonged, many work though, tested working combinations that stack (after save/reload) so far: coral snuff (+15% action speed, +5 deflection, +5 reflex), ripple sponge (+3 per, +3 res, +3 int) svef (+3 perception, -25% hostile eff. duration, resistance to int, per, res afflictions), taru turu chew (+3 const, +3 might, +3 dex) I think the problem is with those indirectly increasing the same stuff, e.g. deadeye (+5 accuracy +15 interrupt) conflicts with riple sponge (+3 per, +3 res, +3 int ---> + 3 accuracy)
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