
chaosticket
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I encountered a bug that has some of my characters disappearing from "My characters" if I changed their names and logged in later. So far Ive lost at least 2 Sorcerers(and all the progress with feats) because of that. Im almost to adventure 5 so this is really irritating. Can I get a "rollback" to about a week ago in terms of progress to get my characters all back?
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I cant buy things for Gold
chaosticket replied to chaosticket's question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
So gold is worthless? Whats the point of having a market you cant buy anything? -
Suggestion Box
chaosticket replied to Avantyr's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
1 As previously put up: The ability to re-choose Feats is very important. I think I may have to remake at least 1 character because I picked something wrong months ago. 2 Treasure really needs less randomness. Ive purchased something around 30 of them in the past few months however I have no control. What I want is a handful of items but many copies to actually equip several of them and to several characters. For example the Shock Glaive is something I would like to replace many of my current weapons, but out of all those chests I have only 1 Shock Glaive. Oh and Ive gotten things all the way into Adventure 6 which I am not even at. It seems like the ratio to actually collect useful items is far lower than junk, so there is a rarity algorithm. And its a complete waste to receive dice skins. Makes me feel like the developers are laughing at me with dud cards and jokes. 3 Price reduction on the alternate costumes. $59.98 or 66,000 gold, seriously? Ive already purchased the characters. I had a smaller problem when I had to purchase the Character Bundle to get C deck after unlocking all the characters. 4 Some kind of locker for cards. I farm a lot because I have to constantly search for and drop cards again and again collecting the same cards constantly. Ive looked for things like a +1 Bastard Sword so many times. Any time a new card feat is unlocked its probably going to be filled with some junk card picked up during the scenario instead of say a +3 Greatclub to collected then dropped 4B. Its also a problem that you cannot directly trade cards between 2 characters of the same class, so there is an unnecessary complication of requiring 3 characters to trade cards.- 14 replies
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Ive been playing this game a long time and Ive never encountered a problem this strong. So many details I that I dont think will help. So story mode Adventure 3, scenario 2. I take 4 characters, Fighter, Monk, Bard, and Cleric. At one point I use a Shalelu Andosana card to examine a card, which turns out to be Goblin Commando. Normally I would have the option to "encounter" the card, press a large red X to ignore it and let Shalelu Andosana be recharged, but not now. The "encounter" option isnt up, pressing the Red X does nothing and trying to select the "store" or "options" menu to forfeit or pick the main menu results in nothing but showing that the clicking animation has no effect. Ive tried closing the app=closes but still frozen when I enter story mode. Ive tried uninstalling=still frozen Clear cache=still frozen. Ive also tried to enter story mode and "start new party". The 2nd party is not frozen for now. Its somewhat bugged My cleric, fighter and monk are locked in still. It also set me back, indicating I havent Completed adventure 3(I have) or adventure 2-scenario 3(beat heroic there), but Adventure 4 is still unlocked...What?
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Oh yes, Sajan. I dont know why people say he is terrible. In terms of raw combat ability he has the most blessings that he recharges for combat checks. He can beat basically anything. For him weapons are weaker but more only need to be revealed. He has plenty of item slots for things like healing items. He never learns spells and his roles are rather weak so there's that that. I didnt know anyone until this point who actually based anything in the card game about Roleplayng.
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If you compare characters I would put Lem higher on the list. Note this isnt basing on later adventures on legendary so experiences may vary. Valeros is a combat specialist. He has miniminal blessings, location closing is pretty much stuck to "fight monster", and his support ability is stuck mostly to whatever allies and items you can get. He is strong at fighting(der) but doesnt even get into any kind of secondary function. Closest you can get it extra items and allies for utility. Lem has strengths in most area Valeros lacks, but can also fight. a D8(+0-3) Dexterity for ranged checks is alot worse than Valeros D10+3(+0-4), so its more of a backup to deal with weak monsters while the big ones get offense spells like Holy light and Lightning Bolt. When Lem gets Solo Performance at tier 4 then he adds more to combat making them closer and making Lem much better at at what Valeros lacks. Its a question of Valeros' specialization versus Lem's versatility. Amiri, well I almost never find a good time to use Barbarian Rage. She is too close to Valeros in terms of functions. I like Valeros recharging weapons A LOT better. I can see her real strength being in Move Fast/Another to "taxi" other characters around, but also in "Our Lord in Iron" making her far more versatile with 6 blessings giving d12s to ANY stat. --------------------- Anything you can do to Valeros after a point is really just there to increase his utility. Thats not bad, but its means Card Feats and new equipment are more important than possible SKill or Power Feats decisions
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Ah, yes. Rogue Acrobat has "Delay". I forgot about that. That one ability would be incredibly useful in nearly any situation a Rogue might get into so you can acquire boons or bring in another character able to handle banes like the Villain. Ranger. Well Animal Trick(not to be confused with Druid Animal Trick) gives the power to recharge animals allies. I can see that very powerful in nothing more than free explores. If you had more powerful animals like the Velociraptor it would make some problems a breeze. In the case of Miraculous Dexterity Vs Wisdom that can be a harder choice. The Ranger can become a Divine spellcaster. Having Miraculous Wisdom and spells like Mass Cure could make 2 spell card slots into game changers. This is actually a tough choice. Barbarian, Monk, and Sorcerer have mild differences. Fighter, yeah Weapon Master is better but not by enough to say "wow". Cleric and Paladin have so many quality power feats that their roles are extrasr. Paladin Hospitaller with Healing Hands could be quite useful. Cleric Healer is redundant but the Exorcist can be quite good against Undead or Outsiders if you have enough power feats Wizard, well the Evoker looks pretty bad. 3 feats to give +2 to some attacks spells? Illusionist takes one or two feats to control your deck quite well. Druid Wild Warden and Barb Virtuoso are at least clear picks.
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After that things are less clear. What secondary stat should skill points be put into? Which Role Path is better? Where should other card feats be placed? 1 Barbarian. 2nd Skill points into ? , "Our Lord in Iron" feat , More ? cards. Maybe items? Role? 2 Bard. 2nd Skill points into Dexterity?. Virtuoso for "Solo Performance" feat, More weapons or Items. ? Role: Viruoso 3 Cleric. 2nd Skill points into Strength, "Dawnflowers Favor/ite" feat , more Blessings and Weapons. Role? 4 Druid. 2nd Skill points into Strength, Wild Warden for "Ritual raining", more allies. Role: Wild Warden is much better caster. 5 Fighter. 2nd Skill points into ?, More teamwork??, More items? Role? 6 Monk. 2nd Skill points into ?, Zen Archer and Weapon Proficiency?, more blessings or items. Role? Zen archer is a little better 7 Paladin. 2nd Skill points into Wisdom/Charisma , "Inheritor's favor/ite", more Weapons/Blessings/spells(order?) . Role? 8 Ranger. 2nd Skill points into Wisdom , Tracker for "Animal Trick", more allies(animals) . Role? Tracker has recharging Animals. 9 Rogue. 2nd Skill points into ?, "Inspired Dexterity" , more blessings. Role? Thief is a little better 10 Sorcerer. 2nd Skill points into ?, "Our lady of Graves", more Spells. Role? Celestial Sorcerer doesnt banish anything accidently 11 Wizard. 2nd Skill points into ?, even MORE Recharge , More Items? Role? Illusionist may be better. Any class with spells(aside from Rogue) works better with the maximum number of spells. Blessings maxed out is a good idea for everyone. Items and allies can be solid secondary choices. ===================================== The classes differ a lot in quality of choices made. Some classes have no clear choices in terms of skills, feats, cards, or even roles. Others have maybe a single power that screams "Take me" Cleric and Paladin both have some strong feats and want Weapons, Spells, and Blessings. Theyre pretty much fixed already but their roles are open. Bard and Druid have roles to choose that are much more generally useful. Bard becomes a jack-of-all-trades while the Druid has amazing casting. The more physical characters vague. They dont have anything to say "you should play like this". So additional comments and advice you can give? Ive already read up on the Paladin taking a shortcut by going for spells and/or blessings before weapons.
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1 Barbarian. Skill points into Strength, improve hand Size, More Blessings. 2 Bard. Skill points into Charisma , improve Bardic Performance , More Spell . 3 Cleric. Skill points into Wisdom, improve everything but Undead Lore , More Spells . 4 Druid. Skill points into Wisdom , improve Animal trick , More Spells. 5 Fighter. Skill points into Strength, improve Hand Size , Max Blessing . 6 Monk. Skill points into Dexterity , Increase Hand Size and Magic fist, more Weapons. 7 Paladin. Skill points into Strength , Increase everything, more Weapons/Blessings/spells(order?) . 8 Ranger. Skill points into Dexterity , Increase Sniper Shot, max blessings . 9 Rogue. Skill points into Dexterity, Increase , more weapons(personal choice) . 10 Sorcerer. Skill points into Charisma, Increase Arcane Strike, more Spells. 11 Wizard. Skill points into Intelligence, Increase Recharge , More Spells(?).
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Missing a few steps there. 1 or 2 Early On getting strong weapons, magic armor(to recharge when not needed), and looking for Blessings of Gorum are my suggestion. Putting Card feats in Weapons and having a Hand Size of 5 makes her alot better both personally and gives her more support from having more options in her hand especially blessings. Thats a solid way to survive early on. 2 or 1 Blessings or Spells are also important, possibly enough to get before weapons. I think Spells should have higher priority mainly as you would have 6 blessings and 1-3 Cure spells to allow you recover your spent blessings often. That is doubly so if you use Inspired Grace often. 3 Later at tier 4+ you can pick one of the most unusual and powerful power feats, Iomedae's Favor. It only works on a Blessings of Iomedae, so less powerful blessings but more versatile as they now recharge. Early on you can focus on weapons, blessings, or spells. Its that you have all three later on which gives the Paladin its strengths. A Fighter only have 4 blessings maximum. a Paladin can have 8 recharging blessings
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We are not actually arguing. My default objective is to heavily focus on increasing Seelah's combat ability. Max her weapon slots, all skill points to strength, and then go after blessings and spells. The alternative I see is the other way by focusing on Blessing and Spells first off. I dont know if Strength is passed over for Wisdom/Charisma but Ill assume it is. In that case she is poor in combat but great for support. Both paths can meet up eventually. Its a question of whether Inspiring Grace is your main focus on power feats. Until now I would pick just about everything else.
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I dont think I would use any ranged weapons on him before he gets to Weapon Master and has the feat that allows him to use his Melee skill. Before that he just has a d8 dexterity die compared to a D10+3+(0-4) melee. Later he could use Ranged weapons equal to melee ones and be able to use their support abilities without discarding. It wouldnt be great but it would at least give him some extra support use.
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Hey if you burn through everything but your blessings by using Inspiring Grace that is dangerous. However like I said earlier it could work by focusing on increasing your number of blessings and spells. In that case half your deck get recharged by using it. Just a couple power feats means you dont discard your Cure spells when using it and you can give a D6+1 to everything, including your spell recharge rolls. Its still risky for combats. A melee weapon is stronger and reusable. So again thanks for the build Idea. Going directly for 8 Blessing and 3 spells would give Seelah good closing ability and major at about tier 4 with rechargeable Blessings.