
SaruNi
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Drugs can be used to buff *before* combat starts... Coral Snuff, the one we first get access to in the beta, increases action speed. As for spells hitting: max Perception, use Eldritch Aim, and you can multi-class monk for Dance of Death or fighter for Tactical Barrage (if some weapons let you cast spells from them once/encounter, Black Jacket could also get a bunch of free spells).... Spell damage is underwhelming because of low penetration. A Berserker's Frenzy adds +4 penetration to spells and triggers Nature Godlike's +2 power levels which at 0.25 penetration / power level gives you a total of +6 penetration (if you're casting a spell from your specialty school, the +2 power level cancels out the -2 power level from multi-classing). Cat Druid / Barbarian is the fastest caster, at least for a limited time. Cat form adds +33% action speed, Frenzy +25%, Wild Sprint +15%, and spells trigger Bloodlust (+20% which stacks, and you can kill your party's own summons). But Evoker is better than the character creation screen indicates: it's not a "small chance" of the spell being repeated instantly, it's a 30% chance. So for longer fights an Evoker Corpse Eater (replenishing the Fury resource to recast Frenzy) is the fastest caster.
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The Devoted bonus does apply to summoned weapons---or at least some of them (Berath's Greatsword).... Does Fighter/Paladin mean multi-class or single class? In the beta so far, a single class would get access to immunities to afflictions, whereas a multi-class only gets resistances. But at higher levels multi-class would have access to all of them... though many are redundant. Nonetheless, the obvious multi-class tank is Goldpact Unbroken (amusing image---according to the tooltip iirc the gold armor remains until it's... broken). Riposte tank trickster/mage (with access to both enchantment and illusion, conjuration is nice too not just for Arcane Veil but because Concelhaut's Staff has the proficiency modal for increased deflection and does good damage, though you don't need it... and eventually you'll get the Spirit Lance) is pretty much invincible overkill. Heavy armor and mage specialization only penalize recovery time, so spells with 0 recovery (including pretty much all the self-buffs and all weapons summons) aren't penalized at all. Unfortunately the only specialization that gets both Enchantment and Illusion is Evoker, though you can forego illusion as a Conjuror or Enchanter (at the loss of Llengrath's Displaced Image, which is nice because it gives a bonus to both reflex and deflection) and just use the Trickster's illusion spells. (While illusionist's free instant Mirror Image is wonderful, an illusionist tank loses spell buffs against attacks that target Will and Fortitude. Between Llengrath's Displaced Image and rogue's +reflex passive reflex attacks aren't much of an issue though. And you could have other characters buff them.) Eventually (though not in the beta) you'll get access to the mage spell that reflects 50% of spells (not sure if most abilities count as "spells" for this) back at the caster. Since the Trickster's illusion spells use guile, they can cast Mirror Image (1 guile) and Confusion (2 guile) more times than a Wizard can. Single-class Trickster has 7 guile by level 9. Since Mirror Image loses potency with every hit, that's potentially useful (if you're actually getting hit at all).... And of course monks have the "50% of ranged attacks are reflected back" passive, in addition to the added Will defense which Trickster lacks.
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If you cast CC / damaging spells with a location-based duration (i.e. web, fog) before combat starts and don't immediately hit the enemy, you can get the spell point back before combat starts and before the spell's duration ends. When they walk into it, if it's not a Wall or a Seal spell, combat starts and the caster automatically emerges from stealth. (Wall and Seal spells can do damage / apply effects without the caster leaving stealth.) If you get the timing right, you can cast multiple location-based duration effects and/or open combat with another long casting time debilitating/offensive spell. (However, loud spells will cause enemies to run towards them to investigate....) Though once better enemy AI is implemented, they'll probably just walk around it---except when they can't.... (Incidentally, the Darcozzi paladin's lay on hands' minor flame shield might not be so bad if it will make future AI less likely to attack the recipient.)
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When a single-class Rogue first gets access to Shadowing Beyond at level 7, they can use it 3 times without expending empower points. The current beta only goes up to level 9, so multiclass rogues can't get it, but you can easily add it to a multiclass rogue with the console AddAbility command. You can chant without leaving stealth/invisibility, even including damaging chants. And you can cast summons, buffs, heals, walls, and Seal spells without leaving stealth/invisibility. The invisibility lasts long enough (10 seconds base, more with high int) to get off a summons or other spell with 6 second casting time and 3 second cooldown and then backstab. So at higher levels there's synergy with Beckoner, Priest (Priest of Skaen's Apprentice Sneak Attack stacks with Sneak attack, their summoned dual wield weapons do massive damage, while they lose "Inspiration" spells there are several good buffs in Protection, not to mention Suppress Affliction, Consecrated Ground, and the Seals), Conjuror (unfortunately Writhing Tentacles and Essential Phantom are bugged now), Druid... even Rejuvenation Druid. Likewise if you multiclass Ranger for the reload speed (and wounding shot DoT) you can summon the ghost heart's stronger pet from invisibility (it's a fast cast (0.5) but there's a 3 second recovery, which is nice because it can start attacking right away).
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1. Could combine Unbroken with Ryngrim's Repulsive Visage: foe AoE 1.5 m radius from caster, induces Terrified: "-3 power level, -5 resolve, and can take no action other than to flee" (also, Sickened). Maybe a repulsing seal and/or wall spell (and/or positioning relative to bottlenecks and preexisting walls/barriers) so they can't flee far (just far enough to be reengaged and disengage again)? Wall of Force (free cast outside combat) hobbles and does damage to enemies, but you can pass through it unaffected... back and forth. 2. On multi-classing spellcasters: Both single-class and multi-class casters are apparently limited to 2 spells of each level. And some of the best spells, especially fast casting ones, are level 1 (Priest's Restore and Suppress Affliction). So if there is some sort of BG2 style mage battle involving Suppress Affliction, having several characters multi-class Priest (or multi-class Paladin at higher levels, for personal immunity and Liberating Exhortation) could be useful. 3. On the other hand, godlikes give single-class Wizard specialists a nice boost to casting power. Seems power level increases: - penetration by .25 per level - duration by 5% per level Wizards can suffer from low spell penetration. Here's what the penetration tooltip says: Pentration is relative to armor rating of the damage type (for example Burn Damage against Burn Armor Rating). Penetration less than armor rating: -70% damage Equal to armor rating: listed damage Greater than 2x armor rating: +30% damage So Death Godlike specialist Wizard at < 25% health has +5 power level in their specialty spells = +1.25 penetration and +25% duration compared with non-specialist. (Nature Godlike with Fleet Feet or Alacrity gets +4 power level.) and So the fact that Deleterious Alacrity does predictable DoT to the caster can be a positive.... 4. All the Enchantment and Illusion self-buffs have 0 recovery time, which means there's no penalty to specializing in Evocation or Conjuration. All except Merciless Gaze (10 seconds) have long durations, so they don't benefit much defensively from power level. But the Illusionist ability grants an instant extra cast of Wizard's Double (extra level 1 spell), which makes it functionally equivalent to a self-buff before combat starts (other wizards have to endure 0.4 seconds of vulnerability... I think the only other buff that can be used at the beginning of combat is Level 5 enchantment Llengrath's Safeguard which can be cast to initiate combat because of its foe AoE). 4. All the Enchantment and Illusion self-buffs have 0 recovery time, which means there's no penalty to specializing in Evocation or Conjuration. All except Merciless Gaze (10 seconds) have long durations, so they don't benefit much from power level. But the Illusionist ability grants an instant extra cast of Wizard's Double, which makes it functionally equivalent to a self-buff before combat starts.
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That is assuming you're not getting dispelled or suppressed ! I seem to remember a spell or ability that can temporarily disable buffs on enemies. I would think it to be an absolute direct counter to your bunkering-up strategy Yes, Arcane Dampener (wizard spell) suspends all beneficial effects on foes within the AoE. However, it has a small AoE ("2.5 meters of the chosen point") so you can move out of it. Unless enemies are very intelligent (or have a variation on the ability...). Does Arcane Dampener count as a hostile effect? Suppress Affliction and Liberating Exhortation both say "hostile effects suspended".... Could be reminiscent of the mage battles in BG2.
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I was confused at first too, until I looked at the character sheet. The confusion stems from the character creation menu not giving the details of Lifegiver and Nature Godlikes. Lifegiver: starts with +2 power level for Rejuvenation spells, then gets an additional +5 power level for Rejuvenation spells when in Spiritshift form. Nature Godlike's Wellspring of Life gives +2 power level when under the effects of any Might, Con, or Dex Inspiration (Nature's Vigor gives "Fit" which is a Con Inspiration). 5 + 2 + 2 = 9.
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Description says "before spreading to other enemies" but it spreads to allies.
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Minor bug: Kakaloth's Minor Blights StackOverflow error
SaruNi posted a question in Backer Beta Bugs and Support
On casting Kakaloth's Minor Blights, the text says "stackoverflow error" and some other stuff, and the equipped weapon image becomes an empty fist (not sure if that part's intended). However, it seems to work otherwise. -
If they were a bit ~50% faster Maybe some passive talents to make so idk... 1. Dexterity and +action speed apply to *both* casting time and recovery time. So it's like a double time bonus. Your Mercenary Fighter starts with 2 +50% action speed potions, and there are probably more items like that (maybe even a grimoire with +casting speed). 2. Debilitating/CC and offensive spells can be cast outside of combat, particularly if your party is stealthed. Combat doesn't start until the spell hits. So you get a free first spell (in terms of casting time). And once your enemies are debuffed and CC'd, provided you have high Int, that gives you time to cast your next spell. 3. Priests Seal spells can be cast without initiating combat and without leaving stealth. So Priests (or Priest multiclass) with high enough Int get two free first spells. You can even get the spell back before combat starts, so it really is a free spell. Edit: Same goes for Conjuror's Wall of Flame. However, sometimes they seem to fizzle out when cast out of combat... they're not visible but they end up affecting enemies who step into them. 4. There are some fast cast spells. Some Wizard spells are only in grimoires, like Arcane Assault (0.5 casting time, level 1). Nukers/DD: - Wizards have a bunch of level 1 and level 2 fast casts (0.5 seconds), and level 4 Dimensional Shift (shockwave) - Druids have level 2 Burst of Summer Flames and Taste of the Hunt Healing/Con: - Priests (Restore, Suppress Affliction, Withdraw... though these all have high recovery times) and Paladins (lay on hands, auras) - Druids have level 1 ally AoE +5 Con, not a huge heal but improves fortitude; and a level 3 spell ally AoE which adds 4 armor and heals 10/second Buffs: - lots of wizard spells, including Fleet Feet and Alacrity (sadly alacrity just gives the same +dex bonus as fleet feet and that doesn't stack) - ciphers have level 4 pain block and level 5 tactical meld Some spells aren't extremely quick but have 0 recovery (Kakaloth's Minor Blights, Minor Grimoire Imprint). 5. A lot of good spells are 3 second casts. 6. According to the tooltip, Evoker has a 30% chance of Evocation spells having their damage and effects repeated. (From my limited testing this doesn't seem to include Evocation scrolls.) 7. Druid Cat form's special ability grants +33% action speed, which includes spellcasting. So Druids and Wizards with maxxed dex (+27%) can self-buff to significantly reduce spellcasting time without even multiclassing Monk/Barb or using potions/items.
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On Paladin-Berserkers: 1. The Paladin ability that removes Confused from party members says it requires an *unarmed* attack---is that right? (Aegis of somethingorother). Suggests Paladin-Monk. Berserker-Paladin could do it but at the expense of weapon slot. 2. Berserker Frenzy does DoT to the Berserker, so if it works with Paladin's retribution (+5% dmg on next weapon attack each time you're damaged, stacking up to 5 times) that could be good. 3. Also nice synergy between Bloodlust and Inspiring Triumph (+12 to all defenses after killing). Incidentally, if a Berserker kills allied summons, does that trigger Bloodlust? So in a party with a Beckoner (maybe throw in Berserker AoE spells)... even if there aren't a bunch of ads, that would allow you to trigger Bloodlust.
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Thought dual wielding wands with the Interfering modal and massive +action speed could be good for interrupting abilities, but it doesn't seem to work at all---on abilities, at least. (Not even when enemies are under Arduous Delay of Motion. Meanwhile, Chill Fog's tick was interrupting the same enemies' abilities....) Maybe it only works on spells/abilities with very long casting times? Sharpshooter standing very close (and with Berserker Frenzy bonus to penetration) still gets the "No Pen" notification with wands on scarab beetles. Even when the Interfering modal isn't activated. Was only doing about 7 damage per hit iirc. Dual wield scepters with the self-damaging modal does have some synergy with Blooded (+25% damage) if you dump con. Don't think it's one of the best builds though.
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If character starts combat off screen, cannot move
SaruNi posted a question in Backer Beta Bugs and Support
Started combat with one of my characters off-screen. Then was unable to make him move. -
Ranger ranged-only abilities (wounding shot, etc) work with the Fury Druid's storm elemental form. Pretty sure they'll work with Kakaloth's Minor Blights as well---which is a Conjuration spell. So Ranger - Fury Druid, Ranger - Conjurer.... The Priest of Skaen's "apprentice sneak attack" (+15% damage) seems to stack with Rogue Sneak Attack. Though that's the only Rogue ability the Priest of Skaen gets. Their summoned weapons do a lot of damage.
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Tested it, yes, you don't emerge from stealth until the spell is finished being cast. And many spells can be cast without leaving stealth. Including buffs, weapons summons, and even the priest's Seal spells. Also, most defensive self-buffs get cast extremely quickly (0.4 seconds). So the obvious implication is buff yourself first so you don't get interrupted, then cast... sure it's a slower playstyle but I don't mind. On casting spells faster: There's a potion that grants +50% action speed. The beta's fighter companion has two of them. Enchantment spells Fleet Feet and Alacrity of Motion both add +5 dex, but I guess they don't stack? +15% action speed... too bad all the level 1 and 2 enchantment spells are self-buffs. Still not a lot by itself. Not enough to make up for the 20% addition to recovery time for non-enchantment wizard spells. Barbarian Frenzy adds +25% action speed and Bloodlust adds +20% per kill. Monks get +20% action speed with Swift Strikes, it's not clear whether the update to Swift Strikes adds another 20% but I doubt it. Either one seems to go well with Enchanter if you're going to self-buff. Haven't tried out the Evoker yet but if their special ability procs often enough a Barbarian - Evoker could be best for fast casting offensive spells. All the scrolls I've seen so far have a very short casting time---1.3 seconds for Binding Web scroll, compared more than 6 seconds for Wizard to cast Binding Web. It would be hilarious if one of the best casters were a Barbarian-Monk speed scroll and item user (though Barbarian-Rogue would be better for damage scrolls)?....
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Can you speed up casting by multiclassing? In PoE 1 Frenzy and Bloodlust sped up spell recovery time... could be other combinations in PoE 2. What about the PoE 1 tactic of casting while in stealth/invisible? Then you don't break stealth until the spell is actually cast, right? So even if + attack speed only improves recovery time, your next spell comes out faster.... Meanwhile, your tanky characters are absorbing the enemies' per-encounter abilities and reducing mobs. So tanking still has a role even if engagement is less powerful? Illusionist has that instant mirror image when first attacked too.
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Sharpshooter/Barbarian... otoh a ranged Mage Slayer with a fast weapon might not be that bad? (Might even be able to get an AoE ranged attack for applying spell disrupting....) Perhaps Berserker could help make up for Sharpshooter's slower attack speed? While Sharpshooter's lack of AoE takes away Berserker Frenzy's drawback.
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Hey! That Sounds like Robin Hood. No dissing the Prince of Thieves! Kind Wayfarer/Trickster might not be too bad. Is Priest of Skaen/Rogue as bad as it sounds? I read Priest of Skaen get a weaker Sneak Attack---does it stack with Rogue sneak attack?
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You don't break stealth/invisibility until the spell is actually cast, right? I've always liked the idea of a stealth-based spellcaster. (Though the more limited number of spells might probably make scrolls more useful, such that Stealth comes at the significant expense of Arcanum....) Guess there aren't any new invisibility spells/abilities yet or they'd have been mentioned.
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Agree that a strong enough Empower should have additional effects and animations.... But the rest spam issue is a really strong counterargument. It would be interesting if the system also went in the opposite direction---not just per rest, but some sort of mechanic that limits the highest-powered spells to a few usages per level or per life. Maybe powerful spells causing the caster major injuries, or sacrificing a level, and/or powerful spells bound to scrolls or self-consuming grimoires or other items that only have limited uses....
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They've posted all of the subclasses. Goldpact Knight is a Paladin subclass. No "Knight" fighter subclass though. https://forums.obsidian.net/topic/93848-update-40-multiclassing-part-ii/ "Fighter Black Jacket - Bonus weapon proficiency, reduced Recovery when switching weapon, but lacks Constant Recovery. Devoted - May only be proficient in a single weapon. Higher Penetration and crit damage with that weapon. Suffers Accuracy penalty when using other weapons. Unbroken - Bonuses to Engagement and Disengagement Attacks, but lower Stride. Paladin Bleak Walkers - Flames of Devotion (Remember Rakhan Field) generates black flames and does Corrode damage. Healing given and received is reduced. - Cannot multiclass with priests of Eothas, Berath, or Skaen. Darcozzi Paladini - Lay on Hands (Flames of Darcozzi Palace) creates a flame shield around the paladin. Lower Zeal power. - Cannot multiclass with priests of Berath, Magran, or Skaen. Goldpact Knights - Sworn Enemy (Gilded Enmity) creates protective gold armor on the paladin. Cannot learn Zealous Auras. - Cannot multiclass with priests of Magran or Wael. Kind Wayfarers - Flames of Devotion (Sword and the Shepherd) heals nearby allies. Does less damage against enemies vulnerable to Sneak Attack. - Cannot multiclass with priests of Berath, Magran, Wael, or Skaen. Shieldbearers of St. Elcga - Lay on Hands (St. Elcga's Grace) prevents the target from being knocked out for a short duration. Cannot use Lay on Hands on self. - Cannot multiclass with priests of Skaen, Magran, or Wael."
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Multiclassing Update
SaruNi replied to Wormerine's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Transmuters (Wizard Subclass) get Ogre Form. But the lack of Enchantment spells is a huge negative (unless they multiclass... but the non-Wizard spellcasting classes' buffs are generally not caster-only, so you'd probably be better off having the buffer as a separate character rather than multiclass). Where was it said that they do? I don't remember seeing that. Possible I missed it. Wonder if the ogre form is available for wizards that don't do a subclass? Also, the caster subclasses are better seen as specializations within a class rather than classes onto themselves, so, you'd have to give up some things since you're focused on one thing. Shown in a video (granted, not an official announcement so perhaps the ogre transmuters are less "set in stone" (not that anything ultimately is), but still...). See: https://forums.obsidian.net/topic/91439-list-of-subclasses-as-we-learn-about-them/?p=1938501