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Omeganova

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  1. Posting here instead of the Nexus for more discussion. I also played a multiclass character, but mine was a Death Godlike Shaman (a Deathrite Shaman if you will) with both the original Berath build and the updated 2.0 build. But also tested a singleclass Priest. I want to echo that most of the changes are great, and here's my two cents. 1. Berath's Quickening and Slow the Wheel I definitely agree that removing the enfeebled condition was wise as it was too powerful for a baseline ability. Moving it to Symbol of Berath was a smart move to make singleclass more appealing and still keep a flavorful and powerful debuff in house. Slow the Wheel is as Ophiuchus said a nifty ability, it's a cool debuff that's more then just sickened or weakened. 2. The Spells There's also a lot here that i love, especially the decision to use any and all resources to fully develop the class instead of just using Druid spells. The replacement of Spreading Plague with Infestation of maggots. And Their Putrid Stench Wafts Across, which i was initially skeptical about ended up being one of my favorite new inclusions because of awesome subtheme of using dead bodies. And of course the newly buffed Incarnates, Hand of Berath, Symbol of Berath and my personal favorite Delay the Wheel for single class. Even the bump of Rusted Armor down for PL7 to PL6. But i'm afraid i have repeat myself from my initial post about Rotskulls being a poor fit for the kit. Not only for conflict with the aesthetic of personifying the Pallid Knight, but with your own Spiritual Weapon and the handfull of other Greatswords to choose from. Hell even a Mace like Frostfall which synergizes with your afflictions and harkens back the talent the Pallid Hand. I just never found a reason to cast it, and when i forced myself to i was always supremely underwhelmed. Call of the Grave is an improvement over Garden of Life which i always felt was more Gaunite then Berathian. But after testing it, i never found a reason to cast it. On both my multiclass, and on single class where i had access to my Incarnates which were vastly more effective. 3. The Changes I feel i must rescind my suggestions from my original post as Toxic strike forces a player to use a weapon to gain any effect, and Entropy thematically steps on Ryrgands toes too much. In regards to what spells i would suggest, i would recommended replacing Rotskulls with the spell Rygrims Enervating Terror to invoke the fear of Berath and of death itself as well as being a true CC spell and keeping on the theme. Or perhaps an empowered version of Concelhauts Corrosive Siphon to provide the Berathian an alternative way of self healing by draining the life from his foes to offset his own increased damage intake. And lastly Call of the Grave. I feel you really struck gold with the idea of using enemies bodies for gain. Perhaps a spell like Boil Thier Flesh from Skin To Bone or Death Ring, something to interact with the mechanic of Near Death and provide an on theme offensive spell at PL7 So a spell list like 1. Touch of Rot 2. Autumns Decay 3. Infestation of Maggots 4. Their Putrid Stench Wafts Across 5. Ryngrim's Enervating Terror or Concelhauts Corrosive Siphon 6. Rusted Armor 7. Boil Their Flesh from Skin To Bone or Death Ring 8. Symbol of Berath, Delay the Wheel 9. Hand of Berath But all in all these changes are great and you continue to do great work
  2. I have to say Voidwheel without a doubt. Especially with the foreshadowing it gets with Voidward, and how the two when combined do have a complete narrative.
  3. I believe only Gift from the Machine and the Blood Pool talents transfer directly. Whatever god you got a boon from (galawain, etc.) also gives you some bonus in the next game but usually it's minor (i.e., Eder getting five more HP from Galawain). This is true for Xoti as well. But in regards to what talents transfer only Gift from the Machine and Effigy's Resentment are in. It's also worth noting that there was initially a talent gained for empowering Woedica, but since the talent was scrapped along with Gift of Hope( which was the Gift from the Machine parallel for good characters) there is no actual reward for siding with Skean/Woedica. Then of course Hylea bakes you a cake
  4. I honestly don't know why the Blackened Plate Armor's Cycle of Decay isn't +2 PL for Decay, Poison and Corrode PL
  5. I've been having this issue since 1.1, and while i can consistently obtain my Effigy's Resentment i've never once obtained Gift from the Machine. I've reloaded my PoE multiple times to see the journal entries on how things were resolved. There seems to be very odd inconsistencies with the PoE save importer. When i went to the Oathbinder's Sanctum i obtained the Sky Dragon Wurm which is only available if you spared the High Dragon. I even out of idle curiosity started a new game to see if the ghost of Vela was still appearing after turning her into soul viagra. Which despite apparently being fixed in 1.1 she still spawns in Vilarios Rest.
  6. Thanks for the response as always Cdiaz, i wanted to wait to see if 1.2 ironed out the issue. Since it did not, i have sent in a support ticket siting this thread as well as another with similar reactivity issues. I have also attached the save where said issue is occurring to the ticket. I hope this helps
  7. I'm still having PoE reactivity issues from my imported save where i'll receive my Effigy's Resentment: Devil of Caroc. But not my Gift from the Machine, which sucks because i've basically never had any other bugs but this and the Vela Import bug
  8. Any news about issues with Gift from the Machine import? The PoE gamestate i imported had both Effigy's Resentment :DoC and Gift from the Machine, however when Eothas returns a part of your soul at Hasongo i only receive my Effigy's Resentment. I played through to Ashen Maw just to make sure the bonus wasn't gaiited beyond that second soul interaction.
  9. When Eothas returns your soul, I receive my Effigy's Resentment: Devil of Caroc, however I do not receive my Gift of the Machine despite the PoE import having it
  10. I mean just take a look at the flovor text for Corpse-Eaters "Often loathed by their enemies, corpse eaters consume the flesh of fallen foes to gain their power. No mere cannibals, the corpse eater must conduct their rites in the heat of battle. Outside of their communties, corpse eaters are often misunderstood as desecrators of the dead. In the minds of the corspe eaters, consuming the flesh of an opponent honors them and their sacrifice." It's obvious that Barbarians in Eora are more then simple brutes, and that they display plenty of shamanistic traits and reverence for the dead. Why on earth is it not fitting for a shamanistic warrior to call on the spirits of tribesman or hell even totem animals to weaken their foes? Just take a look at the DnD 5th Totem Barbarian and the Spirit Guardian. And on the the topic of fire, why cant their rage burn so hot that it can ignite? Or would you prefer that Barbarians just get angry and smack people with their axe?
  11. My PoE 1 gamestate I sacrificed Vela during the Sacrificial Bloodlines quest. However when i import that gamestate to use in PoE 2, Vela is alive in Vilario's Rest. This was not an issue with the game on release, however every patch after continued to have her appear
  12. I actually really love Death Godlike racial abilities. Although if i was to adjust them the biggest change i would make Pallid Fate and Deaths Usher to 50%. But then you might need to drop the +3 PL to maybe just +2.
  13. Is there any update about the PoE1 Vela gamestate bug? Where even if you've turned her into Viagra, shes still appearing in Vilarios rest
  14. Hang on there, what? Devotions is suppressed by inspirations now? How does that even work, since +10 ACC is better than any perception inspiration's bonus? Devotions still stacks with perception inspirations. Sorry I misread the original post. Strong inspirations suppress Devotions? Like, all of it? Or just the +might bonus? The Might component
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