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Everything posted by Witness41920
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Phyriel beat me to it slightly but yes, you want to target charms on enemy ranged characters. Not spellcasters, but ranged physical DPS. This is because charm usually targets the Will defense which is usually quite low on ranged physical DPS but high on spellcasters and ranged physical DPS tend to do a lot of damage and a lot of debuffing. You can also usually use charms on an enemy melee that has engaged one of your squishy characters, this lets them disengage for free.
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I'm not an expert but here's what I can think of right off the top of my head: BONUSES You get +1 accuracy per power level You get +10 accuracy when you empower a spell Some (not many) spells have bonus accuracy built in Some items provide accuracy bonuses to spells You can get an accuracy bonus from only one active ability at a time (highest bonus used) PENALTIESYou suffer accuracy penalties for using shields You do not get accuracy bonuses from weapons I've found that putting some extra points in Perception, using physical classes to debuff targets and/or empowering a major debuff spell will help significantly if you're struggling to hit targets.
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Err...I'll do my best to explain this, I apologize in advance of it is unhelpful. Berath is the god of cycles and death. Berath's portfolio would be concerned with the cycle of reincarnation (of which death must be a part) and therefore serves as the patron/matron of The Wheel. While this would tangentially involve "life" as a part of the cycle of death and reincarnation, Berath has very little, if anything, to do with life and is more focused on death and the cycle of reincarnation. Eothas is the god of light and redemption, renewal and rebirth. Eothas' portfolio has very little to do with death and is more concerned with redeeming the wicked, renewing the decrepit and rebirth from death. Rebirth being both figurative and literal. Guan, an aspect of Eothas, is concerned with death as simply a part of rebirth. While Berath would treat death is a cold inevitability and nothing more than a part of the cycle of reincarnation, Gaun would treat death as a thing not to be feared or dreaded but the prerequisite for rebirth from which redemption and renewal can arise. While similar, they are different.
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Pallegina is not a good friend. Her own penchant for insubordination and rebellion land her in the precarious position of having to choose what she wants to do or following the orders of her superiors as a test of her loyalty. A position she then drags the Watcher into and, if everything goes South, blames the Watcher for her own failings. This is not the workings of a good friend, this is the workings of the self-righteous.
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Wrath and Derision - Works like the Paladin's Faith and Conviction but in reverse, Rymrgand punishes you for not behaving in accordance to his will and you start the game with penalties, the more your dispositions line up with Rymrgand's will, the less the penalty. At full "bonus" there is no penalty. Shattered Bell - The Herald of Berath is silenced and cannot use any Watcher abilities Death's Cold Stare - The Herald of Berath cannot be injured, they will simply perish when reduced to 0 health
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While I can understand this being the initial reaction, as it was also my initial reaction, let me provide some counter points for consideration. The Priest still has some of the best (if not the best) support spells in the game The Priest has much fewer "situational" spells and a lot more spells that are simply just useful spells You can now cast your spells much more liberally since they reset every encounter, making Priests even more effective Almost all of the Priest's "offensive" spells also provide debuffs or control of some kind Several of the Priest's buffs cover large areas and last for a while, making them great spells to simply cast every fight You will still easily end up with several spells in each spell level, enough to not feel like you're missing out All in all, I think the Priest is in a better spot than they were in Pillars of Eternity. Their healing spells are insanely strong now with the rework to how health works, their buffs are usually party-wide and have long duration times, the deity-specific spells you get add a lot of versatility to the class that it didn't have before and with the proper build you can go very offensive, very supportive or a decent mix of the two.
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Great post, but this part isn't true - it's Awakened folks who recall their past lives, not Watchers. It's possible to be Awakened and not a Watcher (Aloth, Maneha, Freyol), a Watcher but not Awakened (Adaryc of the Iron Flail), or an Awakened Watcher (Maerwald, the PC). Thank you for the clarification. I knew there was a distinction but for some reason it didn't register when I was trying to explain it, glad someone was around to set it straight.
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Near the end of Pillars of Eternity, you are in need of the assistance of the gods in order to reach the main antagonist in a sanctum called "Sun-in-Shadow." Each god had a quest for you to gain their favor and had a desired course of action for you to take with all of the souls that were being confiscated by the main antagonist for use in empowering Woedica (one of the other gods). If you chose the "Fair and Balanced" premade story, then the game operates under the assumption that your character made a deal with Berath to release all of the souls back into The Wheel (so they can be recycled and given to new children). This results in the children born without souls so far (the Hollowborn) eventually all dying off and the world returning to normal. The Wheel is the name given to the process by which souls are reused in Eora. When an individual dies, their soul goes to the In-Between, there it lingers until it is rotated to a new body (a new infant birth). The reused soul remembers nothing about its previous lives but carries on as if it were a brand new soul in a brand new body for the first time. (Unless that soul is a Watcher, in which case it recalls memories of its past lives, something you experience in the first game). This process is called the rotation of "The Wheel." The dilemma is that each time The Wheel rotates, a bit of each soul is lost in the transition, resulting in souls gradually splitting apart and weakening, like the slow march of entropic death on the people of Eora. Eothas seeks to destroy The Wheel thus ending this endless cycle of entropy and allowing souls to resume their natural course of existence. Xoti is "harvesting" souls in her lantern so she can eventually release them to be guided into the afterlife naturally. As stated above, a soul is supposed to enter the In-Between upon death but sometimes this does not happen, a soul gets "lost" for whatever reason. Xoti's purpose is to guide these lost souls to the In-Between (usually done through luminous adra) so they can be returned to The Wheel rather than lingering lost for eternity. Eder is a farmer and a believer in Eothas (in the first game, whether or not he maintains his faith in the second game depends on your choices as the Watcher or the pregame state you selected). He joined the battle in Dyrwood against St. Waidwen who was a mortal embodiment of Eothas because he wasn't convinced that Waidwen was Eothas and, even if he was, he seemed to be acting contrary to what Eder expected Eothas to act like. (The god of life, rebirth and light waging a war?) This resulted in the death of Waidwen and the subsequent silence (presumed death) of Eothas. Through the course of the first game, you eventually discover that it was, in fact, Eothas and that there was a lot more going on behind the curtain. (In short, Eothas was trying to end the false tyranny of the gods). He is apparently continuing this campaign but in a different way in game 2. I'm sort of baffled that you seem so vehemently against the writing in this game when it's never really been that confusing to me. I hope this helps.
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If you're determined to go single-weapon and want Fighter/Rogue then I recommend changing your build to Devoted/Assassin if you're going to use Stealth, Devoted/Trickster if you don't mind some magic. The reason for this is when you're not bloodied and flanked then Streetfighter is going to hurt you more than help you and unless you're tanking then it's unreliable.
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To be honest, the game could use some revisiting in terms of the difficulty adjustments. I have no reason to doubt that Obsidian will address the issue(s) with the game as they have a good track record in that regard. I think the Classic difficulty is perhaps slightly easier than it should be for the casual player looking to enjoy the story as it was meant to be played but I wouldn't be surprised if it doesn't get touched, largely because difficulty isn't the focus of Story and Classic. I do think Veteran and Path of the Damned will see major revisions. Both are settings intended to focus on combat difficulty for the player seeking that and both unfortunately fail to deliver. I'd like to see Obsidian leave Story and Classic alone so players more interested in story can experience it without setback and tweak Veteran and Path of the Damned to be more punishing for players seeking the thrill of challenging combat. Also, for the record, I'd prefer difficulty to come in the form of the AI using more tactics, attempting to disable and debuff you more, targeting weaker party members where possible and so on rather than simply a health and damage spike.
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Depending on the build but up to 30% weaker, yes. A single-class character can get a base power level of 10 if they take the passive increase at power level 9. A multi-class character can only obtain a base power level of 7. So, at max base power level: [single Class/Multiclass] Level 9 Abilities/Spells: +10% / - - Level 8 Abilities/Spells: +20% / - - Level 7 Abilities/Spells: +30% / +0% Level 6 Abilities/Spells: +40% / +10% Level 5 Abilities/Spells: +50% / +20% Level 4 Abilities/Spells: +60% / +30% Level 3 Abilities/Spells: +70% / +40% Level 2 Abilities/Spells: +80% / +50% Level 1 Abilities/Spells: +90% / +60% That's a 30% difference at every power level. I haven't finished testing multi-class yet (I'll be finishing later today), but early testing actually suggests it's even worse than that because it divides the power level by 2 for multiclass, so instead of the usual 10% bonus per power level you actually only get 5% bonus in both classes. I'm not sure if that's true yet or not but that's what it looks like.
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So, the easiest way for me to explain the relationship of power level to abilities is this, and I hope it's clear: Each "power level" adds 10% effectiveness to each power level BELOW that current level, cumulatively. So, for example, if your character has power level 8... Level 7 abilities will be +10% effective Level 6 abilities will be +20% effective Level 5 abilities will be +30% effective Level 4 abilities will be +40% effective Level 3 abilities will be +50% effective Level 2 abilities will be +60% effective Level 1 abilities will be +70% effective Now this is a general rule as some abilities have different scaling. (Minoletta's Minor Missiles, for instance, would only have a 35% bonus even though it's a level 1 ability). This means that the most you can get in a single character is Power Level 10 providing a maximum bonus of +90% effectiveness to level 1 abilities and +10% to level 9 abilities. (Without equipment, which can raise this further).
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In your current iteration, you're going to have a really hard time with attribute allocation, trying to put 18 INT, 15 MIG, 15 DEX and 13 PER without dumping CON or RES is going to be impossible. Also, if you're planning on tanking, you're going to want Resolve. I recommend you adjust your stats to the following: MIG: 15 CON: 10 DEX: 10 PER: 13 INT: 15 RES: 15 The reason for this is simple, you're going to have Priest buffs to increase your Might, Constitution, Perception, Intellect and Resolve by +5 whenever you need to. "Being quick" isn't really possible when you're in heavy armor without Fighter levels (which you're going to be in heavy armor if you're tanking). You also don't need to worry too much about Dexterity because "being quick" is going to be more about your weapon recovery speed than anything else, if you stick to a weapon with lower recovery times (like the Flail of Eothas) then you'll be able to quickly change actions with sufficient speed.