Jump to content

Stardusk78

Members
  • Posts

    388
  • Joined

  • Last visited

Everything posted by Stardusk78

  1. During the course of the game we learn that godlike are in fact agents/children/vessels of the gods that can be destroyed, imbued, etc.by the gods that exist at the gods' pleasure. Each godlike seems to correspond to one of the gods; so far we know of: Death Godlike: Berath Fire Godlike: Magran Nature Godlike: Galawain Moon Godlike: Ondra?/Wael? Avian Godlike: Hylea Marine Godlike: Ondra Is it safe to assume each god has his own godlike?
  2. I think the buffs are good but the exclusion on 2 schools still seems too harsh to me. Any thoughts?
  3. It seems to me that in the current state of the game there is absolutely no reason to use any specialist because each school offers some tremendous spells and the penalties are huge for taking a specialisation, losing access to them outright. I think I have come up with a decent solution. Each specialisation grants a +2 power level in its respective school AND you gain access to all spells but those not of your school give you +20% action speed penalty and those of your opposition school give you a +50% action speed penalty. I am not sure about the specific bonuses but I think this would be a start and make taking specialisations more worth it.
  4. I used dual Touch of Rot with Corrosion Penetration. Very useful. Druid spells; all rejuvenation and anything else that is useful. Otherwise it is pretty flexible.
  5. Basically I was messing around with a build and I noticed Marked Prey was being applied across the board to all spells, giving them a +10 accuracy bonus. Is anyone aware of this bug or has noticed it themselves?
  6. For example you are wearing armour that gives you +35% recovery time but then get a helmet that gives you -20% recovery time and the Fighter ability that takes 25% off of armour recovery; do you then get a -10% recovery bonus?
  7. There simply is no reason to use any of them at the moment and the disadvantages are too great. For example, why does the Conjurer Familiar cost a spell slot? It should be an instant cast ability instead. That would be an idea or increasing the chances of an Evoker's double spell to hit. If any of you have suggestions I would love to hear them. Cheers.
  8. I should state at the outset that this is NOT a solo build but it is very POTD party friendly. RPG Background: A Keeper of the Wheel is someone who is devoted both to the god Berath and the Nature itself as the embodiment of the cycle of the Wheel, meaning he is both a Priest of Berath and a Druid. Despite understanding the artificial nature of the gods and their origins, he sees them as a necessity, not unlike the Leaden Key in maintaining a proper order to Eora and the Beyond. Not malicious but steadfastly both rational and stoic, he does not flinch at the true nature of the gods and seeks to serve both Berath and Nature itself by seeking a balance between life and death, favouring both in equal balance. To this end he willingly returns back to Eora in service to both Berath and the world. The Build: The build is simple but effective and is meant to be a strong support/ healer as well as a consistent buffer/debuffer and reliable DOT dealer. With Priest of Berath and Druid (Animist would be best) you have access both to very strong healing as well as a panoply of corrosive attacks, above all, Touch of Rot, which stays decently useful even at higher levels, in addition to Autumn Decay and many others that you automatically get as a Priest of Berath so the ideal role of this Universalist build is that of healer, buffer and reliable DOT dealer and debuffer. In many ways it is a min-max build. Obviously, stats and race are a matter of preference but I personally like Hearth Orlans the most, both for role-playing reasons and the very high perception, which as a spell caster is essential since accuracy is not gained with level but by other means. Background is optional but I run the White That Wends for even more Perception, so starting stats look like this: Hearth Orlan Strength 17 Constitution 3 Dexerity 15 Perception 21 Intelligence 18 Resolve 4 Background is up to you. I went with Mystic from an RPG perspective to play a character who seeks to maintain a balance of the cosmos but that is up to you. Obviously the Keeper of the Wheel is not a front liner and you are best positioned in-between your front line and back line so all your healing/buffs, etc. affect your party appropriately. The Blessings Of Berath can help pad out the low Resolve and Constitution as well as items in the game. Strength is important both for spell damage and healing, hence as high as can be, Constitution is not terribly important because you are not meant to be taking damage. Dexterity is very important because it allows for rapid casting of spells. Perception is king because all your debuffs and damaging spells typically have very low basic accuracy and A) playing a high perception Hearth Orlan and B) using perception enhancing items as well as auras can give you very good accuracy which allows your spells to crit like mack trucks and generally hit in a reliable manner. Intelligence is needed because of AOE and duration, so that is maxed and as you are not going to be hit much Resolve takes a back line to other stats. Generally speaking any items that buff Intelligence, Might and Perception are best as well as items that pad out the very low resolve because in POE 2, item bonuses stack. There is ONE item that I regard as absolutely essential for this build and that is a staff called The Spine Of Thicket's Green. It is the perfect weapon for this build because in addition to starting off as an exceptional staff with extra reach being a staff (and you are smudged in the middle of your party, allowing for deadly crit whacks in-between casting from behind the front line) it has a fantastic upgrade called Empowering Life Blood, which gives you +2 Power Levels on all Plant based spells (great for you as a druid) and BOTH Rejuvenation spells (your healing spells as a Druid) AND Restoration spells (your healing spells as a Priest), which is nothing to sneeze as, in addition to having some nice defence upgrades against disease/poison, etc. Finally it can be upgraded to legendary to give it full damage potential. This item is a must because it enhances your damaging/debuffing plant spells and your healing spells for both Druid and Priest! Fortunately this staff is VERY easily obtainable from almost the beginning of the game and can be stolen in the Dark Cupboard magic shop and the upgrade materials can be purchased in Nekata for the healing upgrade, which is essential. It also does +20% damage to vessels. Everything else is up to you. Obviously, if you do not like support characters and are looking for your main protagonist to be a DPS monster, this build is not for you but if you like healing and debuffing as well as the slow creep of efficient DOT, this may very well be your build. Good luck with maintaining the Wheel and have fun!
  9. I wonder if they would consider reworking Nature godlike altogether. The power level idea was good but Obsidian themselves did not like it so they nerfed it. Maybe something with stats? I cannot really think of anything off the top of my head though.
  10. I really did not think the +2 power levels were that excessive but +1 seems so measly that I cannot really find a mechanical justification for using the godlike, really any of them. There are some nifty helmets and masks in the game that I would prefer not to lose out on and the bonuses seem pretty minor to justify using godlike, apart from RPG reasons. Any thoughts?
  11. I have no idea how to fix this but I have one of the best GPUs on the market and I get constant FPS drop and can barely maintain 30 FPS. Is there any work around and/or is Obsidian working on this?
  12. The only thing I could find was a list of items on wikipedia called unique items in Deadfire but they were not systematically arranged and it only had weapons. Does anyone know of any such lists? Many thanks
  13. Anything can be paired; Fighter, Monk, Paladin; all of those work well in terms of martial classes. I am running a Thaumaturge myself (Priest of Berath/Wizard) specialising in corrosion.
  14. If you decline Maia and want to pick her up later, where can you do that? does anyone know?
  15. Just looking at the damage output, I get the impression that it is not the case but I may be wrong. Does anyone know for sure? Damage seems largely based on fixed damage+might.
  16. After many episodes of restartistis I considering rolling a melee/attack Priest, either going Magran or Berath. Are spiritual weapons good enough such that you can use them throughout the game?
  17. Spiritual weapons seem very good. I was wondering how one would best build such a class? I would like to focus on self-buffing and melee with a great sword. Any ideas and/or tips would be appreciated.
  18. Does such a list exist yet? I know some items are listed but not by category such as great sword, pistol, etc. Does anyone have any links?
  19. I accepted him on board on the ship and he did not join the party. I said welcome aboard but he did not join. Is this a known bug?
×
×
  • Create New...