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Ophiuchus

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Everything posted by Ophiuchus

  1. It might be different on PotD, but I just tried this fight last night (finally getting around to doing FS) and the Oracle is indeed immune to interrupts. Unless there's a second fight with the oracle that I haven't gotten to yet, at least the first fight there's a real easy way to slaughter it: Petrification. Resistance to body afflictions just means "Petrify" turns into "Paralyze" so with Gaze of the Adragan or Petrification you can disable it and just murder it to death before it can do anything. Six hundred hours in Deadfire and I never knew this. So Petrify is a quasi-4th level DEX affliction.
  2. I haven't had a whole lot of time to test stuff out this week but I'll give it a thorough look over this weekend. I'm excited to try out Nalpacza/Skaen, Assassin/Skaen, Helwalker/Magran, and Berserker/Magran among others. I've been playing Greatsword Cleric of Berath (a build I've wanted to work since beta) and I'm having loads of fun with it so far. However, I think the disposition scaling of Berath's Quickening is off: it's giving me a +180% damage bonus (+Berath), and when combined with other bonuses, is ticking for 20 Corrode damage at level 5 (~60 damage altogether). Stoic and Rational are barely above one point each as I just cleared Port Maje. Is this intentional?
  3. First thought going into this post: Will this work with Checoden's incredible Priest tweaks? I'm looking forward to trying this out tonight. Looks good. With Vanilla Tweaks yes but because he changes the priest progression table there would be a conflict. I combine my mod with the Vanilla Tweaks. You two have made my Cleric of Berath dreams a reality. Much obliged.
  4. First thought going into this post: Will this work with Checoden's incredible Priest tweaks? I'm looking forward to trying this out tonight. Looks good.
  5. I'm just salty that Magistrate's Cudgel doesn't bind to Steel Garrote or Priest of Woedica.
  6. Arcane Archer/Fury sounds like a lot of fun. You'd get a second bounce from Driving Flight, right?
  7. I've found Geomancer to be one of the best ways to get through her defenses: Tranquilizer Shot with dual pistols or blunderbusses removes her buffs and Slicken prevents her from recasting them - use a frontliner with the Flail modal for better accuracy and a Chanter with the chant that prevents Concentration. A Blood Mage could easily stunlock her.
  8. For all your shamanistic needs, might I suggest a Nature Godlike Furyshaper/Lifegiver. The combo offers a fine level of healing, offense, and support, all while sporting a name fit for a Rhapsody of Fire side project. The general idea is to combine Frenzy with Wellspring of Life and the Spine of Thicket Green to boost your HoTs and DoTs to higher levels, and cast them faster under Frenzy and the totem. On the Furyshaper side you get: Frenzy to trigger Wellspring of Life, and add bonus Action Speed and +15% more to your DoTs and HoTs. Since plague spells deal raw damage you don't have to worry about losing Berserker's PEN but lowering Fortitude is important. Spirit Frenzy to add Staggered to spells, lowering Fortitude. Burst of Summer Flame and Sunbeam are good triggers for this. The fury totem, which couples well with Chanter wyrms and ranged characters. Positioning it can be a bit of a pain so having movement abilities on your frontliners is a good idea. Other Barbarian staples that boost your Action Speed/Recovery. While these will trigger sporadically since death-by-DoT can be unpredictable, they make a noticeable difference with slow Druid spells. Lifegiver grants you: Excellent healing through increased Rejuvenation Power Levels, further boosted by Wellspring of Life. The shift bonus is nice in a pinch but I'd prefer having access to SoTG or Rot Skulls. Solid DoTs empowered by SoTG's +Beast PL enchantment and WoL. Touch of Rot's damage scales well with PL though getting it to PEN can be taxing when multiclassed; raw damage plagues work well enough. Conditional crowd control through Hold and Charm Beasts. Access to Sickness, which meshes well with Spirit Frenzy's Staggered. Rot Skulls for dealing with trash encounters or after landing your long-lasting spells. No real malus since Furyshaper's totem will take up your summoning slot anyways. Druid spells generally have superb range and AoE, which is helpful due to the multi's low defenses. The combo starts off a bit slow unfortunately, and its deflection and will are gimped so it'll need some babysitting during harder encounters and boarding battles. Still, I've found this to be the most satisfying shaman build.
  9. A Bounty Hunter Rogue subclass that focuses on explosives and traps.
  10. You sure? Did you download the latest patch from Nexus/Steam? The passive is showing here for my Xoti (modded for Eothas instead of Gaun). Thats odd. The only change I made was to remove the hidden Health (special status effect). Everything else is the same as vanilla, including the Raw DoT. My bad. It looks like the files didn't properly overwrite the older versions when I tested it earlier. Smooth sailing now.
  11. Sweet. Deadfire Tweaks is my favorite POEII mod and I'm glad to see you're updating it. I'm having a blast with Sniper/Sharpshooter(Ghost Heart) for those spicy 19m headshots; and the new melee stance combines well with Stalker. It's really a must for Rangers. I noticed your upgraded Priest of Eothas doesn't have the spell shaping passive that was introduced in 3.0. Also, also, Berserker no longer takes raw damage when Frenzied - is this intentional? Thanks for your work on this mod. It's made the Deadfire experience all the more enjoyable.
  12. I've been itching to play a Sorcerer since release but the lack of synergy stymied that pretty quick. Thanks. I'm looking forward to giving this a whirl.
  13. Seems like a fun build. Combusting Wounds + Mind Blades versus two targets will knock your socks off.
  14. Cipher powers are impacted by Rapid Casting and Farcasting, and can be reflected so they're considered spells; I'm assuming the wand effect doesn't apply to ally-targeted abilities like Soul Shock but would work with Disintegration and such. I'm not sure about Invocations since I don't use Chanters often.
  15. I agree that the CC would be a good framework for a transmog option. In the meantime, you can add enchantments to generic headgear via unity console. https://www.nexusmods.com/pillarsofeternity2/mods/2
  16. Yep. The heal effect works just like Sneak Attack and couples well with Rogue. It only works with melee attacks.
  17. I played through Port Maje on PoTD as a Furyshaper/Lifegiver (not a bad nu metal album title) and think it could have some potential as a support character. I chose nature godlike for extra PL and synergy with Frenzy and used heal and damage over time spells to take advantage of Frenzy's might bonus. Since I'm playing this as a caster, I plan on investing in Arcana for more versatility and to give the character something to do while those DoTs and HoTs tick away. For RP/design's sake, it's like your usual shaman archetype but without nature summons (which are excluded from Lifegiver anyways).
  18. Assassin/Streetfighter for maximum John Wick (or Jack Reacher).
  19. Note that Citzal's isn't currently working with attack abilities like Stunning Surge.
  20. So far you've got: Tekehu: Support through healing, buffs, debuffs, etc. Pallegina: Support + Tanking (or damage?) Mirke: Pure damage (don't forget her Rogue is subclassed Streetfighter so this will require some micro) Serafen: Mix of damage and debuffs - a good character that can swap between melee and mid-ranged. I'm thinking a long range option like Sharpshooter/Wizard (maybe /Evoker) would fit in nicely.
  21. I'd also like to add that a Geomancer with Tranquilzer Shot and 2x Slicken can quickly tear down her defenses.
  22. I started a new POTD/upscale playthrough last night and did my usual Port Maje -> Neketaka for mechanics gloves and bounties -> Sandswept Ruins routine and decided to stop in at the eotens down the road. I can normally take them out with a party around level 7 but struggled around 8; and it seemed like they used new or enhanced abilities. Like Boeroer said, the game will get progressively easier as you acquire more levels and resources so I can't see the changes being super impactful. I'd say the difficulty feels just right for the highest option.
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