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Ophiuchus

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Everything posted by Ophiuchus

  1. I think another issue with the bonus is that the effect could potentially be replicated by a simple potion.
  2. Speaking of Berath, what do you think about a Devoted/Berath Cleric? I'd like to carry over your great Berath melee build we discussed in the PoE forums a while back.
  3. And the remains of a spiritually-infused throne as a kindly aunt. Kid's going to live a unique life.
  4. For all its flaws, Arcanum remains one of my favorite CRPGs for the sheer amount of weird stuff you can do: there's a lot of tricks you can pull off if you play around with the (albeit sloppy) mechanics. I return to it on occasion, and 17 years later I'm still impressed by the diversity in character creation, lore/setting, and reactivity. Favorite highlights over the years: Stealing the Bangellian Scourge for myself instead of destroying it, then laying waste to Arcanum - lore says it possesses the wielder, after all. Deactivating and stealing all the mechanized enemies in the Vendigroth Wastes and setting them on Kerghan. Siding with the horrid creatures of the Void. Bringing Torian Kel (best companion in the game, imo) to meet his nemesis: The Bane of Kree. Resolving the final confrontation through speech and reason. Abusing NPC pick-up mechanics to plant cursed items and weaker weapons (a rail spike would replace a bare first). Abusing fate points to get infinite gold in the first town. Abusing the Ashbury graveyard for easy early exp; abusing the Void portal southwest of Blackroot for later exp. Stun spell + Backstab on a high dex character = gg. Locking doors through a spell to prevent enemies from reaching you. The Arcanum X-Files questline. Running a Ranger-type build with Dogmeat that focuses on buffing him. Broken Sneaking bonuses that let you hide in plain sight and sneak while running full tilt. Assassinating the King of Caledon (one of the most rewarding stealth missions I've seen in a crpg). Killing a named NPC and animating it at as thrall/mind controlling it, then using the Dweomer Shield trick to make the effect permanent. The obligatory low-INT brute run. There's a Dark Elf background. It doesn't offer any reactivity on its own, but you could always side with them later.
  5. Is it weird that I want Vela to get injured in a ship battle so my Watcher can be pushed toward revenge against an entire faction?
  6. Animancy Cat is going to have some nice synergy with Ghost Heart. And holy crow does Veilpiercer look sharp.
  7. Thanks. I played around with Ascendant/Ghost Heart over the weekend and might go with that instead: it's more flexible (not being based on a single type of Power), opening rotations are lazier, and a boosted Ectopsychic Echo combined with the ghost pet's disengagement immunity can wrack up a lot of damage. We'll see how this all goes on release, of course.
  8. Chrono Trigger, FFVI, FFIX, FF Tactics, Suikoden II, and Bravely Default would get my vote. FFVI would be a good transition from wrpgs to jrpgs because its second act is open world/side quests; it also boasts a big cast of unique characters to play as. Chrono Trigger is in this same vein, but with a tighter structure and smaller world.
  9. I knew something was off, but chocked it to misses while testing the build. Sad day. Hopefully there will be a way to mod it back in, as like you said, Trickster/Beguiler isn't super OP. Maybe it's just me, but Beguiler's Focus recovery with AoE Deception powers also seems finicky since the latest update.
  10. I'm wondering if a Blast Rogue/Beguiler would be an effective source of mass afflictions. The two have some nice synergy.
  11. Absolutely. It helps me connect to the themes of the game and sparks my imagination when making characters.
  12. Yeah, that's part of why I think that a "remove inspirations" ability is so important. One thing Josh said in the stream yesterday is that there's a late-game ability for Fighters that's just "basic inspiration, in every stat." Note that this makes the fighter immune to sneak attack, at least in a 1v1 situation (where the Rogue can't get Flanked). Rogues need a way to wipe inspirations. EDIT: replace strike the bell with an ability of the same name that removes all inspirations from the target each of the three higher level iterations then adds a different affliction effect (stun, blind, whatever) I really like that idea. Maybe your whatever could let the Rogue steal an inspiration.
  13. After playing BB4 for several hours, I'm sold on my Beguiler/Ghost Heart (Seer) Watcher. While the build certainly falls in the viable but not optimal category, it suits my character's backstory: a wandering neutral good type whose destiny is guided by spirits (often manifesting as wolves), and whose lack of enthusiasm and cosmopolitan skills are often overlooked for his grit, honesty, and kindness toward the downtrodden. This isn't set in stone obviously, as release and subsequent upgrades will probably shift it. That being said, I'd appreciate any feedback - with an understanding some decisions are RP. I plan on taking this Watcher through Hard Mode/upscaling on critical path with story companions. Seer (Beguiler/Ghost Heart) Race: Pale Elf Culture/Background: White that Wends/Mystic Pet: Ghostly Wolf Level: 9 Primary Active Skills: Alchemy, Stealth, a bit of Athletics (I may reverse the latter two). Primary Passive Skills: Metaphysics, Insight, Survival Mig: 15 Con: 8 Dex: 13 Per: 15(+1) Int: 16 Res: 10 (Again, these stats are for RP purposes. Even though the character is a backliner, I don't want to dump RES because I feel surviving in the White that Wends would require a degree of resilience. I didn't mind dumping CON a bit, though, since my character's physical development was a bit stunted, stemming from undefinable, haunting visions that kept nights long and friends fair-weather.) Weapons: War Bow, Hunting Bow, Rod (Blast), Arquebus (for alpha strikes), maybe Crossbow for interrupts. These choices will largely depend on unique weapons, but I would like to stick to bows if possible. Core Ideas: This build combines ranged damage and afflictions along with an upgraded, disposable pet that can easily move through the battlefield (immune to disengagement attacks) to disrupt enemy spellcasters and archers/gunners or help the backline in an emergency. Unfortunately, both Rangers and Ciphers are starved for ability points compared to other class combinations (no freebees beyond character creation), which can impede optimization. (Though you could also argue no point goes to waste like multi-class Fighter). Beguiler: Beguiler's range bonus (20 percent) to Deception Powers couples well with a Seer and often allows faster, safer opportunities to cast wide afflictions on mid and backliners. Ideally, enemies should always be covered in afflications (other party members like a Blast Rogue or Druid will offer redundancy), which generate Focus when attacking or casting Deceptions. This character will always initiate combat from Stealth, negating Beguiler's attack and Focus generation penalties when target is ineligible for Sneak Attack. Beguiler Abilities: Powers: Eyestrike, Whisper of Treason, Phantom Foes, Secret Horrors Eyestrike being a third level affliction right out the door is nice and Whisper of Treason offers some useful tricks with Stealth. While its effect is weak, Phantom Foes casts quickly and can cover a wide area, often hitting backliners when directed at stragglers racing to the frontlines; and since Mental Binding has fallen from grace, it gets tossed out for a passive or Ranger ability. Secret Horrors is a solid Power, which disables active abilities and lowers CON and RES, which helps Eyestrike and physical attacks land along with increasing affliction durations across the board. Passives: Beguiler, Biting Whip, Hammering Thoughts Since there's not a large choice of Powers, I picked Biting Whip and Hammering Thoughts for extra ranged damage. I skipped the 10 percent duration bonus to afflictions (name escapes me atm) since I felt having an INT at 16 and a good Focus flow was enough. Ghost Heart: A Seer Mystic summoning a fallen companion from beyond is appealing to me, and I never liked the Grieving Bond penalty, so Ghost Heart became my immediate choice. Calling the beast into Eora is quick and doesn't incur a recovery penalty, which lets the Seer immediately follow the ritual with Powers. Higher INT boosts the summon duration, extending the companion's use. Unfortunately, the skill has a short range, making timing an important factor in narrow encounters: before foes are bottlenecked but after they are engaged. (I try to time the summon into my Priest's rotation so the pet gets an inspiration while heading out.) The ghostly companion has its own set of properties, which makes it different from its living counterparts. It functions as a spirit-type with its associated strengths and weaknesses (afaik its not possible to actually see these effects) and is immune to disengagement attacks, which allows it to effortlessly swap between enemies when needed and bypass the opposition's frontliners. Ghost Hearts cannot learn the skills Heal Pet and Revive Pet, though this may not be such a sacrifice considering their hefty Bond costs and ability investment. When the pet expires due to death or duration, the Seer will not be affected by Grieving Bond, which will keep his Powers and attacks accurate. Side Note: Ghost Heart companions are handy at distracting, kiting, and blocking small side groups of enemies, and at one Bond point and short cast and recovery, can easily be summoned when necessary. A ghostly bear or antelope could make for a resilient (albeit temporary) tank. Ghost Heart Abilities: Bond: Wolf Companion, Takedown, Marked for the Hunt I chose the wolf (named 'im Volkhavaar) for my companion for RP and extra damage - lions make a good secondary choice for their increased attack speed. Takedown disrupts enemy backliners and can be upgraded for extra PEN or a damage boost. Marked for the Hunt deserves its own mention. Its baseline ability (Marked Prey) is far superior to Wounding Shot: the latter has been repeatedly nerfed, the Wounding effect doesn't generate Focus, and spending two ability points for a level one affliction or a selfish accuracy buff is a waste in a crunched build. Marked Prey and Marked for the Hunt never miss, cast fast, have no recovery, and last as long as the marked target; and Ciphers always appreciate more accuracy. Marked for the Hunt transfers the effect when the marked foe is killed, and combined with the Ghost pet's immunity to disengagement, allows the strange apparition to safely move to the next target - often messing up enemy pathing for a brief time. The ability's jump-on-death effect seems to have no limit, which helps cut down on Bond points in longer battles; however, it can vanish if its next target dies too fast. Passives: Ghost Heart, Marksman, Merciless Companion, Vicious Companion Marksman plus Marked Prey/Marked for the Hunt synergize, giving the Seer a +15 bonus to accuracy from over four meters away; and as mentioned earlier, Beguiler's ranged bonus to Deception powers lets him stay a touch back. The Companion passives are there to increase damage, add PEN, and apply a moderate Sneak Attack bonus, which will be triggered often. Rotation Example Start the battle in Stealth with an Arquebus (modal on). If possible, position your frontliners in a way that can open a path for the pet. Begin the frontline engagement/prep inspirations/shoot a long-range foe with your Arquebus to generate some Focus. By using an Arquebus, recovery is at 0. Follow the shot with Marked for the Hunt on a ranged foe (no recovery), then summon your pet (also no recovery). (Note: Marked for the Hunt breaks Stealth, which is why I shoot before using it. Casting Deceptions from Stealth can be useful, but recovery can significantly hinder the rotation.) Have your pet attack or use Takedown on the Marked foe depending on the circumstance, then cast Phantom Foes on an enemy that gives the most coverage. Follow this by swapping to a bow or rod, then work to cast Secret Horrors and Eyestrike. Follow Marked for the Hunt as it bounces through enemies and focus fire for the best effect. Continue casting Deceptions, attacking marked targets, and summoning when needed. --Will add other thoughts and variations after waking up. Thanks for reading.
  14. Trying to squeeze in a Wasteland 2 or VTM: Bloodlines playthrough between now and Deadfire's release. I'd keep playing PoE1, but don't want to get burnt out.
  15. I now expect story book sex scenes that feature woodcut art and skill checks. So... No more constitution dumping? Nobody likes a two pump chump. Especially in Wasteland 2 - silly quirks. I'm glad they're pushing it back a month since there's still much to be done, and on a personal note, I wanted another few weeks to build a new PC.
  16. Heh... glad I wasn't the first to ask that. I feel like I'm out of the loop on all things Obsidian. Chris Avellone still works at Obsidian, right? Wait, Obsidian? I thought these were the Black Isle forums? Black Isle forums? I thought this was No Mutants Allowed and we were talking about MCA.
  17. Incredible. Thanks so much for your guide. I spent the better part of the day on my St. Gangrene run: currently at level 7 with Tidefall (absolute game changer, that), and lots of other early game goodies for the party. I especially like the DoT on Tidefall combined with my Persistence Rogue, Combusting Wounds, and Soul Ignition. Question about Cleansing Flames: are there any DoTs it does not extend? I'm assuming it only works on affliction-like DoTs as opposed to AoE pulses (Wounding Shot vs Swarm of Insects). For RP purposes, I made him a Wood Elf/Living Lands Mercenary who's not opposed to making some coin while serving Berath at the same time: exchanges for his services act as a cycle, or so he rationalizes it. When I import him to Deadfire (probably Berath/Devoted), he'll enjoy a resistance to dex afflictions befitting a debt collector for the god of cycles.
  18. I really want my second Watcher in PoE II to be a Cleric of Berath, so I'm intrigued by your St. Gangrene build. I have zero experience with melee Priests, though: any early level tips, lategame equipment considerations, etc. you would mind sharing? I'll probably play him on Hard mode /w upscaling.
  19. I really wanted an option to cleanse the adra pillar, but find some way to prevent the Vailians (or anyone else) from accessing it.
  20. After devoting a majority of the weekend to beta3, I've enjoyed: Mage Slayer/Fighter: Good damage, support, and some defense through Rapid Recovery. Since he can't use potions or scrolls I fill his inventory with explosives and noise makers to set up ambushes. Modeled after Torian Kel from Arcanum. Darcozzi Paladin/Priest of Wael: Popular build on these forums for all the right reasons. Spectacular tanking abilities with some extra support on the side. Rogue/Skald: Great at breaking armor and setting up afflictions for sneak attacks. Beckoner/Evoker (or /Priest of Berath, Lifegiver): Summon a hoarde of skeleton minions before the enemy's midline to body block and mess up pathing. Then blast away with Fireball (summoning more skeletons!), cast Berath afflictions, support allies, etc. Hilarious with the Flames of Devotion upgrade that copies the effect on to nearby allies - would the Bleak Walker FoD add its bonus effect? Priest of Eothas/Lifegiver: Solid support all around, though I find the shifting mechanic clunky and Rejuvenation spells have less than perfect range and AoE. Investing in Arcana adds even more versatility. Beguiler/Ghost Heart (Wolf Spirit): How I saw my main character in Pillars 1, and what I'll go with when the game launches. I especially enjoy Charming enemies from stealth, and the wolf spirit can soak a good bit of damage. If Cipher cast/recovery times get reduced, I might go with Beguiler/Sharpshooter instead, but this is my Watcher's best thematic option. Assassin/Sharpshooter: Fun for a while, but it's gimmicky, selfish, and falls apart quickly. Might be okish if Invisibility effects beyond the costly Guile skills are reasonable to come by.
  21. First off, I want to say I really appreciate PoE1 and Deadfire having color blind mode, as it has made my experiences easier to deal with. Having played the beta for some time, though, I've run into a couple issues that have made it a bit frustrating: specifically enemy vision cones and traps on lightly colored flooring: the xaurips outside the dungeon, and the spike traps in the northwest corner of the first level (I also found the trap hitboxes a bit off). Would it be possible to expand color blind options for light red/orange effects in the same way yellow/green can change to blue?
  22. The creature also counts as a spirit with the same bonuses and penalties as that archetype. Without investing in any defensive pet traits, my Ghost Heart's wolf could soak up a fair bit of physical damage before being dispersed.

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