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Everything posted by Ophiuchus
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To me that Frenzy and DAOM doesn't stack is sort of a strike against the Warlock (though a small one, it looks like there's a point in preserving HP for sacrifices). It means that I can still push my action speed quite a lot as the single class. Yeah, but that's true for the single class as well, the multi will still be at least 15 behind. But I get what you're saying, playing around the 15 point malus isn't a big obstacle. Thanks for the tip. I think I've decided on playing a pure class, mostly because I haven't really used high level pure Wizards a lot. I'm thinking about supplementing it with a Furyshaper/Lifegiver, any thoughts on that? Here's a few thoughts on Furyshaper/Lifegiver.
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More content?
Ophiuchus replied to Honoric's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
There's also the new ship UI but I can't remember if we heard anything official about it. https://www.reddit.com/r/projecteternity/comments/a82h4r/new_ship_combat_ui/ -
You can also stack Fleet Feet with Frenzy and Frenzy Ward for more speed - DAOM's raw action speed bonus won't stack with Frenzy but the health degen may be useful for pushing your health to Bloodied. The -15 Will penalty can be negated with the Bull's Will passive and Infuse with Vital Essence (or another INT inspiration like Brilliant) and/or gear with Will bonuses such Magnera's Chain. As for the Furyshaper wards, you incur a universal PL penalty of 1 whenever one is destroyed: this effect stacks so it's important to keep an eye on it. Note that you can safely replace an active ward with a fresh one to avoid the penalty. Enemies generally don't aim for the totem but its highly susceptible to splash damage; it can also be affected by healing and protective abilities.
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It's definitely one of the hardest areas of the game, especially when you arrive at Neketaka for the first time. It's also a fantastic place to get Exceptional quality gear early on, once you learn the ins and outs: pulling the Luminous Revenants and Risen Armsman from the right-central room; memorizing where the Risen Mages spawn; preparing for the Wraith's teleport ability.
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I picked up Deus Ex: GOTY Edition for eight bucks on Steam a few days ago.
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How do you...
Ophiuchus replied to E.RedMark's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
It might not be as weird as you think: Onekaza is a Cipher, after all. Focus generation is bleh early on but shines once you gain access to multi-hit stuff like the unique blunderbusses. -
I finally got around to playing Deus Ex: I spent roughly two hours on the first mission to get a feel for the mechanics and interactivity. I can't give it enough praise.
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IIRC, Psion's Focus regeneration works like Dance of Death in that it cancels on a graze/hit/crit roll so DAOM and the like should work with it. Late Edit: I meant to type more earlier but had to put out a fire. I agree with thelee that Psion would help bridge the action economy gap; and its downsides could be negated with proper positioning and Wizard buffs. However, I think Beguiler should still be considered with its superb on-demand Focus generation through Afflictions and Deception powers: you can quickly generate Focus from Stealth using a cheap AoE Power like Phantom Foes, Mental Binding, or Secret Horrors; Mind Plague bounces, which means it generates Focus during its own Recovery. As a result, I feel Beguiler would be able to access higher level Powers faster. (Also, I think Draining Whip modifies the Beguiler Focus gain while Psion doesn't have access to it.) However, Beguiler's Focus generation is contingent on the number of enemies and being able to regularly land Afflictions, which can be challenging against bosses, FS encounters, and situations where you can't set up Stealth. Since a Beguiler relies on Deceptions, its locked into using them whereas a Psion could utilize a wider range of Powers. When it comes to multiclassing with Blood Mage, Beguiler could be a utility king with Afflictions on the Cipher side and non-Affliction stuff from the Wizard (Miasma, Slicken, Expose Vulnerabilities, etc.). I think Psion would be well suited for a character that wants more "tricks" (Combusting Wounds and Mind Blades; Pull of Eora and Silent Scream; Echoing Shield followed by Slicken). Most of this is on paper of course, but this thread is intriguing. Awkward name aside, I'd like to give Hierophant a whirl.
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The idea of a Bounty Hunter subclass sounds cool, if for the name only. But I'm not so sure about a subclass that centers around Traps. Oh, if traps only "captured" the target, it might fit the concept. But all these damaging traps make a Trapster seem more like a mine layer. Honestly, if I was going to consider a subclass based on consumable explosives, it'd probably be more like a Grenadier. After all, you can load up your quick slots with quite a few grenades and have some good AoE fun. There's no pretending that a Grenadier is going to be doing anything other than lobbing little balls of death, seeking to blow up stuff. Back to Bounty Hunters... The idea/name sounds cool, but what would a bounty hunter do that works within the context of the game where you're usually trying to kill your enemies, not capture them to return to the local jail. With my idea, the Bounty Hunter would get a 1/encounter pull ability similar to a Lurker's snare so you could lasso a foe into a line filled with traps.
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I need to get back to work here in a few but here's some AR-lowering abilities: -1 AR: Flanked (positioning or PER Affliction or Phantom Foes (Cipher)) Rending Smash (Mace Modal) -2 AR: Hel-Hyraf/The Shield Cracks (Chanter; AoE) Expose Vulnerabilities (Wizard; AoE) Body Attunement (Cipher; single target) -4 AR: Rusted Armor (Druid; single target) As for combat engagement, you can begin encounters with your party in Stealth to take advantage of the recovery bonus. Have your tanky character creep forward and toss a Sparkcracker a bit off to the side to clump enemies and keep their vision cones away from your backline. Dismiss Stealth on the tank to initiate combat and cluster enemies into a ball. From there, your Stealthed characters can cast buffs with minimal recovery time: I generally like to have Xoti cast Minor Avatar followed by Dire Blessing and other buffs depending on the situation (Holy Meditation to counter RES afflictions, for example); it's not a bad idea to have hard CC at the ready to keep the enemy group locked in that position. Mind that this won't work in every encounter since some are scripted with spawning enemies and the like.
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Cool. That's one reason why I suggested giving another character an AR reducing ability. Using an ability from Stealth (but not Invisibility) shaves 85 percent of the recovery: so you can load up on buffs, have Tekehu use The Shield Cracks, and follow it up with a Fireball boosted by Assassinate, then quickly lead into your next action.
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Only the first pulse will benefit from the Assassinate bonus (Sneak Attack only works with weapons). Shadowing Beyond is more costly but it's significantly smoother than Smoke Veil since it doesn't have recovery.
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Interesting setup on your MC. Keep in mind that pulsing spells (Chill Fog, Slicken) will break your invisibility.