Jump to content

Ophiuchus

Members
  • Posts

    498
  • Joined

  • Last visited

Everything posted by Ophiuchus

  1. I'd be fine with a couple members of the Pillars 1 crew returning for a third installment since that's an enjoyable trope. Hiravias would be especially welcome as an Autumn Stelgar Druid multiclassed with Fighter or Rogue.
  2. Leave my waifu alone. She's too busy doing mad DPS to concentrate on harpsee-cords.
  3. Pish posh. I'm having fun showing off his mod and I never claimed it represented a true hardcore xtreme experience.
  4. Some thoughts on Priest of Rymrgand after testing it out this afternoon: While losing access to Restoration and Fire spells feels rigid, I feel in a way that suits the kit thematically, and it greatly expands on the offense/inspiration theme, which works well on its own or when multiclassed (owing to one of the core strengths of your overall mod). I enjoy the spell selection, how the spells synergize by lowering appropriate defenses and providing crowd control - the Helm of the White Void makes this beastly. My only nitpick is the Bloodied/Near Death passive since the class doesn't have an inborn way of lowering health like Mortification of the Soul or Berserker Frenzy. Here's some single class Priest of Rymrgand footage for those interested:
  5. I don't *think* it should cause any problems so long as you haven't recruited him yet but it's been a while. Just in case, you can use Unity Console (also on the Nexus) to set things right. https://www.nexusmods.com/pillarsofeternity2/mods/2
  6. I've always run a Priest of Rymrgand as a single class character since its high-level spells are crazy good; so I can't give a lot of advice on that specific build. However, I enjoy melee priests a great deal (even more so with Stardusk's new mod) so here's some general ideas: For Priest abilities, you'll want to focus on inspirations to buff Vatnir's performance for more hits and bleeds. Champion's Boon combined with Minor Avatar accomplishes this well, and you've always got Dire Blessing/Devotions to help the team. Vatnir's kit has some nice tricks that you won't want to overlook, and they synergize well with Rogue: Plague of Insects for negating concentration, Spreading Plague for more afflictions, etc. Note that most of the spells in this arsenal target Fortitude. For Rogue, I would pick up Crippling Strike for the extra PEN and Blinding Strike for the bonus accuracy and upgrades: Gouging Strike is another DoT that scales well with your buffs while Confounding Blind helps you land those important hits. I would also select Dash in case of an emergency or for pathfinding issues. Envenomed Strike is a powerful ability and would combine well with your build but consider its cost (two ability points and three Guile) and how that will play into using defensive tools. Rogue's passive staples gel for obvious reasons though I would avoid Persistent Distraction (Champion's Boon will give you +3 engagement so more might not fit your party comp). While they're aesthetically pleasing, I'm not sure about the summoned weapons because their bonus Freeze lash scales based on your Watcher's disposition, which by the time you get Vatnir might not be aligned well enough (less Freeze lash means less Bleeding Cut damage). I'm thinking one of the two-handed battleaxes could be a good replacement: higher base damage for stronger bleeds; Oathbreaker's End for more DoTs or Amra for the Frenzy proc. But I haven't tested this, and I can't recall how Bleeding Cuts stacks so take that with a grain of salt.
  7. I've been testing Priest of Rymrgand this afternoon and have run into a couple issues: the name and description for Rymrgand’s Icestorm are showing nullstring errors instead, and when I level up, the summary screen shows a blank ability. I should point out that I pared Stardusk's mod with Deadfire Tweaks, and also the training dummies have horrible defenses and don't upscale.
  8. You'll want to build Vatnir for damage and inspirations mostly. His kit is one of the best vanilla Priest options. Here's an excellent overview on Priest of Rymrgand. It's written for a modded MC but there's lots of good info there. https://forums.obsidian.net/topic/105110-the-end-bringer-priest-of-rymrgand/
  9. She says "Hel" often, which in many Midwestern/Southern religious circles is still considered a no-no if used as an expletive.
  10. FYI: Checoden's Deadfire Tweaks mod has an option that lets Turning Wheel and Enervating Blows work with ranged weapons. https://www.nexusmods.com/pillarsofeternity2/mods/72
  11. You can use Unity Console to remove older abilities (Priest of Skaen, for example will have the default Holy Radiance instead of the new power) then respec and it should work fine. https://www.nexusmods.com/pillarsofeternity2/mods/2
  12. Holy crow is this a phenomenal mod. I have to hand it to you for going the distance and learning modding from scratch - your efforts have definitely paid off. I'm about to pass out so I'll go into more in depth feedback tomorrow/Sunday but I'll leave you with my two favorite combinations so far: (Also, your changes to Berath's Quickening were right on the nose.)
  13. With time, you will learn to appreciate the genius of those Obsidian's decisions. Fingers crossed we can mod this back in. IIRC, Shattered Pillar can't be changed to its original state because a piece of it is hardcoded.
  14. I experimented with a modded version of Crippling Strike, which was made prior to the patch I mentioned: testing with "ApplyEffectsToPrimaryOnly":"false", "ApplyEffectsToPrimaryOnly":"true", and without the component all lead to the same result. I'm no expert on programming but I'm guessing the component might be having an issue connecting with something in the statuseffects.gamedatabundle - or this is a goose chase since the component doesn't seem to be doing much (Crippling Strike + Dual Mortars hit the same way each time). For the sake of my Geomancer I hope this is a bug and not a feature.
  15. My Rot Skulls Berserker feels your pain. I'm going to do some testing with modded abilities that don't have the new component and see how that goes.
  16. After doing some digging, I think this might be a bug. Patch v4.1.0.0011 BETA introduced the WeaponAttackAbilityComponent.ApplyEffectsToPrimaryOnly to abilities.gamedatabundle. According to the Game Data Formats Documentation: ApplyEffectsToPrimaryOnly - Boolean If set, status effects will only be applied to the primary target of the weapon attack (if there is one). "false" I looked through attack abilities such as Crippling Strike and the like, and found all ApplyEffectsToPrimaryOnly were set to "false" by default, which is strange since that implies they should be applying as usual. Also, the devs haven't released the problem as a nerf, and as far as I'm aware, haven't commented on it yet.
  17. @BMac Is WeaponAttackAbilityComponent.ApplyEffectsToPrimaryOnly what governs whether or not attack abilities work with AoE weapons like Rot Skulls or Hand Mortar? I looked through the abilities.gamedatabundle in the latest update and all of those are set to "false" even though the latest update removed AoE attack abilities - so I should set to true, right? Am I looking in the right place?
  18. It's also affecting any weapon that has an AoE. It'd be nice if the devs could let us know if this is intended or not since it wasn't in the patch notes.
  19. The latest patch removed the option to use attack abilities in an AoE with certain weapons (Citzal's Spirit Lance, Hand Mortar, Rot Skulls, etc.). I've been trying to find the component that governs this but can't figure out if it's an ability or attack change. Is this option available or is it hard coded?
  20. Same here. I'm getting more fluid FPS during combat and significantly fewer microstutters. Trouble areas like exterior Ft. Deadlight, Queen's Berth, and The Crucible are a tiny bit better.
  21. Has anyone tried an Assassin build in TB yet? Stealth Archer was my favorite combo in D:OS1 and I'm hoping TB adds some more flair to the playstyle.
×
×
  • Create New...