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Thormind

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Everything posted by Thormind

  1. For this multiclass, when using the hand mortar or other aoe weapons: -Does he gain focus for each hit (same if not aoe but multiple hits, like frostseeker)? -Does rogue abilities like blinding strike apply like an aoe (blinding all targets hit) Also what would be suggested as subclasses if i plan to use only (or mostly) ranged weapons. Am i gimping myself if i go ranged instead of melee (for POTD) Tks!
  2. Quick question about disintegrate: if your target is destroyed with this ability, does it eliminate the loot as well?
  3. I dont know all the spell names by hearth but the lvl 1 and 3 ones that boost perception (an hit chance) are almost mandatory for early game, especially on POTD. I've also found that the heals from the druid companion alone are not enough. The one at 0.5 cast time is needed just as much as the +hit buff. I wouldnt make a PC priest (i find them boring) but if you dont, you really need Xoti in your party (or an hired generic priest). I would rate priest higher than they are on the current list.
  4. IMO if playing on veteran/potd you want perception as your highest stat. You certainly dont want to dump it. As a tank dumpting constitution is another bad advice. You would be perfectly fine with might at 10 and lower int. Dex is really good because it allows you to use your "oh crap" abilities when you really need them (ie faster). Those stats looks like something Nerd Commando would suggest. I strongly advice taking his built with a grain of salt. Even if he looks like he knows what hes talking about in his video, Ive found they are not always that effective. I went with 10/10/14/17/10/17 and it works quite well.
  5. Do you guys know where i can make a mod suggestion/request? I know you can get extra engagement through gear but IMO if both fighters and Barbs get acces to it through abilities/skills, so should paladins. Otherwise it limits the gear choices a bit to much. Im lvl 9 and ive yet to find any good/rare spear. Plenty of swords though.
  6. Only thing preventing me from playing a paladin is the lack of extra engagement. I want to add a bonus to a paladin ability. My two options: - Paladin defensive aura . Is there a way to add the bonus only for the Paladin (since the auras normally affects companions) - Faith and conviction. A fixed bonus would work but is there a way to add one that would vary with dispositions (benevolent, diplomatic, etc) like the other bonuses work? Maybe from 1 base to 3 at max bonus. I dont really know how to mod but if its not to complicated i dont have a problem editing files with Wordpad. tks!
  7. I can't do that. It says that it can't be changed. I reported this. It was possible for a very short time but they probably corrected it with an update. I know since i was on POTD and im stuck on veteran now.
  8. I dont mind that, i would just like to be able to switch between ridiculous and veteran when i get tired of reloading multiple time for all fights.
  9. Ive heard someone say they removed the restrictions of paladins sub classes regarding general attitude (diplomatic, honest, cruel, etc). I could not find any confirmation. True?
  10. It's finally a challenge, and this is great. There are five difficulty levels, the highest one should definitely err on the side of too difficult, and vice versa for story mode. If they make POTD too difficult for me, I'll happily play Veteran knowing that the option is out there. I gree with you but currently the game seems to be going from cakewalk (veteran) to frustratingly hard. Id like to have something in between )
  11. I wrote yesterday that i was able to change the difficulty lvl of an existing game from POTD to veteran. I went back to the game and this feature was gone. Now im stuck on veteran and i need to start a new game if i want POTD. I dont understand why that feature had to be removed. All players who posted said that it was a welcome change. Now that POTD is getting a lot more challenging, some players would like to be able to switch difficulty when things get frustrating.
  12. Ha! You're basically repeating the criticism not a few beta testers (including me) came up with after playing the beta for some time. What was so wrong with PoE1 that you had to reinvent the wheel (pun intended) instead of improving its mechanics for PoE2? But Obsidian chose to comply with the criticism they received: DR/bypass too mushy, combat too confusing, endurance/health system too complicated to be grasped, talents feel bland, per-rest is no-no and a lot of other nonsense. So here we are. Enjoy! Im sorry but what is it that they reinvented instead of improving? Because i really dont see anything changed so much in Deadfire that it wouldnt qualify as an improvement...
  13. You can now switch from POTD to veteran without creating a new game or using a mod. You can also switch expert mode on/off and adjust lvl scaling on existing games. This is amazing! I like a good challenge but not to the point i need to reload every fight or pause every 0.5 seconds. For me the pre patch POTD was challanging enough (at lvl 8 at least). Now i can start in veteran mode and if eventually i find the game is a cakewalk, i can switch to POTD. In POE1 i had to use a mod to do that. Thank you Obsidian!
  14. They had to do the nerfs for a very logical reason. Some builds were so powerful they were overpowering other combinations pretty hard. If they just adjusted the game difficulty to make it challenging for those very specific builds then players not using them would have had a hard time finishing the game. They did not want to end up in a situation where they limit the players options.
  15. They did, now it works only with allies, so no more immortal solo paladins. So, Kind Wayfarer now best option for tank? That heal on FOD was nice, is it still the same? My biggest question: anyone know if they fixed the bug that made the difficulty indicators (the sword and skulls) disappear if you have lvl scaling enabled?
  16. You dont really need to have the 8 blunder. Im only using an arquebus main weapon and scepter as 2nd (for slash/cruch dmg). As soon as i find a ranged 2H wpn that can do those 2 types of dmg ill trade it for the scepter. Even on POTD the game isnt hard enough for the need to micro that much. Plus as a Geo you are normally really tight on points if you want the good pet passives. For Maia IMO the ones boosting pet dmg are mandatory since the bird can do decent dps with them.
  17. I hope I'm missing something, but I see basically zero synergy between a ranger and a wizard. I suppose one could go for a Stalker/Wizard summoned weapons and buffs melee build, though even that is probably worse than the other melee wizard combos. But that doesn't apply to Maia anyway since she's a Gunhawk, which is presumably some kind of ranged/guns focused subclass. That is a pretty good idea. I'm undecided between having Maia Rua as a Geomancer or Aloth as a pure Wizard in my party. Maybe I'll do as you say. Maia's annoying, because she specialises in something that seems to go actively against the best Geomancer build. She's built around guns, but it seems like the right way to build a Geomancer is as a melee specialist. Both summoned weapons and the pet scale with character level, so if you build into that aspect you're essentially getting a "full power" multiclass. Take the summoned weapons you want to use and buffs from wizard, and the pet passives from ranger. It things in melee with a wolf. Voila. I don't care much about synergy in this case. I want Tekehu, Xoti and Serafen in my party. The last spot would ideally be a Wizard, but I like Maia, so I'm considering having her as a Geomancer. My Watcher will be a Swashbuckler, but if Maia will be bad as a Geomancer, maybe I should consider being an Assassin/Wizard and make Maia a single class Gunhawk. Maia isnt bad as a wizard. Give her the tome that add extra spell cast so she can have more per fights. With her high perception shes almost as good as Aloth for debuffing/nuking.
  18. For practical reasons i went Geomancer with her. My team was Serafen, Tekahu, Xoti and Aloth when i got to her. I wanted to replace Aloth and have a team with only the new characters while still keeping some wizard spells. Aloth was also getting pissed off by Tekahu. With the spell tome that add +1 spell cast per spell lvl and her high perception she makes a nice CC/nuker and her shots are still really good. You dont have to invest much on the wizard side since the spells from the tome are almost always the ones you want to use. I just get a self buff or an illusion spell the levels i get a point for both classes. With her pet she takes care of ranged opponents quite well wile the rest of the party can focus on the melee targets.
  19. Humm tks, i will have to verify if the mod doesnt switch scaling off when it changes the difficulty lvl.
  20. Expert mode was not selected. All i did with the mod was switch from POTD to veteran difficulty. Would be nice if someone playing on POTD can confirm if hes able to see the red skulls or not.
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