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Cyrus_Blackfeather

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Posts posted by Cyrus_Blackfeather

  1. It's very fun, don't listen to haters. First island is rough because you have very little spells, but after you get some levels, the game becomes fun. DEX, PER and INT are all more important than MIG though. I highly recommend Leap boots (it's not very fun when the boss decides that it's time for a Wizard snack). For weapons, the best combo is Griffon's Blade + Sun and Moon, later you can use the Chronolongnameiforgot Staff if you prefer. You don't need Bitter Mooring and Frozen Pillar, go Evoker. Whitewitch Mask was my headgear of choice, for improved survivability; don't expect that you will never get hit. I prefer pets that improve my spellcasting (I believe I was using a cat with AoE and damage) so consider using a robe (the DLC one is very good).

     

    Alright, thanks man. Thankfully I'll have Eder and Xoti to help get past the first island. 

     

    And by the DLC robe, do you mean Vatnir's? Definitely looks good - that's 15% bonus damage fully upgraded with Kuaru's Prize (AKA, 5 Might insofar as damage goes). I just wish there were a way to glamour different pieces of gear, because that looks a little too shamanistic for the character I was going for. 

  2. @op

     

    You overthinking it.

     

    Currently, as the game stands you will be able to break the game even on the hardest difficulties with any wizard build. After you hit level 14 the game becomes a cakewalk

     

    Is it really that bad? I was kind of hoping that it'd at least be fun, having access to all of those high level spells like Cloak of Death and Wall of Many Colors. Plus, narratively, I feel like there might be more reactivity out of the last DLC for a wizard than a Barbarian-pirate. 

  3. Nice thing about wizard's is there is very little limiting how you build it. You can always use multiple grimoire's to suit whatever occasion and you'll be very powerful almost no matter what. Even though you'll be able to use Fleet Feet and DAOM, the low dex makes me shudder. If your willing to drop con/res some more, I would. But that's me.

     

    Gear wise a common practice is to heavily prioritize +fire PLs. Dual wield Magran's Favor and Sun and Moon, plus certain pets add to this. If I remember right you can boost Fire powerlevel by like +11. Then cast Meteor Storm......and win.

     

    15 is low? What would you say would be a "high" Dexterity? 

  4. Hey guys!

     

    So, my Berserker/Devoted is currently carving out a path in the Deadfire and eagerly anticipating Seeker, Slayer, Survivor and further chances to prove his mettle - but I wanted to take a look at a character that might have a bit more to do in the third DLC - as it heavily features Eora's Archmages - as well as the more story-centric sections of the Beast of Winter. So, I decided to try my hand at rolling a pure Wizard - a Vallian scientist/spy with silver skin and a silver tongue. Yup, we're revisiting a very old Pale Elf concept of mine - but this time with access to overwhelming destructive power. Gods help us all. 

     

    The character: 

     

    Race: Pale Elf (Taken largely for flavor - I want to see how this sort of character would get along with folks like Ydwin and Vatnir, as well as some of the other characters in the Beast of Winter). 

     

    Class: Wizard (No Subclass) - I might consider Evoker, but that's not worth losing access to Bitter Mooring or Frozen Pillar. 

     

    Background/Culture: Old Vallia/Aristocrat (Makes sense for a VTC-aligned character

     

    Attributes:

     

    22 Might (18 Base + 1 Gift of the Machine +2 Berath's Blessing +1 Permanent Stat Boost)
    10 Con (8 Base +2 Berath's Blessing)
    15 Dexterity (10 Base +1 Pale Elf +2 Berath's Blessing +2 Firethrower's Gloves)
    20 Perception (17 Base +1 Pale Elf +2 Berath's Blessing)
    20 Intellect (16 Base +2 Berath's Blessing +1 Old Vallia +1 Stone of Power)
    8 Resolve (6 Base +2 Berath's Blessing)

     

    Abilities: 

     

    (g) - Grimoire (Ninagauth's Teachings)

     

    Level 1: (g) Fan of Flames/(g) Slicken/Chill Fog

    Level 2: Wizard's Double

    Level 3: (g) Curse of Blackened Sight/(g) Ray of Fire/Infuse With Vital Essence/Merciless Gaze

    Level 4: Two Weapon Style

    Level 5: (g) Ninagauth's Death Ray/(g) Fireball/Llengrath's Displaced Image/Combat Focus

    Level 6: Deleterious Alacrity of Motion

    Level 7: (g) Ninagauth's Shadowflame/(g) Wall of Flame/Pull of Eora/Scion of Flame

    Level 8: Secrets of Rime 

    Level 9: (g) Ninagauth's Bitter Mooring/(g) Torrent of Flame/Rapid Casting/Blast of Frost

    Level 10: Ironskin

    Level 11: (g) Death Ring/(g) Ninagauth's Freezing Pillar/Chain Lightning/Arcane Reflection

    Level 12: Expose Vulnerabilities 

    Level 13: (g) Ninagauth's Killing Bolt/(g) Delayed Fireball/Tayn's Chaotic Orb/Substantial Phantom

    Level 14: Dimensional Shift

    Level 15: (g) Wilting Wind/(g) Major Grimoire Imprint/Kalakoth's Freezing Rake/Wall of Many Colors

    Level 16: Great Soul

    Level 17: Tough

    Level 18: Ryngrim's Enervating Terror

    Level 19: (g) Meteor Shower/(g) Cloak of Death/Minoletta's Missile Salvo/Petrification

    Level 20: ----

     

    Equipment: 

     

    Weapons - Not sure. There's a lot of options here. Eccea's Arcane Blaster apparently doesn't suck anymore? Alternatively, I could go with Sun and Moon, though I think that's been nerfed. Chromoprismatic Quarterstaff is good too - it adds to the PL of all of my elemental spells. 

     

    Armor: Miscreant's Leathers - For style, and for negative recovery with Abraham. Kidney Guard for protection against Flanked/Disengagement attacks and Lucky for a 5% chance for attacks to just miss. 

     

    Pet: Abraham

     

    Grimoires: Ninagauth's Teachings as my primary offensive Grimoire, but then things like Grimoire of Vaporous Wizardry and Llengrath's Martial Masteries as well. 

     

    Rings: Ring of Focused Flame and Kuaru's Prize

     

    Neck: Stone of Power

     

    Cloak: Cloak of Greater Protection or Cloak of Greater Deflection

     

    Helm: Rekvu's Fractured Casque I guess, for immunity to interrupts on carrying an injury.

     

    Belt: Upright Captain's Belt or the Maker's Own Power

     

    Gloves: Firethrower's Gloves

     

    Boots: Not really sure. Boots of the Stone, probably, for lack of anything better to pick. 

     

    Don't worry - I'm playing through on my Barbarian character. This guy is just here to pick more of the smarmy/talky options, while my Barbarian is more likely to glare silently. Plus, I feel like a Wizard who struck a deal with Llengrath and who hasn't left a trail of dead Archmages in his wake has a chance to get a little bit more interactivity out of the Archmage DLC than one who has. 

  5.  

    Definitely agreed. And the pro-Principi character is close to the character I played in my pro-Huana playthrough, so I kind of want to try something different. Now I just need to decide on a race for my Wizard. Trying to choose between Nature Godlike and Pale Elf. 

     

    Also, the spell animations look fantastic. So that's a big plus right there.

     

    Nature Godlike for the power level if you want to play a more powerful character. Pale Elf for the roleplay. I'll be one in my next pt and I'll have a Ydwin and Vatnir in my party.

     

     

    Mhmm. Plus like I said, I like Pale Elf customization. I wish Nature Godlike could, innately, be more shades of green without having to use a mod. 

  6. You might also consider playing as a different character from previous pts. For example, if you already played with the dispositions you are planning for one of these characters, then the other one might be more interesting to get a different experience.

     

    As for the classes, the wizard would be more interesting for the third DLC.

     

    Definitely agreed. And the pro-Principi character is close to the character I played in my pro-Huana playthrough, so I kind of want to try something different. Now I just need to decide on a race for my Wizard. Trying to choose between Nature Godlike and Pale Elf. 

     

    Also, the spell animations look fantastic. So that's a big plus right there. 

  7. Hello! Did you miss me? Probably not. 

     

    So, been thinking about the character I want to play when 2.1 launches, for my first go through the BoW DLC, and through Seeker Slayer Survivor and the Archmage DLC (So we'll have Rymrgand, Galawain, and... probably Wael?). And I decided that, rather than come up with a bunch of different combinations of classes/multiclasses, I'd rather talk about some of the major character archetypes I've enjoyed playing throughout the years, and get your feedback on which of those sounds more interesting/compelling. 

     

    1. The "Stormbringer," (Human Pirate from the Deadfire) - Basically a treatment of the usual Barbarian character I play, a pirate with a special affinity for storms. Blessed by Ondra, one might say, he keeps his footing on rain swept decks as well as others might walking down wide streets. He tends to be a fair captain who always ensures his crew get their due reward, but doesn't hesitate to punish those who threaten mutiny. 

     

    Classes: Brute (Berserker/Devoted), pure Berserker

     

    Weapons: Pollaxes or two-handed battleaxes

     

    REQUIRES SOME MODDING - I'm working with the mod making team to see if I can get a two-handed battleaxe version of Lord Darryn's Voulge for something a little more aesthetically pleasing that fits the 'Stormbringer' aesthetic. 

     

    2. The Science Spy (Pale Elf Animancy researcher/saboteur from the White that Wends, by way of the Vallian Republics) - Cribbing off of Ydwin here. This is a treatment of the debonair scholar/spy I've played in a few other games. I love Pale Elves aesthetically, but this character would work with Wood Elf as well. Basically, this character is more heavily into the mystical and societal aspects of the world, gathering knowledge and using it to barter a bigger and better position within the Vallian Republics. And with how long elves in this setting tend to live, he's had plenty of time to work those angles. 

     

    Classes: Sage (No-Subclass/Helwalker), pure Wizard (For sheer spell selection and variety, and access to things like Meteor Shower and Cloak of Death)

     

    Weapons: Citzal's Spirit Lance - Otherwise, Chromoprismatic Quarterstaff, or any other good Wizard weapon

     

    Curious as to what you guys think. Personally, I'm leaning toward the second one, and a pure Wizard at that, for a few reasons. First, Wizards are obviously going to have quite a bit to do in the final DLC, since it deals so heavily with the Archmages - apparently each of them is going to be asking us to do different things? Second, the sheer variety of spells available promises to add a lot of variety to different encounters - I can decide whether to rain down Evocations on my enemies from afar, or get in close with self-buffing and Citzal's Spirit Lance, which is considered by many to be one of the best melee weapons in the game. The only issue is that it (feels) like Wizard is more limited in terms of resources, but maybe this isn't the case. People seem to suggest the Grimoire of Vaporous Wizardry as being mandatory for a Wizard build, but I also want to use Ninagauth's Teachings for Ninagauth's Shadowflame and Ninagauth's Killing Bolt, which are both fantastic spells. 

     

    Oh, and in case it wasn't obvious - the first character would be pro-Principi while the second would be pro-VTC. I have backgrounds in mind for both. 

    • Like 1
  8. Hey guys, 

     

    So, I've been in contact with some of the modders around these here forums for a while now working on a few things I want for Patch 2.1 - Mainly, being able to get the DoC Breastplate no matter what story choice is picked (I want a happy ending for the Devil of Caroc) and a new Soulbound 2H battle axe (Basically, an axe equivalent of Lord Darryn's Voulge). So, my question is... how do I make sure these mods aren't broken by some kind of update that comes later on down the line? Is it enough to just keep a copy of the override folder, deleting the old one before each update and then dropping the new one in? 

  9. Wait til 2.1.0 releases - I know this is a fairly useless suggestion

     

    It's been noticed by our members (Slack - you're a member) that the beta has issues

     

    I use the main branch almost always as switching branches takes considerable time

     

    We DO know there are changes in structure so I'm guessing that's the issue

     

    It's bloody annoying when they make releases not backwards compatible but it appears that the beta has hit you

     

    Do you guys think that the Steam Workshop support (At least for the Steam users) will help with your modding efforts in the future? From my experience it seems a lot easier to add updates/fix compatibility problems between patches using that service, at least for modders in Divinity: Original Sin 2. Granted, that game also might just be easier to mod for. 

  10. Hello! 

     

    So... I've had this kind of insane idea to change Lord Darryn's Voulge around so that it instead resembles the new 2H axe, Amra. But then I realized, in doing this, that it essentially wouldn't be Lord Darryn's Voulge anymore, it'd be Lord Darryn's... axe. So basically I was wondering if someone could take this... https://fextralife.com/wp-content/uploads/2018/07/daryn-weapon.png and replace the close-up of the blade/haft of the Voulge with a closeup of Amra's axe-head with the cool lightning effects?

  11. Yes, you can, you need to check the item.gamedatabundle and the two objects.

     

    In the EquippableComponent of the LVD item you need to change the field:

     

    "AppearancePiece": {

                    "ModelVisualDataPath": "prefabs/items/appearance/weapons/poleaxe/a_poleaxe05.assett"

    },

     

    with the model of the Amra weapon.

     

    For the blue effect it depends, LDV doesn't seem to have something related to that, but can be an effect you get from upgrade or from another feature of the weapon.

    Just try to only swap the model of the weapon and see if you get what you want :)

     

    It's probably an effect from the Static Thunder upgrade, so hopefully that carries over. I've decided to let the mod request guys have a look at it. I do think it'll be cool if it works though! Even if it wouldn't exactly be a 'Voulge' at that point. I could rename it to "Lord Darryn's Axe" but then the lore entry would have to be changed too. 

  12. Hey guys, 

     

    So... I haven't done Beast of Winter yet (Minimal spoilers, please) and I also haven't done a lot of the late-game sidequests on my pro-Huana playthrough, just kind of wanted to experience the game for the first time. So I'm curious as to how deep the narrative experience goes with some of these quests and the interactions with different characters. Or, more specifically, does the plot become more rewarding if you actually try to roleplay a particular type of character? 

     

    People have called the story 'weak' in other places and, as a fairly blank-slate Watcher, I can understand that. I'm kind of curious, though, about how things change if you actually try to play to your background/the faction you support. 

  13.  

    The Phantasm's Brilliant chane is very, very low. Even if you get damaged 50 times in a row (by whatever dmg sources) the chance of triggering Brilliant is only 39.5%. With 100 times damage it's 63.4%. Meh... At the moment it seems that the best way to get a proc would be to stand in somebody's Wall of Flame: very low damage per hit and 1 hit per second.

    I really question the relevance of these kind of decisions. I mean how are we supposed to use these kind of effects in a meaning way?

     

    I didn't expect the situation to regress further - Originally we are getting 10-30% procs, then nerfs to 5%. And now 1%??? What's next? Triggers of 1 per game?

     

     

    I don't understand the thought process behind 'balancing' a single player game. Difficulty adjustments so that PotD isn't trivial, sure, and fixing the skills that could permanently combo off of each other, but then they do weird things like cutting the Baubles of the Fin damage buff from 5% to 3% or cutting DoC's recovery reduction by half. And that's not even getting into what happened to poor Charge. Kilay said elsewhere on the forums that it just creates more problems for modders, as people ask for mods to revert changes. 

     

    The problem, for me, was never having overpowered or broken items, it was the enemies not being equipped or built to make the best use of the combat system. 

    • Like 1
  14. Hey guys, 

     

    So... This is a mod idea I've had since I saw the new 2H axe Amra in the Beta Branch, and I was wondering if such a thing would even be possible. Basically, I'd like to take Amra's weapon model, replace the Lord Darryn's Voulge base model with it, while overlaying all of the blue lightning visual effects of the LDV over it. 

     

    Problem is, I'm pretty sure this would be functionally impossible. But I'd love to be proven wrong. 

  15. As for the dual wielding nerf, I agree there are better ways to do it (Why not just give 2H Full Attacks extra damage, to represent the amount of force you're committing to the strike. And maybe one-handed Full Attacks could get extra accuracy or something). I also feel like the 2H Weapon talent bonus damage could be 30% instead of 15%. Since the dual wielding speed bonus is already innately 30%, up to 45% with the talent. 

  16. So I'm wondering if the Carnage like attack from the new axe can proc actual Carnage? I would assume they would have thought of that and prevented it but if not - we may have a new Berzerker AoE super weapon.

     

    Regarding proccing the 1% on taking damage abilities the first ideas that came to mind were a Fighter/x with unbending and just make him stand in a beam/wall (as Boeroer already mentioned). But also dropping a Missile Salvo on him (with unbending up ofc) should have a pretty high chance of proccing.

     

    And yeah I gotta say I'm disappointed at the severity of the DW nerf - hopefully they tone it back a bit before release.

     

    Not sure if Berserker Raw damage would trigger the 1% on damage effects, but if they do, that's another excellent source. My Brute is going to love the 1% on Brilliant cloak when I can get it. 

     

    As far as the Battleaxe goes, the AoE on crit doesn't proc Carnage. In fact, I think it might override Carnage, or at least I didn't seem to be getting both effects when it went off. It's nice to have a chance to essentially proc Blood Storm's Frenzy refresh on kill effect for free though, if you're into that sort of thing. Just keep in mind it'll constantly flood your combat log with "More powerful inspiration already in place" messages. 

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