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Toadbat

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Posts posted by Toadbat

  1.  

    Thanks Ophiuchus! All good ideas, I added The Dragon Thrashed at level 15. I chose that one because it synergises with the large number of skeletons (I think that's how it will work anyway). But, as you mentioned there is the one that improves the recovery rate would be good to. With a full party I feel like I have enough single target damage, though I will see how things go and consider Recalled Agony.

     

    Cheers!

     

    -Toadbat

    Cool. Let me know how it works out. I'd like to try this out on a hireling in a future run.

     

    Edit: Just realized you're using The Dragon Thrashed, which is a direct damage fire/slash chant. You'd want to use this one for minion lashes: https://pillarsofeternity2.wiki.fextralife.com/Aefyllath+Ues+Mith+Fyr.

     

    Thanks for the catch! And, let me know  how the build works for you.

     

    I really wish I could figure out the formatting (I can't seem to get tables to work). But, I think I cleaned it up and switched some stuff around so it reads better.

     

    -Toadbat

    • Like 1
  2. Thanks Ophiuchus! All good ideas, I added The Dragon Thrashed at level 15. I chose that one because it synergises with the large number of skeletons (I think that's how it will work anyway). But, as you mentioned there is the one that improves the recovery rate would be good to. With a full party I feel like I have enough single target damage, though I will see how things go and consider Recalled Agony.

     

    Cheers!

     

    -Toadbat

    • Like 1
  3. Hi All!

     

    I haven’t seen much in the way of Spiritualist builds, so I hope this spurs some fresh discussion.

    This is my first posted build. I have been playing with this build on Veteran and am about halfway through. I have so far found it very fun to play, although it does take a bit of micro. I suspect I could use the AI to run a few things, but paying attention to targeting and tactical placement are still important. If anyone would like to go where I fear and run this on PotD and/or solo please let me know how it goes!

     

    Here is my character build detail for the Siren. I hope you all like it.

     

    Build Name Siren

    Subclass(es): Beckoner/Beguiler (Spiritualist)

     

    Description: The Siren is about control, both of your enemies and of some summons. She also has a good amount of debuff with most of her abilities focused on the mind and deception tags. She prefers short ranged combat using the blunderbuss as her main source of damage. She tries to remain as central to her teammates and summons to maximize her chant and other AOE abilities. Her intellect allows her control and debuff capabilities extended duration and maximizes the area of effect of them. Her dexterous nature allows her to utilize her talents at a frightening speed.

     

    Author: Toadbat

    Game version: 2.0

    Difficulty: Veteran (I am a wimp, this build might be able to go higher)

    Solo: Untested

    Companion: No companion or sidekick fit’s this class build.

    Race: Moon Godlike  (I chose this for some additional staying power, but any race will work.)

    Culture: Old Vailia  (for the increased intelligence)

    Background: Artist  (This is open to change based on your desired skill choices)

     

    Attribute         Adjusted       Incl/BB

    Might                   8                    10

    Constitution         8                    10

    Dexterity           18                    20                  (Godlike)

    Perception         18                    20

    Intelligence      20                    22                  (Godlike, Old Vailia)

    Resolve              6                       8

     

     Level    Proficiency        Active Skill         Passive Skill              Ability

    1             Blunderbuss                                                                    Whispers of Treason

    1             Saber                                                                               If their Bones.../Come, Come Soft Winds…

    2                                          Athletics          Survival                       Lingering Echoes

    3                                          Athletics          Metaphysics                Eyestrike

    4             Dagger                 Mechanics       Insight                         Draining Whip, At the Sound of His Voice…

    5                                          Stealth              Metaphysics               Mental Binding

    6                                          Stealth             Insight                         Dual Weapon Style

    7                                          Arcana             Metaphysics               Secret Horrors, At the Sound of His Voice…

    8             Hatchet                Mechanics       Bluff                             Ancient Brittle Bones

    9                                           Athletics         Insight                          Combat Focus

    10                                         Arcana            Metaphysics               And Their Fear Followed…, Body Attornment

    11                                         Mechanics      Bluff                            The Lover Cried out…

    12           Pistol                     Athletics         Insight                         Hammering Thoughts

    13                                         Arcana             Metaphysics              Borrowed Instinct, Rapid Casting

    14                                         Mechanics      Bluff                           Gernisc's Beast Lit the Night…

    15                                         Athletics         Insight                         Aefyllath Ues Mith Fyr

    16           Spear                    Arcana             History                       The Empty Soul, Quick Summoning

    17                                        Mechanics       Bluff                            Mind Plague

    18                                         Athletics         History                        Spell Resistance

    19                                         Arcana            History                       Yet it's mate…, The Complete Self

    20           Mace                    Mechanics       Bluff                            Echoing Horror

     

    I picked what weapon proficiencies made sense to dual wield, so I could improve my reaction time.

     

    I maxed perception because this is my trap-finder. As far as skills go, pick what you want.

     

    I know a lot more min/max’ing could occur and feel free to discuss that here. Also, please comment and opine on the skill and attribute selections. I am not yet sure that the ones listed below are best in class. I am looking forward to your opinions.

     

    -Toadbat

     

    Edited for format and some content. Word copy/paste import failed miserably :). I will continue to improve.

    Updated abilities based on comments from Verde and Ophiuchus.

    Further improved formatting, rewrote some of the content to flow better, corrected chant to Aefyllath Ues Mith Fyr per Ophiuchus (thanks!)

    Just realized that 2.0 came out a while ago, no changes there affect this build to my knowledge. I have updated the Version above to reflect that.

    • Like 1
  4.  

     

    Now I will get toasted because I most likely caused a nerf. :p

    Maybe, but a nice build has been up since mid July on Fextralife and I have just tweaked the details for me and am just about to try it out. So, I hope not!

    https://fextralife.com/pillars-of-eternity-2-deadfire-builds-guide-sage/

     

    -T

     

    That build already got a nerf.

    Shattered Pillar only gains wounds from auto attacks now. So most of the spamming is gone (But it is still pretty great when all is said and done).

     

    Thanks, didn't know that, but I still think Shattered Pillar isn't a bad choice here. I'll still try it out, looks fun and for some reason I have always liked pikes, even in POE1. Both pikes and spear and shield, it's an ascetic thing I guess.

     

    -T

  5. Against higher level enemies it's better to avoid boarding and try to sink them instead (especially if you play solo potd). For these situations the first condition is to be faster than the enemy - able to move and maneuver fast - in order to stay out of the boarding range or flee if needed. Because of that the Defiant and the Voyager are the only viable choices.

     

    It's always better to destroy their sails first in order to reduce the enemy's speed and be able to keep them in your optimal range.

     

    For me the fastest cycle is fire port, jibe ,hold, fire starboard, jibe, hold,... - which means you have 6 turns to reload. However you can lose often more turns in order to adjust the distance or to defend against enemy's shots.

     

    Staying in the ideal range and being able to hold position does more for your damage than the power or the reload time of your canons. In general you should fire when you're in the 150-400 range (if they have sails) in order to avoid boarding or prevent the enemy from fleeing.

     

    Wit all that said, for me the best canon overall for the Defiant is the royal bronzer which offers perfect range, decent damage and enough reloading speed.

     

    Against big ships a viable strategy is to use a Voyager with Haeferic's Nose at the back - you stay out of the enemy's ideal range and shoot until their sails are destroyed (if they turn to flee you turn towards them and use the 2 imperial guns at the front).

     

    At higher level, when you don't care if you're boarded anymore (and you just want to win as fast as possible) a junk using double bronzers to clear the deck is probably the best option.

    Thanks Kaylon, good information.

     

    All, I am going to go back through the responses so far, compile it and add it to the top. I didn't realize that the interest would be this high :). So, keep the tips and questions coming in!

     

    -T

  6. OP now I understand your chart. I think a chart would need to be customized for each type of ship to be more useful to look at this alongside the amount of time it takes to jibe for each ship.

     

    Most ship to ship combat is based off firing, then jibe, then wait, then fire, then repeat. So the damage from a single Cannon over 24 turns might be too short off a time to get real data.

     

    I think a better data point would be average damage divided by reload time.

    Glad you figured it out :) I'll see if I can add some clarifying comments. Average damage by reload time is actually what is going on here, it's just that I have also aggregated it over time. The reason I did it this way was because if you new that your style was to hit them and then rush in (firing just once, or maybe once per broadside) then you can see that the big slow guns are best. But, if you usually have a much more protracted battle then cannons like the double bronzer does less damage than even the Hog Nose.

     

    I do agree that I could expand the model to include ship type with total damage by number of cannon optimized by how fast they jibe. And, I may do that. This was just a quick and dirty chart that, I hope, provides new players or players less familiar with the data a scorecard that allows them to make an informed choice. Mostly I did this because when I researched the ship upgrades I had a hard time finding consolidated information. Most of the guides I found just listed the expensive options, but after playing I found that the Hogs Noses usually performed as well as anything else (I grapeshot/jib/grapeshot, then barrel toward the enemy for boarding). Which reminds me, I need to find the shot type modifiers and work that data in :)

     

    -T

  7.  

    Does using grapeshot to down crew members actually change how many enemies you face when you board? I thought it didn't.

    Yes it does I don't know from which patch it is active from but currently, it works that way now you can board a ship having reduced the number of enemies you face while boarding that way.

     

    Also remember that if the vessel you are attacking has a surgeon on board that they can heal crew you took out of commission. You can see when a crew member will be healed if you watch the enemy action icons.

     

    -T

  8. Hi,

     

    I don't post often but I have had some time on my hands and was crunching a little bit of data on cannons and am sharing that here. Please let me know if you have any issues getting to the image.

     

    [Attached] (tried to put the link in here but I am not allowed .png or .jpg extensions. I'll read on what I can do some more and see if I can get the image in here).

     

    post-218314-0-30244900-1533234834_thumb.png

    https://drive.google.com/open?id=1eHih8eyfU7Q11i80PUeAk8o2VeihJaFE

     

    This is a heatmap for each cannon's damage out to 24 turns. This does assume 100% hits which while that is not how combat usually goes, it does allow you to see the potential of each cannon and have a level field for comparison between them.  I do not take range into account here, only optimal damage over time. Also in the folder is the Excel file which has additional data and you can see how I did the calculations (I am sure there is a cleaner way, but I need to put some more thought into it).

     

    IMO, when choosing a cannon for your ship you need to take into account how you intend to wage your battles. If you want to get to shooting right away you need to pick a long range cannon like the Iron Thunderer or the Imperial Long Gun. Or, you can brave a rush to close quarters and unleash massive damage with the Magranite Flamethrower. However, be advised that if your ship is slow, or has no hull upgrades you may find yourself in Ondra's cold embrace.

     

    I think there are only a few "bad" choices here, again use tactics that optimize your cannon's potential. The Aedyr Channel Gun to me is one of the worse choices, if you want long range cannons get the Imperial Long Gun rather.

     

    Observations I and others have made:

    • If you are going to board keep an eye on the number of crew the opposing ship has. Use grapeshot to reduce it and time the boarding action when this number is small. I find that having shorter ranged cannon is advantageous to this, and that it doesn't seem to matter how powerful the cannon is with grapeshot (unless you hit the sails with it instead of crew).
    • If you find that your chance to hit is low there are two things I know can improve it. Hold for one turn prior to firing. And, make sure the range is between the minimum and maximum range listed for your cannon(s). Oh, also the skill level of your cannoneer is key.
    • Choose a cannon that matches the jibe speed of your ship, remember the reload you are measuring is between your first shot and the hold prior to shooting "that" broadside again.
    • If you are up against a much higher level captain or a crew too big to overcome in a boarding action use chain shot to immobilize the ship, then you can either escape or use cannon balls to sink them.
    • Fast ships, like the Defiant and Voyager, are harder to hit and can both close for a boarding action faster and, if needed, have a better chance to flee the engagement.
    • The Voyager's unique front/rear cannon allows you to keep a slim profile while taking out the enemies sails and/or crew.
    • more to come...

     

    Thanks for your contributions!

    1TTFFSSE

    Kaylon

    thundercheese

    Oriz

     

    I hope you find this useful. And, I am happy to respond to any questions or receive any comments or constructive criticism.

     

    -Toadbat

     

    Edit Log:

    8/2/2018 - Updated title; cleaned up some grammar; attached heatmap; added additional observations and credits

    post-218314-0-30244900-1533234834_thumb.png

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