
brasilgringo
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Everything posted by brasilgringo
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Except you can't empower with Bloodmage. Which is what make missiles really special, even post nerfs.
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You can install the mutliclass mod that gives lvl 8/9 abilties and get Clean Sweep with a mutliclass, if that's worth it. I'd love to see your ranger build. I keep trying rangers and being so disappointed. I tried a ranger/chanter using Red Hand with Gunner and Sure-handed Ila and everything, and was like "is that it?" for damage numbers. Reload makes me cry. Windsong was slightly better but meh.
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I saw both results -- endlessly consuming resources until no more Discipline left, and stopping at some point. It's obviously broken so I'm not going to build around it, but man is it fun. So much fun. I did get my ass handed to me with a Brute build (no-sub Barb/Devoted) trying to solo Fampyr Cave and Flooded Cave with it tho.
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Note also you stack the action speed increase (-17%) from whispers enchant this way, tho not sure it persists after weapon switch in combat? Is the net speed increase from athletic plus contender that much better than using Patinated Plate with the - 15% Recovery improvement from Brunished Joint enhance? You'd get -15% recovery and generally higher AR (9 crush/elec, 13 all else) vs. I think -28% recovery from your stacked Athletics in Contender (which only has 8 slash/shock and 10 all else for AR). You can buff Contender +1 AR with enchant, but you can buff Patinated +2 AR for melee with enchant I think. Plus Patinated has enchant to stun enemies who hit you in melee. Is the extra recovery and higher athletics stack worth it vs the other items from Patinated, plus being able to spend some skill points in something besides Athletics? Especially if you use other recover items like Helm of Falcon and high Dex? It's a question for experts other than me ....
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Thanks Boerer. Mages I have seen cast Arcane Cleanse, at least on PoTD. 1) Concelhaut during the Berkana Observatory battle 2) Mobs (forget which, a few do it) during the Deck of Many Things ship battle (if you attack them once on their ship) I'll see if I can remember any more. My latest ideas was that something that shuts down spellcasting like Writ of Sorcery should avoid Arcane Cleanse being used while the mob is under the effect of Writ of Sorcery. Tested very quickly very late last night, it seemed to work on Concelhaut. However it did NOT seem to work on the Cleansing Sigil at Sigilmaster megaboss -- the Sigil showed the effect of being under Writ of Sorcery, but still cast Cleanse. Which would seem to be Shenanigans if it is the case, I mean come on really? Further testing will be done.
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I just tested this with Clear Out ant WotEP, and boy is it fun! More so if you have the action speed enchant for WotEP (Blade Form, gives -17% recovery maxed at 10 stacks) and Mob Stance.\ The sheer number of attacks happen so fast that the mobs die about 2 seconds before the attack sounds stop playing. Upgrading to Clean Sweep also seems to work well. https://imgur.com/a/0CIzJ2c Ah crap, now I want to make a battlemage specializing in Clear Out + Citzals lance with Dragonic Fury spell ... dangit. Buff up, cast Pull of Eora on yourself as center, go to town. I imagine it's even more absurd if you cast Avenging Storm from a scroll first, and use a poison?
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Because if you're dead, you can't recast ... under BDD, you die when this hits as many other things are pounding on you. Same with, potentially, the many mobs on the Deck of Many Things attacking you all at once. An unresistable attack that strips all your buffs -- and that can be constantly recast by a Sigil -- doesn't seem really fair. Arcane Damper *can* be resisted reliably with high will, for comparison. That said, I'm not here to debate its merits. I'm here hoping someone from Obsidian will provide some missing details on Arcane Cleanse and what it targets (if anything) and if it in fact can be resisted or at least blocked by Arcane Reflection. Just the facts, please, ma'am.
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FWIW, my "Deathless Thaumaturge" build sketch for solo potd. https://forums.obsidian.net/topic/107909-deathless-thaumaturge-build-solo-potd/ Note this is a 4.0/4.1 solo POTD build. Go for it!
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Duddeeee ... Don't forget Otto Starcat pet ... +5 PL to fire for the win! We loves us some Otto Starcat pet. https://pillarsofeternity.gamepedia.com/Otto_Starcat By the way, let's use this opportunity to shame Obsidian again on the fact that it's easy for 1 person to get +5 Fire PL (per above) but, you know, *screw you* Corrode/Acid as the only Corrode/Acid PL item is Chromoprismatic Qstaff (+1 PL). Shock has it slightly better and so does Frost. Corrode/Acid is the unwanted stepchild, sad. And apparently nobody has even modded +PL Corrode/Acid items ... Every time I want to do a priest of berath playthru, I cry.
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Notably, depending on what choices you make in the end-game, on PotD, you may end up fighting a large enemy party that consists of several high-level druids, who will use Garden of Life. If you don't dispatch them first or at least early, the sheer amount of sustained healing they can get off their fallen party members will basically mean they can attrition out most fights against you. So yeah, it's good with the right setup. You only need a couple of corpses to get great mileage out of it. Where is this druid fight?
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Two things: 1) Raven/Victor noted that if you go invis after the first aggro, about half the mobs will disappear - at least on Nemnok map level with Nemnok. Apparently Arkemyr Brilliant Departure spell works, I'd assume potions of invis and Rogue-type invis spells too. 2) In the first level of splintered reef castle, this doesn't happen - the groups stay discrete / separated on the map. I actually ran through aggroing all the groups and drawing *all* of them to see how many would pound on me at once.
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So basicaly this is the sketch of a *solo* build I've been using recently to test, based on Raven Darkholm / Victor Creeds recent playthrough findings and the older Electric Dyslexic build. Where the ED build relies / relied a lot on scrolls and self damage to build the Deltro's Helm lash (which you still could do, I guess), my approach is more about nuking with available spells. The key is that your available spells can be refilled from (a) Blood Mage ability which has no downside when you're under BDD, and (b) Brilliant from Shroud of the Phantasm. At a high level, Blood Mage (no empower) pushes you towards a no-rest run. The good news is you can pick up a lot of stat bonuses "permanently." You buff yourself with Priest spells including BDD, and Wiz buffs (including Llengrath's Safeguard which will always trigger), and then you use Wall of Draining on multiple enemies (ideally) to extend the duration of all buffs including BDD. Cast Wall twice on lots of mobs. Use Blood Mage power to regain Wall. Cast it again. Cast it until it's stacked BDD and other buffs enough that you have no concern about killing whatever you are fighting in the time that BDD will be up. Then just nuke 'em (and yourself! fun!) with great spells like Pillar of Holy Fire and Ninagauth's stuff. Not to mention Chill Fog and Combusting Wounds. Basically you become unkillable for large swaths of time, certainly time enough to handle most mobs (outside of some megabosses). I pulled all the Fampyrs and other mobs on Sea-Lashed Crypt map, and then inside the keep (from all rooms) just to see if it would be fun. It was a lot of fun. Seriously. I laughed at Jadaferlas, killed quickly. Laughed at the Fampyr cave. Laughed at the Flooded Cave. Nearly laughed at killing everyone on Deck of Many Things except for point (3) below. Laughed at the Oracle and other bosses in FS. Laughed at Belranga. I need to take this build into SSS arena fights, but we'll see. Couple points: 1) You need over 194 will defense (apparently, credit Elec Dyslexic post) to avoid fampyr Arcane Damper - there are a couple ways to get here. Blood Mage causes a problem in that you lose 15 defense if your enemy is below Bloodied, but by that point they tend to be going to die anyway. I pushed my will to 204 topped out so I can use sandals of the water lily (immune to dex affliction), which lower all defense by 10. I could have put on Spider Silk Robe (same immunity) but (a) I didn't have it yet, since I was kililng the fampyrs first before going to boss who drops it, and (b) i liked the other buffs of Manegra chain. 2) If you don't resist Arcane Damper or otherwise avoid it (by carefully timing the casting of Withdrawal or similar if you can watch the little casting icons on mobs, which I suck at so I don't try), you are likely to die. Because basically you are running with 1hp under BDD, so if BDD is dispelled, you die. 3) Same for Arcane Cleanse, which appears unresistable (though it is not clear to me if Arcane Reflection works against it). Mobs on the Deck of Many Things were using this on me (to my surprise) as does the Cleansing Sigil at Sigilmaster megaboss, and maybe some other mobs. Not sure how to deal with this yet. 4) Some mobs have a petrification / paralyze attack that will hit you and potentially keep you paralyzed unless you wear immunity gear, including some mobs among the fampyrs and certainly megaboss belranga - be aware, since your food is captain's banquet permanently - also might afflicitions are lame, though they don't really hurt you (they reduce your dmg % from might) so consider some gear vs. them (Mangera's Chain for instance) Race is always Human for the buffs when you're near death (which you always will be). My starting stats for most recent test were as follows. Might: 14 + 2 BB = 16 Con: 3 +2 BB = 5 (but you're going to be using BDD, so who cares - plus it gets buffed from no-rest buffs) - DUMP Dex: 12 + 2 BB = 14 ... honestly cast/action time isn't your biggest issue, and this gets buffed with no-rest buffs - can use points elsewhere Per: 18 + 2 BB Int: 18 + 2 BB = bigger AOE and longer buffs Res: 12 + 2 BB = this is the minimum i could find to get Will defense to > 194ish to avoid arcane damper from fampyrs - if you don't care about this, go lower and stick the points into Dex and Might White That Wends background for +1 to Per Note: maybe take some points out of Dex and put into Might for extra damage % with spells, not sure. Fully buffed stats after no-rest run items and priest/wiz buffs are more or less as follows - remember these buffs are basically always on at this level during combat: Might: 25 (16 base, +1 Rabuyna, +2 Alchemical Brawn, +1 Gift from Machine, +5 Tenacious from priest buff) Con: 10 (5 base, +2 Alchemical Brawn, +3 Taru Turu Chew - but you have to use the drugs all the time, it doesn't matter if you don't use them) Dex: 22-27 (14 base, +1 Rabuyna boon,+2 Alchemical Guile, and then some combination of +2 Firethrower Gloves / +2 Footprints Ahu Taka, +5 Dextrous Alacrity wiz buff, +3 Taru Turu Chew, etc.) Per: 32 (20 base, +1 Kuaru's Price, +1 Cauldron Brew, +2 Alchemical Guile, +1 Effigy Resentment Sagani, +1 Savage Cunning, +5 priest buff. +1 White That Wends background) Int: 30 (20 start, +1 Thaos Helmet from Aloth, +1 Kuaru's Prize, +2 Alchemical Wits, +1 Pet ... and +5 Acute from Brilliant or Priest Buff) Res: 27 (14 start, +2 Rikuhu blessing from shrine, +2 Rabuyna Boon, +2 Nature Resolve, +2 Alchemical Wits, +5 buff from Priest spell) -> these two plus gear are pushing me to 204 will (27 base, +57 level, +36 Int, +34 Res, +20 Llenrath safeguard,+10 Bulls Will, +10 Magnera's Chain, +5 Pet (Katherine cat), +5 Griffin Blade Hounds Courage buff) - if you use sandals of Water Lily you fall to 194 which is just at the limit to resist fampyr arcane damper For skills, you have to mess around a bit as you level up, and respec for various parts of the game and/or bosses (e.g., stack metaphysics if you want to use essence interrupter or chromoprismatic q-staff against a boss) ... at a high level you can stack mechanics for convenience, plus some arcana or alchemy ... and then stack religon or survival or something else. Note you need to stack religion to identify the shrine for no-rest buff below. Athletics not needed since you can't die. You also get a lot of skill boosts from doing all the trainers, and constantly having luminous adra potion buff (+2 all skills) in no-rest scenario. No-rest /other bonuses: 1) Food: Captain's Banquet for immunities and 20% spell damage buff - start with this 2) Rest at Crookspur Bleakrock shrine - get the scripted interaction, resolve by paying - does not over-write/cancel food bonuses - Rikuhu's Blessing +2 Resolve ... if you don't get the scripted interaction at first visit, load a save (save first!) and try again until you do - need Religion to pass identify check (respec later) 3) You can pick up the Port Maje dawnstar buff once you're ready to go no-rest (50% healing not really helpful here, but +2 religion helpful) 4) Gift from the Machine (after Hasongo lighthouse) - +1 might and 5% max health i think 5) Savage Cunning (resolve Cignath Mor quest to help Gawain): +1 Per and +2 survival 6) Effigy's Resentment Sagani: +1 Per and +2 accuracy vs >2m targets 7) Adriatic Glow - bathe at luminous bathouse, +1 casts with level 1 priest/wiz spells 8 ) Alchemic Buffs from outcast respite cave pool: Alchemic Brawn, Guile, Wits... +2 Con, Might, Dex, Per, Int, Resolve 9) Cauldron Brew: +1 Per 10) Luminous Adra potion +2 all skills 11) Nature's Resolve: no cruel/aggressive choices until you visit tikawara island and eat the mushroom, +10 accuracy, +2 Resolve 12) Rabunya boon Wild Mare 2nd floor: +1 Dex, +1 Might, +2 Res Other: all the skill trainers trainings, all the Sigil immunities (so great!) Weap proficiencies: debuffing stuff if you want Gear: a lot of this is end-game and you'll want other stuff before getting BDD / Wall of Draining Head - was using Thaos Headdress from Aloth because it supposedly gives +5 accuracy and +5% dmg vs flanked targets (can flank with Chillfog, easily -but I don't seem to be getting the damage buff) ... note you should use Revku hat (and carry a wound) if you're not using the mod mentioned below Rings: Prosperity's Fortune for crit % (once you have >250K in money) and Kuaru's Prize (int, per, spell dmg) Belt - at max level i was using Sash of Judgement which is +10% dmg received/taken,but don't care because BDD Feet: Footprints Ahu Taka (+priest spell casts lvl 2, +2 dex) or Sandals Water Lilly (immunity to dex/paralyze) which can be subbed by Spider Silk Robe Chest: High Harbinger Robe (+10% dmg when near death) or Mangera's Chain (+10 will and other buffs like might affliction resist) Hands: Firethrower Gloves for dex, aracana - can be subbed with others for effects Neck: Third Eye from FS - +10% crit chance for spells I believe Cape: Shroud of Phantasm from Berkana Observatory - i'm guessing the hardest fight in the game (post Digsite) is this one depending on the level you do it, to get the cloak. Once you have the cloak and BDD/Wall then Concelhaut himself shoudl be easy. Provides 10% action speed to spells and also gives Brilliant when you take dmg (1% chance) but you take a lot of damage - duration gets extended by WoD. Weapons: Griffin Blade (if nekataka encounters working, +10% spell dmg and +5% will and other buffs), Maurx Amanth dagger soulbound (has a 10% chance to insta-repeat priest damage spells, I beleive), +PL fire weapons (Magran's Favor, Sun and Moon), others as see fit ... the Shattered Vengeance club (hat tip Raven/Victor) is nice for applying a 25% damage-taken debuff to bosses (plus your phantasms can add it) but outside of bosses/megabosses not needed ... there's regearing/repecing for megabosses, not covered here Pets: Otto Starcat when you can go *balls-out* on fire PL / dmg, otherwise Milx (+1 int, + spell crit) or Katherine cat (+1 int, +5 will) - mix as you see fit Buff cycle depends on 2 things: 1) did you add the mod that allows lvl 8/9 spells for multiclasses, to make your life so much easier and more fun ...or 2) how fast will you die if you don't cast BDD The mod in (1) lets you cast Crowns for the Faithful on youself, which makes you immune to interrputs (so you don't have to carry a wound with Revku hat), provides concentration, and buffs your per/int/resolve by +5 ... it also gives +1PL via Acute inspiration. So this 1 cast lets you replace 2 casts you'd have to do separately otherwise - the Litany of Spirit (+1 PL) and Dire Blessing (Aware, not Acute) ... saving some power picks and generally making your life better ... but up to you. Standard buff / spell cycle if not using mod: 1) pre-fight (out of combat) Llengarth Safeguard and/or drugs if needed (but you need to keep taking them since no-rest) 2) Start fight with any necessary potions like Ascension if you don't need to cast BDD right away 3) BDD or items below it if you won't die instantly -- otherwise delay BDD behind the items below 4) +1 PL spell like Litany of Spirit or Crowns, before you cast BDD if possible 5) some of: Alacrity of Motion (Wiz), Merciless Gaze (Wiz), Dire Blessing if no mod, Devotions for the Faithful (Might and +10 acc), Champions Boon 6) Salvation of Time if you need it for BDD duration 7) Wall(s) of Draining on mobs and/or Pull of Eora to group mobs for more wall and AOE goodness #8 Chillfog to group mobs or to damage with combusting wounds, wall of fire for combusting wounds, rays for combusting wounds on grouped Eora mobs 9) Damage spells: Pillar of Holy Fire (hits like a truck esp when spell-shaped smaller), Freezing Pillar, Precisely Piercing Burst, Shadowflame, Storm of Holy Fire - or if you used the mod, you can cast Meteor Shower but it feels like overkill lol ... best part, dumping all these right on top of you since you can't die. Spell shaping, rapid casting, +Penetration talents (fire, ice) ... all good! 10) all the while using your Blood Mage ability to refresh spells (esp Wall of Draining) until your Brilliant kicks in from the cape I wrote this pretty fast but I wanted to share it around. Some pics, including Fampyr face-tanking. https://imgur.com/a/TfgLUlg Open to suggestions, comments, improvements, etc. Especially on dealing with Arcane Cleanse. Have fun! Until WoD gets nerrfffeeeeddddddd.............. Further thoughts: You can use Effigy's Husk for resistance to Might Afflicitions, which will keep you from getting stunned by golems or mobs using charge. Worth keeping around. Also I didn't go Death Godlike (for +3 PL near death under BDD) because if you're not using the mod that lets you cast Crowns (which is lvl 8 anyway), you need the Revku helmet for immunity to interrupts and godlike can't use helmets. Plus I think the accuracy/damage buff from humans is more useful given you get PL boosts from Priest and Bloodmage.
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Did you see this thread on reddit about Clear Out + Whispers of Endless Paths? https://www.reddit.com/r/projecteternity/comments/afpju8/whispers_of_the_endless_paths_clear_out_rank_6/ "Clear Out deals Primary Damage to every creature in the cone(so it's like you attack 1 by 1 by your normal swing) and each of those outputted Whisper's damage in an AOE. So try counting how many Clear Outs damage in the log that you do, it must be equal to (how many creature hit by Clear Out) multiplied by (how many creatures in WotEP's AOE)." Sounds like something to try.
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First of all, it looks cool Second, and I'm no expert here, I think it has to have enemy corpses around you (in its area of effect) to generate any healing. I may be wrong on this. I also may be wrong on thinking that if you have gibs turned on (no corpses) it won't be able to heal. Try checking those things? (Pollen Patch btw is a totally different question, and nobody seems to make it work).
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Like said above, the key with Belranga is using the choke points and keeping the little spiders in between her and you, so that she can't get close enough to melee / injure you. Her damage at range is strong but healable. The little spiders don't really hurt. Given Obsidian designed the fight mechanics and the map, I can only imagine they planned for this type of strategy to work -- especially as later they just stuck Doru in a big empty map (no help for you, except to run around). Paralysis immunity items or foods -- sandals of the water lily (from Deck of Many Things) or Spider Silk Robe (from Splintered Reef chief mob), for example. Heralds and some other builds can self heal. A BDD-based toon can also do it, as could any wiz theoretically with Wall of Draining and potions of final stand.
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You need pause the game before pray. I don't know what you mean. Can you clarify? I just tried at Poko Kohara again -- I for sure paused the game ("Game Paused") before clicking on the shrine, and choosing the Pray and rest option still caused the shrine buff to remove my other no-rest buffs (dawnstar, rabunya, adriatic glow) .... i also tried it just with a food buff first and it overwrote (removed) the food buff. If you have a workaround, please explain in more detail thanks. EDIT: in 1 test, the Teo Ramunga shrine on Nekataka Island (gives +2 Con Ngati's Blessing) did NOT overwrite buffs if you get the scripted encounter and resolved it by signing the Ondra dirge (option). EDIT1: The Bleakrock shrine on Crookspur island (Rikuhu Blessing +2 RES) - again, resolving the scripted encounter by paying did not overwrite/cancel food or no-rest bonuses. Standard pray and rest seemed to overwrite/cancel. This shrine is +2 Resolve like Poko. The scripted encounter seems to trigger on first visit. I tried it on a 2nd character and it also did not over-write his food bonus based on the scripted encounter. I then took the character from Bleakrock to Nekataka shrine (Teo Ramunga) for first encounter there (first visit), and after resolving the scripted encounter with the Ondra dirge, I got the Ngati's Blessing buff on top of (not cancel) my still-existing food bonus, *but* the Ngati Blessing overwrote the Bleakrock blessing (cancelled it). Note that Bleakrock is gated behind a bounty encounter (Silent Dwargas). EDIT 2: Recently I *HAVE* been able to get the Bleakrock (Crookspur) shrine blessing first via it's scripted encounter (resolve with money), and then go to Nekataka and get the scripted encounter (resolve with Dirge) to *STACK* the shrine blessings. You end up with +2 RES and +2 CON, which is nice. From the above, it seems to me that Nekataka / Crookspur shrines that have scripted interactions let you avoid the forced rest, but Poko doesn't seem to have a scripted interaction (?) and therefore if you pray/rest you lose the food bonus. Note you need something like 15 religion to ID the Crookspur shrine, and I think 12 to ID the Nek one. If anyone can confirm, that would be great. Not sure shrine bonuses can be stacked anymore either - looks like either Nekataka (+2 CON) or Bleackrock (+2 RES).
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has anyone created a mod that gives some +PL items for corrode/acid spells? we've got a ton of +PL fire items already in the game, including two 1h weapons (Magran's Favor, Sun And Moon) and a cat pet (Otto Starcat) ... frost even has Watershaper Focus and/or Sun And Moon Chromoprismatic Qstaff seems to be the only +PL Corrode item and it's only +1 I did some searches and there don't seem to be any shared mods with +PL corrode items ...