Merowech
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Posts posted by Merowech
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Greetings
I am really stuck on some choices i have to make. About weapon layout and durganization in particular.
Still lots of quests to do, yet 300 h currently played. WM2 still to do, lots of side quests WM1 left, Caed Nua at 12.
No Dragons slayed yet. Bounties also a handfull left. 150 k cash.
My general preferences and conditions for gameplay:
- Melee is restricted to Warhammers and Swords, so i only need advice on those i will mention.
- I dont play with weapons which i dont like the look of, even if its a stronger weapon and in contradiction to above, for example: Godansthunyr Warhammer
- I am able to use potions of DAoM every encounter ! (important to know because i dont wanna waste any durgan steel or get recovery overkill so to speak)
My current lvl 15 custom party with weapon layout (all high INT and high MIG ):
Goldpact Paladin (MC, DW)
Strike Hard (warhammer) + Last Blade of the White Forge (sword) = both have 20% inherent speed-enchant
Fighter (Shield-melee)
Shatterstar (warhammer) + Old Gerun`s Wall (large shield)
Barbarian (2H)
Tidefall (greatsword)
later on, Abydon`s Hammer to switch in combat for the abilites when needed
Rogue (Warbow)
Borresaine (atm the only weapon i was sure = durganized !)
Priest (Warbow)
The Rain of Godagh Field (will NOT be durganized because Priest with that bow dont need that i think and i dont think i have ignots left then)
Wizard (mastered spells: slicken*, eldritch aim, expose vulnerabilities*, ninagauth`s shadowflame)
Rod of Pale Shades (blast-aoe on-crit stun/disorienting)
will switch in combat to soulbound Gyrd HS if melee stun is needed (Gref`s Authority)
2 of 12 durgan steel ignots were put into Borresaine, so 10 ingots left. If i would go 6x durganized armor and 1x shield, there would be 3 ignots left for weapons. Better to say, i have at least 3 ignots left for weapons.
The following weapons i consider my pool of weapons and would enchant any of those to full extend (superb/legendary, durganized) if someone could argue about usefullness in respect to above conditions and preferences.
Golden Gaze* vs Rod of Pale Shades for blast wizard ( no minor blights mastered or used!)
I am aware that it will do significant more damage than the Rod of Pale Shades because of the double blast, although the Rod of Pale Shades will come a bit closer if we count stun on-crit and disorienting. A further plus of the Golden Gaze* is the chance to cast expose vulnerabilities*.
But as you can read above, my wizard already mastered expose vulnerabilities* (only % by Golden Gaze*) and i would like to stick with that approach as i have 2 bowmen and 3 meele companions.
In this case, i suggest that the Rod of Pale Shades comes even closer to be a real alternative weapon even if i have a single target stun weapon (Borresaine) and a single target disorienting weapon (Strike Hard).
My wizard allways attacks the enemy melee who are clusterd around my melees after he used his mastered spells. My rogue goes for the offstanding casters supported by my priest when he is done with his casting.
In general i would suggest that both rods would be high priority for durganization because of their chance/crit based effects.
My unexperienced conclusion: Golden Gaze is only more viable if i dont master expose vulnerabilities*?
The Hours of St. Rumbalt vs Tidefall for high INT/MIG sturdy barbarian
I read somewhere that the wounding effect from Tidefall is better with lower INT.
Also i have the feeling that the draining is not needed at all because of savage defiance and athletics or even lay on hands or potions, but it is faster in regard of no additional action needed.
But again, i have mastered slicken with my wizard, so thats that....... both The Hours of St. Rumbalt and slicken use prone
Conclusion: durganization for The Hours of St. Rumbalt seams more important than for Tidefall and more viable on a high INT barbarian in my case?
Would anyone drop mastered slicken in this case? Or would anyone prefer Tidefall because mastered slicken is available?
Shatterstar
Worth durganizing?
I read somewhere that the enemies shift their target priority to a higher level towards an already engaged target.
Furthermore, the enemies have a higher target priority towards those members of your party who still got engagement limit capacity left.
Is anyone using those engagement-weapons at all in the late/endgame?
Is it reasonable to say: the more melee i have in party the less those engagement-weapons count?
Cat`s Claw
3 DR bypass.
Would anyone consider this weapon viable on a DW Paladin? Legendary, durganized of course.
Strike Hard & Last Blade of the White Forge DW
Both have 20% speed enchant inherent. As far as PoE Speed Calc is telling me, if i durganize both weapons for a DW Paladin and drink a poition of DAoM, i am at 0 recovery.
How much recovery is "wasted"? Read, is it worth durganizing those weapons at all if i plan to use poition of DAoM all time?
This game is a puzzle, especially if you have most of the good stuff gathered. Especially equippment and itemiziation because of those stacking rules become very complex. A good amount of time i just play around, switching items between chars, just not to waste anything to those rules. But thats where the brain goes like storm.
And thats what i like.
Thy for reading this wall of text
Any suggestions are needed!
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AFAIK no vendors will disappear.
Only if you kill them.
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Intresting stuff!
Worth necroing.
Ever considered to duplicate something like the looped Rope? Because it frees up lots of important defensive stuff which i prefer on equipment. Comes rather late though.
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Go Stealth with all but the tank(s) before clicking on the button.
Check the group formation, it resets to the standard formation, so you have to switch the casters with the heavy melee eventually.
( my Fighter and my Paladin are in the first 2 positions, so they are on the left side where the party members are shown on the HUD, where you can drag and drop and switch them.)
My party members on the HUD left lower corner:
Paladin(MC) Fighter Barbarian Rogue Priest Wizard
My custom formation:
Fighter
Paladin Wizard Barbarian
Priest Rogue
Formation in manual resolve battle (resetted, standard)
Fighter Paladin
Priest Barbarian
Wizard Rogue
Turn down time to slow before clicking the button.
Those steps helped me.
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Greetings
I was playing a custom party with the following classes:
Paladin ( MC )
Fighter
Barbarian
Rogue
Priest
Wizard
I would like to know which classes could replace Priest and Wizard best in regard to minimize rest.
Furthermore i dont want a class multiple times and the new ones must be ranged.
I think i can exclude Monk and Ranger.
So which 2 classes you would take to "replace" a Wizard and a Priest?
Cipher?
Chanter?
Druid?
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Greetings
Is it possible to mod the following aspects and if so, how much time would it take?
1. armor attribute enchantments to stack like those from weapons?
2. potions to be useable out of combat?
3. possibility to wear necklaces AND cloaks?
4. spell mastery starting at level 3 and/or 6?
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Greetings
I have a rogue in my custom party who is using warbows and i wonder what the utility talent "shot on the run" will do for him.
Is there really a recovery penalty when he is moving to get to another position to start firing again?
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Greetings
Very difficult to find any in depth explanation for this talent.
Question:
Under which circumstances does the utility talent "SHOT ON THE RUN" help me with my ranged rogue using a bow?
Sometimes i have to move some steps to reach another target at distance. Is this the case in which this talent will get me a benifit?
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Greetings
Sorry for my rusty english
I have some specific questions about some mechanics, although i could imagine how i could try to test myself via log eventually. Nevertheless...
1. I read somewhere that CHARM / CONFUSE / DOMINATE abilities/spells are only defended by WILL in
some cases! Otherwise by DEFLECTION !
So if i would take the talent "BULLS WILL" ( +10 WILL ), i would not getting any help out of it in case those
effects written above would come upon me and go against DEFLECTION instead.
But if i would take "MENTAL FORTESS", i would imagine to get ALLWAYS a +10 defense against those nasty
effects, no matter if it is against WILL or DEFLECTION. Right or wrong?
So if i want a slightly better defense against exactly those "out of control" attacks, wouldnt be
"MENTAL FORTESS" the better choice then?
2. Is the fighter talent "CRITICAL DEFENSE" working against ALL attack rolls?
( spells, abilities, autoattack, just all )
If it works against ALL attack rolls, and not only the physical/DEFLECTION type of attacks one could asume,
would it be a better or at least comparable defense against CHARM / CONFUSE / DOMINATE etc than
"MENTAL FORTESS" for example?
Looped Rope Stacking
in Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
Posted · Edited by Merowech
Greetings
"Looped Rope" is a unique belt which grants a passive effect called clarity.
+20 defense vs the following
blinded
charmed
confused tested with confuse retalation by critting the wearer of "Company Captain's Hat"
dazed
distracted
dominated tested with dominate on-crit chance by using the soulbound scepter "Gyrd Haewanes Stenes"
frightened
hobbled tested with crippling strike by rogue
paralyzed *** tested with Ninagauth's Shadowflame by wizard ***
petrified
prone tested with slicken by wizard
sickened
stuck tested with hold by priest
stunned
terrified
unconscious
weakened
My point was to confirm stacking rules with the "Tempered Helm" ( paralyzed, hobbled, confused, dominated, stuck ) and "Boots of Stability" ( prone ) as examples.
In all but one case the defense bonus stacked as intended ( clarity grants a passive and those stack with all ).
*** The only case it didn't stack was paralyze from Ninagauth's Shadowflame by wizard.
Can anyone confirm this?