
hollerer
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"...And evil turned away from the sun" is a chanter spell upgrade for Rejoice comrads, two fingers of sunlight. "...And evil turned away from the sun" is bugged so that you have to roll against your own characters when casting the spell. So if you miss, it doesn't heal them. This makes the spell worse than it's original version. Misc: When you target either of the spells at your teammates through the hud (click spell + click character portrait) it always misses, because the spell is twinned. Sometimes the spell doesn't hit when the character you aim is highlighted. Only reliable way to hit is to center the character perfectly inside the spell's lines and then it's completely random whether or not the character is highlighted or not. So spell's target highlight is untrustoworthy.
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My 2 ghost wolves do that and later in battle, summons. Sometimes I don't even get hit in fights because the enemy is knee deep in summons. So like I said, I mostly don't have any problems. And another reason I don't like CC characters is that they split the team. It's easier to control the team when it can move as one. Then all buffs and chanter abilities are always applied. If fight goes badly, I can just disband and leave the summons fighting. Grab some air and come back. What I dislike about paralyze, blind and whatever else afflictions on enemies is that they are unreliable. I've found that most enemies that are vulnerable to those are easy to just kill. Enemies that are hard to kill are usually immune to those effects anyway. It's like that in all rpgs. In no rpg I know of you kill difficult enemies by stunlocking them immobile. And since it's always accuracy vs something roll, my accuracy with affliction abilities is usually like 30% so the ability is often wasted. And even if it hits, the duration isn't particularly long compared to the enemy's hit points. If there was a way to reliably parazyle an enemy for like 30 seconds and it always worked, then I would consider that good. I like reliable and universally applicable abilities. For example I think it's always much better to bless your own team than curse the enemy, because your own team is never immune to blessings and when you kill a single enemy, you lose the benefits of the curse. Anyway, I'll try some priest multiclass with as high dexterity as possible to reduce cast time.
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I guess I have to explain my strategy. Difficulty is path of the damned with level scaling, so there's a lot of enemies and they pretty much always hit and do a lot of damage. I have team of 2 rangers and 3 chanters, I rely heavily on summons because summons soak up a lot of damage and block the enemy. Maybe I just can't make a tank but I seriously hate big melee fights because of pathfinding, disengagement hits and getting stuck. So it's much handier to block the enemy with mass summons and focus fire targets with ranged. I'm not saying I suck, I just want to be better. So sometimes my chars do get in trouble and they need healing right away. I mean big fights are chaotic, there might be several enemy spellcasters doing spells and I can't tell which spells they are and who they are targetting. So suddenly **** just hits the fan, some dude needs healing fast or he dies. I Used to have a priest with withdraw, but found out I hardly ever use it because I don't need it that often but almost every time I did need it, the target died even though the cast time was like less than second. And sometimes it got cast even though the character wouldn't have died and he ended up being rest of the battle in that healing bubble. When I need normal healing, I just use 3x ancient memory, second wind, move the character away and put more summons where he was. The chanter healing spell two beams of sunlight is surprisingly unrealiable by the way. No idea what's it like with spell shaping. So my point was actually: is there a instant healing spell/items. Because there's a lot of things in the game and I don't know everything. Also If there was some way to just megabuff a priest so that he can cast spells in 0.1 seconds that'd work too.
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What do you think is the fastest and best way to heal a single target? My common problem in combat is that a enemies for one reason or another like to shoot a single target or one dude just gets in trouble and needs healing like immediately. Even if the cast time is like 0.4 seconds it often isn't enough. Quite frankly, almost all healing abilities take like 1 second by default, making them equally useless. And often my characters are already under recovery time. So are there any instant healing spells or ways to save someone from dying? The most useful thing I've found so far are items with second chance ability but they can't be transferred mid-combat.
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If you play the game vanilla style and just follow the plot, I don't think there's gonna be any hard fights no matter what builds you use. But I went straight after the high level three red skull enemies. So you can tell that a priest can do this and that and has high damage if you choose some spells but for example the enemy Steel Preacher has like 500 hp and my characters do like 2 - 5 damage with the early game weapons, if they even hit. And steel preacher does 20 - 50 dmg blows, not to mention it has 5 followers around him aswell. The fight lasted I think few hours. How did I do it? I put 2 chanters in the opposite sides of the map, sending in summons. They slowly killed the followers and then I killed the steel preacher by spamming it with skeletons and whacking it to death with penetrating arquebus modal ability and a mace modal ability. All my priest did was shoot a crossbow for interrupts because he was out of spells so early. Then, I killed a wizard who had book of storms. How? She killed or seriously injured most of her own skeletons with her spells that did insane damage. She was targetting my summons, which I had called in sneak mode. I'm sure priest can be interesting and fun, but summon chanter is an abuse machine.
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No question to it. I'm playing on path of damned and my team consists of 2 ghost heart rangers, 2 chanters and a priest. I'm level 5 and already defeated 3xred skull enemies like some weird wizard with book of storms, some pirate dude with some crazy loot and a steel preacher. Now my team has superb tier weapons and armor already. Nothing to it, I like challenge but I think chanter summons are op. It's because you can do them when in stealth mode and you can do them indefinitely. My team's weakest link is the priest. His spells are finite per battle and often the offensive spells miss because it's always accuracy vs whatever roll. Fights last sometimes very long time, a lot of damage gets dealt back and forth but in the end, priest spells are finite but chanters can just keep on casting and healing. They even get a revive ability. So what are priests needed for?
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I have very specific party: Bear army. I took 4 rangers with bears, a chanter and priest. It works pretty well, even though even on hard game mode the game is very easy. I put the bears in the front and focus fire with 6 shooters. The bears are a bit abusive because they can die over and over and you can heal them infinitely since they have no health pool, only endurance. So it's a really attrition-resistant party. I did this build because I didn't want to rest so often since in all battles you still lose health. But not with the bears, the bears never die. The bears are indestructible. Anyway. My only "problem" is that I sometimes and likely more often now that I took level scaling difficulty my bears die too fast. For example a bunch of high level ogres can just instakill a bear in first round and I can't put any healing in between because all healing skills come with a delay. And some aoe hits just oblitare the bears. So I'm wondering if there are some way to improve my bear army so that the bears would live longer in upcoming high level tough battles. I have 2 main issues: fast healing and free buffing.
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Is it just me or does anyone else find the plot a bit complex from the start? I've read fantasy books and played fantasy games before but what I found missing in this game was a clear introduction right from the beginning. The game starts: you are in a caravan coming from somewhere and going somewhere and that's it. Then, you're put to world with rather deep and complex history and ongoings. There's like multiple dozens of names, places and gods that are just blasted at you and you're expected to know them all from the get go. It's really difficult to form a picture what's going on when you don't know what is connected to whom and when. What I'm missing is clear summary of what the player is supposed to know when he starts the game.
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Ah thanks, well I looked into it more and seems that not much xp is being lost. I was just worried because I'm playing on hard, went to level 7 of the stronghold cave when my main char was level 5 and rest level 4. It was pretty unpleasant experience so I thought I've missed a lot of xp. But it seems that the dungeon just gets harder as you go down and my chars were just low level lol. I didn't realize that until my mechanics skills wasn't good enough to disarm the traps there.
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I'm so confused about experience share and party. I wanted to make custom party so I hired bunch of characters. Then I made some mistakes with the builds and realized I can't reroll their class. So I made new classes and realized I can only have specifc number of characters total (party + tavern). And that they affect experience just by existing in the tavern. Then, I noticed I can't remove them without killing them, same goes with companions. It's like everything went wrong right away even though I just wanted to try things out. But I still don't fully understand how xp is shared. What is total quest experience? I made some tests to figure out if I had broken something but they didn't reveal everything. The test quest was mother's plea. So I had full team and 3 dudes in the tavern. Finishing quest gave 940 team xp and total xp was 2340. Then I killed everyone via console except my main char and his friend which I didn't manage to kill for some reason via console. And result was 256 team xp and 639 total xp. But what is this total xp? So who got the total xp, if there was nobody to receive it. As review, I must say that xp sharing and companion management is really confusing. Asking story companions to follow you sticks them to you and you mostly can't tell them to leave. I can remove that priest dude permanently via dialog, but not for example Eder, Aloth and Kana. I can't delete hired characters at all without killing them.