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michel.montenegro

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Everything posted by michel.montenegro

  1. I don't know. I am not going to solo the game. I bet that most solo-players could make druid work on solo, if not all classes. Is there a class that definitely cannot solo POTD? Good question, does anyone respond? ^^ Just what has bothered me and knowing that I will underutilize my invocations, since I can not have more than one instance, I will probably not spell invocations as I think would occur. I also did not like the Companions not having an Anciao Druid. uu In the game can I create a Mercenario with the settings and the like the way I want? (the same way as in the beginning?)
  2. I don't know where you read this stuff, but I definitely use Brisk Recitation a lot, especially in boss fights. While by default it's nice to have overlap with no effort, if you don't use Brisk Recitation advantageously, you are throwing away half of the troubadour's strengths, because otherwise they are just much worse at invocations. But if I keep active 'Brisk Recitation', does the linger go to 0? and even with + x1.5, does not get smaller than those of an ordinary Chanter? Note: On Google, I'll see what they say.
  3. For clarity, let's use the correct terms. 1. I assume you mean abilities, because skills are like "stealth" or "intimidate." All multiclass characters get two ability points per new unlocked ability level aka inherent power level (for multiclass, this is at levels 1, 4, 7, 10, 13, 16, 19), and one ability point otherwise, for a total of 27 ability points by level 20 (two at level 1, one at level 2, one at level 3, two at level 4, etc.). If you are talking about class resource (aka how much zeal or bond you have), the amount of class resource you have is equal to the number of ability levels you have unlocked plus 2 (so for a multiclass, it is 3 zeal at level 1 all the way up to 9 zeal at level 19). 2. Everyone other than a devoted or blackjacket gets two weapon proficiencies at level 1, then a new one at every fourth level (4, 8, 12, 16, 20) for a total of 7 weapon proficiencies by level 20. 3. Paladins can get more zeal points mostly through Virtuous Triumph at AL7 which gives you a small (25%?) chance to get +1 Zeal after personally killing an enemy. Paladins can also get a passive +1 to their max zeal from Inspired Path at AL4. There are other ways to get more class resource, though they are uncommon (aka Brilliant inspiration). All else fails you can use empower on yourself to regenerate half your max class resources, rounded up. What does AL7 and AL4 mean? Early or Mid Game, Is it Hard to Kill a Herald "The Steel Garrote"? It caught my attention the part of recovering life while it hits. Do not depend on Zeal to hit with your abilities. AL7 and AL4 is my annotation to refer to abilities that appear on the 7th or 4th row of your character ability tree. Most people and the game refer to these as "power levels" but honestly that's fairly confusing because "power level" in this context has a different meaning and different semantics from "power level" used in other contexts (I've gotten confused questions directed at me in the past when I say power level in these contexts--I adopted "ability level" over time to differentiate between the two major uses of the phrase "power level"). I consider it one of the confusing mechanics of the game (after inversions). I got it, thanks. Troubadour from what I've been reading basically only go with the modal ability 'Brisk Recitation' disabled, since most prefer to have Chants overlap without much effort. They seldom use the ability of his extra phrases. I am still beast as it is disputing the 3 subclasses of paladin in the poll, very different from the subclasses of bardo that this basically homogeneous.
  4. For clarity, let's use the correct terms. 1. I assume you mean abilities, because skills are like "stealth" or "intimidate." All multiclass characters get two ability points per new unlocked ability level aka inherent power level (for multiclass, this is at levels 1, 4, 7, 10, 13, 16, 19), and one ability point otherwise, for a total of 27 ability points by level 20 (two at level 1, one at level 2, one at level 3, two at level 4, etc.). If you are talking about class resource (aka how much zeal or bond you have), the amount of class resource you have is equal to the number of ability levels you have unlocked plus 2 (so for a multiclass, it is 3 zeal at level 1 all the way up to 9 zeal at level 19). 2. Everyone other than a devoted or blackjacket gets two weapon proficiencies at level 1, then a new one at every fourth level (4, 8, 12, 16, 20) for a total of 7 weapon proficiencies by level 20. 3. Paladins can get more zeal points mostly through Virtuous Triumph at AL7 which gives you a small (25%?) chance to get +1 Zeal after personally killing an enemy. Paladins can also get a passive +1 to their max zeal from Inspired Path at AL4. There are other ways to get more class resource, though they are uncommon (aka Brilliant inspiration). All else fails you can use empower on yourself to regenerate half your max class resources, rounded up. What does AL7 and AL4 mean? Early or Mid Game, Is it Hard to Kill a Herald "The Steel Garrote"? It caught my attention the part of recovering life while it hits. Do not depend on Zeal to hit with your abilities.
  5. it's an abbreviation that stands for "if I recall correctly" Thank you Doubts: How many points does Herald receive to distribute in the skills, in total? How many points do we receive to distribute in arms in total (To have access to 'Modal')? How can the Paladin get Zeal points during the fight? 3). Iirc it heals for 15% of weapon damage done. For a 5-man party imho it's not enough. But it can be handy for solo, when you have a tanky character and by stacking enough hp-regenerating effects you can potentially prevent your hp from going down; transforming the fight positive outcome into a matter of time. Do these 15% exclusively consider the damage of the weapon, or the final damage generated? Not depending on Skills is pretty cool, but people seem to prefer 'Wayfarers' to healing rather than 'Garrote', but to have constant healing without depending on Zeal's points, is not it better? (Monk / Paladin should look good with Garrote)
  6. As for Goldpact: yes, the main power forte here is +4AR that you get for 1 zeal and just 0.5s of cast time. Unless your AR is already skyhigh (but you would need to go a long way to achieve this on PotD), extra 4AR can often result in halving if not more the incoming damage. And here is the damage-sponge archetype, were herald and his summons are on the fronline, trying to take fire on themselves. It seems that the gold "shield" lasts for a few hits (7 except for deception) and it ignores or totally absorbs the damage. This bonus of +4 is something that for how long? Shieldbearer... look Bloodmage can restore spellusages at the cost of own health via Blood Sacrifice... Shieldbearer, to have your best potential depends a little on other classes, different from GoldPact, from what I see, is that right? Wayfarer is great for healing-inclined support. And is somewhat ok for summoning-focused support... Wayfarer, is good for combinations of more aggressive classes, which beat, because to stay a while without hitting casting invocations, this is not so good for this class (Proposal of the Multiclasse Herald), is what I understood. Now by the vote the people really like Kind Wayfarers(2º), The Shieldbearers of St. Elcga (1º), Goldpact Knights(2º) to be Herald 3). Iirc it heals for 15% of weapon damage done. For a 5-man party imho it's not enough. But it can be handy for solo, when you have a tanky character and by stacking enough hp-regenerating effects you can potentially prevent your hp from going down; transforming the fight positive outcome into a matter of time. What is "Iirc"? (Item, Skill, ...?)
  7. 100% of the votes went to Troubadour. (O.o) Paladino is well-balanced, but Shieldbearers are leading and Goldpact Knights / Kind Wayfarers are tied. (0.0) Now ALL are ignoring the Bleak Walkers, Darcozzi and The Steel Garrote. ( ) It seems that Garrote is good with sublasse that increases the base damage of the Paladin (Barbaro / Paladin). It seems that Bleak Walkers who would be the "opposite" of Kind Wayfarers, is also being ignored ...
  8. Do you have any bonuses? * Paladin ( https://pillarsofeternity.gamepedia.com/Subclasses ): The Garrote Steel is worth it? Can anyone tell me if his damage generates a good cure? I read here that it is a good class for solar, maybe the best class to go solo. What do you think?
  9. Bleak Walkers: Except for deception, he generates Buff to nearby allies, causing everyone to have Corrosion and Sickened Affliction damage. Doubt: Corrosion is one type of damage per second? Similar to Burn? Where can I see information? Kind Wayfarer is similar to the Bleak Walkers, only he heals the Allies by hitting, if I remember correctly. Doubt: Are both Kind Wayfarer and Bleak Walkers benefited from Dual Weapon? (When you hit twice activate x2 the effect? For example, the healing of 14 n end is 28? Corrosion I do not know how it works so I do not know if it's cumulative) Note: FoD with Weapon + shield or 2h-Weapon, does not accumulate, only activates x1. Bleak Walkers, is not it better with Beckoner? The double of invocations beating with fire damage? Shared Flames doesn't copy additional effects like the Bleak Walker or Kind Wayfarer FoD: it just adds an extra Burn lash to allies. So by using "Shared Flames," you're going to give allies a buff of weapon damage, right? How this synergy works Sporelings kills very easy the Boars of 3 skulls, on the island (Difficulty Veteran). My Paladin dies u.u " Am I choosing the wrong paladin subclass? Mine does not kill java and still dies, but the Druid destroys the boar! Extra: How does Corrosive and Burn work? Both are "Damage over Time"? If yes, how much is the base d Burn and Corrosion (I do not know if it has to increase)
  10. a) Wow!! In this case a group of paladins can destroy my invocations, very easy! Beckoner here gets an extra good, because getting lost invocations like that is pretty annoying. b) I have no comment on stats. It depends on whether you prefer ranged or melee, and your playing style. You want to summon things, but what to do between summoning? 1. Not to die 2. Keep my invocations alive. 3. Buff and strengthen invocations to deal as much damage as possible. 4. Cause the most damage without dying.
  11. :dancing: @Frak, @thelee and others "Creatures summoned by Invocations are immune to the paladin Abjuration ability. What does the paladin's Abjuration skill do? Destroy them immediately? Answer: https://pillarsofeternity2.wiki.fextralife.com/Abjuration I'm thinking about this way my build: Maximize hit, Intelligence, and damage / healing. Might 18, Dex 9 (10), Per 17 (18), Con 6, INT 18, Resolve 7. GodLike Nature for Druid / Chanter; GodLike for Paladin / Chanter looks like the most synergistic options (Starts with 20 INT's face). Weapons only read Sword / Saber / Shield / Sword 2-h, I'm really in doubt. I believe that the weapon, is well linked to the type of paladin you choose, what do you think?
  12. Did you specify troubadour, but the same can be done with Beckoner? my mistake, it's been a while since I rolled a beckoner. for resistances: the same can be done with beckoner, it's just that by default 6s is so slow that it might not be as effective at doing so. I'm thinking of going with Beckoner, but they talk so much about the Troubadour, it seems like everything else is bad, and the "fear" of regret ... They say that Wurm gets very strong with Beckoner, with some skills, etc. I wanted to build Beckoner or at least know which of his strongest combos to value. Note: I already looked for Builds and only make Troubadour with Herald.
  13. Except for deception they showed a screen, where it said that the duration of the invocations was smaller. Ignore that comment, my English is not good, but reading more calmly I understood. Did you specify troubadour, but the same can be done with Beckoner?
  14. I now understand, because Troubadours is so "dear", it is versatile, I can choose between maximizing my invocation power or improving Chants overlap (One thing or another, I have to decide), this all spending little intellect (Spends less than the other Chanters to have the same result) that increases the duration of his spells. - Invocations or Chants, I have to choose which will be the real beneficiary by activating or deactivating 'Brisk Recitation'. Correct? If it's correct then all I have left is a question, Beckoner. He has no bonus and no penalty for Chants has the same effect as the other Chanters "Default". The gain and loss of this class is solely and exclusively in the invocations: -50% HP / Duration / Size of invocations In return, it manages to do twice as many invocations as normal damage (I do not know if other effects will also).
  15. No, with troubadour, intellect of 30 will only get you partial uptime on a third chant. You would need 40 (literally impossible) to get 100% uptime on 3. With Brisk Recitation, you have no linger, and it is literally impossible to have uptime on more than one chant for buffs (may be different for some other types of chants). In all honesty, this is some of the most basic parts of how a chanter works - can you really not just create a new game with a chanter (or hire a chanter in an existing game) and just spend a few minutes watching how they work? I have 2 Heralds and lv down, but this seems confusing to me (I do not know how in the game for 30 or 40 quick tests), type ShadowKeeper dp Baldur's Gate 2. Troubadour Max 2 chants effects (Running at the same time) this with an INT 20. With Brisk Recitation, you only have 1 Chant effect running at a time. 40 INT to have 3 Chants, with 'Brisk Recitation' off (But it's almost impossible to have so many points) Beckoner Max 2 chants effects (Running at the same time) this with an INT 20. Unlike the Troubadour, you can get up to 3 effects running at the same time with 30 INT Now it's correct?
  16. See above #6. I don't think the chants stack on enemies, but against high-defense foes, trying every 3s to land a chant can be very effective, versus only getting a shot every 6s. I did not ask of stack effects on enemies, but it was actually about active benefits simultaneously. Ex.: Linger is good, because you can benefit from two different phrases at the same time. by @Frak @thelee Then Troubadours = 2 chants Effect on is the Standard, even with 'Brisk Recitation' active. (You can reach 3 with an Intellect of 30) Beckoner = 2 chants Effect on if intelect 30 (But you can not have more than 2 active effects) Correct?
  17. Because of my low esp. with these various classes, I am confused about this. Are there chants that are not influenced by 'Brisk Recitation'? so its effects remain normal and so it has to stack up to 3 effects even with this active? (Or just deactivating?)
  18. All chanters have a default linger for their chants of 3s, which is extendable by intellect. The troubadour is special in that they get an inherent +50%, which with 20 intellect means they can have perfect 100% uptime on two chants. With extremely high intellect they can even get decent uptime on three different chants. Also, I was skimming this thread, so sorry if this duplicates something someone else mentioned, but while you're limited to one set of summons (via invocation/items) the chant that pops a skeleton into existence ignores any summon limits, so you can have an army of skeletons on top of whatever summons you create. In my experience, Beckoner is extremely powerful for like 90% maybe 95% of the fights, but Troubadour's advantage of being able to switch on Brisk Recitation helps me put it over the top for a summoning herald, because for bosses or megabosses pulling in summons faster might be much more important than getting a lot of weaker summons in one go, and those are the fights where you really need the help. Not to mention that Brisk Recitation's reduced chant time and lack of linger is actually not a drawback for many of the chants (the one that grants a damage reduction shield, the one that creates a skeleton, the one that removes concentration from enemies, and all the resistance ones). 1) I understand that the troubadour has a passive effect that ends up guaranteeing 100% time in two chants (guaranteeing two simultaneous effects), but this with 'Brisk Recitation' active? Or just deactivate? Note: If you need to disable it will be bad, because it is his advantage to have faster phrases, so I would have to choose between more invocations or more corners at the same time. Note 2: Extreme intellect do you say a 30? 2) The other Chanters (eg, Beckoner) have a 3s linger (Increasing by INT), can they also reach the time of 2 or 3 Chants at the same time? 3) What is the name of the Chant that maintains constant invocations of skeletons? (Are they skeletons initial? Are they affected by the effect of the Beckoner (x2), have the same duration of the skeletons or more?) Note: With them there is no limit, I'm sending invocations in the field without stopping, then? Is there any Paladin aura that will increase their speed of production? 4) Do you think Druid / Chanter (Theurge) is a more efficient summoner than Paladin / Chanter (Herald)? Note: The passive effects of the Paladin seem to give more power, durability invocations, and since each character can only have an instance of invocations, I do not know if it is worthwhile to leave in the "Reservation" invocations. 5) Beckoner is strong in 90 ~ 95% of cases according to your experience, practically strong the whole game, but this going with Herald or pure Chanter? Note: 90 ~ 95% is basically the whole game! 6) Have not the songs you quoted from Troubadour been disadvantaged with 'Brisk Recitation', for what reason? Are they different from the other Chants? 7) So what makes Troubadour, so chosen in the poll, is the fact of the most difficult fights (even though they are less of a game, they are vital), it ends up "shining / appearing" more than Beckoner, that?
  19. I found the initial island much easier with Druida, basically I only send the sporelings and they killed everything, until the Boar (3 Skulls I killed), of course I had to turn around a bit, but overall it was much quieter (than using the Herald). I sent all summon, I ran but I killed. Does this good feeling of "With him go forward" remain? With Herald, at least not at the beginning. ^^ Now it bothers me, only to have an instance of summons per character, then I wonder if it will be worth having Druid and Chanter in the same character, in practice I should stop using many summons.
  20. White Flames heal twice when used with dual-wielding.Additionally you can stack enough passives for ~x1.77 healing done; and that's 2x14*1.77 = 49.56 which you can deliver every 3s if you want, with a fast weapon in offhand. And that's... a quite decent HPS, if we compare it with stuff like Consecrated Ground... although it is limited by zeal. And that's why I am thinking of Wayfarer/Tactician as main healer for my next run. Btw, if you have a bashing shield it is still counted as dual-wielding (this is especially note-worthy for wayfarer/monks with Tuotilo's Palm). For this reasons I would prefer Wayfarer over Steel Garrote in majority of non-solo cases. For solo though, it would be another story, because SG can heal from weapon damage even with simple auto-attacks. P.S. As for poll... it depends whom am I building. If I had to make a summoner herald for a 5-man party, it would mostly likely be a summoner support. So dumped PER, and not relying on weapon damage. In this case: - Wayfarer, Bleakwalker and Steel Garrote are out. - Shieldbearer - is welcome IF I have someone built around using Barring Deaths Door, like Bloodmage. - Goldpact - is welcome, due to extra tankiness. - Darcozzi - just why? 1) Bash Shield, is it a specific type of shield? or is this for all the shields? If you hit with sword and shield with Wayfarer I will have 28 healing, instead of 14 (Well does he consider 14 * 2)? Or does this shield effect only occur when I hit or use a specific skill? 2) What does PER mean? 3) The self-healing of the Steel Garrote, is it that efficient in auto attack? How much does he heal per hit? (I could explain, it's the first time I see anyone here talking about this subclass) 4) You mentioned the cases in which you go as a group, preferring to go as a Support for the team, I noticed that you removed from the Wayfarer, Bleakwalker and Steel Garrote list. Are these subclasses bad for support? - Steel Garrote: I understand he heals only himself, but would not that leave your tank alive longer, giving more security to the team? - Wayfarer: Is there no area healing helping summoning or other knocking around? - Bleakwalker: He really has no bonus to support (Survival to the team), but its effect in area seems that can be exploited in favor of the team. Darcozzi: No one seems to like him (In The Herald). - Goldpact - It seems that the only advantage of it is that it gives you an extra armor (I think of 4), is that it? "Shieldbearer - is welcome IF I have someone built around using Barring Deaths Door, like Bloodmage." Could you explain the combo? Lay of Hand = 3s does not die Barring = Do not let it die, is that it? How do they both work together? https://pillarsofeternity2.wiki.fextralife.com/Blood+Mage https://pillarsofeternity.gamepedia.com/Barring_Death%27s_Door Note: I saw that there are combos with Wayfarer and Bleakwalker, availing themselves of their effects, but no one explains correctly or completely how to make these combos.
  21. Only the Troubadour has this advantage of having 2 simultaneous effects? What is the difference between the Linger of the Troubadour (Brisk Recitation: On) of the others? I understand, in the case basically I have the power to always keep an invocation in the field. Can you tell me, for how long in the game sporelings and skeletons are useful to one (Chanter / Druid)?
  22. Do not understand how the linger is good? Duration 3s, and can restart, but the other Chant begins at the end of the 3s not giving time of the two occur at the same time.Or am I wrong? Can not all Druid and chanter invocations be placed at the same time on the field? If I have 1 character chanter and another character Druid, both go by their invocations normally correct? Why can not I get skeletons and spores on the field together?
  23. 1 °) I have 20 INT points, and the songs do not overlap. I only have one effect at a time. (See Image) 2) I discovered that I can not have Summon Sporelings at the same time as 'If their Bones Still Slept Under that Hill, None Can Say'! I can not have the invocations of Chanter and the Druid invocations at the same time. Note: do you have any command or way to enable changes in the game so I can test builds in the game?
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