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3x0du5

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Everything posted by 3x0du5

  1. What are effects that can increase general PL ? Nature God-Like / Death God-Like Potion of Ascension / Stone of Power Prestige - but only available for single class SC Character - more PL anything else out there ? or thats it ? Also does generic PL enhance summoned weapons ? or summoned weapons only scale by character level ?
  2. Very nice build ,I was thinking to roll Trickster/Conjurer functioning similar to this just using Spirit Lance instead of WotEP but this seems much better, will try it in future play troughs for sure
  3. 8s or 10s paralyse it will never be worth taking over shadowing beyond which gives invisible, deflection buff and triggers assassinate+backstab, also 3rd upgrade adds swift to shadowing beyond if it was not good enough already , and then even shadowing beyond is useless once u get vanishing strikes. Problem with rogue skills here is deeper than comparing them to garrote ability which is kinda average since you can have spammable aoe paralyse from other classes, anyway we will welcome any changes as long as they make something better,beggars can't be choosers I'm sure the mod( doesn't matter what changes it make) will be better than vanilla rogue tree where you either end up spamming Shadowing Beyond as multi or Vanishing strikes as SC and using any other skill is crippling yourself
  4. The way i see it if shadow step and shadowing beyond costs the same does not matter if its 3 2 or 4 guile, shadow step will never be picked, maybe lowering shadow step to 1 is too much but then something else should be changed like paralyze duration for example or maybe it could add another affliction with paralyze,anyway whole paralyze thing just feels out ot place on “shadow step” skill maybe shadow step could be reworked into something like upgraded escape where u dont go invisible but get better defenses for some time,+50 def for 10 seconds like shadowing beyond and then +20-25 for another 10-15 secs then shadowing beyond could be suited for rogues that go invis and shadow step for rogues that dont want to go invis like streetfighters etc
  5. Well Shadowing Beyond for 1 more guile gives No Recovery,Dash, Deflection buff compared to smoke veil , I actually think no recovery on smoke veil would make these skills equally good because then shadowing beyond would add Escape effect for that one additional guile and longer Invis as a bonus not that length of Invis matters here but still Also I just realised that Shadow Step exists made me giggle , shadow step should just cost 1 guile and replace escape like you spend 1 ability point to add paralyse on to your escape makes sense, now you spend 1 ability point and increase its cost by 2 guile to add paralyse effect ...
  6. These are all very nice ideas if you ever put them in a mod would gladly use it, smoke veil should not have such long recovery now its kinda dumb skill you turn invisible and stand still because recovery... i guess problem with gambit is if you use vanishing strikes and then gambit u can only have 3 guile left which is kinda low for gambit to have good effect maybe with permanent brilliant it can be usable Also blinding strike and its upgrades because it costs 2 guile i almost never use it unless i need to add permanent dot on some big enemy, which can also be done with Arterial Strike and some moving arround so yeh 2 guile = not using this enough thats why if i dont play sc rogue i go for holy slayers then i can use rogue resources for invis and debuffing and paladin resources for spamming fod which makes whole rogue experience much better
  7. Then all we need is a ranged equivalent with reduced damage or something among those lines, I played with a mod that makes Backstab +150(I think its old value before nerfs) and adds 20m range , as long as u dont abuse it with arquebus its kinda nice to have on some RP builds for example scout with hunting bow using it 3 times per encounter did not feel broken at all. but when used with arquebus.... yeh game did not acknowledge that he is dead at all neither did his guild even tho I shot him infront of them
  8. Ha ! Thats exactly what I'm running now SC rogue with community patch , but I would not mind reverting backstab to +100%+some scaling and works on Full attacks for all the builds that don't get access to vanishing strikes, maybe even with a ranged bonus implemented into the same passive just with less of a damage buff (50%+scaling for ranged attacks out of Invis maybe). Problem with vanishing strikes builds that you kinda have to focus all build on that one skill and dont get to use other skills almost at all once u got vanishing strikes simple because its always better to spend that guile on another vanishing strike
  9. Gods talk with you after port maje , hasongo and magrans teeth right ? I know i need to get intelect first time when i talk with them after port maje so i guess after that i could do everything i want to do before magrans teeth and then just go hasongo>magrans teeth and hard save before that to get multiple tries ,damn i hate annoying mechanics like that where getting brilliant vs any other inspiration is actually a huge deal
  10. Is there a way to do this reliably ? I realized that on my first ever playtrough i had brilliant inspiration from watcher specific skills and then all the other times it was something else,any1 knows correct conversation choices to get it ?
  11. Anything that involves enhancing FoD is really good because paladins can spam 15(twice as much when dual-wield) or more FoD per encounter and there arent that many enmies immune to fire but plenty of them are very vulnerable to fire
  12. overbearing guard adds +50% damage to disengagement attacks, guardian stance does not mention any damage
  13. Honestly there are no drawbacks for spam resting to achieve this except that you actually gotta click them buttons are there any up to date mods for this ? However it would be important that such mod touch only some global setting for turning off per rest in general and not every per rest ability separately because that way it would mess with almost all the other mods out there
  14. Well defender stance is obviously useful because of +3 engagement but the Guardian Stance upgrade seems kinda meh? Also since its higher level ability maybe its just better to spend those talent points elsewhere especially when multi classing
  15. Are these two abilities even worth picking up ? Can you somehow force disengagement attacks reliably
  16. Exporting high level items is the whole point of this mechanic, however when exporting items you will have to pay shop price for them and better/more items you export more expensive it gets, also you can only hire adventures below your watcher level. Anyway this mechanic is here so you can enjoy some very late obtained items for whole play trough or to duplicate some item you want on two or more characters in your party (ring with fire accuraccy being prime example if you want to have 2-5fire themed characters in your party) also since you can gear yourself like a god as soon as you leave port maje without exporting anything, exporting one or two items will only make it easier for very short time mid game, obviously its abusable but in the end this is single player game
  17. Kill Ezzali go to wild mare hire level 1 guy give him the armor export it via character export (legit game mechanic) load save before killing Ezzali and hire your lvl 1 friend with the armour
  18. Seems Warlock will be really fun to play , ill go for Human Bloodmage and try to get good use of Blooded and Fighting spirit along with plenty other benefits of this multi class. Thanks for explaining some of these weird mechanics in depth this seems even stronger now than I thought before, funny how Barbarians are so good at being casters
  19. I would instantly picked evoker if combusting wounds was not locked for the subclass, its kinda sad that wizards are so gutted by subclasses and not having their own editable grimoire, truly no fun allowed eh Also I got some questions about barbarian abilities interacting with spells : Blood Frenzy would add bleed effect from spell crits ? Lion spring accuracy "next attack" works with spells ?
  20. Well strictly from RP perspective if there is invisible enemy near you are kinda flanked? Kappa I guess just usual obsidian error anyway you should do ultimate like this and get yourself on that board
  21. This.... this is something I should have read before installing this game, I actually spent half of last night reading it thank you for pointing it out and especially thank you @thelee for making it, all that info in one place is invaluable! Some parts of that FAQ should be really accessible from the main menu of Deadfire! Also special thanks to @Boeroer for always giving answers to all kinds of questions based on his own in game experience which otherwise would take me days of play time to figure out, really appreciate it! Anyway I'm still in tough spot deciding between Evoker and Blood Mage because honestly these would be 2 very similar builds that would probably work just well enough to not have troubles on potd with a party while not getting bored with it really fast The character I am looking to build is Warlock spell caster who spams spells with all the barbarian action speed buffs also getting some on hit passive from improved frenzy and skip recovery on spells after you score a kill which should happen quite often, in my recent play trough I played Witch Ascendant/Furry Shaper and all that spamming by frenzied caster was really fun for a while until it got old because : after early thunderous report and instant ascension this character would just Finnish 99% of the fights by itself with either AI spamming Silent Scream or me queuing 20 amplified waves on a tank while priest casts salvation of time twice. I think its safe to assume that playing Warlock instead of Witch would be more exciting than cipher spamming one spell until the fight is over. I guess when I say spamming spells it should automatically be blood mage but since Boeroer shared that tip with double Fireball necklaces well I can get 8 additional fireballs per encounter on evoker, which is why I cant make up my mind
  22. How reliable is blood sacrifice btw? I remember I tried single class blood mage on some SSS fights and he was not able to restore high level spells reliably ( I would use only 1 spell from highest tier and try to restore it with blood sacrifice only worked once in 5 tries or so other tries going blank but dealing self damage) I assume I would need to concentrate on lower tier spells(also this probably means I cant spam all the self buffs at beginning), im multi classing this time anyway so last 2 tiers won't be there anyway. I wonder if using Voidward and reducing raw damage taken interferes with spell level I can restore
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