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elohinen

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  1. I've barely touched the game, but I can't seem to get this track out of my head: Good for waking up oneself, at least!
  2. I get that you're joking here, but there aren't any adra pillars (I think?) on Sayuka, so no dice Yeah, if the Watcher is going there when following the RDC quest chain and then sides with the druids, it wouldn't be hard to put two and two together. Doubly so, if Maia is part of the crew, like you pointed out. I should've specified that 'argued' this point on the premise that the Watcher sailed to Sayuka on a whim or say, during Serafen's personal quest. This is a fair point - RDC might know what the Watcher did, even about both incidents, but won't react because it would weaken their position in the bigger picture. However, during the whole eye witness hearing, the Hazanui seems to take the false testimony at face value. That, or she's one the best actors in the whole archipelago. Regarding the initial arrival on Neketaka, I get this weird feeling that were supposed to be a lot more people in the harbour at that time, but they forgot to add more people or ran out of time or something. In any case, people love to talk and thus rumours spread and it could be easier to single out the Wather if they are a godlike, orlan, pale elf etc someone less common in the archipelago. I think it would be a neat detail that people wouldn't recognize the Watcher in regards to the harbour incident, if they were human or an island amaua. And it's not like these kind of 'suddenly psychic' people can only be found in Deadfire. Off the top of my head I can point how in BG2 every merchant would somehow know if you had stolen something from someone, be it from themselves or someone all the way in Trademeet and refure to buy said items. They wouldn't call the guards or try to get the items back now would they? The guards in Elder Scrolls IV: Oblivion were pretty much the same - steal something in one town, get arrested in the next. Obviously there isn't any in-game explanation for this, it's just bad game design.
  3. Np! Could still be that it's bugged on pc though or that it bugs out only sometimes? My personal take on why people might have a hard time getting this to trigger is because we, as players, are conditioned to think that only dialogue options with skill checks are worth picking. It certainly took me a few reloads to get this particular outcome. Or maybe that's just me? And in the end I went with fighting her, cuz the watcher in that playthrough was a godly man, so of course he did what Rymi wanted. Although big R doesn't seem to care how the dragon dies, only that she does.
  4. Me too, but it's EA.... Still, I hope they rework ME1 mechanically at least a bit, double down on the Mako jank while they're at it, remove Kai Leng and placeholder weapons/actions in cutscenes from ME3. That's not too much to ask, right? Right?!?
  5. One or two games to the Legacy of Kain series to finish the plot. Dark Sun or that Nosgoth online game obviously don't count. Oh and Jade Empire 2.
  6. I was in the same exact situation, but it worked in just fine with the instructions I left in my previous post. Neri had the red ring on, indicating hostility, in my playthrough too, but still engaged in conversation. This was on console with the latest patch, about a month ago.
  7. I think in Poe1 frenzy always concealed health, but in Deadfire it only applies to berserkers? You could always pick a "race" that has an ability that activates when bloodied, like humans or fire godlike and the barbarian class itself has the blooded ability that activates after getting well, bloodied and you can also spot it after the ability unflinching de-activates. Assuming one picks either one, naturally. In any case, if you go berserker get the ring Voidward (it reduces raw damage taken by -25%) asap; it's over at Radiant Court in Dunnage. Might not wanna go overboard with might in character creation either, cuz it increases the self-damage from frenzy. Also if you play in rtwp, one can always program the ai to use healing abilities when at say, bloodied or near death.
  8. You mean a cc opener from stealth? Druid can get tanglefoot, wicked briars, overwhelming wave, wall of throrns or embrace of the earth talon. Charm beast and hold beasts too; these two are more situational, but they can completely trivialize fights with 'beast' type enemies. Cipher could open with mental binding and later with ringleader. Could be that one can't cast these from stealth. To me the game's rather inconsistent with what spells can and can't be used before combat. Dunno about chanter spells, but since they're also your druid I reckon it doesn't matter. The rest could just throw stunning bombs I suppose. Later you can get that one cloak (ajamut's stalking cloak?) that makes succesful attacks from stun the opponent. If memory serves, it's in the hoard of the magma dragon. In general, I've found that one needs to be very precise with the timing of the opener; at times it looks like the game only registers only the very first effect and the rest just go to waste. Again, this could just be another bug on the console version, dunno for sure.
  9. I had a look I could only find a few spells that cause Terrify: Wizards has three, on PL3, PL5 and PL8 Cipher has one, on PL9 Barbarian has two, on PL4 (fury shaper only) and PL7 Dunno if there are any items that grant Terrify. Also dunno if disengagement attacks happen, if the target get pushed, shoved etc via abilities like clear out, force of anguish or Llen's warding staff Yeah, weapon modals can be kept on almost all the time. A pretty solid opener from stealth is something like tanglefoot + pull of eora and maybe mental binding. This can obviously mitigate the first round rush somewhat. And you're right, for relentless storm and most of chanter invocations, all the hard ccs, it's better to have the enemy come to you and bundle up first. Such a lovely game, so many ways to go about things
  10. On the top of my head, I can only say that priest and druids do not have those, but not 100% sure on that either (some subclasses get unique spells after all). Just look it up yourself, but remember it needs to be Terrify specifically (it's the strongest resolve affliction) and if a target has resolve affliction resistance (wild orlans, items, some boss level creatures) or any resolve inspiration, it won't cause Terrify. I can look up chanter and cipher later today perhaps.
  11. Well, it's not quarenteed always, but on power level 3 (so that's uhh, level 7 for multiclassed I think) tricksters get Rymngrim's Repulsive Visage, which can cause the Terrified affliction - which in turn will cause the enemies to flee, breaking engagement and thus proccing the attacks.
  12. That could work too, you'd just need other character to cause disengagement from your tank in order to cause those sweet, sweet powered up attacks that Unbroken gets. Oh and, you can use Escape first, doesn't matter if you move the tank just one pixel or whatever, so long as it activates and then attack, which makes the tank engage nearby enemies in the process.
  13. Hopefully, on some distant day, you can find yourself back to us
  14. Yeah, the first round is usually the most critical in most fights involving a horde of enemies - like you said it can lead to a death by a thousand cuts even to an otherwise deathless tank if they can't put up their defenses. Also, dunno if you've realized this yet, but escape is a really effective tanking ability in TB - that 50 deflect is really something; and once your priest can cast salvation of time... Swift flurry, I'm happy to say, is definitely not bugged (again, I'm playing on the ps4, so hopefully riposte works for you) and that is works in tandem with heartbeat drumming as intended. In my playthrough, once Xoti got whispers of the wind (SC monk), she became my uncontested top damage dealer - 6 full attacks with one ability (meaning 12 attack rolls when dual wielding) and swift flurry + heartbeat drumming proccing off all of those, I'd say she does around 15 attacks per one use! Assuming there's enough enemies to bounce between, of course. Also, I'd go with lightning strikes on your monks 'till you can pick heartbeat drumming and then respec into swift flurry, cuz the lighting lash is better on lower levels. Finally, I'd say that 2 out the 3 I mentioned - cc, buffer and tank need to go as early as possible, but three is always better. The tank can be in heavy armor and go (among) the last, if they get some armor/defence buff or the crowd-controller can prevent some of the enemies from rushing your meat wall. Sometimes the simplest things can also help - make a custom formation where you put your tank in the very front (in this instance the heavy armor is a must, at least on lower levels) and everyone else in a line all the way back. I've found that sometimes that wee bit of extra distance is all that is takes for the AI to go for the tank instead of going for one's squishies.
  15. I'd just keep at it, if I were you. You're almost through the worst of it, since the game has an inverted difficulty* curve. Plus you're struggling more, because your party is all multiclassed, and most multiclasses start coming into their own around level 11 or 13. I can't remember whether it was lvl 13 or 16, but after that enemies started to really miss Eder (build him as a basic swashbuckler tank), but it was also then that I found out, that the ability Riposted is bugged (just doesn't trigger), but that could just be another bug in the console version. I literally tallied over 100 misses on a notebook, but Eder's riposte never activated, not even once, but that's besides the point I guess. What I'm saying, your custom Unbroken/trickster will eventually start working as intended. Just don't tank his dex completely and don't put the heaviest armor ever on him. Also, if you turtle up everyone, it's very unlikely that you'll be able to interrupt Wizards from casting Arcane dampener or boss-level enemies (like Neri in BoW and I'd imagine it's even more critical with the megabosses) from buffing themselves immortal. From my one (almost complete) playthrough in TB, I feel that it's important for buffers, crowd-controllers and tanks to go as soon as possible. Still, turtling is a valid choice all the way to around level 11 or 13, but after that I'd start trying out lighter armor.
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