Jump to content

NotDumbEnough

Members
  • Posts

    543
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by NotDumbEnough

  1. My personal experience is that while the cheap low tier invocations are good, most fights are decided instantly with Sasha's Singing Scimitar and an empowered Her Tears Fell Like Rain (or its unupgraded version), regardless of difficulty (as in, you will likely deal upwards of a thousand total damage per cast by the late game). You might not get much mileage out of Trickster's sneak attack since your invocations will do most of the damage. I'd recommend multiclassing with a saber Devoted instead, as the perception inspiration is helpful for your invocations as well as getting you more crits.
  2. Vessels too including fampyrs, darguls and skeletons. I remember leaving the crypt in Sacred Stairs too late (I modded in upscaling up to ten levels) and the dargul barbarian in there wiped my party with Heart of Fury and Barbaric Retaliation. But it's mostly noticeable in shipboard battles that are by default of much lower level. I was shocked to see Dawnstar Incarnates while boarding the ship to save Bearn. Some other examples of nasty upscaling (even if you don't mod in larger upscaling limits) are the burning soldiers in The Bridge Ablaze. Specifically the archers have Vanishing Strikes which is very nasty.
  3. Upscaling literally changes enemy levels and they seem to auto-pick abilities just like newly added companions (or for casters, get most if not all of the spells at that tier). For example, if you turn upscaling high enough enemy monks in shipboard battles will use Whispers of the Wind and Inner Death against you (assuming they scale up to level 19). Inner Death is particularly scary as it kills most builds instantly on crit (I don't think the ability was balanced around the enemy having it). Barbarians with Barbaric Retaliation can also be scary if you're not expecting it.
  4. Yeah. But you shouldn't take it at character creation since your first skill point can't be refunded. A Herald has multiple abilities they want at level 1 and should probably not lock themselves into the skeleton summon.
  5. Unless you plan to metagame I'd suggest you take neither. Low level summons on Chanter are really not very interesting compared to what you get at higher levels. My low tier invocation choice is usually The Shield Cracks as it's a spammable -AR debuff that also happens to target deflection. Most -AR debuffs aren't particularly spammable or target fortitude (which tends to be much harder to hit) so it's really nice to have.
  6. I think you see it more often with upscaling turned on, since at their base level they can't cast a lot of these spells. One of the more fun scenarios I had was where I had even more upscaling than usual modded in (up to 10 levels upscaling), then visited Poko Kahara at a high level. In the mass skeleton fight all of the skeleton archers started spamming Ranger's Binding Roots on me. I was not expecting my entire party being immobilized.
  7. Triggering a mutiny takes quite a bit of time even with 0 morale/food/water. I think I had to sail around a month of in-game time before I was able to get a mutiny to trigger.
  8. No, it isn't. I have no idea what he's referring to because it doesn't even seem like a bad translate
  9. The combat log actually gives wrong numbers for Run Through's damage over time. It appears it factors in bonuses like Sneak Attack but it is not calculated in the damage the target actually receives.
  10. You can also repeatedly refuse to open the cage for Mother Sharp-Rock to lose relationship with Eder really fast for the achievement.
  11. Are you sure full attacks work with ranged+melee? For most rogue full attacks at least, dual wielding ranged and melee means you will only ever use one of them.
  12. Apparently ranged weapon bounces can go through walls. Also found out something useful: The Death Guard Fanatic in this crypt actually has an Exceptional War Bow as his secondary weapon. The fight is much easier if he switches to this weapon as most of his abilities are close range only.
  13. Suggest changing Tekehu's Stormspeaker version of Weather the Storm to be the same as Druid's, i.e. give it crush AR bonus, for the sake of parity.
  14. It's a non-downside if you're doing a no rest run though. You can cure injuries without resting but I don't believe you can restore Empower points or per-rest abilities without actually resting.
  15. Too imbalanced, as it would have access to item abilities too, including the per rest abilities.
  16. I mostly play him as a healer with Spine of Thicket Green, Chill Fog is very useful for negating enemy damage output and Watery Double is fairly useful if you cast it while Spiritshifted.
  17. Ironically the phantoms tend to have so much health that making suicide builds (e.g. with Whitewitch Mask, Effigy's Husk, etc.) with them tends to be very underwhelming. The Wizard weapons you summon naturally keep them out of harm's way, or in the case of this mod, Citzal's Enchanted Armory makes them quite tanky. I don't really need more health on them.
  18. Suggestion: make Essential Phantom last longer (maybe 60s?). It is a tier 7 spell, but is often actually worse than the tier 4 Substantial Phantom. It has a lower duration due to less PL scaling and will often waste time casting its low tier spells despite most players probably summoning the phantoms to make use of conjured weapons. The phantom having Minoletta's Minor Missiles is particularly bad since it has penetration issues.
  19. Despite being foe only, Tekehu's Frost Wall will break stealth on party members that walk through it. There's no attack roll but you break stealth anyways. Other spells like his Chill Fog don't behave like this.
  20. I actually miss different spells having their own distinct accuracies from the first game, it's just that in this case it's implemented in a bad way. It would be nice to have some options that are more reliable than others without having it be auto-hit like Thrust of Tattered Veils. Right now we only have the Chanter's stunning invocation, and some hidden negative modifiers in Binding Web/Pull of Eora and these PL bonuses. An accuracy bonus would also go a long way towards making certain extremely situational spells feel better, for example Concelhaut's Corrosive Skin. A single dice roll that you go all in on for a tier 9 spell feels bad.
  21. I think if you have PEN issues you should switch to a 2h weapon instead. I mostly use 1h style if I really want to use a particular 1h weapon by itself and/or want to proc special effects on critical hit, e.g. with Current's Rush. More so if I'm mostly using primary attacks anyways.
  22. Devoted has a +2 pen bonus, not +1. If you compare the different weapon types you'll see that +2 pen is "equivalent" to a +20% base damage bonus. Dealing a multiplicative 20% more damage is pretty huge.
  23. The Beast of Winter 2h battleaxe you get from the inquisition-themed realm.
  24. Unless you have 15 pen or more, more penetration is extremely valuable in PotD. With an 11 pen weapon and Hot Razor Skewers you still only have 13 pen, which is often insufficient in PotD. You don't want to spend discipline spamming Penetrating Strikes.
  25. Yeah but Amplified Wave does have a damage roll and penetration. It's likely that it's seen as not having these because the first part of the spell involves targeting an ally which is auto-hit.
×
×
  • Create New...