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Patch v1.3.7.1.1411 is Live
Desmodeus replied to cstanick's topic in Pillars of Eternity: Announcements & News
Oh it absolutely should be fixed. Just not this patch in a rashed way. For example bumping number of uses will create the same problem - you can just stay and stan boss non stop in proper situation. It will help with randomness of trigger a bit, but still be easily abusable. Bumping duration is also do not affect actual problem of limited trigger - having close to no control who will be stunned in specific fight. What it need it trigger logic change. For example maybe it should trigger only once per enemy but unlimited amount per fight? Or maybe it is better to put some sort of cooldown? All this will require quite extencive testing as original ability design is flawed -
Patch v1.3.7.1.1411 is Live
Desmodeus replied to cstanick's topic in Pillars of Eternity: Announcements & News
Another point - having option for building is better then not having. By fixing it you will essentially remove two viable talents from cipher skill pool. If you think its op, you can always skip it, its not stuff you get just by levelup. While it is a strong talent, for example range cipher has little use of it. No it is not. Usefulness is objective measurement. You take all situations you get in game, check in how many of them you get noticeable effect from something and how much work you need to make use of it. It might be fun to have in your spellbook a spell that will allow you to kill enemy once an ingame month in night during monday when its hp is above 15% and below 17% but stuff like action economy and amount of work needed to setup it will make it useless. Feat that trigger once per fight, against single enemy with no way to control whom it will be is simply a bad talent, filler slot in build. If you build function with it its not becouse of it, it becouse other feats do enough work to cover for its defishency -
Patch v1.3.7.1.1411 is Live
Desmodeus replied to cstanick's topic in Pillars of Eternity: Announcements & News
I would recommend not to rush with backlashes for now. Problem there is much much bigger then just fixing amount per fight. The moment when it becomes 1 per fight as it tooltip implies, talent will become useless. Its once per fight effect that you have no way to control when and more important on whom it will be used. While modern day version is busted as heck, its easy to forget that prior to this bug it was pretty much worst class talent in game. That thing need a lot of work to rebalance it so it would not just fall into complete unuse. Probably either major trigger logic revamp or something -
So just began to wonder, what is elemental tier in term of ingame effectiveness is there From my own experience it looks like something like Fire Corrosion Storm Ice Fire is widely avaliable on many classes - paladin, monk, chanter, wizard, priest - with very strong abilities to support it. Stuff like Dragon Thrashed, Sacred Immolation, Turning Wheel easily push fire as a top of elements. But there are immunities which hurts a lot. Firebrand is also great weapon though probably less for end game unless specifically built around(in my opinion stuff like Tidefall and Grey Sleeper are much better in general performance) Corrosion is probably second best, while it is much more rare - pretty much centered around druid and wizard, with bleak walker paladin, it is almost never run into immunities and Bitter Cut sabre is just insane for how easily it is to get and how strong it is Lightning is pretty much druid toy with insanely strong storm spells and very very good Stormcaller bow for rangers and ciphers. But outside of that niche it kinda meh, even walking brutality called Monk has slightly more reason to focus on fire and acid prior to lightning. Wizard has some decent spell but in term of effect per action I found it not that good Ice has some nice toys like that ice mine chant(fantastic on higher difficulties if you need to run away fast or have decent place to kite stuff out), Chill fog, frost pillar but it still represented by close to two classes(Cold chanter and cold wizard) with both being more effective focusing on other element and there are no primary ice weapons, so elemental talant can transition to weapon boost as well. Thats how I personally ended up feeling but I wonder, is my opinion correct or am I missing something when ranking those elements?
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Desmodeus started following Balance Polishing Mod Release 1.0
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Is there any way to give Woedica priest access to haymaker? Its a bit strange that summoned "fists" are not counted as fists for profiency sake I think it might be a bit too hard to balance in modern enviroment. Near death is very unstable status even in base game with BDD, now its extremely hard to keep on for decent amount of time, especially early on, when this bonus metters the most. Couple with fact that you sacrifice helmet slot for it and I fell now its a bit too weak for amount of work needed to sustain it Maybe it would worth looking into total rework of Pallid fate? Something more reliable but still tied to flavour of closeness to Death. I was thinking about +1 PL per wound. Its easier to get but walking around with 3 woulds early on is kinda scary early on. Also you loose wounds on rest so it is additional restriction. Though it might become a bit too annoying without reliable way to wound character outside of combat
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Got an idea of combining prist of woedica 20% raw damage from summoned fists with +20 raw damage frombiting whip added from community patch coupled with soul annihilation for PotD run but I actually wonder how well it will work in practice. On one hand cipher side has some very good melee passives and +40% as raw is pretty big raw damage output. Woedica has some very nice unique spells for more aggressive playstile. On other hand in term of selfbuff priest lives a lot to be desired, compared to wizard for example, minor avatar is a shade of what it was in PoE1. Same with priest passives - most of them are not that useful for melee focused build. Rapid casting and martial casting are always welcome on summoned weapon user. Additionally this class combo completely lacks any type of full attack so no dps boosting Anyone tried this combo themselves? Is it viable for melee focused build with dash of party support or casting and supporting part will mostly overpower melee side even with +40% raw damage?
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If you go PotD solo I am pretty sure you outright want S&B for main setup. Things will hurt. Ideally I'd recommend to look onto some class with inbuild disables and debuffs but pretty sure pal is doable For skills - I would recommend to get lore at to 8 points asap. Lore will allow you to use some very good scrolls, which is really helpful. It probably would be very good idea to start with lore boosting background, simply becouse when you are alone, there is no one to cast suppress afflictions onto you, so scrolls with protections against effect are absolutely required. Also stealth is really useful solo. Stealth around encounters, shoot FoD from arquebuss from stealth as fight starter First of all I recommend getting Zealous Charge and maybe even fast runner. Since you are alone in situation which were balanced for party, you will be severely outnumbered, so ability to run away is absolutely required. Most of your fights will consist of trying to break out one or two enemies. And in case when you can't you would still be able to seperate yourself from enemies to renew some effects. Veteran recovery is also useful. Quick switch and deep pockets are good. For race I'd went with island aumaua for extra weapon slot. And obviously weapon and shield style for survivabiluty. Get all summon items you can, they are extremely important when solo For weapon since you are paladin I recommend having two arquebuss in back pocket. With quick switch you can have two strong fight openers, then running away to either restart fight(and have two more openers) or to seperate ingured target and kill it with SnB
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True but on other hand wounding lash of Tidefall with 3 int is very potent as well. Its obviously not ranger but I'd say it about as good as tidefall fighter. Maybe even better as it still have really powerful heals and revive - 21 Mig is good on those things xD But yeah, overall marking is better. Especially if you go with Darkozzi
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For twohanded paladins there is also possibility of Tidefall Goldpact Knight. Enduring flame damage is X over Y dot so it becomes stronger the less Int character has. Same goes for tidefall wounding So 21 mig 3 int aumaua GK paladin from Living land can do quite decent damage through swinging high base damage tidefall with fully boosted FoD + Scion of flame.
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Recently played around with dual wield paladin and ended up very impressed by this guy. Played rather nicely, have decent damage output and great starting burst. Somewhat of mix of Monksterlasher with Bleak Walker =========================== Difficulty: PotD --------------------------------------- Class: Paladin - Bleak walker --------------------------------------- Background: The Living Land - Colonist(sweet brigandine at start with colonist bonus) --------------------------------------- Stats: MIG: 18 +1(Living land)+3(Belt of the Royal Deadfire Cannoneer) CON: 16 DEX: 15 +1(Godlike) + 3(Belt of the Royal Deadfire Cannoneer) PER: 18 INT: 5 +1(Godlike) +4(Gwyn band of Union, +2 from Belt gets suppressed) RES: 3 ----------------------------------------- Skills Athletic: MAX Survival: 12 +2(Sanguine Plate) ----------------------------------------- Abilities: Flames of Devotion Zealous Endurance Sword Enemy Lay of Hands Reviving Exhortation Healing Chain Sacred Immolation Abjuration Talents: Intense Flame Remember Rakhan Fields Weapon Focus: Ruffian Scion of Flame Spirit of Decay Two weapon Style Vulnerable Attack Apprentice Sneak Attack For story talent it is mostly irrelevant I'd say. One for consuming souls is nice but I went without it and effigy. Donellies as always best act 2 side ---------------------------------------- Weapon sets: Dual Bittercuts(Durgan-refined, Legendary, Corrosive Lashed) Bleak fang stilletto + Azureith's Stiletto. BONUS: Firebrand First set is your main tool, while second has really nice on crit effects. In general since FoD has accuracy bonus, you can try to fish for crits with it to unload holded spells then go back to bittercuts. To be fair most of time I used bittercuts exclusively. It is better to fully enhance Bittercut to legendary before you copy it to save on rare resourses and limited durgan. So before you do that, just wield bittecut+saber you like(I used one from Endless Path) or Bittercut+Bleak fang ------------------------------------------ Equipment: Head: Awesome flaming hairdo! Armor: Sanguine Plate(durgan refined) Hands: Gauntlets of swift action Back: Hiro's Mantle Belt: Belt of Royal Deadfire Canoneer(Mig, flame shield, Firebrand!) Ring I: Gwyn's band of Union Ring II: Orlan's Bramble ring Boots: Shod-in faith/Glanfathan Stalking boots Quick Slots: I recommend keeping Potions of DAoM and Potions of Flame Shields, else probably up to taste -------------------------------------------- Main problem of DPS paladins is that class lacks decent damage boosters outside of two FoD. And yeah, FoD is nice but its only two charges. In a game where you rarely fight less then 4 enemies at once! SO I was thinking how to fix that problem and came to this build, which for not perform adequatly(I didn't beat alpine with it though) Main idea is play on corrosive and flaming sinergy for Bleak walker and bittercuts, which in combination with decent con allows to also get in some Battleforged damage. After that all started falling in place. Paladin is very good at survival so its relatively easy to survive long enough for battleforged to do it thing and Sacred immolation will ensure you getting to battleforged point even without enemies help As for equipment - staples for dual wield guys: frenzy holding sanguine plate and healing shod-in-faith. But since paladin is significally more durable then normal dual wielder I myself ended up passing those boots eventually to Spirit lance wielding Aloth, while getting myself +sneak attack damage boots. Firebrand duration is rather short here so might have been better to give belt to someone else, especially since +2 Int gets suppressed but Shield is useful. Suppose it is possible to have 2 less con and 2 more int and give Gwyn's to someone else