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Destinyblade

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Everything posted by Destinyblade

  1. Some of the builds I found were: 1) This chanter build - https://forums.obsidian.net/topic/89315-class-build-the-gunslinger-potd-solo-guns-only-chanter/ 2) This wizard build - https://forums.obsidian.net/topic/88227-class-build-solo-ice-wizard-coldhearth/ 3) I found a video of someone doing a rogue build - 4) This playthrough is of another wizard build -
  2. I'm thinking of trying it out though I'll probably do it after I've gotten all the steam achievements for Deadfire. I've seen a few builds on the forum but I'm unsure on what is outdated. Could someone recommend some builds to me for this challenge? And is there any other information I should keep in mind while doing this challenge?
  3. Does anyone have any specific strategies or tips for this fight? I thought I had this fight but she kept healing from the Siphon spell that it eventually didn't work. Is there any way to stop the dragon from using Concelhaut's Corrosive Siphon? or negate it
  4. I was doing 'The Shadow Under Neketaka' and at the end there's a possible fight with a The track that played there was pretty good but I wasn't able to find it in the POE II soundtrack which I got with the Obsidian Edition. Are there some tracks that weren't released as a part of the soundtrack?
  5. Is there a mod that adds custom combat tracks to the game? I like the soundtrack but I found the combat music to be sort off dull. If nothing else I want to replace the music that plays when you're fighting another ship's crew on deck. That one feels actively grating to me.
  6. switching everyone to crush damage weapons, flanking and focusing on will abilities made it managable. Thanks
  7. I'm playing in turn based mode and I was doing the 'Terms of Trade' quest. Most of the fights in the area were fairly simple but there was this one giant-like enemy standing next to the gates of the ruins who seems too strong for me? I'm assuming I'm just underlevelled for this fight but I'd like to confirm that since this is the one enemy in this area that easily claps my party. I don't think this is a matter of me playing the game wrong since I do literally no substantial damage. I went through an entire round and I did not see the healthbar go down a bit I uploaded a screenshot of the encounter I'm talking about.
  8. Thanks for all of the advice, I'll see how it goes now. I do think part of my problem is just finding the idea of of waiting to cast in turn based a bit bizarre
  9. Doesn't cracking bolt have a chance of shock enemies? Or does shocking not count as CC? I haven't played a lot of RPGS like this so I could be getting terms wrong I don't see that option? I paused the game once when I saw that a spell was about to be cast and there was no one in the range and I couldn't see an option for that anywhere. Was that an option in POE I too?
  10. my replies need to be approved by a moderator so it seems this will take a while for other people to see but some things I want to say. Some extra information: For the Wizard I'm using Aloth with no subclass or multiclass 1) Why is initiative called initiative if the more % of it you have the lower you are in a round's order? English is my second language so maybe I'm missing something but that feels weird to me? 2) Wouldn't a Melee caster be even slower than a normal one since, I assume, you need armor which brings up intitiative 3) My spells resolve way down at the end always. If I look in the top right they show up on the list after a few more characters have had their turn not instanty. When the spell is about to be cast it just doesn't show up 4) How can I reduce initiative? other than not wearing any armor I guess
  11. Crowd Control as a Wizard in RTWP(in POE I) was very useful but in turn-based it rarely works. I am unironically making more use of my Wizard by just having him fire off from his sceptre. Crackling Bolt is technically a CC spell albeit one which goes in one direction. Most of the CC spells also seem to take two rounds. For example there's one that puts a poison cloud(can't remember the name). I cast that and by the time it's in effect most of the enemies have moved out so it's not really controlling a crowd, is it? I'll try out the other spells you stated though. Thanks for that Combusting wounds is nice when the enemies are still in the circle by the time the second turn comes up. Haven't tried any of the buffs spells yet I alrteady tried casting from stealth and it did not remove that need. I check armor and immunities so that's not an issue
  12. I started POE II a few days ago and I am overall enjoying it a lot, since it feels like a step up from Pillars I in nearly every way. I decided to start with turn based mode because I prefer that gameplay style to RTWP general. I don't understand wizards in turn based mode though. Maybe I'm playing them wrong but the spell cast time in turn based is a very bizarre choice. I have only one spell which casts instantly. Everything else takes an entire 'round'(I'm not sure what it's called) to cast. It more or less takes 2 entire rounds to cast nearly any of the spells I have. What is so useful about spells that it justifies having such a long time to cast? Is the utility/damage output of one fireball or poison cloud so much that a wizard basically has half the speed of everyone else. If I have a fighter and I use the knock down ability. It just works and now the opponent loses a turn, which in turn-based tends to be very useful. Contrast that with a wizard casting say, jolting touch or crackling bolt since jolting touch is close range only, I have to wait a round where the wizard can be attacked, knocked down or interrupted the later of which resets the entire thing. What is there about wizards or even to a lesser extent Ciphers and Priests that make their higher spells worth doing nothing for at least one round, and possibly nothing for two rounds
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