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4 NeutralAbout Viryu
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Viryu
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From what I've observed: Use only Shadowing Beyond when you want to cheese Lover's Embrace and Gouging Strikes, it guarantees that enemies will lose aggro. With Veil I often had problems where enemies would still run after me. For regular combat Smoke Veil is enough. Generally after a playthrough with SC Assassin, it's fun. I didn't have the patience to get to tier 9, since the game crashes now way too often on PS5, but I think SC is the way to go if you don't plan on doing everything. Dual daggers were climatic and immersive, though I felt the weapon choices were lacking for regular combat. As long as the enemy is not pierce immune, Rust's Poignard and Stalker's Patience was a blast and obtainable decently early. Great combo with a Beguiler in a party as well, both complement each other greatly. It helps a lot if you can get Gipo Prudensco with disengagement immunity and high stride, I could be everywhere at once, especially fun during boarding. Flow of combat is generally sneaking and cheesing early game, and after getting your gear and levels, it turns into quick skirmishes, Stalker's spear is an amazing offhand weapon.
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I did not know about the Lax02 part, thank you. Should I also remove Magran's deity bonus? For hirelings, let's say the name is "XY", would it be something like this: removeAbility Companion_P_XY Magran_Deity No (Clone) like with story companions, correct? It's a lv4 priest of Magran, I have the first 2 spells there. What would be their console command names?
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I did manage to test it out on Playstation, it worked on Eder while experimenting with sending him to his priesthood for Berath. Problem is I don't know how to replace Tab button on the controller, and it doesn't print out Findcharacter values. Could someone please check the commands for Rymrgand subclass, and what would be a valid findcharacter info for hirelings?
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Maybe something like this if part of the abilities to be used are paladins abilities: First is weapon set with no enemies in melee range and paladin resource pool max, followed by modal Then your planned spells/abilities Finally 2nd weapon set for melee with resource pool below a certain number that your planned abilities would take you to (even 1 less than your max would be ok), and I'd advise for one more as well with enemies in melee range as well
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Topic. I haven't touched rogues at all before and felt like playing focusing on stealth kills. I did notice that it's really hard to get into melee range without detection though, how viable would that be in the long run? Is it possible to solo? Are daggers viable? From what I read blunderbuss doesn't work well with assassin bonuses, what about arquebus or pistols, shoot something hide, repeat. I'm not planning on doing mega bosses on this run, though most likely dlc content. From the builds I saw most recommended were SC Assassin for vanishing strike, Assassin/Paladin for brand enemy, Assassin/Tactician for resource management, and Assassin/Blood Mage for CC (this one would be more party oriented I think, though do the bonuses apply to damaging spells?). How would you rate those in terms of fun factor and staying in stealth?
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I've just finished a quick playtrhough after reaching lvl 20. It was fun, plenty of crits and high damage numbers. I'm guessing it would be less effective on higher difficulties. Attack and recovery speeds were ridicoulously low, I saw as little as 0,4/1,8~2,0. Generally a fun enjoyable playtrhough if you come with the mind set of being the "hero" and focusing on it. Fun factor goes to Kabaoru, amazing greatsword for a crit build. Damage wise Voidwheel was on top. With all the passive healing from chanters phrases, paladin and equipment aura, pet per kill hp, late game the character almost always ended with full hp, despite additional damage from berserker's frenzy. That also made picking a human race a bit pointless, as the character almost never became bloodied. Composition wise, druid felt a bit useless, the healing was used only early, only the aoe insect spell and aoe thorns were of any impact. Late game only PL7 Rust and PL8 Hit to Crits spells had any meaning on bosses. What did ruin the enjoyment and fun factor was an abundance of summons. They were more than not blocking the path to enemies. Too many chanters I guess. Pure chanter was a bit unnecessary as well. Earlier phrases were nice, summoning dragon was pure joy, but the penetration on Devoted Berserker wasn't stacking with the buffs. Resource recovery didn't restore Druid's spells as well I think, which was the main point of it, plus it was a cone chant. Curse pillars were a bane of my existence, I had to go out of my way later on to pick a druid spell which would work on them.