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Chaospread

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Everything posted by Chaospread

  1. Shut down + restart is the best solution you can apply in IT world, particularly with MS software and hardware. And I'm an Engineer in Computer Science
  2. No weapon type, it scales with your level. In a party you can get so many acc buff that I'd say better is +10% damage. But with mega bosses maybe better +5 acc, if you wanna make them. Pick club. You'll ended with so many modals that it doesn't matter, you can pick Pike, small shield for Tuotilo's and so on... Party. I think a Cipher like Serafen could be good, also a Ranger as Maia, or pick Ydwin and you can use her as a Cipher and ranged Rogue. Attributes: 11/10/16/18/19/4 is better to me. Max int. No MIG below 10. CON 10 should be enough. Yes, better pick monk abilities. Take only one or two spell you are always going to use, i.e. if you go with Citzal's Spirit Lance "route"/build, pick that one. You can always respec in any case and you must take some wizard. abilities, but favour passives as rapid casting, and elmental talents. Use mandatory ability points of wizard for "shared" passives like improved Critical, styles and so on, so you can have more monk exclusive abilties to put points on. Other spells you can pick: self buffs as fleet fleet, DAoM, Merciless Gaze, Infuse of Vital Essence. Low level spells which are effective also at last levels. About equipment, above all Mortification Bindings.
  3. I bet it doesn't work, probably you need a mod for that. Boeroer, what do you think about a Bloodmage/Chanter with self healing to gain health for Blood Sacrifice?
  4. And Adratic Glow in Luminous Bathouse (+1 guile). Anyway Wiz/Monk can be a mighty combo, I'm thinking about an already powerful monk with wizard self buffs.
  5. Maybe can you extend this for a party of custom classes with potion of invisibility? Ok, only for a limited number of encounters, but it could work... Yep, and you have Gouging Strike also. Ok, I forget, but ABD is "cumbersome" and you need to occupy a grimoire slot for it. Oh, I though DoT spells don't ended invisibility, instead it is the contrary... thanks. Anyway, a bug for sure. Oh, Tactician / whatVanisherYouLike is a "Template" that doesn't need a build: you know the general rule and every build you create, with skills, abilities, attributes you like is virtually invincible. It's like BDD + Brilliant + SoT: once you know the combo you can "cook" it like you want; i.e. I build a Corpse Eater / Priest of Berath and played with that.
  6. Mmm, well, tactician for brilliant (SOLO) ok. Then Rogue has invisibility, ok, Priest of Skaen has invisibility, ok... but what invisibility has wizard? And Bloodmage doesn't need brilliant. By the way, don't offensive spells broke invisibility? And more, As @Boeroer said, this discovery is hot water, there are plenty of these build in The Ultimate Page: 2 Tactician / Skaen, 4 Skaen / Blood Mage (!), 2 SC Blood Mage, other Skaen / whatever...
  7. Why/how +5? Anyway, I'm for extremist so a MC Trickster/Illusionist with plenty of defensive spells/abilities from these 2 subclass and the single damage skills of rouge plus some other enhanced illusion spells such as Gaze of the Adragan and... do you know that Concelhaut Crushing Doom is illusion, don't you? Also good self-defending debuffer Not for a SOLO run, but I guess a good mate in a party.
  8. Yes, it should extend also the range of summon spells. You can check summon spells range in the wiki; I saw wizard's summons and they all have a range of 5 mt. Edit: I think summon spells are affected by farcasting, then I discovered they aren't. So in my opinion this is a bug.
  9. Not an ability, but I find useful to see recovery, reload and overall speed of weapons in the tooltip. It seems to me quite accurate with all bonuses and penalties (armor recovery, DEX, dual weapons, style and so on...).
  10. https://pillarsofeternity.fandom.com/wiki/Forbidden_Fist_(ability): It's very weird, whatever it means... but eventually I think you can't go over about 13 seconds of duration of a single effect.
  11. Well, I've played a Barbarian Death Godlike SOLO on Veteran difficulty and it seemed to me strong anyway in vanilla version, maybe because of Blooded, some items with spellstamina and weapons with Valiant, plus other barbarian abilities... Carnage with this mod can be really funny
  12. 70% or 80% is not so huge also with near death enemy? I'm thinking about a death godlike rogue with finishing blow against some bosses... maybe 50% or 60% is not enough?
  13. Vrer Chiora (food, +25% crit damage) Crucible Token (trinket, +15% Damage against the challenged enemy - dunno if stacks) Mouth Char (drug, +15% Damage dealt with weapons - dunno if stacks)
  14. After all it is called "death" for some reasons But the slash, burn, frost and shock damages? Where were they come from? 271 damages... Edit: ok, we discover the shock damage source (I wrote before your second message)
  15. You can achieve 20 RES from 16 easily early with an enchantment (i.e. custom enchantment of an armor) and a rest bonus. While proceeding through the game you get more bonus, also a weapons bonus that stacks with others and until late base game content 17/18 RES is sufficient for almost every content. 10 CON is not squishy with HIGH RES and a supporting party cause Paladin has good health and endurance nevertheless, and again, you can achieve +2 / +3 CON during the playthrough. In SOLO it's very difficult pass the first act with high RES lowering the other attributes. I made a build for SOLO PoTD with MAX RES past act one, but before I MAXED MIG, DES and PER, and dumped RES, see it here:
  16. Oh well... but in this way you can pass from 2 healing / encounters to 4 healing / encounters. If you build a healer, it can be taken in consideration
  17. I think you are gonna playing in a full party, aren't you? If yes, all columns are ok, for a paladin INT is important so as Boeroer said last one is the better choice. It has also greater CON, and if you wanna tank it is a good stat, RES 16 or 18 changes little, it is indeed for a almost all a question of dialogue and/or quest resolution... 18 can be better because in one or two cases 20 RES is a score needed for quest resolution but not so important, 16 is enough with +1 or +2 bonus points from item. Another alternatives could be rely on INT more and having CON 10 INT 16 and RES 16, more duration and AoE and not many drawbacks If you play SOLO, something can change...
  18. Ok last idea for Nature Godlike. Right observations about CON. Moon Godlike are ok, you're right. Death Godlike needs an upgrade as you said. I think that in this way Fire Godlike remains the poorest, +4 DR late game is nothing and retaliation is fair, but it entails receiving attacks, the damage late game is not so bad, but it depends also with which foes... If Boeroer think 5 FB / rest is ok, ok. 5 FB in one encounter against a boss is kinda strong for me, I think 4 is good the same, or 2 any encounter. About Druids, I didn't wanna say it is wrong to move RS on tier 7, actually I agree 100% with you, I wanna only tell that it is not a nerf but I consider it more like a buff and Druid class are better with it The base game consideration is only a professional deformation about noting something it could be considered "anomalous" or rather "particular", don't care too much about that
  19. Hi, it is a nerf untill you reach level 13th where you have 2 great spells AND you eventually can good use of good spells on level 5 that you often don't cast. So an early nerf - a later buff Have you thought, that in this way, with only base game, a druid can't cast Relentless Storm? These (especially last one) make NG better than any other Godlike in my opinion. So potentially you can throw FIVE Finish Blows in one encounter? It's crazy. What was the initial proposition? Ok for Wizs and Barbs, I agree that the latter needs some few little adjustments to reach "power" of other classes.
  20. Indeed, anytime I've played a druid I have always used hatchet and shield because I dealt damage with spiritshift, spells and scroll. Moonwell is good but you don't have it up all the time. I've tried 2 hatchets and 2 spears as setups but no one was very effective for a druid, but you can give them a chance if you want. Or maybe a ranged Druid with hunting bow (but better put them in others arms) or perhaps a semi-ranged one with some useful staff, i.e. Greenstone Staff or Guildmaster's Staff. I'd always take peasant weapon focus. Another intriguing idea could be Firebrand since you pick Scion of Flame, but it would need a specific build... By the way with mid PER and high MIG and INT this character is better as an off-tank healer/buffer (and maybe damage-absorbent) than off-tank damage dealer. And all those equip versus frost-damage is justified only for RPG questions.
  21. Almost any summons have extra attack, some are "auto" effects (i.e. the upgraded Vyverns) and some you must to enable them, such as Ogres and the animated weapon. By far, the best "extra-attacks" are whose of animated weapon, so better to use them as Boeroer said.
  22. Yes, I guess Captain Viccilo's Anger can add more defensive stuff by the way.
  23. I think Tekehu is the strongest companion whatever you build him, anyway only-foes chill fog is insane and you don't wanna miss the shark spiritshift
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