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Chaospread

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Everything posted by Chaospread

  1. 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...).
  2. 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.
  3. 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
  4. 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?
  5. 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)
  6. 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)
  7. 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:
  8. 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
  9. 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...
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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
  15. Great thought! Unfortunately there are more suitable items in PoE1, anyway I think Ragged Cloak and Whispers of Neriscyrlas maybe make sense for this build.
  16. But what your druid is supposed to be, a healer, tanker, AoE debuffer, AoE damage dealer or a deck of many things? If we catch your intents we can think better about the character... because with those stats I see him like a tank/healer, but we need maybe to work about some talents/abilities. And in that case you should go with weapon and shield... if you wanna be an off tank with two weapons I think it is hard for a druid, and if you really want, stand at Boeroer's build and take Novice Suffering and unarmed combat.
  17. The best item to duplicate for two druids: Wildstrike Belt. Best weapon to duplicate for two druids: Gyrd Háewanes Sténes (maybe AFTER full upgrades ) - druids do the best with spiritshifts and spells, their weapons damage is negligible, best weapon is the one which give you one more spiritshift. Best armor for a druid-casting-quicker: Angio's Gambeson with DAoM, or Helmsman's Uniform and the other uniforms from deadfire pack. Also Starlit Garb and Gwisk Glas are good: no need to use Helwax Mold here.
  18. An effective build for ultimate running, it seems. Little Savior aside, any other weapons slot suggestion?
  19. https://pillarsofeternity.fandom.com/wiki/Something_Secret You have to end the quest returning to Gordy and lying to him - a kind of "I'll give you the dagger if you tell me..." or something like this IIRC. I suggest to save before confronting Gordy and then try all options I have used the dagger in question, one of the best due to speed enchantment.
  20. Totally agree with @limaxophobiacq. Don't invest much on ghost heart companion since it isn't always on your side, it must be summoned spending bonds and bonds are no infinite. That said, it depends if you want a little tank as companion, so you want to choose Resilient Companion and Protective Companion; otherwise, if you wanna a "off-tank"/"damage dealer" companion go for Vicious Companion, Merciless companion and/or Predator's Sense. Stalker's Link is often good whatever style of play. "Shared" abilities such as Survival of the Fittest and Superior Camouflage are always good because they are also character's abilities. Distraction Training is not worth for a GH. Don't spend many points on animal companion as a ghost heart: you are spending points in abilities that you are going to use a limited amount of time in combat: better to use points in others passives. If you are investing more than 3 passive in AC companions, start thinking about whether it wouldn't be better to change subclass, unless you are trying something particular and/or limited to some encounters (i.e. megabosses). You don't ask for active but usually i don't take actives for GH's AC: you have to spend bonds to summon you AC, if you spend also bonds in abilities... you'll waste all your bonds! Maybe Takedown, Master's Call and their upgrades can make a point, and, for sure, healing abilities is a no-brain NO, as limaxophobiacq already said.

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