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Jojobobo

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Everything posted by Jojobobo

  1. Sounds cool - I've not got round to thoroughly testing the build myself yet! In group play, it definitely won't need quite the same defensive boosts and Vet's Recovery is probably overkill (usually at the end of the game playing solo Vet's Recovery isn't that vital, it's just so damn useful early-mid game). What talents/abilities/attribute spread have you gone for? I'm always interested in the specifics on any sort of build variation.
  2. MaxQuest did an extremely helpful guide on attack speed, see here. Essentially for a two-hander with Deleterious Alacrity of Motion potions (DAoM), Gauntlets of Swift Action (GoSA) and Durganization you get: [1.5 (DAoM) x 1.15 (GoSA) x 1.15 (Durganized)] -1 = 0.984 less recovery. Recovery in clothing starts at 1, so you're looking at a recovery period of 1.6% without armor. The recovery increases additively by whatever your armor penalty is. With a speed enchantment on your weapon (e.g. Blade of the Endless Paths), you get... [1.5 x 1.15 x 1.15 x 1.20 (weapon speed)] -1 = 1.38
  3. If anyone was interested, you don't need any mechanics at all really to find Gwyn's Band of Union (I tested with 4 Mechanics on an old save and still spotted it). However the door to get to it is 11 difficulty, so you need a mechanics of at least 9 to get access to it.
  4. Yeah level 4 isn't really a good metric for any build - you have so few talents and abilities at that stage that it's practically meaningless. Chanters also always start off strong with their ability to summon minions, their healing and their damaging chants/invocations. Give it a fair few more levels (9 or 10 is usually when I get a good sense of how something is shaping out) and then see how you feel - you've not really got any way into the meat of what the build is about.
  5. The loot lists in this thread (the v3.01 ones) still apply for me. I was wrong about the Endless Paths it seems, but you should be able to get a Ring of Seering Flames at the Temple of Woedica day 9 in the hidden room away from the initial entrance.
  6. Yeah but whole point is i need to go straight there from Gilded Vale to be able to get the ring of combusting wounds and minor gloves of accuracy + gloves of mechanics Edit: Wich makes it impossible to enchant. I did however take the time to go to Magrans Fork to loot the body at the Adra stones, it gave me a Fine Polaxe, but it was'nt enough to take down the guard, my barbarian is super slow and the guard crits me for 25+ dmg basically every hit. I could get a total of 14 DR before fighting him (rest bonus + beer + potion + mail armour) but it didnt seem to do **** about his massive dmg l
  7. You can kill the guard fairly easily if you use a mace one handed (enchant it to accurate) and give him a beat down. If you've been able to purchase the Bronze Horn figurine that helps too. With a Barb, Savage Defiance is your friend and gives you massive heals at level 3 to help you out in a lot of the encounters, it shouldn't make the guard too tricky. Also, no need to free Giacco, you can just kill Nedmar for his key - no one cares. You don't even have to get the objective from whatever the animancer is called to do this, and he's an easy fight.
  8. Not to be a knob or anything, but I don't think threads where the last post was from over two years ago really need to be posted in. The simple fact is most people who originally posted won't be around anymore, and beyond that two years ago Pillars was quite radically different to what it's like today (there was no White March, the classes went through several iterations of changes, etc.), so you're not going to get the discussion you're looking for. It's better if you have something to talk about to make a new thread about it so we can have a discussion about it, rather than post in a thr
  9. For solo I'd recommend one of either: -Defensive Barbarian, with a Bash shield and healing, something like the Golden Dragon build. -A high dam/high DPS Barb. You can do this two handed as Raven Darkholme suggested (with Firebrand being very good currently), or go for two weapons. I'm not sure what weapons are best for a two weapon build - Barbs don't have the best accuracy so I'm not too sure how well Prone/Stun on crit works these days. Going Unarmed works pretty well as the damage is consistent (it's largely unaffected by graze/crit/carnage - with them all doing damage around that o
  10. What I was trying to say is that speed if of course beneficial, but it's good to use other sources of speed (abilities, spells, etc.) so you can use better footware and better survival resting bonuses (i.e. not the speed resting bonus, accuracy/healing). I guess I didn't word it well enough.
  11. That makes the weapon only really usable by a Ranger though, which shouldn't be the case. I'm all for the idea of "it's so powerful that it can Stun and Prone people, therefore it takes a long time to reload", but if the devs were really trying to play that angle the decreased reload speed should have coincided with the Stun and Prone chance. In this way the level 3 weapon unlock is actually better than the level 5, which is fundamentally counterintuitive, and therefore likely an oversight (extremely weird seeing as the got the +50% attack speed working just fine, you'd think they wouldn't
  12. There seems to be several bugs that appear to be problematic in the new patch, the foremost being some items that have a per hit chance are targeting a player's own party. This is most noticeable with the new Company Captain's Cap (which with the confuse chance is borderline unusable in party play) but there's also reports of it happening with Elryn's Jacket with Eyestrike. Additionally, the appearance of a lot of the new pirate uniforms appears bugged (they aren't appropriately colored on male characters, and don't go transparent when behind/underneath objects), plus the new Soulbound Arbales
  13. You can get to Twins Elms without taking any of the Elmshore mobs, so you can always do that, quest, and then come back stronger - it's what I did but then again I was playing solo. For Adragans, Prayer Against Imprisonment makes you immune to Petrification, so slap that on whoever you have with high Dex, high Int and low armor (plus the necessary Lore) and that makes things a lot easier. Either that or strongly buff Fort on your tanks to try and save against it (you can get Looped Rope that increases your defence against it in WM Pt II). Adragans are also pretty frail, so if you can Domin
  14. Thanks for giving the breakdown, I presume none of the upgrades are class-specific (different for a different class, or requiring different criteria)? I haven't seen any evidence that they were in my own testing, but that wasn't very rigorous. I love the idea of running around drinking milk to unlock the Company Captain's Cap.
  15. Remember that you can also use one of the higher level masteries for a lower level spell (just select a lower set rather than keeping it on the high set). So you can master one level 1, one level 2, and two level 3s (both Llengrath's and Deleterious Alacrity). Llengrath's Displaced Image and Deleterious Alacrity can easily compete with what's available at level 4, it really depends on the build you have in mind. If you're going solo, either Fleet Feet or Deleterious Alacrity always allow you to get great positioning every encounter, so I'd strongly recommend one of the two of those as they
  16. There's lots of CC that drops accuracy (Blinded, Dazed, Frightened), that'll shift their accuracy vs. your defence rolls. That can certainly help not having a shield.
  17. All I know is they need to come up with better names than "???". I mean who would buy a game called "???" - no-one, that's who!
  18. I managed to figure out a work around for hitting 200 Will against fear after all, without dropping any of the original Talents suggested (just making sure to take Bull's Will as the final talent that was free). If you rest in the Noble's Stay Room at the Brackenbury Inn this gives +2 Int and, more importantly, +10 Will. It also lasts for two rests, which is very useful at you can pair it with a +20 Accuracy against Beast Survival resting bonus (take the Colonist background, and then with a +2 temp equipment bonus you can boost this up 16 so long as you invest up to level 12. Then you can
  19. I just checked if other Soulbound weapons are effected by unrelated Weapon Focuses, and they still are. Wasn't sure if this was a stealth fix on all Soulbound weapons to make them only now work with the correct Weapon Focus.
  20. Yeah the armor is pretty crazy, quite possibly if they do another patch (which they probably should do, given there's several little bugs with the new content) they'll give it a nerf, but hopefully not. I'm not too sure of the point of a nerf anyway, while +20 Deflection and +20 another defence certainly is high I guess the trade off it the DR on the armor is low (though I guess as mentioned if you are using it to pimp Wizard's Double and Ironskin potions, that won't concern most characters). Going the potions route on a different class would definitely top out at higher defences, I guess
  21. As mentioned though, if you take Bull's Will and Mental Fortress, and use Looped Rope, and have Defiant Resolve active (which happens on every pulse of the Fear Aura) then you have 200 Will against fear effects too. I'll make an edit to the OP and suggest dropping WF Noble for Mental Fortress, and taking Bull's Will in the spare slot. From what I saw on my PotD Upscaled save, the accuracy of one of Llengrath's Dragons for the effect is 150. 150 accuracy vs. 200 save moves it into the 1-65 = miss, 66-100 = graze category - ensuring no hits possible. From what I remember, there aren't any ot
  22. I posted this up somewhere before, not as a class build but it is fully fleshed out. It is also super fragile being maximised entirely for damage, so you could probably balance it out a bit. One things for certain though - it should hit like a truck! Details below...
  23. Could go for a Sharpshooter Rogue, Island Aumaua with the extra weapon talent, then either Quick Switch or the belt that reduces switching time (the wiki has just stopped working temporarily so sorry for the vagueness) and four arquebuses. Then Deathblows, a couple of Strikes, Shadowing Beyond and Backstab and use them to pick off the heavy hitters in a mob. A little high maintenance but it's always nice to see big juicy crits.
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