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About Arctic

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    (3) Conjurer
    (3) Conjurer


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  1. And i thought wizards were the best casters ... 2 free abilities/ spells per power level ... 18 free skills and more if you change grimoires. If you compare it with a cipher that gets no free spells (most of them being bad xD)
  2. I will be a nice girl helping people and with a nice diet of souls and vegetables. Well ... sometimes i will take a bit of meat and grog but i will feel bad about it latter ....
  3. Already found, but good work :D I wish on a big boss when you have to chose how to destroy its soul the narrator said "how do you wanna do this ?" XD
  4. I like the paladin(shield)/ fighter (defender) you got 1 eng +3 for modal,+1 for shield +1 for paladin with shield total 6, 7 if you use a spear ... and 5% damage reduction for each engaged enemy. It also gets +1 armor rating for using a shield and another +1 for the paladin aura, so its a really good tank. geting 75% damage reduction for the armor and the extra for the engaged enemies ... XD If its not for tanks ... i could use it with wizards and so for the extra deflection .. but that would depend on the unique items we find in the game to see if its worth it.
  5. I don't know if you noticed but you basicaly said: "it's better because it's easier now, we don't have to pay attention to the damage taken like we did in PoE 1". I didn't say it was easier, i said you dont have to lose 5 minutes of your life going to town if you get out of resting supplies. The only think i am triing is to give you options for making the game more challenging and fun for you, since it is "too easy if you can heal when you have healing spells". No, I never said "too easy if you can heal when you have healing spells", I said that the change in the health system made healing way more powerfull. If you don't need to pay attention on the damage taken in easy battles, because the endurence gets filled up after the combat, and in hard battles you can just spam heals that makes the game easy. On PoE 1 you had to pay attention to your deflection, reflex and fortitude, and the enemy's acc because you had to diminish the damage taken because of your health, heal was important but just one part of the health system. The new health system ripped the game of an important strategical aspect that he once had. It looks a lot more casual now. But hey, people don't want a challenge, only a small number of players play on PotD actually nobody cares about this thread. I don't even know why I'm wasting my time discussing it. I've never died on PoE 1 (Potd) for getting at 0 health, the only way i can see it happening is if you dont know how the game works and get surprised by it, or you just forget about it, so I dont see the big deal. I dont know what else to say, i'm sorry that you feal it will make the game less fun for you, if it was another thing you could probably mod it .. but being a core mechanic of the game i dont think we can mod that ...so i dont know.
  6. You can build your own companions at any tabern and make thas as you like them. If you want to use the predefined companions they have their classes limited to a few options for story reasons. PD: If you reaaally want to play the default companions and change their classes you can use console commands (AKA cheats) to change it. Edit: (of course you can also cheat ther attributes, and so on)
  7. I don't know if you noticed but you basicaly said: "it's better because it's easier now, we don't have to pay attention to the damage taken like we did in PoE 1". I didn't say it was easier, i said you dont have to lose 5 minutes of your life going to town if you get out of resting supplies. The only think i am triing is to give you options for making the game more challenging and fun for you, since it is "too easy if you can heal when you have healing spells".
  8. Nah, the main problem is the health system, he is just spamming heal spells. The last fight I saw: he was almost dying, then he proceeded to use consecrated grounds, holy radiance and restore minor endurance, his entire party was full health again, just after that he used his build to melt the enemy. After the combat he didn't need to rest and his tank was ok. If it was PoE 1 he would have to at least watch out for his health, which can't receive heals over and over again. Well, when i played the beta if i was a little behind in power i usually got crashed, mostly no time to heal up, if you were ok you can just sustain in easy fight. Not so much in hard, long ones. It usually went: Option 1 you win easy Option 2 you win healling with a hard start and then goes easy Option 3 they crash you / cc combo you and you cant heal up fast enought Option 4 Hard fight and it goes ok until you burn your resources and then you go dawn. Its true.. that in pillars 1 you have to keep looking into the health, and some times you had to rest or even get out to the tavern to "buy more rests" but in hard fights you will rest before and go with your full hp and stamina, you will have a limit heal amount by stamina instead of just for resources but you will have way more resources in that fight. So the only real change is that you dont have to break the inmersion to get out of the dungeon, cross the sea, buy more resting items and go back. That will be worse design in my opinion. And players in poe 1 tried to avoid all damage to reduce the number of rests for that reason. Its just my opinion of course. And you have a lot of ways to make the game harder for yourself if you want, restrict to a single healer, or not using healers .. (that seams a nice challenge), set level scaling on .. or in the worst case scenario, go to the bb_global file and set potd damage from 100% to 150%. Agreed, shifter has best natural armor in early game. High AR, 0 recovery time. Specially when we haven’t access to these legendary armors, it is god mode. With both lash from monk and wildstrike. Imo they should tune lash a bit, sadly most lash abilities stays what they were in the first game. In PoE 1 lash need to overcome 1/4 DR no matter and your weapon penetration won’t help it, in PoE 2, if your penetration is high enough, you will always do full damage with lash, it’s a huge difference. There is no need for tunning it, it is a good class, but you can solo the game with an assasin or even a single class wizard, that does not mean they have to nerf it, is a single player game XD.
  9. I saw him playing, he is playing a really strong multiclass, probably one of the best out there, and its true that it seams easy some times, but it's mostly against low lvl enemies, so you could enable level scaling if you think that will make the game more challenging for your. He has hight armor without speed penalty, bonus unnarmed damage, a speed buff with a lighting leash, his own passive lighting leash, and each time he changes form he heals for half hp. Its close in power to a solo run build.
  10. Normally , soul whip is disables at full focus, so if for example you got +40% soul whip damage and are full focus you lose it. Ascendant soul whip works while at full focus, so you can still use your weapons if you want, and you even got extra damage +20% i think it was on the beta, so a +60% total with biting whip. I feal it like a way of saying, hey you have free casting for x seconds, but if you want to keep with autos or other class skills go for it.
  11. It deppends on what your playstile and whan you want. I'll play a paladin bw/ascendant using fod to try and get 1 hit max focus .. then spamming. It will work also with an assasin/ascendant where you could backstab from stealth and then escape to range before starting the spam (then smoke cloud or shadowing beyond and repeat). But if you are going more for melee (devoted or assasin) i think soulblade will be better and use the focus to do soul annihilation. Edit: As a note that still needs testing, the lvl 9 passive for cipher gives you +1% area for each pp, with a pure ascendant you will be casting at that lvl all your skills at 150+ pp so +150% area on all skills.
  12. Paladin (BW) cipher (ascendant), Probably with a arquebus, flames of devotion to get a big hit/oneshot someone and without waiting to reload start spamming powers (repeat) I want to test dual blonderbuss with the modal and the resistence to it from paladin but in backer beta the flames hit friends too.
  13. Hello all. I was testing and found a weird behavior with this modal (powder burns) that seams a bug. How I tested: I put my companions in different ranges of the target, in a row, in this way: Just for legibility: C1- companion 1 C2- companion 2 C3- companion 3 T- target companion S- a space Test 1: C1-S-C2-S-T-S-S-C3 C3 is closer to T than C1 Test 2: C1-S-C2-S-C3-S-T Expected behavior: That attack has an area damage around the target Found behavior: The area is recalculated over each creature damaged by the area, extending this area. Example: I attack the target, In Test 1: power burns hits companion 1, 2 and target but no companion 3 In Test 2: they are all damaged. Edit: Image
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