
Arctic
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Druid Spiritform Balance
Arctic replied to Arctic's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think many people wanted something you can build for, rather than a early game crutch. I like making viable shifters. Boo-hoo indeed. I suppose that's fair, but implementing such a change would require a pretty heavy corresponding nerf to the class's casting abilities. It's a borderline-overpowered class as it is. Shifting being weak is less a "balance" issue and more a "I wish this apple had been a pear" issue. In the meanwhile, if you want a furry and fragile damage-dealer, may I suggest a Wild Orlan Rogue or Monk? you can be ok in mele, or even good at melee, if you dont spirit shift. the fact that you lose so much power using an skill that should increase your power is the weird think. Going with enchanted clothes(or full armor),2 swords and corrode lash is fine. -
Spiritshift items or bug..
Arctic replied to Arctic's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I'll say to change the "temporal equipment" effect to change just the items that are marked (in this case weapons and armor) but of course it may be a balance thing to not allow it. -
Druid Spiritform Balance
Arctic replied to Arctic's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i have the edited files to being able to cast it out of battle and no duration limit if you want them, used them for testing. http://www.nexusmods.com/pillarsofeternity/mods/18/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fpillarsofeternity%2Fajax%2Fmodfiles%2F%3Fid%3D18&pUp=1 I think its not ready yet but give it a few minutes ... (does not include the companion spirit shift, just the normal druid ones) Just drop de uncompresed files in the Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs folder -
Spiritshift items or bug..
Arctic posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Well .. this has no sense can be a bug or just ... i wont say the word. Willstrike Belt: Modifies Willstrike Spiritshift ... belt disapears, so no Willstrike modified. -
Hi , I will mod this for myself but I wanted to ask what do you think about the spirit form. For what i saw, when you shift you get: 6-10 Dr Armor 22-34 Dual Weapons (quite a lot of damage) And a per rest hability 2 selectable talents that gives you 30->45 damage (thats 2 talents for a slash weapon enchantment ... thats normaly 25 but you can find weapons with 50) I think the per rest is from when spiritshift was per rest, but having spiritshift per encounter and the knowdown from the wolf 2 per rest seams .. weird .. i think it should be per encounter too. The armor does not imporve with level or talents ... so great for lvl 1 but .. when you start geting armors with +2/4/6 dr +3 dr againts something ... +2 stats ... second chance ... The weapons the same ... static ... vs +4/8/12 acurazy 10-50% extra damage .... As i said .. the lash .. 2 talents instead of enchantment .. For myself i remove the 12 seconds duration and did it permanent and casteable out of combat. but thats my thing. Away from that .. i think the spirit form needs to get at least +2dr,+4 acuracy,+15% melee damage every 4 levels. and the willstrike should be improved to be just 1 talent with the 45% couse 1 talent for one weapon enchantment feels bad So .. ill try to mod it but as i said, i want to know what do you think about that. Edit: Lol! even worse, spiritshift disables ALL your items, magic rings, even the item that improves spaceshifting O.o.... I was testing with a lvl 12 char.. for having the same stats after spiritshift you need: +6DR,12Acuracy,15 will,ref,fort, 36 deflection, 2 all stats. (still you will lose all your active item habilites and you will need to use the willstrike talent but .. well .. )
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Pillars of Metagaming
Arctic replied to luzarius's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It seams people want to solo them with a lvl 2 wizzard ... And then cry couse they fail .. "games fault" -
Grieving Mother Mig- Con- Dex- Per- Int- Res 11 - 12 - 16 - 17 - 12 - 10 that one is sooo bad, i cant even think on using her ... if she has might ... ok .. you can do damage ... if she has int .. ok you can cc ... but ... no might no int ... and not a so hight dex so ... pssss Well yes she has hight perception ... go in melee with a big sword ...
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chanter has not low base health , it has almost the same as a warrior, but .. needed ? no. Its ussefull if you are going to tank or go in melee ... if not you can get a 3 in con and be happy . Chanters are really good at "play as you want" ... you can go full dps, you can go ranged, melee , tank ... soo .. in the same way .. do you need dexterity ?, do you need might ? do you need int ?... Chanter does not need anything... it has hight damage, or bufs, that goes full auto ... summons .. that last for all the fight .. so no duration problem ... the chants need the same time wathever your action speed ... until lvl 9 your chants do no damage ... nor healing .. and migth does not affect your summons, and im not sure it afects the damage chant ... so ... put the points were you want ... I feel bad for wizards and cyphers ... if they had the same hp as a chanter you could make them good at melee or tanking .. but its not the case ...
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If you know the game... and avoid certain fights you can probably solo it with a good tank ... almost sure a warrior, fire goodlike will solo it, Eder is almost unkillable and its not even optimiced .. 150 Deflection ... So .. if you go with scion of flame ... and so ... i think it can be done. You will just need a loooot of time xD
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If i was doing a chant i first will ask a cuestion to miself tank (yes or no) if you are going to stay back you need dex and a big gun, if you are going tank 3 to dex ... Since chanters have such great hp, and good saves, i will go tank with him ... but i still want damage (probably not main tank with a chanter, i would use a warrior for that but still ) Ill probably go with 21 16 3 10 10 18 with a tank chanter ... yes i know that the 21 damage is .. weird .. but well .. i have 1 reason for it .. and it is the fire damage chant ... that does so much damage ... really ... kana does like 90 damage after dr to all foes ... still thats a lvl 3 chant so ... waiting to lvl 8-9 (dont remember ... ) and you will not use the might for anithing else ... so if you are not going to use that chant .. just put a 3 in there, and go with 2 18 3 21 15 19 (orlan) Note: Right now, after reading the chants, im not sure that might affect that chant ... it sais 40 burn 40 slash and nothing like ... 50 burn .. 40 base ... so ... not sure, I will test it. The log shows not attack or damage roll, juts "kana chants ...." ... killed killed killed ... so thats all .. .alwais hit, fixed amount of damage but still dont know if affected by might or talents .. It seams is .. 10+10 damage per tic with .. probably 6 tics ... 4 duration 2 lingering .. so it should be 60 60 total damage ..
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Chanters are great. I don't know what difficulty you're playing on but yea, people dropping stats that low, I'm not sure I'd recommend that on POTD. Lot of AOE flying around and in some fights anyone with less than 70ish endurance will instantly die. Barbarians and Monks might be the only class you could really get away with dumping con low because they get such a high modifier to begin with. The more I play POTD difficulty, the more I change how I would have built my 3 hirelings. For DPS I've started to adopt an old addage from Mountain Biking regarding wheels. Pick 2 from; Light, strong or cheap. Now substitute that for might, dex, int. You don't need all 3 on your DPS at POTD unless you are making a very glass cannony blow everything up instantly group build. For example my PC barbarian I went 16 might, 18 dex and 18 int. If I could go back I would drop the might down and boost my constitution and or resolve/perception a bit. Why? The difference in might isn't going to make or break the barbarian, I'd rather be able to stick her in the fight and have a little more leeway in protecting/healing her. For my cipher, I'd pick dex and int again. For a priest I'd pick might and int. For a CC wizard I'd pick dex and int. For a DPS wizard might and dex. Basically I'd rather have reliability over a little extra damage. Giving myself a little more staying power is what counts for me on POTD, mainly because I am not running a cheese 6 cipher group that opens with 12 mind blades ;p the thing is ... that for example a cypher or a wizard.... you want to cast your spells as fast as you can, couse when you have a mob coming to you, or one that can kill all your party in 1 hit, you can be as fast as you can to stun it ... so that means no armor .. and with no armor and the low hp from that squishi classes ... it dont matter if you have 18 constitution .. you will still die in 1 hit... so .. if you will die in 1 hit why waste points ? just put a 3 in there ... the same goes for .. intelect for example ... if you use a retaliate tank monk, without duration in skills and no aoe .. why will you waste points in int ? or with a full tank whay waste points in might when you will go with -20 acuracy and -60% attack speed ...
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if your companions are mind controlled, confused ect, yes, it bounces into them. And if the tarjet dies before the blade hits, the spell is lost and the focus wasted. (just take care when you lost control of a party member)
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get a wood elf cypher if you want my build pm me Important note: At hight level, chanters do a hight amount of damage with their lvl 3 chants. So you want at least 1 in your team .. or 2 .. or 3 ... xD PD: I did take the max focus talent, but couse there is nothing else good enought xD, since your damage is not elemental you cant take the 20% damage one ...
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you know ... each time i try to advance in the main quest i get a voice from some other life telling me ... "you let 30 xp in the last area .... go back or ill kill youuuu" xDDD
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robes gives you 15 % speed penalty .. so just normal clothing for the wizard , unless you find one with a really good enchant xD
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Lets se ... starting ... portrait and sex is your thing .. it will not affect the good or bad char XDDD Might is a must unless you go full crowd controll so yes, con is worthless , you will die the same with 3 or 18 as a wizard, think that if you want to maximize casting speed you will use no armor and then you need to stay back and avoid damage. So... max Might (damage) Dexterity (casting speed and attack speed) and Int (area and duration), drop constitution.. About spells ... at lvl 1 i would get ... *remember the yellow area from spells (the bonus form int) hits only the bad guys slicken : prone area ... care with hitting your companions chill fog: damage and debuff , only hits foes. thrust of tatered veils or ...i dont know the name ... xDDD : good damage at range fan of flames: a lot of damage, and a big area , but it hits your friends too .. (remember the yellow area just hits foes, that help) so .. you have to take care with it. you also have the encounter spell (2 per encounter) that does area damage and only hits foes .. xD
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Thats great, dont worry about constitution late game .. if you get hitted you will die , with 3 con or with 18 con. unless you get fully builded like a tank ... and then you will cry for having so little endurance and health .. still with the 18 con so .... xD
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I tried to solo a bear in a cave as a lvl 2 wizard and kept getting my ass handed to me. I eventually left... but I WILL return to enact my vengeance. I do worry though, people keep saying the wizard is weak compared to the druid and cipher... is that just early on or does that scale to later on as well? wizards are always weak in games like baldurs gate early on, but later they become the single most over the top powerful things in existence, stopping time, summons up the wazoo, dragons breath and comets raining from the sky, even opening locks, stone skin and other defenses that make them immune to damage for a bit. Is none of that incalculable power going to materialize later on? If not I may just reroll a cipher or druid/chanter. Lol ... no one can solo a bear at lvl 2... he will wipe your party even with 3 members ... xD (well i did kill it with 3 members ... xD)
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you dont need to be at melee for using mindwave, the area is marked around you, but it goes from the target, not from you, you can be wayy back , cast it at long range and drop the mobs behind that target. So .. not so "risky" Eyestrike is not bad, but the area is .. bad .. once you get lvl 3 you will never use it again ..
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What was your experience with mindwave ? I think Mindwave and Soulshock are both terrible abilities to start the game with. Soulshock isn't good until you have a reliable tank. Mindwave sounds good in principle but you need to time it so that the cone hits a significant number of moving targets, a lot less efficient than eyestrike (which can always be casted on the whole group pre-battle). The range is terrible and you need to stand close to the enemies to cast it and pray that someone doesnt interrupt you. For a lot of people who play Cipher as a min max glass canon with abysmal defense, the uncertainty definitely doesnt look good. Hell I think even Antipathetic Field is more reliable. At least you can cast it from afar and the movement of your party to avoid the beam is under your control. both situational, soulshock is the first good damage spell you get ... so its not so bad. and .. when you are agains a lot of low hp monsters around your tank ... well .. then i usually forget damage and spam mental bindings so ... mindwave is for that o **** moments when you get a lot of monsters comming to you and you can drop down them all (and do some damage)
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