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Everything posted by AndreaColombo
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Sup y'all. Time has come for me to do my long-awaited SC Helwalker playthrough, and finally play SSS and FS for the first time. I'm currently in the planning phase, where I'm collecting the mods I want, preparing the PoE story, and figuring out my build and party composition. To that end, I could use some insight from the more experienced members who have also already gone through SSS and FS. Watcher-specific abilities/talents. From what I've read, you can gain a Watcher-specific ability in SSS which depends on the choices you make. It can be Galawain's Gift (+2 Accuracy against Beasts), Berath's Gift (+4 Accuracy against Spirits), or Rymrgand's Gift (+2 Accuracy against Vessels.) Values above are according to the Deadfire Wiki, although I read elsewhere they can actually range from +2 to +8? By the time I go through SSS, I reckon I won't have too much content left except FS and the final act of the game. I would venture for those parts Rymrgand's Gift would be the best but, as I haven't played FS yet, I rely on you kind souls to let me know On a related note, what do I need to do in order to get it (I don't mind spoilers)? Are there any Watcher-only abilities to be gained in FS? Konstanten build. I'll probably take Konstanten along for the SSS ride to see his dialog, which bears the question, how should I build him? I thought pure Chanter, but @Boeroer vouched for the Chanter/Barbarian multi. I'd like to build him around Sasha's Singing Scimitar, but if that's particularly sub optimal for Konstanten I can go for the debuffing build with The Willbreaker. Guess that's all for now
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@Elric GaladHow about adding weapon proficiencies to summoned weapons that currently lack them? Kalakoth's Minor Blights could use the Wand proficiency like they did in the first game. Not sure whether Rot Skulls have a proficiency assigned? Nannasin's Cobra Strike could use the Fist proficiency, perhaps? @Boeroer are there others, off the top of your head?
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If you’re keen on getting some of the gear earlier so you can enjoy it for a longer chunk of the game, I believe one of the later patches added the possibility to export pre-made characters with gear so that they’re available as hirelings in subsequent playthroughs. You may create a couple of hirelings, give them the items you want with the Unity Console or cheats, export them and hire them in your proper playthrough. (Note the hirelings with high-level gear have a steep hiring cost.)
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Keep in mind that adding the Acid keyword to something that does, say, Crush/Corrode means whenever you hit something immune to Corrode, you’ll deal no damage (i.e. they become immune to the whole attack, which is now keyworded Acid, so that the Crush part also doesn’t land.) This was a problem with Frostfall as well, which was lacking the Frost keyword but, once added, couldn’t land Crush damage on frost-immune foes.
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If you had to build Konstanten offensively and around Sasha’s Singing Scimitar, how would you go about? Or would that be a hopeless cause for Konstanten just works so much better as a debuffer? I plan on taking him on for SSS (the expansion this time) in my next playthrough and kind of pictured him as an offensive build, but I’ve never actually used him before.
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I see. Bit of a bummer, then. On an unrelated note, I have a (hopefully small) request. Some items from your mod are actually bug or glitch fixes from either the base game or the Community Patch. Would you mind separating these fixes from the rest of the mod into their own package? It would make sense for people who want the game mechanics to behave consistently / as advertised, but may not want to play with house rules. Adding scaling to certain abilities that lacked it (e.g. Pallegina’s special ability, Wrath of the Five Suns) would fall into the fix category, IMO, as they make the game behave consistently.
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@Elric GaladIn theory it should be possible to copy exclusively the part of the progression table you intend to alter and modify it. That would make the file significantly more manageable and ensure compatibility with other mods that touch upon progression tables (provided that they didn’t change the same part as your mod does, of course.) I haven’t modded Deadfire in a long time, but back in the day that’s how I coded all of my mods (copying only the lines I was modifying and nothing else.)
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Some crazy good stuff in this thread. @Boeroerwhat do you think of multiclassed Tekehu + Scroll of Avenging Storm for the combination you mentioned? Granted, the scroll is available in much more limited supply compared to the Stormspeaker’s power—but you get the healing capabilities of the Druid class which are always useful (and Tekehu’s overly cool shark Spiritshift as a bonus.) On a tangentially related note, how would you guys build Konstanten? I was going to ask in a new thread (which I’ll open anyway) to plan my next playthrough, but since we’re talking Chanter combos...
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On the plus side, if you get tired of the "mandatory Cipher" shtick, with this build you can finally ditch it and still get the SoT spam thing going. You could also export a character with all the necessary gear, then hire them as a mercenary to give Aloth the stuff right away. As soon as he unlocks the Missile Salvo, ka-boom: No more "mandatory Cipher"
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Best weapons in PoE 2
AndreaColombo replied to msyoung's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Speaking of—doesn't the community patch address that (i.e. add proficiency to weapons that don't have any)? -
Summons like Watery Double were a lot better when they were player controlled; alas, that was taken away shortly after release (though it shouldn't be too hard to mod back to the way it used to be.) Tekehu is good, though, IMO: He's got a pretty decent Spiritshift, whose immunity to Dexterity afflictions comes in especially handy against those pesky Lagufaeth, and Chillfog is not the only party-friendly spell he's got that can turn the tides.