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Oxford_Guy

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Everything posted by Oxford_Guy

  1. Nice backstory. Although unnecessary, since some nomadic Pale Elf tribes migrate to the South of the Arquipelago during very harsh winters. Which would also give more opportunities for pirates to capture her, so it actualy works even better... Not really, since with 16 RES you are relatively safe against single foes, and if your enemy is too strong or there are many foes your survival will depend much more on your other party members, since it is only 1/encounter. And it is better spent dealing damage, since Rogues eventualy earn better 'oh #%@&!' abilities. Okay, I started again and re-specced with Crippling Strike, I'd only just started the game anyway
  2. Okay I've gone with: Arabella Female Pale Elf Deadfire Archipelago - Raider - my conceit for how a Pale Elf ended up in the Deadlier Archipelago is that she was captured young by pirates ) 10 MIG 08 CON 18 DEX 16 PER 10 INT 16 RES Blinding Strike (thought may be more useful in melee than crippling strike) Will see how this goes...
  3. Well, the OP has said he does not want to drop anything below 8 if possible. Indeed, and I certainly wouldn't want my character to have less than 8 INT, don't like the idea of my character being a moron...
  4. Wood elfs are not too good a race for a rogue that will be on melee most of the time, even if you open with guns. If you want an elf, Pale Elfs are always a solid pick. If you are willing to try other races, Island Aumana have great flexibility with the extra weapon slot, and can do some serious burst damage by quick switching guns. Hearth Orlans are also very good, since you will generaly want to flank foes with a Rogue anyway. For the attributs, I'd suggest droping Might a bit to invest into Perceotion and Dextery, since the bonus damage stacks additively, and sneak attack already gives you +50% damage. More DEX and PER could serve you better. There are some builds that benefit from INT, like applying Deathblows(was that the DoT skill? Long time since I played a Rogue) with Concussive Missiles scrolls, but I woudn't raise it above 14 on a rogue of mine. And I would suggest taking Crippling Strike instead of Blinding Strike, since it is 2 per encounter and you generaly use other party members to disable your foes anyway. EDIT: I would suggest this, but I am no Rogue expert: Pale Elf Deadfire Arquipelago 10 MIG 20 DEX 08 CON 16 PER 08 INT 16 RES Are there any disadvantages to a rogue having INT that low? Or to put it another way, what advantages would higher INT give a rogue? Are there any rogue skills or abilities that would be disadvantaged by low INT?
  5. After some internal debate (and questions here) about what class to play for my first proper game of Pillars of Eternity, now that 3.0 is out, and despite some warnings that it may not be the best class to play for an initial game, I think I'd like to play as a rogue, as this has been my favourite type of class to play in other cRPGs, but I'm not at all sure how to allocate my stats (apart from general recommendations in the character creation screens that Might and Dexterity are very import and Perception and Intellect are fairly important). I don't like to ultra min-max my characters in cRPGs, though, so what would be a good stat allocation (i.e. actual numbers) for a rogue build, if setting a limit that the minimum that I would tank a single stat to would be, say, 8 (maybe one stat as low as 6?)? I was thinking of playing a rogue who was a human or wood elf from a noble or dissident background Was thinking along the lines of a stealthy, stabby rogue, armed with stilletos (maybe rapiers or sabres) and maybe pistols to open with, with decent intelligence and perception, and favouring accuracy over massive brute strength I'll be playing this game on normal difficulty and with the in-game companions, so my player character will be the only custom build. Would something like this work?: Wood Elf Old Vailian - Dissident Mig 16 Con 8 Dex 18 Per 16 Int 12 Res 8 Blinding Strike Am open to suggestions to tweak this, if this build looks no good, or even if just needs some small tweaks...
  6. Playing as a Skaenite is great fun and makes for a great hybrid character. I wouldn't recommend it on a first playthrough though as their favored dispositions are Cruel and Deceptive with Benevolent and Aggressive being disfavored. Which means you're effectively playing as an evil character, something a lot of people don't really sit well with. Personally I'm all ok for it! I am such a terrible person... On the other hand, dispositions only affect Holy Radiance, so if you don't use it you can technically do anything you want. Though Holy Radiance does actually become quite powerful if you do follow the favored dispositions. Being able to be quick and powerful way to heal the party as well as dealing heavy damage to Vessel-type enemies. To parrot limaxophobiacq above, the beta is a beta, which means its very unstable and not a formal release. You'll be fine just playing on 2.3, or you could wait for 3.0 to come out on the 16th. If 3.0 (non-beta) is out on 16th February, I might wait until then to start a new game
  7. Actually a Cipher could also be interesting, a bit like a Blade in BG perhaps? Less passive than a chanter? What would be a set of initial stats for a Cipher
  8. Okay, a chanter sounds quite interesting - what would be a good set of stats for one and race? Would prefer to RP a human, elf or Orlan
  9. BTW I will likely be taking the game's companions with me, so I guess the build ought to bear that in mind. No spoilers please, though!
  10. Hi - despite being one of the original Kickstarter Backers, I've barely actually played PoE yet - I played it a tiny bit when it first came out, and enjoyed it, but realised it was probably worth waiting for a few patches before investing in playing a full game, then I got distracted by other games (some BGEE, but mostly Europa Universalis IV...) Anyway, seems like it's pretty mature now, but I really have no idea what stats and skills would be good to take for for my first game, and don't want to get heavily into it and then realise my build was all wrong, so I was wondering if anyone could give some pointers? In Baldur's Gate my favourite classes were either sneaky, stabby rogues, or more often than not bards(!) sadly a class not in in PoE, so I guess a build combining fighting and magic, but not the main tank would also be of interest. Could someone make some suggestions for initial races/stats/skills for a sneaky/stabby rogue or a magic-using fighting type? BTW I'm not a min-max powergamer, and in BG and the like preferred relatively balanced characters. I will probably be playing my first game on "normal" (or is that ridiculously easy?). Thanks! If I need to supply any more information, just let me know.
  11. http://forums.obsidian.net/topic/72554-hard-mode-is-too-easy/page-2?do=findComment&comment=1605937
  12. http://www.pcgamer.com/pillars-of-eternity-diary-playing-as-a-party-of-bears/ Wonderful! )
  13. What timezone are the Devs located at? This might explain some of the delays in replying? I work for a UK-based games developer and we often get customers from the US complaining we haven't answered a question that they posted 8 hours ago, despite the fact that we would have been asleep at the time...
  14. You've completed the game already? WTF! It's going to take me months!
  15. I assume you mean it does nothing given DSR? I have an actual 4K display and it most certainly does something It's not going to do anything particularly helpful in this game though, all it'll do is make everything really small. You could accomplish the same increase in resolution (and thereby texture sample rate) with 4x supersampling @ your display's native resolution and none of the silly DSR blurring. Multisample anti-aliasing won't do anything in this game because that doesn't change the number of times pixel shaders run (MSAA only helps with aliasing at geometry edges, not texture aliasing). Supersampling will actually take 4 samples per-pixel, and that's all you need to improve the quality of the map over maximum anisotropic filtering. SSAA can be enabled straight up in the driver without requiring any special resolution and without totally blurring your UI. Do you need a 4K screen for super sampling, or could I do this on my 1080p screen? I have an Nvidia 970M GPU with 3Gb vRAM, if it makes any difference. Is this something you can set in the Nvidia control panel? If so, which option is this? Using down-sampling for 4K it does seem to help with the textures for the character models (though not with the backgrounds, I think), though does make the text look less sharp. The UI stays the same size, though and things only look small in the play area if you don't change the zoom settings to something more sensible. Yeah, the UI is going to stay the same size in this game no matter what resolution you choose. It scales that perfectly. However, when you increase resolution, the game shrinks everything else. So a virtual 4K resolution more than likely is not going to be beneficial, unless the entire reason you wanted to do this was to show more of the map at once? No, you can accomplish that just by changing the zoom options in the console, in fact you can have the same scaled play window zoom settings when down-sampling from 4K as you see at normal 1080p by just changing these i.e. no tiny figures/massively zoomed out map. But the less-sharp text is still a bit annoying. I'll try this, though I think I read somewhere that this doesn't work with the Unity engine the game uses? As said above, though, you can easily avoid the "ant size" map by changing the zoom options when downsampling Okay, will give this a go and see if it helps!
  16. I assume you mean it does nothing given DSR? I have an actual 4K display and it most certainly does something It's not going to do anything particularly helpful in this game though, all it'll do is make everything really small. You could accomplish the same increase in resolution (and thereby texture sample rate) with 4x supersampling @ your display's native resolution and none of the silly DSR blurring. Multisample anti-aliasing won't do anything in this game because that doesn't change the number of times pixel shaders run (MSAA only helps with aliasing at geometry edges, not texture aliasing). Supersampling will actually take 4 samples per-pixel, and that's all you need to improve the quality of the map over maximum anisotropic filtering. SSAA can be enabled straight up in the driver without requiring any special resolution and without totally blurring your UI. Do you need a 4K screen for super sampling, or could I do this on my 1080p screen? I have an Nvidia 970M GPU with 3Gb vRAM, if it makes any difference. Is this something you can set in the Nvidia control panel? If so, which option is this? Using down-sampling for 4K it does seem to help with the textures for the character models (though not with the backgrounds, I think), though does make the text look less sharp. The UI stays the same size, though and things only look small in the play area if you don't change the zoom settings to something more sensible.
  17. Are you down sampling using GeDoSaTo? I get better unit model renders
  18. I found this range way too much when down-sampling from 4k to 1080p
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