Everything posted by Mungri
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So heres my party for Path of the Damned
Im now playing on Potd with a custom party: - 2 Wild Orlan tanks - Kind Wayfarer paladin for frontline DPS and healing support (healing with flames of devotion!) - Marksman Rogue (I previously used a chanter on hard but it was useless, and I wanted a heavier hitting ranged character, as well as moving mechanics off my mage so he could take more athletics) - I liek Wizards! - Priest for buffs, Wael for +10 accuracy bonus to Sceptres and Quarterstaffs for more offensive support. All characters prioritize athletics and I took +1 athletics and lore on all the classes that start with lore so they can all use level 1 scrolls, and +1 mechanics +1 athletics on the rogue.
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Quick hints for beginners who find the combat intimidating
I might try with swapping my barb for a second when I play on Potd.
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The farther I get in the game, the more TWO Tanks feels mandatory.
Im finding the following frontline to work very well in a custom group: - Max defection Wild Orlan fighter tank - Glass cannon barb - Kind Wayfarers paladin with decent enough deflection to support the barb and provide more mob control The paladin uses The Sword And The Shepard to keep the barb healed which is very useful. Then for my backline I have a debuff focused chanter, priest and wizard, which can be changed to anything else.
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Quick hints for beginners who find the combat intimidating
This is how you build a tank. Wild Orlan is best - +3 deflection attributes and defense bonuses when hit by a will attack:
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It's doesn't seem fair that AoE indicators are expert mode
God stop noobing around. Leave all your characters with 10 int if you must, or use friendly fire wizard spells like chill for and fetid curse. I for one play on expert mode with maxed int casters and don't want nooby friendly fire markers. Another thing is that if you turn off expert mode, you can manually select what help features you want. So disable expert mode and turn off everything except AoE markers and there you go.
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A very nice game but a combat system from hell...
There at least needs to be an auto attack toggle for the basic weapon attack so that party members don't just keep on standing there. I used to use the standard attack AI profile in BG all the time.
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Companion's Builds, ouch.
I hope that it will be possible to modify the companions soon.
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Spells should all be per encounter
No. This would completely destroy all strategic value to spells if you could freely cast them every encounter and make the game far too easy. The spellcaster classes have other means of sustaining battles without using up all their spells on every mob - Wizards get per encounter grimoire skills and can take talents to make their sceptres deal considerable AoE damage. Priests get a fantastic per encounter party buff as well as being able to take +10 accuracy talents for weapon support. I'm not having to backtrack for supplies or for resting on hard difficulty.
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Attribute balance thread
Perception and resolve are my first dump stats except on front line tanks. Though I even dumped it on my barbarian to max his might / con / int for carnage. I tried putting points into con on chanters and priests but it does too little compared to boosting might, dex and int on them. So just dump perception / resolve, leave con at 10, and max might, dex and int is how I'm playing any AoE class.
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Help Building a Ranged Rogue
Even my 10 con sceptre priest goes squish easily with any agro on her. I dump the deflection stats first for squishies because they aren't going to have high enough deflection to avoid hits anyway, and I like to pump up might, dex, and int for AoE characters.
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Pillars of Eternity has now entered the top sellers chart on Steam!
.... What friends? Oh ... you mean my imaginary cat?
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The Obsidian Order of Eternity (part 7)
Hello. I chose 'The Lord God of the Obsidian Order'. I would like that one please :D I actually thought the Obsidian Order thing came with a badge and bought it, but its a title.
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Is Rogue Mandatory?
^^ I hope so as Ive been saving points. The issue is that without mechanics bonuses, you are going to be behind with lockpicking and disarming trap DCs. I found that my Wizard with +2 bonus (+1 base, +1 from background) was comfortably able to handle every trap and lock I encountered, but without those starting bonuses I would be at 3 points instead of 5, and then I wouldnt have had enough for a lot of stuff. The problem with keeping mechanics maxed on a wizard / chanter or cipher is that you wont be able to stock up on lore or athletics.
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Dated art style
The original Sacred was humongous with sooo much character building potential, but its a different genre of RPG. I still weep over what they did to Sacred 3 QQ
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Justin Bieber the Chanter!
Stahp fantasising about wanting my idol dead.
- Pillar of Eternity Unboxing with PICS !
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Justin Bieber the Chanter!
I couldnt resist ... He doesnt buff allies ... he debuffs enemies with his atrocious chant ... dull the wind and soft winds of death.
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Dated art style
As I said in another thread, the gaming industry and fans unanimously consider 8 bit games to be retro and cool, e.g. Minecraft, Binding of Issac, Super Meat Boy. But then when someone makes a 2D RPG, all of a sudden its 'dated'.
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Is Rogue Mandatory?
Rangers dont start with a mechanics bonus. While rogues start with 2 points, Wizards, Chanters and Ciphers all start with 1 point, and theres also a nice background trait that gives +1 to both lore and mechanics, so you can make these classes strong trappers too. Also if you have a max INT chanter or wizard for AoE, consider making that character your trapper too because the AoE and duration bonuses will also apply to traps you lay down.
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Is dangerous implement viable on a wizard?
The damage taken each hit seems like too big a drawback.
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Alright..I'll ask..what does guans edge do?
Its very useful on a tank, it recovers a decent amount of endurance twice per rest, basically its a rechargeable double endurance potion.
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Bonus Spell talents worthless?
Some people like me are reroll-aholics. From having rerolled a wizard a lot, I'm finding that upgrading the blast is the best way of spending their talents. The bonus spell slot barely matters, and the grimoire slam is too close range and keeps putting the squishy wizards in danger. Upgrading the blast makes them much better in longer battles as they can just spam wand attacks for decent aoe damage.
- If you really loved this game and want a sequel get inside
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missing tactics/party AI
Now in this case, the AI management in Dragon Age Origins was great.
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Ways to tell you've been playing to much
I've already restarted / rerolled more than 20 times.