Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


thelee last won the day on October 30 2020

thelee had the most liked content!

Community Reputation

1,958 Excellent


About thelee

  • Rank

Profile Information

  • Steam


  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer

Recent Profile Visitors

4,749 profile views
  1. maybe the way beckoner and skald are treated for the phrase adjustments are handled differently? I was about to post my understanding, but then I just realized that my experience between my skald and beckoner are different, much like you. i always was one phrase short of my best summon as beckoner, but with skald i have enough phrases to start off with my most expensive non-offensive invocation (for me it's the revive effect, which is mostly just a decoy to increase my max phrases to 5) edit: i'm 90% sure that troubadour is like beckoner - always one phrase shy of max o
  2. somehow i missed this when first posted. looks real neat and flavorfull! excellent discovery here
  3. if i'm understanding correctly, what you're talking about is your limited per-encounter casting resources (the "plant point.") you are correct in that in every fight you have to decide how to use your casts, and there's no normal way to get it back outside of self-empower. most of hte time though, you will not need to cast every single heal spell you have (especially mid-late game); your healing is so powerful that if you are proactive, you shouldn't need to use them all in most situations. there should be plenty of space to do offense and defense. the problem is when all you do is
  4. i would also add there's a factor here that a lot of us here are veterans of the game and so there's a lot more to talk about when it comes to multiclassing (literally 55 options before you even consider subclasses), so you're going to get over-exposed to discussion about multiclassing vs single-classing, and you shouldn't take that as an indication that single-classing is worse than multiclassing or anything.
  5. if you thought there were some hard fights in early veteran, PotD would take you for a wild ride. Forum consensus is that PotD gorecci street and digsite are hardest fights in the game. I would only recommend taking PotD if you are comfortable relaoding a lot and bashing your head against a metaphorical wall. Even with huuuuge hours under my belt, I still occasionally have fights in PotD that are brutal, exhausting, and still result in failure after like 20 minutes of tedious pausing/unpausing. For some, the fun is in the challenge it can offer, and for veterans of the genre it might be the on
  6. intellect by far. for a lifegiver, much of your heals are in the form of heal-over-time effects, which means pound-for-pound intellect gives you a better increase in healing (+5% duration per point) than might (+3% per point). [technically, yes, there's a time-discount factor to consider that makes the intellect less good than the +5% duration suggests, but intellect also increases AoE, which is super important for a couple of the druid's heals because of the lack of flexibility you have for aiming them] dexterity next. all the heals in the world don't matter if you can't cast them fast e
  7. i might be late to the party here, but have you considered a fighter (or devoted)/priest of berath? I ran this specific build and it was quite fun. if you RP the berath part right, you'll have a spiritual weapon that is a legendary greatsword with a +31% corrode lash, which is immensely hard to beat with non-spiritual weapons (because lashes are multiplicative). Maybe voidwheel has the best chance of being competitive, because it too come with a lash and can proc a pretty powerful effect. You also get spells that you can use to be more "DK"-like (i'm unfamiliar with the wow version h
  8. like some others here i mostly use antidotes early on (xaurip skirmishers and spiders are an absolute pain if they land a paralyze, dank spores with dominate) and then my use of them goes down significantly until around SSS (a few bad fights) and belranga. just to clear up some confusion - the sporelings have something called "dominating spores" or some such that can be cured/prevented by antidote. this doesn't actually dominate. it reduces your will, per stack. Dank Spores and other some such can just dominate/charm straight-up, but this can also be prevented with antidote. I u
  9. alas, no. Barring Death's Door (another priest spell) can, but reviving exhortation appears to be like the one type of damage that can actually get past Withdraw. edit: i still sometimes find it worthwhile to use withdraw, because it heals them and gives them protection taht on a party member with enough max health it still helps them avoid getting knocked out. this only tends to be worthwhile if i have berath's challenge (knockout = permadeath) and lack of revives.
  10. yeah, you basically become an immense healing machine since you basically can heal almost as much as a priest restore, except you can spam it many times in a fight, all while also doing damage (and buffing yourself or party members, depending on upgrade). it's also pretty generous - if the enemy dies from the first attack of the two weapons, your second attack is "saved" (instead of wasted) so that when you attack someone else, you still get the healing from it.
  11. some chants are great just from being applied, in addition to (or even regardless of) their duration. the resistance chants are like this - every time they are applied, they immediately resist down effects that already exist. with brisk recitation, 6s is all you need to clear away all of a target affliction (12s for non-troub). similarly, "thick grew their tongues" is less important the duration, but the initial application on an enemy immediately clears all concentration. on tough baddies you want to interrupt, getting 2x the concentration-clearing attempts in the same time is great.
  12. keep in mind that the bellower chant boost is a temporary buff that is triggered when you start an invocation, versus empower which is like attached to the ability you empower for its entire length. most of the time it doesn't matter, but for eld nary's invocation (the bouncing tornado) the ability is way too slow to get mileage out of the bellower boost and an empower. but for stuff like summons (which only check PL at creation) or fast effects like revenge or paralyze, it's fine. (though it does mean with poor intellect and poor dex, you could actualy run out of the bellower's PL buff before
  13. a big thing is that a bellower uses up all their phrases per invocation. so there's still a "downside" depending on how you define it. (edit: darn, ninja-ed by boeroer) whereas i would consider the troubadour virtually downside free due to how much versatility it has. also important to note that invocations aren't the end-all, be-all. troubadour is strong because you can do some insane things with 3s chants (in addition to supercharging your invocation rate). edit: i never really considered the -50% chant radius that big of a downside since you can work with the positio
  14. what's your paladin type? if you are kind wayfarers, then dual-wielding weapons are great. a flail like ball and chain is handy (chain breaker is great). if you are 2h style, then a great sword like twin eels with a high religion skill can you give some aoe heal upon a kill, in addition to a once/rest self-revive
  • Create New...