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Everything posted by thelee
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already discussed at length already, but just wanted to personally add that I thought PoE1 was overwrought at times (Deadfire is still pretty flowery), and I think it has a lot to do with Chris Avellone's contribution, whom some people really like to stan here. I really enjoyed Grieving Mother and Durance's arc (and as characters I still think they're great), but after the first time it was just an immense amount of overwrought prose to dig through just to finish their companion quests. Well, this is promising since I really disliked the encounter design in Kingmaker. But I'm still skeptical because I find that Pathfinder 1e is not a very great system as a computer game (I have higher hopes for Pathfinder 2e, but I don't know when that'll ever get adapted into a CRPG). At this point it's such an oooold system that it's kind of amazing that they're sticking with it for another game (I mean, I get it, they put a lot of time into their engine so they want to recoup those costs).
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i'm not quite following some of the numbers - what level are you at this point? it is possible you're seeing mostly the effects of ? combusting wounds stacks very generously in your favor, triggering damage everytime a new stack is applied. With a lot of aoe damage effects you could cause some degenerate numbers (and the druid has pulsing effects that would easily stack a lot of combusing wounds) you don't have xoti or someone in your party, do you?
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What you're seeing is an artifact of how the abilities are implemented (mostly) and it's being manifested in a confusing way because those tooltips are auto-generated. All chants have a "default" duration of 10s, but that duration is irrelevant; it gets overridden by the chant/linger mechanics, and you instead get the duration that you're supposed to get equal to chant + linger (with more or less, if you are troubadour with brisk recitation off/on). I say mostly because there's an error in your favor with the skeleton summoning chant - the summoned skeletons have the same default 10s duration, but there the chant/linger mechanics do not override the duration, so you can get very long-lived skeletons with high intellect and with a trouabdour you can enable brisk recitation with no downside - you just double the skeletons you generate.
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if you're unsure, just leave it at 10 for your ability choices - the options for a druid do kind of get a bit narrow at tiers 7 and up especially in a subclass like fury or lifegiver that loses a type of spell. elemental buff would be fine. at tier 8 your only decent option is avenging storm; with a blunderbuss you could probably make it work even with mediocre PEN/accuracy. at tier 9 i would consider picking up one of the spells at least; tornado, greater maelstrom, and touch of death are all great spells to have in your pocket (in turn-based maybe tornado less so). i would pick up "embrace the earth talon" - it can petrify for a real long time, and rather uniquely for a druid with enough intellect and PL scaling you can petrify for more than one turn, which is huge. on turn based i would say that that's more important than plague of insects or wall of thorns. i suspect your tier 3 is over-subscribed with spells. Nature's Balm (you get for free) is a very good/defense spell, and you will want to use it a lot. I would at least drop the anti-poison effect. rapid casting is probably not as useful on turn-based. i would pick up great soul and more empower passives - i think it's honestly one of the best parts of single-classing, getting very powerful empower effects (whereas multiclasses don't have enough points to do the same without sacrificing a lot). accurate empower is best, but you should have enough to get all of them. a late-game empowered greater maelstrom will wipe out most normal fights. an empowered embrace the earth talon might even get you to *3* turns of petrify. an empowered venombloom will wreak havoc turn after turn. honestly, picking up all that empower stuff will single-handedly solve any struggles you might have picking adequate offensive options as a lifegiver. for turn-based maybe a better spiritshift form would be bear or boar. boar would give you a self-heal, while bear has extra armor. either of those would be useful for a support caster in the middle of an emergency. (bear can also frighten enemies)
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they both accomplish the same core effect - healing over time. moonlight, being a higher tier, is generally more powerful across the board (including in terms of total healing done). that being said, some considerations: maybe you have some other important spells at tier two or tier four. if that's the case, you would want to use the heal in the other tier, so that you reserve your casts for those other important spells if you can. moonwell's defense bonus is nice (being an +all defense bonus, it stacks with specific defense bonuses like illusion magic) and the heal overall has a larger area of effect moonwell heal-over-time counts as a water effect and so will provide you protection from a fire effect, or cancel an ongoing fire effect sometimes this is what you want, but sometimes this is not what you want (you'd rather have the healing) at which point moon's light is a better choice the protection from fire is absolute - it guarantees you one "counterspell" from any fire-keyworded ability. For example, Dorudugan is a megaboss that has a special fire attack that can do literally hundreds of damage. If all else fails, you can cast Moonwell on everyone and survive one blast. at the same time, if you're hit with an extremely minor fire effect (like a tick from Wall of Fire or a Combusting Wounds debuff) moonwell will absolutely be a loser spell because you'll take like 3 damage and then that'll cancel the many tens of healing and defense buff you were going to get. moon light casts faster, which means you might be able to get it off more successfully when enemies are using interrupt effects
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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 of my max in my recollection. maybe skald i just buggy compared to the otners?
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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 cast heals, even unnecessarily, or don't even pick up offensive abilities.
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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.
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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 only difficulty that provides a challenge, but it's not for everyone.
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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 enough to save someone. after that i would suggest might. on higher difficulties i recommend con as well. on lower difficulties resolve instead. perception is pretty low priority for a healer, but i wouldn't go so far as to dump it (see endnote). i would easily suggest maxing intellect; everything else you can fudge a bit, something like 12 might/13 con/15 dex/9 perception/18 intellect/10 resolve is what i might personally do, before racial and background bonuses. cat form is my favorite because you get cat flurry, which for a short while gives you a massive +33% action speed bonus. since you'll mainly be spiritshifting to get extra oomph out of your heals, the +33% really helps you get off your heals faster for cases of emergency. as runner up i suggest bear or boar since both have survivability elements (bear has extra armor, boar has self-healing). endnote: important not to completely neglect offense. lifegiver gets a lot of great heals, but i would still make sure you are able to do some offense - at the end of the day, if you spend all your resources healing, you might actually end up being less effective than a build that heals some but also does some attacking. sometimes the best defense is a good offense. this is why i don't recommend dumping perception, so you are still able to occasionally hit enemies with spells and attacks. (though if your perception is lowered, you can also invest in explosives and arcana to supplement your offense that way, since both of those ignore your perception stat)
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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 having stopped at burning crusade, but thinking of the WC3 version). The fighter part helps with action economy (mob stance, armored grace) and spell casting (tactical barrage). You can summon a helper friend at high levels and spread disease (spreading plague) and you have a backup disease weapon if you can't reach the enemy (a tight doorway or something) via rot skulls. in endgame i equipped blackened plate with the AR and health sapping auras, had both a pet that reduced armor penalty, and with armored grace, making me both very tanky and also relatively speedy.
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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 used to think the former had something to do with the latter, but really the former just softens you up so that characters with lots of the former are more likely to get hit hard by the latter. there's also an incentive to use antidote pre-emptively (e.g. before you get poisoned). The game appears to treat the poison immunity of being buffed with antidote and the poison-cancellation of consuming antidote very differently. So in fights where you expect poison to get tossed around (fungus, xaurips, spiders, some SSS challenges, belranga) periodic antidote usage can give you complete immunity to certain effects, whereas taking antidote after the fact will only clear the specific effect that can be countered by antidote. (My go to example is Plague of Insects; if you use antidote before a naga or delemgan casts it, you are completely immune. If you use it after its already hit you, it only clears the sickened affliction, but does not get rid of the DoT)
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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.
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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.
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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. The damage shield chant only regenerates its shield upon reapplication - once its depleted, the hypothetical remaining duration doesn't do anything. With Brisk Recitation, every 3s, you get a 10pt shield every 3s. This can be significantly more effective than a typical 6s+linger. (I use the example of Hauane O Whe where a troubadour using just this chant can carry the entire party because it lets you completely ignore a duration-less raw damage lash that the megaboss can create that does slightly less than 10 damage every 3s.) The chant that summons skeletons doesn't actually use normal chant/linger mechanics. The summoned skeletons have a base duration of 10s + intellect bonuses. A troubadour can summon a cannon fodder army with no downside here, since the "linger" is not actually a thing. edit: there's also some niche cases as well. I have a build that relies on Energized to interrupt enemies en masse. I picked a Skald for that build, but also suggested a Troubadour since a Troubadour with an offensive chant on Brisk Recitation will get an interrupt chance every 3s versus every 6 for a skald. edit2 - oops ninja'ed by boeroer on this point
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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 a slow invocation is even cast) if you don't care about resting a lot, the upgrade that refreshes all your phrases is a beast with bellower, since you can start off with a full-phrase invocation, work your way up to a revenge that you empower (only 3 phrases and you get +8 PL to it, plus empower passive boosts) to get you up to full blast with another full-phrase invocation. if you also have least unstable coil you can really go full-hog, since that empowered revenge will all but surely give you a brilliant inspiration as well since each bolt is considered a separate trigger for least unstable coil.
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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 positioning a bit more carefully. in the bellower vs troubadour competition it really does just boil down to how much swiss-army-knife utility a troubadour has, which is much more valuable when you don't have companions. don't get me wrong, i really like bellower, but for solo the troubadour really does shine.
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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
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spreading plague actually does wander quite a bit, but the catch is that it wanders very slowly. so there's quite a bit of a delay between each bounce. i do like it though - in large, drawn-out fights you can end up covering the entire battlefield. yeah, wizards are king at resolve afflictions in this respect. it's more useful if you're using e.g. fassina (who doesn't have access to illusion magic). i hate to disappoint, but the spell is niche enough that it might disappoint. The key thing is that the duration is so short, and fights where just the more standard -2/-1 AR effects on top of +2 weapon modals isn't enough to penetrate, the enemy tends to have so much health that you need a lot of casts to get good mileage out of it, and multiclasses aren't great for that (they only get 1 cast).
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the only thing i can suggest is to study your veteran playstyle and see what you might be doing wrong. e.g. are you paying attention to armor and penetration? are you making good use of player abilities (pausing a lot) and not just AI? are you trying out tactics (e.g. trying to draw enemies away from each other to separtate the fight)? there are other areas in the digsite you can try to explore where you can get your characters to level 4 (you also need to have done all the quests in port maje). there's a bit of a step change, so veteran will feel very different from classic. it's a good sign! if you're able to work your way through the digsite (which is a pretty hard fight--pretty much one of the hardest in the game, especially on PotD because of how low level you are) you might develop the right know-how to do the rest of veteran at a satisfying level of difficulty.