Jump to content

Enoch

Members
  • Content Count

    3,230
  • Joined

  • Last visited

  • Days Won

    7

Enoch last won the day on February 23 2018

Enoch had the most liked content!

Community Reputation

1,974 Excellent

About Enoch

  • Rank
    Arch-Mage

Contact Methods

  • Website URL
    http://

Profile Information

  • Location
    Other Planes of There

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. I'm guessing you meant Symbol, rather than Seal. The highest level seal spell is only PL5. (And, yeah, the Symbol of _____ spells are really good.)
  2. I don't understand a word of Japanese, but I'm a half-hour into this and enjoying it immensely. Anyhow, I noticed The Comet is Coming in your Best-of-2019 list, and I concur that they're pretty great.
  3. Yeah, I've been playing with a single-classed Priest in the party, and my #1 use of her tier-IX spells is Light of Eothas, specifically to reduce Dampener duration. Which feels pretty weird for what are, ostensibly, the ultimate abilities for the class. I'll have to make a note to put some of those potions in the quickslots of my most buff-reliant characters.
  4. I'm certainly not on the level of an Ultimate player, but, in my experience, it's pretty broad. There is probably a hidden quality to most statuses that flag them as "beneficial" or "hostile," and I can't recall any instances where they really missed something. I haven't tested Merciless Gaze specifically (IMO, it's an underwhelming spell that I don't really use), but I know that I've seen summoned weapons suppressed by Arcane Dampener, which certainly keys on the same "beneficial" quality. Everything I can think of that you would cast as a "buff" is going to count as "beneficial" such that it would be suppressed by Dampener, or have its duration influenced by an effect like Cleansing Flame, Concussive Tranquilizer, Salvation of Time, or Arcane Cleanse. Conversely, "hostile" effects have their duration affected by RES, are influenced abilities like Suppress Affliction, Liberating Exhortation, Minor Intercession, Light of Eothas, and the Enfeebled condition. The weirdness comes in with effects that don't have a duration. Sometimes you can Dampen enemy buffs that you can't Cleanse, because they're limited by a factor other than time (e.g., Wizard's Double lasting until the character is Hit by something). What I probably should understand the details of but don't is how this interacts with statuses like a Barbarian's Frenzy, which has effects that are both good and bad for your character. (I'm guessing that that particular example is considered purely "beneficial," in spite of the DEF debuff, but I can't say that I've tested that specifically. I highly doubt that Obsidz would've let us trigger a buff that has a drawback, and then Suppress the drawback.)
  5. Sun and Moon is lovely if you buy into the Monk's Crit-seeking abilities (Swift Flurry, Enervating Blows, Stunning Surge, and Heartbeat Drumming). Because every attack gets you 2 attack rolls, you'll generate crits at a faster rate than other melee weapons do. And you buy it at Legendary enchantment, which saves on long-term costs and lets you get it ahead of the leveling curve. A Priest can also make use of its bonus to Fire PL in the daytime.
  6. Yes, pre-Citzal's, I used the Battle-Worn Grimoire for Chill Fog, Combusting Wounds, and Minor Blights. When tier IV opened up, Pull of Eora was the obvious choice. Kept a backup Grimoire with melee stuff for when that was most appropriate. He was probably less effective than a single-classed Wizard would've been at that point (being a tier behind on spells hurts!), but it worked well enough, and his value skyrocketed when the Lance came online.
  7. See also this entertaining twitter thread from QA Lead Taylor Swope on some of the process that went into this patch: https://twitter.com/_taylorswope/status/1205252714680045568
  8. Don't take Backstab unless you're going to be using the invisibility abilities heavily. Sneak Attack (if that's what you meant) works fine with ranged attacks. Just get the targets debuffed first, and the damage bonus should apply. Spellblade Aloth works well for me. I use him mostly as an engine for combining AoE summoned weapons with the Rogue's debuffing abilities. Early on, Kalakoth's Minor Blights is your main damage source. Use with Infuse with Vital Essence (for the INT inspiration's effects on durations and AoEs) and maybe a Pull of Eora to concentrate the enemy. Once you can access PL5, though, repec into a straight melee build. (Keep a backup grimoire that has the ranged debuffing stuff when that's more what the party needs.) Get one of the melee-forward grimoires, and your self-buff order is something like IwVE, Spirit Shield, Mirrored Image, Deleterious Alacrity, and Citzal's Spirit Lance. (You can add things like Spell Reflection and Flame Shield situationally.) The Lance AoE is quite large, and the effects of your afflicting Rogue attack abilities will apply to everyone in it. Summon a Phantom once you're holding it if you like. I wrote down the ability build that I spec'ed him into for melee use at one point, because I anticipated a skills-focused respec later on. This is what I was planning on, pairing with Katrenn's or Llengrath's Martial grimoire (they're mostly identical, and include necessary spells like Spirit Shield, DAoM, and the Lance). Rogue abilities plaintext; Wizard bold. 2) (Whichever of Escape or Crippling Strike he doesn't start with) 3) Thrust of TV 4) Mirrored Image; Blinding Strike 5) Two-handed style 6) Dirty Fighting 7) Arcane Dampener; Arterial Strike 8 ) Confounding Blind 9) Finishing Blow 10) Essential Phantom; Persistent Distraction 11) Pull of Eora 12) Withering Strike 13) Rapid Casting; Deep Wounds 14) Devastating Blow 15) Ryngrim's Repulsive Visage 16) Arkemyr's Capricious Hex; Toxic Strike 17-20) Other than to be sure to get Deathblows at level 19, doesn't matter much. N.B., Some of that was influenced by the party around him, and it may not even accurately reflect what I did when I actually leveled him up. Many of the spell choices are just things I like to have in the party for utility (Aloth was usually the only Wizard in the group), rather than anything that is necessary for this build. He doesn't use Thrust or Dampener often, but every once in a while, it's exactly what the party needs. (The Capricious Hex is just a fun combat-opener.) I'd love to get Combusting Wounds in there too, but his standard buff routine uses all his 2nd-level slots.
  9. I think of Oscar Peterson. (Also, my high school marching band, which used a version of it in its field show in my freshman year.)
  10. Humdinger of a post over on the SawyrTumblr on the potential for another Pillars game Excerpt:
  11. Why Armored Grace? You've got the character in Robes, so it would have zero effect, right? Or do you recommend armoring up for certain fights such that it would be helpful?
  12. Edit: Is the forum's auto-inbedding of twitter links looking weird for anyone else? Here's the tweet as a link, just in case.
  13. I have her using Serafen's Mortars, plus the Eye of Wael and Currents Rush in the second weapon slot for solo enemies. All the various ____ Strike abilities in AoE with 3 chances to hit is just lovely.
  14. Substantively, most of my picks have been covered already in this thread, but the coolest ability icon is easily The Long Pain. (The upgraded versions don't look as nice, IMO.) Some of the movement abilities are just satisfying to watch, too. Leap and Launching Kick, in particular. (The Knock-up on the latter is indeed annoying to manage, but an AoE interrupt is worth a little disruption in my view.) Conceptually, all the Chanter abilities are just cool in my book. All it took was the inclusion of a lot of world-building epic poetry to achieve the otherwise-impossible: a Bard analogue that wasn't lame.
  15. Does anybody have the details on precisely how the Substantial and Essential Phantoms differ? The spell descriptions recite that Substantial has more health and the ability to cast 3 spells, but how much more health? My intuition is that a melee wizard (or a Blackbow user) should actually prefer the 4th-level version version, as its duration will be higher due to Power Level scaling. Plus, its stats other than health will be the same as the Substantial version, but it will spend its time fighting with the copied weapon you want it to, rather than casting low-level spells with AI targeting. Also, it's possible to heal/buff an Essential Phantom to make up for fragility, but summons duration cannot be extended.
×
×
  • Create New...