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Everything posted by rheingold
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2 chanters can be very good, but you have to wait till 9th level though when you get dragon thrashed which is a game changer. Though, I am not a fan of doubling up with classes - it can be effective but it can get boring and it can end up limiting you in certain fights. Personally I'd keep the duplicate chanters and drop one of the Paladins if you are set on doubling up on a class. Otherwise I'd switch 2 new characters in. A ranger could be very useful as would be a monk. So: chanter, ranger, paladin, priest, druid and monk. Seems better balanced, still mostly melee, but if you want all melee you could try Boerers riptide ranger build.
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Yup of mine too, had plenty good memories of them (and gummi Bears) just pointing out that it was from the 80's.
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Nice build some useful info as well.... But Thundercats.... perhaps you are showing your age
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Yeah, I don't think I have ever really played with a priest - I do take Durance along for his quest but only keep him around for that. Priests are powerful but to be honest I don't really miss them. I don't like having to many casters anyhow - I always have a druid and chanter. Works fine - way less micro managing and I don't find buffing loads of fun.
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Yeah I'd definitely say that some classes don't need high perception. Rogues and rangers can get away with ignoring it. Barbs and Druids are probably the classes that benefit the most from perception. For the rest.... A couple of points of accuracy make very little difference at high levels. Interrupts are nice but not necessary unless used for a specialist build. To be honest, power building in this game is not that important, there is a strong argument that a general build with no min/maxing is as good as a power build. Obviously this is over the entire game... Some encounters might be more difficult or easier.
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Heart of fury 1/encounter! Awesome thanks guys.
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Yeah, con is underrated. In general though with the way stats are set up, I don't drop anything below 10 , I find the negatives weaken the character more than they benefit from a few higher stats. And then you end up having to abuse items just to compensate.... But I'm not a power gamer. Suppose that's the whole point of games.... Each to their own.
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Very general and vague guide MIght: affects and boosts melee and spell damage. Boosts the amount you are healed and/or the amount you heal. Good for casters and melee Warriors. Anyone who wants to do damage. Healers also benefit because their spells heal for more. Exceptions are 2 classes rogues and ciphers. They both get serious adds to damage through class abilities. So might is not that critical for them, although a ciphers spell damage is dependent on might so you probably don't want to drop it to much. Bonus to fortitude defense Constitution Increases endurance/health pool. Most classes can avoid pumping this stat though lately I have found it useful for melee characters. Compulsory for monks though as its almost a resource for them. Barbs would also benefit from some con but unfortunately they have a few important stats so con tends to fall away for them. Boosts fortitude. Dexterity Mainly boosts attack speed. It would appear that you need a Nobel prize in maths to work out the attack/recovery speed thing in pillars, so I'm not going to comment beyond its good for most dps builds. How much is needed? Depends, best to ask experts on the forums. Does not grant a bonus to deflection oddly enough. Instead it boosts the reflex defense. Int Impacts the duration and area of effect of just about everything including abilities and spells. So a Rangers wounding shots duration is effected by Int, as is a rogues blinding strike. Obviously increases the duration and area of effect for all spells and chants. Useful for all casters and some melee, mainly barbarians and Paladins. Carnage which is a barbs best ability is an aoe which benefits from Int. Boosts will defense. Perception It's the only ability which increases accuracy. So it can be very useful. It also increases the odds of interrupts substantially which for some builds is great. Personally I find it more useful for the low accuracy classes like Druids and barbs. Seems a bit of a waste for rogues and Rangers. Also helps your reflex defense Resolve gives a bonus to your deflection and concentration. Deflection is fairly useful though there is an argument that it's actually not worth it in the long run, but concentration is pretty important especially for casters as its the defense against interrupts. Boosts will as well. The power gamers will claim that it's ok to drop resolve really low because there are some items that increase your concentration to compensate for low resolve. I'm not a fan of waiting half a game for that one special item that will "make" your build work. So I like resolve. Perception, intelligence and resolve are also the main stats for dialogue checks. Of those resolve seems to be more useful. Again some people like buffing their characters before they speak to compensate for low role playing stats. Can be done I suppose.
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Monsieur Galvino's House of fun.
rheingold replied to rheingold's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Have a look at my profile pic Does he look "couth"? -
Jeepers, not sure how you can claim possibly the strongest class in the game is the weakest... Are we even playing the same game? Pillars of Eternity - http://buy.pillarsofeternity.com/ I personally don't like wizards or play them, but hell they are pretty darn potent. Regarding fighting, well that's not what they are there for. Though there are some pretty good builds and spells if that's the way you want to go. But for crowd control and damage spells they are pretty much untouchable - only a druid can compete really with the storm spells.
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I have an issue choosing between resolve and con for a chanter. I don't min/max so its around 17 might and int. The rest (I think 4 points) goes into con. Do you think constitution is worth it for a chanter with their low endurance/health, or is it better to put them into resolve? My feeling with is that the con is better than resolve, but resolve from a rp point of view is much better especially for a chanter.
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Monsieur Galvino's House of fun.
rheingold replied to rheingold's topic in Pillars of Eternity: Stories (Spoiler Warning!)
This... Can you imagine having a dinner party at the place, kids running around - Galvino would be sued! Seriously absolutely traps need to be in the game but just more care about where they are placed. Also would be nice if they gave you the tools to disarm them - ie a rogue or the gloves of mechanics. -
Truth be told I only took it for roleplay reasons, I find it a bit weird that pale elves have ice and fire resistance, so I wanted to reflect that duality with the character. But, yeah it is a waste of an ability. She only uses scrolls of revival, moonwell and confusion so no direct damage scrolls. Still chanters are insanely powerful at high level. They do great damage and tank like champions. I kinda use the Ondra tidalfists as a gauge as to how good a tank is. And so far every time my chanter has outlasted my paladin by a substantial time. (POtd, upscaled, 12 level consistently). I must try your health stacking as well though...