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Cragnous

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About Cragnous

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    Cragnous

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  1. I feel you get a **** load of money in this game after you are lvl 10, you know after Neketaka. You just need to sell the loot you get from fights. All fights give me tons of Exceptional gear that sell for 4k a pop. I got over 200k, a junk and plenty of upgraded gear and I'm lvl 13, probably just past the half point.
  2. I just fought a whole bunch of those last night, it was a blast. My kind wayfarer/beckoner had no problems with them. I also gave Modwyr to Eder at some point. Xoti was a life saver in that fight and yeah I need to stock up on more of that Svef. I fought the boss of that Island Mezzo something. Hard fight but great fight. In the end only me and Eder were left standing, it was chaos.
  3. I just wish it would show it with ingame engine. I mean you would still have all the text based options and all but you would see with the in game engine the ship turning and shooting. It would make it far better imo.
  4. I think you're on to something. First time buffs should defensively add. If someone casts Fit on you for 10sec and right after your get another Fit for 6sec it should now be Fit for 16sec. Now What I suggest is that it should also upgrade. So if you had Fit for 10s and then cast another Fit for 6s, you should now have Hardy for 6s and then Fit for 4s. That way it would make buff stack, upgrade and let you access the higher level Inspirations like Brilliant (getting 3x Smart or one Smart and one Acute)
  5. I barely played but my problem with a Beckoner is how short the summons lasts. I find they go away too quickly and they you want a while before respawning some more. I miss the days of PoE1 when they lasted the whole fight or you'd just keep one foe disabled and go on a rampage with all your summons. What about a Troubadour with Brisk chanting, with the longer lasting summons and faster chanting, they'd always be up. You'd lose your damage burst but you could maintain them all the time, however you'd lose on having an overlapping chant but if all you use is Mith Fyr then you wouldn't lose much no? Also how long does Shared Flames last? Only on their next attack? If you miss yours do they still get the bonus? Oh and one last thing, why do some chant say that they last 10sec when a chant only lasts 6sec+linger? I think tried taking a Troubadour with Brisk and chanting a chant that said it lasted 6sec but it only lasted 3sec...
  6. I don't know, all I can say is this that: Fighter, Monk, Ranger and Rogue all start with 30 Acc. Barbarian, Chanter, Cipher, Druid and Paladin all start with 25 Acc Priest and Wizard start with 20 Acc. Everyone gets +3 at level up, so besides that it's all about class Talents.
  7. You can kill them if no one is around for no penalty. Other yellow names do count though, so only kill those yellow that are by themselves for a little extra coin.
  8. A Chanter that is built for a Tank is super resistant, they get great deflection. -Wild Orlan -Max Per and Res -Get 2 Might and 3 Dex -Then max either Int or Con and put the rest of the points in the other. (I maxed Con and got 15int) *You'll get something like: 2/18/3/20/15/19 For Talents: -Hold the Line -Sword and Shield *I also took Bear's Fortitude since it was by far my lowest defense.
  9. From the Guide: If you want to complete as many side quests as possible without choosing sides, you can complete each of the three factions’ fi rst side quests before siding with any one faction. So that means you can complete “Built to Last,” “Two Story Job,” and “Rogue Knight.” However, you can complete only one of the following side quests: “Winds of Steel,” “Changing of the Guard,” and “Bronze Beneath the Lake.” Choosing one means you are siding with a particular faction.
  10. Yup you need a Priest. So either make the Priest the off-tank or make Chanter the off-tank and the Priest as ^My thoughts exactly. Although my off-tank Chanter doesn't do dps since I gave him 2 might. He does do summons though and those can pack a punch. Otherwise if you want to stick with your current setup then I strongly suggest a Priest as your off-tank.
  11. It's normal, both Priests and Druids get access to all their spells when they meet the requirements. (lvl 3 = all level 2 spells, level 5 = all lvl3 spells, etc..) I know it's overwhelming at first, it's a lot of spells to consider.
  12. There are no reason why they made the Wiz get his spells like that, it does make him less flexible than the Druid and for no reason other than nostalgia. Still the Wiz spells aren't the same as a Druid and both have their good and bad. Having only 4 spells to chose from isn't that bad because it's usually all you need. For a range caster you'd either want an Arbalest or an Arquebus/Pistol I guess. The way DR works, it's better for them to have hard hitting weapons. The only exception would be a Wiz since he can have the Blast and Penetrating Blast talen, giving him an Implement with those talents is great.(Aloth comes with Blast) People do solo runs of PoTD so anything is possible. Frankly my first play is on hard with the NPCs but when I'll get on my second play I'll defensively go full custom party for a PoTD run. It's possible with NPCs it's just harder than a fully customized team because the NPCs aren't min/max at all.
  13. Dude the 1.03 was great, it fixed many game breaking bugs. Sure it made a few more but those were fix like a day later, great path overall. Good point, it's true that Radiance loses a lot of it's value as the game progresses and Brilliant Radiance sucks now and you can't cheese stack that +5Acc before fights. So taking Aggrandizing Radiance would actually make that once per encounter ability relevant again.
  14. I personnaly don't like the "Come, Come Soft Winds of Death", it barely does any damage and I don't know how to buff it further. I love the "LO, THEIR ENDLESS HOST, THE HARBINGERS DOOM", Frightened is a great debuff. I've been playing with the 3 Wurms but I'm not sure I like them that much, they do good DPS and they attack range. But unlike the OP Phantom, they can't tank anything and don't do any kind of stun. I was wondering if the Wisp do as much damage as the Wurms but since they are melee do they tank better or do they go down fast? Finaly are you sure they don't charm? From what I've been reading is that they do a weak charm, maybe it get's resisted easily, check the battle log. So final verdict, Wurms or Wisp? (Oh and Drake or Ogres?)
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