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About FleetFeet

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  1. Hmm, when you put it that way perhaps it does require a Freudian interpretation.
  2. I had a similar situation on my first play through and it turned out fine. Your situation a bit different(I didn’t have food for thought that time but I did have Aldeys request to help Mad Morena so was able to get past that way). However, what I can say from subsequent play throughs is that the option to say Ulug is dead comes up whether you found his body or not so I don’t think you are going to break anything there. And you will still have the option of solving food for thought other ways even if you agree to Mad Morena’s quest. Edit: I don't know about you but I felt like a fool for missing that lift and suitably punished having to claw my way out the hard way. So, I wouldn't give-up on that save, it's a good lesson for our Watcher! Let's see if anyone else has anything to add but I am pretty confident you haven't broken any quests.
  3. Yeah, that's the problem. With chanter in party chanting silver knights (+10 deflection to trigger more riposte and +1 engagement) and maybe Reckless Brigandine (+1). That's 3 engagement slots. The disengagement attack with WotEP is AOE right? And as one terrified guy breaks engagement and get's wacked the newly free engagement slot get's filled up right away with another (potentially) terrified guy? I might give this a try just to see how it works out at least. I'm currently on a turn based play-thru and had hired this build to my crew as soon as I got WotEP. Only to realize that you get missed a lot less often in TB with 1-49 rolls being graze.So offensive parry not triggering as much as I had hoped. At least I am using the community patch which changed Riposte to 25% on graze/miss. Anyway, would still like to find a way to make this work b/c it is a fun build.
  4. Is it also worthwhile to stack a little more engagement so that you can proc disengagement attacks using Ryngrim's Repulsive Visage with this set-up?
  5. Btw, if you are really disappointed and would consider playing with mods, there is one by paryllax on nexusmods that buffs the base damage WotEP to that of a regular greatsword (while keeping the aoe damage the same). This is close to what it was before one of the early patches toned it down. You might need to reload from before you picked it up if using but not sure. https://www.nexusmods.com/pillarsofeternity2/mods/75
  6. I don't believe this is the case btw, at least not if we are talking about a SC Bloodmage. As SC, the only healing affected by your own might is from the healing items mentioned and the very nominal BM healing passive. These items don't scale with level so your base healing is roughly the same regardless of what level you are. However, the self-damage from blood sacrifice scales with character level which is then multiplied by might. I believe the implication is that the might bonus hurts you for far more than it helps you as you level up. There are others here FAR more knowledgeable than i am but will try to put pen to paper: Healing(normalized to healing per 6 seconds): Fleshmender: 2.5/6s 3 Trolls: 2.5/6s RoGR: 3/6s BM Passive: 1/6s (not 100% sure on this and I'm ignoring level scaling but it's really nominal) Total: 9 health per 6 seconds. With Physicers belt(+10%), bone setters torc (+10%) and Fruit resting bonus(+25%, multiplicative) that is 13.5 per 6 sec. Add 33% from boosting might to 21 and that goes up to 17.2 per 6 seconds. An increase of 3.7. Now using MaxQuest's formula, let's look at the blood sacrifice cost with base might vs 21. I'll assume you have voidward ring. To replenish a tier 3 spell at level 20 with base might and voidward it is (15 + 3 * 20) * ( 1 - 0.25) = 56.3 health. To replenish a tier 3 spell at level 20 with 21 might and voidward it is (15+3*20)*(1+0.33)*(1-0.25) = 74.8 health(*) So for the gain of 3 health every 6s (VERY roughly the time to cast a spell and use Blood sacrifice), it hurts you for 18.5 health more. This is why I think dex is the better investment. Increased damage b/c you can get those spells out faster w/o the increase in self damage. Plus it helps you get debuffs and self-buffs on faster as well. (*) I'm assming that voidward is multiplicitive on the total. If it is really additive with might then it is even a bigger differene: (15+3*20)*(1+0.33-0.25) = 81. EDIT: Minor fix to a cpl numbers. 2nd EDIT: Added bone setters torc, made fresh fruit multiplicative as per Boeroer.
  7. You can do it, it's a question of whether it is better to invest those points elsewhere. A BM with sufficient healing/regen can cast an unlimited number of spells so personally I would choose dex as the better investment since you can fling more spells out there while Might has diminishing returns since it's bonus just added along with other bonus(and it still does hurt you). I think a better case can be made for Might with another subclass since you want to get the most out of each cast. but even then not sure it's such a clear cut decision. That said, you can self-buff Int, Con, Perception, and Dex with a Wizard but not Might.
  8. Assuming that Intelligence will be 20 as well, that looks good to me. Are you going to use Bereths Blessings for +2 to each on top of this? If so, personally I might drop might to 8 (for a total of 10 with BB) and add that to Dex. Since you have virtually unlimited casting you want to be able to throw spells out as fast as your health allows. That's where the BM shines. For example, on my playthru with similar stat distribution (Pali/BM) I was able to keep enemies on perma lockdown with Shadowflame while still being able to get some debuffing and self-buffing done in there all while keeping health at 50%+. Of course, that 's far from the only way to play it.
  9. Also use the Voidward ring you can buy in Dunnage, that will reduce the raw damage from Blood Sacrifice by 25%. Boeroer, perhaps I was doing something wrong, but I tried using all the regen/healing boost items mentioned and kept my might at 10 but I couldn't quite get to non-stop casting. Don't have the game available now but checking MaxQuest post on Blood Sacrifice, restoring a high lvl spell is (15 + 3 * CharLvl) * dmg modifiers. So at lvl 20, 10 might, thats 75 health (56 with Voidward ring). And you might have use BS more than once since the max spell level is random. I didn't add-up all the healing numbers in the combat log when testing but my wizard brought himself down trying to alternate 1-for-1 between cast and BS with this set-up. That said, with Xoti in your party you will be fine as a SC Bloodmage. Personally, I have enjoyed playing BM multi'd with either Paladin or Druid(Lifegiver). The paladin aura with a LoH in reserve allowed me to cast non-stop while being extra tanky. Lifegiver has awesome healing/defense spells that also benefit the whole party. What's nice is you don't need many abilities from either class so you don't feel starved for ability points. A battlemage(tactician) also works well but needs quite a bit more micro/planning.
  10. Btw, if using community patch, shattered pillar wound limit of 10 works as long as you don’t take lesser wounds. Hopefully that will get fixed with an update but haven’t missed it myself.
  11. You aren't missing anything, as is being discussed in another thread, you have a mature RTwP system heavily balanced around action speed and the way initiative/turns works so far isn't adequate. I really admire Obsidian's audacity for attempting this. It's only first the beta release, I bet they will figure out how to make dex more relevant. I really enjoy the game as-is but prefer turn-based generally, if they can make it work I will be very pleased.
  12. I didn't realize it ate up the movement portion of their round, good to know. Maybe skip turn would be too powerful but in RTwP you can keep an enemy proned and out of the fight for as long as you have the resources(and can land it) so this is a major downgrade. Perhaps, prone should now also add a debuff like dazed for the remainder of the round.
  13. See your point, would be nice to have finer control over Delay Turn but might get annoying if it just drops you one rung in the current round(still on Maje, but so far, I've found myself wanting to drop all the way down mostly). Adding an option to drop down 1 rung or all the way would be good but guessing it would add more U.I complexity than developers willing to accept. On subject of interrupts seems to me that Prone (Mule Kick and Slicken for example) is almost useless? It doesn't forfeit an enemies turn as I would expect, just drops them down the order in the current turn. Very weak effect unless I'm missing something.
  14. I do agree that you can still get good mileage out of them but why not just fix it by making anything that walks into an AOE hazard on their turn make a dice roll right then? That's how other turn-based games I've played work and I can't think of a reason why it shouldn't work this way. Yes same here, it's frustrating and weird, needs to be fixed for sure. Agreed!
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