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About FleetFeet

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  1. I agree with you that Ciphers can be very powerful (and fun). My first play-thru was as a Mindstalker Assassin and it was a blast. I wouldn't use assassinate to land alpha damage strikes but instead to sneak in and land borrowed instinct with +35 acc(incl the passive bonus). Then I would smoke cloud back into stealth to land ring leader on 1/2 the enemy with a whopping +55 acc. Even very high will targets would get dominated. My crew could just hang back while the enemy whittled themselves down, picking off the strays until the time was right to join the fray. I could use that strategy from
  2. Forgot to mention regarding cipher, unfortunately I found them a bit underwhelming on TB. Love ciphers with RTwP but to me their fast(er) cast abilities are under-powered when translated to the action economy of TB. I do wish their buffs were free actions but since most are also debuffs I can see why they were not made so. With that in mind, I do think soul blade multi is a good way to go. Works great with Whispers of the Endless paths as you can apply soul annihilation in an aoe and hack through mobs that much faster. If you are considering playing with the community patch, you could go Mind
  3. I've been playing TB and wholeheartedly agree that copious amounts AOE to quickly dispatch mobs is key to enjoying it. Fights can feel like they drag on forever without. Here are a few tips that I've picked up from the forums here: Wizard with absolute maxed out Int(Infuse with Vital Essence great here) and Pull of Eora to cover as big an area for as long as possible. Makes it super easy to get most enemies clumped together for nuking. I usually give my tank Upright Captains Belt for immunity to the pull effect to make it easy to keep them positioned just outside the friendly fire AOE zo
  4. Hmm, when you put it that way perhaps it does require a Freudian interpretation.
  5. 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 mis
  6. 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 ge
  7. 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?
  8. 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
  9. 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
  10. 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, Percepti
  11. 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
  12. 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
  13. 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.
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