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FleetFeet

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Everything posted by FleetFeet

  1. I was initially concerned about DD ability with a low might Arcane Knight blood mage. I have been playing that Nerd Commando build on PotD with a might of 7(3 + 1 human + 2 BB + 1 GOTM) and now at lvl 16 he has remained the parties highest damage dealer by a fair margin. 7 might is only -9% damage but that let's you max dex, int, and per. With unlimited casting ability I suspect that dex is the better stat damage wise and the int certainly helps as well for all the damage dealing spells with duration(Corrosive Siphon is a go-to for my bloodmage). A typical fight will go like this: Self buff with Infuse w/Vital Essense + Deleterious Alacrity (in stealth as frontline is forming) Get 2 slickens out and expose vulnerabilities Cast a shadowflame (damage + CC, love it) Often at this point I will primarily be blasting out shadowflames for both damage and to keep enemies in perma lockdown. I think this is where having the low might/passive healing/voidward really shines. Since I don't know what spell lvl will be replenished with blood sacrifice with this build I can do it 3-4 times in a row no problem. This way I'm guaranteed to get that particular spell back quickly while still being able to layer in some additional debuffs, CC, maybe a corrosive siphon. I have only really played the BM in this way so perhaps I could do the same w/o the combination of low might/stacked passive healing/voidward but what I can say is this build has felt very powerful both from a DD and a CC/debuff perspective.
  2. I am currently playing a Paladin(Shieldbearer)/Bloodmage with might at 6 (this was the min being human and with BB). I am currently level 13 and with the passive aura, the voidward ring (25% less raw damage taken), Lethandria's Devotion sheild, regen ring, an occasional lay on hands and I am able to throw spells practically non-stop(all while using Deleterious Alacrity). Debuffing is priority #1 but despite that and the low might he is still my highest dmg dealer by fair margin. From the start I don't think there's been a single fight where I ran out of casting ability. Obv need to draw aggro with your party.
  3. At early levels, just recast chill fog + combusting wounds + wall of fire on the grouped mobs. multiples of each. you can throw in the concelhaut siphon spell as needed for health regen, and supplement as needed with either offensive spells (fireball) or buffs (mirror image, spirit shield). Once you get spell shaping talent you can reduce the AOE size for more PL, also the +Pen spell talents help. Does anyone know if there is a way to make the AI recast Vigorous Defense when it runs out? I've been using the "More AI conditions" mod. It adds a bunch of conditions including one for Vigorous Defense being active. https://www.nexusmods.com/pillarsofeternity2/mods/88?tab=files It hasn't been updated in a while but still working for me.
  4. Mule kick will refund its cost IF you succeed with interrupt. Using telekinetic burst allows you to regenerate discipline in perpetuity. Which of course you can use for any fighter ability, not just mule kick. Important part is that telekinetic burst is only 10 focus so easy to spam with psion’s slowish regen which allows for unlimited discipline. Not in front of my PC but Mind Lance might also be an option but i don’t think it’s interrupt is on graze and may be slower cast.
  5. NerdCommando has an interesting Psion/Tactician build vid on YouTube. Idea is to use telekinetic burst to generate discipline - it inturrupts, costs only 10 focus, and is a fast cast. Uses a pike to stay behind the frontline to help with focus regen issue. Spams mule kick as that too interrupts. Bonus, phantom foes really helps attaining brilliant tactician. I toyed around with it a (very) little bit on Port Maje and it was working well. There are drawbacks: telekenetic burst is friendly fire and requires some care. You are somewhat pigeonholed into pikes and quarterstaves because mule kick is melee and you need the reach. Have doubts the focus regen will be satisfactory at higher levels.
  6. The "Faith Attuned" +20% Damage dealt as raw effect is only applying to the main hand, it should be applying to both fists. I can upload a screenshot or save but guessing it's easy to reproduce.
  7. I am having the same problem, the load order changes once I exit the game and restart. I use mods from both Nexus and Steam.
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