
Kaladin818
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Stats have changed - according to the Steam PoE manual
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
My bad if this is so. -
Stats have changed - according to the Steam PoE manual
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
The manual I got from Steam only has 38 pages. Is it the steam one you got? -
Stats have changed - according to the Steam PoE manual
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
Well I read on the "Keys? When?" thread that the manual was just made available recently on Steam. Go the on PoE steam page, you can access the manual in the menu to the right if you scroll down a bit. We'll know soon enough for ourselves, on the 26th... -
Keys ? When ?
Kaladin818 replied to Skysect's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hey guys, they changed the effects of some stats for release version, according to steam manual: http://forums.obsidian.net/topic/71552-stats-have-changed-according-to-the-steam-poe-manual/ -
INT doesn't take care of both duration and range anymore, RES affects durations; deflection is given by INT instead of PER; interrupt seems to have been removed totally from stats effects. It looks like the update on the wiki recently wasn't a mistake. Back to the drawing board for the perfect party comp, ehhe! Page 4 of the manual: To access the manual, go on the PoE steam page, scroll down a bit there's a link to the manual to the right of the screen. "Perception A character’s senses, as well as their instinctive ability to pick up on details. Affects Accuracy with all attacks, the Range of all non-melee spells and abilities, and the Reflexes defense. Intellect A character’s logic and reasoning capabilities as well as their tactical instincts. Affects the size of all Area of Effects and the Will and Deflection defenses. Resolve A character’s inner drive, determination, and the emotional intensity they can project to others. Affects Concentration (to resist Interrupts), Durations of all spells and abilities, and the Will defense."
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My party composition for release - Tell me what you think!
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
I was going to have my Druid as main character, but since it looks like perception is often used in dialogues, I might use Chanter as main (tank), with these stats proposed by Bazy. 3 18 3 18 18 18 -
My party composition for release - Tell me what you think!
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
That convinced me, I'll put some points into Con instead of Dex, but not all, maybe like 4-5 to even things off, and I'll have to rethink a bit my other squishy melee builds, like rogue and druid... -
My party composition for release - Tell me what you think!
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
For some reason I don't really like the chanter, but I'll have to try. I feel the +2 engagement on the fighter is useful to prevent enemies from going on my weaker backline, and his modal gives quite a good Deflection too. At higher levels, he gets aoe knockdown and other defense boosting abilities that make him hard to replace as main tank. Besides, if a chanter was my main tank, I'd have to lower his defensive stats a bit to raise INT I guess. I'm looking at his higher lvl invocations though right now, and I might just pick chanter instead of paladin as my 2nd tank (which already had 18 INT in my build). Being able to summon a drake (3rd level invocation) definitely sounds good. For the secondary stats, I prioritize resolve over perception because of the bonus to concentration. Some mobs seem to go behind your tanks whatever you do, such as Specters if I remember the name well, so I figured concentration would help. I'll have to think things over about the rest of your post. Going chanter instead of paladin would help with the dmg, but I'm having trouble setting stats for him. Will a lower Might on the chanter also lower the power of his buffs to allies or of his summons? I want him to be tanky, but if I want him powerful I'd need to compromize on his tankiness to improve his Might. Another problem is that the chanter got low endurance and health (according to what it says at char creation), while the paladin got high... How's that for a chanter? : 10 15 3 18 14 18 I don't mind his offensive spells doing less damage, I'd pick him more for his buffs and summons. Should I lower Con (since he gains lower hp/end per lvl up anyway) to raise Might? Maybe 15 might and 10 con? -
My party composition for release - Tell me what you think!
Kaladin818 replied to Kaladin818's topic in Backer Beta Discussion
Ok I'll take note of that. I thought it would be nice on the rogue to have a bonus to Interrupt with PER, the class doesn't seem to have so many abilities that would benefit from maxed INT. -
So if you're like me and just can't wait to play the game, you don't mind another post about build sharing! I intend to play the game on hard, without exploiting stealthing-pulling-ccing-sniping tactics, I feel it would take away the fun for me. However I want to min-max the stats on my heroes. Here's the build: Toughest frontline tank: Fighter 4 might 18 con 2 dex 20 per 14 int 20 res 2nd tank: Paladin 5 17 5 17 18 16 DPS: Melee Rogue. I don't want to go ranged with him, I feel I'll have more fun micromanaging him to keep him out of trouble. 20 8 18 14 15 3 2nd heavy hitter: Druid. I'll play him melee or ranged depending on the magic weapons I have and the situation. 21 9 18 4 18 8 Wizard: even though I heard other classes do the wizard's job better (like druid and ciper for aoes and cc), I just can't imagine myself without a wizard in my party...: 18 8 19 6 20 7 Priest (of Magran for the ranged accuracy bonus with Arquebus): 19 8 19 6 18 8 The idea is to have my fighter a bit ahead my paladin to get the aggro from the strongest mobs, then follow with the paladin for lesser mobs and to avoid having my fighter flanked. My paladin will have the aura which gives the accuracy bonus to close allies, so my rogue will hit the same target as paladin, while the druid will hit mobs on the fighter yet sitll close enough to the paladin to get the aura. I'd like to try the game with the story companions for the dialogues, yet I feel their stats will really not be optimal, especially on hard difficulty... Anyway, share your build!
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Player character: Wizard - because they can do so much Fighter - soaking up damage from the stronger mob with a shield Barbarian - dealing with the lesser mobs with his dual weilding skills Rogue - sneaking up from behind for crits and taking down enemy casters Priest - melee buffer/healer, making sure no enemies get past the front line to my casters, and moves in to flank once battle has started Druid - versatile caster, might serve in some animal form to get flanking bonus and assist the rogue if needed