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MunoValente

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Everything posted by MunoValente

  1. I don't think chant length needs to be tied to chant level, no reason they couldn't have made a short duration level 4 chant. I do think the high level chanter I've been using is pretty decent though, even though I don't use invocations much and still mostly just use Ogre summon when I do. Basically a weapon and shield tank, with the Famyprs Gaze and Dragon Wailed on infinite loop and the Paladin cross class, so it provides a lot of use just sitting there doing nothing. High lore and INT also makes it one of my best scroll casters. I do wish ranged chanters or melee damage chanters, had a few more tricks available to them though.
  2. I gave the White Crest Armor to someone who had Boots of Speed, because move +2, is still plenty fast. Another item I like from the expansion is Fellstroke, a pistol with ambushing and +2 stealth for only two enchantment points. Is Coil of Resourcefulness unique to the expansion? It's pretty neat. Bittercut is a sabre that does corrode/slash damage type, which I found useful.
  3. I really like the level 4 chant that raises will and defense against mental attacks. Just put that and level 3 damage chant on infinite loop and I'm good to go.
  4. He's good with the soulbound quarterstaff you can get shortly after getting him, so you cam have him use that to avoid directly engaging.
  5. I think getting the same amount per encounter that you used to get per rest is a bit much. Something like 1 or 2 per encounter with the rest per rest might be better or perhaps per rest but have some but not all regenerate after battle.
  6. Haven't really used dropbox before, hopefully this is correct. https://www.dropbox.com/s/idtg07qoeue6vff/sagani.zip?dl=0 I couldn't find a save with her at level 13, but I found this one with her at level 9, in this case Imatuuk still retains Takedown during respec, but hadn't yet taken Predator's Sense. When I do the respec it lets me take Brutal Takedown at level 4 because I already have takedown, even though it's usually at a higher level.
  7. It's related to when you complete parts of quests, not game time.
  8. If you do make a Paladin that raises INT and/or PER or even if you don't, you'd also want to put a lot points into Lore. Lore has a lot of dialogue checks and scrolls benefit from PER and INT and plenty of them don't even care about your Might, like Paralyze.
  9. Nothing wrong with raising PER, hitting things is good. Hitting things helps defensively as well, lets you land your disengagement attacks, gives you interrupts. As mentioned PER helps you reflex score as well, which will help if your dex is also low. Makes the few bigger attacks you do take count, could start the battle off with a flames of devotion Arquebus attack. Not quite the same thing, but in a recent game I was using a low might passive tank chanter who had OK PER and I had her take Envenomed Strike, which worked pretty well. Had her use measured restraint as her weapon and gave interrupting blows as well, so she'd have weak but fast accurate attacks that would interrupt or if I wanted, poison, and an extra engagement from the weapon.
  10. I personally like Chanters as passive tanks. No matter how heavy your armor and low your dex, the chants go off at the same speed, and placing in them in the front line, puts them in good position for their chants and invocations to effect both allies and enemies as needed. I really like the level 4 chant from the expansion that gives you +20 to will and +20 to mind attacks, I hate mind control attacks. I just set that one and the level 3 damage chant on loop at the end of my last game and didn't even really care much about invocations. I gave them the paladin cross class skill as well for another passive effect.
  11. I like Pollaxes, but there aren't a ton of great unique ones. There are some really good unique Estocs, but they are single damage type.
  12. There is a 4th level chant in the expansion that adds +20 will and +20 against mental attacks. Need to be level 13 to get it, but once I got it, I made sure I took a chanter to every area that had mind control enemies. As for mental fortress, I'd probably take Bull's Will first, if you haven't already, as it has broader use.
  13. Did you read the notes or just pick them up?
  14. I know the armor penalty reduction one on the armor does not stack with some accessory I had that reduced armor penalty.
  15. Nope, I did a respec on my ranger as a result when twinned arrows came up.
  16. Lore is really good, if you don't know where to put points, put it in Lore. More people you have slinging revival and paralyze scrolls the better. Quite a few dialogue checks for the main character as well. Athletics you get to 3-4 for everyone except one person who does your scripted events. I think there should be a better bonus for going over 3 or 4 though, a bonus to evading disengagement attacks or something like that, like tumbling in D&D. Stealth I usually do similar to athletics, a few points for everyone, but one master for the few places your really need to sneak. With the update though, I'm starting to give to more certain party members that I want to be able to get closer to enemies. Mechanics, one master is essential, otherwise it's fairly limited although everyone can use traps and it works with seals. I just don't use traps much, if traps were better I'd like it better. Survival is weak, it doesn't make the potions or food stronger, just last longer, unlike Lore that gives you access to better and better spells. Has more speech options than you might think. Still should have another use though, maybe some sort of spotting or tracking mechanic or bonus to fortitude or something, I don't know.
  17. Something that annoyed me was when I got to Act 4, the game said my level was high and asked if I wanted to upscale it and I said yes, but I still was able to auto attack everything leading up to the end boss and beat the boss very quickly and easily. If they are going to ask that sort of thing, they really should mean it. I'd like a scaling option you choose at the start of the game, completionist or casual, and if you choose completionist it both slows down your level gain and ramps up enemy difficulty in Acts 2 and especially Acts 3 and 4.
  18. Tanking with a mix of END and deflection, is quite possible now, deflection isn't really the end all tanking stat anymore. You don't want to dump deflection, but if you have 16 base CON with a few bonuses on top of that and some regen abilities and not completely terrible deflection, you're going to be hard to kill. Things like Unbending and Critical Defense are more designed for a Fighter than gets hit and survives using CON rather than one that tries to avoid all hits completely.
  19. http://pillarsofeternity.gamepedia.com/Belt Girdle of Eotun Constitution: Random loot spawning in various locations. Depending on the percent chance to get lucky and obtain this belt, it is hard to get. (I haven't gotten it in 1.5 playthroughs yet.) Fine, but getting +2 constitution is trivial. You can enchant it onto armor or there is a +2 belt you can get every playthrough. A bunch of food items add +2. Getting Eder to 20 CON is very easy and doesn't need any real investment, it's not some impossibly high value than requires massive sacrifices. Sure there is an opportunity cost in wearing a belt, but there aren't a ton of great belts and you can still raise other stats like Resolve with your other equipment slots. The only Res increasing food is really expensive.
  20. 19 endurance is Eder's base plus Belt of Eotun Constitution, it's not really hard to get. Eat some cookies and you're up to 21.
  21. Yeah I think monk is the class there really stands out from the other fighters. I don't really like the idea of fully armored monks too much, I think they would be better if their base deflection was cut, but they got a deflection bonus when using leather or lighter armor or something like that. I think they would fit better both in theme and in balance. For fighters I think a few small tweaks would go a long way, let Defender be active with Savage Attack or Cautious Attack, scale and power up Constant Recovery, give Wary Defender a disengagement attack bonus, maybe make Clear Out per battle, make Guardian not suck.
  22. Pretty much all my melee fighters and my ranger took the rogue talent this past game. My fairly passive tank chanter took the paladin one.
  23. I think it's fine they aren't attacks, making an attack stronger than amplified wave that wasn't completely broken would be tough to do.
  24. Finally got around to fighting mercenary brawlers after hearing them talked up so much and I was really underwhelmed, of course I don't use glass cannon backliners and my frontliners are built to hit hard, so maybe that had something to do with it. I didn't find it too easy or anything like that, but a long way from broken strong.
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