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Enexemander

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Everything posted by Enexemander

  1. I was looking forward to this game. :-/ Not sure I will buy it all now, to be honest. Maybe in a year it will be a sale purchase on Steam. I will probably just not buy it, though. Once a game gets old, and I've stumbled across spoilers, it usually just isn't worth it.
  2. I like your superconstructive approach... Not always especially with 1.1. The fact now that Troubadours are better Summoners (and everything else) then Beckoner says it all really. My changes -1 to Summon Invo +1 to all other Invo -50% summon damage and health, -30% duration Let them have their cheap expendable Summons they were sold as having and take away non summon abilities. Definately a work in progress. This makes more sense to me than what they've done.
  3. I sided with the Principi and didn't lose anyone. I wasn't really keen on siding with anyone (all of the factions are full of terrible people), but the pirates wanted me to get a ghost ship and that sounded awesome. My actions pretty much led to the Huana getting screwed over (I released the dragon and didn't side with them) but Tek didn't care. His ending slide has him happy and fulfilled as he helped bring his people together as an emissary of Ngati. I helped Maia's friends with their missive quests, and Maia regrets doing those underhanded missions for Atsuna and her ending slide is about her swaying the King to her opinion. All in all, some good stuff. You might get the best faction ending from the pirates? Which is weird. Not sure if siding with Furante is different, but that's what I did (and let Aedlys live).
  4.   Oh, interesting! Thanks for this. I noticed that Kana got very useful in White March 2. I just thought it was because the fights were longer. I pretty much put him on very short phrases and smashed out the AoE paralyze whenever it was up (which was pretty often) and he became really, really useful.
  5. I just ran across them. I have to say I'm really disappointed in the design here. My #1 pet peeve for any game is when it breaks it's own rules. Monks don't teleport. Why are they ignoring the engagement system? I also literally had 3 or 4 of them randomly appear in my back line (not teleporting from another location, just non-chalantly walking up to the engagement from an area I cleared). I'll use dominate spam or whatever on them next time, but this time I just quit the game in disgust. I very much agree with the OP. WHAT. THE. ****.
  6. Actually, it's a cone that originates from your target and flows behind that target. The targeting cone in game is wrong. It's an incredibly effective ability, because it's cheap and causes aoe prone with very little positioning setup.
  7. Objectively wrong. The only way Fireball is superior to Noxious Burst is in cast speed (Fast vs. Average, whatever that means). Fire may matter a little, depending on what you're facing (Shades, Shadows, etc) but for anything armoured (that is, most things), Corrode is better than Fire anyway. Also, it Sickens. I enjoy keeping both. Fireballs for Shades, Shadows and so on, or when I want to get the attack out quickly, and Noxious Burst for everything else. I feel that they should be set further apart by increasing the size of Fireball and make the "friendly zone" smaller on Noxious Blast, but that's really just nitpicking. Fire is also more versatile for damage dealing overall, making Scion of Flame a pretty solid talent for a wizard that wants to play with the various fire spells. Without that talent though, you're right that fireball only has the advantage of cast speed. I'm not sure how beneficial cast speed is on fireball, actually, unless you're just unloading fireballs in a chain.
  8. no, building a super tank is the optimal method, you can get most enemies in most encounters to hit ur tank and ur tank takes probably 5% or less of the damage of your other characters, so it is by a large margin the optimal solution to normal group fights. which is really the problem w/ the tank or with the AI depending on how you look at it. you can build a character that does .8 dmg a hit but takes nearly zero damage and then get the enemy team to attack that character exclusively. Scenario A) Your tank takes most of the damage for the group. The group does 5x damage (missing the tank, for all intents and purposes) Scenario B) You control your enemies to mitigate damage your group might otherwise take. The group does 6x damage (the "tank" is a healthy contributor to combat) Both are valid. B), in my opinion, is the superior option because it's generally faster and more fun.
  9. Building a super tank is kind of the novice's approach to the game. Which is fine and all, but when you understand the game and the systems behind it? You don't need to build a super tank. You'd do better making the character you want and then use other available means to control encounters besides having a super tank. There are many, and several of them are more effective. Now put down the shield and get to cutting folk up.
  10. That is an opinion with some merit. Why use a lvl 1 Wizard Spell (all of which are very useful), when you can use a lvl 2 Wizard spell for blinding, and it's foe aoe as well? Trading a lvl 2 spell for a lvl 1 spell in this instance can make a lot of sense. I personally like some of the lvl 2 spells because they're fun and interesting (the ray and the rolling fire ball of suicide), but they're generally niche spells.
  11. Druids make great healers. It helps to give them a reach weapon so they're behind the front line as most of their healing spells center on the druid itself. My last playthrough was without a priest the entire time and I had zero issues just using Hiravais to thow heals when needed. In truth, in hard mode and below you don't need a healer at all if you use cc and debuffs to their full potential.
  12. Not really. It's in good company, I would say. Most of the level 1 spells are good for the entire game. Eldritch Aim, Fleet Feet, Fan of Flames, Jolting touch (great for being foe only), Slicken, these are all great all-around spells. Parasitic Staff, Spirit Shield and arguably Wizard's Double are all great if you want to play a more melee style. Chill fog gets taken down a peg in my opinion because you can get blinded status from lots of different sources. Why blow a wizard spell on it when they've got all the rest of that going on?
  13. Pallegina isn't a paragon of her order, though. She has a good bit of internal angst about the terms of the trade agreement and the long term consequences. I think having Pallegina's personal alignment be a step away from her Paladin order's alignment is about perfect.
  14. The pointy end of the stick seems to be best, but the blunt end will work in a pinch. Best of all is to set the stick on fire before you hit them with it. Practically speaking, this is difficult.
  15. The review certainly achieved its aim: To generate clicks for RPGCodex. It's a terribly biased review and full of misinformation. Bu that's what generates clicks when you're reviewing a game long after its release and the game is almost universally praised. "Awesome: 9/10!" doesn't generate revenue when it's review #1087745 "This sucks! 3/10!" does generate revenue when it's review #1087745 and the metacritic of the game is 90% or higher. That's all there is to see here.
  16. ... They're called a "martial" class because they're meant by the developers to be in the thick of melee. They have high Accuracy, high Deflection, and High Endurance. It's not a mystery what's going on there. Paladins are, in my opinion, in a bad state because they don't adequately make up for their lack of effective prowess on the frontline with their support abilities. It's a matter of balance, not definition.
  17. It turns the shield into an offhand weapon. If you check your inventory screen, you'll see that with the shield equipped you'll have 2 numbers under accuracy.
  18. Would you need armor? Yes. You'd just get obliterated without it. Would you need a shield? Not really. You can get your deflection up high enough without one to not worry about it too much. If you dual wield hatchets, you can get +10 deflection from that and I believe hatchets share the same weapon focus as unarmed (peasant).
  19. I don't think the in-game graphics are up to par for that purpose. Considering the angle and max zoom distance we get with the game, I find the actual character appearance to not matter overmuch. It's the portraits that I associate with the characters.
  20. They should be lit if you were encouraging to the priestess. If you told her that she was a bad disciple, then the flames go unlit. If you did encourage her and the flames aren't lit, it is probably a bug.
  21. The problem is that most enemies have really high fort saves. I took that talent on my barb and then looked through the bestiary and was sad that I took it.
  22. The problem with blast talents is that they are effective when there are many enemies, which means that you are probably not out of spells yet. Well, if you have second wizard you can just give him the job of controlling enemies at the start of the fight while you go full dps with minor blights and then switch to controlling when your second wizard is out of spells. Well, there are multiple ways to control enemies. There's no reason to put that all on your wizard if you have other means available. Scrolls are available to anyone with a decent lore skill, for example. Ciphers get a paralyze and aoe stuck at spell level 2. Etc. But anyway, I only mention minor blights because it synergizes with wand talents. Since the OP is asking about the best weapons for wizards, I'd have to say it's the types that have talents only wizards can take- the blast talents.
  23. I think optimal dps in longer engagements is a Wizard taking the blast talents that uses the Minor Blights spell (often coupled with other offense boosting spells, like Deleterious Alacrity and Eldritch Aim). Additionally, the blast talents only apply to wands, rods and scepters, (and Blights, apparently) so if you want to do that combo you're going to want to use one of those weapon types as your primary. I'm not sure if the Blights themselves count as weapons for weapon focus purposes, but from what I've read the Minor Blights count as wands. It should work with Dangerous Implements as well.
  24. The shield is nice, but it's only a buckler so the tradeoff is a decent chunk of deflection (and reflex if you take the talent) off of your main tank to buff your party. Overall, probably worth it but the tradeoff is still there. I have a party with a Bleak Walker dps paladin (PC) and Pall as a tank. At the time, I didn't know that Faith did not work on NPCs (is this a bug? It should be) so Pall isn't everything she should be as a tank. With this setup, I don't miss having a priest and take the druid NPC instead. It works because I've built the party around the short aoe distance of the auras. I have 2 front row fighters, 2 midrange fighters, and 2 backliners. That said, at level 9 both auras could be replaced by a single priest, as their level 1 spells go to per encounter instead of per rest.
  25. Bah. Don't give them priest spells. Priests already do that and they do it better and, besides, casting priest spells would interfere with them doing paladin things. Give them more ways to charge them selves or their allies or bursts auras they can use to create instantaneous effects. New things that can fit their own niche, rather than clumsily trying to ape another class. I suppose that's fair. All in all there's a lot of room for improvement with the class. My only concern with that suggestion is that any added abilities will likely only show up as feats you have to choose at level up. Really the class needs to progress naturally while still being able to choose offensive or defensive feats as well, in my opinion.
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