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Everything posted by omgFIREBALLS

  1. Factions don't get mad at you for attacking their ships, whether you board or broadside. I guess it's something privateering, maritime law blah blah. I don't know, but they don't get mad. They do get mad if you intimidate their ships, however.
  2. No. Expect single digits. But if you want to play the outlast game, it's great. There's no avoiding it, there's no removing it. If the target isn't immune to fire (or heals from fire), it's a death sentence.
  3. It's a single player game, and the right way to play it is the way one most enjoys playing it. Mods enable the game to be played in more ways. Therefore, mods are good. You need not ask ^^
  4. Only if they've done quite a bit of homework first, and also in that process not discovered Noqn's mod. First, they would have to notice they got the bonuses. They would also need to have enough game knowledge to understand that these are powerful and rare buffs, and that nothing except rest will remove them. Else they will probably go, oh, it probably had a hidden duration, or it got dispelled. I don't think there's been a single first time player who has had enough game insight to get bothered by this, unless they read this thread first, before the point of Noqn posting the mod. Even so, No Rest is not a playstyle for first timers. First timers don't have game mastery, they will have narrow victories where some party members got knocked out, and they're gonna be happy with that. They're certainly not going to reload for the twentieth time to win without injuries, and they're not going to bend over backwards to always fix injuries with Luminous Adra Potions. Plus, they probably used per rest stuff for that narrow victory. First timers in all likelihood don't even know this is happening, and if they knew, they wouldn't particularly care.
  5. I think you're misinterpreting that. The Engwithans didn't make a new Wheel, they modified the existing one to allow the gods to feed off it. Eothas intends to break the only Wheel there is. This is both my impression and what to me seems the general consensus. Do you actually have a quote to the effect of Woedica saying the Engwithans created a new, separate Wheel?
  6. A psion has become a core party member for me, in the form of an inquisitor (cipher/paladin). As she reaches higher levels, she has pretty much two jobs: Pain Block and Ancestor's Memory. If she has focus for anything else, it's not a hard fight to begin with. They're buffs, so her accuracy doesn't matter. Therefore, she is indeed sporting stat sticks. I use Keeper of the Flame to provide an accuracy aura, and Shining Bulwark for an armor aura. There's also The Changeling's Mantle, for a random quasi-aura. If no one else is using Lethandria's Devotion, that would be my shield of choice (with Sheltering Light) over the Shining Bulwark.
  7. Companions are more fleshed out than sidekicks. Sidekicks are something between a companion and a random hireling. They don't have as much interaction, but they still have some. Random inn hirelings have no personality, beyond default stance and voice theme, other than what you ascribe them in your head.
  8. I mean, it's up to each individual player in the end, but I find it's against the spirit of the mod to do things like that. It should be used to prevent rests that are forced upon you, not turn "eat and rest" or "pray and rest" into "eat/pray and rest without actually resting". At the far end of this spectrum, the mod might as well allow us to have every food buff at once
  9. My favorite way is the club modal. It reduces will by 25 for 10 seconds, and unlike many other ways of lowering will, it does not require you to beat their will save to begin with. If you have a cipher, two great spells are Psychovampiric Shield and Borrowed Instinct. PS is -10 resolve, which not only is reduced will but also increased debuff duration (and hey, reduced deflection so it's easier to land the club modal). Borrowed Instinct gives the cipher a big chunk of accuracy, and you can use it on any little ****noob target you can find. You can use it on a sigil or a damn barrel then you'll have +20 accuracy for trying to land PS or for trying to use BI on the target you actually want to mess up, because hey, BI is -8 int for the target which is, you guessed it, reduced will... On top of this, ciphers have a passive available to them (late, but available) that grants them +10 accuracy for will attacks. Power level 6: The Empty Soul. A case could be made for Tenuous Grasp, but I much prefer PS, and they don't combine all that well (I'm guessing because most enemies don't have 15 resolve for you to take away). The main problem with TG is that it applies two t1 afflictions, so resistance is very effective against it. But, resistance to resolve afflictions does nothing against PS. There's also https://pillarsofeternity.gamepedia.com/The_Willbreaker for... breaking opponents' will, as you might have guessed.
  10. Just go to the options in the main menu and there's a section where you can generate custom PoE1 histories.
  11. Because in Pillars 1, there was a choice of generic enchantments you could slap on your weapons, and they were called Burning/Freezing/etc Lash added 20% of that damage type to your attack, if I recall. I can't answer the entirety of your main question, but I can mention some behavior I'm familiar with. There are fire immune enemies, and there are also fire immune enemies. See the difference? Well, me neither, but some types of fire immune enemies are only immune to fire damage, which means that if I attack them with Flames of Devotion, I do normal attack damage. Others are seemingly immune to the entire Fire keyword, in which case attacking them with FoD does nothing at all. It actually shouldn't matter for anything you asked, but it might be interesting anyway.
  12. It's always your Watcher doing the talking, so what Serafen has he can only give you as Party Assist. If Serafen's 8 Bluff is all the Bluff the party has (not counting the Watcher), then you get +4 skill. If you don't have 3 or more yourself, you're not going to pass a Bluff 7 check. EKERA.
  13. Your party members need to have a total of 7 skill to grant you 4 skill through Party Assist (how it works). Can you show us the situation?
  14. On PC there's just an arrow at the top of the screen to take you from deck view to world view. You have nothing such?
  15. I recall that in a related datamining effort I discovered that this event (and the other stuff like the dog figurine, oozing well etc) seemingly only requires you to have visited all the Neketaka districts. Actually, they had minimum levels too. I don't have the game installed anymore so I can't check.
  16. If that were the concern, they could just make them vulnerable upon her death without also being active. Or they could devise some other fight mechanic for periodically activating the sigils than Auranic casting a spell on them. I'm fairly convinced that the "last stand" mechanic that is giving OP problems is there so that bull rushing Auranic isn't some easy way to win rather than the only way Obsidian could make sure you're not stuck in combat with invulnerable opponents if you do.
  17. I've seen posts about being unable to leave the Gullet period, and I fear this is what's happened to you. But if the west exit works, you can probably instead go to the Sacred Stair and take the south exit to unlock the Brass Citadel.
  18. From my perspective, the intended design of the fight is that if you kill Auranic before destroying all her sigils, the sigils will all activate. And by the sound of your posts, that intended design cannot be circumvented [by anything you tried]. To me, it feels more likely to be considered a bug if you actually did find a way to bypass it. As a veteran MMO raider, this is by no means strange developer behavior to me. And just to be clear, I do not hold a grudge against them for it. It creates different ways to approach the fight. Though in this case I'd say killing her with all five sigils alive is way too dangerous (but you bet WoW would give you an achievement for it ), but if it actually worked to prevent the mass activation then that tactic would probably be way too superior. Still, there's a whole spectrum to consider; you can destroy some sigils and then kill Auranic. Though I find that a rather uninteresting decision, because by the time I've broken a bunch of sigils, Auranic has run out of spells anyway. Better design if Auranic herself got successively more dangerous with each destroyed sigil, perhaps.
  19. I just wish they weren't both fire damage, but given the "fantasy" behind the abilities that's pretty hard to get away from
  20. There isn't, unless that three stars cannoneer has no other skill, in which case they can become a four star cannoneer, which Chitupec can't (and this is why we let him drown). Crew can only gain a total of four stars. There are some exceptions (I count four), but these sailors have their >4 stars already when you recruit them.
  21. Hey, it's because single wielding a one-handed weapon gives +12 accuracy. So if you put anything at all in the offhand, you lose that 12 accuracy That said, I'm fairly sure as far as your spells are concerned, you weren't getting that bonus accuracy for them anyway. Unless I've forgotten how this game works.
  22. Can't engage doesn't mean can't attack. It just means their target can run away from them without having to eat a disengagement attack for it.
  23. No, I think you are being misled by faulty tooltips. Chants last 6 sec + 3 sec linger, and that's pretty much universal. Linger can be increased by int and by being a troubadour. I checked just now and nothing seems wrong. The part in Ancient Memory / Silver Knights tooltip saying they last 10 sec is a lie. You have in the same tooltip saying the duration is 6 sec and also specifying the linger duration. To make it extra clear: Furthermore, turning on Brisk Recitation will not give you full uptime on three chants. It will just make you spam chants that give 3 second buffs (regardless of int) and take 3 seconds to sing. It's for getting phrases faster, and can only give you full uptime on a single chant. They're not useless. The phrase + linger duration is the amount of time they actually buff you (difference being that before the phrase duration has elapsed, your chanter won't move on to the next phrase in the rotation). I don't know that you are correct that the two chants you mentioned apply more often. I don't use offensive chants though, so all I can say is it doesn't sound correct, but it might be Are you experiencing things contrary to what I'm saying here? Any weird durations? Noting that offensive chants are a bit less predictable since enemy resolve above 10 will lower their duration. Edit: It actually feels clear now that this fake duration in the tooltip has made you paint an erroneous image of how chants work. As soon as a phrase begins, the chant's buff/debuff is applied to everyone in range, and will last for 6 seconds + linger. After 6 seconds, the next phrase begins, and acts the same way. If Brisk Recitation is on, a chant's effect will only last 3 seconds and have no linger at all, but you will also move on to the next phrase after those 3 seconds, effectively doubling your phrase accumulation rate. I don't blame you for forming this hypothesis, but hopefully by looking at your buff durations you'll see it works like I described
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