
omgFIREBALLS
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Blessing also says it increases damage done by 10%. That's like +3 might, without actually being a might buff. I'd rate it even higher. Also, I'm surprised you gave Withdraw a 10 without including the choke point exploit in your motivation. Regardless, you still got to factor in that you're CC'ing yourself too so that's a drawback to push the score down. But do continue with the list. I've been halfway to asking about priest spells myself a few times so I'm wolfing down the opinions
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I really don't see why we're even discussing the reload method. Sure the combined achievements might be beyond retarded to attain due to RNG or whatever, but if we condone this behavior, Path of Iron becomes meaningless. You even have time to pause and exit/reload after you've been knocked out. How the hell can you ever lose if that's okay? Still it's a successful PotD expert solo run. My hat is certainly off for that.
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I have five-or-so parties up and running. Well up, at least. The latest one is even PotD+ToI. And one thing that holds true for all these is that I barely touch the crafting and enchanting buttons. The only plan I ever have for the materials involves supporting the Hire Five Level Two Adventurers ASAP program. To get a small question out of the way first. That sorry pie the Gilded Vale chef taught me to cook for freeing him from the bandits, is that the only recipe I'll ever learn in the whole game? I thought it was a taste of what's to come but nobody ever seems to want to add to any of my repertoires. Now let's get started on potions and the uhhhh... involved. I'm really not sure what's worth making because they all have short duration effects. It's like I'm supposed to visualize the entire battle before me, how all my actions as well as my opponents' all align so that if I pop the +accuracy potion at this magical moment, I will get some use out of it instead of just say, getting dominated and using it against my own team. Etc. Dishes, au contraire, are rather okay because I can eat before combat and they will last the entire fight. Scrolls. I haven't even considered them. And now enchanting. Certainly I have a lot of juicy options, but I'm worried my supplies are limited and I don't want to pimp up something I won't be keeping. Yet I'm also getting the idea I could take a plain armor and buff it up to be the awesomest armor if I wanted to, and it would be the same as if I took an exceptional one to start with. That's what the x/12 means right? How much more juice I can pump into it? Given my cluelessness, I obviously don't buy any materials either. So for one, what should I look out for and for two, to summarize the post, what should I really, at the very least be doing with crafting and enchanting?
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Thanks, this has brought me some clarity. Still, another question about accuracy. If an effect states it increases accuracy, can I safely assume it will increase it for spells as well? The spell that made me wonder is Devotions for the Faithful (priest, 4) which states it increases accuracy, but the buff tooltip says +20 melee +20 ranged.
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I can't promise it's there. But this party has killed exactly one dragon and I believe they've found that sword (just checked, they have). So I only added two and two together. However, I definitely got some treasure off that guy. Perhaps it was hidden. Also, what's the quest for it? I killed it because it was alive.
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Thanks. Yes, there are some more specific questions I have. 1) Why not Scion of Flame for druid? There are at least 2 fire spells I'm rather fond of, especially the level 5 bouncing one. 2) What would you take for a priest? Heal/buffbot, no offtanking aspirations. 3) I took Cautious Attack once, but it seemed I couldn't run it with Defender, do you switch between them? (or does Defender suck too?) 4) The defensive talents seem weird to me, like you can take +10 will or you can take +10 to every debuff that you will-save against anyway, how do you choose?
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Attacks fortitude, lowers will. Attacks deflection, lowers reflex. Etc etc etc. There seems to be a plethora of ways in which you can mess up an opponent, each effect improving the chances of its successor. But where do you start whittling down your enemy's defenses? I realize of course you could just assault whichever defense is naturally low for the particular creature, but in general, do you have a favorite ability or spell for this?
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Thanks. On second thought, could I more subtly dismantle them? I've aided their mark in Dyrford Village and delivered plus defended their little nuisance's shipment in Ondra's Gift. Would be nice if I could set him up to deliver his stuff to the Salty Mast but he seems to have flown the coop. And while I'm here, what's it gonna take to get to see Lady Webb?
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This thread touches on my own little OCD for unlocking conversation options. Now there isn't really a class I want to play that works the way I want it with 18 int/per - and these 3 anything builds just won't get past my brain. So I'm just gonna ask, how much is it really worth to unlock those options? Is there some real goodie to be had somewhere?
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Word. I'm aiming to take on PotD (with both the painful condiments) one day. Now I've no idea how difficult it is, but if it's a real nutbuster, I could theoretically blow every per-rest ability on every fight and go back to the Black Hound and rest for free. And I'd obviously get some infinite rest mod instead of actually enduring that =.= I'm not a fan of the camping supplies mechanic. The real epeen is indeed how little time you spend on your playthrough.
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