
omgFIREBALLS
Members-
Posts
1259 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Blogs
Everything posted by omgFIREBALLS
-
Sure-Handed Ila is good, but I wouldn't use as the only archer. You realize you're only going to keep 1-2 chants up at a time, so dedicating one of them just to buffing your own damage a bit just runs contrary to your support idea. As a supporting character, the weapon types I'd consider are: Club, target -25 will modal Flail, target -25 reflex modal Pike, target -10 deflection modal Dagger, self +10 deflection modal Wand, target -10 accuracy modal Morning star is the -25 fortitude one but it's a two-hander and doesn't have the reach advantage of the pike, so you make yourself a very juicy target. Of course, the saving throw reducing effects only make sense to use if your party actually relies on such abilities. This said, as a supporting chanter you might love Sasha's Singing Scimitar, which has some enchantments tailored to chanters, one of them being an aura. It pairs well with the shield Lethandria's Devotion, which also comes with an aura. Plus, the medium shield modal is fantastic.
-
I think there is a more important distinction here than what priests and chanters do, and it is how they do it. A chanter never permanently runs out of resources. They sing as long as they're alive and not crowd controlled, providing you the benefit of their chants. And these chants add phrases, and phrases allow you to use invocations. A chanter never runs out of steam, but you cannot tell your chanter to throw five invocations in rapid succession, because you can only stockpile as many phrases as your most expensive invocation costs. A priest (or wizard, or druid) on the other hand, has finite resources, but can spend them at their own leisure. Throw all your spells right after each other if you want, or space them out as the fight requires. Another thing you might not have picked up about chanters is that chanting is not something they do actively. You might be used to bards who cannot do anything else while singing, but that is not the case with chanters. Your chanter can attack or cast spells while singing without missing a beat. This makes them great for multiclassing as you pretty much get someone who provides chants + invocations while doing all the things the other class does. Nothing stops you from solving your dilemma by playing a priest/chanter multiclass. Mandatory addendum: Chanter is the best version of a bard I have seen in any RPG.
-
Tower of Time is worse than Kingmaker and Deadfire for language errors. It's not abysmal, but still. I think that author was just referring to how we don't realize that everyone is struggling with something. We only see our own inner turmoil, so we only think our own lives are "exceptionally difficult". It may be a language error, but I say it's for illustrative purposes. Related.
-
I gave it a try after reading your post. It has its good and bad sides, and while overall a nice game I wouldn't compare it to Pillars - in terms of design, not quality. It's a dungeon crawler, not much of a RPG. It's been hours since I tried to care about the plot because the devs couldn't afford voicing almost anything, so I skip through dialogue. It seems proofreading was another thing that had to be cut, because the language errors are too many. Speaking of dialogue and errors, when I was still paying attention to it, the characters sometimes talked a little too much like the animated stat sheets they are. The combat discussions weren't entirely immersive. Also, if a game has one elf, that elf apparently has to be a hippie. The art is good and I feel a lot of love and thought went into the combat system, so those can be reasons to play. But for story - there might be a good story in there, but it's not well delivered.
-
I did a thing! It's funny because it's Waukeen's Promenade combined with Queen's Berth. Oh, also, it does things. Check the mod page description, and then you can check in-game what each merchant sells, or check here. I added the file if you don't want to register at Nexus. I am open for suggestions as to things merchants should or shouldn't sell. Here's how it looks right now. Hunter (reagents) Osa (food ingredients, alcohol) Rebero (gems, jewelry, wardstones) Cobbler (various shady stuff, unguents and potions) Wanika (scrolls and tools) Waukeen's Berth.rar
-
- 2
-
-
I want to create a mod that makes it so that every restockable item is guaranteed to be restocked every day, and in large quantities. For example, Cuitztli can sell Primal Wind. If she doesn't, I gotta revisit or just sit there advancing the game time until she does. And when she does, she might not have as many as I want to buy, so I need to keep doing it. So I thought it'd be as easy as finding the right thing to override, but I can't seem to find it. I searched for Primal_Wind and found a bunch of entries in items.gamedatabundle. Most of them seemed to pertain to enchantment materials and monster loot tables, but one was about the item itself (icon, classified as ingredient etc). It wasn't very useful for my purposes, but I nabbed the ID from it. Then I searched every folder with "exported" in it for that string, but I found very little outside items.gamedatabundle - just a reference as a reagent for the witches' cauldron. Curiously enough, items.gamedatabundle has a bunch of merchant inventory listings (search for "infini" and you'll find them), specifically stating this merchant will sell that and that. It is by no means an exhaustive list [of merchants] and those included only sell basic items like water and hardtack. So I dug out the ID for a unique vendor item - Sasha's Singing Scimitar - and scanned all the folders for that string. But, I found it nowhere outside items.gamedatabundle, where none of the listings are for assigning it to a merchant. Also, these merchant listings don't seem to contain anything to manipulate probability or quantity of appearing items. Just "yeah, I sell these". For my last wild swing at maybe finding something useful, I scanned the folders for the ID of one of those merchants, but again that ID showed up nowhere outside items.gamedatabundle. Any ideas? Or is the thing I'm trying to modify not exported for me to play with? Edit: As a dirty solution, I discovered I could just add the items I want to one of these infinite supply vendors. It's not ideal, but it's something.
-
I'm not touching the eoten chants because the objective is to clean up the party tooltip. Can't recall mobs having so many effects that the screen couldn't fit them even before this mod. Okay, so you seem more like someone who simply wouldn't activate the mod. I tend to have 2 20+ int troubadours in my parties just cycling 2 chants each, which is full uptime under normal circumstances, and I don't play differently if something messes with those normal circumstances. For me it's a cleaner tooltip, at least.
-
I'm currently reinstalling the game and have long considered a final addition to my buff filtering mod. I feel that chants are comparable to auras in many ways, so if you want to hide auras, why not chants too? My idea is to filter out any buffs from chants: Come, Come Soft Winds of Death - the buff on the singing chanter only Blessed Was Wengridh, Quickest of his Tribe At the Sight of their Comrades, their Hearts Grew Bold One Dozen Stood Against the Power of the Saint Ancient Memory Sure-Handed Ila Nocked her Arrow with Speed Aefyllath Ues Mith Fyr The Silver Knights' Shields Broke both Arrow and Blade Her Courage Thick as Steel Seven Men, onto the Deck They Went Old Siec Would Not Rest 'til His Hunger Was Sated They Shielded Their Eyes 'Gainst the Fampyr's Gaze Mercy and Kindness Followed Where'er She Walked Many Lives Pass By, Each Leaving Footprints (if it leaves some kind of buff on the chanter - I've actually never used this) With all your Strength, Slay the Beast! The Arrow Sings Between the Dragon's Scales So again, this will only hide buffs from chants. It will not hide any debuffs they cause; soft winds of death would be visible on affected opponents of the chanter, etc. It will not hide anything from invocations. Anyway, unfortunately the mod makes no difference between the party and its enemies. Any buff you hide from yourself you hide from opponents too. So I was wondering, is there any chant on the list above that you 1) know some enemy in the game actually uses and 2) you feel would be quite bad to not know about (if you didn't already in advance)? I thought that the resistance chants might be really disruptive to hide, but I can't think of anyone who uses them. As I recall, the only chants from that list that enemies use are: Come, Come Soft Winds of Death At the Sight of their Comrades, their Hearts Grew Bold Ancient Memory Sure-Handed Ila Nocked her Arrow with Speed Old Siec Would Not Rest 'til His Hunger Was Sated (and this I might be remembering from PoE1 ogres even) What say you?
-
Do I know this? Engagement actually feels very powerful to me for aggro. If you're fighting multiple enemies, you can keep the bulk of them locked down. If you're fighting one enemy and they be like "like I'm gonna hit the toughest target lol", you swap to a rapier (with nothing in the offhand), modal on, and Mule Kick the poor villain over and over. I think I was using Rännig's Wrath for this, as IIRC it has the highest accuracy of all rapiers.