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JerekKruger

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Everything posted by JerekKruger

  1. I've been thinking about building my 3.02 Paladin around this weapon for this reason. I'm not sure how favourably it compares to a lash, but having a giant lance of light striking your enemies is pretty damn cool. I thought I'd go with Scion of Flame to improve the burn damage of the Sunlance (as well as the Paladin's Sacred Immolation). It's a shame that the +5 will save and immunities are a bit wasted on a Paladin though, given the class's already high saves.
  2. Okay cool, so this should be able to work. I completely forgot about the Ascetic Monk build posted earlier, but I guess much of the same advice applies from that to any lightly armoured Monk. Based on that, how does: Mig 16 Con 18 Dex 10 Per 16 Int 8 Res 10 Sound as a stat spread?
  3. I'd like to play a Monk on my next playthrough and ideally I'd like to stay away from wearing the heavier armour types. I know that Monks in Pillars aren't supposed to be limited to Shaolin style warrior monks, but at the same time it's clear that they're not uninspired by that trope and I find it hard to shake the feeling that there is something wrong about a Monk wearing metal armour. My question is: can a Monk wearing Leather Armour or lower still operate effectively as a tank/damage dealer, or will the lower DR make them too flimsy? This would be on hard difficulty by the way. If the answer is yes, what sort of stat distribution would you recommend? Ideally I'd prefer to avoid any stats below 8, once again because I dislike it from an RP perspective. High Might and Constitution seem obvious choices but what else?
  4. An Arena is not something I'm particularly looking for, but at the same time I'm not opposed. As long as it fits into the lore it'd be cool, but given how only one area in the game is really well developed lore wise it wouldn't be hard to fit it in somewhere. Even Readceras could probably work as, as I understand it, they have slavery. Perhaps those viewed as unrighteous are pitted against each other in arena fights?
  5. I really wish they'd fix that. Not a fix, but could you replace the superb enchantment with a fine enchantment first, or will the game not allow you to downgrade?
  6. The staff has potential on a monk for the simply reason that it gets a paralysis proc and paralysis is damn good.
  7. I like this idea. Make the unlocks related to his conversation triggers so that you can't rush through them.
  8. I really don't understand how people can call PoE a low level campaign when, by the end, you're killing dragons, very high level wizards and thwarting powerful secret societies. Sure, it starts off at low level, but I'd say the majority of the game covers Shadows of Amn level territory rather than Baldur's Gate level territory. As for epic level stuff, I prefer that to come in expansions because if I don't enjoy it I really don't enjoy it. I don't want to wait a couple of years for PoE2 and then get an epic level campaign that I don't enjoy. Ideally PoE2 will start a new story, reach higher levels in the main campaign, then have an epic level DLC that happens strictly after the main campaign in the style of Throne of Bhaal (thus bypassing wonky difficulty problems).
  9. So Boeroer, can we expect all new class builds using these new items?
  10. With the two expansions there is one companion of every class, and without playing through the game once to experience them all it's not possible to choose them based on personality.
  11. Yeah, at the moment level 16 seems to be pretty damn high level. I'd say it's at least on a par with late game SoA. Personally I'd prefer not to see another expansion. What I want Obsidian to do is make a really good PoE2 and not to feel constrained to re-use the current levelling schemes. Since the ruleset is their own, there's no reason why they can't modify it, spread the levels out a little, add and remove abilities and generally improve upon it for the next game. Also I'd prefer not to see the return of the Watcher. His story comes to a natural end in PoE, let's introduce a new protagonist with a new story. I wouldn't be opposed to some of the companions appearing if it fits.
  12. Wait, once per stronghold turn? So you can only use the ring once each stronghold turn? Are there other items that work that way currently?
  13. I imagine it'll be for the expansion, though that's not really saying much. There's the sword Whisper's of Yenwood which is slightly cursed and has a bonus against spirits, so perhaps that'll be involved somehow. Looks like the sight of a battle, so perhaps there was a massacre involving spirits?
  14. I'd love to see some nice sallets myself, and I agree that frog helms are lame :D
  15. Ah, my bad, I looked it up on the Wiki and saw "Azzuro" and assumed he was some killable NPC I'd forgotten. Hmm... I might have to try this out.
  16. Huh, I didn't know that about Cloudpiercer, I assumed you could only get it from the quest. As I understand it there are some backer NPCs in Gilded Vale which are often (usually?) killed on solo PotD games because they drop plate armour long before you could usually get it. I think that's the only sort of situation I'd bother killing NPCs i.e. when I'm playing something hard like solo PotD. Sure, items like Cloudpiercer are good, but if they're key to my build I can join the Dozens, and if not I can live without them.
  17. They did teach me to love swarm spells though. That was kind of them.
  18. Well whilst I'm not currently in a position to solo the game, this thread did make me feel better about one thing: ogre druids! I had assumed I was just playing badly because they seemed like such a jump in difficulty when you meet them in Od Nua (followed, in my opinion, by an easier floor afterwards) but apparently I am not the only person who hates them
  19. That's a good question regarding the Crucible Knights. I'd tend to view them as a military order rather than a paladin order, though as you mention we don't really have enough lore knowledge to know the difference. Certainly if they are a paladin order then they're similar to the Five Suns in their association with their government, although perhaps their guiding principle is the independence of the Dyrwood from outsiders. That said, if they are a paladin order then I'd say an awful lot of them are poor examples. You're probably right about the Goldpact Knights, I think I confused their lore with the Bleak Walkers. I suppose they're still different to ordinary mercenaries insofar as they they won't betray their employer if offered more gold (I think?). An order interested in seeing diplomacy given every chance to succeed, regardless of when, were and between whom? Any time a diplomatic option becomes available in a conflict they'll offer their services to protect the parties?
  20. I think the issue as I see it is that Paladins in PoE are defined by (attempting) to follow some principle or ideal, hence unless that principle is literally "work unquestioningly for X government" there is always going to be the possibility that the government will act against the principle that the paladins follow, and hence the paladin will (if they are a good paladin) be obliged to disobey the government. It's a bit like how Goldpact aren't simply mercenaries, since after they've taken payment they'll work to complete their mission even if their employer decides he no longer wants them to. I think most mercenaries would happily not do the job if they could keep the money.

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