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  1. Edit 1: Fixed misspellings; took out repetitive information; fixed organization of how information is presented in a linear path of how to progress; added how to obtain figurines early. Edit 2.3: Changed talents level 12-18/ Updated talents to suit new Grimoire and weapon change/ changed level 7 -13 to maximize efficiency Edit 3: Added Neketata content and added spell rotation concept to introduction Edit 4: Changed starting stats for a Nature Godlike Edit 5: Added link of play through video Link to playlist of video walkthrough: https://www.youtube.com/playlist?list=PLhNYnbHTHdF6QAlg4Yw8pSHPC6-UTruQV I did not gold dupe enough gold to buy all the equipment that can be obtained when leaving Port Maje to show how to play the early game as if it was a first playthrough. Starting with the 50,000 gold to buy the gear and a proper grimiore will make all these fight a cakewake Hey fellow Watchers, In the first pillars of eternity I completed the triple crown solo as a paladin and I'm back to do the same. Of course I am going Paladin again, but multi-classing with a wizard. I am mainly interesting in the Enchanting abilities of a wizard for self buffs. Enchanting spells do not have a recovery time, so i choose Evoker as a subclass. The double cast proc are awesome when they happen, and it reminds me of the black mage from FFX. The AoE from the Evoker spells are super strong, and can eliminate an entire group of mobs in seconds. The high burst damage is much needed, because the paladin has one damaging spell that i will be using, Flames of Devotion. FoD Combined with Brand Enemy will provide good single target dps. Also, i will be dual wielding for the full attack from FoD, which can kill a mob instantly. Sword and board lacks the necessary damage to destroy a large groups before running out of zeal and, ultimately, running out of resources turning the battle into an auto attack battle. When dual wield, if the first attack from FoD kills the target the full attack still continues and swings at air. Pausing the game while the second part of FoD is casting will allow a new FoD or other spell to be cast with no recovery time. For race, Nature Godlike is the to best choice as you will always have the passive activate in battle, but other races are viable. I complete the run as Wood Elf but the Nature Godlike will be noticeably stronger. In the end, I believe race does not matter; however, some races are not viable in solo play; such as, the Orlan that gains increase stats for attacking the same target as an ally. Unless the figurines count, but i still would not choose Orlan like i did in the first pillars. Instead i went with Elf for resistance to Dexterity afflictions. I also start with a Hunter's Bow for the accuracy bonus and Sabre. But switch to Sword/Sabre and Warbows. Before level 7, using mirror image instead of vital essence for larger groups is need for survivability. At level 7, a huge power spike and god mode starts. The self buffs make you a tank but dps is also really high. Start every fight with Vital Essence, Llengath's displaced image, spirit shield, arcane reflection. Throw a cinder bomb if a large group with high accuracy and use figurine for ranged mobs. Cinder bombs and figurine are not needed for every fight but they are there for a reason. Use Fan of Flames and fireball early for AoE. As you gain higher levels and obtain better grimiore, cast the higher level spells instead while using FoD to clean up low health enemys and get the Zeal resource return. Also, using FoD after self buff to increase damage further (FoD upgrade, Eternal Devotion) to maximize damage. With that said, let's begin! Build Name: Angel Of Death Arcane Knight Subclass: Bleak Walker/ Evoker Race: Nature Godlike Culture: Living Land/ Hunter Author: Sarnael Version: 1.0.2 Difficulty: PotD Solo: Yes Might: 19 ( 18 base + 1 from Living Land) Constitution: 8 Dexterity: 9 Perception: 15 Intelligence: 19 Resolve: 8 Orginal Build as Wood Elf Might: 17 Constitution: 12 Dexterity: 9 Perception: 15 Intelligence: 14 Resolve: 10 Starting Abilities: Flames of Devotion Lay on Hands Spirit Shield Level 2: Deep Faith Level 3: Sworn Enemy Level 4: Vital Essence/ Zealous Aura Level 5: Two Weapon Style Level 6: Divine Purpose Level 7: Llengrath's Displaced Image/ Greater Lay on Hands Level 8: Brand Enemy (Rival is not good with an AoE build; this is better for bosses) Level 9: Eternal Devotion (after self buffs, cast FoD and pause game after first weapon attacks clear to stack extra damage on spells) Level 10: Minoletta's Concussive Missiles/ Exalted Focus Level 11: Inspired Path Level 12: Combat Focus/ Scion of Flame (fill) Level 13: Llengrath's Safeguard/ Righteous Soul Level 14: Rapid Casting Level 15: Uncanny Luck Level 16: Minoletta's Precisely Piercing Burst/ Virtuous Triumph Level 17: Arcane Reflection Level 18: Improved Critical Level 19: Citzal's Martial Power/ Stoic Steel Level 20: Sacred Immolation (when bug is fixed)(Devs stated that this ability should not do that amount much self damage) Abilities: Mechanics: I max this as it frustrating to not be able to get free loot Explosives: Great choice as i live off cinder bombs ( so OP, nerf inc) Alchemy: Okay choice, but drugs arent really needed Passive: Survival: I start and level till 6 for skill checks Intimidate: I put rest of points in this Gear: Helm: Heaven's Cacophony (Death's Maw Early)(if not Godlike) Neck: Stone of Power (Protective Eothas Charm I used early till 7; when you get the Llengeth's Displaced Image) Chest: Devil of Caroc/ Casità Samelia's Legacy/ Miscreant's Leathers (Need Spirit Shield) Ring 1: Ring of Focused Flame (Ring of the Solitary Wanderer) (Ring of Minor Deflection is used till this is obtained) Boots: Boots of the Stone (Shore-walker Sandals early) Cloak: Cloak of Greater Deflection Hands: Gloves of the Gatecrasher (Killer Glove's, Swordsman bracer, Gloves of Accuracy is the upgrade path) Ring 2: Chameleon's Touch ( might and Int OH MYY) (Ring of protection is used till this obtained) Belt: The Undying Burden (early does not matter much) Grimiore: Ninagauth's Teaching (Grimiore of Spark and Flame) (use starting one till Neketata) I start with Saber/ hunter's bow early for the extra Accuracy; but i go sword then war bow for weapon proficiency (These two weapons add more percent damage which FoD also procs) Weapon 1 Modwyr (Watcher's Blade early) Enchant: Legendary Weapon 2 Min's Fortune (Tarn's Respite) Enchant: Legendary/ Lucky Strike Weapon 2 Resounding Call (For Crushing Damage) Enchant: Bell-Ringer, i think the other one might be better) Bow: Frost Seeker Bow ( OMG OP ASF) Enchant: Legendary/ Garland's Breath/ Garland's Rake Early Game: Strategy is key early, i always try to find a doorway large creatures can block others from engage or a spot on the map where i can not be surrounded. Most maps have a place where only 2 or 3 can engage, then AoE them down while they never touch you. Cinder Bomb is how you will progress early, the merchant upstairs, in Kraken Eye, has 3 stealable cinder bombs. Ingredients can be found from various vendors in dunnage and Neketata; this items makes it so easy mode. I use all materials to make cinder bombs, so buy ingredients when available. Also, Scroll of Ray of Fire is needed for an early bounty quest (3 is plenty). Always use bow FoD to start fights (early, one shots are possible) Then use Self Buffs ( Vital Essence, Llengeth's Displaced Image, Spirit Shield, Arcane Reflection if needed, then throw a cinder bomb, followed by a figurine (if needed for casters and ranged), then Fireball, Fan of Flames (with proper grimiore), Rolling Flame. At level 10 this becomes your opening rotation, healing when needed and using FoD with melee weapons to clean up. Enchanting spells have no recovery time, so if you take damage while buffing, using a heal is perfectly fine. The starting Island is pretty easy, use your bow and Flames of Devotion (apply sickening, followed up by Minor Missile if not dead, missiles can not miss) In the Cave, always kill the pistol users first. Kite the Revenants and Rusted Copper Construct. Sneaking around the latter for nearby ring and to complet helping hands for an easy Level 2 is obtained. Head to Port Maje after collecting the random loot and going around stealing, collecting, and progressing quest. Picking up Death's Maw, Ring of Minor Deflection and Shorewalker Sandals from vendors. At level 3, the vendor upstairs in the Kraken Eye has cinder bombs in the chest, and 2 spices and onyxs for sale. Hit level 4 (obtained by completing available quest and talking to the governor to progress the main quest) before going to Gorecci Street. The Eothas Protective charm is a hidden item in the well, equip it. Use Mirror image for buff instead of vital essence till level 7. Go to the northwest-ish part of the town, ranged stealth attack FoD, Self Buff; careful killing the second ranged mob; Getting the two melee at the same time can be bad (RNG). Do not talk to ilari; instead place a trap under the northern mob, use FoD from stealth (does not always one shot the mob) Cinder bomb, Self Buff, Lay on Hands, one FoD should kill the mobs now with Cinder Bomb damage, and dual wield sabers. The encounter's between Vilario's Rest and Port Maje; At the fork, threaten them, take their goods, and attack. These guys hit hard, Self buff. use your scroll Fan of Flames which can kill one, both or miss both, RNG. Then, use FoD to clean up. The woods with the Ogre Druid has a necklace that he will give; peacefull resolve the encounter. There are 2 spot where you can reduce the number of engaged enemies, one is close to where you start at. Place trap, cinder bomb, self buff, FoD clean up, empower when needed. The Xuarips are really easy, kite backwards, self buff, use a scroll if you have one (use empower for more resource if not) FoD clean up. This should leave you with 1 cinderbomb for spirits at the digsite. At the dig-site; the only fight that is scary, is the spirits right before you find eothas, but kite back to where the copper construct are located, with luck 2 mob will reset; use Mirror Image if all 3 are aggro-ed. Save your empowerment for additional resources. After leaving the Port, obtaining the figurines early can make a hard fight a cakewalk. 1. Laughing Imp Cameo - Slightly northwest of Port Maje is a shipwreck sceen, board the ship, search for loot, then search for evidence of smugglers. 2. Opal Tear Cameo - Bought from vendor in Dunnage, Radiant Court, The Treasure Trove. 3. Clay Grub Figurine - Bought from vendor in Neketaka, Queen's Berath, Hunter. 4. The Obsidian Lamp - Buy or steal from SpinkleMan in Neketata, The Gullet, Delver's Row. Use sparkcracklers to move the SpinkleMan and company to get the lamp for free that is behind him. Head to Dunnage, complete possible quest. The quest, A Tidy Performance, do not pay of the whore's debt at King's coffin till after level 7; which is your current goal. To get there, explore the Islands killing everything, prior knowledge of which island not to venture is needed, do not try to complete the island with the spirits yet, it is very difficult an the neck is not needed. (how i did it at low level, i ran backwards a bit popped an invisibility potion, stealth and pulled the shadow; sometimes i would still aggro all of them but i would use the figurine, kite backwards to split them. If doing triple crown solo it's not worth it early without knowledge and experience. Cinder Bombs are the key to easily defeating the large mob groups on the islands. Using Cinder Bombs is very important at this stage of the game and needed for an easy fight. At level 7 or higher return to Dunnage and complete A Tidy Performance and loot Boots of the Stone from the mobs. Before exploring the Islands, head to Neketata and buy the Gloves of the Gatecrasher and Heaven's Cacophony (If not godlike) from Wanika in northern Queen's Berath. Also, buy Grimiore of Fire and Spark, and steal Ring of Focused Flame in Periki's Overlook. The Undying Burden is from a Merchant in Delver's Row. Talk to Pethi, in The Gullet, to get the harsh medicine quest which opens dialogue options with the inn keeper to find out how to get to Delver's Row. The first Island I would go to is Oathbinder's Sanctum to get the Watcher's Blade. There is a room full of Xuarip's and a body on the east side of the room that contains the Ordinary Sword, Examine it to turn into the Watcher's Blade. In the final room, aggro the cultist and kite them back to room south of where you are and their is a spot on the northwest side of that southern room where only two can engage at a time, summon your figurine on the casters. Place a trap before the scene starts and use scrolls or easy AoE. On the Island with the Sea Trolls, kite them to the north where only 2 or 3 can engage. Use Brand Enemy when targeting the Trolls to cancel their regen; kill them quickly afterwards. Self Buff, cast brand enemy on both trolls, cinder bomb, figurine on the backline, Ray of Fire the trolls, FoD cleanup. Meryel the Mad can be split into two groups by placing a trap to get the attention of the copper construct and running to the east, Meryel drops Stone of Power. Cavern of Xuar Tuk Tuk and Temple of Tanglana Ruins have recruitable ship members. Pūrākau drops the Ring of the Solitary Wanderer After completing the Islands and obtaining the three bounties go to Neketata, turn in bounties at Wild Mare, complete the bounty Nomu the Marauder and loot Chameleon's Touch; as well as, Maukotu's Canopy that is slight southwest of Neketata. Kite them backwards across the lake, be quick or get pulled by the trolls. Loot the OP FrostSeeker from the elf. Also, after clearing the island two island should have been named. Go to Map Emporium to turn the quest in. Be sure to buy equipment before leaving for Fort Deadlight At this point level 10 should be obtained, if not, do bounty ship quest, then head to Fort Dead-light for a easy obliteration of that place. The boss fight, stealth to the west side of the room and set a trap up in the doorway. Use the doorway to funnel the mobs while summoning the Siren (Opal Figurine) on the casters; equip the chest piece. You are now a God and the game is easy. Return to Neketata, after turning in quest at Dunnage. Complete the quest in Queen's Berath. Careful not complete Family Pride till last as some quest could be locked out or failed. One quest requires you to go The Hole (Inn in The Gullet) to find someone. I choose to side with the Bardotta and attack the thieves in the vault. Continue through to complete in the quest in The Gullet. Talk to the Inn Keeper options 1 then 1 to find out how to get to Delver's Row and pick up the Obsidian Lamp and The Undying Burden from the merchant from Delver;s Row. After speaking to Deoro, obtain the Cornett ( Steal from Tawauka house or get Rust in Delver's Row to steal it. Take the Lift down to the old city, and in the north side is Min's Fortune. Continue through clearing the map till you reach the statue for the quest. The Giant Grub awaits on the other side of the door. Stealth into the room, and use a bow to kill Grub Burrows to prevent them from spawning. Start the fight with self buffs, Sworn enemy, use Obsidian Lamp in between you and the Giant Grub. Three or four FoD will kill the grub; he has about 800 hp. Head to Brass Citadel; loot the city, complete quest that are available and pick up the bounty quest. Followed by going to The Sacred Stair, Periki's Outlook, Serpent's Crown. In Periki's Outlook, the Arkemyr's Manor has the Grimiore Ninagauth's Teaching that i will use. The Construcks are immune to fire which is why I hold off on going in there. Need to levels to be able to kill them confidently. At this point, level 16 should be obtained, if all quest are complete and turned for Port Maje, Neketaka, and Dunnage; as well as, all locked chest and traps disarmed. (not including ship bounty). The two remaining isle in the bottom left quadrant can be completed. The Steel panther has defense and immune to fire, but not immune to the two new spells in the new grimiore. There is a rock on the west of the map and you can funnel the mobs there to reduces the number of engaged enemies. Use normal tactics, self buff, cinderbomb, figure, pew pew. Currently going through Neketata on two play-through's, which is very tedious. I'll Update my progress afterwards. Thanks for reading!! Sarnael Steam Name: Mesha710
  2. [CLASS BUILD] The Stress-free Master Evoker/Beckoner Description: This build is intended for people who want to have the most stress-free PotD solo run without being overly cheesy with their strats. This might not have the best DPS or the best survivability but what it does have is sustainability, great survivability and great dps without being too dependent on end-game gear. This build works smoothly from start to finish. Yes, even at level 1. Race: Whatever you fancy but here's a ranking anyway. Honestly, it makes no difference. Remember, 'Stress-free' No.1: Nature Godlike for the power levels No.2: Meh, Moon Godlike just for an easier time early on. Wood Elf is pretty nice for the resistance to affliction. No.3: Meh. Difficulty: POTD Solo: Yes Stats : 18 Might 10 Con 10 Dex 18 Per 18 Intelligence 3 Resolve Maxing might is obvious. 10 Con is honestly all you will ever need, most of your survivability will come from your shield/nemnok staff once you get it, plus your wizard spells. 10 Dex because with all that tankiness, casting super fast isn't that much of an issue compared to accuracy and duration+aoe. Max Perception because you can never have enough accuracy. Max Intelligence because of duration and aoes for your chants. Resolve is just junk. Period. Everything hits you on PotD anyway and even with 3 resolve, I have 100+ deflection without my chant buffs. That's more than enough to prevent permanent crits on you. As for status effects, just outtank them and chanter has a ton of resistance to afflictions so stuns/para/charms aren't even an issue. Skills: Go for hunter for the mechanics. Boost mechanics till you reach 4 minimum/6 if you don't have hylea's blessing or if you don't want to use it. Boost Survival till 2 or 4 for convenience sake. Everything into metaphysics after that. As for the other skills, I suggest mechanics up to 8 some athletics. You can retrain anyway so don't worry too much other than the initial two steps I managed. I will elaborate more on that later. Proficiency: Large Shield, Sabre. As you level up, flail, battle axe, quarterstaff. Whatever you have leftover doesn't matter. Flail modal is important since it gives a reflex debuff. I don't really use it much but without modal, there's really no reason to use a flail. Quarterstaff modal is useful but only once you get Nemnok's staff. Blessing of Berath: Highly Recommended: Unique Vendor Recommended: Double Skill bonus and bonus attributes. Great if you have it: 50k gold Whatever: The rest. Gear: I will split it up into early/mid/late game for those who are newer. Early: Firethrower's Glove: Unique Vendor in Port Majo(?). You need the Blessing of Berath for this. Otherwise, go for some generic +2 Might gauntlets (There's one sold in the vendor in Queen's Landing.) Burglar's Gloves: Just for the mechanics boost. Optional but quality of life item. Vendor Item (Nekataka? or Crookspur? I forgot.) Belt: Some generic +2 con belt or just nothing if you want to be fancy. Boots: Boots of the Stone for the affliction resistance Cloak: Cloak of protection/greater protection. Once again, doesn't matter too much. Armor: Depending on your gold, either the best breastplate you got or Devil of Caroc(Nekataka Vendor, Periki's Overlook) (useful throughout). Alternative is Miscreant Leather from Fort Deadlight (Benweth). Essentially you want the most armor rating for the least recovery penalty. These two options give bonus to recovery as well. Ultimately, you want to switch to Devil of Caroc for the armor rating (IMPORTANT) Weapon Mainhand: Sasha Singing Scimitar (Nekataka Vendor, Periki's Overlook). If you don't have the gold, go for the best option you have but gold shouldn't be an issue, I'll explain why later. Offhand: Best large shield you can get. Cadhu Scalth is your shield of choice (Old City, Gullet from the two cornett quest. It is possible to sneak past the boss and avoid fights if you are experienced with the area. I suggest picking up the cornett of the depths from the initial half of the old city before re-entering using the Undercroft's entrance. Complete the Delver's Row(Gullet) questline (Dereo). His questline will lead you the rest of the way.) Cadhu Scalth boosts your survivability by a LOT so it is important to get it by the late mid-game. Necklace: Stone of Power. You don't really have to buy this, I just happen on a ton of these. Great for fireball alpha strikes. Alternative is the +perception necklace in (Port Maje? or Majo) Rings: Ring of Focused Flame (Nekataka vendor, Periki's Overlook ), Kuara's Prize (Ori o Koiki , you can bribe the doorlady, at least I was able to (2000g)) Otherwise, it doesn't really matter much, only the Ring of Focused Flame is useful for this early stage. Helmet: Recruit Aloth and take his helmet. (I made him leaden key in my history) Once you unlock delver's row (Nekataka, Gullet) pay the assassin to kill the vithrack to get Whitewitch Mask. Pet: You want something that boosts your spells, perception, might or aoe. Honestly, it doesn't matter much but I settled on Nalvi in the end. I don't remember where I got him. Nalvi reduces recovery penalties. Grimoire: Ninagauth's Teachings (Arkemyr's mansion, Nekataka, Periki's Overlook). ABSOLUTELY CRITICAL and easy to get too. Walkthrough on how to grab the grimoire: Grab a thief's putty, Burglar's gloves, and rest with Hylea's Blessing to boost your mechanics to 10 artificially. Alternatively, do the quest for the vendor in the dark cauldron (in the same area) to gain entry, but you still require a degree of mechanics to pass this area easily. I forgot if there was a lock on the chest with Ninagauth's Teachings so just get your mechanics up to 4/6 as a precaution. Unlock the front door, pop your thief's putty if your stealth sucks and avoid the patrols as you head straight down the corridor. Open the main doors and head to the upper floor. On the upper floor, you will come upon an exit on your southwest. Take it and you will enter a rampart of sorts. Walk northwards to another door and enter it. Once you do, follow the path to Arkemyr's bedroom. Loot the entire room and read any notes you find. One of them give you a password to use. Equip Arkemyr's robes. Proceed back to the upper floor and this time, open the first door on the right to find an imp inside. He has a gem you can grab off him by pretending you are Arkemyr and using the password you found in his bedroom. From this point on, all the patrols won't be alerted by presence. Head downstairs to the first floor and search Arkemyr's study for another piece of note with the vault combination (middle room on the right). Once you do so, head down to the lab using the stairs. From here, head straight and take a right, you should a wheel like object you can interact with. That's the vault mechanism. If you did everything right, you can open it. Once you open it, watch out for traps etc. There's a 10 mechanics locked chest in there. Grab the quest item, the grimoire, and the figurine. Mid-game: Gloves: Firethrower's Gloves Belt: Maker's Own Power (A belt that petrifies you and heals you but I cannot recall where I got it. It's an easy bounty with a construct) Boots: Boots of the Stone or whatever you fancy, assuming your affliction resistance is taken care of. Cloak: Cloak of Greater Protection, easily found and bought from vendors Armor: Devil of Caroc Weapon Mainhand: Magran's Favor (Kohopa's Fang mini-dungeon) Right at the northern edge of the map. Slightly left of the middle line.) Shield: Cadhu Scalth. Absolutely critical, if your game is bugged, rip you. In that case, equip the best large shield or shield you can find. Alternative Weapon: Sasha (Enchanted to give empower points. Either works fine honestly.) Necklace: Orishia, gives a minor dmg shield, action speed, recovery speed, penetration, blah blah. A whole ton of stuff really. Grab it from a bounty (Flamewalker Vessali) Somewhere mid-east. Not entirely sure. Rings: Ring of Focused Flame, Kuara's Prize. Helmet: Whitewitch Mask Pet: Nalvi or whatever you fancy Grimoire: Concelhaut's grimoire (Berkana Observatory) You need to kill concelhaut for this and it will probably be a boring fight (really long). I did it around level 12 or 13? Save your raw damage spells for the right moment. Ensure you have resistance to resolve afflictions. Use ogre summons to bash him, very very slowly. When he tries to use his finger spell (that's the icon) run away from him since that spell heals him. Another key strategy is carefully pull mobs. Engage from as far as possible and run backwards, making use of the fog of war to kite the melee mobs away to the stairs. You will get it after a few tries. After grabbing the grimoire, it's not necessary to swap to it since power level 7 is the main reason to get it. End-game: Cloak: Giftbearer's Cloth. Gives defenses, additional quick item slots and weapon slots. Mini-dungeon (Fampyr's Crypt, south and slightly east of Nemnok) I suggest grabbing the resistance chant for this fight but it's doable without it. Once again, careful pulling is required since they are really a pain to deal with together. Mainhand: Magran's Favor with Cadhu Scalth Sasha (or a flail) with Cadhu Scalth Chromoprismatic Quarterstaff. (From Nemnok's questline, Drowned Barrows/Junvik Village. Northwest corner on the edge of the line) Grab the defensive and +power level enchantments. Everything else is the same. This section is optional tbh. Making Money early on: Stock up on the cheapest crew, food, water you can find. Grab four imperial long gun (dunnage and neketaka), aedryan hull treatment and cottonweave sails. Ensure your supplies are maxed and go ship hunting. Start with the easier foes first to build up crew experience. With this build you can tackle most of the ships you find in this game except for the rathun ships and Takabna. You might have to reload sometimes. Just remember to repair your ship mid fight. By farming like this, you can level easily, earn easy superb, legendary, uniques and grab a ton of experience and money from bounty quests. Ability Choices: Initial Choice: Minoletta Minor Missiles(WIZ) and a chant (CHAN) Next: Summon Skeleton. Then just grab spirit shield(PL1), mirror image(PL2), displacement(PL3). You need to rely on your grimoire for attack spells. PL3: Minoletta's Bounding Missiles (not necessary but it's reliable compared to fireball) PL4: Summon Ogre. As for chants, they don't really matter till you get to the resistance chants or the ancient memory chants. Grab Minoletta's Concussive Missiles and Ironskin. If you have Concelhaut's grimoire, feel free to retrain out of Minoletta's Concussive Missiles. Feel free to respec and get rid of skeletons at this point. PL5: Garbage. I rather passives. Ryngrim's Enervating Terror is a pretty nice pick but I didn't find much use in this build. Feel free to pick it. PL6: So Singt Thy Biting Winds o'Eld Nary (CHAN) and Minoletta's Precisely Piercing Burst. PL7: Set to their purpose they all knew their part (CHAN, requires a previous pick at PL5 I believe). ABSOLUTELY CRITICAL. GRAB THIS FIRST. At level 20, grab Set to His Bidding, the Ancient Instruments of Death (CHAN). Wiz spells from your grimoire. Passives: Potent Empower, Quick Summoning, Rapid Casting, Scion of Flame (not necessary but I'm going for the delayed fireball theme). Weapon and Shield Style. Combat Focus Chants: One Dozen stood against the power of the saint, Blessed was Wengridh, Ancient Memory, Seven Men onto the deck they went, They shield their eyes against the fampyr's gaze. There were two other chants I picked but I didn't really like them, feel free to use those two talent points for something else. One was a PL1 chant and the other was a PL5 chant. Strategy: Rely on your skeletons and ogres to coast through the ****ty phase of being a wizard. Essentially, the start and whenever you are out of spells. Powerful combos include: Empowered fireball: With your evoker power level and gloves and empower and nature godlike (if you used it, I didn't). You can severely cripple a whole mob right away. Use your ogres to bash the rest up. They hit really hard. Really. Empowered Minoletta's Concussive Missiles: Once you have this, don't empower fireballs unless they have resistances to crushing. This combo murders entire mobs even at high levels. Concelhaut's Crushing Doom: Works on every major boss except for the last one. Keeps them cced for a really really long time. Set to their purpose they all knew their part: The meat of this build. Other than the summons, this is the other reason to pick a chanter. This gives you resource points(spells). With this, you can spam as many defensive spells as you want. Eg. Arcane Reflection, Iron skin, displaced, mirrored image, spirit shield. Also turbocharges your phrase generation. You will never run out of resources period so just spam whatever you like. Summons: Ogres will get you through most of the early levels. Once you pick up the PL7 weapons summon, use that instead. Summons are really really good. Without summons, you have to cheese a lot more. With them, you can just sit in the back line and quietly heal up and watch your ogres bash them up. Empowering summons kinda suck so don't do it. Just empower your minoletta. Opening Rotation (non-PL7): Spam your defensive buffs, summon ogres, empowered minoletta. Most monsters won't be able to kill you fast with your shield and buffs so don't worry. PL7 Opening: Spam your defensive buffs, cast Set to their Purpose, empowered minoletta or delayed fireball (depends if you need them dead earlier or later). Cast your swords. Keep up your buffs and spam whatever spells you like, they won't run out anyway lol. Use Concelhaut draining missiles to heal up. You're even tankier now since you can spam arcane reflection without using up a spell point. You can basically face tank whatever you want. Reminder: Remember to check the enemy's resistances and make your own judgement as necessary. This build gives you a lot of leeway to make decisions and mistakes but that doesn't mean you don't need to think either. (Fampyrs are still annoying and running into a giant mob for no reason is still a bad idea.) Choices I Abandoned: Drakes: Worthless at the initial stage and I didn't find them worthwhile to spend two ability points on. AoE Frost Invocation: I forgot the name, it's the one with spikes and smaller spikes. I didn't want to spend two points on a purely frost spell that also relies on reflex for accuracy. Heals: With a tanky shield, all you need are your phrases and draining missiles to sustain you. Chugging a potion might be necessary from time to time. Fireball: Honestly, you can swap to the other grimoire if you like it that much. It's not a really reliable dps spell compared to the minoletta missiles series. Ryngrim: Why debuff them when you can blow them up? Your helmet has this spell anyway. Why Evoker/Beckoner: Beckoner is for the cheaper and increased number of summons. It helps a lot earlier on to have more bodies and the reduced cost ensures that even if you make a mistake, you can recover faster. Evoker is mostly for the increased power level. You can choose a normal wizard if you wish. If you do, you gain access to chill fog(instead of minoletta's minor missiles) and at PL6, you can pick up Ninagaulth Freezing Pillar instead of Minoletta. Conclusion: You still can't beat a pure wizard's empowered meteor shower but you have a lot more tankiness to afflictions and sustainability. Remember, the keyword is stress-free. With Minoletta and Delayed Fireball, you can blow everything up anyway, who needs wilting wind or meteor shower?
  3. A great tactic has been found. If you use cracking bolt and rolling flame from a long distance, the enemy will not notice the party, which in turn means endless spells. This method allows you to destroy almost any encounter or lure enemies one by one increasing or decreasing the distance. Also, since the spells are power level 2-3, This strategy can be effectively used by any wiz-multiclasses, making the strategy a great way to complete solo PoTD. If you a smart wizard, you should practice sniping. Also, if an enemy encounter contains healers trying to kill someone is pretty useless unless you can kill mob with one blow, but in this case, such exploits are simply not needed. Still great for luring.
  4. “Scorpions are nature’s way of saying, ‘Screw you! I’m gonna combine lobsters, spiders, wasps and nightmares!’” This build provides a tanky Rogue, who also has high single target damage and produces his own status effects through the Stun on crit version of Cladhalíath. Dexterity and Intellect have been pitched so that you can keep an enemy permanently stunned so long as you score a hit on the Stun vs. Fortitude roll that results from a melee crit. In this way, you can have high damage against a single target – while simultaneously disabling other enemies through periodic Riposte stuns as well, giving this build a nice offensive-defensive balance. Hopefully this should subvert the idea a Rogue is a weak class, with defences that are comparable to other solo tank builds but compared to some a great deal more damage. While the Yellow Flash build also uses Riposte mechanics to great effect, it seems more pitched towards the classic tank style of grinding enemies down with a wounding weapon rather than aiming for high single target damage. The Flaming Porcupine build seems to be much of the same idea as this build, but seems to have weaker defences and a slightly different focus (use of a two-handed weapon for one). As such, I think this build is distinct enough to warrant its own write-up. Why the name the Sprightly Scorpion? Because scorpions are well protected and defensive, Cladhalíath provides a stunning sting, and it’s sprightly because its attacks are fast enough to chain Stun. And because I said so! I will say this build is ENTIRELY UNTESTED (apart from the Stun-locking mechanics, which I've just had a play with, making sure the Stun-locking works). I hope to get around to testing it soonish (after Christmas maybe) but currently lack the time. I’ll update the build when or/if I finish testing it (or if one of you kind people do first), however I don’t anticipate their being any problems in terms of solo viability with the build. Without further ado… =================================== The Sprightly Scorpion =================================== Difficulty: Untested, but will test on expert PotD solo, no respec, with full upscaling -------------------------------------------------------------- Class: Rogue -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Old Valia (Colonist) -------------------------------------------------------------- Starting Attributes: MIG: 17 CON: 15 DEX: 10 PER: 5 INT: 19 RES: 12 Final Attributes: MIG: 21 (Gift from the Machine, Garodh’s Chorus) CON: 16 (Rymrgand’s Boon) DEX: 14 (Viettro’s Formal Footware) PER: 8 (Elryn’s Jacket, Song of the Heavens) INT: 26 (Gwyn’s Band of Union, Forum resting bonus) RES: 16 (Siegebreaker’s Gauntlets) -------------------------------------------------------------- Important skills: Survival 16, Lore 9, Mechanics 5 (boostable to 10). This gives third stage survival accuracy bonus for +20 accuracy against anything but kith, as well as access to things like Scrolls of Confusion and Paralysis in tougher fights. Skill point allocation: -------------------------------------------------------------- Abilities and Talents: Abilities: 1 – Crippling Strike 3 – Reckless Assault 5 – Deep Wounds 7 – Dirty Fighting 9 – Adept Evasion 11 – Riposte 13 – Deathblows 15 – Withering Strike Talents: 2 – Veteran’s Recovery 4 – Weapon and Shield Style 6 – Weapon Focus Peasant 8 – Vicious Fighting 10 – Wound Binding 12 – Deep Pockets 14 – Superior Deflection 16 – Deflecting Assault Quest Talents: Blooded Hunter Dozen’s Luck Dungeon Delver Gift from the Machine Rymyrgand’s Boon Song of the Heavens Scale-Breaker The Merciless Hand --------------------------------------------------------------- Weapons and Equipment (listing only new enchantments): Weapon set 1: Cladhalíath (Stunning, Vicious, Superb, Durgan-Refined, Freezing Lash) and Badgradr’s Barricade (Superb, Durgan-Reinforced) Weapon Set 2: Alternate Stunning or Overbearing weapon, Little Saviour (Durgan-Reinforced, Legendary) Armor: Elryn’s Jacket (Legendary, Durgan-Reinforced) Neck: Cape of the Master Mystic Belt: Looped Rope Rings: Gwyn’s Band of Union and Ring of Protection Hands: Siegebreaker Gauntlets Head: Garodh’s Chorus (Retaliation) Feet: Viettro’s Formal Footwear --------------------------------------------------------------- Weapon accuracy and defenses: Cladhalíath accuracy 100 Def/Ref/Fort/Will 110/108/108/118 Calculations: Buffed defenses: Def/Ref/Fort/Will 160/168/170/148 Calculations: -------------------------------------------------------------- Playstyle overview: Using Cladhalíath, every crit on an enemy triggers a Stun vs. Fortitude roll. Stun itself gives a -30 Deflection debuff, meaning that once an enemy is stunned crits against that enemy should occur extremely frequently (with the Deflection debuff, but also with 40% hit-to-crit conversion from Vicious/Dirty Fighting and Durgan-Reinforcement). This provides more Stun vs. Fortitude rolls, which so long as they result in a hit themselves will result in the enemy being permanently stunned with the 14 Dex 15 Int combo. Cladhalíath itself can also be made Vicious as the second enchantment, dealing an extra 20% damage to stunned enemies. With a permanent Stun effect, triggering criteria for Deathblows becomes trivial. Both Withering Strike and Sever the Soul themselves debuff Fortitude through the Weakened affliction, meaning you will easily trigger both Stun and Weakened in a single attack opening up Deathblows. Crippling Strike and Figurine flanking, as well as occasional Eyestrikes from Elryn’s Jacket, give enough other means for you to get Deathblows easily in a single encounter. With the previously mentioned massive -30 Deflection debuff from Stun, Badgradr’s Barricade also really starts to shine, with every Bash crit resulting in a Thrust of the Tattered Veils, which itself targets the massively debuffed Deflection and is effected by Deathblows. This combination of effects against a stunned enemy gives you great single target damage, while also being defensively bulky. Riposte, Retaliation and Deep Wounds provide an excellent means of crowd control. Riposte itself gives free attacks to surrounding melee enemies on misses and grazes, made viable by the build’s good Deflection, giving you a chance to Stun these enemies with Cladhalíath for a few of seconds. As these enemies are entirely immobile during this time, this reduces the overall damage you’ll take from a melee group, making it an indirect defensive maneuver. Deep Wounds and Retaliation ensure that all melee enemies are constantly taking some raw damage, making them much weaker when you get around to targeting them specifically. Eyestrike from Elryn’s Jacket has nice synergy with Riposte, Retaliation and Deep Wounds as essentially melee enemies are always at risk of something (miss/graze -> Riposte chance, hit/crit -> Eyestrike chance, all the while taking Deep Wounds raw damage and Retaliation hits). When an enemy has been blinded, their accuracy debuff means that they’ll now tend towards more misses and grazes, and as such trigger even more Ripostes. For spellcasters, the extremely strong Adept Evasion (75% reflex grazes to misses, 50% reflex hits to grazes) coupled to your reasonable Reflex score means their attacks really aren’t much of a concern. When you couple this to the 20% spell reflection from Durgan-Reinforced Badgradr’s Barricade, and the chance they also have of suffering Eyestrike, they can be comfortably left until the end of combat when you’ve dealt with the melee enemies. Hopefully this rundown should have given you an idea of the build’s high damage, coupled to some great defenses that marry some of the best qualities of a Rogue and a tank. -------------------------------------------------------------- I’ve provided a few other little sections below, for anyone interested… Attribute score choice: Race and equipment choices, damage calcs: Talent and ability choices: Early game equipment: Big boss advice: Pairing for party play: -------------------------------------------------------------- And that’s that! I hope you’ve enjoyed the build, and even if it isn’t playtested I think it’d be worth a try. If anyone manages to give it a playtest before me, let me know and I’ll update the build with your findings. Have a nice day! EDIT: Re-tested Cladhalíath, and found the previous attributes I listed to be way off. The new set work fine to chain Stun on Stun roll hits.
  5. https://www.polygon.com/2017/8/19/16174510/mass-effect-andromeda-no-dlc-last-update https://twitter.com/masseffect/status/899030727089569792 Sad day in the Milky Way, This looks like a little death for the Franchise. The critical disappointment at launch, regarding the Game's Issues, seems to have led to this. I wonder what can we expect for the Future of this IP. I personaly don't want the so-called "highly awaited" Anthem to replace this Franchise. Maybe it's time for Obsidian to save another IP ! (I know this will probably never happen but... Never Say Never) Seriously though, it's really sad for Mass Effect to end like this...
  6. Hi Guys, First of all, let me thank you Obsidian for releasing such an awesome game, that probably makes everyone like me (former player of Infinity engine based RPGs) being able to step by back into childhood by playing this kind of wonderful games ! I stopped playing Pillars Of Eternity like a year ago, until I learnt about backers campaign on DeadFire, which just made me want to play it again ! (By the way, I personally do not care about the actual Deadfire release date, but please try to polish this game as much as you can : it's just going be an awesome game !) After getting back to Pillars of Eternity, I realized that made a lot of different runs that cover most aspects of the game, until I learnt about "The Ultimate" achievement that is probably the only thing that I was missing. So I decided to try it out ! Of course I could not try it with something else than a rogue, because it has always been my favorite class ! To push it a bit farther I decided to start the achievement with 3 base constitution and tried to do the run with the mindset of reducing its overall duration as much as I could (the idea behind it, was to allow some of you to try it without spending too much time). After countless (really countless) hours of strategy fine tuning, I can proudly announce that I could get it done. You can find the full run on YouTube : -- Do not watch it if you don't want to get spoiled! -- The full run lasts about 10 hours. You will be able to see that the idea was to avoid fights as much as possible to save some time and also try to work on pulling from fights only what is necessary to get the achievement. The goal of putting very low constitution as a rogue is to be able to kill opponents before they can actually hit you back ! I tried to apply splitting strategy on most fights, because as a rogue you can land very high damage but mainly on a single enemy. I hope you will enjoy watching it. If you try it by yourself and get stuck at some point, don't hesitate to ask for advices ! Let me know if you could get "The Ultimate" achievement by following it ! /Cheers
  7. After finishing base game i got expansions and want to start a new game - but play it with a solo character since im too lazy to micromanage stuff and think about companion builds. Most solo builds ive seen here are made fo PotD while using a ton of consumables, kiting, summons, hunting for specific items etc. while i want just simple play with a single character bashing my face against enemy faces til they are dead and drop loot. i plan on doing complete game, without skipping anything and will do companion quests so its not a true solo, but for most part ill be fighting alone. i know that some times ill have to cheese or use summons but i dont want to rely on them, same for consumables - its ok for harder fights, but having to keep them up all the time is annoying. also i want to play human and would prefer having decent dex and resolve for stat checks. any build suggestions ? i know any class can do it, but what would be most fun without managing too many buffs/consumables Paladin seems to be the simplest, great defenses, but needs level 13 to do damage, and is a bit boring, Chanter seems similar as paladin, but most guides rely on summons - something i would prefer not to, also the only solo guide is with specific gun, + kiting, the other to seems more thematic than general purpose Monk - a possible option though i dont want to play godlike like most guides advise Tank wizards - i love the idea of mage tanks should have nice damage, but they have limited casts per rest and a lot of buffs, upkeep might get tedious(having to cast them every fight and being squishy without), have guides Priest - similar to wizards, just 1 solo guide and not a fan of ​Skaen/Wael​ Druid - similar to above, but im not a fan of shapeshifting Barbarian - was my 1st character, want smth else Fighter - seems boring for solo Rogue - might not be best for solo Ranger - dont like pet classes Cipher - a lot of potential lost without allies, and i dont want to use charmed/dominated effects im mostly looking at first 4 on the list
  8. Hello folks. I don't really have much experience with PoE yet other than blasting through it right now on hard with the default companions. I'm not too far into the game but so far it seems a tad too easy. I was thinking of starting an alternate playthrough with a solo character on POTD. I know there are builds out there but it kinda looks like most of them are outdated so I thought I'd ask you guys for some help / recommendations. The classes I'm taking into account are rogue and chanter. Maybe ranger if you convince me but I'd really like the build to be melee. Not really a fan of wizards and such because of the ancient mechanic of rest that should die a long time ago but hey, a man's gotta be open-minded. I'm thinking both rogue and chanter should be more than doable and I could probably figure out some builds on my own but I'm very interested in what you guys think about this. Thanks in advance for any input.
  9. “Say hello to my little friend!” As a bit of a foreword, this build is designed to exclusively use guns with class abilities, even in the tough boss fights. I’ve yet to kill any of the really tough bosses (the Kraken, Adra or Alpine Dragons, Concelhaut, Llengrath) but all the bounties are completed as is the Radiant Spore and Sky Dragon, so being an impatient so-and-so I thought I’d post up the build and I’ll post up details of some of the tough bosses as I go along. I’m just at the Abbey of the Fallen Moon, so I’m also missing Gwyn’s Band of Union for the time being – but it will come shortly. I’ll post edits up here as I go when I get the big things killed off. EDIT: All the bosses are now complete! =================================== The Gunslinger =================================== Difficulty: Expert PotD solo, no respec, with full upscaling -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Old Vailia – Colonist -------------------------------------------------------------- Starting attributes: MIG: 10 CON: 9 DEX: 18 PER: 12 INT: 19 RES: 10 Final attributes: MIG: 11/15 (Gift from the Machine, 15 with Maegfolc Skull) CON: 10 (Rymrgand’s Boon) DEX: 22 (Viettro’s Formal Footware) PER: 15 (Elryn’s Jacket, Song of the Heavens) INT: 26 (Forum resting bonus, Gwyn’s Band of Union) RES: 10 -------------------------------------------------------------- Skill levels obtained: Survival 11 (Jack of Wide Waters, Rymyrgand’s Boon, Colonist), Mechanics 13 (Dungeon Delver, Gloves of Manipulation, Chanter bonus), Lore 11 (Chanter bonus, Viettro’s Formal Footware), Athletics/Stealth – who cares? These levels weren’t really optimized, I was originally shooting for higher Survival aiming for Lore 8 – but then I quickly found out you really need Scrolls Against Imprisonment in WM part I, so it’s all a bit of a mess. However, I found these levels perfectly adequate for what I wanted to do. -------------------------------------------------------------- Abilities and Talents: Phrases: 1 – Come, Come Soft Winds of Death and At the Sight of their Comrades, their Hearts Grew Bold 3 – Blessed Was Wengridh, Quickest of His Tribe 5 – Sure-Handed Ila Nocked Her Arrows with Speed 7 – One Dozen Stood Against the Power of the Saint 9 – The Dragon Thrashed, the Dragon Wailed 11 – Choice (I went for Aefyllath, but I think Silver Knights’ Shields would be occasionally more useful) 13 – Her Courage Thick as Steel 15 – With All Your Strength Slay the Beast Invocations: 1 – But Reny Daret’s Ghost, He would not Rest 2 – White Worms Writhed in the Bellies of the Dead 4 – Choice (I picked Hel-Hyraf, but rarely used it) 6 – At the Sound of His Voice, the Killers Froze Stiff 8 – Choice (I never got much use out of Shatter their Shackles, so I’d probably recommend The Lover Cried) 10 – Seven Nights She Waited While the White Winds Wept 12 – The Brideman Slew Thirty 'Fore they Crossed Half the Hall 14 – The Bride Caught their Ruse and Set to Make them Pay 16 – Called to His Bidding, the Ancient Instruments of Death Talents by level: 2 – Veteran’s Recovery (can pick Ancient Memory with the 3.04 fix) 4 – Gallant’s Focus 6 – Gunner 8 – Envenomed Strike 10 – Penetrating Shot 12 – Bear’s Fortitude 14 – Deep Pockets 16 – Snake’s Reflexes Additional talents: Gift from the Machine Song of the Heavens Rymrgand’s Boon Second Skin Dungeon Delver Weapons and Equipment (listing only new enchantments): Weapon set 1: Silver Flash (Legendary, Durgan-Refined, Freezing Lash) Weapon Set 2: Pliambo per Casitàs (Superb, Durgan-Refined, Slaying (Vessel), Corrosive Lash) Boots: Viettro’s Formal Footware or Boots of Speed when needed Armor: Elryn’s Jacket (Legendary, Durgan-Reinforced) or Starlit Garb (Superb, Durgan-Reinforced, +2 Perception) Neck: Cape of the Master Mystic Belt: Looped Rope Rings: Ring of Protection and Gwyn’s Band of Union Hands: Gauntlets of Accuracy Head: Arret Munacra or Maegfolc Skull You can maybe throw in Ilfan Byrngar's Solace with your fist for when you’re being stunned (no other weapons to live up to the gun-only archetype) but whenever I switched to it while stunned I still got beat down so in the end I didn’t bother. --------------------------------------------------------------- I was going to break this into individual sections using the spoiler tags so people only have to look at sections they wanted to, but apparently the forum only puts the first paragraph of a section inside the tags So sorry for the horrendous length of the post, I've put the different topic titles in a nice lurid red so you should be able to spot them easily enough through scrolling. I will however keep the first point in spoiler tags for suspense... EDIT: Turns out I got the spoiler tags working after all. Why would you want to play this build? Why is the Silver Flash so neat? Class choice: Race, attribute, equipment and talent choices: When the build was tested, what worked and what didn’t? Different act equipment and chant/invocation advice: Changes for party play: Big bosses: -------------------------------------------------------------- So there we have it, I hope this has been interesting and demonstrated another sweet gun build (and the only solo one) is possible. Let me know if you have any advice or changes to suggest or if you want me to clarify anything, and I’ll try to catch any typos I’ve made later. Cheers!
  10. First of all I would like to thank MaxQuest for inspiring me to try this run by posting his Fire Priest build. ​That inpired me to try my own priest build, wich worked vey well and was able to solo the game. CHARACTER ----------------------------------------------------------------------------- Class: Priest ​Deity: ​Skaen/Wael Background: ​Old Valia - Drifter Race: Wood Elf Solo: ​Yes PoTD:​ Yes​ Trial of Iron:​ If you avoid the Luminescent Caves ----------------------------------------------------------------------------- STATS -------------------------- ​Pre - Level 09: Mig: ​18 Con: 05 Dex: 18 Per: 13 ​Int: 18 Res: 03 Post - Level 09: Mig: ​18 Con: 03 Dex: 18 Per: 15 ​Int: 18 Res: 03 ------------------------ ​SKILLS ---------------------- Stealth: 02 Athletics: 03 Lore: 04 Mechanics: 11 Survival: 02 ---------------------- TALENTS ----------------------------------- (?) = Can be replaced. Base Weapon and Shield Style Scion of Flame Inspiring Radiance Interdiction Aggrandizing Radiance Painful Interdiction Deep Pockets Envenomed Strike (?) Event Based The Merciless Hand Gift from the Machine Song of the Heavens Blooded Hunter Dungeon Delver Hylea's Boon (?) Flick of the Wrist Dozen's Luck Sever the Soul Scale Breaker ----------------------------------- MASTERED SPELLS ---------------------------------------------------------------------- Barbs of Condemnation / Blessing/Holy Meditation Repulsing Seal / Iconic Projection Pillar of Faith / Dire Blessing Shinning Beacon / Devotions for the Faithful ---------------------------------------------------------------------- EQUIPMENT ----------------------------------------------------------------------------------------------------------------------------------- End Game Head: Maegfolk Skull Torso: Angio's Gambesson ​Arms: Gauntlets of Swift Action ​Legs: Viettro's Formal Footwear Neck: Mantle of the Excavator Waist: Girdle of Eoten Constitution ​Ring I: Gwin's Band of Union Ring II: Ring of Changing Heart Weapon Set I: Bittercut if they fix the Infestation of Maggots bug, otherwise: Drawn in Spring/Steadfast and Little Savior / Aila Braccia ​Weapon Set II: St. Ydwen's Redeemer / Abydon's Hammer Pet: ​Concelhaut's Skull Potions: Deleterious Alacrity of Motion, Llngrath displaced Image and War Paint Scrolls: Paralysis, Moonwel and Insect Swarm Early-Mid Game Head: Hermit's Hat Torso: Angio's Gambesson ​Arms: Gauntlets of Accuracy ​Legs: Malina's Boots / Shod In Faith Neck: Lilith's Shawn / Finrhea's Grace Waist: Blunting Belt ​Ring I: Ring of Defflection (Ring of Thorns if you are able to rush it) Ring II: Ring of Prottection Weapon Set I: Whispers of Yenwood and Small Shield ​Weapon Set II: Blunderbuss / Arquebus Pet: ​Tiny Spider (You will fail the game with other pet) Item Slots: Figurines, Potions of Wizard's Double and Eldritch Aim P.S. Aways carry a set of Gloves of Manipulation around ----------------------------------------------------------------------------------------------------------------------------------- STRATEGIES: ------------------------------------------------------------------------------------------------ (remove the space from the word youtube in the link) Dragons Sky: https://www.you tube.com/watch?v=54cwqbB-kwk Adra: https://www.you tube.com/watch?v=9R8UvKjtZ-4 ​Alpine: https://www.you tube.com/watch?v=yPuvUjX5dJw ​Gafonercos: https://www.you tube.com/watch?v=9yw8mfdqIeQ Turisulfus: https://www.you tube.com/watch?v=9yw8mfdqIeQ Mages Concelhaut: https://www.you tube.com/watch?v=kZ0LnKGlynA ​Llengrath: https://www.you tube.com/watch?v=9yw8mfdqIeQ Thaos: https://www.you tube.com/watch?v=3fhRirQZ3BQ Monsters Kraken: https://www.you tube.com/watch?v=yCYgNGdD-74 ​Radiant Spore: https://www.you tube.com/watch?v=G7NNgaF2560 Bounties Nalrend the Wise: https://www.you tube.com/watch?v=KUhQ86iJDWU ​Brynlod: https://www.you tube.com/watch?v=7ZYUguAISfI Magran's Faithful: https://www.you tube.com/watch?v=i4X6Zlxufh0 ------------------------------------------------------------------------------------------------
  11. ...And I have to say it was quite an interesting experience! I also went for "No Rest for the Pro", and it didn't make the game all that much harder now that there's no travel fatigue anymore. And I managed to legitimately miss "Zero Knockouts" achievement in a solo run, which, I guess, should be an achievement in its own right. :D Just for clarity: I was playing without Trial of Iron (I don't believe in legitimate triple-crown-solo anyway) and without Expert mode (finished on Expert my first time, but decided to enable spell area indicators and info on dialogue checks for the second). With a final official kill count of 140, I've successfully finished most of the side quests in the base game (didn't touch the expansions yet, except for some stronghold stuff, but not all of it). A few exceptions (besides party members' quests, of course) are: - Endless Paths of Od Nua. I've only reached level 6, and consciously ignored some heavily guarded stuff on previous levels. I did kill that ogre chieftain on level 3, though. - Divine quests of Galawain and Berath (first could be done without much kills due to a bug, but I decided not to, and second requires clearing out Etik Nol, which is totally not a pacifist thing to do). - Clandestine Cargo - I could do it kill-free with a Rite of Walking Shadows, but it wasn't worth spending such a rare scroll for such a useless reward. Ignoring it (and, eventually, failing due to destruction of the Sanitarium) turned out to be the right decision: I really needed all these stealth rites later. By far, the most interesting find of this playthrough was the fact that this game does have almost everything needed for a "pure pacifist" run with a non-rogue class, even if the developers probably think different. My total number of story kills is 14. That is, 11 in the very first location (too much, I know, but I guess I was a little dumb when I started), and 3 in the final battle with Thaos. Everything in between is strictly optional, as far as the kill counter is concerned. So, after reading about the 12-kill run with a rogue elsewhere, I think that the real minimum would be 7. However, getting clean stats globally would be tricky - perhaps still possible without rogue's shadowing beyond, but I can't be 100% sure. For example, there isn't much XP to get in Chapter 1 unless you finish Raedric's hold (which isn't doable without a single kill), and you really need that XP to up your stealth. And, even if you manage that, I'm not sure a pure pacifist could do Cliaban Rilag without all the extra XP for non-pacifist side quests: for the last guarded door in this dungeon, you need stealth 15 + mechanics 8, or, more realistically, stealth 12 + mechanics 8 + lore 4 + a single rite of walking shadows. Me? I played as a pure pacifist story-wise (refusing to kill anything the game so often tried to trick me into killing just to progress), but wasn't aiming to do my second playthrough super-boring, so I did kill for side-quest XP when I had to - and, in a few cases, when I wanted to, which amounts to around 10 extra kills out of these 140. And, of course, there's that three-tusk staelgar leader whom I poisoned via dialogue without raising the kill count... *** And now, some rant... 1) Athletics and survival still look totally useless, despite their new mechanics. Not sure what was the point of changing them. I mean, high athletics is now equal to 1 extra healing potion per encounter? Great, but who needs that? Survival bonuses look nice... in theory... but in practice, they are just too weak to justify spending so much skill points. Of course, I'm judging from a solo run perspective, so perhaps I'm missing some great tactical opportunities for a normal party... 2) Who the hell decided that limiting item summons to 20 seconds was a good idea?! They are already limited to 1 summon per rest, so you basically killed off a game feature. As if there's not enough dumb "balancing" limits taking the fun out of the game already. This was a huge disappointment and a horrible thing to do with a patch, I never expected to come back to something like this. Although I did find a lot of use for summons in my pacifist schemes, but that's about everything they are good for now. 3) I would very much like it if some future Obsidian RPG showed a little more respect for stealth characters. Namely, I hate proximity scripts which force me out of stealth for a "very important" dialogue before I am technically detected. And I absolutely hate that convenience script on stairs in Heritage Hill tower! Ruining my stealth just to ask if I want to go to the second floor, or to the first floor? Yeah, great idea, great time saver. Especially when there's a bunch of hungry undead waiting for me on both floors, just near the stairs. Thanks devs, I really needed that. Twice. Not that it helped you much in tricking me out of my pacifism... 4) A little less underestimation would be nice too. Remember those looters under Madhmr bridge? I actually sneaked around their 2 lookouts, only to find the rest accusing me of killing them because they "heard fighting". So I just killed them all. That was also the biggest exception to my pacifism, because, technically, I didn't have to, but they didn't give my cruel character any good reason to spare them, and Peregund promised reward... 5) I totally expected the final fight to be tricky on solo path of the damned, but I didn't expect it to be impossible without using a horrible (and, thankfully, still unpatched) exploit. Looks like it is. Cipher is definitely not a bad solo class, but totally helpless against Thaos' will stats and extra resists. My only chance came from re-rolling the stats in a tavern (that was the second time I had to do this in this run, with first being before Cliaban Rilag due to a lack of mechanics) and re-making my cipher into a stupid tank with super-high endurance, deflection and accuracy. Oh, and that exploit too, otherwise I don't think my kiting skills would be enough still. I do remember someone complaining about Thaos being too vulnerable to paralyse-lock in original game, so I assume this was rebalanced with a later patch. Good call perhaps, but still not a good idea to lock ciphers out of the party completely. Perhaps a few skills/talents/items/drugs with good spell-accuracy buffs on self would help. Of course, if anyone knows how to kill Thaos with a solo 12 lvl cipher on Path of the Damned without any dirty tricks, I'd be very interested to hear all about it.
  12. Hey everyone! Thank you so much for reading! A quick intro. I’m a huge Infinity Engine enthusiast. Baldur’s Gate 2: SoA+ToB is pretty much my favorite game of all time (read best game of all time). Playing as a mage and blasting through everything like Irenicus on speed is probably the greatest feeling I can get from dancing pixels on a screen and I wanted to re-create that feeling in Pillars of Eternity. There have been plenty of posts on soloing the game, but the information is not standardized and consolidated. Also, there isn’t much for mages in the way of target gear and tips for expansion content. This guide aims to help with those issues. I’m sure plenty of people have some better ideas than what I’ve written. Please feel free to comment and I will update the guide as we progress. A few things that should be known before reading This is a NORMAL DIFFICULTY solo guide. Should work for hard mode as well. I’m hoping to make a TCS guide in the future. This is a completionist playthrough. All quests have been done (to my knowledge) and all battles have been fought. Both expansions have been cleared entirely. The only encounters that have been skipped are a few bounties that I couldn’t be bothered to do. They shouldn’t be too difficult at max level. This guide allows for picking your favorite race and lifestyle. I played through as an Aedyran Human. Obviously this isn’t ideal in any way, shape, or form. The most optimized race for this would be Wood Elf as their attribute bonuses (Dex & Per) are amazing for wizard and they get a ranged damage buff which benefits a blaster mage incredibly. The most optimal culture is really personal preference but I would go Rauatai for the much needed constitution bonus. This is a casual guide. I don’t care about the solo achievement so I randomly picked up followers to grab their quests and to throw them in my keep to work. That being said, every battle was fought solo and every quest was done solo. If you care about the achievement you can just simply not do this. Picking up followers here and there doesn’t really give you any advantage except a bit more money from keep adventures and a bit more experience from the follower quests. It’s pretty negligible in the grand scheme of things. You’ll be level capped in act 3/WM1 regardless. This guide is for a “blaster” type wizard. What’s the point of being a mage if you can’t nuke throngs of enemies? :D Be patient. Just like in the infinity engine games, the early levels as a wizard solo are a bit tough. You’ll have to rest a lot. It will pay off in the later levels when you’re blasting everything into oblivion. If you’re having too much trouble on one fight, come back to it later. The main plot quests (critical path) are easy as hell (bar white march 2) so you should be fine there. My advice is to leave the main plot for last and then blast through it when you’re insanely overqualified. It’s really fun seeing things melt. Have both expansions installed at all times. This will ensure that every experience point is used. Complete the entire vanilla game up until the point of no return (end of act 3). Before you jump into the pit for the final phase of the main plot, head over to complete expansion content. You’ll be level 14 (WM1 cap) by act 3 and level 16 (WM 2 cap) by early WM1. I never scale the difficulty when given the option. You should be rewarded for being prepared and overqualified, not penalized. My opinion of course. J Now that that’s done, without further ado, allow me to present the guide. I’ll update as I find more out. Race: Elf (Much needed bonus to Dex & Per) Sub-Race: Wood Elf (Amazing damage buff for ranged spells and shots) Culture: Rauatai (Much needed bonus to Con) Background: Aristocrat (Lore bonus will allow using powerful scrolls in early game) Attributes This is a blaster build and we are not intending on getting beaten down. Therefore, I’ve chosen to ditch resolve and constitution in favor of boosting the power and accuracy of our spells. Make sure you loot the barbarians in Cilant Lis and equip your hatchet and shield right away. It helps a ton. If you’re dying too much in the early game, you can take a point out of Perception and 2 out of Intelligence and pump them into constitution. You can respec later when you get tougher. Might: 18 Constitution: Dump Dexterity: 18 Perception: 17 Intelligence: 18 Resolve: Dump Skills Your endgame skills should look as below. They don’t have to be base, these include static buffs. For example my Aristocrat Bonus + Hylea’s Boon + Wizard Bonus gave me 5 Lore points, and I put 5 through level ups for a total of 10. You’ll want your lore to be 10 to use all useful scrolls including but not limited to Maelstrom, Paralysis, Confusion, Prayer Against Fear, etc. Mechanics is great for obvious reasons (detecting and removing traps, finding secret items, etc.). Stealth is pretty much optional (less so in the early game). Eventually you’ll be strong enough to not need to sneak around anymore. It’s still nice to have though for the purpose of getting the drop on harder trash mobs. Survival can also be useful for the campsite resting buffs, although you probably won’t need any for trash mobs. Don’t worry if you botch up the point spread. You can always respec and it’s more about personal preference anyway. Lore: 10 Mechanics: 10 Stealth: 8 Talents You’ll get a talent choice every second level. I like to keep them primarily defensive and utility based as your offensive capabilities will never be an issue. Arcane Veil + Hardened Veil is also very useful in the early game. If you’re having trouble surviving, you can take it and respec later. Level 2: Weapon & Shield Style Level 4: Fast Runner Level 6: Secrets of Rime Level 8: Superior Deflection Level 10: Deep Pockets Level 12: Bear’s Fortitude Level 14: Snake’s Reflexes Level 16: Bull’s Will Spells This pretty much covers every spell I used in the game. I’ll update if I forgot anything. More than 4 are listed in some levels, just switch them out as you need them. Level 2 is a trump card of amazing buffs and debuffs. I would only take Necrotic Lance in longer fights where you are in danger of running out of spells. Bewildering Spectacle is great until you get Confusion. Your end game trump card spells that make things melt are “Minoletta’s Precisely Piercing Burst”, “Kalakoth’s Freezing Rake” and the single target “Ninagauth’s Killing Bolt”. Ninagauth’s takes time to cast so make sure you’re not in danger before you cast it. Finish enemies off with “Minoletta’s Concussive Missiles” if you run out of powerful spells. I’ve put a star next to all of the absolute essential spells. Level 1 - Chill Fog * - Fan of Flames * - Eldritch Aim * - Arkmyr’s Dazzling Lights * Level 2 - Concelhaut’s Corrosive Siphon* - Curse of Blackened Sight - Miasma of Dull-Mindedness * - Bulwark Against The Elements * - Necrotic Lance - Bewildering Spectacle Level 3 - Lengrath’s Displaced Image* - Fireball - Deleterious Alacrity of Motion * - Expose Vulnerabilities Level 4 - Confusion * - Essential Phantom * - Ironskin * - Minoletta’s Concussive Missiles * - Wall of Flame Level 5 - Blast of Frost - Malignant Cloud * - Nanagauth’s Bitter Mooring * - Ryngrim’s Enervating Terror * - Wall of Force * Level 6 - Arkemyr’s Capricious Hex - Gaze of The Adragon - Minoletta’s Precisely Piercing Burst * - Ninagauth’s Freezing Pillar * Level 7 - Ninagauth’s Killing Bolt * - Wall of Draining - Substantial Phantom - Concelhaut’s Crushing Doom Level 8 - Wilting Wind - Llengrath’s Superior Elemental Bulwark * - Kalakoth’s Freezing Rake * - Minoletta’s Piercing Sigil Spell Mastery Unfortunately with the 3.0 patch, wizards got a massive nerf with the removal of per-encounter spell levels. This has raised massive quality of life issues for soloing as we can no longer ignore resting for the longer dungeons and quests in the game. The per-encounter spell levels have been replaced with “Spell Mastery”. Essentially at the level that you would normally get all spells in a certain spell level as per-encounter, you now only get to choose 1. By the level cap, you will have 4 per encounter spells castable only once/encounter. The spells I chose are essentially my main buffs and the best trash mob spell in our grimoire; Chill Fog. Spells are as follows: - Chill Fog - Bulwark Against The Elements - Llengrath’s Displaced Image - Eldritch Aim Pre-Fight Buffs Consumables Unlike in the infinity engine games, our spell buffs can only be used in battle. Apparently spell casters in Eora are on some kind of honor system. That being said, we can still acquire extremely powerful pre-fight buffs. These come in the form of consumables. There are all kinds of consumable buffs including food, drink, and drugs. I tend to stay away from drugs because they usually cause a debuff after the main buff expires. There is no need to use these consumables for trash mobs. You’ll only need them for boss fights and other major encounters. To use these consumables, simply click the crafting button in your inventory screen, and pick the desired dish. If you don’t have the ingredients, you can buy them in various marketplaces. Most food ingredients are fairly cheap (except dragon meat which will break your bank at 3000 gold/serving). Once the food is crafted, simply drag and drop it on to your character in the inventory screen and you will see the buff on your portrait when you return to the game screen. They usually last roughly few minutes. You should have a full stack of the following consumables for major encounters: - Dragon Meat Dish - Rauatai Sweet Pie - Farmer’s Spread - Ixamitl Ricepan - Pearlwood Chicken - Casita Casserole - Ale Resting Buffs In addition to your consumable buffs, you can also acquire a passive rest bonus by staying at inns or from your campfire if you have skill points in survival (they do not stack). Arguably the best rest bonus comes from a tavern in Dyrford Village called “Dracogen Inn”. The highest end room in this inn (Dragon’s Lair) grants a massive attribute boost (+2 Con, +2 Mig, +2 Int). Unfortunately it only lasts one day. For a longer 3-day bonus, your keep’s rest bonuses are excellent as well and let you choose a single attribute for a +3 buff. Make sure you upgrade your keep! Prostitute Bonus In Defiance Bay’s Ondra’s Gift district, you will find a tavern/brothel called “The Salty Mast”. It contains various prostitutes that confer great bonuses for their “services”. The greatest thing about the prostitute bonus is that it will stack with your inn/campsite bonus making for a great attribute buff. Obviously, you can only benefit from one prostitute’s buffs at a time. For even more good news and hilarity, if you have at least 19 dexterity (which should be easy with buffs or gear), the prostitutes will be so impressed with your performance in bed that they will give you back your money resulting in a free buff! There are great prostitutes for both major sexual preferences, listed below are the best of each gender. - Lyrina – Female Prostitute (+2 Con, +2 Mig, +1 Athletics) - Aldwyn – Male Prostitute (+2 Per, +2 Int, +1 Lore). Quick Slot Items Like most RPG’s of this nature, Pillars of Eternity allows you to put on-use or consumable items in your quick slot for use during battle. With the “Deep Pockets” talent, you’ll have 6 slots in total. Your standard layout should be: - 5 Scroll of Maelstrom - 5 Scroll of Paralysis - 5 Scroll of Prayer Against Fear - 5 Scroll of Prayer Against Imprisonment - 5 Endurance Potions - Obsidian Figurine You can change these as you need to. Some of the more difficult fights require certain approaches. You’ll want extra accuracy during any dragon fight so you can replace “prayer against imprisonment” with a “flask of war paint” for the great accuracy buff. Scrolls of Confusion are also indispensable for tricky fights. But this set-up should do you for the overwhelming majority of the game. In the early game you can switch out maelstrom and paralysis for more figurines as you won’t have high enough lore to use them yet. Best In Slot Gear & Enchantments This gear set up worked wonders for me. I made a point to explore every map and get every item (to my knowledge). The main point of your gear set up is to get as high a buff as you can on every major attribute and every major save. Usually the highest attribute buff is +3 until you hit White March. At that point you will begin to uncover +4 items. Keep in mind that many of these drops are random and certain items/enchantments are dependant on what you have equipped. For example, if your random belt drop was the +3 constitution belt, you won’t be putting a constitution enchantment on your chest armor. Gear buffs do not stack and you can only have 1 of every attribute. If I missed anything too good to ignore, please post and I will update. Until you get the items posted below, use anything you find following the rules above. For example, until you get the “Mantle of The Excavator”, a great alternative is “Lillith’s Shawl” found in the Lighthouse of Ondra’s Gift, Defiance Bay. You can check various sites with item databases to map out what you need. By the end of the game, I was wearing the following pieces: Gear Item: Garodh’s Chorus Slot: Helm Notable Stats: +3 Might, Retaliation (Variable depending on your choices during quest) Game: White March 1 Location: Reward from quest. You’ll need to gather the 3 parts of the helm from Russetwood, Stalwart Village, and Durgan’s Battery Main Floor. Item: Starlit Garb Slot: Chest (Robe) Notable Stats: DR: 9, +10 vs. Spells, +2 Athletics Game: Vanilla Location: Part of a quest in act 3. Robe can be found in a hidden stash in one of the dwellings in Elms Reach, Twin Elms. You’ll need to follow the quest until you get the map for it. Item: Ring of Protection Slot: Ring 1 Game: Vanilla Notable Stats: +9 to Fortitude, Reflex, and Will Location: Random drop in various locations. You can also buy them from one of the merchants in Copperlane, Defiance Bay. Item: Ring of Deflection Slot: Ring 2 Game: Vanilla Notable Stats: +9 Deflection Location: Same as above. Item: Boots of Speed Slot: Feet Game: Vanilla Notable Stats: +3 Movement Speed Location: Random drop in various locations. Item: Girdle of Eoten Constitution Slot: Waist Game: Vanilla Notable Stats: +3 Constitution Location: Random drop in various locations. Item: Mantle of The Excavator Slot: Cloak/Neck Game: White March 2 Notable Stats: +25 vs. Poison, +2 Survival, +4 Perception Location: West Tower, Durgan’s Battery Item: Bracers of Spiritual Power Slot: Gloves Game: Vanilla Notable Stats: +10% Spell Damage Location: Random drop in various locations Item: Hearth Harvest Slot: Weapon Game: Vanilla Notable Stats: +5 Deflection, +25% Burn Damage Location: Corpse in Woodend Plains Item: Little Savior Slot: Shield Game: Vanilla Notable Stats: +5 to all defenses, +50 Defense while stunned, +50 Defense while prone Location: Adra Dragon’s treasure horde. Enchantments You can enchant your weapon, shield, and chest armor. They should all have the highest quality enchant while still making room for the amazingly powerful “White Forge” enchant from White March 1. On your chest armor, the +2 attribute enchantment should be whatever you need based on what’s dropped. Remember to not overlap attribute bonuses, they don’t stack. Strategy & Rotation Positioning Proper positioning is absolutely imperative in solo play. Whenever possible, you must pick your battlefield. Some of the hardest fights in the game are the ones that plop you in the middle of a field surrounded by a bunch of strong enemies. The most ideal position is to bottleneck your opponents through any narrow space such as a doorway or a corner whereby only 1 or 2 of them will be able to hit you. In some of the trickier fights, this will be the difference between succeeding and dying. If there aren’t any good bottlenecks around just make sure your back is against a wall of some sort. If the enemy manages to get the flank debuff on you it will seriously effect your defenses. Trash Mob Rotation A “trash mob” is identified as any non-boss or major encounter fight. They’re essentially just the regular inept minions you fight in the wilderness or in dungeons. They’re mostly just fairly weak annoyances with the exception of perma-stun mobs like vampires and some ghosts. The White March 2 mobs are also pretty tough. You’ll have quite a time in the “Stalwart Mines”. That said, you could take out nearly every trash mob in the game with the following rotation: 1. Chill Fog (Make sure to cover as many enemies as possible) 2. Bulwark Against The Elements (Buff) 3. Llengrath’s Displaced Image (Buff) 4. Ironskin (Buff) 5. Eldritch Aim (Buff) 6. Concelhaut’s Corrosive Siphon (Again, hit as many as possible) 7. AoE mobs until dead (Use any area of effect spell) This is the full version of the rotation. Obviously you won’t need to go this crazy for most of the trash mobs. For example, in the early game you wont have access to Ironskin (level 4 spell) and you might not want to waste your few level 2 casts on buffs that aren’t needed. You also won’t need concelhaut’s regeneration because mobs won’t lay a finger on you when blinded by chill fog and you won’t need the accuracy bonus from eldritch aim. Therefore, you’ll be able to skip steps 2-5 and go right to nuking the enemy down with either Fan of Flames or Arcane Assault. Remember to cast Chill Fog in such a way that you are enveloped by the yellow part of the spell radius. This ensures that if enemies get behind you they will still be blinded and damaged by the spell. Concelhaut’s Corrosive Siphon will leech health from the enemy, which is great to have in any fight. Understanding the concept of divide and conquer is of pinnacle importance to success as a solo mage. Often times you will be surrounded by a group of powerful enemies. Confusion! Confusion! Confusion! While confused, the enemies will waste no time beating on each other while you cast buffs on yourself and blast them into oblivion. Have it in your spellbook as well as scrolls in your quick slot. This is huge for dragon fights as you can keep them friendly while you blast them to death. Make sure to buff your accuracy (Eldritch Aim/Flask of War Paint) and Miasma them first! Dragons have insane saves so even with your high perception you will miss constantly if you don’t buff yourself and debuff them. Extremely Difficult Fights These are a few encounters I had trouble with and how I ended up beating them. It goes without saying that you should be fully buffed for all of these fights (except the Eyeless and Cragholdt mobs, they’re just tough trash). Minoletta’s Burst, Ninagauth’s Killing Bolt and Kalakoth’s Freezing Rake are your end game can opener spells. They hit like a truck and can down the toughest bosses in the game quickly. The problem is surviving while you buff yourself, debuff them, and take care of their annoying minions. When in doubt, before you start blasting them, keep your enemies confused or paralyzed and make sure your accuracy is buffed (Eldritch Aim/Flask of War Paint) and they are debuffed (Miasma). For dragon fights add “ Scroll of Protection from Fear” to the mix as their terrify aura will cancel out your accuracy buff. Undead Raedric (Act 3: Vanilla) If you happened to put the psychotic lord of Gilded Vale down in act 1, you’ll be “thrilled” to know that you’ll see him again in act 3, freshly raised as a Vampire. If that isn’t bad enough, he’s got an entire coven of bloodsuckers backing him up. This fight puts Bodhi (Baldur’s Gate 2) to absolute shame. This guy is tough and hits like a truck. Make sure you run down the stairs and into a corner so they can’t flank you. Make liberal use of confuse. At this point you won’t have enough spells to take this walking corpse down so make sure you have some Maelstrom scrolls (if you can use them) or other AoE scrolls. If I remember correctly, they have a pretty significant cold resistance, so Freezing Pillar might not be as effective. Go with Minoletta’s Precisely Piercing Burst. Don’t waste it if they’re confused into friendliness, it’s a foe AoE. This quest gives an insane amount of EXP so make sure you do it! Adra Dragon (Od Nua Level 15, Caed Nua: Vanilla) The one and only “Master Below”, Adra Dragon is a seriously tough fight and you’ll probably have to load the game a bunch of times before offing her. There are a few strategies for dealing with this one. You can see them all being executed to perfection at MANoob100’s youtube channel: https://www.youtube.com/user/MANoob100/videos?shelf_id=0&view=0&sort=dd My favorite method is the “Barrier Strategy”. Be sure that you talk the dragon into telling you about the dragon slayer that is after her. She will offer you a deal to leave your keep if you kill the slayer for her. After you tell the dragon slayer of her plans, you will be taught the “Scalebreaker” ability. This will do wonders for every dragon fight in the game. Go back to the dragon and prepare for a fight. Your rotation is as follows: - Run to the far left of the map - Cast energy barrier where the dragon will be coming - Essential Phantom - Prayer of Protection from Fear (on you and your phantom) - Llengrath’s Displaced Image - Eldritch Aim - Scalebreaker - Arkemyr’s Dazzling Lights - Miasma of Dull Mindedness - Ninagauth’s Freezing Pillar - Ryngrim’s Enervating Terror - Ninagauth’s Freezing Pillar (X2) - Malignant Cloud (X2) - Finish dragon off. Remember that all of these AoE spells should be hitting the dragon and any of his minions that break through. They’ll be a pain. You can also make use of confusion to make this fight even easier. Alpine Dragon (Cave, Longwatch Falls: White March 1) Arguably the hardest fight in the game. After about 50 tries, I finally put the little bastard down without a scratch on me. I pretty much followed Kaylon’s awesome strategy shown here with a few minor changes: https://www.youtube.com/watch?v=NBPgwipx3OM As for all of these encounters, you’ll need all pre-fight buffs on you for this fight. Make sure you hit up Dracogen Inn and The Salty Mast. Grab your food buffs right before engaging, and make sure you equip anywhere from 10-15 scrolls of confusion. One full stack of scroll against fear is essential as well. Try not to hit any of the dragon’s minions, you’ll be using them for their weak saves to confuse and distract the dragon. Quickly run to the bottom left corner when the encounter begins. If one of the creatures is on to you, confuse it immediately. If they’re lagging behind and not yet in your view, use the opportunity to thrown a protection from fear scroll on yourself. Accuracy is a must in this fight and the dragon’s terrify aura is as good as being blinded. You’ll need all of your high damage spells to take this guy down. Personally, my 2 “I win” spells are Minoletta’s Precisely Piercing Burst and Ninagauth’s Killing Bolt. They do insane damage and high saves are worthless against them. It’s important to understand however, that Ninagauth’s Killing Bolt will constantly miss unless you are immune to terrify (scroll), have an accuracy buff (Eldritch Aim/Flask of War Paint), and the dragon is debuffed (Miasma of Dull Mindedness). So remember that in between confusing the minions to distract the dragon, make sure all buffs and debuffs are up. Keep confusing to buy yourself time to cast if they aren’t. It helps a lot if the dragon itself is confused. When the dragon is friendly, you can hit it with Ninagauth’s Killing Bolt. When it isn’t friendly, run up behind it while it’s attacking its own confused minions and spam your Minoletta’s. Use “Scalebreaker” at your own discretion. When it dies, clean up the surviving trash mobs and claim victory! Concelhaut (Cragholdt Bluffs: White March 1) One of my favorite quests in the game, Cragholdt Castle is a really cool zone filled with epic mage battles that are just challenging enough to be fun, but not annoyingly hard. The first thing you’ll have to do is take care of the mercenaries laying siege to the castle. They’re insanely annoying trash mobs that are going to take some patience to deal with. Use your trump card spells like “Minoletta’s Precisely Piercing Burst” and “Kalakoth’s Freezing Rake”. “Confusion” is also your friend here. When you finally reach the castle (a much more lax atmosphere), you’ll find that the first thing you have to do is knock off Concelhaut’s 4 apprentices. You can also make a deal with them, but I chose to slaughter them all. The fights are fun and fairly easy, be sure to make use of the amazingly convenient doorways. The vithrak apprentice is a bit of a pain, but you shouldn’t have too much trouble. Eventually you’ll reach the liche lord Concelhaut, archmage of Cragholdt. The good news is you’ll pound him one on one, the bad news is he has a hefty little undead army with him. Make sure you’re fully buffed as opening the door to his quarters will make you fatigued. You might as well run back to Dyrwood Village and Ondra’s gift to get your bonuses before you walk in. Try to lure out Concelhaut’s minions before engaging the mage himself. It’s important to take out that nasty death guard separately. If you get him and Concelhaut together, your chances of survival are low. Once you lure out and kill the death guard, you can safely engage the rest of them (although luring out and killing as many as you can is recommended). Cast your buffs, make sure you’re immune to fear, and spam “Kalakoth’s Freezing Rake” to clear the minions. Concelhaut himself is immune to ice, so as soon as you kill the minions; buff your accuracy, try to “Miasma” him, and spam your “Minoletta’s Precisely Piercing Burst” until he falls. You’ll need to be immune to fear for this whole fight so make sure you’re using scrolls. Llengrath (Mowrghek Ien: White March 2) After taking out Concelhaut, make your way back to Stalwart to finally find out who was behind the siege of his castle. It is none other than the archmage Llengrath. There aren’t many encounters before you fight her, go to the zone that unlocks once you get the quest in Stalwart and make your way to the Northwest of the map. You’ll run into a few packs of her druid minions, you should stomp them fairly easily. They’re way easier than the mercenaries in Cragholdt. Before you enter the forest clearing, make sure you’re fully buffed with food and inn/prostitute bonuses. It’s worth noting that if you give Llengrath Concelhaut’s little Kangaxx head and choose your words right, she’ll let you off with a nice permanent buff to your attributes. To hell with that jazz I say, WE FIGHT! As is impossible to miss, Llengrath is accompanied by 2 young Bog Dragons and one inept druid apprentice. Just like the Concelhaut fight, they’re all manageable on their own but become a nuisance due to the fact that they’re ganging you. As soon as the fight starts, run the far right corner. Buff yourself up while they’re still coming to you. - Bulwark Against The Elements - Llengrath’s Displace Image (How ironic) - Ironskin - Scroll of Prayer Against Fear - Scroll of Defense - Eldritch Aim As soon as all you buffs are up, spam “Kalakoth’s Freezing Rake”. You’ll need to get all 4 of them within the AoE radius. After your third and last rake, Llengrath and her apprentice will be dead. Now for the 2 lizards. These 2 hit pretty hard so you wont survive by just standing your ground and casting. Thankfully, unlike Llengrath, they aren’t immune to paralyze. Whip out a scroll and incapacitate them both. Re-buff your accuracy and “Miasma” them. After that just keep re-paralyzing them before they break free and spam “Minoletta’s Precisely Piercing Burst”. One should survive after the 4th cast, finish him with “Ninagauth’s Killing Bolt”. This fight is actually pretty easy, might take a few tries though. You have now officially destroyed the 2 (formerly) most powerful mages in Dyrwood. You may now proudly proclaim yourself Archmage! Llengrath and Concelhaut’s grimoire contain never before seen exclusive spells that only you will have. They’re amazing, make sure you read through them and try them out. Radiant Spore (Stalwart Mines, Stalwart: White March 2 This one is another doozy. In fact, this entire quest is quite difficult. The cavern you will have to navigate to find this optional boss contains arguably the hardest trash mobs in the game. Massive packs of Vithraks (Obsidian’s answer to D&D’s Mind Flayers) and their slaves will charge at you with a vengeance. Paralyze scrolls work wonders against them, and they’re quite soft so they’ll die with minimal effort. The challenge is pretty much surviving their onslaught and constant stunning. You’ll get the hang of it eventually. Use summons to distract them and use Confusion on the slaves. Eventually you’ll reach this massive annoyance of an encounter. It’s essentially a giant boss level spore (Obsidian’s answer to D&D’s Myconids). Upon engagement, the spore will try to interact with you. Unfortunately you won’t have the constitution or resolve to make this fight easier, so just choose to attack it or you’ll get a debuff. As you might expect, this boss is pretty soft and will die quickly. What makes things incredibly complicated is that it’s tentacles hit like a truck and it’s accompanied by an army of charmed Vithraks. The first thing to do is run to the rightmost part of the screen. You’ll see an area that will block the spore’s line of sight to you allowing you to deal with the vithrak’s first. Spam “Minoletta’s Precisely Piercing Burst” to take care of the vithrak warriors and sporelings. The lone vithrak caster should be easy to deal with using some mid level damage spells like “Malignant Cloud” and Minoletta's Concussive Missiles.. Once you kill the caster and it’s summons, run back behind the cover, heal and buff yourself. A “Scroll of Defense” will help a lot here. Have summons get the spore’s attention, buff your accuracy, debuff the spore with “Miasma”, and slam it with 4 Killing Bolts. If it’s still alive, finish it off with Malignant Cloud or Minoletta's Concussive Missiles and make sure to run back behind the cover to heal if you need to. The Eyeless (Various Areas: White March 2) Technically a trash mob, but insanely difficult if you don’t know how to fight them. They can kill you almost instantly, they’re immune to confuse and blind, and they have a load of hit points. One thing they can’t resist however is our trusty old “Scroll of Paralysis”. Paralyze them before they get off the insta-kill eye laser move. Then just blast them with anything until they’re dead. It only gets tough when you’re fighting 2 or 3 of them at a time. You’ll have to paralyze all of them at once or you’re dead. “Kalakoth’s Freezing Rake” is amazing for these encounters as it does a load of AoE damage and is cast almost instantly. Keep re-paralyzing them before they break out of their current paralysis. If they knock you on your arse you’re pretty much gone. Again, you’ll get the hang of them after a few encounters. The Kraken (Final Boss: White March 2) Ondra’s little pet will be the last thing keeping you from the expansion’s final objective. This is actually one of the easier boss fights in the game, but you’ll be vaporized quickly if you don’t know how to approach it. This thing has a bunch of tentacles that will assist it in trying to kill you. Don’t waste spells on them. If the Kraken dies, they die too. Run right up to the Kraken’s head and spam “Minoletta’s Precisely Piercing Burst”. This encounter would be easy as pie if 2 Eyeless mobs weren’t triggered when the Kraken is at about half-life. Make sure to get a paralyze off to disable the 2 Eyeless before they start hitting. If anything is going to kill you here, it’s going to be them. I actually managed to paralyze them and the Kraken at the same time. Finish off the Kraken first to get he and his tentacles off of you, and then keep re-paralyzing and blasting the 2 Eyeless using my Eyeless strategy above. Overall this fight isn’t that hard, you’ll understand what to do when you’re there. Conclusion I think that pretty much covers it. If anyone thinks of anything else, please do not hesitate to post. I’ll be putting this guide up on the PoE forums as well as Reddit. Thanks again for reading and a really special thanks to everyone who is supporting this genre of gaming. I can’t wait for the next Pillars of Eternity. Take care! - Bathory 2016 Game Version: 3.01
  13. I finally managed to kill him with my ranger an I must say it was easier than expected considering that my character wasn't even fully optimized (no durgan enchantments, no scale breaker...). Now I am 100% positive that a ranger can also beat the game solo without skipping any encounter. https://youtu.be/NBPgwipx3OM
  14. Since scaled Thaos can be even more cheap and brutal than the dragons I thought it would be interesting to find a good method to kill him. Tanking him (video 1) is possible but not very reliable (various bugs mostly and sometimes rng can screw you badly if you don't play perfectly). The second method is to run and shoot them to death (video 2) since the map looks like it was designed for that . https://youtu.be/6oGAmsXep34 https://youtu.be/E8jh6m-fO9o PS. In my game the spellward amulet is bugged and I'm losing 10 more defense against spells. With it you could reach 100% protection against Cleansing Flame more easily.
  15. For people wondering if the dragons can still be soloed in 2.03 here are my new videos: - vs adra https://youtu.be/j5g_bmRfAIk - vs alpine https://youtu.be/TKrA1BvcQDI
  16. Hello there, Triple Crown has been finished today and I think about Triple Crown Solo. Which class is better? I've already finished Solo PotD ( not Iron/Expert, just PotD ) playing a wizard, wouldn't say that it was very difficult, but there is too much difference between the save/load immortality and Trial of Iron, where one-shot can blow my char away. Wizards are such a "glass" at the start of any battle. I probably would have taken a dual wielding paladin.. but really not sure that I can handle some encounters ( for example, some bounties or lagufaeth and spirit packs in The White March locations ). What do you think? Any advice/suggestion, and also links to special guides will be greatly appreciated. P.S. Sorry for my poor English.
  17. Hi, i need help to solve this problem. Im playng with my Priest, solo and in POTD. I have after many hours come to Durgans batteri, and i am now locked inside. I cleared the 1. floor and went to the second. Now i cant get out to buy camp rests, because of the door at the first floor apperently have closed itself after i went through it. Is this a bug or? And can any help me? I have attached 3 pictures, so u can see for yourself what i meen. Anybody knows what to do? Sorry for my bad english... I have no rests, and have no chance of survive to the final and 3 floor, where i know there is a entrence out, because im playng solo in POTD. And also, i dont have enough atlectics to get the 3 key to open the door to the final floor. So need to remake my skills setings also. All my save files are after i wnet down to the second floor, rookie mistake...
  18. Hello again, gentles, So, I've begun a few solo PotD runs with different classes/builds to see what feels like the best fit. What I've really been struggling with, though, is just getting to lvl 4. 1. I can clear Valewood, except of course for the bear cave. 2. I've found I can cherry-pick some mobs in Esternwood, Magran's Fork, and Black Meadow, but get owned by others. 3. I think I can see where I can stealth up to the bandit camp to steal the blacksmith quest item without getting caught. For those of you who've soloed recently, how do you approach it? What quests and areas do you do first? Any advice would be appreciated. I've watched some solo runs on Youtube, but all the ones I can find are from pre-2.01, and with the balancing changes things seem to play out differently now.
  19. I have played the Druid in so many other RPG´s that it was quite obvious for me that i will give it a try in Pillars of Eternity too. And i must admit: It´s a lot of fun! My aim for the solo druid was to push the power of his spellcasting while still being tanky enough to survive the difficulty settings of PotD. Lets take a closer look! Which Race should i pick? Moon Godlike is one of the best choices. Thanks to the healing waves you can tank and outlast your opponents much better. Wood Elf is a good choice for the better ranged accuracy. Also gives you a little defence against ranged enemies. Boreal Dwarf +15 Bonus vs. Beasts and Primordals can be very helpful Pale Elf +10 resistance to fire and cold is not to be taken lightly. Adjusting your Stats There is no „best build“ in my opinion so you have a little bit of freedom to choose one build that fits your playstyle most. Some examples: Precision Druid----------Swift Druid----------Defender Druid Might 15--------------------Might 15--------------Might 15 Con 10----------------------Con 10----------------Con 10 Dex 10----------------------Dex 15-----------------Dex 10 Per 15-----------------------Per 10-----------------Per 10 Int 18------------------------Int 18------------------Int 18 Res 10----------------------Res 10-----------------Res 15 High Might and Int are nearly essential. You will not only hit harder but your spell area will increase significantly. If you remember how many AoE-spells the druid has this one is a real nobrainer. Dex, Per and Res are more about taste. Do you want to cast faster, hit more often or get tankier? Your choice! Con at 10 is all it needs especially if you are playing Moon Godlike. Personally i prefer the Precision Druid. The reason is quite simple: Unlike Wizards the druid has no spell to boost his accuracy. Missing spells too often can hurt you a lot. The Beast within: Spirit Form Choice I think anything will work. Personally i prefer the Catform for its high attack speed so i can clean up badly wounded enemies really quickly. If you want more tankiness choose the Bear. Fun note: The Spirit Form works great against some tougher opponents. Do you remember the infamous Shadows in the beginning? The Catform will kill them easily with a few swift strikes. Choose your Talents Weapon + Shield Style / Cautious Attack / Superior Deflection: If you are building tanky like this your deflection will jump over 100 around level 11. Thats not too bad and will save your day more than one time. Bull's Will /Snake's Reflexes / Bear's Fortitude: These too can be lifesavers. Just take a look which defenses are in need of an upgrade most. The numbers will also jump over 100 around level 11. Sounds good. Heart of the Storm /Scion of Flames /Secrets of Rime: Giving your elemental spells a better punch (+20%) always looks good. But after the nerfs to some of the druid spells its a good question wether they are worth the point. Personally i still like the talents a lot. Oh, and dont forget the +5 elemental damage reduction bonus. Bonus Spells: Bonus spells can be quite useful in longer fights where you will need any extra portion of power. Just remember that high Dex Druids will get a little bit more benefit as they can cast their extra spells faster. Wildstrike / Weapon Focus Peasant / Two Weapon Style: You want to play a bit more like a Shapeshifter? In this case you should take a closer look at these talents as they give nice bonuses to your wild form. Thinking about Skills Mechanics should be your primary focus. Opening chests and disarming traps is just too good to pass on. Everything else is quite optional – your choice. Its all about Equpiment As a primary weapon i mainly use Hatchet (+5 deflection) + Small Shield (no accuracy penalty). A Hunting Bow like Lenas Er can be quite handy too. If you have to tank a lot you should definetly use any kind of Plate Armour. If your summons are able to tank all night long than Clothes are the better choice: Faster casts = More Damage. Just be careful. With regards to all your Accessories. Do not think about them too much. Just make sure to find any stuff that buffs your primary attributes Might and Int. And always take a closer look at items like Ring of Deflection or Ring of Protection to boost your defensive power. Shod-in-Faith-Boots can later on be a lifesaver in tougher battles. Boots of Speed are quite funny if you want to play hit and run (works great against Thaos too). The power of summons Thanks to the new immunities your summons are now quite powerful. If you use them smartly they will tank like gods giving you an easy time casting your damage spells. Lets take a look: Earth Blight: Slashing + Corrode Flame Blight: Piercing + Fire Rain Blight: Piercing + Shock Wind Blight: Crushing + Frost As you can cast them only in combat its best to start the battle with a heavy CC like Overwhelming Wave. This gives you time to reposition and summon your Blight. Fun note: Have you ever watched big bad Thaos trying to burn down a Flame Blight? Try it on your own - and laugh! Nerf incoming? Fun Note II: Looking for some easy xp? Just kill your own blights! You will get experience as if killing hostile ones. Which Spells are useful? LEVEL 1 Tanglefoot: Nice engagement tool that can give you time for better positioning and summoning. Worth to remember: If you run away far enough some of the hobbled enemies will cancel their engagement so you can minmize their numbers. Natures Mark: Fine debuff with -1 Deflection, -10 Reflexes in a large area. Cast it first and watch them suffering! Sunbeam: Great debuff and burn damage. Blinded enemies will not only miss you more often but they are even easier targets for your own spells. Charm Beast: A gamechanger. Cast it on beasts and watch them fighting each other! Remember the infamous bear cave at the beginning? Thanks to this spell you can clear it at level 2. Talons Reach: Deals quite okay AoE Slash Damage and - the best - its fast cast. Winterwind: A large cone that will deal frost damage (damn nerf). Works great in corridors with lots of enemies. Fun note: The knockback effect will completly immobilize Blights and Will o Wisps so you can easily kill them. Natures Vigor: Okay healing over time. This spell will also increase your maximum endurance by 15 %. Can work nicely in longer fights as long as your enemies do not have burst damage. LEVEL 2 Autumn´s Decay: Great cone spell that will deal corrode damage over time. As corrode damage isnt resisted that often it will hurt most enemies quite a bit. Blizzard: Large AoE that will deal frost damage and reduce attack speed by 20 %. Works best against large and fast attacking enemy groups. Burst of Summer Flame: This spell will deal AoE burn damage. Works nice for finishing enemy groups thanks to its fast casting speed. Conjure Lesser Blight: Great spell – for more info take a look at the „Summons“ section. Hold Beasts: You are surrounded by a pack of beasts and thinking its over? Dont worry! Cast this spell and watch them freezing. Now you have time to turn the fight around and hurt them badly. Works against dragons too – great! Insect Swarm: Fine AoE spell that will deal piercing damage over time. Works nicely in combination with Autumn´s Decay. The -10 concentration will make it easier to interrupt your enemies. Woodskin: Gives you +6 DR against Piercing, Shock and Burn for 15 seconds. Rarely used but quite okay self buff. LEVEL 3 Beetle Shell: If your summons are desperately in need of a shield this might save them. Absorbs 100 points of damage and gives you time for other healing spells. Infestation of Maggots: A tricky spell. Will deal 10 Damage by percentage of health lost over time. This means the more wounded your enemies are the more damage they take. Works great against groups that are already suffering from spells like Autum´s Decay and Insect Swarm. Natures Balm: The healing over time isnt that great but may help you through longer fights. Rarely used. Returning Storm: Great spell that will deal shock damage and stun. As the lightning will continously strike you may be able to stunlock your opponent. Spreading Plague: This spell leaves the primary target Hobbled and Weakened before jumping to 5 other enemies max. Nice debuff that will make it easier to hit your following spells. Twin Stones: The two boulders will deal Crush Damage to any enemy within their path and explode to deal Pierce Damage to all nearby enemies. Quite okay spell against large enemy groups. LEVEL 4 Boiling Spray: Large Cone that will deal burn damage. Works best against large enemy groups. The knockback will immobilze Blights and Will o Wisps. Calling the World’s Maw: Great CC spell that will deal Pierce Damage to enemies and will knock them down. Just remember that there are several opponents that cannot be knocked down. Conjure Blight: For more info take a look at the „Summons“ section. Hail Storm: This icy storm will deal Crush Damage and 25 % Freeze Damage. The huge (!) radius of this spell can hurt dozens of enemies. Moonwell: Nice healing over time and +10 to all defenses. Will help greatly in tougher battles – if you get the time casting it. Overwhelming Wave: Very powerful engagement tool that will not only deal Crush Damage but will stun enemies in its path. Use this time to start your pain train! LEVEL 5 Embrace the Earth-Talon: Powerful spell that will not only deal Pierce Damage but also petrify enemies. Only downside: The duration isnt that long so you will barely be able to hit your enemies more than one time while being petrified. Relentless Storm: Hands down this is one of the best spells in the game. An AoE stun that will continuously strike your enemies? Cast this at the start of an engagement and use the stuns to follow up with damage spells. Works best against dangerous groups of spellcasters like Adragans so they will never get the chance to petrify you. Plague of Insects: This spell is also great as the insects will deal Raw Damage, reduce Concentration and Sicken enemies. Nice followup after Relentless Storm. Firebug: Deals good amount of burn damage and jumps up to 8 times. Feels weaker than the other spells on this level but is quite okay as a finishing move. LEVEL 6: Conjure Greater Blight: For more info take a look at the „Summons“ section. Garden of Life: The healing is only useful when there are plenty of corpses around. Rarely used. Rot Skull: Will change your weapon and let you throw skulls that will deal crushing and AoE corrode damage. Sounds cool but i rarely used it. Sunlance: Good single target piercing + burn damage that works best against tougher opponents in 1vs1 situations. Venom Bloom: The Weakened and Frightened Debuff is great. Only downside: Its duration is very short. Remember, Remember Do not try to burn down a Flame Blight like Thaos! Always take a look at the resistances of your enemies. Positioning is key. Using bottlenecks like doors can save you from many harm! Debuff your enemies to make sure you will land your spells more often! Use your summons for distraction so you get time for your damage spells! Inns will become your best friends as you will run out of spells quite often! The more you eat, the more you get. Or: The power of food buffs. Why i am not using all those traps i have collected?
  20. I thought I'd share my battle with the 3 early bears in the cave...Done on my second try so I had some luck I'm guessing, but at lvl 2 on PotD, you probably need "some" luck since 1 hit and you're dead anyways... I tried this after Eler in my party died in my current Wizard game (hated resting so he had low health) so I may restart as a Cipher again and start over (Trial of Iron). Never did like the whole limits on casts/day anyways. https://www.youtube.com/watch?v=bUprh94zNM4
  21. Hey all! Stopped playing a short while after release due to bugs and general incompatibility with my crappy computer. I'm coming back into the fray and loving the game! I'm currently in act 2 with a level 8 solo wizard. I have a fully upgraded fortress and my gear is as follows: - Sanguine Plate (Resistances) - Rotfinger Gloves (2 amazing foe debuffs) - Belt of Blunting (Resistance) - Gaun's Share (leeching) - Some turban looking hat that gives constitution - Lilith's Shawl (stealth and perception) Haven't found boots yet. I've done every task in defiance bay and every quest except cinders. Haven't touched the main quest and haven't left The Bay. I've been relatively successful in all encounters so far. The hardest thus far has been the forgotten. They essentially just plop you in the middle of a bridge with like 7 decently geared enemies with nowhere to bottleneck. It was a pain but I finally downed them after loading like 15 times. I'm also having trouble with the cinders drake. I found an awesome spot where him and all of his minions are trapped in a straight line at which point I pelt them with everything I have including summons. Problem is all of his drake and kobold minions will die and by the time he comes around I only have enough spells to get him down to badly injured. He hits like a truck and I would have no defences left at this point. The spells I'm using are pretty much chill fog, fan of flames, concelhaut's ciphon, bulward vs elements, hardened arcane veil, mirror image, essential phantom, rotfiner debuffs, expose vulnerabilities and my 3 figurines. If theres an amazing piece of gear I'm missing out on or possibly a good strategy or spell I'm not using, some advice would be great. Thank you so much!
  22. Hello guys, Any sign about improvements on soloing play? I mean, as far as I see, a lot of players are soloing the game or already did/tried it. But I think things are a little unbalanced for soloing, obviously, the game was designed for a small group of heroes, but, if we have a tendency here of liking to solo (or at least try it), why not think to do some improvements in the soloing playing? One of them, I think would be great with the leveling up while solo was effectively faster. If you want to play Path of the Demned, Expert Mode and Trial of Iron, AND SOLO, that turns the game a little not fun for some character classes... I find viable to solo as a Fighter and as a Monk, but with other classes (I'm still testing), that's just doesn't work. Even as a Monk I was needed to take Éder as a tank in some moments. What do you think, would be great to also improve some aspects of the game soloing in White March or any other updates? Cheers.
  23. Hello there, I have search in forum and in the wiki but don't find anything about the experience system, maybe I don't use the right words. Anyway, how the experience and leveling up works? Are the experience earned in quests and battle divided to the party or are always the same for every party member? My question it's about playing solo. My character will level up faster if playing solo or have no difference? I just did not understand the experience system yet. Cheers!
  24. Here's another video showing how a paladin is able to tank the adra dragon in potd and without heals - no traps, no cheap tactics. Base stats - wild orlan 17mig/15con/4dex/20per/3int/18res. Adragans had to be killed first to prevent summons/healing for the dragon... I used jolting touch scrolls because they're common/easy to craft and don't require high lore. https://youtu.be/0nNLwfGrpKQ
  25. I've been thinking of starting a solo triple crown run with a druid, and I'm looking for suggestions. I haven't used druids much since the beta, and I've only used tank characters in a solo environment, so any input would be useful. In terms of race, I'm thinking probably Wood Elf, Aumauauauaua, Moonlike ... I dunno. Like I said, any input. For the attribute spread, max Int/Might and minimum Perception are obvious, but I'm not sure whether to bother with Con and Dex. I hear Fast Runner or whatever it's called is good for lighter characters in solo play, as well as Deep Pockets. Is that accurate? Aside from that, should I just stick to the elemental damage bonus talents? And obviously spiritshift trails off pretty quickly, but since it's supposedly good at early levels: what's a reliable shift to start with?
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