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  1. Heyo I have been lurking both here and the Reddit sub for a while, and been reading all the fun builds people have theory crafted. After finishing the game on normal, cheesing my way through with 5 rangers and a cipher, I decided to try and rerun the game solo, going for the Triple Crown Solo, and starting with the hard difficulty. Was wondering if anyone could help recommend a good solo build, I especially had the Cipher kite and run and Rogue retaliation tank builds that are currently popular on this sub but any suggestions are welcome. Also if you wouldn't mind touching into gear, talents, attributes etc.
  2. I'm still thinking if to go melee or ranger style. What do you guys suggest, what should my build look like? Preferably melee, maybe. What build do you use? It's been a week since game launch and I'd like to hear what you've learned so far. Thanks
  3. Hey you guys, actually I really haven't even started playing pillars because I'm quite pinned to the character creation screen. xD Now I'm some kind of picky - I know. But in order to finally decide on my character I have some Lore concerning questions: After hours of consideration I finally decided to play as a cipher (eventhough rogue seems appealing to me). First I though rolling for a druid, but then, since Baldur's Gate I know that these games tend to be heavy in city related plots so druids kinda feel like the third wheel being all for nature. But ok I decided to go for a cipher since I want a unique pillars of eternity experience and because I always play humans I wanted to go with one of them. Now old Vailia seems a cool origin for this character I wanna play and I already found a great portrait for him. But (!): Ciphers origin from an Aedyr colony named Eír Glanfath and the phenomenon seems solely to be found among orlan and elves. Ok now there are some animancers from Dyrwood that researched the topic, but Dyrwood too is no possible home country for your character (like Eír Glanfath). Does this mean Aedyr would be best suited for human ciphers? This leads me to my initial questions: Is it possible for humans to obtain this ability? If yes: Can they be born with it or do they have to learn it? If they can only be learned: How is it possible for an old valian citizen to hear from this abilities and learn them? Obvious is obvious: you can choose to play a old vailian cipher, so there must be an explanation. But I wanted to know if this combination is good in terms of game experience (like how NPCs react to this race/class combination or if they never wonder at all). Because if it's totally uncommon for humans or old vailians to obtain these abilities and nobody notices during the game it's kind of lame. I ask because my first companions "Heodan" and "Calisca" thought it pretty normal that a guy from old vailia had a purple glowing sword. :D Ok ok I know this is no pen and paper and the game can't react to every decision I make, but I just wondered, and since I felt so excited about pillars I really want to dive into this world. So I want to create my character according to the lore of the world. As an pen and paper veteran for me that's highly important for my gaming experience. I would love to hear from your points of view! Many thanks in advance! May the gods be on your side!
  4. Description: Casting mental binding on a troll twice triggers a graphical error. I've only noticed this to occur when the second mental binding is cast thile the first is still active. The actual distortion grows with time (even when the game is paused), and disappears when the troll is killed. Steps to Reproduce the Issue: Cast mental binding on Troll. Cast it again before the duration of the first cast is over. Important Files: DXDiag Screenshot 1 Screenshot 2
  5. Plain and simple - which powers are awesome and absolutely required and which are really crappy? There's not a lot of space to go wrong here, so would like to know your opinion.
  6. Hi, i want to create a Cipher for my second playtrough.This time i want to min/max a little bit.I aim to create a inteligence-based CC spells only Cipher, to get most out of max Int. I want to use guns.Mainly because i never played ranged, and didnt played much of a dnd rpgs with gunpowder. RACE Should i choose Godlike for that +1 inteligence?And try to max out Int to 20?If yes, what kind?The racial bonuses seems a little off... Or just go with human? Atributes What would be the ideal number of inteligence for max CC?Is 20 overkill?I dont think that Might will give me bonus to ranged damage.Low cont is ok, i will be back anyway and plan to have at least 2 tanks.High dex i suppose, and maybe resolve for interupting reloading and casting spells? Talents From Cipher tallents: Greater Focus.Since i will do big damage, should i have this so i can earn more? Biting whip?I think its good, i would take it. Draining whip?Instead of Greater focus? Psychic/brutal backlash.Since im not at front lines, i will not be will targeted, no? All tallents Weapon Focus Ruffian.I think its must.I will be using pistol AND blundebuss. Marksman/Close shooter : What is close and what is distant?I would take Marksman. Gunner.Since guns are slow to reload, would this be good? Two-handed style.Wiki didnt sad it is only for melle...so i dunno What about armor?Should i carry only light?Or some lighter medium armor? if you have any tips in area i didnt mention, let me know.And thank you in advance for any advice!
  7. Hi.I have cipher aoe(int) bug and also stronghold hirelings currently unpaid bug.I noticed in game journal there are dates on the side in every addendum and update.But dates are imposibble.There are like 15.someting.16678 or 27.someting.1584.Game shows corret date in UI but not in the journal.I am asking people having smiliar issues to me look in-game date in the journal.It might be connected if people have these bugs also have crazy years in-game journal.
  8. Hi guys! I took the biting whip talent at level 2, when I check my character sheet in combat it shows: "Biting Whip Damage x2.4" In combat however I do not see anything added to the damage calculation. Is it hidden? Is it affected by the double click bug most of us are plagued with? If anyone knows I'd appreciate it! Cheers,
  9. Hey guys! I just hit level 4 on my Cipher, so far I'm having a tonne of fun with the game, but now I'm terribly torn as to what my level 4 talent choice should be. At level 2 I selected the cipher class ability that causes increased damage from your soul whip. I feel like that was a good choice. Next I'm unsure how to proceed. I'd ideally like to take a talent that increases my accuracy but I'm unsure which weapon I should be sticking with. So far I have been using a Warbow and have been enjoying it in combat and its aesthetics RP-wise, I recently picked up a pistol - and while the damage is good, it is pretty slow and inaccurate and doesnt look as cool as the bow does. I'm interested in using a rifle but I'm unsure where to get one or how far into the game they become available. As I wasnt able to find on in the BB I'm not sure if I'll like using it or not. So should I take the warbow accuracy or the rifle accuracy talents? Also, is penetrating shot worth it the talent as well down the road? Thanks!
  10. I've been wanting to build a cipher with an arquebus (or three), but I've read some depressing statements about them being kind of bad these days. I have a wood elf (so 2 weapon sets) with Biting Whip and am sitting a level 4 thinking about my options. So... Is Gunner worth it? If I really want to be ranged with firearms or arbalests (always liked those high damage shots, did in New Vegas too). Seems like I need either Quick Switch and Arms Bearer or Gunner. The former means it takes longer before my build is up and running, but the latter may simply be too slow still - I don't have the firearms to try it out, unfortunately. Any advice from someone knowledgeable about ciphers and ranged weapons is greatly appreciated
  11. Hello again, It's an embarrassing thing to say, but I've just noticed on my first walkthrough of the game a bug that may have been consistenly going on for at least a few hours. I have an Island Aumaua with the racial Ability Armed to the Teeth, which grants an additional quickdraw slot to the hero. So far so good. After a few savegames, I noticed that the weapons on my third quickdraw where dyed in red and I could not equip them anymore. After removing them from the slot, a padlock appeared on it as if I had not acquired the ability and now I cannot use it. I've change instances, reloaded previous games-though, as I said, I didn't quite catch it on time- but the problem still persists. Here's a screenshot of the character sheet, the inventory and the savegame file: http://postimg.org/image/4q0w4odu3/ https://mega.co.nz/#!Kxo2BaIQ!WTJ_IohQ5II8KzRX-WKPe7ou0PG9TY36wQld51uWwk8 Hope that helps. IcosahedronXIII
  12. So, my first character is a Pale Elf Cipher Mystic. I'm having fun. Mostly because I'm playing on easy because I care about story, not combat. But then I looked online at all the builds... And I noticed I've seen perhaps like, one build that doesn't prioritize the strength stat. (Lets not pretend Might is anything other then strength. If a high might lets you lift people and do strength stuff in conversations, its the strength stat no matter what the devs might say in interviews). As far as I can tell, Ciphers, at least, are basically useless without a high strength. I..... don't play strong characters in rpgs. I never, ever, -ever- prioritize strength. I never have, I never will. I have never played a fighter/barbarian type in any rpg I have ever played. I don't empathise with them. I play thinkers, diplomats, or sneaky-types. Am I @!!#!# out of luck here? I was initially just going to make a cipher archer. I was going to prioritize Int (because from what I can see, the cipher charm ability is so short duration it barely lasts longer then it takes to cast it, and in truth, even with an 18 int I've barely used it in play because of that) and then dex next, with the rest of my points being split between perception and resolv.e. I didn't lower any stats below starting levels. And I'm doing pretty well. But I think thats mostly because I'm on easy. In fact, the more I read about the builds, the more and more annoyed I get that basically you seem to be pushed to play a musclebound character, because everyone is going to want to do damage, and damage, even for thinkers, is strength in this game. Even thinking about it is kinda getting me annoyed right now. So what I did was I took the cipher power that gave me +2 focus with each hit. (Edit: Draining whip) I was going to use a bow, but I found I got way more focus when I stuck with the starting dual-wield build it put me on, compared to anything else I could do, and using my bow was basically pointless. My concept just isn't going to work, is it?
  13. After this spell if enemy desintegrate it will be any loot after him? or just dust and no loot?
  14. Hi Obsidian! Thank you for all the work on Pillars of Eternity! I recently powered up the Beta Backer and I am enjoying having an early look at the game and testing it out. As I play through the game and come across bugs and balance issues, I'll try as much as possible to research these issues and highlight them if I feel necessary and beneficial to the final release play experience of PoE. This initial post will focus on the Cipher class and balancing issues and bugs related to it. SOUL IGNITION Soul ignition needs to be balanced. RANGE ISSUE: Right now there is a serious exploit with SI that allows a player to clear whole areas without entering combat. The range of SI is huge and a player can cast SI on a MOB and sit back and watch as the MOB is destroyed by the DoT effect without ever drawing aggro. I assume that this not working as intended and would recommend the developer's address this exploit in the next build if possible. Here is a post from another forum user confirming this exploit: http://forums.obsidian.net/topic/66960-cipher-soul-ignition/?hl=%2Bsoul+%2Bignition DAMAGE ISSUE: Right now now if a player pumps might SI can dispense huge amounts of damage. My character at 21 might delivers a crushing 500+ points of damage per cast. This completely obliterates most MOBS in seconds. I know that the Cipher was designed as a high burst damage class but I am unsure if this power is balanced. Instead of decreasing the damage for SI I would suggest that you INCREASE the FOCUS cost for SI. Require Ciphers to build up 45 or 50 focus prior to being able to cast SI. Here is a post from another forum user confirming the vast amounts of damage SI produces: http://forums.obsidian.net/topic/67469-another-touch-on-attributes-cipher-power-comparison/
  15. A thread for discussing the Cipher class In my opinion thee Cipher seems very clunky to play, very similar to a wizard, and you don't feel the element of always attacking a soul. The Focus building feel more like an enforcement than fun and sticks out a lot in this game as something that would belong more in an arpg or mmo. It seems strange for the cipher that focus is saved between fights and even rests. That is one focused dude. 2 ideas for changes to the class: - Make the Cipher auto-target his original target / last attacked. Quicker and more intuitive gameplay, where you feel the Cipher attacking and weakening the defences of a character to focus on him and then launching an attack on his very soul. Either to hurt those behind him / around him. This could then mean removing the allied target spells, or just have it work like this for non-allied targetting . - Remove Focus. Instead have the Ciphers abilities be based around a stat of the target derived from the targets resolve, either the resolve itself is attacked by the soul whip or concentration is, or a new "will defence" stat that is related to resolve is attacked. Then the Ciphers abilities could either have a chance to % fail based on how the targets stat is, or it would just have a hard limit of that stat. So that when the stat of the target is at 0 the cipher can cast Puppetmaster. This would of course need feedback as to which abilities are castable. The Cipher could then at the start of battle, almost instantly use some powers on weakminded enemies, whereas tougher souls would need some softening. These changes would make the Ciphers very unique and reminiscent of the elvish and orlan brîshalgwin warriors that cut away the souls of their victims. Also they would be a bit less high maintenance. For me this sounds like a fun gameplay, that could be easier to understand and would fit the Lore more.
  16. Update by Josh Sawyer, Project Director An agent of Dunryd Row attempts to perceive a "housed" soul within a piece of evidence. Hello and welcome to today's class update! We'll be discussing some newcomers to the Dyrwood's "magic" scene, the enigmatic and deadly soul-manipulators known as ciphers. Read on to learn how ciphers went from being an animancer's theoretical possibility, to the feared foes of Dyrwoodan settlers, to an integral part of Defiance Bay's secret police, Dunryd Row. Cipher Mechanics Contemporary ciphers are fighting casters, like the Glanfathan "mind hunters" who invented the discipline. When engaged in physical combat, they use an Ability called Soul Whip to contact and drain the psyches of their targets. Recognizable by the purple flames that engulf a cipher's weapons, Soul Whip generates a Focus resource that ciphers can use to power their abilities. Though ciphers begin combat with a modest amount of Focus, their more advanced techniques demand large expenditures of Focus. Additionally, repeated uses of even minor powers will quickly drain a cipher's Focus, requiring them to dive into physical combat to generate more. Cipher powers are not limited to mental manipulation. They have abilities that allow them to use a target's soul energy to "leak" and burst into flame, to generate a physical shockwave of that knocks down everyone behind the target, or even to bend back toward the cipher, creating a field of protective energy around him or her. With the exception of Soul Whip, all cipher powers require Focus and a nearby target other than themselves, one with a "housed" soul. In practical terms, this means that ciphers must always target a nearby ally or an enemy with their powers. It is impossible for them to target themselves, a distant target, or open ground. Here is a sampling of some of the cipher's abilities: Soul Whip (Modal) - At close range, the cipher's weapons generate fields of parasitic energy that lash out at a target's soul. The Soul Whip mode reduces the amount of damage caused, but each successful hit briefly lowers the target's Psyche defense and generates Focus for the cipher (attacks Psyche). Mind Wave - The cipher violently intrudes into an enemy's mind, Stunning the target (attacks Psyche) and generating a cone of concussive force behind him or her that can knock down anyone in its path (attacks Fortitude). Soul Shock - The cipher causes an ally's soul to "crack" and violently release energy into the physical world. The resulting explosion of electrical (Shock) energy damages everyone nearby except the target (attacks Reflexes). Psychovampiric Shield - The cipher drains Intellect from enemies and uses it to temporarily increase his or her Deflection. The increase in the cipher's Deflection is dependent on how much Intellect he or she successfully drains from victims (attacks Psyche). Mind Blades - The cipher uses the souls of nearby enemies to generate attacks against the subjects themselves. Each target is attacked once by a slashing "mind blade" which then moves on to the next nearest enemy up to a maximum of five targets (attacks Deflection). Recall Agony - The cipher causes the target to re-experience the pain of a wound moments after the target originally suffered it. The damage is a percentage of the original value, but it ignores the armor of the target (attacks Psyche). Ectopsychic Echo - The cipher and an ally generate a bolt of psychic energy that periodically rebounds between them, causing Crush damage to anyone caught in the area (attacks Reflexes). Cipher Lore Many classes have abilities that allow the user to channel the power of their own soul or ambient soul fragments to produce incredible effects. Paladins ignite their souls to produce auras, wizards draw soul fragments into grimoires to shape and cast spells, and monks use personal suffering to focus energy through their bodies. While these classes often develop abilities that allow them to affect the minds and souls of others, the power is always generated by the user. Feared for their mental powers and extreme hostility, the vithrack were once eagerly pursued by animancers for research purposes. In the field of animancy, which focuses on the study of souls, researchers wondered for centuries if they could develop a discipline or technology that would allow people to connect with the soul of another living thing -- not just reach or strike out toward it. Wizards and priests had developed abilities to overwhelm or inspire the mind, but not to connect with it. Animancers theorized that it could be possible for one soul to reach out and connect to another, but they had no proof. Animancers studied folk legends about figures called Watchers who reportedly were able to see lost souls and perceive an individual's ancestral lives, but claimants to that title were typically charlatans at best or mentally unstable and violent at worst. A few intrepid animancers attempted to communicate with the reclusive spider-like race known as the vithrack. The creatures, obviously of advanced intelligence and extraordinary capabilities, seemed to possess the ability to connect to an individual's soul -- albeit with horrifying consequences. The dangerous nature and rarity of the vithrack combined with their inhuman physiology have still proven to be insurmountable obstacles in understanding how their powers work. Still, the animancers had a few other leads to follow. Over a century ago, during the Broken Stone War, soldiers in the Dyrwood reported wild tales of having their minds invaded, of seeing comrades lose control of themselves, of orlan and elven Glanfathan warriors wielding knives engulfed in purple flames that "cut away" the souls of their victims. The war was a new experience for everyone involved, so many Dyrwoodans dismissed many of the more outlandish tales over time. But over the decades that followed, more settlers reported similar violent encounters with Glanfathan guerilla fighters. In the War of Black Trees, Dyrwoodan animancers confirmed many of these experiences across a wide number of soldiers and settlers. However, with Dyrwoodan settlers in a state of war with the population of Eir Glanfath, the researchers couldn't find many Glanfathans who were willing to talk about it. After the Dyrwoodan revolution for independence, the Dyrwood officially stopped the Aedyr Empire's practice of exploring and plundering Eir Glanfath's sacred ruins -- the practice that had ignited the earlier wars between Dyrwoodan settlers and Glanfathans. In the years that followed, the tribal princes of Eir Glanfath allowed Dyrwoodan animancers to speak with some of their brîshalgwin ("mind hunters"), the elite warriors that had terrorized Aedyrans and Dyrwoodans in past wars. From the brîshalgwin, the animancers learned that Glanfathans had developed mental abilities that allowed them to perceive and contact what animancers categorized as "housed" souls, i.e., souls held within a physical vessel. They initially developed these talents in an attempt to communicate with souls held in the Engwithan ruins they were sworn to protect. When the tribal princes outlawed this practice as disrespectful and dangerous, their councilors advised the princes to turn the efforts of the brîshalgwin towards protecting the ruins and developing new methods of warfare. Standing stones of adra like these were carelessly knocked down by early Dyrwoodan colonists, starting a conflict with the local Glanfathans that erupted into what became known as the Broken Stone War. Excited by these revelations, animancers in Defiance Bay began working with the brîshalgwin, whom the animancers had previously described as "ciphers" due to their mysterious nature. Given Dyrwoodans' general discomfort with the Glanfathan language, the cipher name stuck and continues to be used in everyday conversation. For decades now, the ciphers and animancers have worked together, each generating new ideas and expanding their collective understanding of soul manipulation. Today, Dyrwoodans and foreign visitors from Aedyr, the Vailian Republics -- even distant Rauatai -- have learned and expanded the ciphers' growing field of techniques. Recently, encouraged by the potential the ciphers have shown and dismissive of the superstitious concerns of locals, Lady Webb, a prominent noble and advisor to the duc, petitioned the Dyrwood's erls to create a spy service in Defiance Bay consisting primarily of ciphers. The erls approved, creating what would become known as Dunryd Row, a respected, if somewhat feared and mistrusted, organization that operates out of an old, vine-covered house in the city's Brackenbury District. Though ciphers' powers are still being explored, unlocked, and debated across the civilized world, most people recognize that their abilities hold great potential -- for good or ill -- in the cultures that develop them.
  17. So, I have the various pieces of PE concept art cycling through my desktop background, and I was looking at the composite shot of the Monk, Wizard, Fighter and Cleric, and I thought to myself, 'I hope we see some Cipher concept art soon'. But this got me to thinking, what visual cues should the Cipher incorporate? I love the wizard designs we've seen, particularly Aloth and the female elf. They're a nice diversion from typical wizard designs whilst still having an inherent wizardliness. The cipher has much less existing expectation to work with, and its closest kin in other settings - psions - often come out looking just like wizards with a 'head' focus. The difference between the look of a psion and a wizard is often that the psion has a headpiece on or is touching their temples. I'd hope PE could come up with some more distinctive visual language to convey Ciphers. So what do people think would make a good look for Ciphers? What existing character designs would you take inspiration from? Is their anything they shouldn't do? I think I'll be playing a Cipher or a Chanter, and there's a good thread already about Chanter influences. My main desire is that they'll be clearly distinct from wizards, and also I'd like to avoid the cliche of lots of (usually blue) glowy floaty light effects. They're cool but they've been done a lot. Just like the wizard designs have shied away from beard-and-robe without turning against it completely, I'd like to see the Ciphers have a bit more uniqueness too.
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