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Hi All! I haven’t seen much in the way of Spiritualist builds, so I hope this spurs some fresh discussion. This is my first posted build. I have been playing with this build on Veteran and am about halfway through. I have so far found it very fun to play, although it does take a bit of micro. I suspect I could use the AI to run a few things, but paying attention to targeting and tactical placement are still important. If anyone would like to go where I fear and run this on PotD and/or solo please let me know how it goes! Here is my character build detail for the Siren. I hope you all like it. Build Name Siren Subclass(es): Beckoner/Beguiler (Spiritualist) Description: The Siren is about control, both of your enemies and of some summons. She also has a good amount of debuff with most of her abilities focused on the mind and deception tags. She prefers short ranged combat using the blunderbuss as her main source of damage. She tries to remain as central to her teammates and summons to maximize her chant and other AOE abilities. Her intellect allows her control and debuff capabilities extended duration and maximizes the area of effect of them. Her dexterous nature allows her to utilize her talents at a frightening speed. Author: Toadbat Game version: 2.0 Difficulty: Veteran (I am a wimp, this build might be able to go higher) Solo: Untested Companion: No companion or sidekick fit’s this class build. Race: Moon Godlike (I chose this for some additional staying power, but any race will work.) Culture: Old Vailia (for the increased intelligence) Background: Artist (This is open to change based on your desired skill choices) Attribute Adjusted Incl/BB Might 8 10 Constitution 8 10 Dexterity 18 20 (Godlike) Perception 18 20 Intelligence 20 22 (Godlike, Old Vailia) Resolve 6 8 Level Proficiency Active Skill Passive Skill Ability 1 Blunderbuss Whispers of Treason 1 Saber If their Bones.../Come, Come Soft Winds… 2 Athletics Survival Lingering Echoes 3 Athletics Metaphysics Eyestrike 4 Dagger Mechanics Insight Draining Whip, At the Sound of His Voice… 5 Stealth Metaphysics Mental Binding 6 Stealth Insight Dual Weapon Style 7 Arcana Metaphysics Secret Horrors, At the Sound of His Voice… 8 Hatchet Mechanics Bluff Ancient Brittle Bones 9 Athletics Insight Combat Focus 10 Arcana Metaphysics And Their Fear Followed…, Body Attornment 11 Mechanics Bluff The Lover Cried out… 12 Pistol Athletics Insight Hammering Thoughts 13 Arcana Metaphysics Borrowed Instinct, Rapid Casting 14 Mechanics Bluff Gernisc's Beast Lit the Night… 15 Athletics Insight Aefyllath Ues Mith Fyr 16 Spear Arcana History The Empty Soul, Quick Summoning 17 Mechanics Bluff Mind Plague 18 Athletics History Spell Resistance 19 Arcana History Yet it's mate…, The Complete Self 20 Mace Mechanics Bluff Echoing Horror I picked what weapon proficiencies made sense to dual wield, so I could improve my reaction time. I maxed perception because this is my trap-finder. As far as skills go, pick what you want. I know a lot more min/max’ing could occur and feel free to discuss that here. Also, please comment and opine on the skill and attribute selections. I am not yet sure that the ones listed below are best in class. I am looking forward to your opinions. -Toadbat Edited for format and some content. Word copy/paste import failed miserably . I will continue to improve. Updated abilities based on comments from Verde and Ophiuchus. Further improved formatting, rewrote some of the content to flow better, corrected chant to Aefyllath Ues Mith Fyr per Ophiuchus (thanks!) Just realized that 2.0 came out a while ago, no changes there affect this build to my knowledge. I have updated the Version above to reflect that.
Hello all. As you probably know, there is currently a problem with area-of-effect abilities and INT - namely that the inability to adjust the AoE of certain abilities can actually be a disadvantage instead of an advantage. With really high INT, you sometimes end up in situations where you are hitting yourself with a negative AoE spell. This disincentivizes INT as an attribute - and disincentivizing an attribute is never a good idea when building RPG systems. Some have proposed a system in which AoE is adjustable. This is a great idea. And it seems obvious that they'll have to implement it at some point if they don't want to completely gimp certain INT builds (fireball that kills the entire party? anyone? ). But I'd like to go further. What's the point of an INT-based character, anyway? From both a thematic and a mechanical perspective, an INT focused character should be able to tactically control the battlefield through intelligent use of abilities. An adjustable AoE would support this goal from both a thematic and mechanical perspective - but why not give the character (and player) even more choice? I propose a system in which the AoE of abilities is adjustable... but when you increase the AoE, the duration decreases (boo!).... and when you decrease the AoE, the duration increases (what? ). Basically, there would be a discrete number of distributions (equal to your INT) that you could adjust on the fly (with mouse wheel while targeting, for example). At one end of the spectrum, you are applying your entire INT bonus to increasing the duration, and at the other end of the spectrum you are applying your entire INT bonus to increasing the AoE. Obviously if the ability has no AoE, the duration is just maximum and if the ability has no duration the AoE is still adjustable. This would take the tactics of AoE control abilities to an entirely new level. With a merely adjustable AoE, you're just adjusting the AoE to get the maximum ability coverage without hitting your own people. But with a sliding scale of applying your INT bonus to either AoE OR duration, we've achieved the ultimate in INT character decision-making - a system in which the intelligent character is able to masterfully adjust their abilities to fit the tactical situation, weighing the pros and cons of a battlefield-blanketing minor stun vs an incredibly powerful small area stun (for example). I've attached a link to a spreadsheet with some more information and the ability to try out some different curves for bonus values (since obviously the numerical values of the bonuses would have to be adjusted if this were implemented). Unfortunately the forum wouldn't let me upload it. :/ Link here: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20INT%20fix.xlsx Older versions of Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20INT%20fix.xls Thanks for reading! It would make my day to get a dev response on this (even if it's just "that would be cool but we don't want to do it").
So, as of the latest update (I think?) it's been a pain in the ass to move my character around (w/ mouse+keyboard). He doesn't move at all (or just barely) unless I hold down the sprint-button, and even then I can almost only move him left and right. Up and down is still a major issue. So I decided to try out my Xbox 360 gamepad instead. You'd think that this'd work better since the game was designed for use with gamepads. Nope. Wrong. No cigar there. I can't even move him an inch now. He's just tapdancing on the spot. And even when I do manage to move him, it's like trying to run through thick mud or something. Snail pace. I'm not using any emulation software, the gamepad is a wired one and I'm using the latest drivers (1.20 something). Somehow, I need to enter the options menu in the game's Main Menu, change something and then change it back (and confirm it) to be able to control the game with the gamepad. I couldn't select any choices in the menu without doing that first. Help?