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Decided to try a dual wield cipher, thought multiclassing it with a rouge and creating a begulier/assasin or begulier/vanilla rouge. They obviously have great synergy, begulier and rouge but with assasin? I cannot decide, mainly because I don't believe having an increased stealth attack won't help me much since imstead entering into stealth and repositioning my character then doing a an enhanced attack, I can use all that time attacking and using my spells. Which is arguably a better way to deal damage to the enemy party. Also taking %15 more damage is a big deal but nearly everyone were saying otherwise in the other threads I read, so I am a bit confused.
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So I am VERY interested in creating my own sub classes for the game. And to be honest I am curious as to how to about doing it. I'm not just talking editing an existing subclass either I want to make something unique. For Example I love werewolves so I was drawn to the Druid due to its spirit shifting ability. I even found 2 very cool mods that really helped in making the play feel a bit better Druid Shifter-Evolution:https://www.nexusmods.com/pillarsofeternity2/mods/244?tab=description Werewolf Shifter: https://www.nexusmods.com/pillarsofeternity2/mods/131 Now both of these mods really "Help" in the feel I wanted for me character but in the end they do still fall short. So I want to go about Creating my own Subclass for the druid that really fits what I am wanting in terms of feel and Game Play. Hopefully with y'alls help I might be able to take that knowledge and create some other Subclasses for some of the other classes as well I have 3 ideas right off the top of my head for some. But lets not get ahead of ourselves here. Lets focus on the First one: Subclass Name: Ulfkindr (Wolf kin/kind) Basic Desc: A druid focused on Spiritshift Wolf, and ABILITIES that reinforce and enhance their Human and spiritshifted form. As such they cast NO SPELLS even via SCROLLS, and have access to NO OTHER Spiritshift forms. They have access to a wolf pet and the ability to rage. Now On paper I am currently building it out trying to set it up in a way that I like But I'm curious as to several things Basically getting started in general with actual editing and adding a new subclass. Not to mention the abilities them selves and making sure they work with the class. And how to add the abilities without destroying the other classes. One of the issues I have with with Evolution, is that for some reason the "Spirit shift Levels" are added to all druids and thus mess up the character sheets when you go to level up other characters. Alot of Stuff here I know but any help or links to information would be helpful
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Hey! I'm working with a mod to add a new subclass and I'm trying to remove the "unfit for melee" -10 deflection malus from bows for this particular subclass. I found the statuseffect and the particular mod ranged weapons use. I'm quite a noob with modding and I've gotten quite far just with common sense but this seems to elude my brain.. I managed to remove the malus with a simple mod that changes the malus to +0, but I can't make it just for a particular subclass.. I just copied the Boolean ProgressionTableIsSubclass(Guid) from progressiontables. Aaaaand there I see the problem. It's not a progressiontable. It's a statuseffect. What's the correct conditional? So. is it easier to just give the subclass an automatic +10 to deflection passive ability to offset the malus? Appreciate if someone has the time to check it out! Thx! { "GameDataObjects": [ { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "MOD_Unfit_For_Melee_2H_SE_Deflection", "ID": "27a61142-ec74-4ec3-a469-85c114bd6ca5", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Deflection", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "99b951f7-3dff-4e3f-b2ee-04de75084814" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 } ] }, "VisibilityConditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "99b951f7-3dff-4e3f-b2ee-04de75084814" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 } ] }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "Melee", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "Weapon", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "MOD_Unfit_For_Melee_1H_SE_Deflection", "ID": "60b91a02-f95e-46c1-b764-33392fdbb038", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Deflection", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "99b951f7-3dff-4e3f-b2ee-04de75084814" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 } ] }, "VisibilityConditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "Parameters": [ "99b951f7-3dff-4e3f-b2ee-04de75084814" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 } ] }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "Melee", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "Weapon", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, }
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This is a work in progress, which I’m eventually going to turn into a full-fledged mod once I get a handle on some more fundamentals. Before I jump in, though, I’d appreciate some feedback on this draft from a play angle and would be very grateful if someone could help me figure out what can and can’t be done with modding (I indicated these in brackets throughout the draft). Preamble – Why Change Mage Slayer The purpose of my tentative mod is to revise the Barbarian’s Mage Slayer subclass in a way that is both lore-friendly and, in my opinion, more interesting to play as. Mage Slayer’s current iteration (from the Fextralife Wiki): Successful melee weapon attacks (or Carnage Hits) add Spell Disruption to the target, causing wizard, priest, druid, cipher, or chanter spells to have a chance to fail when cast. Gain 25% passive Resistance against Spells. Cannot use Potions or Scrolls. Passive Spell Resistance affects Friendly and Hostile spells. A few issues come up with the Spell Disruption ability, mostly to do with positioning. Spellcasters don’t tend to cluster together often, which marginalizes some of the class’s passives like One Stands Alone and Carnage as well as its staple full attack (Barbaric Blow). Spell Disruption centers on stacks and chances, which makes it a bit too reactive for a Barbarian archetype and fails to do anything when the enemy caster decides to auto attack. Why wait for the enemy to cast a spell that might not fizzle when any number of interrupts could ensure the desired outcome? Likewise, the spell resistance is unwieldy: enemies might not always target your Mage Slayer with a spell but it’s a good guarantee you’ll want to include them in a good buff zone and heal them from time to time. I think the lockdown on scroll use is fine but disabling potion use is a bit off considering many Alchemy checks throughout the game treat the ability as herbalism or a natural science. If they’re to survive in isolation, Mage Slayers would probably know a thing or two about making basic poultices and antidotes. (Besides, weapons blessed by the gods or imbued with arcane powers are a-ok.) "Mage slayers are typically from isolated communities that have little exposure to academics of any sort and have a general distrust for magical arts. The exposure they do have is usually hostile, and mage slayers are trained to deal with them in the most efficient way possible. Swearing off the use of many magical devices, mage slayers inure themselves to magical effects to better fight spellcasters." Revised Mage Slayer: The Tear Down Bruiser Like its namesake suggests, the Mage Slayer is about taking down enemy casters, and while my revised version keeps this theme, it expands on the Barbarian’s strengths as a frontliner: rewarding the player for sticking to the fray or for venturing off to its favorite quarry. Not content with the mere destruction of mages and their ilk, the Mage Slayer’s specialty is stunting and destroying the essence of magic itself (including boons and spiritual aberrations). While it lacks the raw power of a Berserker (and the, uh, something, of the Corpse Eater and base Barbarian), the revised Mage Slayer is a subclass capable of negating a single target’s magical defenses and bursting them down while collapsing magic around them with every strike – with some magic defense thrown in for good measure. Since Mage Slayers have devoted their lives to snuffing out the mere mention of magic, they’ve spent less time training and perfecting their physique compared to their fellow Barbarians: a malus, which manifests while the character is put into a frenzied state. Mage Slayers are also a xenophobic sort, paranoid and dismissive toward magic and worldly ideas regardless of intention – they don’t venture well with others. At a glance: Changes to Frenzy (Active): Keeps Strong and action speed increase, removes Fit, adds Veil Piercing to attacks, adds suppress enemy beneficial effect on melee Crit; lowers maximum Health, Fortitude, and Deflection. Renamed Outliers Frenzy. Changes to Carnage (Passive): Reduces Carnage damage and increases base radius by 50%. Now adds enemy beneficial duration reduction to the effect. Renamed Spellbane Bedlam/Spellbane Collapse. Changes to Spell Resistance (Passive): Spell resistance only applies to hostile effects; lowered base resistance from 25% to 5% (scales with Power Level); added +5 Defenses versus spells (scales with Power Level). Renamed Spell-weathered. Removes Spell Disruption Removes disabled Potions Keeps disabled Scrolls Adds Enmity for The Profane (Passive): Disables the ability to multiclass with casters and Rogue Trickster (or significantly lowers the Power Level of spells). Adds Primitive Doubt (Passive): Reduces incoming healing and beneficial effect power/duration from other party members; effect is doubled when the Mage Slayer is Near Death. New/Changed Abilities (Details and Notes/Ideas): Outlier’s Frenzy (Active; replaces Frenzy; upgrades to Blood and Spirit paths as usual) Self Cost: 1 Rage Base Duration: 15s The Mage Slayer manifests their unquenchable rancor against magic and its practitioners by sacrificing physical prowess. User temporarily gains the Strong Inspiration, Veil Piercing to attacks, and an Action Speed bonus (+25%); and suffers penalties to max Health (-15%), Fortitude (-10), and Deflection (-10). Critical hits made with melee weapons while under the effects of Outlier’s Frenzy suspend enemy beneficial effects (4.0s base; increases by 1s per Power Level). Notes: Like Carnage, Spellbane Bedlam doesn’t affect the primary target so the suppression on-crit on Outlier’s Frenzy is there to fill in the gap and also incentivize the player to go after backline casters if need be. Veil Piercing gives an edge over Spirits and Wizards. The penalties to health and fortitude are there to represent the subclass’s training in taking down casters and its lack of expertise against martial combatants comparable to other Barbarians. In my mind, a Mage Slayer has more experience dodging a Shadowflame and chopping through a robe than defending a heavy blow, and in a frenzied state, would be even more susceptible to physical attacks. Also note that Spell-weathered offsets the fortitude and deflection losses by 5 versus spells. Spellbane Bedlam (Passive; Replaces Carnage) Ever vigilant against forsaken arts, Mage Slayers heighten their attacks to obliterate arcane energies, and can extend this talent to tearing down beneficial effects from all manner of foes. For every successful melee attack, the Mage Slayer reduces beneficial effects (4.0s base; scales .5s per Power Level) on all other enemies within a short distance of the target. More concerned with magic than mettle, the Mage Slayer deals less damage with Spellbane Bedlam than the Barbarian’s Carnage but in a wider area. (15% of hit damage down from 33%; increased base radius by 50%). Notes: Carnage’s damage is already pretty meh so I may remove it if possible. Beneficial effect reduction duration and radius will need to be tested. I might name this “Spellbane Collapse” instead. Spell-weathered (Passive; Replaces Mage Slayer’s Spell Resistance) Through frequent battles against arcane adversaries, the Mage Slayer can shrug off an occasional missile or hex: even amidst the thick of combat. Adds +5 to defenses and 5% resistance versus hostile spells (both scale at 1.2 points per Power Level). Notes: Simple buff, which replaces the current Mage Slayer’s random chance to resist harmful and beneficial spells in favor of a more consistent, party-friendly version. The defense bonus helps offset Outlier’s Frenzy’s Fortitude and Deflection penalties (versus spells). Penalties: Spellbane Bedlam and Outlier’s Frenzy both have a couple penalties to offset the benefits, but I’d like to add two more maluses: Enmity for The Profane Mage Slayers forbid the practice of magic – regardless of origin, be it wizardly, spiritual or psionic – and in their small communities, often oust any whose interest in the subject goes beyond its total ruination. Mage Slayer conclaves are known for burning magical tomes and scrolls in effigy: a ritual they hope will sear the Archmages’ souls. The Mage Slayer cannot *multiclass with Chanter, Cipher, Druid, Priest, Wizard or Trickster, and cannot use scrolls. *Or receives a hefty penalty to PL from those classes and spells, depending on which is easier to mod. Ranger is going to be tricky to figure out since it has a few spells. Primitive Doubt Be it through superstition or stubbornness, the Mage Slayer’s single-minded contempt for magic guides them forward: even on the tipping point toward Berath’s Wheel. The general perils of outlier life aside, it is rare for Mage Slayers to reach their elder years: many would rather succumb to a horrific (though honorable) death than be saved (or have their souls imprisoned) by supposed miracles. Incoming healing from other party members reduced by 25%; incoming beneficial effects from other party members reduced by 25%. These effects double if the Mage Slayer is Near Death. Notes: This is the other side to removing the Mage Slayer’s default spell resistance. Alternatively, I could try and impose a Power Level penalty on incoming beneficial effects made by Ciphers, Druids, Chanters, etc. I'll probably rename this "Primal Fear". [Mod Note:] Are either of these options possible? Thanks for taking the time to read this. I hope to get started this weekend.
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Hey guys just made a new custom subclass mod. Hope you enjoy. The priest of Hylea is a fast and chaotic caster, hurling foes with gusts of wind and causing destruction with the turbulent dissonance in their songs and poetry. The priest of Hylea is a priest that focuses on evasion, range, summoning and most importantly croud control. The priest of Hylea uses a variety of buffs, familiars and wind elemental abilities. Description: Hylea is the goddess of songs, arts, language and maternity. She is the matron of sky creatures and her sphere of influence includes the sky and the wind element. Her followers are made up of poets, artists and bards. Her temples are located in mountain tops are built without roofs in order for her followers to be closer to her domain. Her priests celebrate life and live theirs to the fullest. (Favored Dispositions: Benevolent and Passionate, Disfavored Dispositions: Cruel and Agressive) The priest gains spells that correspond to Hylea when they reach a new power level. Winter Wind Summon Hylean familiars: Summon Birds from Hylea's domain. They provide a perception and power level bonus. Quite Fragile but fast. Spiritual Weapon: Summons The Harp of Hylea, a war bow that scales, has the "quickness" effect and has a chance to knock enemies prone with the power of wind. Deleterious Alacrity of Motion: Whip up winds to make your actions faster Hylean Squall: Extends the weapon and creates a small tornado that damages and slows enemies Cleansing Wind Resounding Discord: summons a tornado that bounces around enemies, So Singt Biting Winds o'Eld Nary Shockwave: creates a sonic shockwave that damages and knocks down enemies Wilting Wind Tornado, Incarnate: Summons a greater Storm Blight and a number of Hylean Familiars. Download from Here: https://www.nexusmods.com/pillarsofeternity2/mods/152/ Special thanks to everyone who discussed this class in my Class and Subclass Ideas forum! (Ps. I found it really enjoyable for, some reason, to unleash my bird familiars on all the enemies)
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Hey guys, I just made a new priest subclass, Priest of Abydon, hope you enjoy Description: God of golems, machines, industry, strength, hope, and aspiration. Favored most commonly upon the laboring class. "The Golem" is thought to have once been able to take a human-resembling form as most of the other gods are, but then been somehow killed, only to forge himself back into existence inside the shell of an immense golem. Various accounts of his death exist, and none is considered definitive. (Favored dispositions: honest and stoic, disfavored dispositions: deceptive and clever) The priest gains spells that correspond to Abydon when they reach a new power level. Spells and Abilities gained: Flames of the White Forge: Adds burn damage to attack, identical to Flames of Devotion skill, but with white flames fx Blade of the White Forge: Summons a white simmering blade made of Durgan steel. Scales similarly to spiritual weapon and has the effect "Quickness", which reduces recovery time of attacks. (similar to the "Last Blade of the White Forge" from POEI) Twin stones: the hammer of Abydon could send shockwaves across the earth Ironskin: known as the god of constructs, Abydon rebuilt himself into a being made of metal Calling the World's Maw Embrace the Earth's Tallon Rusted Armor: Corrode poorly forged armor Unbreakable: Rebuild yourself as Abydon once did Artifacts of the Pargrunen: Fabricate weapons and a breastplate out of thin air (similar to "Citzal's Enchanted Armory"), Incarnate/ Weapons of the white forge: Expend a substatial amount of energy to summon many weapons of the Pargrunen, applies similar debuff to incarnate (-5 power levels for ~30secs), spell is similar to "They Did Sing a Song of Carnage, Fair" The Golem Reconstructed You can download here: https://www.nexusmods.com/pillarsofeternity2/mods/150/?tab=description Thanks to everyone who discussed the subclass in the Class and Subclass Ideas Forum! Helped me improve my concept for the Abydon priest.
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I always liked the concept of a Chanter in PoE but, somehow, they never clicked well with me due to their invocations and summoning theme. Thus, enters the Bard subclass, a typical adventurer class that uses music to inspire allies or crush their foes. This new bard subclass is closer to the typical Dungeons & Dragons bards, being a jack of all trades. It is still in what I consider a Beta release since I'm testing the class and making tweaks here and there. Some of the new passives will probably be reworked or removed over the development during the balancing phase. I basically ditched Invocations. In their place, I added a set of abilities that could be derived in three categories: Martial abilities Supporting abilities Arcane/Damage abilities I also added new passives for this subclass, improving chanting and martial capabilities. Since the Bard is a jack-of-all-trades, I gave him a sort of abilities that can be resembled to others from most classes. For martial classes I looked at the Fighter, Paladin, and Rogue for inspiration of a couple abilitites For Supporting, I looked at Wizard, Priest, and Druid for healing and buffing (self-buffing included) and the chanter itself. For Arcane, I looked at Wizard, Priest, and Druid to get damaging spells from Fire and Frost. Note that this subclass has a lot of restrictions in the abilities Tree, forcing the player to choose the "role" his bard will perform. Furthermore, the level progression for most abilities are slower than its counterparts for most of the abilities "borrowed" and modified to be used by the Bard. The Bard subclass is available at my other mod pack as an optional download: https://www.nexusmods.com/pillarsofeternity2/mods/72
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Does anyone have good recommendations for grimoires that synergise well with certain subclasses? I am struggeling to find a good book for my illusionist wizard, once I realized she could not use many of the spells in them. (Conjuration and Enchanting) Shows a bit the weak side of the grimoire system. Currently I am using Leofwyn's Grimoire. It has 10x Evocation Spells, 2x Illusion Spells, 2x Transmutation Spells, 2x Enchanting Spells, 2x Conjuration Spells So not optimal because of 4 wasted slots, but other grimoires I've inspected so far seem to have more spells I cannot use. The whole thing is a bit confusing if you ask me. Edit: Found a pretty good one for Illusionist Wizards around lvl 15. (tough quest) Arkemyr's Illuminating Discoveries
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I love the Concept of a Shapeshifted focused Druid, Though, I wonder, do we really need all 5 Transformations ? What's your opinion on the Subclass ? I'd rather choose & Focused my Gameplay on One Form rather than having all five personnaly. Moreover, in my mind, going into a Shifter focused Class, I kind of don't want to rely on "Magic Spells", you know. Developp my Character more on the Passive side of the Ability Tree, where in that case, lacks for some more Passive Options to choose for. I don't really like Leveling up & being forced to choose a Magic Spell, that I don't wanna rely on because of the Nature of my Class, because there's no more Passive Options left to choose from... So here's the thing regardind the Shifter Subclass : I'd like Josh & Devs to take kind of the same approach towards this Subclass. More Options : When Shifted - A variety of Active Abilities if you're aiming at an Active "Micro-Management" Playstyle. And Options to be Passive. Natural Tankiness [skin Upgrade], Regenerating Over-Time [similar to the Fighter Recovery], DPS oriented Passives [upgraded Claws, Auto-Leap when switching target (1 meter range)], Etc. Lol I don't know, just iterating here. I know it kinda implies they'd sort of have to create custom Ability Trees for Forms but, wouldn't it be worth... Anyway, for now I guess my main concern is to be forced to choose a Magic Spell, when I don't want to. I imagine i could try to Multiclass a Shifter with a Fighter [unbroken if I wanna Tank], but I don't want the penalty of Lower Power-Level, Etc. EDIT : Even when Multiclassed, still forced to choose a Magic Spell at some point. [Hint : Any Form + Monk's "Swift Strikes" = Shred your way through Ennemies.] Dedicated Shifted Druid that can Access the highest potential of its Class, Passively or Actively. Also, I'm a Shifter, shouldn't I be able to "Toggle" ? And comeback to my Form ? It shouldn't be regarded as a Consumable thing that is lost because you used it... I'm a Shifter, I'm a Master at it.