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Found 5 results

  1. 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.
  2. I've been trying to figure out a way to create an AI behavior for summoning creatures. The problem I run in to is my character will cast another summon when the previous summon is active, which then removes the previous summon for the new one. I need a way to create a condition where if there's an existing summon, they won't cast a new one. I've tried using "Not Has Summoned Weapon", "Animal Companion is not Active". I don't want to just use a timer setting because the summon could be killed off early. Anyone have ideas or found a conditional combination that works for this setup?
  3. I've been reading the PoE wiki and noticed that wizards have no summoning spells, which is disappointing considering I love having my minions do my dirty work for me. Is there a reason as to why the class that specializes the most on the study of the arcane does not have access to summoning magic?
  4. Conjuration/summoning is seldom implemented in a satisfying manner: RPGs are full of fantastic creatures, but conjurers and summoners typically have access to only a very limited selection of these creatures. If conjuration/summoning magic is included Project Eternity, please do it right. Allow conjurers access to most if not all of the creatures found in the gameworld. The number of conjuration spells should not be limited to the number of spells available to other spell schools. Consider that each new conjuration spell does not necessarily require new assets; the creature assets already exist as enemies, and portal/summoning animations and effects will already exist after the first conjuration spell is created. Also, I would be interested in game mechanics that allow spirits, demons, and such to be summoned by opening a portal to other dimensions but that handle animals and such in a different fashion: Perhaps animals could be permanently dominated by a conjurer/summoner of sufficient skill when encountered and then accompany the party on its travels (rather than be conjured or summoned out of portals, etc). The number of animals that could be dominated at once could be dependent on conjurer/summoner skill, or each dominated animal could reserve a specific amount of the conjurer/summoner's mana as upkeep (similar to the buff spells in DA:O). Thoughts?
  5. Where can I find out how to fix the fact that since I reinstalled and started playing NWN2 again, I cannot get my charactor's summon familiar to work. The spell is cast, the animations play, but the familiar never appears. Companions/henchmen's familiars appear but my charactor's familiar does not. I have searched the bioware and atari forums and I am at a total loss where to go to get a fix for this so if anyone can tell me how to fix this please do!
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