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Found 43 results

  1. Hey all, I made a mod to add a couple of new spells into the game. You can download that from here if you want to give it a try. But I'm also looking for feedback on what other kinds of spells or abilities people might be interested in seeing, as well as feedback on what people think of new spells added. Thanks for your time!
  2. Hi. Long time lurker and I appreciate the help this community gives and seems friendly. So I got the highly addictive case of restartitus and have been looking for a build (still haven't completed the story though putting quite a few hours in but still fairly new) playing on veteran I'm interested in the fate testarossa build but I would love to use dual guns. Then I came across the gypsy thunder build but when trying it got bored fairly quickly, which then gave me an idea. Would those 2 builds work together? Could I cause a thunder storm while shooting thunder at them? So this is where I am at also taking a few inspirations from sintee's gunfu monk. (awesome build but as my MC I don't want to be forced into decisions) Class: monk (helwalker) /druid (fury) Race:pale elf Stats: MIG: 18 CON: 10 DEX: 11 PER: 20 INT: 16 RES: 03 Adding berath blessing for +2 onto each Skills and abilities I'm currently not sure on those going to pick as I go. This is what I really need help with. Next problem is blunderbuss or pistol? If pistol I'm looking at going towards arcane blaster and thundercrack. If blunderbuss not a clue other than kitchen stove (maybe hand mortars) however have I made my build not as effective with blunder as my might is high? I'm thinking deltro cage might be the armour for that boast to lightening damage too. Don't know if the recovery time will be worth it though. Anyway thanks for reading and looking forward to your input. PS. Kind of imagining this char loosely based on storm from x-men
  3. Sorcerer, Fury edition Wizard : No Subclass Druid : Fury Version : 3.0.1 Difficulty : PotD Solo : untested, unlikely. After my first sorcerer run I decided do away with the niceties, I realised that I was using only half the spells I had, some of them I had used about once in the entire run, and PEN was a real pain in the ass for the later third of the game. Race : Any, I played Aumauna Background : Rauatai & Scholar (or one of the other giving Metaphysics) Skills : Metaphysics and Athletics Stats : MIG : 16 CON : 8 DEX : 12 PER : 18 INT : 16 RES : 8 To be boosted with Gift of the Machine, Effigy Ressentment, Cauldron Brew, Savage Cunning (I wanted to go all PER but I forgot to change effigy, so it was DEX) Grimoire : Ninagauth’s Weapons : dagger and medium shield (start), Cadhu Scalth (Old City) & Griffin’s Blade (Random encounter Neketara), Chromoprismatic Staff (Nemnok) Armor : Aloth’s Leather Armor Rings : Kuaru's Prize (Huana Quest line), Ring of Greater Regeneration (Brass Citadel Shop) Gloves : Firethrower’s Gloves (Berath’s Blessing Merchant or Ashen Maw) Belt : The Undying Burden (Delver’s Row Shop) Boots : Leaping Boots or Footprints of Ahu Taka (Whenaru Cleft) Headgear : Horn of the Bleak Mother (or any +PER) Necklace : Protective Eothasian Charm (Gorecci Street) Cloak : Cloak of Greater Protection or Shroud of the Phantasm (Berkerna’s Observatory) Abilites: Free (f), picked upon leveling (p), Grimoires (g). Abilities I won't use are unmentioned. lvl 1: Dancing Bolts (f), Chill fog (p), Sunbeam (p) lvl 2 : Fleet Feet lvl 3 : ADL (p) lvl 4 : Infuse with Vital Essence (p), Burst of Summer Flame (f), Insect Swarm (p) lvl 5 : Weapon and Shield Style (p) lvl 6 : Automn Decay (p) I didn’t write in Burst of Summer Flame at the beginning, but that’s because I didn’t notice the cast time. It’s a great little instant damage button, sometimes Insect Swarm is not the right spell. lvl 7 : Returning Storm (f), Infestation of Maggots (p), Expose Vulnerabilities,(p), Ninagauth's Death Ray (g), Fireball (g) lvl 8 : Llengrath’s Displaced Image (p) lvl 9 : Combat Focus (p) lvl 10 : Hail Storm (f), Calling the World's Maw (p), Ninagauth's Shadowflame (g), Secrets of Rime (p) lvl 11 : Overwhelming Wave (p) lvl 12 : Heart of the Storm (p) Hail Storm is not great except for its massive AOE, I enjoyed using it as a out of stealth opener. lvl 13 : Plague of Insects (p), Relentless Storm (f), Rapid Casting (p), Ninagauth's Bitter Mooring (g) lvl 14 : Embrace the Earth Talon (p) lvl 15 : Llengrath's Safeguard (p) lvl 16 : Sunlance (f), Venombloom (p), Death Ring (g), Ninagauth's Freezing Pillar (g), Gaze of the Adragan's (p) lvl 17 : Scion of Flame lvl 18 : Spirit of Decay lvl 19 : Rusted Armor (p), Tayn's Chaotic Orb (p), Ninagauth's Killing Bolt (g) lvl 20 : Accurate Empower This is not a difficult build. Stay back, buff, throw a Stun/Blind/Paralyse, look for the smallest AR/Defense rating, cast, repeat. Plenty of room for adaptation, no grimoire/weapon switching, no PL to keep track of. The last quarter of the game was spent casting CC in a chain and watching every possible ennemy getting their ass helplessly handed to them by Eder and Maia, while still having the highest dps.
  4. The -mostly- finished version, in testing, of Waethir the mean. Version: 2.1, POTD Compatible, Solo run untested. ----------------------------------------------------------------------------------- Sorcerer: Animist / Wizard (No Subclass) ----------------------------------------------------------------------------------- A magical dps that focus on dmg, CC, Debuff and general unpleasantness. ----------------------------------------------------------------------------------- Race: Nature Godlike ----------------------------------------------------------------------------------- Mystic Background ----------------------------------------------------------------------------------- Might: 15 Con: 8 Dex: 14 (+1 NG) Per: 15 (+1 NG, +1 White that Wends) Int: 15 Res: 8 ----------------------------------------------------------------------------------- Skills: Metaphysics (for the Chromatic Staff), Sneak and Sleight of Hand (for fluff) or any you want. ----------------------------------------------------------------------------------- Weapon Focus: Medium Shield, Dagger, Staff, Flail ----------------------------------------------------------------------------------- Spellbooks: Ninagauth's Grimoire & Snakeskin Grimoire ----------------------------------------------------------------------------------- Spirit Form: Stag ----------------------------------------------------------------------------------- Abilites: Free (f), picked upon leveling (p), Grimoires (g). Abilities I won't use from the grimoire are unmentioned. lvl 1: Sunbeam (f), Chill fog (p), Nature's Mark (p) lvl 2 : Fleet Feet (p, replace once you get DAoM) lvl 3 : Talon's Reach (p, replace with Touch of Rot later) Slicken (g) Sunbeam and Chill Fog both blind, but don't deal the same dmg/target the same defense. Nature's Mark makes Sunbeam and Talon's Reach hit easier. Talon's Reach got great early dmg, but will be replaced with Touch of Rot for additionnal DOT dmg to synergize with Combust wounds. Fleet Footed will be replaced by Arkemyr Dazzling Lights. lvl 4 : The Moon's Light (f), Infuse with Vital Essence (p), Insect Swarm (p) lvl 5 : Automn Decay (p) lvl 6 : Combust Wounds (p) Could pick Combust Wounds earlier but felt like I needed enough DOT to make it worthwhile (YMMV). At this point I rush to Neketara to do the Arkemyr Manor and get my grimoires and some items. lvl 7 : Returning Storm (f), Infestation of Maggots (p), Llendrath's Displaced Image (p), Arduous Delay of Motion (g), Ninagauth's Death Ray (g), Noxious Burst (g) lvl 8 : Deleterious Alacracity of Motion (p) lvl 9 : Expose Vulnerabilities (p) lvl 10 : Conjure Blight (f), Moonwell (p), Heart of the Storm (p), Ninagauth's Shadowflame (g), Ironskin (g) lvl 11 : Calling the world's Maw (p) lvl 12 : Form of the Delemgan (p) Here I got Nannasin's Cobra Strike. It doesn't work that well with the build, but I must try it once to see if it's as cool as it seems. lvl 13 : Plague of Insects (f), Relentless Storm (p), Rapid Casting (p), Ryngrim's Enervating Terror (g), Malignant Cloud (g), Ninagauth's Bitter Mooring (g) lvl 14 : Embrace the Earth Talon (p) lvl 15 : Llengrath's Safeguard (p) lvl 16 : Sunlance (f), Venombloom (p), Death Ring (g x2), Ninagauth's Freezing Pillar (g), Gaze of the Adragan's (g) lvl 17 : ? lvl 18 : ? Another two slots I'm not sure how to fill. I already got all the spells I wanted, so either more spells (if I missed something important, do tell) or passives. lvl 19 : Lashing Vine (f) Nature's Bounty (p), Lasting Empower (p), Tayn's Chaotic Orb (g), Ninagauth's Killing Bolt (g) lvl 20 : Potent Empower ----------------------------------------------------------------------------------- Equipments! Weapons: Dagger and Medium Shield at first for the increased defense using the modals (only if I read correctly and the additionnal recovery time is only for weapons), then options are; The Spine of Thicket Green, Chromoprismatic Quarterstaff, Magran's Favor or Watershaper Focus & Sun and Moon, Griffin's Blade, The Eye of Wael are all going to be in my bag. Griffin's Blade and Chromoprismatic Quaterstaff have my preference however. Armor: Aloth's Leather Armor, Miscreant Leather, Effigy Husk or Spider Silk Robe all feel like good choices. Gloves: Firethrower's Gloves Neck: Baubles of the Fin, Charm of Bones or Stone of Power Rings: Kuaru's Prize, Ring of Greater Regeneration Cloak: Ajamuut's Stalking Cloak Belt: The Undying Burden Shoes: Footprints of Ahu Taka This build plays pretty easely; Buff up, throw a spell that include Crowd Control or Debuff that your enemy is weak against, throw a few DOT spells, add Combust Wounds and wrap up with Infestation of Maggots. Although I included more defensive spells and items, it's still pretty damn fragile and qualifies for the crystal chekhov armory. I intend to have a pretty amoral POE1 backstory to have Effigy ressentment (CoC). This build can Blind, Stun, Petrify, Sicken, Weaken, reduce defences and attributes... I hope I'll make Galawain proud.
  5. Did you ever wanted to use druid elemental claws, but not as a druid? Well now you can and I am 100% sure this is a bug. Probably a reason why we can't use summon weapons as a druid. :9 Why Fury? Because it's the only druid claw that is somewhat unique in comparison to the slash and pierce types of the other forms with its ranged shock type damage and +1 bounce. The other shapeshift forms' weapons do not retain their form's passive or active abilities (eg. boar dots, cat frenzy), BUT they do retain all the animal grunting from attacking. So feel free to fabricate those other claws using this technique if you're into that kind of thing. Make a Sorceror. Level it up to level 7 (PL3). Learn or get a grimoire that has Concelhaut's draining touch. Get into battle and shapeshift then use Concelhaut's draining touch. Recommended that you do it near the end of the battle since the druid's weapons will bug out when trying to weapon attack anything after that and you can't switch out your weapons unless you cast another weapon summoning spell. End combat. Repeat process for a pair. Equip elemental claws on another class and enjoy! Pew pew pew Notes: Receives ranged damage and Heart of the Storm PEN bonuses. Does not receive extra bounce from ranger's driving flight or unarmed proficiencies. Sells for 150cp. Can't attack your teammates with it unless berserker. Also, I think it starts to mess with your selection boxes. D:
  6. Seeing how a lot of people sing the praises of the Liberator and Warden, I got to wondering if combining the Druid and Cipher in the Oracle multiclass would at least be functional. It kinda fits with some of the ideas I've had for my Cipher Watcher from PoE1 since day 1, adding a spiritual aspect to the Cipher, without directly tying myself to the gods and stuff, especially as a Mystic from the White that Wends. The end result almost feels like a Jedi from Star Wars, using the "Force" of Soul energy that flows through and binds all living things, with a strong influence on the weak-minded! Hel, if I made the character an orlan, they could basically be Yoda! Obviously I'd be interested in following a similar route to the popular Liberator setup, using the Lifegiver Druid subclass to provide healing and defense, while the Paladin (usually the Bleak Walkers or maybe Goldpact Knights) provides the offensive might. To that end, I suspect I'd have to use the Soulblade subclass, as if I'm going into melee like a Liberator, Soul Annihilation will be an vital tool. Other than that, though, I'm not exactly sure how to approach constructing this build. What say you, the more experienced forum goers? Is this a workable idea? And what would MAKE the idea workable? Thank you all in advance!
  7. Hey guys, in response to the new update v1.20 which gives us access to a mod manager and makes the integration of custom classes easier than ever, I thought it would be a cool idea for the community to make a library of all the class and subclass ideas they have that could be integrated into the game. One of my favorite things about Neverwinter Nights 2 and other crpgs is the sheer amount of classes and subclasses available for us to choose. While Deadfire has added to the number it never hurts to go the extra mile with mods to tailor your experience. ____________________________________________________________________________________________________________________________________ I would like to start off with the Priest of Abydon, a priest focused on defense and uses a variety of transmutation and earth like abilities. Description: Abydon is the god of duty, preservation, hope, progress, aspiration and industy. The patron of balcksmiths, laborers and the Crusible knights, the god inspires excellence in your chosen field and encourages honest work and tenacity. Abydon sacrificed himself to stop a cataclysmic event from wiping out the Entwithan civilization. He rebuilt himself from scraps of his essence and the help of Magran into the Golem, a being made of metal, however the geas that drove him towards preservation was lost. The watcher chose whether to remind him of it or let it remain forgotten. (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. The Blessings of the white forge: +Deflection bonus when wearing heavy armor and if possible, can enchant normal equipment to highest level but not legendary and add lass to equipment (meant to help early game not replace unique equipment) Spells and Abilities gained: Fan of Flames: Bellows of the forge Firebrand: lose access to spiritual weapons or if these two options are in the realm of possibilities: 1. Spiritual weapon: Warhammer, crushing dmg and 2. Gift of the Forge: add burning lass to currently equiped weapon/s 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, if possible could include Symbol of Abydon: deals crushing damage and provides deflection bonus Citzal's enchanted armory: Fabricate weapons and a breastplate out of thin air, and Incarnate: Summon Steelclad Construct The Golem Reconstructed Edit: Decided to change the disposition to honest and stoic, fit better.
  8. Plague of insects receives massive bonus from power level. For a level 19 druid, you have +220% damage and +110% duration from power level when other skills of the same tier only receive +60% damage and +30% duration. Or is this intended? It seems plague of insects is the only ability of druid that receives an unusual bonus. Updated: It's actually caused by alchemy. Skills that have poison as a keyword receive 1 power level per 1 alchemy, but i still report this as a bug for you can have over 20 power level by this way.
  9. So I'm considering a Pathfinder: Rogue(Trickster or nothing) + Druid(shifter) as my watcher and main tank The plan is to abuse the hell out of the free heals from shifting forms to just face tank all the damage while using rogue abilities to setup sneak attacks on target. Did a quick test and trickster's illusion "spells" are treated as abilities for the purpose of shifter's penalty, hurrah for 10 free instant heals and mirror image+riposte Looks decent on paper, but the paper leaves out some information I'm hoping to get from people around here First and most important, Does the heal from form shifting scale, and if so from what? I assume might since might scales all the other healing, but is there anything else, Character level(ideal but not expected) Power level(expected) or Max HP(Could be fun). This is more or less the crux of the build and I'd hate to be level 14 and find out my main trick is no longer keeping up. Second, do passives that don't specifically mention shifted forms effect shifted forms? the big ones here being riposte, dirty fighting and two-weapon style(every form available to shifter dual-wields) Lastly, any suggestions on druidic spells? Stat spread is going to be very INT heavy for shift duration, and very perception heavy for landing afflictions and its relying on a lot of passives and rogue tools, in the build I kinda spec'd out there's only room for ~7 druid spells beyond what's auto-granted so gotta be very judicious on which ones i pick. side note: which wildstrike element holds up best throughout the game?
  10. Hello, My problem is thus. I'm playing a druid, using Gyrd Haewanes Stenes. I've been able to level the weapon to the point where I have to dominate 15 times. I've been using it for a long time now, and it just doesn't ever proc dominate. I'm including dropbox link to a zip containing my save, dxdiag specs, screenshots and output log. As requested. I've read a thread here about the v3.03 beta having this bug in it, and that it would be patched... either it never got patched or another update broke it again. Idk. Hopefully, this issues will get fixed soon. I'm not going to keep playing this save until it is, which is sad, because I'm loving playing a druid, and really liked the idea of a soulbound weapon. https://www.dropbox.com/s/gvz3h1n9fdqtobi/gyrd_haewanes_stenes_not_working.zip?dl=0
  11. Looking over the wiki, and theorycrafting a shifter druid (as I have a mac and can't play at the moment) and I noticed that all of the animal spirit shifts have an armor calculation of (8+ Power Level +1 every 5th Level), with the exception of bears which have (8 +2 +1 every 5th Level). It looks like bears are supposed to be a tank form. Does this mean that they are strong at 1st level, but falls behind all the other forms shortly after? Or is it supposed to be {8+(2 x power level)+1 every fifth level}? Can someone with access to the game check this please? because as it stands it looks like the elk and boar forms seem to be stronger tanking options.
  12. 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.
  13. First off, the dual class system is what I dreamed of while playing PoE1. This kind of thinking really blows the class system wide open. Being able to further specialize an ability like Smite to get another bonus is also a great choice. I acknowledge and like how removing general talents makes individual classes more unique, but without those 30-40 general talents there really are so few options each level. Right now it feels like a 1:1 trade off with dual classing instead of talents; however, if some form of general talents were added, this system would be incredibly versatile. If there are more soulbound items than in PoE1 that allow a character to develop through items, that would also solve this lack of options. I love how the soulbound weapons invite you to pursue certain achievements in the game world. Finally, a personal desire of mine: allow druid wildshape weapons (claws, etc.) to count as unarmed for the sake of being able to use the barbarian's weapon focus or the monk's transcendant suffering. I think creating an unarmed weapon proficiency is all that's needed to rectify this. I love the shifter subclass but a multiclass druid misses out on many of the martial classes' accuracy/defense increases. A multiclass monk also finds itself lacking synergy.
  14. The Thundercat - or 'crit me maybe on more time!' --------------------------------------------- Difficulty: PotD; Game version 3.02 --------------------------------------------- "The Thundercat is on the move, The Thundercat is loose, Feel the magic, hear its roar, The Thundercat is loose. Thunder, thunder, thunder, Thundercat! Thunder, thunder, thunder, THUNDERCAT!" Intro Pictures Race, Heritage and Background Attribute Scores Talents & Abilities Spell Mastery Skills Equipment Buffs & Party Composition Spell Guide
  15. The text is really unclear, so I did make a quick test: Basically, it now does 10 raw damages per tick, modified by both Might and % of endurance lost. So with 20 Might and 50% endurance lost, it is 18 raw damages per tick. % of endurance lost is calculated at the moment of the tick, not on initial cast. it ticks on initial hit and every 3s for 20s (modified by Int). Raw damages are actually higher than other insect spells (Swarm does 10 base per tick, and Plague does 8 base per tick... with long duration and crazy AoE). It seems to be a very solid spell now, especially considering insect spell are not of poison type ! It's quite great for Bittercut too PS: Pwgra hurts a lot now...
  16. 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?
  17. This is my first time obtaining this - which should I give it to? They're each story companions (Aloth, Hiravias). I'm leaning towards Aloth for the potential AoE dominate procs from Blast and 1/encounter stun, but it seems like Golden Gaze would be much better for the AoE DR reduction. Alternatively, I'm thinking to put it on Hiravias since refreshing his Spiritshift isn't a bad option as it hits pretty hard and that would free up Aloth for Golden Gaze. I have Durance in my party too and the displaced image on being crit isn't a bad option either, but the other two seem better. Any input would be appreciated
  18. Hey so am planning on playing a Druid as my main char Anyway was wondering whats the best spiritshift to choose I found this site which lists all the Spiritshifts There is: Bear - has a frighten effect Boar - Stamina regen Cat - fast attacks Stag - Defense Wolf - knockdown which form do you think is the most powerful?
  19. I got this game right after it came out. Despite being the two classes I was looking forward to most, the ranger and druid classes were a huge let-down. Ranger: Despite being marketed as one of the main damaging classes, the ranger's DPS was nothing to write home about. Neither was the animal companion. (But I kept playing anyway, because I love animals.) The Druid was an even bigger let-down. Despite all the pre-release updates gushing about the spiritshifting abilities, it turned out to be very weak. It was only mildly effective during the first few levels of the game, but then it failed to scale up with the character. That, combined with the complete lack of special abilities to boost it the way you got tons of abilities to boost your spellcasting, meant you quickly had to abandon it and stick to spellcasting exclusively. (I know I sound greedy and ungrateful since the druid was one of the best spellcasters at the time, but it was the spiritshifting ability I really wanted. I would have gladly taken the option to focus on spiritshifting over spellcrafting, and sacrificed being able to become a first-rate spellcaster to become a second-rate warrior if only it meant spiritshifting didn't get me killed every battle.) There was some talk about the devs eventually balancing them better, but I quickly finished my first playthrough then moved onto other games and projects while I waited. Now I'm back, and I'd like to know if anything has changed since I've been away? Or should I aim to finish my cipher or chanter instead?
  20. It seems Garden of Life spell (level six druid spell) is not working. Is it only me or is it a general bug? This is one of the most important spells (according to description because I can't use it) so please tell me what is happening. Thanks!
  21. The new Druid spell Natures Bounty increases might and perception permanent by incredible high amounts.
  22. The game recommends Resolve over other stats, however, for a Ranged Wood elf druid (Hunting Bow/Spellcaster), it seems Dex would be better (for action speed). Two things that keep me up at night (ha!): Originally I was going for War Bow, because I thought it would benefit more from +% action speed than Hunting Bow (diminishing returns and all that). If I'll grab Marksman, Penetrating Shot, and Hunting Bow, should I invest less on Dex? (Or keep it high anyway for spellcasting). At char creation, I've maxed Might, followed by 15-16 Int--I've seen lots of conflicting recommendations (some max Int, I'm guessing to affect more targets from the get-go). How many stat points will I get as I level up, and would it be so bad to not max Int? (Will be playing in Hard) Thanks!
  23. I'm not sure if the description (-attack speed) applies to spellcasting as well, and I vaguely recall reading something about shields affecting spellcasting (for some reason, I recall it had to do with Speed, though I'm thinking it's more likely the Accuracy penalty of big shields)? Thanks!
  24. So, I would like to change my Druid's spiritshift without restarting the game for the 10th time (I haven't made it past Black Meadows/Angslog Compass because I found a mistake in my character choices--and every time, I restart). I'm hoping to avoid another restart, as I've just finished the Temple of Eothas for the first time, and was hoping to continue on with the main quests. Console commands/tools welcome--thanks!
  25. Straightforward question--in Hard/PoTD, which Spiritshift provides more early-game survibability (I know they're no good mid-late game)?
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