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On my equipped weapons hot bar, one weapon is highlighted green. I cannot unequip it, or scrap it. It can be moved into different slots in the hot bar. And it can shift between weapons at a whim. This effect started on the starter pistol, but moved to an assault rifle on its own. what is this effect and can it be turned off? It’s locked a low level assault rifle in my gun rotation and I can’t remove it. Playing on PS4.
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I have an idea for a Fire Godlike Priest of Magran that uses Condemnation and Punishment spells before shooting stuff. It's intended to a fun character played on Veteran with all of the Community Patch, but I still want it to be reasonably effective so I have a couple of questions about it. First, I want to play it as a multiclass and am heavily leaning towards Ranger. Is plain, arcane archer, or sharpshooter best for a gun build? Secondly, the gun setups I'm looking at are 1) Arquebus, 2) Dual Pistols/Blunderbusses, 3) Single Pistol/Blunderbuss, 4) Pistol/Blunderbuss w/ Bashing Shield or Melee weapon. What are some good recommendations for these and backup weapons to use to deal with Pierce resistant/immune enemies? Cheers.
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I do not know if this bug is exclusive to guns. They are the only weapons I've been able to test for this issue. Testing on other weapons with a reload- + attack-speed of less than 3 sec would be desireable. Reproduce by: 1a. Load the attacher savegame. 1b. Create a Ranger with max dex and proficiency in pistols. Level him up enough to aquire the gunnery passive. Aquire 3 pistols, and equip 2 in one set and 1 in the other. 2. Enter combat with the 2 preloaded pistol set activated. 3. Fire the initial salvo with a total combined attack-speed of 1,3 sec (in my save, I'll be defaulting to my saved numbers from her on), and observe it working in approximated accordance with tool-tips. 4. Activate the pistol-modal for a combined attack-speed of 2,5 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips. 5. Switch to single pistol and activate the pistol-modal, for a combined attack-speed of 2,8 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips. Attached files: https://www.dropbox.com/sh/wm91ijmhuezfi62/AAAeNnz2SCTSifAFf24-hHgRa?dl=0 output.log dxdiag save EDIT I've made a thread for an attempt to gather information on what weapons or means of attack are affected by the bug: https://forums.obsidian.net/topic/98628-a-call-to-testing-actual-attack-frequency-caps/ EDIT Weapons/Attack-types known to be affected: Pistol Blunderbuss (from Zzz) Weapons/Attack-types known to not be affected: "Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar) Sabre, bow and arquebuse (from Zzz)
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Heya, didn't see too much on this, but I'm debating on a few things for my hearth orlan gun rogue. The big questions are pistol vs. blunderbuss, and two weapon style vs. single weapon style. I saw that the pistol modal gives me an accuracy penalty that's worse than what the blunderbuss has to begin with, but I presumably get more shots. The speed calculator has also pointed out that stealth massively increases my reload speed - which, given the diminishing returns for buffs, means that if that I make a rogue who has all the invisibility abilities then I wouldn't be worrying about reload speed anyways. My choice of weapon styles also adds a interesting wrinkle: hit to crit is something that hugely benefits a blunderbuss, and wielding a single weapon to start with effectively counters the accuracy penalty for the pistol modal and the blunderbuss's built-in accuracy penalties. However, my abilities that use my full attack are gonna be far less powerful - yet the dual wielding talen/ability also doesn't provide a significant speed bonus as far as these weapons are concerned. Could someone give me some solid input on where to go from here? I'm pretty flexible on everything but the fact that I want to use firearms for this character.
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“Say hello to my little friend!” As a bit of a foreword, this build is designed to exclusively use guns with class abilities, even in the tough boss fights. I’ve yet to kill any of the really tough bosses (the Kraken, Adra or Alpine Dragons, Concelhaut, Llengrath) but all the bounties are completed as is the Radiant Spore and Sky Dragon, so being an impatient so-and-so I thought I’d post up the build and I’ll post up details of some of the tough bosses as I go along. I’m just at the Abbey of the Fallen Moon, so I’m also missing Gwyn’s Band of Union for the time being – but it will come shortly. I’ll post edits up here as I go when I get the big things killed off. EDIT: All the bosses are now complete! =================================== The Gunslinger =================================== Difficulty: Expert PotD solo, no respec, with full upscaling -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Old Vailia – Colonist -------------------------------------------------------------- Starting attributes: MIG: 10 CON: 9 DEX: 18 PER: 12 INT: 19 RES: 10 Final attributes: MIG: 11/15 (Gift from the Machine, 15 with Maegfolc Skull) CON: 10 (Rymrgand’s Boon) DEX: 22 (Viettro’s Formal Footware) PER: 15 (Elryn’s Jacket, Song of the Heavens) INT: 26 (Forum resting bonus, Gwyn’s Band of Union) RES: 10 -------------------------------------------------------------- Skill levels obtained: Survival 11 (Jack of Wide Waters, Rymyrgand’s Boon, Colonist), Mechanics 13 (Dungeon Delver, Gloves of Manipulation, Chanter bonus), Lore 11 (Chanter bonus, Viettro’s Formal Footware), Athletics/Stealth – who cares? These levels weren’t really optimized, I was originally shooting for higher Survival aiming for Lore 8 – but then I quickly found out you really need Scrolls Against Imprisonment in WM part I, so it’s all a bit of a mess. However, I found these levels perfectly adequate for what I wanted to do. -------------------------------------------------------------- Abilities and Talents: Phrases: 1 – Come, Come Soft Winds of Death and At the Sight of their Comrades, their Hearts Grew Bold 3 – Blessed Was Wengridh, Quickest of His Tribe 5 – Sure-Handed Ila Nocked Her Arrows with Speed 7 – One Dozen Stood Against the Power of the Saint 9 – The Dragon Thrashed, the Dragon Wailed 11 – Choice (I went for Aefyllath, but I think Silver Knights’ Shields would be occasionally more useful) 13 – Her Courage Thick as Steel 15 – With All Your Strength Slay the Beast Invocations: 1 – But Reny Daret’s Ghost, He would not Rest 2 – White Worms Writhed in the Bellies of the Dead 4 – Choice (I picked Hel-Hyraf, but rarely used it) 6 – At the Sound of His Voice, the Killers Froze Stiff 8 – Choice (I never got much use out of Shatter their Shackles, so I’d probably recommend The Lover Cried) 10 – Seven Nights She Waited While the White Winds Wept 12 – The Brideman Slew Thirty 'Fore they Crossed Half the Hall 14 – The Bride Caught their Ruse and Set to Make them Pay 16 – Called to His Bidding, the Ancient Instruments of Death Talents by level: 2 – Veteran’s Recovery (can pick Ancient Memory with the 3.04 fix) 4 – Gallant’s Focus 6 – Gunner 8 – Envenomed Strike 10 – Penetrating Shot 12 – Bear’s Fortitude 14 – Deep Pockets 16 – Snake’s Reflexes Additional talents: Gift from the Machine Song of the Heavens Rymrgand’s Boon Second Skin Dungeon Delver Weapons and Equipment (listing only new enchantments): Weapon set 1: Silver Flash (Legendary, Durgan-Refined, Freezing Lash) Weapon Set 2: Pliambo per Casitàs (Superb, Durgan-Refined, Slaying (Vessel), Corrosive Lash) Boots: Viettro’s Formal Footware or Boots of Speed when needed Armor: Elryn’s Jacket (Legendary, Durgan-Reinforced) or Starlit Garb (Superb, Durgan-Reinforced, +2 Perception) Neck: Cape of the Master Mystic Belt: Looped Rope Rings: Ring of Protection and Gwyn’s Band of Union Hands: Gauntlets of Accuracy Head: Arret Munacra or Maegfolc Skull You can maybe throw in Ilfan Byrngar's Solace with your fist for when you’re being stunned (no other weapons to live up to the gun-only archetype) but whenever I switched to it while stunned I still got beat down so in the end I didn’t bother. --------------------------------------------------------------- I was going to break this into individual sections using the spoiler tags so people only have to look at sections they wanted to, but apparently the forum only puts the first paragraph of a section inside the tags So sorry for the horrendous length of the post, I've put the different topic titles in a nice lurid red so you should be able to spot them easily enough through scrolling. I will however keep the first point in spoiler tags for suspense... EDIT: Turns out I got the spoiler tags working after all. Why would you want to play this build? Why is the Silver Flash so neat? Class choice: Race, attribute, equipment and talent choices: When the build was tested, what worked and what didn’t? Different act equipment and chant/invocation advice: Changes for party play: Big bosses: -------------------------------------------------------------- So there we have it, I hope this has been interesting and demonstrated another sweet gun build (and the only solo one) is possible. Let me know if you have any advice or changes to suggest or if you want me to clarify anything, and I’ll try to catch any typos I’ve made later. Cheers!
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Cipher: A beginner's guide to GUNMAGE Introduction This guide merely exists as an example on how to build a ranged Cipher, and isn't strictly the only way to build one. As such it may a bit wordy here. This guide is intended for Path of the Damned, but there's no reason why it couldn't work on lower difficulties. Races Personally the race choice doesn't really matter too much, though some races are a lot more useful than others. Wood Elf is the race chosen for this build, it doesn't hurt to explore the other races as some can possibly offer more. Human A ranged Cipher typically want to avoid damage whenever possible, so the Human's racial ability isn't particularly something you want to rely on, and the ability itself is pretty weak compared to what the Godlikes have to offer. On the other hand, unlike Godlikes, you can still wear a hat which may be significant. Wood Elf Typically the race of choice for a ranged Cipher, since just by being 4m away from an enemy you'll gain damage and accuracy bonuses. This does however restrict your power selection a tad bit, as you'll most likely want to avoid powers that move you close to an enemy, such as Ringleader. Pale Elf Resistances to burn and cold damage is never a bad thing. Cold damage resistance in particular is very helpful when dealing with Shades early in the game. Both types are also very useful to have in Cragholdt as the numerous casters in the area favor those two elements. Overall, I'd say its a pretty strong pick. Mountain Dwarf Poison and Disease resistances are alright I guess. Most of these types of attacks usually come from melee attacks, however enemy Druids are very trigger happy with spells of these types. Its not a bad choice for a melee Cipher, but for a ranged I'd probably look at other options. Boreal Dwarf Accuracy bonuses to Wilders and Primordials is actually better than you think, since a lot of the most dangerous enemies in the game are of these types! Adragans and Ogre Druids are among these, and we all know how much of a pain those two are. Coastal Aumua Not too many enemies will be using Prone attacks on a Cipher, assuming you're able to keep them away from melee attackers. Ranged Stuns though can come from Cean Gŵla, Greater Wind Blights and a majority of enemy Druids. Stun however is mostly deadly for frontliners due to their greatly reduced Deflection, though it is an annoying status effect as a whole. Island Aumua An extra weapon set can provide some utility. One strategy is to equip two guns and fire one shot from each to generate a large amount of Focus and then switch to 3rd faster attacking weapon like a War Bow. Obviously if you plan on taking advantage of their weapon sets, you'll want the Quick Switch talent to minimize the amount of time you take swapping weapons around. Overall, this race's usefulness ultimately hinges on your play style; personally I think an extra weapon slot is quite useful. Hearth Orlan An excellent race, Ciphers love crits and this race helps increase your chances of getting them. Not much else to add really, enjoy getting those crits! Wild Orlan Getting a bonus to all defenses upon being hit by a Will attack is pretty good, as enemy casters (In particular other Ciphers) will likely aim their spells at you. This will also work on fear auras which can be very useful when fighting dragons or drakes. Nature Godlike Functionally, their ability is similar to a Human's, though it packs much more of a punch. You do lose the ability to use a helmet though. Death Godlike Death's Usher is a pretty good damage dealing talent when paired up with damage over time effects or AoE. The Cipher however does have a fairly limited number of them available. Its still a pretty good race overall though. Moon Godlike Blah blah Silver Tide. This ability is great on any class and Cipher is no exception. Fire Godlike These make very potent melee Ciphers... but since we're talking about ranged... they're not really an option. Attributes The attribute spread I would recommend is: MIG 18 DEX 18 CON 3 PER 18 INT 18 RES 3 With Deadfire Archipelago - Drifer chosen as the back ground. This is min/maxed of course and isn't always the optimal spread, as such you may choose to add extra CON or RES to help with your squishiness. Just a few guidelines though: Might A primary stat for the Cipher and one of the most important. Might affects all damage you deal, and as Ciphers are designed to primarily deal damage, this is obviously important. Perhaps more important however is that the amount of Focus you gain is directly based on the amount of damage you deal. As such, the higher your Might, the more Focus you'll generate with each attack, making this stat perhaps even more important to the Cipher than it is to any other class. Dexterity Dexterity affects your attack speed and casting speed. With the 3.0 changes, Ciphers don't have as many powerful slow casting powers as they used to, so this stat is slightly less important. Its still however very useful for Focus generation as this will affect your attack speed with your weapons, and faster attacks means quicker Focus generation. Constitution Extra endurance never hurts as damage is ultimately unavoidable. A ranged Cipher though will most likely opt to dump this, as if they're getting swarmed they're gonna die regardless of how much Endurance they have. Perception Accuracy is paramount for a Cipher, as missing or grazing with your weapon is extremely costly as it'll have a powerful effect on your Focus gain. Also a lot of the Cipher's powers have much shorter duration than the spells coming from a Wizard or Druid, as such Ciphers value crits a lot for their duration bonus. With high perception it becomes significantly easier to score crits with your various powers. Keep in mind that the value of this stat decreases as you get further in game; especially if you have a Priest. Intelligence As mentioned above, the duration of powers is a little on the short side compared to spells. Having a high Int though, will make your powers have much longer durations. Int also affects the AoE size, however Ciphers do not have too many AoE powers, and some of them like Mind Lance or Mind Blades, are unaffected by Int. Resolve A lot of what I mentioned in Con also applies to Resolve. It should be noted though that Resolve will have an effect on concentration. If you plan on running low Resolve, consider making Potions of Spirit Shield when fighting enemies that utilize a lot of interrupting effects (Such as the Ogre Druid's Insect Plague). Talents I recommend the following: 2 - Biting Whip 4 - Draining Whip 6 - Penetrating Shot 8 - Weapon Focus: Ruffian 10 - Apprentice's Sneak Attack 12 - Gunner or Outlander's Frenzy 14 - Marksman You can of course take them in any other order you choose. Or even take other talents, just a "quick" rundown on them: Psychic Backlash and Brutal Backlash Enemy Ciphers commonly pack these two, which is part of the reason they're annoying. These two talents though are highly situational, so its hard to recommend giving up a talent slot for these. I am almost certain these do however work on fear auras, which would make them very useful when dealing with dragons and drakes. Biting Whip Probably a given, but being able to hit harder equates to more Focus generated, so you will always want to grab this. Draining Whip Another obvious one to take, as this will increase the amount of Focus you generate with your attacks. Greater Focus The main reason to grab this is the fact that it can increase your starting Focus, which means its possible to use your higher level powers at the start of combat. This is especially useful during early game as your starting Focus pool is very small. Late game however, you'll have much more sizable Focus pool, as such this power may be slightly less useful depending on your playstyle. Weapon Focus Accuracy boosts are always welcome. Once you've decided on the weapon you want for your build, you'll want to grab the appropriate talent. Marksman For ranged Ciphers you get another accuracy boost to play with. Envenomed Strike Not a bad talent actually, the raw damage is very strong. However, its hard to justify picking this over other talents. If you have a free talent slot though, by all means go ahead and grab this. Gunner If you plan on using a firearm (And not swapping weapons) this talent is a must-have. Reloading is the bane of any gun user, and being able to quicken it is always a welcomed ability. Dangerous Implement Implements aren't very good at generating Focus, however you may want to use them when dealing with pierce immunes. One weapon however worth considering is the Golden Gaze, which hits multiple times and generates a solid amount of Focus. If you want to use that, then you'll want this of course. Beast Slayer/Primal Bane/Ghost Hunter/Sanctifier/Wilder Hunter They're not bad talents but they're very situational. You could grab one of these and pair them up with a camping bonus to get a huge bonus against one type of enemy, but still you usually have better choices to pick. If you had to grab one of these though, I would say Ghost Hunter is the best choice, as Spirits are incredibly common and are very dangerous. Interrupting Blows Compared to other classes, Ciphers are actually terrible at generating Interrupts, so I wouldn't recommend this. Penetrating Shot The ability to ignore DR means you'll be able to deal a lot more damage. This is especially important in PotD, as a majority of enemies have good DR values. Bloody Slaughter Not a bad talent actually, typically you use this to power up DoT or AoE effects. You could however fire an attack at a enemy low on endurance and generate a slightly larger amount of Focus. This ability also works with Death's Usher, so a Death Godlike with this ability can be quite fearsome on low Endurance enemies. Snake's Reflexes/Bear's Fortitude/Bull's Will/Superior Deflection A bonus to defenses is always welcomed. Grabbing these if you have talent slots to spare if often a very good idea. Quick Switch Swapping around weapon sets brings a lot of utility to your Cipher. If you plan on swapping around weapons a lot, this talent is a must-have. Otherwise you can probably ignore this. Its worth noting there's also a belt in the game that has this talent on it, which can allow you avoid using this on a talent slot. Apprentice's Sneak Attack An easy way to boost damage. You should ideally be setting up the conditions for this to kick in, especially since a lot of the Ciphers powers are good at doing this. Outlander's Frenzy This is a very potent talent, giving you a damage boost and attack speed boost, which can do wonders with your Focus generation. Keep in mind though that the attack speed boost does not stack with Time Parasite, and if you're using a Gun, this will do nothing to your reloading animation. Powers Finally we hit the section we've been waiting for, the Powers. There's gonna be a lot to cover here, of course first up we have the one my build uses: 1st - Antipathetic Field, Mind Wave, Soul Shock, Whisper of Treason 2nd - Mental Binding, Phantom Foes, Psychovampiric Shield, Recall Agony 3rd - Ectopsychic Echo, Secret Horrors, Soul Ignition 4th - Body Attunement, Pain Block, Silent Scream, Wild Leech 5th - Borrowed Instinct, Tactical Meld, Detonate 6th - Amplified Wave, Disintegrate 7th - Time Parasite 8th - Reaping Knives, Defensive Mindweb And of course I'm gonna sum them all up, hoo boy. Lets get started. 1st-level Powers Antipathetic Field This is a very powerful tether based power, dealing more damage than the Wizard's Ray of Fire! Its does have the limitation of being forced to move around to position it, plus you must avoid getting your allies caught in it as this will destroy them in no time flat. Eyestrike Blind is a very powerful status effect and being able to freely use it in each encounter makes this extremely useful during the early parts of the game. This also affects Will as well, which a lot of enemies during Act 1 have a low value in that area. If you have a Wizard or Druid though, this power does become less useful during a skirmish they may decide to toss out a spell or once Spell Mastery is available, as their sources of blind are much more effective overall. Mind Wave Knocking a group of enemies Prone has a lot of applications, especially if you run a lot of other casters. It can help with being swarmed and it can allow Reflex and Deflection based attacks land much easier. Soul Shock A potent and extremely spammable AoE power. It deals decent damage and has no affect on your own allies. This power alone will decimate a majority of early game encounters. I find myself using it less later in the game, but its still a pretty good AoE attack, especially if you have someone running the Stormcaller. Tenuous Grasp Its very hard to recommend this over Whisper of Treason now, due to its average cast speed and less powerful overall effect. The Frightened effect though has a very long duration, which can really help out with landing a majority of your powers. Whisper of Treason The signature move of a Cipher and with good reason too, as this power is just incredible now. It has a fast cast speed and it also inflicts Charmed which has numerous applications. A Charmed target will distract enemies, and also attack them too. Charm also lowers all defenses by 25 points, which makes them very easy to kill. 2nd-level Powers Amplified Thrust Much like Soul Shock, another early and powerful source of damage. This power though gets outclassed a tad bit quicker than Soul Shock though as you start to get more powerful weapons and powers. Mind Blades A decent AoE power, this move does less damage than Soul Shock however, but it does affect a much broader area. Mental Binding Paralysis is an excellent effect and is a good way to stop a dangerous enemy in its tracks. Paralysed enemies also make the best Focus generation targets. As such an ideal use of this power would be to open with it and then fire a shot at them and generate a huge chunk of Focus in return. Another thing that makes this power really stand out is that any enemies near the paralysed target get inflicted with Stuck, making this useful even for controlling groups. Its duration though is very short, but its still there. Phantom Foes This power has a very long duration and a very large radius. Its very useful for triggering Sneak Attacks, especially in areas where setting up flanks is difficult due to the narrow space, like a lot of indoor battles. However, this does get suppressed by other afflictions that lower Deflection, including Blind. Psychovampiric Shield Oh hey I wrote about this recently. Copy/Paste +25 Deflection is pretty nice, but I've always preferred this Power for its -10 Resolve. -10 Resolve from Psychovampiric Shield is a great way to lower an enemy's deflection and will defense. It also lowers their Concentration as well which great for Interrupting. This also doesn't get suppressed from Miasma of Dull Mindness which means you can get a -16 Resolve on one enemy target. It also doesn't get suppressed by Wild Leech either which could potentially lead to a very tasty -20 Resolve, however Wild Leech does pick a random attribute so it isn't exactly reliable Wild Leech doesn't get suppressed by Miasma either, so in theory you could stack all three and potentially get an incredible -26 Resolve! But I haven't actually tested it, and it would be difficult to test since Wild Leech is so random. Recall Agony The Cipher's equivalent Combusting Wounds, though it unfortunately only affects a single target. Functionally though, you would use this in the same manner as you would use Combusting Wounds by pairing it with a lot quick rapid hitting attacks. This power also stacks with Combusting Wounds, though ticks from Combusting Wounds won't trigger any damage from this and vice versa. 3rd-level Powers Ectopsychic Echo The most famous (infamous?) power in the Cipher's arsenal. Much like Antipathetic Field, this power deals enormous amount of damage, rivaling the likes of the Wizard's Bitter Mooring! However what makes this power even better is that you can tether to an ally with it, and this power has no friendly fire attached, making it much more user friendly. Attaching this to a melee character at the start of a combat and having him move around behind the enemy lines is an effective use of the power, and can potentially make this the Cipher's best source of AoE damage even. Fractured Volition This power is a massive debuff to enemy defenses, making it a pretty ideal power to make use of against major targets. If you have other sources of Hobbled and Weakened though, you may want to pass on this. Pain Link Basically the Fire Godlike's racial ability made into a power. Its pretty underwhelming and generally not worth the Focus to cast unless you're up against a really large group, and they're all targeting one character. Puppet Master Whisper of Treason will usually be a better use of Focus since Charmed does nearly the same thing as Dominate, costs significantly less Focus and has a much longer range. Puppet Master does have a few things going for it though; for one it has longer duration than Whisper of Treason. Dominate also doesn't incur a massive penalty to accuracy and defenses like Charmed does, making a Dominated target much more of a potent threat to their own allies. Secret Horrors This power inflicts Sickened and Frightened in a wide area, which excellent for lowering enemy defences. This power is really good if you're packing a lot of casters as this will make Fort-based spells much easier to use. Frightened is also good since it lowers Will, so this power can also work as an accuracy boost for your Cipher. Soul Ignition Strong DoT affect; though it only affects a single target. 4th-level Powers Body Attunement Lowering enemy DR is always a good to have. This is also gives you sizable boost to your own DR which can be handy in some situations. Mind Lance This is a very damaging AoE attack, it is however a line based AoE so you'll most likely have to adjust your positioning in order to avoid damaging your own allies with this. As a line AoE, this also puts it at slight odds with Ectopsychic Echo and Antipathetic Field. Pain Block This is the Cipher's one and only healing power, its a pretty good one though. It heals for a decent amount and also gives a delicious +10 DR to the affected ally. Silent Scream This power may seem less impressive than Mind Lance until you realize that this baby deals Raw damage. Which means it flat out ignores DR, making this an incredibly deadly AoE attack. It also inflicts Stunned on the primary target as well, which you can also use to gain back the Focus you spent on this power too. Wild Leech This power can seem unreliable since it affects a random attribute so you don't have too much control over it. It is however a -10 to a random attribute so the effects will still be felt regardless of what it affects. This also in turn gives you a +10 bonus to random attribute which can be very powerful since it has a fairly good chance of affecting one of your primary attributes. 5th-level Powers Borrowed Instinct What an incredible power. -8 to Intelligence and Perception is pretty dang good, but to add to it you also get all kinds of accuracy and defensive bonuses as well! Ringleader AoE Charmed and Dominate is as good as it sounds. The range of this is painfully short however, so caution is advised when using it. Detonate Yep, that's a lot of raw damage. It also deals a sizable amount of Crush damage should you kill a target with this, making it an incredible source of AoE damage. This does have friendly fire attached, so make sure your allies are either out of range or well defended. Tactical Meld Fairly unerwhelming since Borrowed Instinct is overall a better use of Focus. It is useful as an opening against some of the toughest fights though, where getting Borrowed Instinct to land isn't guaranteed. 6th-level Powers Amplified Wave This deals a decent amount of Crush damage and affects a wide area. The real reason you want to use this though is the fact this also inflicts Prone. Coupled with its massive AoE, this is an excellent CC tool. It does cost an enormous amount of Focus however. Disintegration Quite possibly the most powerful DoT effect in the game, this power deals colossal amounts of raw damage. Mind Plague AoE confuse is pretty good and this power disperses in a wide area too. However 60 Focus is hard to justify for it, especially when you can just use Scrolls of Confusion or even just a Wizard for similar effects. 7th-level Powers Stasis Shell This power can be used to lock out an enemy from combat, they won't be able to take any damage however. This makes it highly situational, and with a 70 Focus cost, its almost not worth even using. Time Parasite A combination of Deleterious Alacrity of Motion and Arduous Delay of Motion. Not a bad combo by any means but it does cost an enormous 70 Focus; but if you're running a Dex heavy build, the benefits can outweigh its cost. 8th-level Powers Reaping Knives One of the best summoned weapons in the game. It deals excellent damage, can be used by martial classes like Monks and each hit with it gives you Focus. Highly recommended if you have a dual wielder of any kind. Defensive Mindweb The best spell for turtling. This is a game changer, as having a Paladin or Fighter in range makes this into a massive defence boost. Suddenly, now your entire party can tank a dragon (Or at least attempt it). Equipment This I confess is an area I'm not very good at. What I typically run though is: Weapon 1: Scon Mica's Roar Weapon 2: Golden Gaze Head: Helm of Darksee Body: Vengiatta Rugia Neck: Talisman of the Unconquerable Hands: Pilferer's Grip Feet: Glanfathan Stalking Boots Waist: Girdle of Maegfolc Might Ring 1: Ring of Protection Ring 2: Ring of Thorns Which decent but I'm sure many of you can think of better builds then that. I won't really delve into this though, as there's a ton of items and I'll be here forever trying to cover them all. So here's a brief list on some other good choices. Weapon 1: Scon Mica's Roar, Lead Splitter, Dulcanale, Fellstroke, Persistence, Stormcaller, The Rain of Godagh Field, Borresaine, Lenas Êr, Stormcaller Weapon 2: Golden Gaze, Pretty Pretty's Rib Head: Helm of Darksee, Hermit's Hat, Stag Helm, Azalin's Helmet, Tempered Helm Body: Vengiatta Rugia, Starlit Garb, Raiment of Wael's Eyes, Angio's Gambeson, just plain boring enchanted Clothing Neck: Talisman of the Unconquerable Hands: Pilferer's Grip, Bracers of All-Consuming Rage, Gauntlets of Swift Action, Gauntlets of Accuracy, Ryona's Vambraces, Gloves of Manipulation, Rabbit Fur Gloves Feet: Glanfathan Stalking Boots, Boots of Speed, Boot of Stealth, Malina's Boots Waist: Girdle of Maegfolc Might, Broad Belt of Power, Sentinel's Girdle, Belt of Stelgaer, Coil of Resourcefulness Rings: Ring of Protection, Ring of Thorns, Ring of Searing Flames, Ring of Unshackling, Pensiavi mes Rèi, Sigil of the Arcane, Frigid Claim, Bartender's Ring Conclusion I have probably missed a TON of things. So go yell at me for anything I missed or anything I may be unaware of.
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This, ladies and gentlemen, is the general firearms thread. If you own a gun, have question about a specific boomstick or just want to rave about your favorite cartridges don't look any further. (To all anti-gun fanatics: GET OUT! Create your own rant threads or do humanity a favor and drive your hippie butt down a cliff or something. This place is for pro-gun people only.)
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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
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Hey Backers ! I wasn't able to find any (or very less) informations about Guns being available in the game. I pledged PoE but without access to the Backer Beta [ :'( ], my question was : - What types of guns are (or will be) available ? Can anybody list them ? or just a few . - Is there one-handed Pistols / Dual'Guns ? I'm interested in the Cipher Class and have seen that he builds his "Focus" on auto-attacks, so my guess was (Dream Mode Activated) that it would be cool to be a Cipher with Dual'Guns (just like Dual'Daggers) to auto-attack foes :D. What can you guys tell me about this ? PS : This isn't a Post about "Guns has nothing to do in Fantasy !" because adding Guns in a Fantasy World is a Fantasy too xD. Just a question that I'm thinking about now : Any hints on an Open Beta soon ? Early 2015 ? Cheers everyone . Dex
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Obviously what triggers this reflection are the guns and gunpowder. It's the fact that you can apparently use some of those laws of physics that are usually ignored in Medieval or most ancient times fantasy. They mainly introduced guns to further distinguish themselves from traditional fantasy settings (guns are only one part of the larger effort of course). Before we start : I am aware we are still centuries away from Modern technology. I know the guns are still primitive and their use very specific. Now this potentially opens the way for further technological improvement, and maybe the development of industrial societies in a few centuries. The advent of modern warfare : Automatic riffles, sniper riffles, airplanes, drones, Thousands off nukes, radar, advanced logistics... And overall, the prevalence of Modern societies over traditional societies. That basically means that this authentic ''folkloric'' setting isn't endless, and that in a few centuries, even decade, it could completely die, and be replaced by a modern setting. Obviously, pure traditional societies rely on magic to stay relevant , maybe even more viable in the face of potential technological revolutions. But only if magic and technology cannot coexist. Or else everyone will just adopt a mix of the 2 (see shadow run universe). For example : arcanum played that pretty well. Magic and technology were both incompatible, and could not thrive in the same place. That allowed for a clear polarization between Modern, technological civilizations and traditional civilizations. The universe would shift periodically between classical fantasy era, and modern technological era. I haven't followed this project closely enough, and don't feel like reading every comment Obsidian made on the universe (reddit, forums, update, interviews). How would they intend to handle technological progress? What would limit it? And if the laws of the universe allows technological progress : What would compete against it? PS : Personally I don't like modern setting, I find ancient settings more appealing, at least when I'm escaping from reality (gaming, books...). Hence why I'm interested to see how it plays out.
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Hi We know that in PE will be guns and other tehnological discoverys but what of them you whoud like to see ?
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- Technilogy
- Guns
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While I love games with renaissance elements like firearms (e.g. guns, rifles), canons, more modern architecture and atmosphere, I think one of the elements that made the RPGs of old so great (Baldur's Gate, Planescape: Torment, Icewind Dale, Neverwinter Nights) is the setting. All these games were set in the Dungeons & Dragons universe: Fearun, the Forgotten Realms, the Great Wheel (the planes of existence). At that time, the D&D universe was mostly populated by "swords and sorcery" rather than "guns and canons". Which brings me to the following topic. To what extent would you like firearms and more modern weapons, architecture and cultural aspects to be present in Eternity ? What place would you like magic to take ? While I understand licensing issues and other considerations may prevent this game from taking place in the D&D universe, I would like this new world to have the same balance of the aforementioned aspects as in the D&D universe (at the time of BG, PS:T, etc). I would like gunpowder and other renaissance elements to be quasi-non-existant (like in the D&D world of old). What say you ? EDIT: just noticed there's a poll on the inclusion of guns in the game here.