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Things we NEED to be added!
t_shirt_man posted a topic in Grounded: General Discussion (NO SPOILERS)
1. The ability to upgrade existing structures (for example a grass wall to a stem wall) instead of having to deconstruct the structure. 2. More animals and bugs. 3. The ability to tame things. For example you could tame ants and tell them to collect pebbles or wax. 4. The ability to ride animals such as ants and bees etc. 5. Something to change the terrain. For example if you want to build your base in your own deep custom cave or something. 6. Different material tools, (like wood stone and diamond etc in Minecraft) although there might be I'm not too far into the game. 7. Maybe add RC vehicles or buildable sailboats etc. 8. Everytime I build my base a Wolf Spider eventually comes along and doesn't go away, and keeps hitting my base until it's gone. Please fix this. 8. More areas, we want to see the inside of the house, we want the neighbour's garden we want alot. Maybe a sandpit biome or something. 9. Bigger backpacks. That you craft. 10. Maybe this is pushing it but a skill tree. I think this would really make the game boom. For example a skill to see which direction the nearest spider is in for example. 11. A compass at the top of the screen. 12. Saddles and stuff to ride bugs and spiders. Cant think of anything else, this game has been absolutely brilliant and these are my ideas for it. I'm gonna be playing this for a really long time yet.- 1 reply
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Hello everyone, This is my first post here and I'm very new at the game. English is not my native language so I apologize at the same time I want to thank you for your patience and for allowing me to practice my (meh) writing. I just bought PoE I and II (without any dlc) and the game impacted me with the dinamic and complex (for me) mechanics. I am a simple guy and I want to know wich class/builds would you indicate to me as I start to dive into the game, wich I played just a few minutes with some of the class options. I know I'll have companions during the story and each of them already have a class, so I would try to kind of to fill a gap in terms not only of combat but the gameplay in general. Like the skills that we need to make good shortrests and desarming traps, finding items, etc etc. (Even knowing that I can't do EVERYTHING too well) Then I noticed that Rogue, Barbarian and Monk companions are only found in the White March dlc, wich I don't have. Yet. And through the forum I found this beauty here: https://forums.obsidian.net/topic/89073-class-build-don-juan-dedicated-trapsecret-finder-a-more-laidback-passive-rogue/ - [CLASS BUILD] Don Juan - Dedicated Trap/Secret Finder - A More Laidback & Passive Rogue I like this idea, lore-wise and mechanic-wise, sounds very fun and I'm going to start to play tomorrow after work. Do you have any advice for me, being my first playing the game? Should I consider other builds to make my party stronger but in a way that is not too hardcore? I am eager to talk to you. Ps: If I can make my question any more clear, please feel free to tell me.
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Sword Bearer of Endless Whispers May Berath have mercy on my enemies , I won't !Mild Spoiler! I apologize in advance for the watermark, basically this is an unbuffed (aside from hot razor skewers buff and some passives) solo encounter https://youtu.be/b64hixy86mk Multi-Class Build: Barbarian/Fighter Sub-classes: No sub-class (Recommended for non-solo), Devoted: Great-sword (Optional for theme Purposes) Table of Contents Overview Blessings & Legacy Choices Stats Skills Abilities Equipment Playstyle(TBA) Overview Relentless and unfaltering we bring the story of the great keep upon each swing of our blade- Lyn Col'ien As the build suggests we will focus on the whispers of endless path Make sure you have reforged it it Periki's Overlook you can get the blade via combining the shards of "Whispers of Yenwood" and "Blades of endless paths whilst paying 3000CP to the said blacksmith. Take the upgrades Bladeform and Spinning Assault Respectively Berath's Blessing Required: Champion Stats: +2 to all Stats Bonus Skills: +2 to all Skills Bonus Money: 50,000 & 5,000 respectively Special Merchant (Optional) Others: Optional, but if i my recommend considering you still have achievement point to spare Sails Upgrade: For Naval Combat Surviivability Explored Map: Navigation and strategic Purposes Fine Equipment: its a good Start Pillar's of Eternity Legacy Choices: Effigy's Resentment & Gift of the Machine (Regained at Hasongo according to wiki, for that extra boost.) I did not take these for Diplomatic and role-playing reasons, whether you take these abilities are up to your discretion Race: Island Aumaua (+2 Might and no waddling in some terrain during combat for that relentless drive) Background: Deadfire Archipelago (+1 Dexterity and Unique Dialogue, good pair for Island Aumaua The Prodigal Child returns to the land once called home Base Stats Might: 16 + 2 (Aumaua) Constitution:10 Dexterity: 15 + 1 (Deadfire Archipelago Background) Perception: 16 Intellect: 14 Resolve: 4 Bearing the great-sword with fervor the watcher Strikes with speed, power & accuracy This Distribution is balanced for a relentless and tempered brute, good damage and area of effect. For the low resolve and base Constitution will be discussed below, as for the decent dexterity and perception are for dialogue purposes and for frequent and reliable attacks. Recommended Skills Active Mechanics: Mechanics is GOD Stealth: if you don't have a companion for solo invest some on this skill Alchemy: a few points, it can be temporary to enhance the effects of "Ripple Sponge" for the magistrate's cudgel 15 Resolve Check Paired; +2 Rice Wine, +2 Eviee, + 2 "Token Faith"+2 "Boots of Stone" +1 "Ring of solitary Wanderer" Athletics" SECOND WIND !!! Passive: Diplomacy: if you're one those goody-goodies (like me) or just want to avoid some pointless fights and such Survival: Dialogue checks and for a cape, will be discussed below History: More dialogue checks Metaphysics: a few dialogue checks also if you want a peaceful end to a certain sea dragon, or not "Mestre Dragonslayer" Insight: you have guessed it more dialogue checks or observation skills during conversations Streetwise: always helps in a pinch or two or three wise as she was powerful with the voice of a hundred souls and the skills to show for it Steps you don't have to follow it to the letter, experiment if you want to fit your play style Fighter Ability Tree( Level 16) Barbarian Ability Tree( Level 16) Level I: Core Barbarian: Frenzy Carnage Core Fighter: Constant Recover If Devoted sub-class Great-sword Level II: +1 Mechanics, +1 Diplomacy Fighter: Disciplined Barrage if you're not on solo run you can focus on Alchemy or Athletics instead Level III: +1 Mechanics, +1 Insight Fast Runner: can be Knockdown early on for crowd control Level IV: +1 Mechanics, +1 Diplomacy Barbarian: Barbaric Blow: Nothing like a good'ole swing that hit harder with greater Aoe Fighter: Fighter Stances(Cleaving Stance): Barbaric Blow + Near Death Enemy + Cleaving Stance = i let you picture out Two-Handed Style: 15% Damage for 2-Handed Weapons (you can replace this for one of the upper 2 for this level) Level V: +1 Alchemy, +1 Metphysics Two-Handed Style: 15% Damage for 2-Handed Weapons Level VI-VIII: +2 Mechanics, +1 Insight, +1 Metaphysics, +1 Athletics, +1 Diplomacy Fighter: Tactical Barrage: very important for +1 all Power levels and +5 Intellect for carnage AoE and ability duration Confident Aim: not needed if you're confident with your accuracy Rapid Recovery: Because, why not Thick Skinned: +1 Armor Rating against Slash,Pierce & Crush Accurate Carnage: if you want more accuracy for carnage not 100% recommended for now Level IX: +1 Alchemy, +1 Diplomacy Fighter: Determination: Defense against Perception,Intellect and Constitution Afflictions Frisk would be so proud Level X: +1 Stealth, +1 Insight Fighter: Charge: the fun can finally begin Barbarian: Wild Sprint: No engagement, +5 Dexterity & 100% Stride if you don't want to invest in stealth just do the talk while stealth trick does work on solo run considering your alone and such Frenzy + Tactical Barrage + Wild Sprint + Charge on crowd + Empower + Barbaric Blow + Cleaving Stance that is still without the buffs Level XI: +1 Mechanics +1 Metahysics Fighter: Weapons Specialization: 10% Damage for Proficient Weapons Level XII:+1 Alchemy, +1 Diplomacy Fighter: Unstoppable Barbarian: Unflinching Level XIII: +1 Mechanics, +1 Metaphysics Fighter: Mob stance: it is like cleaving stance but with faster action speed for each unfortunate soul to ever cross your path Barbarian: Barbaric Smash: what's that after crushing the enemies with the combo you also regain rage, poor things Or Crushing Blow: an extra move fore every combo kill in play will make your enemies' day, their last that is Level XIV:+1 Mechanics, +1 Diplomacy Fighter: Armored Grace: Every enemy can die if you hit them fast enough, bring out the brigantine Level XV: +1 Alchemy, +1 Insight Situational Uncanny Luck: not much but its something especially with decent perception and tactical Barrage Tough: Die a little slower basically Superior Deflection: a little defense goes a long way if you haven't gotten the other Fighter: Unstoppable Barbarian: Unflinching Level XVI Fighter: Reaping Whirlwind: More Discipline = More Charge Barbarian Ram Sprint: Good CC Proc on Crit Lion Sprint: for good guarantee for Crit with Great Increase is accuracy in Next Attack Triggering Gatecrasher Equipment Equipment: Early Game (Remember the stealth conversation trick to sneak past well guarded non-hostile caches, the Tab button reveal interactibles by default) Credits to @lunattic for well-supplied merchant item info Gloves If you have the well-supplied traveling merchant you can go for Gauntlets of Ogre Might(1375 CP): +2 Might, if you want before you head to to the engwithan dig site but i replaced it with the accuracy one Gauntlets of Accuracy: +3 Accuracy, You can get them in the ancient training hall, Ancient Engwithan Dig site on First Map if you took port maje first Swordsman's Bracers: 10% Hits to Grazes taken by melee, you can steal them from the crate behind the merchant Boots If you have the well-supplied traveling merchant you can go for Boots of Speed: for fast stride in solo or stealth Boots of Stone: Since you don't have unflinching yet the resistance bonus and a +1 Resolve really Helps Shore-walker Sandals: +1 Resolve & 20%Stride, if you don have the merchant, these are good early boots Belt If you have the well-supplied traveling merchant go for Troll Hide Belt(775 CP): 1 HP Regeneration per 6 Seconds, not much but a welcome bonus for the blank belt slot, you also get via loot early on but still Girdle of Mortal Protection(1775 CP): +2 Constitution, 20% of Crits to Hit taken, Good defensive capabilities but i chose Troll hide Weapon Fine Great Sword: Decent early-game weapon you must get those fragments fixed after going to Neketaka Fine Arquebus/Arbalest/Crossbow: although arquebus is preferred due to damage, if you aren't a devoted fighter sub-class they make for a good opening shot or you can take their regular counterparts if you dot have the corresponding blessing Cape/Cloak If you have the well-supplied traveling merchant you can go for Cloak of Greater Deflection(775 CP): +7 Deflection (melee combat damage mitigation by decreasing the state of damage by one level if successful) Cloak of Greater Defense(775 CP): +10 Fortitude,Reflex & Will or you can go with a cloak that you might be able to loot from the Old Battleground or Burial Mound on the first map, luck is needed sometimes in RNG Armor Fine Breastplate Fine Leather Armor or you can take their regular counterparts if you dot have the corresponding blessing Rings: you can loot these early on from the Old Battleground or Burial Mound on the first map, luck is needed sometimes in RNG Ring of Overseeing(400 CP): +10% AOE, better carnage and other aoe dependent skills although there might not be much this early perhaps scrolls (needs 1-3 Arcana) Minor Ring of Deflection Minor Ring of Protection Gaun's Pledge: if you don't have some potions can help with your survivability early on Helmet: if you aren't a God-like Death Maw: being near a killed enemy grants temporary damage reduction, a nice early on bonus Amulet If you have the well-supplied traveling merchant you can go for Amulet of Greater Health(1075): +25 Max Health Wise Teeth Necklace: +1 Intellect, History, Insight from the encounter in the first island located just before the Old Battleground Protective Eothasian Charm: +1 Perception and a really good Regen & DR ability that activates in near death, must rest to recharge skill from the hidden cache in on the well in the middle of Gorecchi Street, Port Maje Equipment: Mid-Game(Neketaka an Beyond) Gloves Gate Crusher Gloves: +2 Might, Knock down on critical hit in melee & grants "Reeling Blows" good crowd control skill 2/2 Per Rest the knockdown procreation of your gloves go really well with you combo and the cc skill with the extra might is an added bonus Sold by Wanika at Queen's Berth Belt The Undying Burden: +1 Athletics, +2 Constitution, Grants Second Wind & a scaling Damage reduction as health decreases 30% Max you really can't have too much second wind, Sold in Delver's Row by Imuani Rings Ring of Solitary: +1 Resolve, -35% debuff duration, Perfect for and independent vanguard or Solo run Looted from Bount-Pirakau, encounter located at 26* 58'S 45* 9' E well its better it you just browse the map especially if you the explored world map blessing Chameleon's Touch: +1 Random Attribute & Skill, Dependent on class Looted from Bounty-Nomu the Marauder, encounter located in the me island as neketaka Ring of Overseeing: +10% Aoe, Still a good choice Amulet Baubles and Fin: +1 Constitution & Intellect, +5% Damage 6.5M Aura A reward for the (Peaceful Preferably) resolution of "Broodmother's Fury" in Tikawara Wise Teeth Necklace: +1 Intellect, History, Insight from the encounter in the first island located just before the Old Battleground Protective Eothasian Charm: +1 Perception and a really good Regen & DR ability that activates in near death, must rest to recharge skill from the hidden cache in on the well in the middle of Gorecchi Street, Port Maje Helmet Heaven's Cacophony: +2 Intellect +1 Religion, also Grants a 2/2 Knockback Stun and Shock Retaliation Skill The extra skills granted are really helpful for situational enemies who are immune to slash and pierce the increase in buff duration and aoe due to the Intellect +2 Bonus does wonders for your build, the +1 Religion is just a little extra to match the theme of the helm Armor: you current fine armor should be good enough if you find/loot/stole an exceptional/ superb Counter part replace it right away but if yo can spare the funds go for Cloak Ruata's Walking Cloak: +1 Diplomacy & Survival, +5 Reflex +20% Stride(Scales with Survival) Obtained as a reward for Eulogy for the Dead Garari Cuirass Sold by Ernezzo in Delver's Row Weapon: The Whispers of endless Paths Equipment: Mid-Late Game found as a drop on the dead guard fanatic in the forgotten catacombs (be careful of Fampyr Charms) sold by the merchant at crookspur Play Style https://youtu.be/chQ-7oOoxIk a bit harder encounter compared to the xaurips, buffed with "lumious adra potion, arcanist balm for +4 Alchemy" Taru-Taru Chew +5 to Might,Dexterity & Constitution higher level encounter with levels higher than that of my current watcher (The Steel Preacher Encounter) https://youtu.be/k55xi8-JraU Start of Combat Tactical Barrage: For concentration,aware and acute Lion Sprint: For nimble, +15 Accuracy, Immunity to Engagement. you can now barbarian Frenzy or retreat to safer distance with speed bonus and apply more buffs Charge the the farthest yet softest enemy if available e.g. Priest etc. pause a moment to let enemies catch up Barbaric Smash the enemy killing it regaining rage whilst also applying cleaving stance and Boosted Carnage to the enemy at this Point us spinning assault then charge to another enemy regardless to keep the momentum flowing Barbaric smash near death enemies and finish them off At this point feel free to use your remaining resources to end the fight, if you lacking health this build focuses on dr reduction and speed yet you will have two "second wind" one from basic athletics and one from " the undying burden" Conclusion: if you find yourself lacking in early game don't be afraid to take on some drug, potions and scrolls until you get the core abilities you need to run enemies through.
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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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Hi, got a question... Which is the difference between the Vault and the Gallery? My guess 'till now was that the Gallery is the "collection" of all of your cards, while the Vault is exclusive to a given party. Is this correct? Which is the difference between "Treasure On/Off" and "Available" Displays? And what is the meaning of the numbers at the bottom of each kind of card? Copies, Copies (including your current deck), Available, Lootable, Random Drop Probability...? I saw no tutorial/explanation on this topic. Thnx ahead!
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Hello I have some questions about Wizard in general, and some tips for my kind of vision about my character. In general i want a Wizard, that stays mostly at secound or even third line, but deals much demage and here i have some questions. 1. What is the best (in you opinion) stat menagment for this kind of build, i know that probably Might, but im asking about more stat distrubution in general, for example if you where playing this kind of a wizard, how many might, intelect, resolve, dex you would you take ? 2. What type of armor would you guys recomend for this type of character ? Im personaly thinking about something between Robe and Breastplate, im not asking of course about protecion and speed reduction only, but also about possible enchantments good for Wizard, from what i seen in wiki, Robes have best enchantments for Wizard ? Im right ? 3. I know that weapon is not most important thing about mage, especially at later levels. But at the begining weapon is possibly some times life saver (Becouse lack o spells), im personaly thinking about gun Blunderbuss, is taking this weapon for mage have any sense ? 4. If my build in general would be a mage in robe with blunderbuss what type of talents would you take ? 5. Skill question, I knew that takeing few point in athletics is a good idea, also lore seems to look good. My question is about Mechanics (in witch Wizard gets one) and survival, which is better in your opinion ? I personaly dont see my Wizard disarming traps, sneaking etc. If i take Athetics (4 point) Lore (10) and rest to Survival it whoud be good option ? Im asking not only about cold tactical calculation, but alsto about how many times those skills are used in dialog ? 6. Dream Team, what is your perfect team for a Wizard, expecionally Wizard with a Gun, and also how whoud you equip/ and develop rest of your team ?
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Played on Hard, Expert Mode. Explored as usual in the Dyrford Village. Found a chest in the house next to Hendyna. BOOM. 2 Characters outright died, the rest were knocked out. Game Over. Traps are terrifying. I love it!! Here's some tips to avoid "Mistakes were made": - Save OFTEN. - SCOUT MODE EVERYWHERE (Better safe and paranoid than unsafe and dead xD) - You need someone to be Master of Mechanics. That's it. Be careful out there, and have fun :D