michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 Let's say 24 seconds and forget the casting time for a bit: Troubadour: generates 8 phrases --> can cast 2 skeleton invocations that cost 4 each --> 6 skeletons Beckoner: generates 4 phrases --> can cast 1 skeleton invocation that costs 4 --> 6 skeletons So in 24 secs the troubadour summons the same amount of summons - but they are sturdier and bigger. At the same time he can produce a skeleton every 3 seconds whith "Many Lives Pass By" while the Beckoner can only produce eone every 6 seconds: So in 24 seconds the Troubadour summons 12 skeletons while the Beckoner summons 9. 6 of those are whimpy. The advantage of the Beckoner is that all 6 come out at once and do damage right away - and that you can profit from killed summons. Which is easier if they die faster. The cost of Beckoner skeletons is not less? Except for mistake is 3, and the one of the Troubadour is 4. In the end the Troubadour, ends up doing better the role of summoner (Beckoner invocations do not last less, they die faster, and make this impression). Beckoner is a subclass for specific strategies by sight.
Boeroer Posted January 26, 2019 Posted January 26, 2019 Beckoner summons had the same duration as Troubadour summons when I checked 5 min ago. Did they change that? Because the description of the Beckoner passive still says shorter duration. But in my case they were all the same - just smaller and less durable. 1 Deadfire Community Patch: Nexus Mods
neotemplar Posted January 26, 2019 Posted January 26, 2019 The mentioned figurines are once-per-encounter items. They recharge after each battle and can be used again. They add the shaman fetish flavour to chanter + allow non-summon classes to still summon smth Has anyone tested chanters in turn-based mode? Do they feel different, like firearms? There were complaints about troubadours not working correctly. 1
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 Beckoner summons had the same duration as Troubadour summons when I checked 5 min ago. Did they change that? Because the description of the Beckoner passive still says shorter duration. But in my case they were all the same - just smaller and less durable. In my description of the Beckoner in Pt-Br, it says that the invocations have 50% of the original life and are smaller (visually). Just say that, nothing to last less, this is the invention of the people. Note: The cost of Beckoner invocations is -1 (I think in this case they are cheaper), if the default is 4 the Beckoner would be 3.
Boeroer Posted January 26, 2019 Posted January 26, 2019 Figurines have charges. If you use them too often they are empty and you can throw them into the trashbin. 1 Deadfire Community Patch: Nexus Mods
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 The mentioned figurines are once-per-encounter items. They recharge after each battle and can be used again. They add the shaman fetish flavour to chanter + allow non-summon classes to still summon smth Has anyone tested chanters in turn-based mode? Do they feel different, like firearms? There were complaints about troubadours not working correctly. They are like the "Quick Items" items of Baldur's Gate 2, where they have invocations they use and only return after resting.
Boeroer Posted January 26, 2019 Posted January 26, 2019 (edited) Beckoner summons had the same duration as Troubadour summons when I checked 5 min ago. Did they change that? Because the description of the Beckoner passive still says shorter duration. But in my case they were all the same - just smaller and less durable. In my description of the Beckoner in Pt-Br, it says that the invocations have 50% of the original life and are smaller (visually). Just say that, nothing to last less, this is the invention of the people. Note: The cost of Beckoner invocations is -1 (I think in this case they are cheaper), if the default is 4 the Beckoner would be 3. What game version do you have? Because Beckoner Summons are actually one point more expensive (4 instead of 3 in case of skeletons) and the description of the Beckoner passive clearly states that the summons are smaller, have less health and less duration (actual game version 4.1): So it's def. not "the invention of the people". Edited January 26, 2019 by Boeroer 1 Deadfire Community Patch: Nexus Mods
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 Beckoner summons had the same duration as Troubadour summons when I checked 5 min ago. Did they change that? Because the description of the Beckoner passive still says shorter duration. But in my case they were all the same - just smaller and less durable. In my description of the Beckoner in Pt-Br, it says that the invocations have 50% of the original life and are smaller (visually). Just say that, nothing to last less, this is the invention of the people. Note: The cost of Beckoner invocations is -1 (I think in this case they are cheaper), if the default is 4 the Beckoner would be 3. What game version do you have? Because Beckoner Summons are actually one point more expensive (4 instead of 3 in case of skeletons) and the description of the Beckoner passive clearly states that the summons are smaller, have less health and less duration (actual game version 4.1): So it's def. not "the invention of the people". The chanter's summons are smaller and have half their normal health. Summon Invocations cost +1 Phrases. Source: https://pillarsofeternity.gamepedia.com/Subclasses#Beckoner Worse than the description does not match with the official site, and unless cheat pt-Br (Translation) does not have the part of least duration, I tested here too and all skulls lasted exactly 18 seconds. as it is in the description (Unless the description shows, the duration already with the reduction of time)
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 In the game also comes written that has lesser duration, in addition to having half of life and a smaller size. (I.e.Now in Portuguese it says that it costs -1 Sentence, in English +1 phrase (In this case I believe that the correct one is) What is the real cost of the initial skeletons? (In the game it appears that they cost 3), I am Backoner; and in the Troubadour, how much?
Elric Galad Posted January 26, 2019 Posted January 26, 2019 So it's def. not "the invention of the people". I disagree. Obsidian devs are people. 1
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 So it's def. not "the invention of the people". I disagree. Obsidian devs are people. Read the above posts, and understand. 1. The question that in the duration of the skill already counts with the reduction? That was the confusion. But in fact both in English and Portuguese they speak of the smaller reduction. What is strange now is the cost of Prhase, in English it says +1 in Portuguese -1, my backoner spends 3 phrases in the skeleton, the troubadour spends how much? 4 ' Chanter: Beckoner or Troubadour for end game? https://forums.obsidian.net/topic/99616-chanter-beckoner-or-troubadour-for-end-game/
Frak Posted January 26, 2019 Posted January 26, 2019 Cost of skeletons for beckoner (+1 cost of summons) and troubador (+1 for all invocations) are both 4. 3+1. The confusion might be because in earlier versions beckoners had -1 on summons. That was changed in a patch. [i personally think that booth beckoner and troubadour might need a bit of fine-tuning. But that's up to the devs to decide] 1 Nerf Troubadour!
Frak Posted January 26, 2019 Posted January 26, 2019 Anyways, the game is not that hard that you are forced to min-max. Go with what feels like your preference and enjoy. 1 Nerf Troubadour!
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 Cost of skeletons for beckoner (+1 cost of summons) and troubador (+1 for all invocations) are both 4. 3+1. The confusion might be because in earlier versions beckoners had -1 on summons. That was changed in a patch. [i personally think that booth beckoner and troubadour might need a bit of fine-tuning. But that's up to the devs to decide] is right the default is 3, but in the fight appears 4. The description in Portuguese that needs to be updated. What are the Races / Sub-Races, which you consider more synergistic with the Herald? GodLike (Moon): have +1 INT and Regen HP (If low 75%, 50% or 25% if I remember correctly). It seems to be the only class with real synergy, what do you think?
Frak Posted January 26, 2019 Posted January 26, 2019 (edited) I don't play herald. I'm a single-class chanter ;-) (The user Marigoldran is obsessed with 'em, though) Don't worry about races. Choose the race you like to play. Moon godlike have good healing synergy if you like to be a bit tanky or have healing support , but chanter gets so many healing-chants (Soft Winds, Ancient Memory, Old Siec ...), that the extra healing from a moon godlike probably doesn't matter much. A herald is probably unkillable anyway. I've just restarted again, and I'm boreal dwarf skald. Because I want to play as a kind of Saganini (POE1) and from the Deadfire, but with chanting and chopping their legs off. The boreal racial buff is just for fun. Edited January 26, 2019 by Frak 1 Nerf Troubadour!
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 (edited) Now I understand, that:Herald is necessarily Chanter + Paladin and because troubadour is the most chosen as Summoner.Now I'm in doubt which of the subclasses of Paladino has more synergy with Chanter?They talk a lot about "The Shieldbearers of St. Elcga" and "Goldpact Knights" as being the best synergy with the Herald because they are more Tanks.If I understand correctly the "Shieldbearers" has a skill like the "Tree Bark / Stone Skin" of Baldur's Gate 2, which absorbs some or all of the damage by a few blows. And "Goldpact" te + 1Engagement and his "Lay of Hands" is special to prevent the death of allies (5 ~ 6 seconds of immunity it seems).The bad Shieldbearers he has to stop to launch, this should take time, since Goldpact seems to be more "Support"Kindwayfarer is have good heal for team.Does Lay of Hand work on invocations?To be 100% (Only chanter and to have access to the Supreme Dragon is tempting) ^^https://pillarsofeternity.gamepedia.com/Subclasses#Sister_of_the_Reaping_Moon Edited January 26, 2019 by michel.montenegro
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 (edited) Now there are other classes that seem to be invokers like "Beastmaster" (Ranger + Druid), is that right? Druids have what / how many invocations? Ranger, I think you just have the right animal companion? In Baldur's Gate 2 he had the MultiClasse Clerigo / Ranger, used Dual Sword and had access to many divine spells, in PoE2, cleric and Druid spells do not come from the same divine source, so they are very different. Edited January 26, 2019 by michel.montenegro
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 I don't play herald. I'm a single-class chanter ;-) (The user Marigoldran is obsessed with 'em, though) Don't worry about races. Choose the race you like to play. Moon godlike have good healing synergy if you like to be a bit tanky or have healing support , but chanter gets so many healing-chants (Soft Winds, Ancient Memory, Old Siec ...), that the extra healing from a moon godlike probably doesn't matter much. A herald is probably unkillable anyway. I've just restarted again, and I'm boreal dwarf skald. Because I want to play as a kind of Saganini (POE1) and from the Deadfire, but with chanting and chopping their legs off. The boreal racial buff is just for fun. https://forums.obsidian.net/topic/99856-quick-herald-based-question/ I'm reading the link above. The build author below nicely complements the build he used. https://forums.obsidian.net/topic/99906-potd-solo-build-guide-herlad-war-caller-aka-sword-singer/
michel.montenegro Posted January 26, 2019 Author Posted January 26, 2019 Funny you wanted to know about Summoner learned a lot about Herald, and the other summoners? How do they work?
Marigoldran Posted January 27, 2019 Posted January 27, 2019 Try it and you'll find out. There's no substantive difference in what paladin subclass to choose. Just make a herald or two, make them troubadours and win. 1
michel.montenegro Posted January 27, 2019 Author Posted January 27, 2019 (edited) Try it and you'll find out. There's no substantive difference in what paladin subclass to choose. Just make a herald or two, make them troubadours and win. Dual weapon = 2x heal (With "Kind Wayfarers") = 15x2 = +30hp ( 5 hits = 150hp O.o ) https://forums.obsidian.net/topic/97043-how-does-the-kind-wayfarers-ability-work/ I'm having a hard time knowing which weapon to start with, how do I start gun scoring? Is it true that "The Shieldbearers of St. Elcga" does not die in Herald Build? It seems that it lasts between 5 ~ 10s the effect of "Lay of Hand", and to have 7 Zeal except that which would give a 35 ~ 70s, a long time. i liki link. https://fextralife.com/pillars-of-eternity-2-build-guide-vatnir-zealot/ Edited January 27, 2019 by michel.montenegro
protopersona Posted January 27, 2019 Posted January 27, 2019 Beckoner summons had the same duration as Troubadour summons when I checked 5 min ago. Did they change that? Because the description of the Beckoner passive still says shorter duration. But in my case they were all the same - just smaller and less durable. In my description of the Beckoner in Pt-Br, it says that the invocations have 50% of the original life and are smaller (visually). Just say that, nothing to last less, this is the invention of the people. Note: The cost of Beckoner invocations is -1 (I think in this case they are cheaper), if the default is 4 the Beckoner would be 3. What game version do you have? Because Beckoner Summons are actually one point more expensive (4 instead of 3 in case of skeletons) and the description of the Beckoner passive clearly states that the summons are smaller, have less health and less duration (actual game version 4.1): So it's def. not "the invention of the people". The chanter's summons are smaller and have half their normal health. Summon Invocations cost +1 Phrases. Source: https://pillarsofeternity.gamepedia.com/Subclasses#Beckoner Worse than the description does not match with the official site, and unless cheat pt-Br (Translation) does not have the part of least duration, I tested here too and all skulls lasted exactly 18 seconds. as it is in the description (Unless the description shows, the duration already with the reduction of time) That wiki is not an official source. It can be edited by anyone. Obviously not everything is updated or current. 2 "As the murderhobo mantra goes: 'If you can't kill it, steal it.'" - Prince of Lies
Frak Posted January 27, 2019 Posted January 27, 2019 (edited) "Invocations" is a word that we only use for chanter (multiclasses). Invocation = 'chanter spell' Druid, Wizard and Priest uses spells. A beastmaster is likely also a good summoner. You get the pet from the ranger class and druid have a few summoning (blights). Also, druid can spiritshift for added transformation fun. Or you could go multiclass druid/chanter and become a theurge. That would likely be the ultimate summon class. Also, you get spiritshift. Priest and wizards get one or two summon spells, I think. They are not summon specialist, though. The wizard tentacles is always fun. Regarding weapon specialisations. You get a few more during levelling. So if you choose 'wrong' in the beginning, it's not a big of a deal. I don't understand what you mean by "gun scoring". Unless you're a min-maxer, in which cause you'll cry yourself to sleep for three days and restart again Edited January 27, 2019 by Frak 1 Nerf Troubadour!
Frak Posted January 27, 2019 Posted January 27, 2019 Hmm, the portugese language pack is not updated with regards to beckoner description. Someone (else) should probably file a bug report. 1 Nerf Troubadour!
Boeroer Posted January 27, 2019 Posted January 27, 2019 (edited) And here you see a reason why descriptions on PoE and Deadfire are always vague. If you have to change them too much because of balancing you have to update all localisations, too. Usually localisation is outsourced... A solution would be to keep the textual description vague and free from numbers, just to give an idea what this ability does. And then do a different block with all the numbers/math that only uses icons/symbols as labeling. And which doesn't get localized. Edited January 27, 2019 by Boeroer 1 Deadfire Community Patch: Nexus Mods
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