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thelee

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thelee last won the day on September 23

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    simulcra

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  1. yeah the qualifier that it's from an enemy hit is something i didn't think of. i find it a bit odd that such a qualifier exists, it's apparently optional, and that some instances of "on being hit" don't have that qualifier. probably an oversight on those few items. though i did find it amusing with a test paladin/druid i spun up that would trigger Inspired Defenses and stacks of Retribution while standing on their wicked briars. not sure i can do anything decent with that though.
  2. dang is this another Constentin discovery? I didn't know this. I wonder if there's some metagaming/new-cheese potential here. Surely there's more "on being hit" effects from gear. I only knew about Auroch.
  3. even though it's extremely cheesy, there's something very satisfying about seeing a chain of lightning bolts get triggered off a proc, especially if your crit rate isn't maximized so it doesn't always go crazy. it's like playing a slot machine. if you add in an energized inspiration (very easy with least unstable coil, synergizes with avenging storm, as if avenging storm + effort needed any more help) you also stunlock the enemies as you bolt them to nothingness.
  4. hang on, are you saying that when you cast avenging storm, that counts as an attack against the caster for veteran's maneuver?
  5. i'm not aware of any guides, but it's relatively easy to sneak past the first island. i did so in my ultimate run (put it at 2x speed and skip like the first 10 minutes or so): i'm sure other ultimate video runs (if you can find them) will also feature sneaking on the first island, because it's frankly not worth the risk or the time to take on some of the big unnecessary fights. edit: if it's just a matter of being unenjoyable at low level, there's a berath's blessing that starts you off at level 4, have you given that a try?
  6. the big problem is that deleterious alacrity of motion (which priest doesn't get) is a huuuge survivability boost for an up-close glass cannon that comes online much earlier. it requires some micromanagement, but it essentially means that you don't even need to rely on things like wizard's double or arcane veil for most protection (just for ranged) because you just constantly run out of range of melee attacks. (so you can spend those spell slots on other buffs or utility, like infuse with vital essence) eventually BDD + SoT is better than anything, but that also comes up against my general resistance to using cheese in my runs unless absolutely necessary
  7. IMO universalist is pretty hard to make truly synergistic; "more heals" is a bit overkill given how good of a healer druid already is. i had a build in these forums that made it like a "keeper" from wc3, but what might actually be more synergistic is to go wael + whatever and make it a flameblade or spiritshift build that uses wael magic for protection. i got great mileage from doing wizard + druid with flameblade and ring of focused flame doing essentially something similar. priest lacks as many fast self-buffs so you have more action economy issues (and no deleterious alacrity of motion), but it might still be pretty good.
  8. yeah the +1 AR from stalker is really good. i've done the same (with bear). but also with antelope (extra AC on top of higher AC). honestly i am not terribly scared of fort and will attacks, at least early on. better deflection and really good reflex (getting caught by drake breaths, man) do sound better to me than mostly irrelevant-in-early-game AR. i'll admit i've never done boar, but that regen seems too slow to be that good.
  9. i don't doubt it might be outdated (that section probably hasn't been touched since 1.x), i'll add it to my queue for next update. yeah, though for me the damage of the animal companion isn't very important. i mean, it's important for ranger's overall dps in general, but overall i get more value for most situations just as a source of engagement (with protective companion), so survivability is more important to me, unless i'm ghost heart. yeah it's not bad, that's why i specified it's better mid-late game when you get some scaling. IME AR is just really hard to make relevant in the early to early-mid game in PotD, which is also the hardest part of the game. IIRC a bear companion will have 8 AR at game start (5 + 2 bonus + 1 default fine bonus). Against even a lower-pen attack (like 6 PEN) thanks to PotD scaling you actually get 0 survivability bonus compared to a non-bear (thanks to the +2 PEN from difficulty). it'll protect you a bit from overpenetration (esp crits) but not by much. and then against harder enemies, forget about it, even with zealous endurance or a tier 2 constitution inspiration you may still get 0 DR. it's only really as you keep scaling up and enemies start capping their scaling (or vs spell-based-scaling scaling up too slowly) and/or you get tons more reliable sources of AR boosts or PEN debuffs that it really helps alot. (edit: same goes for players, really. even when you first get heavy armor it's underwhelming the protection versus the cost because of how asymmetrically weak heavy armor weaknesses are. in terms of early armor, it's the exceptional medium armor you can steal from dark cupboard that imo starts having a real impact on survivability and almost exclusively because it covers its weaknesses better than heavier armor)
  10. i'm actually partial to antelope for PotD. AR boost is kinda hard to see gains from until scaling from mid-late game, even with resilient companion, bc it's such an arms race against enemy PEN. Meanwhile +10 to all defenses helps all the time, even if subtly. But large size on Bear is pretty handy when you need a body to do some body-blocking (may be dependant on your willingness to micromanage though).
  11. To double-check: you just entered the oratory, and immediately went back out? And then when you came back in, none of the normal stuff with Maura triggered?
  12. echoing Chaospread, honestly i'm super sour on corpse-eater for SC barb. Best part of SC barb is getting high level shout abilities, and corpse eater makes it 100% more expensive. if you're set on corpse-eater i'd multiclass it (so the +1 rage cost hurts overall less) and if you're set on SC barb i'd choose something else.
  13. i find the huana voyager to be extremely useful in particular for this. load up like those double-barreled cannons and you don't have to waste time turning, just fire (you may even have a turn to hold position for greater accuracy). contrary to what i said earlier, iirc, rathun might be perfect case for grapeshot. IIRC they don't have surgeons, so once you disable their above-deck sailors, they literally can't sail anymore.
  14. it shouldn't actually be killing off enemy combatants prior to a boarding fight. i could be wrong, but istr this is a deliberate choice by the designers. grapeshot can be very effective in low to mid ship fights. the problem is that it scales very poorly into high-level ship fights because surgeons are too good and there are lots of crew members. you can continue to get the enemy ship to cycle combatants around, but they will still have crew members to spare to shoot you down, while their injured sailors heal so quickly that you aren't causing any lasting damage. grapeshot in this case doesn't get you closer to winning, it just slows down how quickly you lose. the one exception is when you have high-enough-rank sailors to trigger events with some regularity, then you can waste tons more enemy time with grapeshot and the game sometimes glitches out and deletes sailors from ship combat (not boarding combat) while trying to move sailors around to deal with events. but cannonball shots also can trigger events, get you closer to winning, and can disable the ship surgeon AND ship cannoneers. for high level ship fights, there's only two good strategies and all other strategies are worse: 1. just cannonball the enemy ship down with the best DPS you can manage 2. use magranite flamethrower on a fast ship like your default or the voyager with high level cannoneers and just brute force the enemy ship down. the fundamental design problem is that they simply made cannonball do too many vital things (your main win condition, disable surgeon, disable enemy weapons [which is their main win condition]).
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