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fentan posted:Did you (Dyrford Village) kill Medreth? I lied to her and said the orlan got away, which apparently counted as helping her out which is what I told the doorman. Anyway, another option is to walk into a house in the north east of Copperlane district and bust up some thieves. They'll have a note that Mr Doemenel will be interested in seeing.
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# ¿ Apr 1, 2015 05:17 |
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# ¿ Apr 29, 2024 20:56 |
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I think the Drinking Horn of Moderation isn't bugged only for Ciphers and reapplies its Int bonus whenever you load a savegame. Or something like that, I don't know. All I can say is that I've avoided the permanent stat boost bug and still arrived at a point where Durance can now cover almost the entire screen with Interdiction. Wezlar posted:I would really like wizard a lot better if they didn't feel as useless during small engagements when you don't want to be casting their spells. The class is strong, though. If it fails to stand out that's more to do with Druids, Priests and Ciphers being great and having some spells that should probably be turned down a notch than Wizards being bad imo. And even so, being the kings of AoE disables is a pretty comfortable niche.
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# ¿ Apr 1, 2015 16:00 |
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Fish Fry Andy posted:I think the biggest problem with Wizards is shared by all per-rest centered classes, and that is that I constantly horde their abilities for difficult fights. In the meantime this has let my other, more per encounter focused characters drastically outshine them. Other thoughts on the patch: Lowering Bonded Grief penalties is good but it won't prevent animal companions from going down like a sack of poo poo in the first place. I just want Itumaak to live and be happy and maybe useful. The Drinking Horn of Moderation seems completely bugged. At least in my game, Durance eventually ended up with I think 21 Int since the item seems to reapply its bonus over and over again. I don't know what causes this, but since the thing's not getting fixed I'd advise people to just not equip it, Cipher or not. I don't see Shades being mentioned in those patch notes.
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# ¿ Apr 2, 2015 23:29 |
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Basic Chunnel posted:Tbh I think ciphers need to be nerfed, probably just by reducing some of their disable times. As it is the class is pretty much designed to reign supreme (foe-only disable AoEs and single-target control are both very powerful). I think they've got the inverse problem that the Chanter has at present - their power wanes a bit as battles draw on, but battles don't typically last very long, especially given how powerful their abilities are. Kitting with firearms is also a very obvious and very powerful build, far and away the most powerful build in the game. But the same can be said about Druids and Priests, so I think it's just a matter of generally unbalanced spell lists. Ciphers may have the most outliers, but it's not like a Druid can't just trivialize half of Act I with Winter Wind, either. DrPop posted:Just wanted to say that anyone who's been hesitating to use the stat fix provided on reddit earlier (https://www.reddit.com/r/projecteternity/comments/30x84n/unofficial_bugfix_easy_fix_for_attributesdefences/) should do it. I was nervous because I'm an idiot and thought I'd mess something up, but it's very easy.
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# ¿ Apr 2, 2015 23:55 |
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Insurrectionist posted:I don't mind the chanter Invocations really, especially for level one the worm one is incredible. It's definitely situational - it literally does nothing if you're fighting ghosts for example, or just one strong enemy, and is weak in encounters with a few creatures only. But for an AoE I've found it borderline overpowered. Though that said, waiting 3 phrases is still kinda long, especially for the other Invocations which feel a lot weaker. They don't get quite enough phrases to justify how situational some of them are, and many of the lower level ones are not that good even when they're relevant. The higher level ones are universally good, though. Invocations pretty much kill the class for me, though. They will often decide a battle the moment you use them, but that requires it not being decided/over already. So most of the time this whole feature of the class does effectively nothing and when you do get one off you get a victory that just feels cheap out of it.
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# ¿ Apr 3, 2015 00:29 |
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Batham posted:It was? Mages were hilariously overpowered, sounds like a spiritual successor to Baldur's Gate to me!
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# ¿ Apr 3, 2015 00:33 |
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Batham posted:Arcane Warrior. It's pretty much Bioware tossing any idea of balance out of the window. Insurrectionist posted:Also, the Worm invocation felt very opaque to me and kinda hard to figure out, I remember when I picked it I was thinking it'd summon some worms to fight for me or something, and then trying it and not really noticing it doing anything at all and I was kinda like 'what the gently caress is the point of this skill'? But then I realized that when the combat log says poo poo like 'X misses, Y grazes, Z hits' you can click it to see what happened and holy moley, yes please I would like to do 10 - 20 damage foe-only aoe PER WORM, thank you. Oh there are 3 corpses there, boop that's like 40 - 50 damage to every enemy clustered up in this doorway waiting for their chance to wail at Eder. It's like Diablo 2 corpse explosion in fun and power, and can single-handedly win me tough encounters against lots of enemies, for example some of the Xaurip mobs on Od Nua level 5 on Hard.
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# ¿ Apr 3, 2015 00:51 |
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MartianAgitator posted:I haven't played a high-level chanter, but I have to strongly disagree that an invocation will decide a battle when you use it. The low level ones are summons, -DR, a stun...These are set-ups that have to be properly capitalized on, not battle-deciders. The stun is the best because it'll let you refocus the battle some (it's a small AoE), but each of these require that you have enough control of the situation to use them. They can turn the tide, but not quickly. The main offender is the level 2 paralyze invocation, though. Huge AoE, long duration. The only downside is that it doesn't get increased accuracy, but it usually still hits most enemies. Between that and having a strong summon available for most levels, it's just been my experience that most fights are decided by an invocation if they aren't already. I don't know if that would hold up for all invocations and I have only unlocked one of the level 3 ones, but a lot of them look really strong. Pellisworth posted:-Finding secrets containers and doors, picking locks, disabling traps is all governed by Mechanics skill, so someone in your party should dump a lot into that. Also, everyone needs a few points in Athletics. I've seen people say 4, but I've been fine with 3. Anything less and you'll deal with people complaining about being tired annoyingly often, though.
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# ¿ Apr 3, 2015 01:21 |
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Just finished the Endless Paths before patching to see that one boss for myself before it gets changed and the Adra Dragon kind of just died. Being at level 12 after doing most of the bounties probably didn't make the fight any more challenging, but it felt like even at level 10 I probably would have had enough options to petrify, paralyze or knock her down. I actually did the fight twice, once just more or less clicking through the dialogue until an [Attack] response showed up and then a second time when I wanted to go the diplomatic route but found out that helping the dragon didn't sound like a very nice thing to do after all. All that changed was whose status effects hit. The first time it was Edér's Knock Down, of all things, and then either Hiravias or my main character following up with an Earth Talon. The second time Aloth decided that, gently caress it, this is his moment, and hit the dragon first with a Gaze, and then beat all odds by landing a Capricious Hex 30 second paralyze on the dragon and two of the Adragans (which I was mainly aiming for with it). Then he took the remaining Adragans out of the fight with a Slicken, just for good measure. Both times nobody was in any danger of going down. That's how most battles have been going for a while now. Anything that looks dangerous enough to warrant spells being used on it just gets buried under an avalanche of status effects, and the only thing that can delay the inevitable for some time is if they hit one of my druids or Aloth with a dominate or something first. Kind of unfortunate, since the early to mid levels were often quite challenging and had some very memorable fights (Caed Nua at level 3, the entire Skaen temple, the first set of bounties, Gramrfel the awful fucker). Sort of related to the above, I don't like that completing bounties gives experience, especially as much as they do now (assuming this isn't patched). I mean, I'm doing those so I can have some more challenging battles, getting 8000 or more experience for a single one is pretty much exactly what I don't want since it makes the rest of the game, subsequent bounties included, a lot easier.
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# ¿ Apr 5, 2015 00:11 |
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Mr.Pibbleton posted:I found the choice to be pretty easy since one slit his wife's throat and sits on his throne clutching the bloody dagger while leaving her in his bed because he's loving crazy and paranoid.
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# ¿ Apr 5, 2015 00:26 |
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idonotlikepeas posted:Here are all the prisoners I know about. Locations before the dash, specifics afterward.
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# ¿ Apr 5, 2015 00:55 |
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This game. Sort-of endgame spoilers ahead. Did the quest for Hylea in Twin Elms, let the dragon live because what could go wrong? Got the following conversation out of it:
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# ¿ Apr 5, 2015 02:16 |
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Rollofthedice posted:Is enchanting worth it?
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# ¿ Apr 5, 2015 02:45 |
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The last couple of posts make me wonder what Nexus modders might, in good time, make of a character named the Grieving Mother.
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# ¿ Apr 5, 2015 05:21 |
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2house2fly posted:I don't want to click on this because spoilers, but is there any chance someone could post a list of the names of quests which affect the ending slides? I missed the Powder Ganger vault in New Vegas and now I'm paranoid about missing ending-affecting quests. I don't care about how they're resolved, I just want the names. Blood Legacy Lord of a Barren Land The Champion of Berath The Master Below, Caed Nua in general. Apart from that just main story and companion stuff.
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# ¿ Apr 5, 2015 17:31 |
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Megazver posted:Thanks again, man.
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# ¿ Apr 5, 2015 18:09 |
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Vehementi posted:Is Barbarian talent Brute Force (attacks roll against lower of deflection & fortitude) worth it? Do many / any mobs have lower fort than deflection? I never pay attention to that relationship. V. Illych L. posted:Just beat the game. Sagani got depressed and Grieving Mother was dumb. That was irritating.
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# ¿ Apr 5, 2015 19:24 |
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Captain Oblivious posted:Nope, but you do have to find some meaning in it. Shrugging your shoulders and/or deriding at someone's life's purpose of five years especially given how it turns out probably isn't super emotionally constructive. For reference, I felt it was pointless considering how long it took, said as much, but throughout her talks reminded her that she would at least be able to get back to her family. I could see her becoming depressive after that, sure, but that whole self-destructive angle just seems really weird considering she also gets to see her husband and children again. Bogarts posted:I haven't gotten to it yet but the passive sicken aura that barbs get lowers all stats by 1 and lowers fortitude by 10. So thats what -14 fort on everything around you?
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# ¿ Apr 5, 2015 19:40 |
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Hieronymous Alloy posted:Encounter design seems like another criticism where people are forgetting to compare with BG 1, and instead comparing with BG 2, a game with a higher level, more versatile party and one where the Dev team had already built the basic engine and thus could spend time getting complicated. BG1 was mostly empty wilderness, but the chapter end fights and the entirety of TotSC are far better than BG2s approach of spamming beholders/vampires/mind flayers/golems/trolls/shadows/whatever or just plopping down a high level mage because just using the same anti-protection spells over and over doesn't get old, ever. Not to say that BG2 had no interesting battles at all, but a lot of the game's encounters are really poo poo and repetitive. ToB was largely pretty good in that regard, though. And as for PoE, I agree with the criticism to some degree, and I felt that the game had a little too few different enemy types for its length, but it does mix things up by giving you more varied groups than you'd usually encounter in the Baldur's Gates. I think it's overall consistently well-done but doesn't ever get really great. Although I have to say that I was crazy overleveled for the entirety of Act 3 and half of the Endless Paths, so maybe I missed out there. Also, that RPGCodex guy using a custom superb weapon to prove his point about unique weapons being lackluster is silly. Edit: Where does this idea that PoE is low-level stuff come from, by the way? Considering you're killing dragons and making deals with gods in the end, this doesn't really seem accurate. Wizard Styles fucked around with this message at 22:13 on Apr 5, 2015 |
# ¿ Apr 5, 2015 22:11 |
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Musluk posted:Also also, don't you need adra dragon or sky dragon scales to enchant stuff to superb? Those aren't exactly easy to come by, and anything you use them for should be strong, period.
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# ¿ Apr 5, 2015 22:18 |
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Toplowtech posted:The level/magic progression system is insanely close to the old 2.5 D&D one, where the power creep really only starts at level 13. So for anyone stuck in that state of mind, PoE is the prelude to EPIC HEROES AND GODS KILLING levels. The Sharmat posted:Imagine what a high level campaign in this setting must be like. Endgame Spoiler: gonna help Durance build more Godhammers and kill all those motherfuckers MiltonSlavemasta posted:As much as Sawyer wanted to dodge the Wizard Problem, I think it does begin to emerge in acts 2-3. Druids, Priests, Wizards, and Ciphers become a lot more powerful and involved at high levels. Chanters strike a middle ground because they have decent buffs and the best summons but they're not quite as interesting as I'd like them to be. At high levels the Fighter niche really becomes the Passive meatshield since they can't do consistent AOE like the Barbarian, can't focus people down like the Rogue, and I plan on posting more words later on why I find the Ranger and Paladin kind of sad. That said, I might be a niche audience in that I liked 4e enough I wanted to see active abilities, stances, et cetera coming out of the martial characters to make them as involved as the casters. While you can take more active abilities for your Barbarian and build them to do good consistent damage vs. crowds while off-tanking, they're never going to be as involved as a Druid or a Cipher. Also, I wouldn't want my entire party to be that involved, but it's unfortunate that the only classes that really have more than a couple of abilities are all spellcasters. Wizard Styles fucked around with this message at 22:51 on Apr 5, 2015 |
# ¿ Apr 5, 2015 22:47 |
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I think a lot could be achieved by just lowering durations for a lot of disabling spells and abilities, and probably tweaking the effects of petrification. Also crit modifiers, if that can be applied to status effects. I don't like powerful status effects like paralyze, dominate and so on being in the game to begin with, but it's things like the 20 second base duration on Gaze of the Adragan that make them win buttons. Delacroix posted:Regarding being on the receiving end of status effect spam, perhaps con could reduce incoming duration?
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# ¿ Apr 6, 2015 16:21 |
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rizuhbull posted:I'm at the first level up but aside from lore and maybe athletics, the skills don't seem that useful for a paladin. Is it worth it to get a bit of everything for the scripted events? In general, make sure everyone has some Athletics, keep one party member around that has as high Mechanics as possible, and apart from that you can do whatever you want. Oh, and always be in stealth mode when you're in a dungeon. The traps in this game will gently caress you up.
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# ¿ Apr 6, 2015 16:35 |
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Has anyone here played around with offbeat custom parties? I'm thinking about going with something like Rogue, Monk, Barbarian, Cipher, Wizard, Druid (all-out offense without any real tanks basically) and was wondering if someone had done something similar. esquilax posted:Warden gives you a few quests that are difficult and fun.
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# ¿ Apr 6, 2015 21:58 |
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Red Mundus posted:I don't know where to ask this but I thought I'd ask here. I decided to go back and play BG 1 + 2 and playing BG1 is making me vomit nails. I was in a really hard challenging fight and my sword spontaneously broke loving my 2 handed warrior big time. However, the smith doesn't sell 2 handed swords for some dumb reason so I ain't got no weapon. Also every mage I encounter one shots me every loving time and I am just losing it. Apart from that, BG1 is pretty punishing, so if it's really not for you then there's no point in keeping at it. It gets less swingy after the first couple of levels, though.
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# ¿ Apr 6, 2015 22:03 |
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Jackard posted:I guess that makes up for the bizarre lack of benchwarmer xp and the lower-level hireling restriction in a game with otherwise finite content? I'd rather just use Cheat Engine, though. Btw, does the IE Mod allow adjusting how many XP benchwarmers get? That's the one thing I really want modded in this game.
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# ¿ Apr 6, 2015 22:19 |
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Stokes posted:I'm having trouble figuring out how to approach the shade battles in the Eothan temple in Gilded Vale. I have a 4th Level Goldpact Knight Orlan Paladin, 3rd level Elf Chanter, 4th level Eder, 4th level Durance, and 4th level Aloth. I feel that the bigger battle is fighting the absolutely terrible engagement mechanic as they teleport around and spawn even more shadows that end up just wrecking me. I'm playing on hard, but even then this just doesn't seem like a very fair fight. Anyone have any tips? Target Fortitude and Will defenses if you can, and use Fire damage. Try to lower the Shades' Deflection. Blinding them (Aloth might have something for that) or using Durance's Halt spell should work. Use consumables, even if it just means force-feeding everyone pie and getting them drunk. I think you pick up some fire traps in that dungeon, too, so maybe use those. If your Chanter has the Hel Hyraf invocation, that would also help. Basically, the thing about Shades is that they have high Deflection and DR, but not a lot of Endurance, so if you can lower or get through their defenses, they won't be around for long. jerichojx posted:Seriously, I have gone three games without seeing the Gloves of Manipulation again but thanks for outfitting everyone in my team with Bracers of +10 Deflection The Sharmat posted:Endgame spoiler regarding Pallegina For being on the surface the most benevolent of the Gods, Hylea sure is a giant bitch. If you take her conversation with Pallegina at face value, she basically deliberately chose to make her this way because Pallegina would hate it, and Hylea likes her angry.
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# ¿ Apr 7, 2015 17:59 |
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Viscardus posted:What do you mean by failing to actually understand them? As far as I can tell, Durance's bad end comes from not convincing him that Magran conspired with Woedica, which doesn't really seem like a case of not understanding him (unless you don't do it in order to spare his feelings or something, I guess?). Pallegina's bad end seems to come from letting her do the right thing instead of her duty, which, again, doesn't seem like a failure to understand her. And Grieving Mother's just comes from being a utilitarian or something. I got Pallegina's Kind Wayfarer ending and didn't think of it as bad. She did what she felt was right, lived with the consequences and continued doing the right thing instead of breaking down. She remained an outsider but eh, can't have it all. Sagani first got depressed and then suicidal in my ending, apparently because I didn't convince her that her quest was worth it, which I still think is bullshit to some degree. I'm fine with her getting depressed, but the rest not so much. Especially since Sagani seemed like a pretty grounded character. All I can say about Sad Mama is that I got her good ending despite never talking to her after recruiting her so I could drag her through the Skaen temple to do the Cipher thing. Which, you know, nice for her, but kind of weird considering there's clearly something very wrong with her when she joins.
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# ¿ Apr 7, 2015 18:38 |
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Goodpancakes posted:If you are out leveling the content consider playing on path of the damned
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# ¿ Apr 7, 2015 18:57 |
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zedprime posted:Not literally, the idea is that instead of a difficulty curve that falls below the power curve in a completionist playthrough, there is a difficulty wall that leveling up only really bandaids. Tbh, I don't get why people come up with all these weird ideas like time limits and whatever. PoE only gives out XP for murdering things until you've completed a bestiary entry, which isn't incredibly much. So if side content gives too much XP compared to the critical path, it's really just a matter of changing quest reward XP around.
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# ¿ Apr 7, 2015 19:16 |
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cool tree bro posted:Most people don't want to have to do a completionist run to get maximum level in an rpg. That may be a bit extreme, and in the end I'm just throwing random numbers out there. All I'm saying is that the XP system in place in this game should easily allow Obsidian to tweak quest rewards to bring things in order. No need for time limits, level-up table overhauls, or telling people to just play PotD. Lt. Danger posted:*levels lance* Perhaps a progression system that doesn't involve just making all the numbers bigger? *charges windmill* That ship had sailed when the game was first pitched as a spiritual successor to the IE games, though.
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# ¿ Apr 7, 2015 19:43 |
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Two things I still wonder about regarding all the endgame revelations: Were the Glanfathans recruited to make sure that nobody would find the truth about the AI gods or did that deal predate their creation? Did the Engwithans use their own souls to power the gods, or was the vision of the mass sacrifice at the end showing something similar to the Leaden Key cultists sacrificing themselves to power the soul-collecting towers, just on a much grander scale? Hieronymous Alloy posted:Thanks, this was a big help. Sounds like I'll mostly use Hiravias then. I grabbed him at level 3, so this is the level 4 upgrade -- I'll probably give him scion of flame just to use the sunray ability vs the shadows etc. early on. I picked up the elemental damage talents for Fire, Freeze and Shock for my own Druid, in the following order: Freeze on level 2 for Winter Wind and Blizzard. Hail Storm is also decent since it covers pretty much the entire screen but didn't factor into the decision at the time. Shock on level 4 for Returning Storm and its big brother. Fire on level 8 for Firebug alone. Druids have other fire spells worth casting, but Firebug makes the talent worth it. That meant picking two of those before the spells I wanted them for at the time became available, which might have been excessive. I don't think so, though. All other talents were extra spell slots. I'm not sure those were really worth it (for Hard mode), overall, apart from the extra 4th level spell. 3rd level has amazing spells for when you get them, but they fall out of favor. Hiravias picked the same stuff, just a bit delayed. I considered giving Hiravias the extra interrupt talent because he has decent Perception. I didn't go for it, but I think I will next time. Druids often end up hitting every enemy on the screen in any given turn, sometimes more than once. I don't think spending talents towards spiritshifting is worth it right now. Wizard Styles fucked around with this message at 17:00 on Apr 8, 2015 |
# ¿ Apr 8, 2015 16:55 |
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I kept a set of heavy armor around for everybody. The only one that wore one by default was my main tank (Pallegina, I don't think she ever wore anything but her custom armor), but a lot of difficult fights were a lot easier when I made sure that my backline people couldn't just get fired down to 50% or less endurance in a few seconds. I'm thinking of Shades and other spirits and fights against other Kith (Skaen Temple Sentries, Gramrfel and friends) in particular here, but there are more like it. Also, it would be a tragedy to let all those sexy as gently caress breastplates just go to waste.
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# ¿ Apr 9, 2015 01:02 |
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Walrus Pete posted:Actually Eder rules and you stink. But to answer your question, fighters are the best tanks (by kind of a huge margin) but you don't need one. Paladins can't engage as many enemies as fighters, though, so you'll want an off-tank. But definitely get a guarding weapon and the talent that allows engaging more enemies if you use a non-Fighter tank, that made a huge difference. Dandywalken posted:This. Shades high-rear end Deflection rating (its 70 I think?) just really fucks players early on. Not that there aren't several ways to handle them even at low level, but when I went through that temple the first time, I ended up just brute forcing my way through it.
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# ¿ Apr 9, 2015 06:51 |
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WarLocke posted:^^^: For Shades I really think single-weapon is the way to go. +12 Accuracy gets you more hits, means more crits to mitigate that DR. Paired with buffs/debuffs/CC of course. quote:Paladins can work but the extra engagements from Defender really pull Fighters ahead as 'tanks' when you can't rely on chokepoints. Also the regenerating endurance is very nice against things that would hit through a Paladin's high deflection anyway. I mainly went with Pallegina as a tank and Edér as a damage dealer because their stats support that approach. That Paladin-only Herald shield in Gilded Vale is really good, too.
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# ¿ Apr 9, 2015 18:57 |
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PoE drinking game: take a shot whenever Durance starts sweating.DrPop posted:Is the last quest for the Crucible Knights really Winds of Steel, where you ice all the "revolting" Forge Knights? There's nothing else for my dude to talk about with the Commander or Dunstan after that. I'm still in Act 2, FWIW. StringOfLetters posted:I also really like that everyone holding a spellbook will drop their dang spellbook. Wizard highlander. Wizards are so cool, guys. They don't have as much punch as like a druid, but they can pave the way for a team of under-equipped auto-attacking morons to conquer armies. I took Aloth's armor for myself because I have not found anything else that makes bigger radii. MMD3 posted:I'm still really confused by how experience is doled out in this game. it says "party earned 3000exp, I go to check my progress towards leveling up and I seem to have only gone up a few hundred exp. Is it divided evenly among party members or something?
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# ¿ Apr 9, 2015 21:41 |
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Avalerion posted:Not sure about doemels, think they hate me by default because I didn't turn in their letter.
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# ¿ Apr 9, 2015 21:51 |
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Elderbean posted:Is this an appropriate stat layout for a priest on hard? Constitution is kind of weak as a stat, but I wouldn't dump it on the one guy you really want to keep standing to keep your group going in tough battles. Shaving off a few points should be fine, though, since Priests don't tend to draw a lot of fire unless you want to off-tank with them. I see no reason not to dump Perception. You may want to avoid a huge Deflection penalty, but that can be made up for with Resolve. Wizard Styles fucked around with this message at 21:59 on Apr 10, 2015 |
# ¿ Apr 10, 2015 21:57 |
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Wizards have low base accuracy and all guns carry an accuracy penalty. Most things are viable to a degree, but gunwizards don't seem like a good idea to me. Chanters and Ciphers are good with guns and will actually use them throughout the game, so I'd go for one of those two classes or the Magran talent.
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# ¿ Apr 10, 2015 23:08 |
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# ¿ Apr 29, 2024 20:56 |
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Druids are a good class for a first playthrough. Easy to build (get lots of Might and at least decent Intellect, pick all elemental damage talents except the Corrosion one, and apart from that do whatever), and you get the entire spell list to play around with without ever needing to agonize over choices. And while Druids are mainly about blasting everything to bits, their spell list is pretty versatile. You don't really get buffs, but that's all the class lacks. Also, I've started playing with a custom party of Barbarian, Druid, Wizard, Cipher, Monk and Rogue and holy poo poo I love it. It started with exploding bears and bandits and only got better. Also made me realize that Obsidian's NPCs are really more built for a slow and steady approach, which might have informed some of the common assertions about the one true way of playing this game (make heavy use choke points, always have a tank and a Priest etc.).
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# ¿ Apr 11, 2015 04:23 |