Pillars of Eternity

Pillars of Eternity

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Your favorite Class and Builds (Maybe even mods?)
Hello people that still play PoE

I still haven't completed my first playtrough as I've restarted over 2 times by now. Right now I'm playing a ranged cypher, but I can feel my enjoyment of the game slowly dwindling.
What was the most fun way you guys played the game that you would recomend?

I'm playing on normal, haven't played a game like this before except Divinity Original Sin
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I've decided to play it with the traditional 4 RPG Party as I was finding 6 confusing
Fighter (Me) Paladin Wizard and Priest (NPCs)
At Normal difficulty, battles are over too early, if doing the right thing your with your party.

If playing a ranged Cipher, you really need to develop an interest in being the one to choose spells that turn the tide. Just doing ranged attacks will get boring quicky, if you gain Focus but don't use it for spells that really add something helpful, such as causing afflictions or supporting an ally.

If the Cipher also faces competition from a Wizard and a Druid, it can get ugly, because if resting frequently, those two always can access their full set of spells immediately, while the Cipher needs to build up Focus first. That is more entertaining at higher difficulty modes where you need to carefully choose which spell to cast with your Cipher as not to be a waste.

A quick high DEX high PER fighter with extra Knock Down (and later Charge) might be a better choice, because you can give them a two-handed weapon or make them dual-wielding, too, and they a durable enough to not require as much micro-movement as Rogues. High MIG/CON/DEX Monk is fun, too.

Discussing entire builds is complicated, because there are so many options (also because of equipment) to choose from. And yet many builds suffer from a long downtime before they reach level 9 or so and get access to the better talents and abilities - or soulbound weapons from The White March.

What is everyones favourite class?
http://steamcommunity.com/app/291650/discussions/0/135508489637817346/
I like what a Chiper brings to the table, along side Focus, but as a main character it does seem a bit underwhelming. My stats placement might be not-so-great, but for my main character to be a de-buffer with a 30-40% chance of success against stronger enemies is a bit meh.

I was thinking about making a druid because I love shapeshifters, but I heard that the downtime on their 'alternate' form is quite long.

I like the sound of a two-handed fighter, but if I put a lot of points into Dex and Per won't he be quite squishy for an aggressive playstyle? Also, for the fighter you said 'quick'. Was that just a word you used to describe the playstyle or is there a stat or talent associated with making a character faster?


Lastly, what's your opinion on guns? I was very interested in trying them out as I love powder-weapons, but the long reload times makes them feel so much weaker than bows. Am I completely wrong?
Druids are much better as casters. Great AoE spells, not limited to damage.

Fighters regenerate Endurance during combat and can choose rapid recovery for even better regeneration. That makes it possible to reduce CON a lot. And they start to shine, if you reduce also INT to redistribute some of the attribute points to RES for a little bit of Deflection bonus. Their base Deflection is "Very High", however, and the cowardish player may choose further talents to increase defenses anyway. With two-handed weapons, they would not need high MIG, because of higher base damage of those weapons. Still, there are enough points to increase MIG several points.

İlk olarak Kreddi tarafından gönderildi:
Lastly, what's your opinion on guns?
Arquebus has been my weapon of choice for solo playthroughs and as the weapon to start an ambush with before switching to a melee weapon. Some of the other fire arms are special purpose tools only, such as high Pierce damage against protected wizards.
İlk olarak Kreddi tarafından gönderildi:
Also, for the fighter you said 'quick'.
High DEX for increased action speed. And armor that doesn't slow down the fighter too much. If necessary, the fighter can put on heavy armor for special encounters and until you have become familiar with the reliability during combat.
İlk olarak D'amarr from Darshiva tarafından gönderildi:
At Normal difficulty, battles are over too early, if doing the right thing your with your party.

If playing a ranged Cipher, you really need to develop an interest in being the one to choose spells that turn the tide. Just doing ranged attacks will get boring quicky, if you gain Focus but don't use it for spells that really add something helpful, such as causing afflictions or supporting an ally.
I'm playing on the highest difficulty (well, second-highest, the one before heart of fury hue), and I'm still experiencing the same problem.
By the time my Chanter has racked up enough lines to do anything useful, the result of the battle is already clear and his influence is just a flourish on top.
Positioning my frontline correctly so the engagements fall in my favour (i.e. make sure the monk gets hit, but not swarmed) is the most important aspect. Once that is settled, almost any engagement can be settled quickly by the first 1 or 2 spells cast by my mage, followed by cleaning up the then helplessly flailing crowd of enemies.

it doesn't help that the long preload of the Chanter's abilities doesn't manifest in more significant output from the available spells.
En son snow tarafından düzenlendi; 12 Şub 2017 @ 5:52
İlk olarak Boatmurder tarafından gönderildi:
İlk olarak D'amarr from Darshiva tarafından gönderildi:
At Normal difficulty, battles are over too early, if doing the right thing your with your party.

If playing a ranged Cipher, you really need to develop an interest in being the one to choose spells that turn the tide. Just doing ranged attacks will get boring quicky, if you gain Focus but don't use it for spells that really add something helpful, such as causing afflictions or supporting an ally.
I'm playing on the highest difficulty (well, second-highest, the one before heart of fury hue), and I'm still experiencing the same problem.
By the time my Chanter has racked up enough lines to do anything useful, the result of the battle is already clear and his influence is just a flourish on top.
Positioning my frontline correctly so the engagements fall in my favour (i.e. make sure the monk gets hit, but not swarmed) is the most important aspect. Once that is settled, almost any engagement can be settled quickly by the first 1 or 2 spells cast by my mage, followed by cleaning up the then helplessly flailing crowd of enemies.

it doesn't help that the long preload of the Chanter's abilities doesn't manifest in more significant output from the available spells.
Seems like your not utilising the chanters 1st level phrases, what people seem to do is use the later level phases which take a long time to chant, so what you do is use say a 3rd level chant- just once then use 1st level chants so that way you build up phases quicker which enables you to use abilities more frequently

Not sure how the difficulty is on hard because I've only played on normal and Path of the Damned and on path of the damned i manage to get the chanters abilities firing often and most encounters i'm able to summon 2 Ogres twice sometimes three times during the encounters
Thanks a lot for the thorough answers, I'll probably play for a few hours and see if my Cypher won't become a bit more fun to play. If not I'll go two-handed fighter or druid.

For the default followers that join you, which one would you say handles the arquebus or other guns the best? I remember the chanter having one by default, but I don't see what would make guns better suited for chanter compared to other classes.
İlk olarak Kreddi tarafından gönderildi:
Thanks a lot for the thorough answers, I'll probably play for a few hours and see if my Cypher won't become a bit more fun to play. If not I'll go two-handed fighter or druid.

For the default followers that join you, which one would you say handles the arquebus or other guns the best? I remember the chanter having one by default, but I don't see what would make guns better suited for chanter compared to other classes.
Durance gets an ability which gives +10 accuracy to the arquebus but overall the arquebus is probably the worst ranged weapon

Ciphers, Chanters and Rogue's make good gun builds, I always run a Cipher and Rogue in the party because they work really good together because the Rogue makes good use out of the Ciphers debuffs and disable's, well the Rogue can make good use out of the debuffs any other party member can provide it's just i find the Cipher and Rogue to be the best combo for disabling, controlling and pure damage output
En son FEZ. TF7 tarafından düzenlendi; 12 Şub 2017 @ 7:52
If you get tired of your Cypher play as a moon godlike unarmed Monk. They make a great tank.
İlk olarak Boatmurder tarafından gönderildi:
I'm playing on the highest difficulty (well, second-highest, the one before heart of fury hue), and I'm still experiencing the same problem.
By the time my Chanter has racked up enough lines to do anything useful, the result of the battle is already clear and his influence is just a flourish on top.
Positioning my frontline correctly so the engagements fall in my favour (i.e. make sure the monk gets hit, but not swarmed) is the most important aspect. Once that is settled, almost any engagement can be settled quickly by the first 1 or 2 spells cast by my mage, followed by cleaning up the then helplessly flailing crowd of enemies.
Nobody says that you need a Cipher when there's a Wizard in your party already. If your Wizard does all the work, why wait for the Cipher? There are various party combinations that make plenty of battles on PotD mode easy. Against dragons and other bosses, every bit may count, however, and then it would not be a wise decision to have a Cipher only do ordinary ranged attacks.
How is a normal Human Wizzard (any good) I need a new chracter, more powefull and fun to play, than a paladin. I also want to go for a 4 man grp :) ?
İlk olarak Wiking tarafından gönderildi:
I also want to go for a 4 man grp :) ?
Why? That would be a penalty with this game, because companions don't share XP. You could go with the four you like most and fill the remaining two slots with two hired adventurers adding some real safety to your party - such as two capable warriors.
I honestly don't think that combat can carry this game very far alone. You really have to enjoy the exploration and story aspect for it to work.

That said you can make combat interesting by picking a class with a lot of active abilities. Druid is probably the best in this regard, you have a lot of spells, you have your shapeshift and at high levels you can spam lvl 1-2 spells on per encounter basis. I would avoid building the Druid entirely around the shapeshift through, that way you're playing a rogue with a cooldown. But even shapeshift build will cast a few spells before going into battle.

Wizards are kinda weird in this game. Their spells are best used for utility, they're not really that great at doing damage. Strangely you're better off using their overpowered summon weapon spells instead of damage spells. You could try a magic knight build with heavier armor and using spells for melee and cc.

The fun in melee classes is more in the formation management and positioning than active abilities.

Ranger is the apex of boredom in a default "Fire and forget" mode. But if you invest in some pet talents and micromanage your pet and ranger so they attack the same target and so the pet doesn't get instantly nuked it can be interesting.
En son Midnight tarafından düzenlendi; 12 Şub 2017 @ 11:42
İlk olarak Midnight tarafından gönderildi:

Wizards are kinda weird in this game. Their spells are best used for utility, they're not really that great at doing damage. Strangely you're better off using their overpowered summon weapon spells instead of damage spells. You could try a magic knight build with heavier armor and using spells for melee and cc.
Thats not true

A Wizard even on Path of the Damned built as a melee battle mage will out damage your Rogue's and Barbs

here's a build you can ponder over

https://www.youtube.com/watch?v=RnU6Y27lRog
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Gönderilme Tarihi: 12 Şub 2017 @ 4:21
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