Grunker
RPG Codex Ghost
duality of conjuration and summoning seems completely busted
Thanks for answer, I guess third DLC will be a wild card. *shudders in horror after imagining thousands of shitposters voting for puzzle DLC*We technically only know for sure that there will be a Through the Ashes 2. There's some expectation for a Shifter Companion + Shifter Class DLC but that's datamine driven. Beyond that there's the possibility the last survey is what will decide the third S2DLC.Is there any information about content of season 2 dlc?
Tankard of Free Spirit is ridiculously good too. Azatas do not do any serious damage, but starting from level 9 it spawns 2 creatures with the Mirror Images that could be a solid distraction.duality of conjuration and summoning seems completely busted
I think it's gonna be a struggle between people who want to pay for romance and people who want to pay for mythic path content. Source: my vision quest.Thanks for answer, I guess third DLC will be a wild card. *shudders in horror after imagining thousands of shitposters voting for puzzle DLC*We technically only know for sure that there will be a Through the Ashes 2. There's some expectation for a Shifter Companion + Shifter Class DLC but that's datamine driven. Beyond that there's the possibility the last survey is what will decide the third S2DLC.Is there any information about content of season 2 dlc?
First Tankard summon likes to Stun your own party. That’s my job.Tankard of Free Spirit is ridiculously good too. Azatas do not do any serious damage, but starting from level 9 it spawns 2 creatures with the Mirror Images that could be a solid distraction.duality of conjuration and summoning seems completely busted
And now, when the Book of Dreams started working, it affects Duality of Conjuration and Summoning too, spawning up to 4 creatures.
Big reason I like to have either Daeran or Reg in party (or sometimes Wend). Though the Soul Eaters have their uses too.duality of conjuration and summoning seems completely busted
Warpriest relies a lot on short duration stuff too. Theoretically Tactical Leader or Judge but they’re both pretty clunky. Probably just base Inquisitor since giving up unlimited Judgement is such a high cost. Just wait to pick it up as fifth or sixth companion since it takes awhile to get going.So what Inquisitor subclass is best for melee build? Best attack and best damage. Mythic skills give you unlimited judgement?
Can some Warpriest do better?
Base class has Bane. Slayer also gets some Slayer Talents, but very backloaded.sanctified slayer that i have tried is good, gets studied target/sneak attack/bane.
looses judgement.
Sanctified Slayer IMO.So what Inquisitor subclass is best for melee build? Best attack and best damage. Mythic skills give you unlimited judgement?
Can some Warpriest do better?
Sanctified Slayer gets Bane as well.Base class has Bane. Slayer also gets some Slayer Talents, but very backloaded.sanctified slayer that i have tried is good, gets studied target/sneak attack/bane.
looses judgement.
That's a pretty cool, versatile build.To sum up, Underground Chemist/Grenadier Trickster gets:
(1) Best Dispel in game (Mythic Trickery 2)
(2) Infused Personal Spells/Potions (and Potions Enhanced/Extended*, also get Brew Potions from UC that Grenadier lost)
(3) Free Finesse/Dex-to-damage from UC, Martial Prof from Grenadier (perfect Kukri set-up)
(4) Double Bombs from Grenadier Alchemical Weapon, Sneaks (with Weakening/Debilitating) on Bombs from UC
(5) Melee turns on Feral Mutagen/Wings, Keen Kitsune (ideal stat bonuses) gives Pounce, good melee saves Bombs for when Touch is needed, Alchemical Weapon can also put Bombs on weapon attax
Dips are good!
* - turns on crappy found potions like Scroll Savant does with Scrolls
Just put it in the belt slot.Book of Dreams wording says "when active", but there's no way to activate it?
Just an example of a Martial Light weapon that Rogues usually don’t get. Are the Handaxes better? If so use those.That's a pretty cool, versatile build.To sum up, Underground Chemist/Grenadier Trickster gets:
(1) Best Dispel in game (Mythic Trickery 2)
(2) Infused Personal Spells/Potions (and Potions Enhanced/Extended*, also get Brew Potions from UC that Grenadier lost)
(3) Free Finesse/Dex-to-damage from UC, Martial Prof from Grenadier (perfect Kukri set-up)
(4) Double Bombs from Grenadier Alchemical Weapon, Sneaks (with Weakening/Debilitating) on Bombs from UC
(5) Melee turns on Feral Mutagen/Wings, Keen Kitsune (ideal stat bonuses) gives Pounce, good melee saves Bombs for when Touch is needed, Alchemical Weapon can also put Bombs on weapon attax
Dips are good!
* - turns on crappy found potions like Scroll Savant does with Scrolls
Aeon has way better dispels, but that's nitpicking.
One question: why use puny kukuris, when you could choose handaxes? You're saving the axes for another char?
I love that Lost Chapel looks like a linear plot location when you arrive when in reality it's a fuckhueg map full of side content. Structurally, this game is kind of bizarre lol
I already played Sanctified, while he is nice, I think judgments are better if there are no limits. Also Swift compared to Studied that you need to sneak or spend move for most of the game.Sanctified Slayer IMO.So what Inquisitor subclass is best for melee build? Best attack and best damage. Mythic skills give you unlimited judgement?
Can some Warpriest do better?
Its likely that a Warpriest can do better in short bursts, particularly Cult Leader, but Inquisitor has Domains with their über buffs and access to stuff like Animal Domain and Travel PLUS is a much better skill monkey.
Sanctified Slayer gets Bane as well.Base class has Bane. Slayer also gets some Slayer Talents, but very backloaded.sanctified slayer that i have tried is good, gets studied target/sneak attack/bane.
looses judgement.
I love that Lost Chapel looks like a linear plot location when you arrive when in reality it's a fuckhueg map full of side content. Structurally, this game is kind of bizarre lol
You can (and probably should) come back for the side content (same with Leper Cave).
I love that Lost Chapel looks like a linear plot location when you arrive when in reality it's a fuckhueg map full of side content. Structurally, this game is kind of bizarre lol
You can (and probably should) come back for the side content (same with Leper Cave).
I'm almost done with the map - on Corruption level 1. Duality-thingy is a real carry at this level and I have Last Stand on MC now.
IMO, everything through Drezen is really strong. Then it loses a lot of focus once the crusade kicks into high gear and getting anywhere takes forever. Alush*** would resolve that, content-wise, if I didn't hate the mechanics.i luv this gaem
Yes. Grave Singer and Peacemaker.Just an example of a Martial Light weapon that Rogues usually don’t get. Are the Handaxes better? If so use those.That's a pretty cool, versatile build.To sum up, Underground Chemist/Grenadier Trickster gets:
(1) Best Dispel in game (Mythic Trickery 2)
(2) Infused Personal Spells/Potions (and Potions Enhanced/Extended*, also get Brew Potions from UC that Grenadier lost)
(3) Free Finesse/Dex-to-damage from UC, Martial Prof from Grenadier (perfect Kukri set-up)
(4) Double Bombs from Grenadier Alchemical Weapon, Sneaks (with Weakening/Debilitating) on Bombs from UC
(5) Melee turns on Feral Mutagen/Wings, Keen Kitsune (ideal stat bonuses) gives Pounce, good melee saves Bombs for when Touch is needed, Alchemical Weapon can also put Bombs on weapon attax
Dips are good!
* - turns on crappy found potions like Scroll Savant does with Scrolls
Aeon has way better dispels, but that's nitpicking.
One question: why use puny kukuris, when you could choose handaxes? You're saving the axes for another char?
Since I’m getting precision immunity bypass figured I’d go for wide crit range. Are there two Handaxes with 18-20?
Slashing Tailwind doesn't work on natural weapons either, even though they all have all 3 damage types. I'd guess the consistent rule is that the weapon has to have only one type of damage which matches the tailwind, but I'm sure there's some counterexample that works.So apparently for the tailwind that adds bludgeoning damage Earth kinetic blast is not bludgeoning enough. Despite the fact that in the log it is written as "Bludgeoning, Piercing, Slashing". Version 1.4.4g - so maybe it has already been fixed.
OK, Owlcat.
If you go Trickster UMD III then they get a full Wizard spellbook book, use any item, and infinite wands.To sum up, Underground Chemist/Grenadier Trickster gets:
(1) Best Dispel in game (Mythic Trickery 2)
(2) Infused Personal Spells/Potions (and Potions Enhanced/Extended*, also get Brew Potions from UC that Grenadier lost)
(3) Free Finesse/Dex-to-damage from UC, Martial Prof from Grenadier (perfect Kukri set-up)
(4) Double Bombs from Grenadier Alchemical Weapon, Sneaks (with Weakening/Debilitating) on Bombs from UC
(5) Melee turns on Feral Mutagen/Wings, Keen Kitsune (ideal stat bonuses) gives Pounce, good melee saves Bombs for when Touch is needed, Alchemical Weapon can also put Bombs on weapon attax
Dips are good!
* - turns on crappy found potions like Scroll Savant does with Scrolls