Yosharian
Arcane
Are you Trickster or Demon?
Isn't it a Fascinate though? Damage breaks those and Last Stand lets you survive damage. My Trickster quest bugged out before I got that far.Hot damn, the fight against Nocticula has to be by far one of the most retarded things I've ever seen in any video-game, ever.
A constant aura that affects the entire screen and takes effect as soon as the fight starts, with a DC of 47 and bypasses all immunity? Other than pre-buffing to stack your Fort Save through the roof, there's just no counter-play possible. You either get your Fort Save to 40+ before the fight, or you don't even get to play at all. Insanely godawful design.
From what i saw, the only decent counter to her shit is fortune hex on everyone bofore the fight, you can extend hex with cackle so it lasts longer.Hot damn, the fight against Nocticula has to be by far one of the most retarded things I've ever seen in any video-game, ever.
A constant aura that affects the entire screen and takes effect as soon as the fight starts, with a DC of 47 and bypasses all immunity? Other than pre-buffing to stack your Fort Save through the roof, there's just no counter-play possible. You either get your Fort Save to 40+ before the fight, or you don't even get to play at all. Insanely godawful design.
This is someone who doesn't use slumber + coup de grace on Minagho?C’mon man use your head and think of frequency and severity of what it prevents. Concrete instead of just abstract.Could be handy... were it not for the use/duration limitations.
I mean for me the main draw of Hexes is that they're unlimited use. This one isn't.
She already has an unlimited use Hex (Hampering Hex) that’s always good. And *two* other good action econs.
But a 32+ DC Mass Hold or Putrefaction or Blasphemy will wipe you if you don’t have a plan. If you only need it once per rest (which is the case) it *is* unlimited use unlike Freedom of Movement (which you don’t even have yet at first Minagho fight) and competes for slots with Death Ward/Edge when you get it.
Duration? 7 rounds is more than enough for those fights. It’s a godsend. Helluva lot longer than Protective Luck lol.
Main competition is other passives like Iceplant/Dazzling/Secret that I might take if I weren’t dropping her when she starts eating people.
If you like Protective Luck you can just take that over Hampering.
I don’t have Slumber because I don’t bring Ember. I do have Sound Burst on Daeran unless I forget to take it like last time. Luckily I did have a random Grease up on Wolj. I’ve heard of people losing initiative on that fight on Unfair and getting locked out by Putrefaction so mentioned it but it’s mainly for Garg Caves/Chief, Nulk fight, Ashberry etc.This is someone who doesn't use slumber + coup de grace on Minagho?
I don’t have Slumber because I don’t bring Ember. I do have Sound Burst on Daeran unless I forget to take it like last time. Luckily I did have a random Grease up on Wolj. I’ve heard of people losing initiative on that fight on Unfair and getting locked out by Putrefaction so mentioned it but it’s mainly for Garg Caves/Chief, Nulk fight, Ashberry etc.This is someone who doesn't use slumber + coup de grace on Minagho?
Paralyze effects are the main wipe threats if I’m playing well otherwise and that Hex is the perfect solution. I know what all the other Hexes do fine but they just duplicate shit I’m already doing better in other ways.
If I wanted Evil Eye (for caster MC for instance) I’d just take it instead of Hampering and still have the open slot. Protective Luck is good if you *really* need it but I solve those problems other ways since it eats a big chunk of an action economy that could otherwise be presenting additional viable threats. Chant Hexer could conceivably be fun if Hexes had more support and Cam’s archetype wasn’t Combat focused.
The duration on Draconic is a key element. It’s a lot longer than Protective Luck.
Why would you bring along Nenio anyway if you're already bringing Ember?Next question: is Nenio fucking annoying enough that I should actually take a Merc over her?
Rest of the party: Regill, Arue, Woljif, Ember
This isn't a kingsmaker where persuasion gave you a few extra levels.Should I take Persuasion on my MC if I have another character who can run a very high bonus to it (and will be taking it also) or is it not worth it for the small number of Persuasion checks that only the MC can do?
You can always respecialization your companion. As Owlcat once again gave us one but extremely annoying wizard, I usually just convert Woljif to 1lvl rogue / 3lvl wizard to be able to choose the arcane trickster.Next question: is Nenio fucking annoying enough that I should actually take a Merc over her?
Rest of the party: Regill, Arue, Woljif, Ember
Much better spells list. For example, Ember can't use haste.Why would you bring along Nenio anyway if you're already bringing Ember?Next question: is Nenio fucking annoying enough that I should actually take a Merc over her?
Rest of the party: Regill, Arue, Woljif, Ember
1. Haste is a crutch if there ever was one.Much better spells list. For example, Ember can't use haste.Why would you bring along Nenio anyway if you're already bringing Ember?Next question: is Nenio fucking annoying enough that I should actually take a Merc over her?
Rest of the party: Regill, Arue, Woljif, Ember
Alright cool I will go PER instead then.This isn't a kingsmaker where persuasion gave you a few extra levels.Should I take Persuasion on my MC if I have another character who can run a very high bonus to it (and will be taking it also) or is it not worth it for the small number of Persuasion checks that only the MC can do?
I can remember one time in Wotr where I had to use persuasion of my main character. It still didn't make a big difference.
There could have been more, although it's quite rare anyway.
Perception is much more important.
You can always respecialization your companion. As Owlcat once again gave us one but extremely annoying wizard, I usually just convert Woljif to 1lvl rogue / 3lvl wizard to be able to choose the arcane trickster.Next question: is Nenio fucking annoying enough that I should actually take a Merc over her?
Rest of the party: Regill, Arue, Woljif, Ember
It still fits the character and you have access to the full caster.
The Eldritch scoundrel isn't particularly good anyway.
1. Endgame spell, barely relevant1. Icy Prison, Mass
2. Tsunami
3. Weird
4. Angelic Aspect, Greater
5. Protection from Spells
6. Seamantle
7. Polymorph, Greater
8. Banishment
9. Sirocco
I have listed only the most useful to which Ember has no access.
Plus the difference between the ability to preparing spells and a spontaneous casting.
As in spontaneous casting is way better than preparing spells I hope is what you meant.Plus the difference between the ability to preparing spells and a spontaneous casting.
Oh there are. She gets owned in dialogue by most bosses. She's a parody of "I fucking love science" dorks.But maybe there are some funny moments that will make up for it, I dunno.
Nienio has the least content. The whole of her story takes place only in the 5th act. If you like extremely poor jokes, you can choose her.Alright cool I will go PER instead then.This isn't a kingsmaker where persuasion gave you a few extra levels.Should I take Persuasion on my MC if I have another character who can run a very high bonus to it (and will be taking it also) or is it not worth it for the small number of Persuasion checks that only the MC can do?
I can remember one time in Wotr where I had to use persuasion of my main character. It still didn't make a big difference.
There could have been more, although it's quite rare anyway.
Perception is much more important.
You can always respecialization your companion. As Owlcat once again gave us one but extremely annoying wizard, I usually just convert Woljif to 1lvl rogue / 3lvl wizard to be able to choose the arcane trickster.Next question: is Nenio fucking annoying enough that I should actually take a Merc over her?
Rest of the party: Regill, Arue, Woljif, Ember
It still fits the character and you have access to the full caster.
The Eldritch scoundrel isn't particularly good anyway.
Oh, I am respeccing all of them. I am asking about her personality/dialogue. I have seen some of her dialogues and she seems like a fucking retarded character. But maybe there are some funny moments that will make up for it, I dunno.
I just can't figure any of the other companions as a Skald. Well, not ones that I want to take, Seelah would work but fuck her.
They haven't fixed it for over a year, so personally I wouldn't be waiting for it. Even if I'm sure they'll break something else.Found some more interesting bugs/mechanics.
Bane and its associated abilities such as Inquisitor Bane has always been coded as an extra 'Enhancement' on top of weapon enhancement
Items such as Claws of a Sacred Beast, Bracers of Animal Fury & Shroud of Eternal Hunger also have pseudo-Enhancement bonuses, and I just assumed that they wouldn't stack with Bane
But they do. My new theoretical Aeon build just got a lot stronger.
Proof:
Getting closer and closer to actually playing the game, woop woop. Just waiting for the Mighty Charge fix then I'm diving in.
Of course, but in the end he'll say it's your fault because you had too high expectations, and he didn't really say it at all.Nah Starrok assured me personally on Reddit that a fix for it is incoming
And he wouldn't lie!
More endgame theorycrafting. As if by that point you need access to all those spells. Lategame Ember's got her own high level spells to wreck with and the rest of the team gets its own stuff. Seelah gets AA, Greater at lvl 13 anyway and Seamantle gets bypassed by Freedom of Movement.1. Icy Prison, Mass
2. Tsunami
3. Weird
4. Angelic Aspect, Greater
5. Protection from Spells
6. Seamantle
7. Polymorph, Greater
8. Banishment
9. Sirocco
I have listed only the most useful to which Ember has no access.
Plus the difference between the ability to preparing spells and a spontaneous casting.
Seriously, just fuck yourself. I've been posting pics on Hard/Unfair for four years. Where's yours?If you play normal, you may not need it. Honestly, that would explain a lot of things.
Due to how lethal critical hits are in this game, if an enemy hits you, you will most likely die. The last stand doesn't really help much here because it only works once a day for 3 turns.
Without protective luck, you can have up to + 100AC and it won't help you much if the enemy hits you critically.
The farther in the game, the more attacks the enemies have, so you will most likely be hit in the end anyway.
You don't even have to use it in combat, as you might as well do it moments before.
In the case of Nulkineth, it's useless because you can use the freedom of movement.
You don't even have to spend your slots on spells (although I don't know what else you would need here because it's the only demon in this location) because you can use scrolls.
This is literally an extremely niche hex that can be useful for 1-2 fights throughout the first two acts and in either case you can achieve the same effect by using freedom of movement. You don't even need it on every character.
I just listed a wizard spell that Ember doesn't have access to, that's it. I limited myself to high lvl only because there was a question about Woljif.More endgame theorycrafting. As if by that point you need access to all those spells. Lategame Ember's got her own high level spells to wreck with and the rest of the team gets its own stuff. Seelah gets AA, Greater at lvl 13 anyway and Seamantle gets bypassed by Freedom of Movement.1. Icy Prison, Mass
2. Tsunami
3. Weird
4. Angelic Aspect, Greater
5. Protection from Spells
6. Seamantle
7. Polymorph, Greater
8. Banishment
9. Sirocco
I have listed only the most useful to which Ember has no access.
Plus the difference between the ability to preparing spells and a spontaneous casting.
If there's something on that list you want there are a lot of ways to get it. Obv Nenio's going to be better at Weirding but that can get to the point that it trivializes the game in any case.
Seriously, just fuck yourself. I've been posting pics on Hard/Unfair for four years. Where's yours?If you play normal, you may not need it. Honestly, that would explain a lot of things.
Due to how lethal critical hits are in this game, if an enemy hits you, you will most likely die. The last stand doesn't really help much here because it only works once a day for 3 turns.
Without protective luck, you can have up to + 100AC and it won't help you much if the enemy hits you critically.
The farther in the game, the more attacks the enemies have, so you will most likely be hit in the end anyway.
You don't even have to use it in combat, as you might as well do it moments before.
I gave Cam a Leopard in my Unfair run and had her keep Protective Luck up to get through the first few levels but after Garrison no longer needed it. I play Hard now because it's a good fit for just playing a low reload game without needing shenanigans like that.
Most crits (rare needing two 20s) from non-bosses aren't lethal if you've got temporary HPs and some DR (reduces damage pre-doubling) but once things get rolling enemy attacks don't show up on my Combat Log much at all. Nat 20s can be managed in that environment but I also keep rezzes like Breath of Life up in case things get out of hand. If Last Stand isn't good for you you're getting killed too often. Sounds like that's due to letting yourself get attacked too often due to poor initiative/debuffing/disabling/distraction. That will happen if you've got one character just spamming a Hex instead of presenting threats.
The Battle Spirit abilities:Yes, Bane of Enemies is the best Enchant that Camellia has - but thing is, it is level 8 ability from Battle Spirit, any Shaman archetype with Battle Spirit got it. And any shaman without Battle Spirit can get it from Wandering Spirit at lvl 12, with some delay.Are you using Reduce Person and Bane Enemies?
Honestly, I was genuinely surprised when my Possessed Shaman MC got it. Turned out that Owlcat being Owlcat had not listed lvl 8 and lvl 16 abilities (each spirit has them) in Battle Spirit description. Btw, her Greater Spirit ability is Enlarge + Divine Power for minute, and that does not work well with her build.
Point is, that after Elemental Barrage fix Camellia got probably worst Shaman Archetype in the game and one that was made specifically for her, since Spirit Hunter is not in PnP : )
It is very surprising that Wildland Shaman, for example, gets much more - full pet, but paying less for it, since he still got Wandering Spirit to cheese Shatter prereqs.