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Eternity Pillars of Eternity 2: Deadfire + DLC Thread - now with turn-based combat!

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
915
Location
Paris, Texas
Hey, planning your party week before playing the game and then restarting every few hours with new build is all part of crpg experience, nothing autistic here haha.

And multiclassing in deadfire is as easy as it can get - just think of two classes which abilities would compliment each othet and roll with it, no arcane knowledge required here. It's not dnd 3.5e where you mix 3-4 classes and have to know exactly when to take each dip etc.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
546
Hey, planning your party week before playing the game and then restarting every few hours with new build is all part of crpg experience, nothing autistic here haha.

And multiclassing in deadfire is as easy as it can get - just think of two classes which abilities would compliment each othet and roll with it, no arcane knowledge required here. It's not dnd 3.5e where you mix 3-4 classes and have to know exactly when to take each dip etc.
That's the problem, my friend.

I do never restart a game. I just play ot once, For me it's always a one shot experience because I don't want to know what will happen.
So, I was not planning my party at the beginning of the game and restarting it, I was already at level 9 and, after all those thoughts, I came with me, Eder, Xoti, Aloth and Konstanten.

So, you can see, I'm not the best "party planner".
 

Haplo

Prophet
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Joined
Sep 14, 2016
Messages
6,559
Pillars of Eternity 2: Deadfire
For ship combat, it seems important to recruit good sailors ASAP - by good, I mean singularly specialized, NOT diverse in skillsets. Since the number or rank ups has a very low cap, you want ALL their "stars" to go into 1 category.
Specialized, high rank sailors, make a world of difference.
Tons of crew you can recruit for free by just exploring world, with conveniently diverse skillsets, so no reason for looking for specialized ones in different ports.

Sailors with diverse skillsets are actually a huge trap. You want narrow-minded specialists instead. Only specialized, 4-star gunners will start triggering emergency events on enemy ships with high frequency. Specialist in other areas will give other, meaningful bonuses as well.

The only case I can think of where you could benefit from mastering the minigame is wanting to sink higher lvl ships early, when on-deck fight would be too tough. But then again, there's no reason to do so, since after Neketaka you swim in money for the rest of the game.

If you want to play leisurely, then I guess its fine to wait till apropriate levels and always board.
But actually being skilled at ship combat is a neat shortcut to early riches - but also a lot of valuable, unique equipment early.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
Jul 22, 2019
Messages
14,841
Insert Title Here Pathfinder: Wrath
For ship combat, it seems important to recruit good sailors ASAP - by good, I mean singularly specialized, NOT diverse in skillsets. Since the number or rank ups has a very low cap, you want ALL their "stars" to go into 1 category.
Specialized, high rank sailors, make a world of difference.
What I do now is hire a full crew ASAP to get that crew and MC trained up while making cash and consumables, then hire/recruit specialized crew as I find them with original as good back-ups/filler for eventual Junk full crew.

Non-human crew don't get events so those are back-up only. Want a full bench to sub in for injury/fast repairs/shipboard fights before you get all the companions.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
Jul 22, 2019
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14,841
Insert Title Here Pathfinder: Wrath
There are builds that can use consumables as an important part of their action econ but until midgame there won't be enough to fill that out without making your own, which requires ingredients/money you don't have yet either.

Merchant ships are just the thing to provide them.

Alchemy* Ranger (or Arcana Arcane Archer), Explosives Fighter, and Mechanics Witch all work well. Of course druggie Nazpalca is designed for that.

* - drugs and poisons can be applied pre-combat, and potion during buff phase to allow target to get in range and debuffed/marked for poison application
 

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
915
Location
Paris, Texas
The thing with ship combat is like I've said - nothing really matters.

You gather free crew members you find around, allocate them in slots they have specialization pips in and let them lvl up at their own pace, equip whatever cannons you loot, if you don't have to sink money in enchantments anymore you can buy better ship or hull upgrade etc - that's more than enough to be able to soften every ship with grapeshots and then fight with only half of their crew.

Naval combat could have been an actual thing if only if it was more lethal - e.g. make MC ship easier to sink, so crew/gear/strategy optimization would be actually required to survive some of the encounters.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
No idea what are you guys doing with ship combat, I clean all the pirates with the starter ship.

-swim into storms to farm xp for sailors quickly
-buy bronzers from sayuka and they delete every ship in 3 salvos
-you can also get a White March cannon if you generate the first game choices correctly

Also like Haplo mentioned, 4-star gunners constantly trigger emergency events and they can hit gunpowder compartment which one-hits the entire ship sometimes .
 
Last edited:

Haplo

Prophet
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Joined
Sep 14, 2016
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6,559
Pillars of Eternity 2: Deadfire
No idea what are you guys doing with ship combat, I clean all the pirates with the starter ship.

-swim into storms to farm xp for sailors quickly
-buy bronzers from sayuka and they delete every ship in 3 salvos
-you can also get a White March cannon if you generate the first game choices correctly

Also like Haplo mentioned, 4-star gunners constantly trigger emergency events and they can hit gunpowder compartment which one-hits the entire ship sometimes .
Well, some battles are not easy with the starter ship, but the dhow can handle anything pretty well. The Flying Dutchman is kinda cool, though
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
Jul 22, 2019
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14,841
Insert Title Here Pathfinder: Wrath
No idea what are you guys doing with ship combat, I clean all the pirates with the starter ship.

-swim into storms to farm xp for sailors quickly
-buy bronzers from sayuka and they delete every ship in 3 salvos
-you can also get a White March cannon if you generate the first game choices correctly

Also like Haplo mentioned, 4-star gunners constantly trigger emergency events and they can hit gunpowder compartment which one-hits the entire ship sometimes .
Just turn on Ondra’s Challenge if you can’t avoid temptation to sail straight for Sayuka.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
No idea what are you guys doing with ship combat, I clean all the pirates with the starter ship.

-swim into storms to farm xp for sailors quickly
-buy bronzers from sayuka and they delete every ship in 3 salvos
-you can also get a White March cannon if you generate the first game choices correctly

Also like Haplo mentioned, 4-star gunners constantly trigger emergency events and they can hit gunpowder compartment which one-hits the entire ship sometimes .
Just turn on Ondra’s Challenge if you can’t avoid temptation to sail straight for Sayuka.

Just play on Story Mode if you want a difficulty appropriate for your skill level, instead of having a meltdown on the forums each time you're struggling with encounters others find easily beatable.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Joined
Jul 22, 2019
Messages
14,841
Insert Title Here Pathfinder: Wrath
Difficulty has no effect on ship combat.

You’re talking out of your ass.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
546
Guys, two unrelated questions:

1) how do I get the best from Ydwin? 11th level party. I decided to have her in the party instead of Xoti. The thing is that just backstabbing enemies doesn't work and she does a very low amount of damages (double stiletto/total together 20 points of damage). Things get better if she backstabs while also flanking/the enemy is stunned (60 point of damage).
Any tip?

2) how the hell is possible to complete the Admiral Imp and the other fellow in the Sacred Stairs' bounties? I have tried to start the fight at night, without using any AoE spell (not using any spell at all, to be honest), waiting for the guards to leave every time they approach the fight (I'm in turn based mode), waiting for no commoners to be around (but they spawn as ants event at 2 in the fucking night). How can I do without killing all the fucking guards?
 

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
915
Location
Paris, Texas
1. Melee cipher/rogue works well with trickster/soulblade combo - since you can't chose subclasses for companions best to make her ranged dps/CC. Give her the electric hunting bow from Port Maje and you're set up, nice dmg output + good CC/debuffs.

2. Just dont use AoE dmg spells, you don't need them anyway for those fights. Stick with expose vulnerabilities/curse of blinding sight/etc
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
546
1) Perhaps try this dps cipher build which is very powerful:

https://forums.obsidian.net/topic/1...le-ascendant-how-to-12-pure-dps-cipher-build/

2) You want to pull the enemies to somewhere safe (e.g., near the door of Hanging Sepulchers).
How do I pull them somewhere safe? Do I leave the bulk of my party there and send to talk with them just one with low initiative to come back as soon as possible?
1. Melee cipher/rogue works well with trickster/soulblade combo - since you can't chose subclasses for companions best to make her ranged dps/CC. Give her the electric hunting bow from Port Maje and you're set up, nice dmg output + good CC/debuffs.

2. Just dont use AoE dmg spells, you don't need them anyway for those fights. Stick with expose vulnerabilities/curse of blinding sight/etc
I said already I'm not usining any spell at all to avoid triggering anyone.
 

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
915
Location
Paris, Texas
Guards/random npcs attack you only if you target them with foe-targeting spell - if they aggro without any trigger, just you starting the fight with Imp, then it's a bug imo
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
546
Guards/random npcs attack you only if you target them with foe-targeting spell - if they aggro without any trigger, just you starting the fight with Imp, then it's a bug imo
Yes, it is a bug, indeed. A known and never addressed one. That's one I came here asking for a solution. Because it's really annoying
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
546
Just skip those two, if you're playing with xp nerf mod then all you lost is some money. AFAIR they don't have any notable loot.
Yes, I have the mod, but I'm authist of completitionism. Plus, the imp had a good ring and they all have a piece of map.

Plus, I hate them.

Anyway, I succeed with the Imp fight. The tactic was to have ALWAYS a guard close to the fight every time I made an attack or switched between turns. If they are there, commoners do not run to them to make them aware of the situation (even if there are commoners scared and kneeling on the ground).
 

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
915
Location
Paris, Texas
this XP rebalance mod sucks ass - haven't started any DLC, still have shadows under neketaka pending, plus splintered reef and island with Nemnok, and I'm already halfway to lvl 20. No XP from bounties hasn't done jack shit. Again I have zero motivation to start DLCs knowing there'll be zero char progression, but I have to suck it up cause if I won't do them on this run I'll never will. Seems that only way to keep the constant char progress is to apply nerf yourself in ini, mostly before completing late game quests which shower you with tons of xp.
 

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