ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,864
That's true of any game where you can cast Haste.. You are aware that speedruns are a thing, right
That's true of any game where you can cast Haste.. You are aware that speedruns are a thing, right
Thank youBasic strategy dictates to engage enemies with your frontliners, and cast aoe spells only after they've been pinned, in order to limit to the minimum any movement on their part.
Mind you, they can still disengage if they have the rogue kit, some specific monster abilities or if the computer deems your frontliners accuracy as so low or its goons defense indexes as so high that the risk is worth taking.
I never played in turn-based mode but assume it's not that different.
Some spells have very low cast times so lend themselves well to moving targets. The ones with high cast times can be cast from Stealth pre-combat or after you've buffed your team and the fight has taken shape.Guys, after trying and abandoning 4/5 games that I knew I wouldn't like but my suicidal subconscious forces me to try, I'm finally on a game I know for sure I'll like.
I have just one question, after few minutes of game: how does the magic system work. I'm a priest and I have Interdiction (or something like that) and another spell who does a cone of flames. Now I have understood that each spell take its time to be casted and then you wait other people lower initiatives and then cast it but....
Come on, with area/cone spell, how am I supposed to do? I cast a spell somewhere and enemies maybe move from there of friendly folks step in.
Is there any experienced advice to avoid that?
Yeah, if you hit tab it will show the progress bar so you can time it when its about to go off.Pretty sure you can just re-aim spells while they being cast in Deadfire. Not sure about doing it in TB mode, only played RTwP.
Hmm, I have to improve my stealth, then, because for now it's quite weak. But thank you for the advices.Some spells have very low cast times so lend themselves well to moving targets. The ones with high cast times can be cast from Stealth pre-combat or after you've buffed your team and the fight has taken shape.
Recovery time is -85% from Stealth so good to cast those buffs while hidden.
Interdiction is pretty low duration, so other debuffs with longer ones may be better. Accuracy is important to help them land as well as paying attnetion to weak saves.
Some spells are enemies only and the companion Tekehu gets free nukes that usually aren't but are for him.
Man love the mechanics of this game but the writing really wears you down despire the appealing setting and deep storylines. Too much GoT, not enough LotR (or even Silmarillion).
Eder's quest is like "hey kid I saved you from Jonestown now we're even for me abandoning you, don't like it take it up with God"
Totally out of character and just... boring. Would it have killed them to have some options other than abandoning the kid or letting him die? Soyer's resentful nihilism kills his ample talent. Same with MKMaia. Hmmm, maybe offing promising tribal leaders is wrong... oh well, guess we've gotta suck it up for the greater glory of girlboss NATO!
Tranny Pelegrina gets a "happy" resolution but only if you affirm her self-mutilation at every step.
Ghey!
Pretty sure you can just re-aim spells while they being cast in Deadfire. Not sure about doing it in TB mode, only played RTwP.
Eh, I play turn-based. Once I started play them in Fallout 1 eons ago, I cannot play without (when I have choice) and hardly like a game that is not turn-based.Yeah, if you hit tab it will show the progress bar so you can time it when its about to go off.Pretty sure you can just re-aim spells while they being cast in Deadfire. Not sure about doing it in TB mode, only played RTwP.
I have to admit that PoE II TB system is something I'm still trying to understand.The TB in Deadfire is far inferior to that in PF games. I play PF TB now because the Swift Action timing in RTwP is wonky but TB Deadfire kills the game.
As for Stealth I’ve just got a point or two on most characters. If you stay away from the vision cone you won’t be detected.
Rogue character needs a good bit along with Mechanics. Setting a trap from Stealth alerts mobs and draws them toward party but can open combat before they get there to detect anybody. Trap-setting doesn’t break it.
Ranger Root ability is underrated since it has huge range and Ranger doesn’t have as many skills/spells that benefit from fast recovery of Stealth unless it’s using a potion. Marked for the Hunt has even more and opens combat without breaking Stealth on anyone.
Currently playing Single-Class Sharpshooter and letting him open combat. Scout Maia with Three Bells Through Arquebus would be ideal for both.
I'll try to remember all these advices, but for the moment I'm still very eraly in the game. I made a priest of Magran and obviously have Edèr and now Xoti (as a monk).Sharpshooter additional range is good with short-range weapons like Hand Mortars but Wounding Shot doesn’t apply in the AoE. Concussive Shot *does* apply to AoE (as do Rogue abilities if you multi) but it’s a Primary Attack (doesn’t use off-hand). Concussive upgrade is really strong when it applies.
Poison also doesn’t apply AoE. It can be applied pre-combat and doesn’t cost money to make so kind of a free roll but gets weird scaling on the Accuracy even with high Alchemy so have to make sure it’s targeting weak save on high priority target. Marked for the Hunt and Stalker’s Link *do* apply so probably best for Ghost Hunter that can put the pet in there where it wants it and doesn’t care about keeping it alive.
Explosives get *great* scaling on Accuracy and can be made in bulk so they’re a good source of AoE/control on characters that may be more single-target focused/defensive otherwise.