• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Pillars of Eternity Beta - Torment: Tides of the Beetles

Status
Not open for further replies.
Found this in the manual, can anyone clarify?

"Chanters can string any number of phrases together into a chant that can be used in combat, with each phrase taking effect as it is chanted and lingering for several seconds after the phrase ends. This allows the chanter to combine overlapping bonuses (or penalties), something which is known as twisting the phrases. Multiple chanters can twist their phrases for bonus effects, too. Note that chants are free actions, in that the character can speak them while attacking or moving or using items."

I haven't dabbled with the chanter much in the Backer Beta. So if 2 identical chants are sung at the same time, do they stack or what? What are these bonus effects?
 
Found this in the manual, can anyone clarify?

"Chanters can string any number of phrases together into a chant that can be used in combat, with each phrase taking effect as it is chanted and lingering for several seconds after the phrase ends. This allows the chanter to combine overlapping bonuses (or penalties), something which is known as twisting the phrases. Multiple chanters can twist their phrases for bonus effects, too. Note that chants are free actions, in that the character can speak them while attacking or moving or using items."

I haven't dabbled with the chanter much in the Backer Beta. So if 2 identical chants are sung at the same time, do they stack or what? What are these bonus effects?
I think it was somewhere confirmed they could stack. (Or I am under the wrong impression) Only reason I'm considering Kana as a companion.

My hypothetical party so far is Aloth, Eder, Pallegina & The Grieving Mother. One more spot left
 
I really want to buy this but i already bought a fullpriced game the other day and I dont know if I want to do it again. Not without reviews.

"Pillars of Eternity is a breathtaking experience. Well worth the wait. 3/3"
This is my current review
of the manual.

Found this in the manual, can anyone clarify?

"Chanters can string any number of phrases together into a chant that can be used in combat, with each phrase taking effect as it is chanted and lingering for several seconds after the phrase ends. This allows the chanter to combine overlapping bonuses (or penalties), something which is known as twisting the phrases. Multiple chanters can twist their phrases for bonus effects, too. Note that chants are free actions, in that the character can speak them while attacking or moving or using items."

I haven't dabbled with the chanter much in the Backer Beta. So if 2 identical chants are sung at the same time, do they stack or what? What are these bonus effects?

Unfortunately, I wouldn't put much stock in the manual. There's a druid spell with a huge typo, wholly incorrect info on aumaua racial bonuses, highly imprecise wording on some spells, and probably more errors or oversights that I'm oblivious to.
 
Intelligence is very useful for rogues if you use a lot of active abilities, as it improves the durations of effects like Hobbled or Blinded. Perception and Resolve, however, are the closest things there are to dump stats. The other things Rogues need in abundance are Might and to a lesser extent Dexterity.

That said, the game is designed in such a way that it's hard to make bad builds. If you want to stack the mental traits for dialogue options, don't let the minmaxers stop you.

With those stats you'll have a rogue that is highly accurate, with spells that have a wide range and long duration. So you can spec to just have a rogue that focuses on debilitating effects that weaken mobs while the rest of your crew takes advantage of such.

To be fair while DEX doesn't give you a lot of dialogue options, it will give you a lot of scenario options which can end up avoiding disaster. Don't dismiss physical attributes, they will also open up many options. I remember there was this high MIG line you could say. (I think MIG is used for intimidation lines as well.)
A lot of other things give you dialogue stuff, not just attributes. A couple of high INT options have crossover with high Lore for example.

A High DEX+PER Rogue is pretty viable, if you go for a high interrupt build, rather than solely focused on DPS. There seems to be two tiers for dialogue options high (requires 11-14 in an attribute) and very high (15-18). With A DEX+PER rogue, I think you could definitely have Res at 11-14 and still be viable.
Thanks guys, appreciate the advice. I was thinking of making a blunderbussing sneak-attacker, but if I'm going to be good at interrupts maybe some fast, light melee weapons would work best.
 
I'm going into bed mode. I was at least expecting some enjoyable bedtime reading today. I hope I'll at least wake up to something good.
 
Any early consensus on the Prima game guide?

51RjKY7VCjL.jpg
 
Thanks guys, appreciate the advice. I was thinking of making a blunderbussing sneak-attacker, but if I'm going to be good at interrupts maybe some fast, light melee weapons would work best.
The best Interrupt weapon (in terms of the length of the stun) is the morning star, but it's two-handed and not really very Rogue-ish.

Note that you can open combat with a sneak attack blunderbuss and then switch to something quicker. The "Fast" weapons that allow you to get more interrupts in and are more suited to stereotypical Rogues are daggers, clubs and rapiers. They all have a bonus to Accuracy, which means you'll land more hits, too.
 
Remember when
Eder was a rogue
and there was no
planned Fighter companion
?

Weird times.

I really liked their original concept for him and his class. It was different while still fitting in with what was traditionally associated with the class.
But then again not having a
Fighter
companion would have really sucked.
 
I really liked their original concept for him and his class. It was different while still fitting in with what was traditionally associated with the class.
But then again not having a
Fighter
companion would have really sucked.

I was curious to see how a
tanky Rogue
would have turned out too.
 
I really liked their original concept for him and his class. It was different while still fitting in with what was traditionally associated with the class.
But then again not having a
Fighter
companion would have really sucked.
Do you have any link to the original concept?
I'm lazy
I was curious to see how a
tanky Rogue
would have turned out too.
I could see it happening on a
Death/Moon Godlike with Bloody Slaughter
 
so it's almost midnight around here and still no keys nor digital rewards.

I, for one, am outraged and incensed and won't sanction this buffoonery from Obsidian.

Bah, humbug!
 
Does only the stats of my main character count in dialogues? Or can I make a second character with f.e. high resolve/intelligence and still have the same result?
 
Yeah maybe but int also extends the duration of things like the rogues invisibility skill and all that. What I'm getting at is that int/might seem to be everywhere ... Want powerful a cipher? pump int/might, want a good barbarian? Pump int/might Etc.

If the other stats held up then I think their would be more build variety like if perception boosted chance to crit I might not worry about might as much.
 
For those that played Divinity:OS would you say that PoE is more hardcore and in-depth in terms of combat? Watching Sensuki's videos and damn, it just seems to go on and on with the mechanics.
 
For those that played Divinity:OS would you say that PoE is more hardcore and in-depth in terms of combat? Watching Sensuki's videos and damn, it just seems to go on and on with the mechanics.

It definitely is, for the better or worse. There's a glossary (think civilopedia in civilization) in-game that explains all the mechanics though but it takes a while to read.
 
For those that played Divinity:OS would you say that PoE is more hardcore and in-depth in terms of combat? Watching Sensuki's videos and damn, it just seems to go on and on with the mechanics.
Played D:OS. D:OS is slow & difficult at the start and moves on towards fast & cakewalk later on once you figure out the mechanics.

PoE will be much more difficult, to the point where there have been complaints about Normal being too challenging. Don't feel ashamed to play the game on easy, you only miss out on cooler items.
which have buttloads of lore attached to them.

However PoE will be easier in the aspect that it will be a lot harder to fuck up your builds compared to D:OS.
 
Played D:OS. D:OS is slow & difficult at the start and moves on towards fast & cakewalk later on once you figure out the mechanics.

PoE will be much more difficult, to the point where there have been complaints about Normal being too challenging. Don't feel ashamed to play the game on easy, you only miss out on cooler items.
which have buttloads of lore attached to them.

However PoE will be easier in the aspect that it will be a lot harder to fuck up your builds compared to D:OS.

Why do you miss out on cooler items? Is it because there are less enemies and therefore less loot or is it that some treasures are only available on higher difficulties?
 
Do you have any link to the original concept?
I'm lazy

I could see it happening on a
Death/Moon Godlike with Bloody Slaughter

From one of the backer updates

In Pillars of Eternity, the designation of a character as a "rogue" signifies their vicious, brutal style of fighting, not a propensity for theft or deception. More than any other class, rogues exemplify the adage that the best defense is a good offense. If fighters are the disciplined, reliable, well-trained units that hold the line, rogues are the shock troops that attempt to break through that line to take out vulnerable units before they can effectively retaliate. When pinned down, rogues can suffer from their weak defenses, but ideally they carry their momentum from one target to the next in short order.

All rogues start with three abilities that allow them to immediately dive into heavy-hitting: Finishing Blow, Reckless Assault, and Dirty Fighting.

Finishing Blow (Active) - Full Attack. This ability gains power the more damaged the target is. When the rogue uses a Finishing Blow, he or she makes a full attack at the enemy with his or her current weapons. The attack is made with an Accuracy bonus and does +50% damage if it hits. For every 1% under 50% Max Stamina the target has, the attack does an additional +3% damage. 3/rest.
Reckless Assault (Modal) - In this mode, a rogue's Deflection is lowered but he or she gains a bonus to Accuracy and damage with all weapons.
Dirty Fighting - 10% of the rogue's Hits with any melee or ranged weapon are turned into Crits. This occurs after the initial attack roll is resolved. The resulting shift is displayed in the combat log.
As rogues advance, they gain access to abilities that allow them to maximize the damage and afflictions they can dish out to their targets. They can also learn a variety of tricks to help them get out of trouble when the going gets tough.

Sneak Attack - Sneak Attack applies bonus damage to the rogue's ranged and melee weapon attacks when the target has any of the following statuses: Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned, or Weakened. It also applies to any target the rogue strikes with a weapon within the first 2 seconds of combat starting.
Escape (Active) - Escape allows the rogue to break Engagement and safely move away from their current location. The ability must be targeted on open ground to which the rogue has a clear path. When activated, the rogue immediately breaks Engagement and swiftly moves to that location. 1/encounter.
Crippling Strike (Active) - Full Attack. Inflicts extra damage and the Hobbled condition. 2/encounter.
Coordinated Positioning (Active) - You are able to instantly switch positions with one target within 1m. If this is an ally, the switch is automatic. If it is an enemy, the maneuver is an attack against its Reflexes (only succeeds on a Hit or Crit). The switch is immediate and cancels Engagement (if any) on the rogue. 2/encounter.
Adept Evasion - 50% of all Grazes against a rogue's Reflexes are converted to Misses.
Blinding Strike (Active) - Full Attack. Inflicts extra damage and the Blinded condition. 2/rest.
Deathblows - Against any target that is afflicted by two or more of the conditions that can allow Sneak Attack, rogues do additional Sneak Attack damage.

So instead of Rogues simply being thieves, it seemed to me that they were dirty fighters.
 
Is there any way to reset my character's attributes later if I messed up?
An item or some services from an NPC?

Unlikely, but I wouldn't worry too much. The way attributes work makes it really hard to completely screw up. The differences can be quite minimal even over relatively large point spreads. As well the game offers a lot of enchantment options that can boost attributes, plus things like potions and other consumables that temporarily boost them along with other means like resting bonuses that provide semi permanent increases until you rest again. So there will be a lot of ways in game to alert your attributes further.
 
Unlikely, but I wouldn't worry too much. The way attributes work makes it really hard to completely screw up. The differences can be quite minimal even over relatively large point spreads. As well the game offers a lot of enchantment options that can boost attributes, plus things like potions and other consumables that temporarily boost them along with other means like resting bonuses that provide semi permanent increases until you rest again. So there will be a lot of ways in game to alert your attributes further.

I wonder if PoE will finally be the game to make me start using potions. I have generally ignored them in the IE games and preferred Wizard spells of the same ilk.

Was there a potion crafting/alchemy system in PoE?
 
Why do you miss out on cooler items? Is it because there are less enemies and therefore less loot or is it that some treasures are only available on higher difficulties?
IRRC The difficulty settings are not dependant on scaling enemies (Like D:OS does). The different difficulties settings each have a different set of enemies for the same encounter.
For example on Easy you run into two bandits, while on Normal you run into a Priest, Bandit and the Bandit's dog. The Path of the Dammed setting is where all difficulty sets are present for each encounter.

Some enemies drop cool loot but are also not present on lower difficulties.
 
IRRC The difficulty settings are not dependant on scaling enemies (Like D:OS does). The different difficulties settings each have a different set of enemies for the same encounter.
For example on Easy you run into two bandits, while on Normal you run into a Priest, Bandit and the Bandit's dog. The Path of the Dammed setting is where all difficulty sets are present for each encounter.

Some enemies drop cool loot but are also not present on lower difficulties.
Is there any way to reset my character's attributes later if I messed up?
An item or some services from an NPC?
Just whatever you do, don't put an attribute under 9-10. Other than that you should be fine.

edit: OK WHY DOES GAF KEEP DOING THIS
 
Unlikely, but I wouldn't worry too much. The way attributes work makes it really hard to completely screw up. The differences can be quite minimal even over relatively large point spreads. As well the game offers a lot of enchantment options that can boost attributes, plus things like potions and other consumables that temporarily boost them along with other means like resting bonuses that provide semi permanent increases until you rest again. So there will be a lot of ways in game to alert your attributes further.

Just whatever you do, don't put an attribute under 9-10. Other than that you should be fine.

edit: OK WHY DOES GAF KEEP DOING THIS

Ah, cool then.
I just remember how IE games work, it's been a while for me.
 
I wonder if PoE will finally be the game to make me start using potions. I have generally ignored them in the IE games and preferred Wizard spells of the same ilk.

Was there a potion crafting/alchemy system in PoE?

PoE does have a pretty deep crafting system for potions, foods and scrolls. So you should plan on using potions and other consumables regularly. No hoarding.
 
PoE does have a pretty deep crafting system for potions, foods and scrolls. So you should plan on using potions and other consumables regularly. No hoarding.

Sorry but no. True RPG fans always hoard even when it kills them over and over. What if I need it for the next fight!?
 
Sorry but no. True RPG fans always hoard even when it kills them over and over. What if I need it for the next fight!?

This guy looks like the final boss and the game is telling me he's the final boss but maybe he's not, so I should probably hold off and not use any of the 35 potions of invulnerability and triple damage I have here just in case.
 
Sorry but no. True RPG fans always hoard even when it kills them over and over. What if I need it for the next fight!?

Seriously. I usually end every game with like 100 potions cause I still think "Maybe I should just backtrack 20 minutes to the last inn. Maybe I'll need 101 potions in the next fight!"
 
This guy looks like the final boss and the game is telling me he's the final boss but maybe he's not, so I should probably hold off and not use any of the 35 potions of invulnerability and triple damage I have here just in case.

Yea I think I once did that even with a final boss. Long time ago though.
 
Sorry but no. True RPG fans always hoard even when it kills them over and over. What if I need it for the next fight!?

ugh, yes. I always fall for the same shit.

"I may use this potion... but what if I use it NOW and I actually need it LATER and can't find it? Maybe I'll save it for that occasion..."

"hm, I picked up a new weapon. It's kinda better than the one I'm using now, but not that much. Actually, it's just different. Maybe I'll just keep it there so I can later change my weapons and see how it goes."

and so on.
 
This guy looks like the final boss and the game is telling me he's the final boss but maybe he's not, so I should probably hold off and not use any of the 35 potions of invulnerability and triple damage I have here just in case.

Now you're taking the long view. So smart.
 
This guy looks like the final boss and the game is telling me he's the final boss but maybe he's not, so I should probably hold off and not use any of the 35 potions of invulnerability and triple damage I have here just in case.

"For all I know this may not be Saverok's final form!'
 
Sorry but no. True RPG fans always hoard even when it kills them over and over. What if I need it for the next fight!?

This guy looks like the final boss and the game is telling me he's the final boss but maybe he's not, so I should probably hold off and not use any of the 35 potions of invulnerability and triple damage I have here just in case.

Lol, so true.
Poor potions..
 
Status
Not open for further replies.
Top Bottom