I assume at some point you get an ability to drain source out of enemies or something? At the moment the only way I've found to increase my source points is to consume the souls out of these soul jars, and that doesn't seem like such a good idea.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I assume at some point you get an ability to drain source out of enemies or something? At the moment the only way I've found to increase my source points is to consume the souls out of these soul jars, and that doesn't seem like such a good idea.
Act 1 and 2:
In both acts that I have played there is a source "water cooler" somewhere where you turn a lever and it pours out a pool. You can always go get some at some point: you just have to find the cooler.
The Draining Wand(s?) of Act 1 can be used to drain source from enemies or devour it from any given corpse: although they have limited charges.
Source pools also just sort of start being around the world as you go later into the game.
Corp.Shephard on
0
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
I assume at some point you get an ability to drain source out of enemies or something? At the moment the only way I've found to increase my source points is to consume the souls out of these soul jars, and that doesn't seem like such a good idea.
Yes you do.
The second Source skill that you learn in Act 2 is Source Vampirism, which works pretty much like it sounds.
Has anyone else noticed hydrosophist's getting targeted over others?
My hydrosophist/huntsmen gets targeted first in basically all encounters. no matter how close/far i am, how much armour (phsy or magical) or health i have.
It's got to the point where its not really funny anymore, and that i'm thinking of just getting rid of hydrosophist, since my team-mates have there own heals and i rarely even use any Hydro spells anyway.
So i'm wondering if its literally 'healer gets targeted, no matter what' even though you don't even *need* a dedicated healer in this game (at least on the difficulty we are playing) or if its some other RNG Seed that is causing it.
Anyway, mini-vent over, the game is super fun in everything else.
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cptruggedI think it has something to do with free will.Registered Userregular
There really is an issue with how they gate level related stuff in this. I'm level 12 and keep ending up in places where the enemies are level 15 in Act 2. It's kind of frustrating cause they let you get kind of deep into the actual plots of those areas before they throw mobs at you that destroy you.
Has anyone else noticed hydrosophist's getting targeted over others?
My hydrosophist/huntsmen gets targeted first in basically all encounters. no matter how close/far i am, how much armour (phsy or magical) or health i have.
It's got to the point where its not really funny anymore, and that i'm thinking of just getting rid of hydrosophist, since my team-mates have there own heals and i rarely even use any Hydro spells anyway.
So i'm wondering if its literally 'healer gets targeted, no matter what' even though you don't even *need* a dedicated healer in this game (at least on the difficulty we are playing) or if its some other RNG Seed that is causing it.
Anyway, mini-vent over, the game is super fun in everything else.
Nope, enemies usually attack my ranger since she has the lowest armor, everybody else in my party uses a shield. Back when my healer had a staff she was attacked more often but unless you need a melee weapon for Warfare skills I don't see a staff worth it over the huge armor bonus shield gives you.
Ended up taking glass cannon off of Fane. It just didn't seem worth it when by round two he is burned, decayed, crippled, blinded, silenced and cursed.
Yeah I took one look at glass cannon and thought, wow they nerfed that into uselessness.
Not sure why it isn't similar to the first game, just something like -50% armour values and slightly lower max health.
The extra AP is actually a bigger deal than the first, since you no longer increase AP with stats. But the downside of crippling status effects from the first round is just too much to deal with.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
+1
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I've got a friend using glass cannon fane. He's generally fine but we've gotten used to be a three person party for some fights.
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cptruggedI think it has something to do with free will.Registered Userregular
Got a ring that gave me the Chicken Punch. Finally got to try the Tendons -> Chicken combo on my Rogue. That is hilariously effective.
I feel that there's a huge gap in terms of talent usefulness in this game. Opportunist, for example, seems so much like an easy must-have for melee characters especially when most other NPCs have it by default.
I have 3 unlocked per character at this point and can't seem to figure out what else to take, other than the generic point boosting ones. Definitely different than Fallout's perks
If anybody was worried about the Divinity comeback being a one hit wonder, you can put those fears to bed becuase holy shit.
Almost already at 650k owners on steam.
I never really know what to make of sales figures on their own, but Swen says they weren't expecting to hit 500k sales until the end of the year IIRC which means 650k sales by now makes them very financially secure. Which should mean even better game from them next. Swen was also saying in one interview that they are thinking of making a proper expansion for this one, a big DLC with new story and areas and so on. Sounds good to me.
RE: Talents - yeah, to me it looks like 2/3 of the talents are junk right now. Most of my characters have either Pawn or Executioner, Far-Out Man, melee guy has Opportunist, a few have Comeback Kid (hasn't been very useful for me lately but there isn't much else to get), Pet Pal for one character obviously.
I assume at some point you get an ability to drain source out of enemies or something? At the moment the only way I've found to increase my source points is to consume the souls out of these soul jars, and that doesn't seem like such a good idea.
Yes you do.
The second Source skill that you learn in Act 2 is Source Vampirism, which works pretty much like it sounds.
Also if you complete...
the Artefacts of the Tyrant quest and get all 5 pieces of Braccus Rex's armor, you can wear them without having the individual negative effects kill you (but only if you wear them all together). The helm gives you the Purge skill which allows you to consume a corpse to gain a source point or steal one from a character. However...
After you purge with that helm 3 times, it summons a demon who steals the helm and then you must fight it. If you kill it, it drops the helm again, only now the helm grants the skill Shackles of Pain.
Has anyone else noticed hydrosophist's getting targeted over others?
My hydrosophist/huntsmen gets targeted first in basically all encounters. no matter how close/far i am, how much armour (phsy or magical) or health i have.
It's got to the point where its not really funny anymore, and that i'm thinking of just getting rid of hydrosophist, since my team-mates have there own heals and i rarely even use any Hydro spells anyway.
So i'm wondering if its literally 'healer gets targeted, no matter what' even though you don't even *need* a dedicated healer in this game (at least on the difficulty we are playing) or if its some other RNG Seed that is causing it.
Anyway, mini-vent over, the game is super fun in everything else.
Pick up a little necromancy and get Shackles of Pain. The AI will leave you the fuck alone if you've shackled something.
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
So, the locked room on the first floor of the ship that you start in. Is there a way to get in that room? I tried beating it until i broke every weapon i found, i could not find the key to that room.
So, the locked room on the first floor of the ship that you start in. Is there a way to get in that room? I tried beating it until i broke every weapon i found, i could not find the key to that room.
So, the locked room on the first floor of the ship that you start in. Is there a way to get in that room? I tried beating it until i broke every weapon i found, i could not find the key to that room.
The contents of that room become relevant later on, so I'm fairly sure you are just supposed to see what's in there but not to get to interact with that stuff in any way.
If you're talking about the kitchen, hold down alt to see item names displayed on the ground, there's a key hanging near the door.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
On the lowest floor? Near where Ifan is talking to one of the Magisters?
If so,
Hold down left alt. It will highlight all of the non-container items on the ground. Right by the room there should be a 'greasy key'. It unlocks the door, if you interact with the door while it is in any of your characters' inventories.
If you're talking about another door, I'm not sure which one it is.
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
Enemies move so fast now and have so many methods of immediately getting into your grill that I'm strongly considering giving everyone a point of Huntsman for Duck Duck Goose.
I assumed he meant the room with the deathfog barrels.
Not the deathfog, the original floor you start the game in where all the main characters are. On the left is the locked door leading to a small room that looks i guess like a food prep area but i clearly see a tome in the room, on the right is the hall that leads to the magisters office where the old lady goes boom. (North as a cardinal direction is the tip of the floor where you first wake up).
I assumed he meant the room with the deathfog barrels.
Not the deathfog, the original floor you start the game in where all the main characters are. On the left is the locked door leading to a small room that looks i guess like a food prep area but i clearly see a tome in the room, on the right is the hall that leads to the magisters office where the old lady goes boom. (North as a cardinal direction is the tip of the floor where you first wake up).
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
Enemies move so fast now and have so many methods of immediately getting into your grill that I'm strongly considering giving everyone a point of Huntsman for Duck Duck Goose.
I think a case can be made for giving everyone huntsman 2 for duck duck goose and tactical retreat.
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
Enemies move so fast now and have so many methods of immediately getting into your grill that I'm strongly considering giving everyone a point of Huntsman for Duck Duck Goose.
There's so many ways to deal with enemies getting next to you that I'd never bother getting that talent. You can teleport them away, teleport yourself away, CC them or just kill them - why walk away?
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
The weapon skills still have a use as skills cap at 10 outside of gear so if you want more damage after you cap warfare going to the weapon skills is good.
But yea, until they patch that warfare is going to be smarter for those first 10 points.
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
Enemies move so fast now and have so many methods of immediately getting into your grill that I'm strongly considering giving everyone a point of Huntsman for Duck Duck Goose.
There's so many ways to deal with enemies getting next to you that I'd never bother getting that talent. You can teleport them away, teleport yourself away, CC them or just kill them - why walk away?
My scoundrel has the highest consistent damage output but since one of my characters is just a buff bot, it has high enough initiative and is positioned directly behind my fighter so I can enrage it to start a fight and let my fighter brain something. One basic attack does the same as my scoundrel hitting a target with two separate attacks. It's fucking great.
As busted as it was though, I miss the bully talent from the first game. 1.5x damage on a stunned or knocked down target is so good and it's a must have.
Talents - All Skilled Up and Bigger & Better are easy picks.
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
Enemies move so fast now and have so many methods of immediately getting into your grill that I'm strongly considering giving everyone a point of Huntsman for Duck Duck Goose.
There's so many ways to deal with enemies getting next to you that I'd never bother getting that talent. You can teleport them away, teleport yourself away, CC them or just kill them - why walk away?
Stuff does go on cooldown, you know...
Early on you are better off having one of the good talents that help you kill stuff faster. Later on you have so many abilities something is always available. Wasting AP on walking away from enemies just makes you die tired.
Everyone having Aero2 with Teleport is the best CC. Pick the one or two guys you least want to fight for now and throw them off a cliff. When they come huffing and puffing back up, throw them off again.
Posts
Act 1 and 2:
The Draining Wand(s?) of Act 1 can be used to drain source from enemies or devour it from any given corpse: although they have limited charges.
Source pools also just sort of start being around the world as you go later into the game.
Yes you do.
My hydrosophist/huntsmen gets targeted first in basically all encounters. no matter how close/far i am, how much armour (phsy or magical) or health i have.
It's got to the point where its not really funny anymore, and that i'm thinking of just getting rid of hydrosophist, since my team-mates have there own heals and i rarely even use any Hydro spells anyway.
So i'm wondering if its literally 'healer gets targeted, no matter what' even though you don't even *need* a dedicated healer in this game (at least on the difficulty we are playing) or if its some other RNG Seed that is causing it.
Anyway, mini-vent over, the game is super fun in everything else.
Nope, enemies usually attack my ranger since she has the lowest armor, everybody else in my party uses a shield. Back when my healer had a staff she was attacked more often but unless you need a melee weapon for Warfare skills I don't see a staff worth it over the huge armor bonus shield gives you.
Not sure why it isn't similar to the first game, just something like -50% armour values and slightly lower max health.
The extra AP is actually a bigger deal than the first, since you no longer increase AP with stats. But the downside of crippling status effects from the first round is just too much to deal with.
I have 3 unlocked per character at this point and can't seem to figure out what else to take, other than the generic point boosting ones. Definitely different than Fallout's perks
Streaming 8PST on weeknights
Almost already at 650k owners on steam.
I never really know what to make of sales figures on their own, but Swen says they weren't expecting to hit 500k sales until the end of the year IIRC which means 650k sales by now makes them very financially secure. Which should mean even better game from them next. Swen was also saying in one interview that they are thinking of making a proper expansion for this one, a big DLC with new story and areas and so on. Sounds good to me.
RE: Talents - yeah, to me it looks like 2/3 of the talents are junk right now. Most of my characters have either Pawn or Executioner, Far-Out Man, melee guy has Opportunist, a few have Comeback Kid (hasn't been very useful for me lately but there isn't much else to get), Pet Pal for one character obviously.
You're doing it right.
I'm playing on tactician and comeback kid, and possibly morning person, seems absolutely amazing.
Also if you complete...
Pick up a little necromancy and get Shackles of Pain. The AI will leave you the fuck alone if you've shackled something.
You can also take the Smelly talent. :biggrin:
For Huntsmen there's the Elemental Ranger and Duck Duck Goose. Arrow Recovery is okay but running out of arrows is really not my issue.
I could see taking Elemental Affinity on a Hyrdo, Pyro, or Geo.
Executioner and The Pawn are totally worth it.
Far Out Man is fine.
I guess Parry Master would be ok for a dual wielding Scoundrel, but i just don't know when I would ever not use a shield. I haven't actually played a Scoundrel yet either.
I should probably take Picture of Health, my Knight has like 10 warfare right now. That's a ton of HP, and it's a multiplicative bonus.
Incidentally, everyone should not take any physical weapon skills (1h, 2h, ranged) and just take warfare. They give the same damage bonus, but warfare is multiplicative and the weapon skills are merely additive. Plus your scoundrel can then do battering ram and whirlwind and battle stomp and what have you. Unless you really need the accuracy bonus from weapon skills, take warfare for damage.
An undead with theivery one can get in.
The contents of that room become relevant later on, so I'm fairly sure you are just supposed to see what's in there but not to get to interact with that stuff in any way.
If so,
If you're talking about another door, I'm not sure which one it is.
Enemies move so fast now and have so many methods of immediately getting into your grill that I'm strongly considering giving everyone a point of Huntsman for Duck Duck Goose.
Not the deathfog, the original floor you start the game in where all the main characters are. On the left is the locked door leading to a small room that looks i guess like a food prep area but i clearly see a tome in the room, on the right is the hall that leads to the magisters office where the old lady goes boom. (North as a cardinal direction is the tip of the floor where you first wake up).
This should be the thing I said then.
I think a case can be made for giving everyone huntsman 2 for duck duck goose and tactical retreat.
There's so many ways to deal with enemies getting next to you that I'd never bother getting that talent. You can teleport them away, teleport yourself away, CC them or just kill them - why walk away?
The weapon skills still have a use as skills cap at 10 outside of gear so if you want more damage after you cap warfare going to the weapon skills is good.
But yea, until they patch that warfare is going to be smarter for those first 10 points.
Stuff does go on cooldown, you know...
I need to take another look at my talents, I've just been taking what sounds good as I go along.
As busted as it was though, I miss the bully talent from the first game. 1.5x damage on a stunned or knocked down target is so good and it's a must have.
Early on you are better off having one of the good talents that help you kill stuff faster. Later on you have so many abilities something is always available. Wasting AP on walking away from enemies just makes you die tired.
Why didn't I even think of that?