I think that consuming them gives you a Source point, though I remember it mentioning increasing max Source and not doing that either.. The skills they give as a socketed item are all alright but nothing special (or unobtainable through skills but requires no skill investment), the only thing that I remember them being particularly useful for is saving them as a crafting component. I think the unique items you can craft all require at least one.
butts
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
You need them for the Eternal Armour, which is pretty good. They also grant the Cure Mass Wounds ability if socketed in armor, and it's an equipment ability and so does not take up a skill slot.
So primarily what sorta builds would you go for Polymorph focused characters and what skill trees would you pair up with them?
I haven't tried it, but I'd imagine that Polymorph on your tank would work pretty well. Lots of utility for a front-rank Fighter with Polymorph Chicken and Medusa Head.
2h warfare/polymorph sebille is the MVP of my group. the CC is really valuable early game but at some point having her walk up and crit for 2-3k while having 8k health due to picture of health + 17 warfare overshadows the utility a bit. funneling all those extra attribute points from poly into STR certainly helps sell the package.
So they didn't need warfare in the last patch? I'm running a dual dagger Scoundrel as a main. Once I have my Scoundrel skills and one level of polymorph for chickenings, should I start going warfare for the damage boost?
So they didn't need warfare in the last patch? I'm running a dual dagger Scoundrel as a main. Once I have my Scoundrel skills and one level of polymorph for chickenings, should I start going warfare for the damage boost?
Yeah probably? Plus your scoundrel can pick up some of the knockdown CCs and movement effects. Like, even pretty early on, battering ram, battle stomp, phoenix dive, and blink strike are just fucking great for anyone who does melee damage.
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FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
It's also always worth the two points in Aero to get Teleport, and then abuse it harder than Harvey Weinstein with a young actress.
So they didn't need warfare in the last patch? I'm running a dual dagger Scoundrel as a main. Once I have my Scoundrel skills and one level of polymorph for chickenings, should I start going warfare for the damage boost?
Yes. Warfare scales pretty well (borderline essential for any physical damage dealers because it's a multiplicative bonus) and there are even a few skills that are useful in there for you. The ground stomp is nice CC and clears surfaces. Battering ram is cc and mobility. Blitz attack isn't bad and has a little range if you're immobilized or already moved with The Pawn.
For a dagger type, teleport might be useful but tactical retreat self-hastes and I preferred to use every AP on my rogue toward making things die (and with 2 in huntsman you can grab first aid, because sometimes you do need to heal and remove some statuses). Nether swap is almost as good as teleport and only for a single AP and can be cast on yourself (and other shit like corpses and totems!) If you do grab a point in Aero, you can use smoke cover to control line of sight and keep yourself safe from ranged dudes (get the skill by combining an aero book and a scoundrel book, make sure neither of them is a source-based skill). Just requires 1 point in aero/scoundrel.
Rogue seems like a pretty varied archetype in this game because the tools that it uses, at least for me so far, have all being pretty low requirements.
Kinda wish their skills were less dependent on dagger usage so you could play like a Scoundrel/Warfare off tank with a spear or something.
Honestly it's super weird that teleport isn't resisted by magic armour. It feels like a way to cheese a lot of stuff.
Especially because Geists and other non human monsters often can't use ladders if you dump them up somewhere high.
I think the reasons here are that the damage from landing is taking off your physical armor, so that would sorta be double-dipping. Plus if it was armor resisted, you couldn't cast it on your own people, or would have to take off all their armor first.
EDIT: Not that it isn't bonkers that there's no restriction or save on physically moving enemies in combat, that's what makes the spell busted.
So they didn't need warfare in the last patch? I'm running a dual dagger Scoundrel as a main. Once I have my Scoundrel skills and one level of polymorph for chickenings, should I start going warfare for the damage boost?
Yes. Warfare scales pretty well (borderline essential for any physical damage dealers because it's a multiplicative bonus) and there are even a few skills that are useful in there for you. The ground stomp is nice CC and clears surfaces. Battering ram is cc and mobility. Blitz attack isn't bad and has a little range if you're immobilized or already moved with The Pawn.
For a dagger type, teleport might be useful but tactical retreat self-hastes and I preferred to use every AP on my rogue toward making things die (and with 2 in huntsman you can grab first aid, because sometimes you do need to heal and remove some statuses). Nether swap is almost as good as teleport and only for a single AP and can be cast on yourself (and other shit like corpses and totems!) If you do grab a point in Aero, you can use smoke cover to control line of sight and keep yourself safe from ranged dudes (get the skill by combining an aero book and a scoundrel book, make sure neither of them is a source-based skill). Just requires 1 point in aero/scoundrel.
I sometimes wish that huntsman and scoundrel had better synergy, cause bows vs daggers restricts them from fully cross-pollinating.
But then I think about it a little more and realize that if those combat skills accommodated either weapon type, that combination would be OP as fuck.
I wouldn't call telekinesis busted, it's just high utility. It would be busted if it actually did damage but it was doing less than twenty even at level fourteen. The enemy is just as likely to screw over the positioning of your ranger or mages as you are and in the PVP arena I would be amazed if it's some super secret strat to throw a fighter away or drag a mage in.
It's entirely possible damage is based off the weight of the thrown object which means ye olde strategy of throwing a lol huge chest at someone can one shot them but I've never tested.
I wouldn't call telekinesis busted, it's just high utility. It would be busted if it actually did damage but it was doing less than twenty even at level fourteen. The enemy is just as likely to screw over the positioning of your ranger or mages as you are and in the PVP arena I would be amazed if it's some super secret strat to throw a fighter away or drag a mage in.
It's entirely possible damage is based off the weight of the thrown object which means ye olde strategy of throwing a lol huge chest at someone can one shot them but I've never tested.
that's exactly how that works.
fill a chest with really heavy shit and toss it at people, one shotting them.
it's supremely cheesy.
I wouldn't call telekinesis busted, it's just high utility. It would be busted if it actually did damage but it was doing less than twenty even at level fourteen. The enemy is just as likely to screw over the positioning of your ranger or mages as you are and in the PVP arena I would be amazed if it's some super secret strat to throw a fighter away or drag a mage in.
It's entirely possible damage is based off the weight of the thrown object which means ye olde strategy of throwing a lol huge chest at someone can one shot them but I've never tested.
Putting low phys armour people infront of your melee and off of high ground is far, far more valuable than literally any effect you'd usually have to strip armour to apply. Same for spending 2 AP to get your crossbow user up on a high ground that would normally take two whole turns.
Man this game looks really good. I'm thinking of picking it up even though I didn't get very far in the first one. The look of it seems much more refined all around compared to D:OS1. I liked alot of stuff in the first one but I was frustrated with some bugs in combat and how slow it was to get started. I wouldn't mind going back to that one at some point too, but I'm kind of thinking that if 2 is even better and the stories aren't directly connected that I'd rather just play that.
Thoughts?
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Man this game looks really good. I'm thinking of picking it up even though I didn't get very far in the first one. The look of it seems much more refined all around compared to D:OS1. I liked alot of stuff in the first one but I was frustrated with some bugs in combat and how slow it was to get started. I wouldn't mind going back to that one at some point too, but I'm kind of thinking that if 2 is even better and the stories aren't directly connected that I'd rather just play that.
Thoughts?
I didn't get far into the first one either; just couldn't quite get it to click for me. Glad I took the leap on this one and tried again, because I've really enjoyed it. I mean, only 120 hours in, so maybe I'll change my mind...
But I would consider the early going (ie levels 1-4ish) the 'hump' to get over. You have so few abilities those first few levels that it's kind of a different challenge than most of the combat. Once you're into Act 2 (should be ~level 7-8) you can really start putting shit together.
I wouldn't call telekinesis busted, it's just high utility.
When it's absolutely viable, advisable, even recommended, to give every single person in your party Aero 2 just for teleport and nothing else even when they aren't a spellcaster in any other fashion, that's a busted skill.
Man this game looks really good. I'm thinking of picking it up even though I didn't get very far in the first one. The look of it seems much more refined all around compared to D:OS1. I liked alot of stuff in the first one but I was frustrated with some bugs in combat and how slow it was to get started. I wouldn't mind going back to that one at some point too, but I'm kind of thinking that if 2 is even better and the stories aren't directly connected that I'd rather just play that.
Thoughts?
Don't let the last few posts about imbalanced skills affect you at all, for a start. Every game will have those. We're just finding nits to pick because doing nothing but gushing about the game would get old.
It is a great game. I actually played the early access of DOS2 first. It was only the first act, and I played through it a couple times. It was a couple months before full release and I had the itch so I bought DOS1 to fill the time. I barely made it out of the first city and didn't want to bother anymore, because DOS2 was so much better. "Refined" is exactly the word for it. The inventory and crafting systems are way better, combat is fantastic, love the split armor system.
Everything about playing DOS1 felt like playing a shitty early build of DOS2.
Man this game looks really good. I'm thinking of picking it up even though I didn't get very far in the first one. The look of it seems much more refined all around compared to D:OS1. I liked alot of stuff in the first one but I was frustrated with some bugs in combat and how slow it was to get started. I wouldn't mind going back to that one at some point too, but I'm kind of thinking that if 2 is even better and the stories aren't directly connected that I'd rather just play that.
Thoughts?
I didn't get far into the first one either; just couldn't quite get it to click for me. Glad I took the leap on this one and tried again, because I've really enjoyed it. I mean, only 120 hours in, so maybe I'll change my mind...
But I would consider the early going (ie levels 1-4ish) the 'hump' to get over. You have so few abilities those first few levels that it's kind of a different challenge than most of the combat. Once you're into Act 2 (should be ~level 7-8) you can really start putting shit together.
Even once you hit level 4 and the vendors start offering the second tier of skillbooks and you start getting a tiny bit of money together to afford them, the game takes off. I'd say level 4, right around the time you're ready to start breaking out of the fort prison, is when the game takes off.
You really get rolling after you get out of Fort Joy, feels alot less tedious, though now I have a million builds I want to try. Went warfare/hydro sword and board to start with, taking Lohse, Iben, and Beast.
I wouldn't call telekinesis busted, it's just high utility.
When it's absolutely viable, advisable, even recommended, to give every single person in your party Aero 2 just for teleport and nothing else even when they aren't a spellcaster in any other fashion, that's a busted skill.
It's two AP and a four turn, I believe, cooldown. For one point in Hydro you gain restore vitality and magic shell and for one point in Geomancer you gain fortify. You can make an argument that those skills are just as mandatory as teleportation on every character unless you're running a three or four undead party (in which case you take uh...something that poisons things instead). None of those abilities require large investments into intelligence to be useful, the bases on each skill keeps them relevant. I believe each skill has just a single AP cost, meaning you can pick two up for the same investment and cast both for the same AP.
I would never say that any of those abilities are busted.
Edit - the first game is a slog for a longer period. I forget when combat finally feels "good" but it's somewhere around the chapel which had an...interesting boss fight. I think that's level seven or nine? Maybe later? I have to admit I'm very biased, I did the intro section through Cyseal around five or six times.
I'm doing fine with just teleport gloves and another character with actual areo investment for teleport on tactician. Not really required for success, nor would I call it busted. Nice to have, just like nails on your boots
You really get rolling after you get out of Fort Joy, feels alot less tedious, though now I have a million builds I want to try. Went warfare/hydro sword and board to start with, taking Lohse, Iben, and Beast.
Given how many skills have the best abilities at 1 or 2 points and how many of the utility spells do not scale based on stats this game has some really weird builds that take one of this and two of that. I think my "tank" uses Poly, Geo, Pyro, Warfare and Scoundrel skills at least and it works just fine. Out of my party of four only my ranger has a simple, streamlined build.
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
No, you can't Teleport yourself, altho there are a ton of self-teleport abilities, depending on your skill trees.
You get one additional Memory slot every time you level. I typically take one additional Memory slot every time, but it does depend on your class. I find that the Archer/Huntsman class does not need as many slots as the multi-faceted casters do. Casters never have enough Memory.
FairchildRabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered Userregular
I asked waaaaay back at the start whether it was worth giving up that healing ring to take the Hero trait at the beginning. I would say that it isn't, that the ring's healing ability in the early game is much more valuable.
At the very beginning of the game, I had like no healing through skills. My summoner could make a water elemental in the right circumstances, but that was it. I'm only playing on the normal mode, so it was kinda rough but doable. I haven't even left the Fort yet and right now I'm swimming in healing. My summoner took hydro(whatever) because I learned that intellect didn't affect summoning (bummer, most of my points are in int). So I have that. I have a rally (summoning line) which is another heal on that character. My Wayfarer has First Aid. My fighter has a healing item. Only the Beast doesn't have any intrinsic healing, but he's got potions and food for days.
And I can still pop up a water elemental - easier now since I can create a water field on command. I fully expect as I progress that healing will become less effective/essential, because it's REALLY plentiful. It's probably the armor skills that are really going to matter, because CC in this game is brutal once the armor is down.
I have to say that I've been pleasantly surprised with being a summoner. I expected it to be kinda terrible from what I've been reading, but it's been working for me so far. Having a lot of utility and basically putting another disposable DPS into the battle every round is really helpful (even if they're just a target- that's one less target than my actual team).
No, you can't Teleport yourself, altho there are a ton of self-teleport abilities, depending on your skill trees.
You get one additional Memory slot every time you level. I typically take one additional Memory slot every time, but it does depend on your class. I find that the Archer/Huntsman class does not need as many slots as the multi-faceted casters do. Casters never have enough Memory.
It's one every other level. Also if you're not a caster you probably don't need more than like, 13-15 memory in Act 1 and after that you can respec freely to optimise memory needs.
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2h warfare/polymorph sebille is the MVP of my group. the CC is really valuable early game but at some point having her walk up and crit for 2-3k while having 8k health due to picture of health + 17 warfare overshadows the utility a bit. funneling all those extra attribute points from poly into STR certainly helps sell the package.
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Yeah probably? Plus your scoundrel can pick up some of the knockdown CCs and movement effects. Like, even pretty early on, battering ram, battle stomp, phoenix dive, and blink strike are just fucking great for anyone who does melee damage.
Yes, but also eew.
Especially because Geists and other non human monsters often can't use ladders if you dump them up somewhere high.
Yes. Warfare scales pretty well (borderline essential for any physical damage dealers because it's a multiplicative bonus) and there are even a few skills that are useful in there for you. The ground stomp is nice CC and clears surfaces. Battering ram is cc and mobility. Blitz attack isn't bad and has a little range if you're immobilized or already moved with The Pawn.
For a dagger type, teleport might be useful but tactical retreat self-hastes and I preferred to use every AP on my rogue toward making things die (and with 2 in huntsman you can grab first aid, because sometimes you do need to heal and remove some statuses). Nether swap is almost as good as teleport and only for a single AP and can be cast on yourself (and other shit like corpses and totems!) If you do grab a point in Aero, you can use smoke cover to control line of sight and keep yourself safe from ranged dudes (get the skill by combining an aero book and a scoundrel book, make sure neither of them is a source-based skill). Just requires 1 point in aero/scoundrel.
Kinda wish their skills were less dependent on dagger usage so you could play like a Scoundrel/Warfare off tank with a spear or something.
I think the reasons here are that the damage from landing is taking off your physical armor, so that would sorta be double-dipping. Plus if it was armor resisted, you couldn't cast it on your own people, or would have to take off all their armor first.
EDIT: Not that it isn't bonkers that there's no restriction or save on physically moving enemies in combat, that's what makes the spell busted.
Is there a reliable source for the skillbook to teleport?
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Getting started with BATTLETECH: Part 1 / Part 2
I sometimes wish that huntsman and scoundrel had better synergy, cause bows vs daggers restricts them from fully cross-pollinating.
But then I think about it a little more and realize that if those combat skills accommodated either weapon type, that combination would be OP as fuck.
Gawin in Fort Joy, assuming you didn't accept his quest line.
EDIT: Gratiana in the Seeker hideout after you escape the fort, if you did.
It's entirely possible damage is based off the weight of the thrown object which means ye olde strategy of throwing a lol huge chest at someone can one shot them but I've never tested.
that's exactly how that works.
fill a chest with really heavy shit and toss it at people, one shotting them.
it's supremely cheesy.
And yes, telekinesis can be used to break the game.
Putting low phys armour people infront of your melee and off of high ground is far, far more valuable than literally any effect you'd usually have to strip armour to apply. Same for spending 2 AP to get your crossbow user up on a high ground that would normally take two whole turns.
Thoughts?
I didn't get far into the first one either; just couldn't quite get it to click for me. Glad I took the leap on this one and tried again, because I've really enjoyed it. I mean, only 120 hours in, so maybe I'll change my mind...
But I would consider the early going (ie levels 1-4ish) the 'hump' to get over. You have so few abilities those first few levels that it's kind of a different challenge than most of the combat. Once you're into Act 2 (should be ~level 7-8) you can really start putting shit together.
When it's absolutely viable, advisable, even recommended, to give every single person in your party Aero 2 just for teleport and nothing else even when they aren't a spellcaster in any other fashion, that's a busted skill.
Don't let the last few posts about imbalanced skills affect you at all, for a start. Every game will have those. We're just finding nits to pick because doing nothing but gushing about the game would get old.
It is a great game. I actually played the early access of DOS2 first. It was only the first act, and I played through it a couple times. It was a couple months before full release and I had the itch so I bought DOS1 to fill the time. I barely made it out of the first city and didn't want to bother anymore, because DOS2 was so much better. "Refined" is exactly the word for it. The inventory and crafting systems are way better, combat is fantastic, love the split armor system.
Everything about playing DOS1 felt like playing a shitty early build of DOS2.
Even once you hit level 4 and the vendors start offering the second tier of skillbooks and you start getting a tiny bit of money together to afford them, the game takes off. I'd say level 4, right around the time you're ready to start breaking out of the fort prison, is when the game takes off.
I would never say that any of those abilities are busted.
Edit - the first game is a slog for a longer period. I forget when combat finally feels "good" but it's somewhere around the chapel which had an...interesting boss fight. I think that's level seven or nine? Maybe later? I have to admit I'm very biased, I did the intro section through Cyseal around five or six times.
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Given how many skills have the best abilities at 1 or 2 points and how many of the utility spells do not scale based on stats this game has some really weird builds that take one of this and two of that. I think my "tank" uses Poly, Geo, Pyro, Warfare and Scoundrel skills at least and it works just fine. Out of my party of four only my ranger has a simple, streamlined build.
EDIT: How often do you all add points in memory to add skill slots?
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You get one additional Memory slot every time you level. I typically take one additional Memory slot every time, but it does depend on your class. I find that the Archer/Huntsman class does not need as many slots as the multi-faceted casters do. Casters never have enough Memory.
And I can still pop up a water elemental - easier now since I can create a water field on command. I fully expect as I progress that healing will become less effective/essential, because it's REALLY plentiful. It's probably the armor skills that are really going to matter, because CC in this game is brutal once the armor is down.
I have to say that I've been pleasantly surprised with being a summoner. I expected it to be kinda terrible from what I've been reading, but it's been working for me so far. Having a lot of utility and basically putting another disposable DPS into the battle every round is really helpful (even if they're just a target- that's one less target than my actual team).
It's one every other level. Also if you're not a caster you probably don't need more than like, 13-15 memory in Act 1 and after that you can respec freely to optimise memory needs.
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Summoning skill is the only thing to affect summoning.