You can mix elemental spellbooks (Fire, Hydrophist, Geomancer, Aerothurge, etc.) with the non-elemental ones (Polymorph, Warfare, Huntsman, Scoundrel, etc.) and make new abilites pretty much across the board. There's like 40 or 50 abilities at least you can only get that way.
Yeah, Squirrel Guy's one use is he gives you recipes.
That said, it's not new, it was in the base game. If you use a skill that requires a source point, you'll instead craft a "Mass" or "Improved" version of the skill. Ie: Mass Cryotherapy vs Cryotherapy.
They are very useful for summoners since you can use those to change the element of your incarnate. A lot of builds also used the skill Vampiric Hunger (Soundrel + Hydrosophist)
Edited by Ghilz on Sep 6th 2018 at 11:22:27 AM
Another nice one is Cleanse Wounds (Hydrosophist + Warfare), a solid healing spell that removes afflictions.
I'm also fond of Sparking Swings, spell that adds a bouncing fireball to your weapon strikes. I do not recall if it was pyro crossed with polymorph or warfare.
Edited by joergenjetsam on Sep 7th 2018 at 1:34:15 AM
Conception is sin Birth is pain Life is toil Death is inevitable> That said, it's not new, it was in the base game.
Probably something I overlooked because I've never done a Summoner playthrough before
New theme music also a boxSummoners can be really fun, since the skill affects all summons, not just the ones linked to the Summoner spells.
So for instance the Necromancer Bone Widow, which was already incredibly good, becomes even better. There's also the visual change when you get to Summoner skill 10, and your Incarnate becomes an Incarnate Champion that towers over any and all.
Conception is sin Birth is pain Life is toil Death is inevitableInvesting in Summoning for Ifan in particular is always a good gameplan, since if his Incarnate dies he can pull his wolf out as a last resort while the Incarnate's still cooling down and it'll be a lot more valuable than it typically is due to his high Summoning skill.
I built mine as an archer otherwise, too, so it helps keep him out of harms way that much more.
Not just a visual change. At summoning rank 10, you incarnate has +100% to all stats, but the champion has higher base stats to begin with (Double the base vitality and +50% base damage).
The incarnate champion, especially with Power, Warp, Shadow and Farsight infusions, becomes a combat monster.
Just discovered Bee hives allow you make pots of honey if you have an empty honey pot,which is cool as I have a recipe for making a love grenades ( which is literally an empty perfume bottle + honey)
Though they're nowhere near as powerful as a mind maggot grenade,I actually save them for the big fight with Alexander and after on the Lady Vengeance,some of the enemies don't have magic amour so they're easy to charm,aside from the Gheists which are real focus,once they are dealt with it's suddenly a lot easier
New theme music also a boxWhile starting a new game with Definitive edition, I once again finding myself wishing Fort Joy had a way to respec your characters like the mirror on the ship.
I also find myself wishing there was a way for unique gear to level up or something so that I can keep using stuff like the Tyrant set all the way to the endgame.
Disgusted, but not surprisedThanks for the tip. I just wish there was a way to do that without making it impossible to get achievements.
Though there's apparently a mod for that too.
Whether it works in the Definitive edition is another story.
Edited by M84 on Sep 16th 2018 at 11:09:40 PM
Disgusted, but not surprisedThe "Counting your Chickens" quest seems bugged in Definitive Edition. You can no longer the "Good" ending, as Big Marge's ghost won't give the quest out.
Just completed that quest and I was able to get the quest from Marge,I got some good loot too!
New theme music also a boxGOD FUCKING DAMN IT!
OK,deep breath
-breath in
-breath out-
So I finally completed the elf puzzle but upon completing it your entire party is attacked,they're all level 15 and I'm 10,my entire party dies before the first round
New theme music also a boxI'm curious, getting to that area generally requires getting past a flock of lv 12 scarecrows. Did you circumvent those by accident?
Conception is sin Birth is pain Life is toil Death is inevitableYeah, it's pretty easy to avoid the scarecrows.
So I recently got to Reaper's Coast on my Definitive Edition playthrough. For some reason the two major fights before that seemed a lot easier this time. Probably because I knew what to expect and spent the end of the Fort Joy section robbing every merchant of skillbooks and other gear once I hit level 8.
Edited by M84 on Sep 20th 2018 at 3:02:53 AM
Disgusted, but not surprisedThey've toned Tactician down a bit in the earlier stages of the game. Pretty much all of Fort Joy aside from one revamped encounter so far where the originally passive Silent Monks are made hostile when you come up on the rest of the Magisters has been made easier.
Apparently Arx, which I still haven't seen yet, has been tuned up to compensate though, so keeping on with your merchant serial robbing might not be a bad idea.
Generally I've found that, unless they have unique loot, it's best to wait until right before the next Point of No Return to rob them. That way they will have the best possible gear. It's kind of annoying that you can't pickpocket people more than once.
It's also a good idea to max the disposition of the merchants who travel with you so that your designated Barterer can get the best deals. And since those merchants stick with you to the end, you should probably hold off on robbing them until the endgame.
If Arx is harder, that's bad. A few of the battles are particularly annoying due to the circumstances in which you start.
Edited by M84 on Sep 19th 2018 at 4:41:02 PM
Disgusted, but not surprised> I'm curious, getting to that area generally requires getting past a flock of lv 12 scarecrows. Did you circumvent those by accident?
You have to talk to the Scarecrows,which is something I avoid since that fight is horrible
Unless you retreat to the where Paladins check point is,which is how I survived my first encounter with scarecrows
New theme music also a boxScarecrows aren't super bad if you take out the Undead Scarecrow with the horror aura. A ranger and a summoner with the greater incarnate can easily take out his low Physical armor and stun lock him with knockdowns for an easy kill.
So for a Warrior Red Prince, what do you guys prefer? The tanky shield and one-handed build? Or a two-hander build? I'm going with the tanky shield build for now since I rather like the durability and Shield Throw lets me pretend I'm Captain America. But some of those two-handed weapons look pretty sweet...
And yeah, the Count Your Chickens quest is bugged. I had to fight Peeper and his, uh, peeps.
And it was bar none the worst fight in this game. Fighting a bunch of annoying chickens that are spread out everywhere and revive each other? It wasn't a hard fight but damn it was annoying. The reward of a single Source Orb wasn't great either. But hey, at least the 5k EXP put me at level 10.
Edited by M84 on Sep 20th 2018 at 12:46:09 AM
Disgusted, but not surprisedDepends on party makeup.
If you have lots of characters who can take hits, you can skip on the shield.
I tend to prefer 2 handed because mid to late game, it's possible to skip on the shields entirely, and supplement armors other ways. Kill enemies fast, use bone cage to get a ton of physical armor from the corpses, supplement with heart of steel if you need more physical armor and bone cage is on cooldown. Use living armor Talent and Vampiric hunger for constantly refilled magic armor. And your higher damage means you kill stuff faster, so it doesn't threaten you. Full Warfare, with a touch of scoundrel, a touch of polymorphy, and a lot of necromancy. And you're basically immortal without touching a shield coz every attack you do deals +200% damage thanks to warfare and strength bonus, and like 90% of that damage is healing, and 35% of that healing is magic armor.
For extra durability, have a geomancer buddy cast mend armor.
I find shields better early game. Of course, you can start with shields, then move to a 2hander later, respecing as needed.
Also 2h weapons strip physical armor faster, you can more easily CC enemies via knockdowns. Enemies who don't act don't damage you :-P
Edited by Ghilz on Sep 19th 2018 at 1:26:51 PM
The game has borderline rocket tag levels of offense that all but the tankiest of characters can't handle later on, so my thought process is to put my 3 attack focused characters to the task of killing at the expense of defense, and two handers get that done much better than shields. They all have enough crowd control and support abilities to maintain and stay alive while wearing down anything they can't immediately kill. Prince is particularly great as a two hander since he can still do decent magic damage through his Source skill and via his fire breath.
Summoners don't really need intelligence much, so I can afford to pump CON and just enough Memory on my summoner to keep them hardy and versatile. They get a shield to let them do the meat shielding, helped by Taunt and ostensibly that spell reflecting ability I'll be giving a try this playthrough.
I have a Summoner-Necro character (hey I like Bone Widow), so there's some incentive to give her some Intelligence to boost the various offensive Necro spells.
I might change my Red Prince to a Two-Hander build. If it doesn't pan out, I can always respec.
Disgusted, but not surprised
Ohhhh
I have discovered something new,you can merge existing spellbooks with Polymorph to create new spell books,interesting.
New theme music also a box