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Pillars of Eternity II: Deadfire |OT| Josh Sawyer's Pirates!

OP
OP
Anno

Anno

Member
Oct 25, 2017
1,714
Columbus, Ohio
Do you guys really recommend the reduced XP mods? I bought the collectors edition (with all dlc) and am currently roughly 4 hours in (just got the boat) and I'm at level 5 already which feels really fast.

I'm also playing on Hard mode so don't want to make the game a misery for myself either by making it too difficult but also don't want to make it a cake walk.
I do if you’re a completionist type player who doesn’t want to spend as much time at level 20. It doesn’t affect the early game as much as the mid/late so you could still add it in without too much difference if you want to.
 
Oct 25, 2017
3,684
I'm using the reduced XP mod from the steam workshop on my current run (I believe it's about a 30% reduction) and I'm liking the pacing. I just finished Beast of Winter and most of my party hit 14 at the end. I still have both other DLC's to go, everything after Hasongo in the main story, Crookspur, Bekarna's Folly, the watershaper's guild quest in Neketaka, and a bunch of other random island stuff. There's no risk of running out of content/xp sources without hitting 20 with that sort of mod.
 
Oct 25, 2017
624
Berkeley, CA
Quick question for all of ya'll. Probably best to only click if you've finished the game as it's pretty far into it. Thanks in advance!

So finished the quest line for the ghost ship, Fonferrus. I decided NOT talk my way out of it because I think the Deadfire probably doesn't need a ghost ship wandering around killing random crews. One of the tougher battles in the game so far, had 2x 3 skull fampyrs and 1x fampyr seer (mage fampyr?) and it was really satisfying to go all out with everybody on board. Immediately afterwards though, a cutscene triggers before I get a chance to loot. Is that intentional? Am I missing anything by not being able to loot after the battle? I'm dying to know if Lucia Rivan had something or not....
 
OP
OP
Anno

Anno

Member
Oct 25, 2017
1,714
Columbus, Ohio
Quick question for all of ya'll. Probably best to only click if you've finished the game as it's pretty far into it. Thanks in advance!

So finished the quest line for the ghost ship, Fonferrus. I decided NOT talk my way out of it because I think the Deadfire probably doesn't need a ghost ship wandering around killing random crews. One of the tougher battles in the game so far, had 2x 3 skull fampyrs and 1x fampyr seer (mage fampyr?) and it was really satisfying to go all out with everybody on board. Immediately afterwards though, a cutscene triggers before I get a chance to loot. Is that intentional? Am I missing anything by not being able to loot after the battle? I'm dying to know if Lucia Rivan had something or not....
Unless I’m just misremembering I think the “loot” is just the fancy sword becoming usable.
 
OP
OP
Anno
Oct 25, 2017
1,714
Columbus, Ohio

Looks to be a bug fix patch. Initial patch notes:

  • Various typos in Forgotten Sanctum have been resolved.
  • Certain conversation prerequisites will no longer be incorrectly locked or unlocked in specific circumstances.
  • Prepared chants are now removed when respeccing a character.
  • Fixed issue where companion game objects were not removed if they left the party on the World Map.
  • The player will no longer be returned to the main menu on transitioning to or from Nekataka.
  • Characters are no longer reaching 0 HP and becoming invincible.
  • Due to the universal fix of assuring companions do not stay at 0HP and invincible, they will also not die if they leave your party due to going below deck.
  • Ciphers will receive focus for their first attack when attacking from stealth.
  • News on the Main Menu no longer displays out of date information.
  • The visual effects from Garrote originates from the correct hand.
  • Beguiler Focus will regenerate properly.
  • Fixed a bug with Wall of Frost displaying 0 base penetration.
  • Slippers of the Assassin no longer deactivate if player kills two targets at the same time with an AoE ability.
  • The journal will no longer display incorrect data when opened the first time after loading a save.
  • Disarming traps with multiple characters will no longer give multiple trap items.
  • (quest/story related)
    • Doors to The Scriptorium and both wings of the Halls Obscured no longer remain locked if Tayn and Llengrath have been killed before the first encounter with the Oracle.
      [*]Maerwald will no longer summon a Vela Clone while on Hylea's Challenge.
      [*]Maerwald's Soul Crush ability is no longer missing its string.
      [*]Revelating Missiles no longer hits Allies as well as Enemies.
      [*]In the Hall of Reconfiguration, the Frightened Child's Imaginary Friends no longer bleed when struck with weapons.
      [*]Addressed issue where the Enchanted Armor in the Quarantined Section was remaining highlighted as an interactable when animated.
      [*]Salvation of Time cannot be empowered anymore.
      [*]Fassina is present in the Dark Cupboard if Forgotten Sanctum DLC is not installed.
      [*]After completing the Rauatai Coup, the Watcher can find Netehe and return the Huana Tablet to her.
      [*]Llengrath now remains in the Temple of Revelation after the events of the Forgotten Sanctum.
      [*]Enemies and Companions in the Drowned Barrows will either become knocked out or die as is intended.
      [*]Attacks with extra AoEs (Citzal's Spirit Lance, Whispers of the Endless Paths) will now have correct recovery when used with attack abilities.
      [*]The correct end choice will trigger after defeating Oracle and choosing the option to give Wael's body to Councelhaut.
      [*]The Courier's Calling encounter no longer triggers without Maia in party.
      [*]Shimmering Dreambeast now has a visual Shimmering effect to reflect its Shimmerstep ability.
      [*]Fixed a bug that was causing Lord Darryn's Voulge to be not obtainable if not picked up the first time the shipwreck encounter is triggered.
 
Oct 25, 2017
3,684
The beta patch has the new ship UI again, but the text for the various options is bugging out ("Missing String") so you don't really know what you are doing without already knowing what button does what.
 
Oct 26, 2017
817
Northern VA
I didn't know Beguiler was bugged so I'm glad that I've put my Mindstalker build on hold.

I really would like to see tweaks for Arcane Archer and Forbidden Fist, along with some ranger buffs. There's a bunch of subclasses that should be revisited. I'm sure someone will mod them after patches end but would rather Obsidian do it first.
 
Oct 25, 2017
3,684
I didn't know Beguiler was bugged so I'm glad that I've put my Mindstalker build on hold.

I really would like to see tweaks for Arcane Archer and Forbidden Fist, along with some ranger buffs. There's a bunch of subclasses that should be revisited. I'm sure someone will mod them after patches end but would rather Obsidian do it first.
Aye, subclass balance is still not great. Some are clearly better than others. It's funny you mention beguiler though, because Cipher is probably one of the best classes when it comes to all the subs being interesting and strong (the original 3 anyway, the new one seems too restrictive with how damage pauses focus gen).

Also on the topic of ciphers, my current run has convinced me that a cipher along with a 2h char with willbreaker is just too good of a combo to ever passup. I have my watcher as a helwalker/bloodmage nuking the will defense of whoever he hits, then ydwin having an easy time landing debuffs and charms. It's lovely.
 
Oct 26, 2017
1,903
Started this game shortly after it came out, but didn't have the time to drop on a game like this. So, I stopped playing it early on to avoid having long gaps in play time that would make me forget the story details in between playing.

Now that I have time to consistently play(and not much other games to play), I'm gonna jump back in. I'm starting over and want to create a class that can somewhat represent a Necromancer. What are my options for that? An emphasis on Ice/Cold abilities + raising Undead would be perfect.
 
Oct 25, 2017
3,684
Started this game shortly after it came out, but didn't have the time to drop on a game like this. So, I stopped playing it early on to avoid having long gaps in play time that would make me forget the story details in between playing.

Now that I have time to consistently play(and not much other games to play), I'm gonna jump back in. I'm starting over and want to create a class that can somewhat represent a Necromancer. What are my options for that? An emphasis on Ice/Cold abilities + raising Undead would be perfect.
There is nothing that really fits that to a tee, but I'd go with something like a Chanter/wizard or even chanter/druid. Chanter is the class with the most summoning options, and they do have some undead varieties early on (skeletons and wraiths) but you are likely going to want to replace those with beefier summons later on. Wizard and Druid are the caster classes that have the most cold damage options, and chanter itself has at least one or two frost damage invocations.

I'd probably go Troubadour/Blood Mage for that type of build. Any wizard spell with Kalakoth or Ninagauth in the name is likely to be frost damage.
 
Oct 28, 2017
1,545
Started this game shortly after it came out, but didn't have the time to drop on a game like this. So, I stopped playing it early on to avoid having long gaps in play time that would make me forget the story details in between playing.

Now that I have time to consistently play(and not much other games to play), I'm gonna jump back in. I'm starting over and want to create a class that can somewhat represent a Necromancer. What are my options for that? An emphasis on Ice/Cold abilities + raising Undead would be perfect.
Chanter/Wizard, 100%.

For Wizard, I would recommend Blood Mage and try to keep spell usage to the first few levels of spells. There's good stuff at the upper levels, but they're costly with the BM ability and because it refreshes a random used slot, using spells from a lot of different levels can make it frustrating getting a spell back in the level that you want. The first three levels each have a ton of fantastic spells and are cheap to get back. Thematically, I'd say that Thrust of Tattered Veils/Chill Fog/Spirit Shield, Miasma of Dull-Mindedness/Fetid Caress/Necrotic Lance, and Llengrath's Displaced Image/Ryngrim's Repulsive Visage/Noxious Burst. You should find a grimoire pretty early on that has a spell called Ninagauth's Shadowflame at spell level 4, which is one of the best spells in the game. It's basically an ice Fireball with no friendly fire that paralyzes and fits your build perfectly. It should be the only level 4 spell you need.

For Chanter, Troubadour is generally considered better than a generic Chanter. The skeleton summon is alright, but they become very good meat shields once you get the upgrade that has them split into small skeletons at death. The dot chant fits thematically, and At the Sight of their Comrades will help you and your allies resist your AOE attacks (Chill Fog, Miasma) if they end up in the overlap. When you can get the ogres, go with them, they're maybe the best summon in the game -- you can pretend they're undead until you get the chant that autosummons skeletons. At the same level, you can get The Long Night's Drink, which is incredibly useful because it reduces enemy Fortitude by a huge amount, and all of your ice damage spells target Fortitude.

That should take you to like level 10, so it should be a good start.
 
Oct 25, 2017
499
Did my game bug out at the end?
after I got to Ukaizo, I didn't have to fight the Guardian of Ukaizo. I freed the watershaper dragon earlier in the game, and he comes for a short scripted event on the boat. But was that the final boss he fought? I'm looking at a walkthrough of the quest and it doesn't say that the fight is avoidable. I guess that's cool? But I actually really enjoy the big boss battles in these games...
 
Oct 25, 2017
899
Finally got around to picking this one back up (and grabbed the season pass too) and... um... the performance is fucking horrible. Any tips for reducing the load times?
 
Oct 26, 2017
817
Northern VA
What is your system config? Game is running fine for me, any crashes are rare. It's hard to give concrete advice without knowing what you're running as everyone doesn't have the same experience.

If you're not running it on an SSD, I would highly recommend doing so.

Edit: I wish there was a discord for PoE2 that was reliably active. Reddit and Obsidian ones are more or less dead or move at a snail's pace.
 
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I think I'm about to close the book on my first run. Playing on POTD (upscaling enabled) I'm finding the combat in the expansions too challenging for my non min-maxed party. My solutions are either to turn down difficulty or to move on, and I think I'm okay with the latter. My first character, the shifter/ranger is still pretty good, but I think overall is outclassed by a lot of potential combat builds and ultimately most of my party is that way, since I kinda just picked as I went along instead of tried to figure out the most effective way to do combat. Plus, I'd really like to try running some characters as alternatives, notably Aloth who seems really non optimized, and a few of the companions who I like but probably could have afforded to get earlier on in the game.

Also, school starts next Tuesday so it's probably time to close the chapter here. I'm thinking about doing a Pillars 1 + Pillars 2 run sometime in the future, with a new character concept and really focusing on combat mechanics. Pillars 2 has made me more of a believer in good combat in CRPG's.
 
OP
OP
Anno
Oct 25, 2017
1,714
Columbus, Ohio
I think I'm about to close the book on my first run. Playing on POTD (upscaling enabled) I'm finding the combat in the expansions too challenging for my non min-maxed party. My solutions are either to turn down difficulty or to move on, and I think I'm okay with the latter. My first character, the shifter/ranger is still pretty good, but I think overall is outclassed by a lot of potential combat builds and ultimately most of my party is that way, since I kinda just picked as I went along instead of tried to figure out the most effective way to do combat. Plus, I'd really like to try running some characters as alternatives, notably Aloth who seems really non optimized, and a few of the companions who I like but probably could have afforded to get earlier on in the game.

Also, school starts next Tuesday so it's probably time to close the chapter here. I'm thinking about doing a Pillars 1 + Pillars 2 run sometime in the future, with a new character concept and really focusing on combat mechanics. Pillars 2 has made me more of a believer in good combat in CRPG's.
I again recommend this FAQ if you want to get more into the (sometimes weird) intricacies of the combat system. Pretty sure the same person did one for PoE1 as well.
 
Oct 28, 2017
1,545
I think I'm about to close the book on my first run. Playing on POTD (upscaling enabled) I'm finding the combat in the expansions too challenging for my non min-maxed party. My solutions are either to turn down difficulty or to move on, and I think I'm okay with the latter. My first character, the shifter/ranger is still pretty good, but I think overall is outclassed by a lot of potential combat builds and ultimately most of my party is that way, since I kinda just picked as I went along instead of tried to figure out the most effective way to do combat. Plus, I'd really like to try running some characters as alternatives, notably Aloth who seems really non optimized, and a few of the companions who I like but probably could have afforded to get earlier on in the game.

Also, school starts next Tuesday so it's probably time to close the chapter here. I'm thinking about doing a Pillars 1 + Pillars 2 run sometime in the future, with a new character concept and really focusing on combat mechanics. Pillars 2 has made me more of a believer in good combat in CRPG's.
The expansions definitely have the most challenging combat in the game, but shouldn't be a brick wall at level 20 even with an underoptimized party. And even if you are level 20, there's still a good chance there's powerful gear in the corners of the world you haven't explored yet. Food's always another big one that people always sleep on, too. +2 penetration with spells/weapons or immunity to a particular fight's most common affliction can turn super challenging fights into a relative breeze.
 
Oct 25, 2017
3,684
Man this naga fight in Seeker Slayer Survivor fucking sucks.

And the next fight isn't any better. I'm starting to think this DLC just isn't for me. Just dumping you into encounters with a bunch of mobs that can wreck you from range is getting old real fast.
 
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Thanks to both of ya'll. I did make it through Beast of Winter, but I think that's because my interrupt game was on point. I'm really struggling against the early Forgotton Sanctum stuff and also can't even make it through the first fight of Seeker, Slayer. I might see how much farther I can get on Forgotton Sanctum.
 
Oct 25, 2017
3,684
The first fight of SSS wasn't too bad, you just have to take down the totems ASAP. For all the fights after though I've had to resort to the same strategy: start from stealth, have cipher dominate someone, then have my entire party pop creature summon trinkets and unstealth. If no party members get nuked down within the first 10 seconds then it's probably a win.
 
Oct 26, 2017
817
Northern VA
Finally completed BoW in my current run last week and am a third of the way through Forgotten Sanctum. Figure I will try my hand at SSS afterwards. Man, this game is so great!

The additional lore is excellent and fills out so much of the original story. I was never as incensed or annoyed as the more vocal part of the greater PoE community seemed to be but I remember being somewhat disappointed. I'm finding myself more at peace with the way PoE2 ends and find it hard to complain.

I played around with a couple of custom test builds (off-tank Loremaster, DPS/affliction-based Universalist) and am happy with how they turned out. I'm thinking I'll add them in my next runs once Arcane Archers and Forbidden Fists get tweaked.