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Androdion

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Everything posted by Androdion

  1. Basically any region that has a high density of champions is good for item farming. The path between Entruag and Zazaruik, Southern Hissil'Ta, some areas in the Desert, the Jungle has a lot of champions as well. If you have access to the Orc Cave that's also a good option, but playing those regions with Super Spawn gives you more bang for the buck than doing runs in the Cave.
  2. No, he means that Inferno Edition is an optional component of D2F, which you can activate on top of it for added difficulty. Beware though, it's very easy to get one-shot with Inferno active.
  3. I know you're supposed to explore and find things for yourself, but contrary to the Crystal Planes where it is indeed linear and you start following the main road and things happen, in the Cursed Forest you actually need to stray away from the main path. You also need to get inside some subterranean passages and there's more than a few of those. Though both quests are similar I think that the one in Crystal Planes is better achieved in design, as opposed to the one in the Cursed Forest. I don't know, it's the gut feeling I guess of having a game where every quest is laid out to you and then that one is like "find it yourself".
  4. The triggering of the quest is very convoluted. It's a chain quest, as it appears in the log book, but it acts mostly as individual quests which only trigger in proximity to a certain area or when you speak to a particular NPC. The problem is that contrary to the usual chain quests you get no indications on where to go. It's very easy to explore a region and miss parts of the main quest because most of the time there isn't a quest marker to be found. It's really different from the rest of the quests in the game, and it has been always one of those quests where even I tend to need to revise my path with the Wiki opened. It's a common complaint, and to new players who don't know their way around it then it's a royal pain.
  5. Speaking of the main quest in the Blood Forest, is there any possibility that the scripting there can be improved? The way that main quest triggers is always a royal pain...
  6. And now for something completely different, here's to all the lovers of smooth music:
  7. Oh you sweet Summer child! I could name so many drummers right now, but if you really want to be entertained you can watch any drum cam video from the likes of George Kollias, Flo Mounier, Sean Reinert (RIP) or in a completely different register, Neil Peart (RIP). I know I should be listening to a lot of Cynic and side-projects, but I'm just in a totally different mood these days. Sadly this year has taken us both Seans from Cynic, both Reinert earlier and now Malone. So sad...
  8. The interesting thing is that those mountains actually feature walkable terrain, as opposed to the unwalkable-teleport only terrain posted by Flix in that Pesmontis thread from yesterday. It'd be interesting to compile all of these little "leftovers" into a single topic, but if they're only available on Fallen Angel that should be a bit tricky no?!
  9. I've made him that same question recently. His answer was that apart from a few possible broken quests and a re-roll of the rare items' bonuses you're in the clear to keep your toon.
  10. No problem mate. The Inquisitor is a very specific class, it verges on those that are clearly unbalanced on purpose in this game. You know, unlike a Shadow Warrior or a Seraphim where you can play however you want and still have a nice natural balance between being tough and practical. Other classes in this game tend to be closer to the glass canon archetype, in which you can be highly effective yet very prone to being hurt. The Inquisitor is not only that, but it also revels in that. That's why you have the threshold mod in the Purifying Chastisement buff, to play like you don't care about defense since that way you can kill faster and faster. So playing an Inquisitor as if it was a balanced class is a bit tricky indeed. Furthermore with the added difficulty provided by EE you'll find that threshold even closer and the frailties of the class even more pronounced. Hence why I mentioned playing a HE with an emphasis on mastering defensive skills first and foremost. You see, you can't play EE like you'd play vanilla. It'll hurt you, bad. So the alternative is to find an optimal way to stay alive, and in that respect focusing first on a different set of skills while keeping a balance with modifying important CAs seems to strike a few points for balance.
  11. I used the same config as you, in order to maximize damage output. Whem I played triple aspect I just used the focus skills of the other two trees for modifying the CAs, so yeah I'd drop ASL as well.
  12. Thing is, Soul Reaver only works with mobs that provide souls. Undead, Energy and Mechanical mobs won't give you any boost, and if you're thinking just about the main campaign you do find a lot of those. Also by not using your best buff you're setting aside the best part of the Inquisitor, his high damage output. Purifying Chastisement is your all around buff, the one you always keep turned on, while Soul Reaver will be used for when you face mainly weapon-based mobs (melee, ranged), and Reverse Polarity you'll use for when you run against casters and bosses (unless you're going against the Raging Boar for instance, where Soul Reaver will be more effective). I'm not even sure if you do need that Concentration mastery because those three buffs can be paired when needed, and that alone leaves you much more room to concentrate on other skills which will let you develop your build better. I used to run my Inquisitor with a Clustering Maelstrom/Ruthless Mutilation combo followed by a Ruthless Mutilation/Callous Execution combo, and even with Superspawn you get a lot of bang for the buck. Dual-wielder, life leeched per hit weapons, CAs modified for extra impact, Zealous Doppelganger modified for boss fights (it retains any weapon effects you carry, so life leech!) and Paralyzing Dread/Frenetic Fervor for a rapid boost and debuff. The idea is to get as many mobs around you as possible and kill them in as little hits as possible. The CM/RM combo is great for that, and then you get to double the dose with RM/CE right after it. And since you can modify CE for regen per hit you get to recharge CM with it. So you can loop your combos. The one thing I'd advise in an Inquisitor to make it less squishy would be to find room in the skill set for Spell Resistance. I know I didn't because I just wanted to go all out offensive, but I really noticed how the lack of that skill impaired my build.
  13. I can't speak for EE because I've played the Inquisitor with just CM 1.60, but having played a triple aspect one with the same buffs as you I can tell you that he's an absolute squish. The simple fact is that the Inquisitor is very vulnerable to both elemental and spell damage, but he compensates with a hefty damage output. With that being said if you don't employ some defensive measures early on you'll be put down by rangers/casters very easily. Having some sort of life leech is a must in my book, since the Inquisitor hits very hard and very fast. Playing with Gruesome Inquisition as your primary aspect allows you to dish out an immense amount of both hits and damage, so the more hits the more LL. Also make sure to run mounted when in highly populated areas, the special mount gives a boost to Willpower, so it covers a gap in that class' attributes. One other thing that may com in handy is to prioritise your first masteries. I have a running toon, an Ice/Delphic High Elf, and the first three masteries were all defensive skills. Namely Armor Lore, Constitution and Toughness. Sure I've spread some points enough to modify a few working CAs, but those were the first skills I've mastered, even before CA Focus and Lore skills. After lv.75 you have plenty of time to start modifying everything else. If you're running a squishy class and the crits do hit you badly then going for defense before offence can be a good thing. You should also use your buffs accordingly to the spot where you are. RP is great in smaller crowded spaces like the Carnach Caves, as well as boss fights where SR just won't work. For open air monster hunting maximize your damage output with PC+SR. If you're at the Swamp you may want to use PC+RP though, there's much more danger from casters there than from melee mobs.
  14. If that's it then I'm bound to try it with my running char. I'm currently occupied with other games, but I'll be sure to give 3.0 a spin.
  15. I guess that my main question then would be just how broken a saved char from 2.4 would become in 3.0?! I know it's advisable to start with fresh toons to prevent anything from being broken, but given the changes presented just how feasible is it to load up a 2.4 char on 3.0?
  16. Yeah, "he/she/it" is always an issue of consistensy for me when I write about game monsters. I don't think the Forest Guardian ever spawned on my game ever since CM 1.60, and none of the resident modders where ever able to understand why.
  17. That'd be me mate. So, this issue is resolved I reckon? Out of curiosity why is this boss spawned in a different way from others in the files? Except when you kill it right? Or does he respawn in the same difficulty level even if you kill it?
  18. Sorry to disagree here, but I honestly see no point in the boy dropping an end-quest reward without any shed of work. My two cents mate.
  19. Point being, has the Drumstick always dropped from that kid or was that something that CM introduced? I'm thinking it was the later, and for consistency's sake it should be removed, given that the instrument's are the reward from completing that particular quest. Maybe the boy can give a book, like that other kid from the Benny Crop Circles does. More lore for the fire!
  20. It drops from the boy in centre Thylysium, the one you talk to near the fountain. I believe it was made part of those introductory quests that are now all indexed together. But yeah, you're right in that the Drumstick drops twice.
  21. I've got a similar case when going around the northern mountain ranges of Tyr Lysia. Somewhere between the needy water elemental and the cave of the demon from the crop circles quest there's also a quest marker in the mountains, in an inaccessible place. Never did I knew what it was. Probably the Arkenstone.
  22. I'm with Desm, maybe it's a Yeti's fur or something of the likes of that. If you start accepting quests in that region you have a lot of quest items scattered around. PS: Yeah, I believe you can teleport via command line. I' don't remember the trick though.
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