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However, a Fury can only change into a Storm Blight and Shifters can change into each animal once per combat. Each animal has different effects, so knowing what these are is important. Druids can Spiritshift once per encounter into the animal they selected during Character Creation.A full list of builds for all classes can be found on the Builds page.Despite their heavily offensive nature, they do have a few defensive and healing spells to aid their allies." Druids' spells often take the form of natural phenomena-storms, coiling plants, rapid decay-to reflect their primal connection to the world. While druids do not have the diverse spell repertoire of wizards, they have more than enough to handle most problems that come their way. Much like priests, druids draw ambient fragments of soul energy toward them and shape their effects through practiced concentration. When not casting spells and transforming into mythical beasts, druids spend a great deal of time in nature, giving them skill foci in Athletics and Survival. "They are animists, drawing power through the webs they believe connects all living souls in the world. They have many Area of Effect spells, that emphasize aflliction based effects and their beast modes give them nice single-target strikes and gain special abilities associated with those beasts. Animists with primal connection to nature, who can transform into mythical beasts. There's a scripted event very early into WM1 that has multiples variables and outcomes, and I'm pretty sure Hiravias is the only party member who can fulfill ninety percent of its arcane requirements without absurd prep time.Druid is a class in Pillars of Eternity 2. If you want to give one of the WM companions a shot, I'd definitely recommend Zahua.Īs for the core companions, Hiravias is a good pick. To undersell someone like Zahua as a junkie hobo is like saying Eder is a dumb inbred hillbilly - misinformed at best, and disingenuous at worst. Naturally, it's ultimately a matter of taste, but I find that way more interesting than a simple binary checkbox of "have you done his personal quest?". There is no such thing as a true happy ending for Zahua, certainly not in the way that he envisions as his "happy ending". eh, you get the point).įrom a broader perspective, I also felt that his storyline realizes the core theme of the expansion the best, and would probably call him the most Pillars-y of new party members. He offers insight that is consistent and makes sense (unlike Maneha, again). From a mechanical/content volume standpoint, he also speaks a lot and interjects frequently during conversations (unlike Maneha). For one, he's a wonderfully written character created by the lead narrative designer of the game (and, incidentally, the guy who created Eder), and the one dude whose arc in WM2 gets proper foreshadowing in WM1. On the other end of the spectrum, however, there is Zahua who is a great companion to have throughout both parts of WM. I mean, I might agree that someone like Maneha is poorly realized, especially seeing how she barely acknowledges the large swaths of plot that are focused on her deity and therefore should be of immediate concern to her. None of these people are with you for the long game, but that doesn't mean they're inherently bad characters. It's not really a fault of the companions themselves, who - despite their shortcomings - are all very clearly tied into the driving theme/question of the expansion. However, this is a problem with the expansion's format, length, limited resources, and the unfortunate split of its content. It's true that the new companions have arcs that may feel "meh" - they're too brief, too abrupt, and don't have enough time to breathe. Since my countryman above appears to be an overtly cynical man who may or may not be Edwin, I'll offer a different perspective: Zahua is just a junkie hobo who has a slightly longer personal quest about taking shrooms.
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