Hey gang,
After another break from Deadfire (you all keep pulling me back in) I've decided to try out builds and playstyles I haven't touched yet. For my next run, this means playing as a Spellblade, Rogue subclassed as Assassin or Debonair, and a weapon that's not mortars or Citzal's Spirit Lance. I've never used Nannasin's Cobra Strike, either, so why not mix the spaghetti into the ice cream? I have a few hangups and considerations with this plan, so I'd appreciate any feedback or help streamlining it.
(I'm playing on a modded difficulty: PoTD spawns and pure upscaling through DeadlyDeadfire with Veteran bonuses to enemies. Also running the Community Patch and Deadfire Polishing (Toxic Strike costs 2 Guile and Smoke Veil 1; Keywords are better distributed).)
The basic idea is to have the character sneak behind enemy lines when applicable, buff up during in-combat stealth (IwVE, DAoM, Spirit Shield, Nannasin's), summon a twin snake (Essential Phantom), and lay down Rogue DoTs (Deep Wounds, Gouging Strike, Toxic Strike, Cobra Strike) on enemy casters and gunners - maybe toss in a couple Wizard niceties (Tattered Veils, Miasma, Expose Vulnerabilities, Combusting Wounds, and such) as the situation demands.
I'm set on generic Wizard (burnt out on Blood Mage and I'd like to Empower a Toxic Strike here and there) but I'm torn on the Rogue subclass. I find generic Rogue boring and I've used Streetfigher and Trickster to death at this point so that leaves Debonaire and Assassin.
Debonaire has an aesthetic and RP quality I'd like for the character (a duplicitous court mage or puckish hedge wizard; playing a Deceptive, Clever, high-Bluff "snake charmer" sounds fun), and I like the idea of using Essential Phantom to negate Cowardice: as if the character is uncomfortable when away from their image. I'd have to rely on a Cipher or Chanter for Charms for better action economy (not a huge deal since I nearly always have a Beguiler or Herald in the party). Losing engagement seems irrelevant since Nannasin is a quasi-reach weapon and this character shouldn't stick to one target for very long. It's gimmicky (and backwards), but Toxic/Gouging Strike followed by Roguish Charm to control an empowered minion with an expiration date seems fun. This one is busy, and as thelee said in their mega gamefaqs guide, Debonaire is a "win more" option; it's easy to see that conceptually.
However, my gut is telling me Assassin would be a better choice mechanically. Like Debonaire, I'm kinda iffy on how this will play with action economy considering Nannasin's is a slow weapon and might be clunky to use with Smoke Veil or Arkemyr's Brilliant Departure: in that vein, I'm also concerned about maintaining Guile. The sneaky bonuses seem more in line with combat, but not that spicy "Oh! Ho Ho Ho!" RP.
For starting stuff, I think I'd go: Race
Likely Human or Wood Elf. Suppose Death Godlike would be fun (does their bonus to Near Death enemies affect active DoTs?) but passing up on Helm of the Deep Grotto or Helm of The White Void is a hard sell. Hearth Orlan would work well with the Phantom summon, but, eh, burnt out on Orlans, too. Attributes (including BB bonuses and Culture) MIG: 15
CON: 10
DEX: 15
PER: 18
INT: 18
RES: 10
(I don't like min-maxing so I'll keep CON and RES at 8+2 BB)
Culture: Aedyr Background: Aristocrat Active Skills: High Stealth, some Athletics, two points Mechanics for Party Assist, maybe a bit of Alchemy Passive Skills: Bluff, History or Streetwise General questions:
Do all DoTs stack? Can I apply all four of the aforementioned effects to one enemy?
Poison items aren't so hot but I'd like to try something different with this build. Are there any types that stand out? Will the Rogue DoTs stack with them?
With Community Patch Keywords, Spirit of Decay now works with Toxic Strike - not sure if Nannasin's is affected. Would it be worth it? I could also use stuff like Death Ring or Noxious Burst, which are included in the Snakeskin Grimoire.
The Community Patch changed Backstab so it deals a flat Raw damage - guessing this would be worth it in the grand scheme of things, but with all the DoTs, enemies should already be dead. Also a bit concerned that Ninnasin's will add recovery since it's a two-weapon summon.
Obviously Nannasin's is going to be trash against pierce-immune and poison-immune enemies (as if Risen Wizards weren't annoying enough) so I'll need backup weapons. Any suggestions? Battle Axes seem they would be alright for an additional DoT, but I'd rather a caster use Magran's Favor and this build will take Two-Weapon style for Nannasin so the two-handers are out.
Are there any other gear recommendations? I'm guessing the typical Rogue setups (Miscreant's Leathers, Helm of the White Void, Chameleon's Touch) would work out. I've never tried stuff like Assassin's Slippers or the Skaen robe. Admittedly, I'm not very creative when it comes to equipment setups.
Thanks for reading. As I said earlier, I've never played with assassination mechanics in Deadfire or as a Spellblade. Looking forward to switching things up.