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Showing content with the highest reputation on 08/25/19 in all areas

  1. 3 points
  2. 2 points
  3. Update: Finished the game on PoTD Ironman and I was surprised at the effectiveness of my single class party member especially the Paladin. Sacred Immolation with Divine Immolation is great, my SC Paladin went from 4th in damage to second only to Red Hand Scout Maia. Divine Immolation gives +1 Pen and 4 ACC to the ability and heals the front line really really well. Stacked with Exalted Endurance and LoH for emergencies, and multiple exhortations I was surprised at the effectiveness of the SC Paladin that gets dumped on so much. Light of Pure Zeal was good, but made a bit moot due to having Xoti SC with Dismissal, that said it was a great AOE emergency heal, and it did single handedly beat the undead dragon and the Fampyrs in the Splintered Reef. Divine Retribution: Great with a chanter, THE reason to go SC Paladin imo. Single Classes: I liked that you get abilities early and often, and due to having so many abilities in one class you can have niche spells that trivialize encounters like Dismissal and Light of Pure Zeal. I fee that muticlasses have to be more generalists, they are super effective but imo you have to take abilities that work on all enemies, not just one shot pony abilities like Dismissal.
    2 points
  4. A travelogue/reality show starring Jeff Goldblum? Sure, I'm in. Fair played, NatGeo.
    2 points
  5. Newest Harlequin model: In her right hand is a Fusion Pistol, basically a handgun-sized version of the standard Melta-gun, and no less capable of, well, melting the armour of a Land Raider. Equipped in her right hand is the Harlequin's Caress, which enables her to phase-shift her hand, reach into the chest of her hapless victim, and pluck out his heart (or both, as is the case for Space Marines).
    2 points
  6. This is a WiP thread you'll always get the most updated version of this guide here: https://docs.google.com/document/d/1uAOT1_2JV0Do_9a8NhjYEdiGWh_JTiL3UcreR1qUHvY/edit?usp=sharing Harder than a Pillar: A Fighter's Handbook Warning: Be prepared for a long read. In this guide I'll try and help you build the best fighter possible for party play, and and while this guide is not made with RP in mind, i think even roleplayers will find at least some of the advice useful. I only plan to write about the tank fighter for now, however I'll add advice for DPS, hybrid and even ranged builds in time. I doubt most of my advice is useful for solo play, but if any of you guys have any luck beating the game as a solo fighter I'll gladly add your tips here if you want to. I'll also add any builds you send me to the guide. Updates 18/04/2015 - Expanded race and attribute descriptions and tweaked the sample build a bit based on feedback. Color Coding Red: Don't pick this, this is a poor option. Orange: An ok choice. Can be useful in some situations but not often enough to recommend it. Green: A good choice. Light Blue: A must have, usually the best possible option. Class Features Bonus Talent: Constant Recovery Skill Bonus: +1 to Athletics, Lore, and Survival. Endurance: 42 +14/level (High) Health: Endurance x5 (High) Deflection: 25 (Very High) Accuracy: 30 (Very High) A great starter pack you are accurate, you are hard to hit, and even if you do get hit you have a nice hp tank to absorb it. Constant recovery is just awesome for non tank builds, however, tank builds will still find it useful in the early game since their deflection and DR are not that high yet. The bonuses to skills is not bad either since you get a bonus to both Lore and Survival are useful in combat. The Tank Fighter The job the fighter was born to do, abilities like defender and his natural resiliency means he can tank like few else can, and while your damage is low, your accuracy is good enough to be able to hit your actives so you still have some degree of battlefield control. This is a character you can send into a room full of enemies alone and he'll still be standing even after minutes of fighting, enabling your party to buff themselves in the mean time. Still this is a character that is only really needed in PoTD since you really need the extra deflection this character brings to the table, people playing in other difficulty levels will get a better millage from a hybrid fighter. Races While you can pick any race and still be a relatively good tank even in PotD. Still this is an optimization guide and since some races are still better than others. Aumaua (Costal): Attribute bonus is bad, but the racial is nice for a tank since your health can drop fast while you are prone or stunned and many enemies may also decide to switch targets. Aumaua (Island): Might bonus and the ability are near useless. Better for those that like to open with a ranged weapon. Dwarf (Boreal): Might bonus is useless and damage bonuses against certain enemies are not something you need. The con bonus does not help but in the current meta no build ever maxes con. Dwarf (Mountain): Might and con bonuses don't help you do your job better. The racial actually it's too situational to actually choose him for this. Elf (Pale): Bonus to perception is useful and the ability is nice to have. I don't rate it better because of the propensity of the AI to target your squishier party members instead of you with special abilities (ie shades and their cold attack). Elf (Wood): Bonus to perception is useful but the ability being a ranged attack bonus is useless for a tank. Human: Bonus to resolve is nice, but the extra accuracy from the racial only helps if you still have actives remaining by the time you reach 50%. Orlan (Hearth): Nice attribute bonuses and while the ability at first may seem useless for a tank, a crit also give double duration for a knockdown, the way the ability is phrased it should also give the bonus even if your ally is attacking with a ranged weapon. Orlan (Wild): Best race for a tank, attributes in the right places and and awesome racial ability that helps you evade some of the worse status effects. Godlike (Death): Attribute bonuses are useless. Ability is best suited for a damage dealer and you are not a damage dealer. Godlike (Fire): Attribute bonuses are bad, but the racial is nice for a tank, nothing better than becoming more resilient when your are getting a pounding. Godlike (Nature): Attribute bonuses are useless. And while the racial ability gives you some extra con when you are damages the extra life will not help you that much. Godlike (Water): Attribute bonus are bad, but the racial is one of the best ones for a tank. Most of the times you get hit hard it's because you are suffering from a status effect like stun or para, so you cannot really defend yourself or your party members. Attributes Res > Per > Int & Con > Might & Dex Might is not needed, you have low base damage since you are using mostly fast weapons, an extra 20% damage from a good might score is a waste of points. Either dump it hard or leave it at 10 since it helps in the early game. Dexterity is not a really useful stat but sometimes you may want to get two knockdowns fast and a really low dexterity score can be detrimental in this situation. Constitution is not really important but you should not dump it unless you want a really bad fort save. You have enough endurance even for the hardest fights so you don't need to any points here unless you are dumping might. Perception is mot as important as resolve since your ref save is high thanks to a sword and shield style talent. You may wnat to lower this a bit if you don't want to dump dex. Intellect is important, i find that the extra prone duration allows the rest of my party to kill one or two mobs you are not engaging without taking a sweat. A 14 second prone on a crit is just glorious. Resolve is your most important stat, it adds deflection and will save, should be maxed. Fighter Abilities Armored Grace: A waste of a talent for a tank. Clear Out: It's one of you few limited resources, but a great opener for fights with many tough enemies since you can disable 2-4 enemies and engage the remaining ones. Confident Aim: Even if your accuracy suffers for the heavy shield you can always swap to a high accuracy set to use an active ability. Critical Defense: You are not gonna get many crits with you high deflection, Defender: The bread and butter of the build, take this ASAP. Disciplined Barrage: It's not a bad ability per se, however there is usually a better choice every time. Guardian Stance: Forces you deactivate Defender. Into the Fray: Useful to pull and debuff an enemy harassing your party without having to move. Knockdown: Your only other choice at lvl 1 is disciplined barrage, so this one is a no brainier. Useful to help your damage dealers to position to beak engagement or even to drop an enemy that decides to ignore you and hit your party. Unbending: I recall only one fight where this talent could have been useful. Unbroken: Take this if you you don't have any item that grants second chance. You are not gonna die a lot, but when you do it's nice to have some kind of backup. Vigorous Defense: Useful to avoid a nasty spell or ability that's about to hit you. Also helps turning crits to hits. Weapon Specialization: Even if you pick this you are not gonna do significant damage so you might as well skip it. Fighter Talents Constant Recovery: An extra hp every tick is not worth a talent. Bonus Knockdown: An extra knockdown is cool, however only pick it after getting more useful talents. Offensive Talents Weapon Focus: The extra accuracy is nice, for hitting with your actives. Peasant is the best choice since you get both spear and hatchet, Adventurer is good too for the flail. Extra Damage Against X Talents: You base damage is pitiful, so that extra 25% will not help much. Gunner and Marksman: Even if you use a ranged weapon every now and then i wouldn't spend a talent to improve those few attacks. Interrupting Blows: Tank weapons usually have low interrupt and even if they are fast you low dex and heavy armor make you attack slow enough to make this talent worthless. Bloody Slaughter: Your crits are a joke. Modal Abilities: They all force you to deactivate defender, so not one of them is useful. Envenomed Strike: A nice ability for anyone who ain't a tank. Defensive Talents Superior Deflection: Extra deflection is always nice. Weapon and Shield Style: +6 extra deflection just for using a shield is good enough for a talent, the bonus to reflex is just the icing on the cake. Hold the Line: You already have defender. While the extra enemy engaged could be useful, there are a couple of items that grant this talent too. Save Boosting Talents: Many are just plain useless, but Bull's Will and Mental Fortress are useful since many effects that target will actually take you out of the fight. Cautious Attack: Useless since it cannot be used while defender is active. Graceful Retreat: The only reason to reposition is because you lost the aggro of many mobs, that also means that probably not many enemies are engaging you. Utility Talents Elemental Talents: Since base damage is not good enough to benefit from the bonus, getting the talent for 5DR vs an element is not worth it imo. Shoot on the Run: Since we can't throw our shields we have no use for this talent. Fast Runner: Tanks work best when stationary. Deep Pockets: 4 slots are more than enough. Arms Bearer: The Island Aumaua racial is considered one of the weakest ones. You can pick this to make them feel even worse about it, but that's it. Quick Switch: If you learn to time your switch you'll never gonna need this talent. Wound Binding: The only reason to use this is that your health is really low, but then if you are at that point you might at well rest before getting into another fight. Field Triage: Worthless. One of the reasons to pick Kana early is so he does not get this. Items Since I'm trying to make this guide as spoilerless as possible I'll avoid mentioning specific items. Remember not to be stingy with consumables they are cheap and easy to craft. Armor: The best quality plate armor you can find. Second chance is nice. Resolve or perception bonus are nice too. Crushing or Lightning proofing help to increase the armor lower resistances. Weapon: While any Expectational or Accurate weapon will do, you may want to have both an naturally accurate weapon like a dagger, spear or rapier and a hatchet for the extra deflection, a flail is nice too. Other Slot Items: Extra saves and deflection are a must but you'll usually use your rings for that. Get bonuses to perception and resolve first, and constitution and intelligence second. Bonuses vs ugly abilities like prone stunned or charmed are useful. Food: Drakest Rauatai Cookies and Ixamitl Ricepan are you default food. Dragon Egg Dish is good for longer and tougher fights. Potions: Keep the best endurance and regen potions you find in your quickslots. Any potion that grants extra endurance, DR or deflection is useful too. Scrolls: Any defense buff is good for you. Scrolls of revival are a must for those times that you end up as the only party member not downed. Sample PotD Build: The Tiny Smart Fighter Race: Wild Orlan Class: Fighter Region: Aedyr or Ixamitl Plains (Bonus Resolve) Background: Slave (Bonus to Athletics and Survival) Might 8 Constitution 10 Dexterity 10 Perception 16 Intelligence 14 Resolve 20 Lvl Ability Talent 1 Knockdown 2 Weapon and Shield Style 3 Defender 4 Wary Defender 5 Vigorous Defense 6 Weapon Focus (Peasant) 7 Clear Out 8 Superior Deflection 9 Into the Fray 10 Bonus Knockdown 11 Disciplined Barrage 12 Mental Fortress This build will tank your party though PotD with authority since he is extremely hard to and hit boasts really nice saves. His accuracy is good too while using his spear and his actives have a nice duration thanks to the Int bonus. With defender active an exeptional heavy shield and a hatchet, you reach 140 deflection for hard fights, for easier battles you can use a light shield and a spear which gives you enough accuracy to get a crit or two if you are lucky. Depending on party composition you may be able to tweak the build (ie priest buffing deflection for tough fights).
    1 point
  7. I just finished a PotD run with a Single Class Paladin as my MC and I agree. Lot's of fun.
    1 point
  8. *runs away after signing Hulrshot up for a year-long subscription*
    1 point
  9. algroth is a disney plant! How much are they paying you, corporate shill?
    1 point
  10. It's only 8 accuracy. That's manageable with some levels. I mean Blunderbuss wielders suffer -10 ACC and I don't consider them to be poor offensive characters. On the other hand you get more deflection, more reflex and an awesome modal (in my opinion). With a large shield modal activated you can get bombarded with AoE spells and only get damaged slightly. One weapon that is very good in combination with large shields is Scordeo's Egde because Adaptive counters the ACC loss easily and also Blade Cascade can remove the disadvantage of not having dual wielding speed. What also works well is fists. Especially Forbidden Fist and most of the Monk's wound-fueled attacks (which are primary). And actually if you use a large shield (and raise your defenses high - you get more deflection AND Reflex after all) you don't need that much of AR which means less armor penalty which means faster attacks. I'm currently using Aloth as my only tank (as a single class wizard) with Cadhu Scalth and only padded armor and he's still hitting stuff while being sturdy. Also if he nukes himself in order to damage the enemies around him his large shield modal helps a lot.
    1 point
  11. Last Surprise Difficulty: PotD v. 5.0 Solo: no, it can take down few targets solo really fast and soften other, but then needs to regroup with team and hide behind tank Class: Black Jacket/Streetfighter Race: wood elf (resistance to hobbled) or human (benefit when bloodied) Background: Old Vailia or The Living Lands - Dissident (might and intelligence increase DoT, stealth helps backstabbing) Stats: max might, int, per to maximize DoT and to have some accuracy while distracted, dump con, res, rest points into dex Equipment: Head: Mask of the Grotto Deep (2int, more dmg with backstab) or Heaven's Cacophony (2int, Avenging Storm for hand mortar+clear out) Back: Ajamuut's Stalking Cloak Neck: Charm of Bones Armor: Devil of Caroc Breastplate - mostly for additional resources Waist: Upright Captain's Belt Hands: Gauntlets of Discipline (1 more Clear Out) or Woedica's Strangling Grasp (might for DoTs) Rings: Chameleon's Touch and Ring of the Marksman Boots: Slippers of the Assassin - invisibility on first kill enables to finish another foe almost instantly with bottoms up or run through Pet: Abraham (and nalvi on eder if possible) Weapon set 1: Modwyr and Kitchen Stove - Modwyr ability is great when used from stealth/invisibility, 25%crush and 25%shock lash works great with deathblows. Kitchen Stove gives Thunderous Report - massive damage from stealth and also dazes enemies for long time Weapon set 2: Ball and Chain + Fire in the Hole - flail modal reduces reflex by 25, use with Clear Out. Fire in the Hole lets to use Gouging and Toxic Strike in AoE, also distracts and turns streetfighter passive on. Note that Blunderbuss targets reflex (that is reduced by flail) instead of deflection. Weapon set 3: Saru-Sichr - modal reduces fortitude, another DoT on hit. Use with Clear Out Weapon set 4: Whispers of the Endless Paths/Street Sweeper/Oathbreaker's End/Fire in the Hole with bashing shield in off hand - mostly for damaging group of DoT survivors. Fire in the Hole highly benefit from Heaven's Cacophony and WotEP have Run Through - the best ability to use from invisibility Food - Mohora Wraps Drug - Coral Snuff Usables - Sparkcrackers, Implosion Charge (grouping enemies), Blister bomb, Frost Bomb, Luminous Adra Potion, healing potion Abilities: Arms Bearer Tactical Barrage - int for better AoE and DoTs Two Handed and Two Weapon Style Conquerer Stance - accuracy Charge - mobility and stunning Quick Switch Weapon Mastery Armored Grace Clear Out - applying weapon modal debuffs, pushing back enemies, damaging whole groups at once. With devil breastplate and gauntlets of discipline one can use it 6 times Escape - mobility Backstab - additional dmg of stealth attacks Gouging Strike - AoE blind and DoT with fire in the hole, blind also reduces reflex, and it's easier to land hit with blunderbusses Toxic Strike - strong AoE DoT, Weakens targets Devastating Blow - finishing wounded targets Deep Wounds Deathblows Ring the Bell or Break the Bell - AoE dazing with WotEP or another DoT Deep Pockets It's not the strongest build but very funny to play. Switching all of those weapons and using them so fast feels like THIS . Gather foes with sparkcrackers, throw implosion charge and immediately shoot gouging strike(fire in the hole), then tactical barrage to get acute, shoot toxic strike. If someone gets close to you push him with clear out (flail or morningstar) and turn invisible. Use thunderous report (targets reflex) from invisibility to daze and harm badly foes caught by implosion charge, some should be alredy dead, activating invisibility from boots. Then run though or bottom's up for massive damage and end foe with devastating blow. All of this takes no more than 15 sec. Back off with charge, stunning enemies in path, and regroup with tank, maybe replenish resources with empower and repeat. In optimistic scenario mobs in AoE should be blinded, weakened, dazed (or stunned), proned with reduced reflex and fortitude, and influenced by many DoTs. Beware ranged enemies (let teammates take them down quickly) and strongly diffused groups (engage separate mobs with tank).
    1 point
  12. (Edit: Mandalorian looks like a cross between SW and Firefly, only without the humor. Well made trailer, certainly makes one curious) --------- Breaking Bad Netflix movie in early Oct. Written and directed by Vince Gilligan. I'm a little iffy re: whether a Pinkman coda is enough story to be riveting drama, but since it's Netflix and I can watch it right away, I'll tune in. Here's hoping it's at least good. (trailer doesn't show much, it's more of a teaser) https://www.nytimes.com/2019/08/24/arts/television/breaking-bad-movie-starring-aaron-paul-coming-to-netflix-in-october.html
    1 point
  13. Hunter in the suburbs: The neighbors behind us have kept small laying hens (and occasionally a rooster) in their backyard for a long time. They're the brown skinny type of hens. Lately it seems they just keep buying small chicks whenever they need replacements. They sometimes get in our yard via the tree and then can't figure out how to get back over the fence for a long time, ha. They've put chicken wire around a corner of their yard to semi-enclose them but ... ... lately this small hawk has discovered their presence and terrible sounds occasionally happen. Neighbors chase it off if they notice but, heh. They're going to need a real/secure chicken coop, since now that the hawk knows about them, it's going to come back every single day. I feel sorta bad for the chicks but not my yard. Pfft. :P Slightly closer look, crop: (hubby took on phone, no zoom, fuzzy etc)
    1 point
  14. What did the Proton say to the Electron that was bulling him? Why do you always have to be so negative
    1 point
  15. Late to the party, but I just tried out the 2H version of this build (#2), and wanted to share my experience/considerations. First off, I forgot to get Berath's Blessing, because I'm dumb. Also, I didn't get the GotM, nor the Effigy (is it even possible to get the latter, on a solo run?). Difficulty: PotD Solo: YES Turn-based: YES Trials of Iron: NO Scaling: NO Gear-wise, I got almost exactly what's indicated. Armor: Reckless Brigandine Weapon: Whispers of the Endless Paths (only upgraded to superb because I can't obtain 4 kraken's eyes, and with offensive parry enchantment) Neck: Charm of Bones (+2 INT) Belt: The Undying Burden (+1 CON) Ring 1: Voidward Ring 2: Entonia Signet Ring Hands: Gauntlets of Ogre Might (+2 MIG) Cloak: Cape of the Falling Star Head: Helm of the Falcon Boots: Boots of the Stone (+1 DEX, +1 RES) Pet: Abraham Food: Mariner's Porridge Other that these minor differences (well, not so minor, especially the lack of BB in my build), I built it exactly like indicated. It is worth noting that the build was so weak at start, and skillchecks out of my range, that most of that gear I couldn't get until very late in the game (lvl 16 or so). Lvl 1-5, an absolute nightmare. I didn't have any gear, going through the first caves (I could only kill 2 beetles and 2 skeletons) sneaked through the rest) and the ruins on Maje island was mental. Especially in the ruins, I couldn't fight ANYTHING at all, or I would die. So I crafted some firecrackers and managed to distract&sneak past. Level 6-13: once you leave Maje Island and get to Neketaka, it's a breeze to just do talking or courier quests, plus exploring all the hotspot on the nautical chart (LOADS of XP), and you'll find yourself at level 12-13 in theheal blink of an eye. Level 13-17, a big slump: just spent going around, killing whatever crappy ships I could find for loot and xp, trying and failing to advance any of the 200000 quests I had active. I just couldn't complete any: either enemies were too strong, or the quests required to pass skillchecks that I didn't meet (especially mapping quests or quests that involved access to remote parts of some islands, which lay beyond some "checkpoint" event). The total lack of sneaking also makes this build very hard to play. I was on the verge of quitting/rerolling a bunch of times. Llevel 17-19: total PWNAGE. Jump into a group of 20 mobs, pop those buffs, and watch them suicide against you (courtesy of the sword's proc). Fights take a looooooooooooooooong time, especially so in TB mode, but you'll beat most stuff: positioning is essential, and sometimes going offensive on healer/caster enemies is required. After the first 16 levels or so of struggling and not being able to fight squat, I was having lots of fun at last! I finally could kill some stuff and actually progress some quests. Dinged level 20 before I even knew it. Level 20, very late faction quests and endgame. Well, it's back to the nightmare. Some of these quests are basically impossible, some are extremely hard, and some I cheesed via sneaking. Main issues: early on, it's very hard to even hit mobs. Later on, that gets better with gear, but the damage output is too low. Dunno if it's because I missed those extra 4 points in MIGHT (BB+GotM+Effigy), or whatever. I hit the enemies most of the times, misses or grazes were reasonably rare, but the damage I dealt was risible. Most of the times mobs just "suicided" against Whispers' effect. Later on, the suicide keeps going, luckily, although not as much with proper end game enemies (they'll actually hit or graze you for very low damage, but that doesn't make them "suicide" and that's what got them killed for me, using this build). Furthermore, enemies from the very late parts of the game actually hit you for real damage, and although the build is great at survival and dragging out fights, we're back to the damage output being too low to kill stuff before the fight is TOO long and you use up all your lifesavers and eventually just die. Here are some notes and examples I noted down as I played through the game: At level 16: Beina = no go Katrenn = no go Old City = no go Nomu (bounty) = doable Tahae (bounty) = doable At level 17 (finally obtained the Whispers sword, and a decent armour, although not the Reckless Brigandine yet): Rathun ships/mobs = no go Hanging Sepulchers = no go Eamund the Fox = doable Ikorno = doable (took about 20 rounds to take down the ironclad construct) Mutiny = doable, but left me completely crewless and I struggled to recruit any more Broodmother = doable (not the broodmother herself, but the "checkpoint" encounter that's on the way to her) Bardatto family extermination = doable Lady Epero = doable (Lord Admiral Imp and Katrenn too, but the guards kept aggroing and I could have taken them on but I didn't want the negative rep, and for Katrenn, I knew the fight VS the constructs would have lasted like 300 rounds, and I couldn't be bothered. I skipped these two, luckily I had other stuff I could do, by now.) At level 19: Hanging Sepulchers = still no go, the group of mobs North-East is just too beefy and has too many healers Giant Grub = easy Old City = clearable At level 20, with full gear: Drowned Barrow = absolutely no go, got rekt in no time Maw: splintered fortress = no go, I could fight a couple of isolated patrolling rathuns, but had to use sneak to avoid pulling the big groups Drowned Barrow = got rekt Aeldys = took me a couple of tries, but managed it (you need to get lucky and not get turned into a piglet by their casters) Fight VS 2x VTC ships during the approach to Ukaizo = no go Ukaizo Guardian = lol no. 15 rounds and I took maybe 10% of its health, I was out of everything, and then he regenerated. Ukaizo Sentinels = no way. They could hit me for 40-90 damage a pop. So, in the end, I'm stuck: is there any way to skip the Ukaizo guardian AND the two sentinels? I managed to avoid the former by letting it engage the fleet during the scripted event, and just sailing forward, but the sentinels still spawn and they see through stealth... Soooo, this was my first solo+potd attempt ever and I'm a total noob: do you guys have any tips on how I might get through this? Respect? Change of gear? Would the extra 2 points in MIG from the Cauldron and the sacrifice (neither of which I've done yet) make any difference? I'm really annoyed at the thought of having to quit so close to the end. Thanks guys! ADDENDUM - Because I'm a stubborn dunce, I just kept at it. I managed to cheese-sneak past the two Sentinels at Ukaizo, thanks to firecrackers and my 3 points in stealth. The fight with Furrante on my way back from the machine wasn't easy, but did it on my 2nd attempt (I switched to a greatsword with high damage -Whispers' is crap for single target-, chopped down the two priests asap, got lucky when a wizard cast a wall right in the middle of their group, and then went back to Whispers for finishing off the cattle), and I made it to the end of the game. It was fun, at times, and I don't mind a challenge but overall I feel I struggled more than I enjoyed this build.
    1 point
  16. Someone once stole my identity. They returned it eventually.
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  17. I like sturdy dps fighter over tanks (since pure tanks don't work that well in PoE anyway - at least on PotD difficulty. Too many enemies). Dual Wielding has some slight advantages over two handed because Knockdown and Charge are Full Attacks (meaning strikes with both weapons). Offhand hits first, then main hand follows. Charge doesn't say it, but it not only does its crush damage on the way to the target (and also on the target) but also adds an invisible Full Attack on impact. In my opinion CHarage is the best fighter ability. Too bad it comes so late. Confident Aim's dmg bonus (20% min damage) is not, like most other dmg bonuses, an additive bonus but a multiplicative(!). That means the min base damage gets lifted which then multiplies with all other bonuses. It's an 8% multiplicative dmg bonus so to speak. Which is better than the descritpion suggests. Example: if you have a great sword with 17 base dmg which is superb (+0.45) and have MIG 18 (+0.24) and maybe Weapon Spec and Mastery (+0.15, +0.1) plus Savage Attack (+0.2) you would do on hit: 17 * (1 [base dmg itself] + 0.45 [superb] + 0.2 [savage Attack] + 0.15 [Weapon Spec] + 0.10 [Weapon Mastery] + 0.24 [MIG]) = 36.38 With Confident Aim you base damage gets lifted from 17 to 18.4. Now the damage is: 18.4 * (1 [base dmg itself] + 0.45 [superb] + 0.2 [savage Attack] + 0.15 [Weapon Spec] + 0.10 [Weapon Mastery] + 0.24 [MIG]) = 39.37 That's 3 damage. So it's about as good as a +20% "normal" dmg bonus in this case and gets better the more dmg bonuses you can stack (crit, more MIG etc.). It knd of scales with your ability to deal damage. Armored Grace is very good, too. Attack speed is a multiplicative dmg increase as well. Here's a nice calculator from MaxQuest: https://naijaro.github.io/poe-speed-calculator/ Disciplined Barrage is very good as well. Fighters can generate lots of crits because they have high starting ACC and Disciplined Barrage. It's only good with high INT though since its base duration is rather short. A good offensive fighter can be build in such a way that he can reliably prone dragons (Knockdown, Girdle of the Driving Wave, Overbearing [prone on crit] Weapon) so that they can't get up anymore. If your Overbearing doesn't want to connect you simply use a Knockdown. If you like your fighters with low INT your should consider wounding weapons like Drawn in Spring (lateish), Tidefall (early) and Acuan Giamas (comes superlate). In general I would say INT is a great stat for an offensive fighter. A fighter can be made sturdy enough with just his healing and good armor while putting the focus on his damage dealing. I didn't try a fighter with Firebrand in length, but I think that's what I would try next: buy the Belt of the Royal Deadfire Cannoneer and skill for crits. High(ish) INT, high PER, high DEX. CON doesn't need to be high. RES maybe 10, rest MIG. Raise ACC and dmg. Weapon Focus, Weapon Spec, Weapon Mastery, Apprentice's Sneak, Runner's Wounding Shot, Knockdown, Bonus Knockdown, Two-Handed Style, Savage Attack, Disciplined Barrage, Confident Aim, Armored Grace, Charge (not in that order), Savage Attack, Scion of Flame (Firebrand +20% dmg), Merciless Hand, Dungeon Delver... Should be fun.
    1 point
  18. Ahoy mateys, I have brought you more images. Again, I tried to keep the colors close to what you can get in the character creation, so I hope someone can enjoy them! Also, I discovered the smudge tool is my friend, boy is it a pain editing stuff out and in and trying to have everything blend in the end! P.S. TY Obsidian for the beautiful artwork =)
    1 point
  19. Hey guys, this is my first post! I was trolling through these forums looking for awesome portraits and then I saw Ineth's post and it inspired me to try my own hand at coloring Obsidian's wonderful portraits! I decided on Aumaua 'cause there's not nearly enough of them, stupid humies crowding all the dev time =) I am basically a huge newb when it comes to photo editing, but I worked really hard on these so I figured I'd give them to anyone who thinks they look ok. If anyone thinks they look weird or bad or w/e, I'd appreciate any feedback! Also, I have the .xcf file where I divided a bunch of stuff in the original image into separate layers; if anyone wants it to try to color it themselves or w/e, I'd be glad to upload it. EDIT: I changed the portraits a tiny bit, hope they still look ok; I'm planning to color edit the other aumaua image or a dwarf next, hope they turn out ok
    1 point
  20. This Orlan Rogue's a bit too "cute" for me but it's excellent nonetheless - could be the perfect fit for someone else.
    1 point
  21. I spent some time in photoshop mashing various elements from several of the default female portraits together to get a Pale Elf that looked like it could be the in-game model of her. Not perfect, but I got tired of fidgeting with it. Figure I'd share it here anyways blue hair ftw :D
    1 point
  22. Painted some custom portraits for me and my friends, might as well share them
    1 point
  23. please make some more like this!
    1 point
  24. Well, it could slide into politics... The Terrifying Legacy of David Koch
    0 points
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