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Wolken3156

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About Wolken3156

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    (4) Theurgist

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    cirno9999

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  1. The problem with this build is the Animancer's Energy Blade is gotten way too late in the game.
  2. Magran's Might is pretty ridiculous, but its only usable by Priests of Magran. Call of Rymrgand is also very strong since its effectively a superior version of Pull of Eora. Personally I don't really like using any of the Incarnates since -5 PL makes your spells effectively garbage. If you want a summon, its probably better just to use Spiritual Ally instead. Berath's Incarnate is probably the best one overall though, since its 2 summons in 1.
  3. The best damage dealing spells IMO are the DoT spells so, yeah definitely. Only direct damage will trigger Combusting Wounds, but direct damage from DoT surfaces like Wall of Flame or Wicked Briars will trigger Combusting Wounds. Combusting Wounds really shines in tandem with those and pretty much every single one of Minoletta's ranged missile spells. If you want pure debuff styled DoTs though; Druid has the best one in the game with Plague of Insects. Ciphers have pretty good ones too but they're all single target. Priests also get some amazing ones in Shining Beacon and Cleansing Flame.
  4. It comes with an Action Speed boost and also improves the PL of Chill Fog, Freezing Pillar and Chain Lightning (Which I neglected to mention, opps). It isn't strictly better per se, but its definitely a strong option IMO. Also once everything is up, yeah I smack enemies heads with it. EDIT: Actually never mind, the Action Speed only applies to attacks with the staff. The only advantage in this case is having both fire and ice PL boosts without messing around with the time constraints with Sun and Moon.
  5. Minoletta's Minor Missiles and Malignant Cloud are also excellent ways to also proc Combusting Wounds damage. Pull of Eora and Binding Web are good ways to keep the enemies in place for surface spells. Also while it does comes late, the Chromoprismatic Staff is easily the best caster weapon for this build.
  6. Ahaha... It is a pretty great build. I'm not looking forward to getting Kuaru's Prize though. Running a caster heavy party means wars are going to be fought over that ring.
  7. Other than my first playthrough, I always run with custom created characters. They're available very early into the game and I just generally prefer making my own characters. As for my current playthrough I'm running: Mountain Dwarf Paladin(Shieldbearer)/Chanter(Troubadour) - Party's main source of sustain with Ancient Memory, Two Fingers and Lay on Hands. Also the main tank of the group, boasting the highest overall defences. Meadow Folk Fighter(Devoted)/Barbarian(Berserker) - The group's "off-tank". She isn't so much of a tank, but rather a wrecking ball who I just have the AI launch at key targets and rip them to shreds with her dual sabres. Her defences are pretty decent though and she has a lot of engagement slots so she does the tanking job decently when it comes to it. Pale Elf Druid(Fury)/Monk(Helwalker) - My Watcher... yeah not a Priest. She's the party's nuker, launching plenty of flavors of AoE destruction. She also acts as a 3rd front liner in the rare situations its needed as shes pretty strong with her voulge. Meadow Folk Cipher(Ascendant) - Ranged DPS and crowd controller. Shes the standard Cipher flair; using guns to hit Ascension and spamming Amplified Wave, Disintegrate or Mind Blades depending on the fight. Secret Horrors and Puppet Master are also used, sometimes even out of Ascension just to keep enemies under control. Didn't subclass her since I actually like a lot of the Cipher's powers in general. Ciphers also have plenty of excellent passives unlike the other casting classes so the ability to pick stuff from an extra class would only choke her choices even further. Wood Elf Wizard - Pretty much emulates my Wizard back in PoE1. Sets up surface spells like Chill Fog or Malignant Cloud, and boosts the group's DPS with Combusting Wounds and Expose Vulnerabilities. In hindsight I probably could've ran a Priest multiclass on her since she does get a lot of downtime at the start of fights, since she's waiting for enemies to bunch up, but I wanted those delicious 5th-level spells much earlier. Early access to Ninagauth's Freezing Pillar and Gaze of the Adragan have also been very helpful.
  8. Tactical Barrage from Fighter also works. Also gives Constant Recovery to offset the Raw damage you'll be taking in Frenzy as well some amazing passives, like Armored Grace and Confident Aim.
  9. The main reason to run Streetfighter is for the -50% Recovery Speed which is easily activated by using the Blunderbuss modal. Whether you dual wield or not is really up to preference. I personally think dual wielding eventually wins out in damage, but one-handed can be good early game when accuracy is an issue.
  10. Maybe swap out Ectopsychic Echo with Secret Horrors. Mostly because its kinda clunky to set up and in the time it takes set up you'd probably get more mileage out of the other offensive powers. Personally I prefer it with a Chanter or Ranger (Ghost Heart only) multiclass, since you can summon behind the enemies and then lash the tether on them. As for Secret Horrors, it inflicts Frightened which makes enemies stop using their abilities, very useful against enemy casters. Between Puppet Master, Ringleader and Secret Horrors you're well set for crowd control.
  11. The Premise Spiritual Weapon is a pretty cool spell and has some excellent damage potential when stacked with all the tools the Priest also comes with. Skaen Priests have potentially the best version since they're put into Two Weapon Style with it and also have access to Finishing Blow. The idea is to pop Swift Strikes and then cast all your buffs at once, extend them all with Salvation of Time and then go to town, ripping enemies to shreds with Skaen's blessed weapons or your fists for Pierce immunes. The enemies may very well think you to be the Effigy himself. This build isn't without flaws though. The biggest threat to this build are Wizards, which 90% of the time pack Arcane Dampener. Either kill them ASAP or use Scrolls of Thrust of Tattered Veils to make them lose the cast. Note that this build, despite being Monk/Priest, is incompatible with Xoti due to her being a heretic and not following Skaen. She won't get Finishing Blow and her version of Spiritual Weapon is vastly inferior. Rather ironic since we will be using that lantern of hers. The Character Class: Monk (Helwalker)/Priest (Skaen) Race: Wood Elf Background: The White that Wends - Labourer Might 11 Constitution 10 Dexterity 14 Perception 17 Intellect 15 Resolve 8 Resolve and Con can be lowered further if you desire more damage over bulk. The race can be whatever you want as well. Wood Elf was mainly chosen to combat Dexterity Afflictions. Helwalker is the chosen choice for Monk subclass. Though Shattered Pillar can work as well. The choice between Shattered Pillar or Helwalker is really up to personal preference. For passive skills all points go into Religion to maximise the bonuses from Xoti's Lantern. Active are a free pick, though Athletics is good considering this character will be engaged in melee. Ability Progression 1 - Swift Strikes, Restore 2 - Lesser Wounds 3 - Suppress Affliction (Can also take Blessing instead but respec out of it once Dire Blessing is acquired) 4 - Two Weapon Style, Spiritual Weapon 5 - Dance of Death 6 - Long Stride 7 - Swift Flurry, Dire Blessing 8 - Blade Turning 9 - Consecrated Ground 10 - Duality of Mortal Presance, Devotions for the Faithful 11 - Rooting Pain 12 - Enduring Dance 13 - Enervating Blows, Champion's Boon 14 - Rapid Casting 15 - Uncanny Luck 16 - Turning Wheel, Salvation of Time 17 - Martial Caster 18 - Flagellent's Path 19 - Heartbeat Drumming, Lasting Empower 20 - Improved Critical Force of Anguish, Litany for the Spirit, Shining Beacon, and Circle of Protection are all good alternative picks when available. Combat Focus is also a consideration since this character will be a popular target for Interruption effects while in caster mode. Empower should either be used with Spiritual Weapon to maximise its PL or to regain casts for an extra use of Finishing Blow. Noteworthy Gear Rännig's Wrath Mostly taken for the extra action speed while you're casting all your buffs. Modwyr An alternative to Rännig's, and a useful weapon if the battle lasts long enough that Spiritual Weapon wears off. Very useful when fighting against Fampyrs to stop them from Dominatiing you while you're in-between casting buffs. Xoti's Lantern To increase the PL of your Inspiration buffs while in caster mode. Effigy's Husk Mostly chosen for roleplay. This armor will give you immunity to Might afflictions as well. Of course you can otherwise use the ever so popular Devil of Caroc Breastplate instead for extra uses on Swift Strikes and Thunderous Blows. Reckless Brigandine is also worth considering. Fair Favour This build uses Stilettos so using this hat is a given. Be nice to Serafen. Claim and Refusal Increases damage dealt. Since this character will probably engage melee a little later than any other melee characters you have, the increased damage taken usually won't be an issue. Footprints of Ahu Taka Grants extra casts of Spiritual Weapon in case it wears off.
  12. You can use Powder Burns (Blunderbuss modal) to inflict Flanked on yourself. -5 Accuracy shouldn't be an issue if you have a Paladin, since the Paladin aura will offset it.
  13. That mainly happens when you respec after picking an upgraded version of the skill. I know for sure it happens with the Chanter's Skeleton Summon after picking its upgraded version. So long as you don't respec after getting Crippling Strike's upgrade you should be fine.
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