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lameover

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Posts posted by lameover

  1. As i said, as Monk\Cipher with low resolve you just need to do more micro on your group to prevent your MC being attacked.

    You can engage and distract enemies with other party member and then activate Dance of Death.

     

    But as i said, Rogue\Cipher will outdamage Monk\Cipher in short (20-30s) fights.

     

    I understand the RP thing about Monk\Cipher and it can be good at PoTD long fights.

  2. First off - your MC in first two builds has the least Resolve than anyone in your party.

    It means your MC will be focused by enemies - especially by ranged enemies - from the start of an encounter.

    So, Monk's  Dance of Death won't give you much before level 11. Even then with Enduring Death you'll get shot and melee engaged.

    So, without any "escape" ability you'll need to micro you party to not give a chance your MC been hit too much or engaged.

     

    On other hand the Rogue even with low Resolve won't be melee engaged, cause it has "escape" abilities. You don't need to babysit the whole party, only MC.

    Rogue\Cipher will outdamage Monk\Cipher even with CC role. And you can always choose to be CC or DD  or even mix CC\DD abilities of both classes.

     

    Shadowdancer is not a Magin Gunman archetype, it's just a gunman.

     

    Take a look at Ranger\Cipher builds, thou i don't really like their micro :)

  3. Me too played and finished the game as Gunslinger Cipher (i've done it just to transfer last savegame to POE2) 

     

    Pure Cipher suck, imho. But martial multiclassed - RP wise killing machine

    Tank Cipher

    Barb Cipher

    Monk Cipher ( add Monk and feel the OPness of multiclass!)

    Even Druid! Cipher :) (thou it's not the best multiclass)

    Rogue Cipher - that kind of sneaky-picky bastard. I'd not even take any Rogue subclass there.

    Paladin Cipher - there is a build in main thread, but it's melee ( i just don't like melee)

     

    all those multiclasses can be RPed very good.

  4. Cipher is a BEST RP character.
    It has a subclass - Ascendant.

    With almost ANY martial class  he can provide just infinite cipher's spells spam.

    With 2 guns and 1 martial +damage ability he can reach max focus in no time.
    He doesn't even need to dump Constitution.

    Multiclassed with some classes it's just a killing machine.

     

    RP wise, tbh. The Gunslinger! The one, who shoot then ask.

    But, diplomacy skill is higly reccomended!

  5. Cipher Gunslinger multiclassed with some martial class(not Ranger!) only.

    Others just meh.

     

    Gameplay pros: obvious

    Gameplay cons: what other class to choose?
    Roleplay pros: It's a Gunslinger!

    Roleplay cons: no

     

    :-P

     

    i highly reccomend to look at some of @Boeror's POE1 builds. They are all RP and unique.

  6. If you please, i won't make another similiar thread about picking a multiclass.

    I've bought the game at very release and played 21h since.

    Thou i've barely escaped the first island after the shipwreck. I'm struggle to find "my" build for convenient and fun walkthrough.

     

    I'm in the same boat as OP and i need to multiclass my Ranged Ascendant Cipher. I want to go dual-wield pistols or blunderbusses. I want some sort of Gun-Fu build with Cipher included.

    I've tried Monk, Rogue-Assassin, Barbarian and Ranger.

    I've even tried Druid-Shifter, thou it doesn't synergies well with Cipher.

     

    CONS for me about classes above:

    Assassin: it's most for melee

    Barbarian: can't say i like the way the barbarian skillz work.

    Ranger: imho it would be the best choice for ranged Asc.Cipher, thou i don't like Ghost Heart summon mechanics, pet AI always OFF when i summon it. Sharpshooter not so good for blunderbuss. Pure Ranger with tanking Bear? I'd give it a go.

    Can't say anything bad about Monk, i need to check this class again.

     

    Now i play Rogue-Streetfighter\Asc.Cipher and i use blunderbuss modal for "self-buff". It's the first time i leave the Port Maje Island :)

     

    @Boeror, i know you always have GREAT ideas about class builds, i'd appreciate any thoughts.

  7. About Cipher.

     

    Cipher - Zealot Fenix

    I'm not that big of a fan of melee ciphers, but that's not because they're weak – it's just that they are frail in melee and thus have to over rely on their Mental Binding. It's pretty much their entire life – cast mental binding, carve their target, cast some more, carve some more, repeat ad nauseam. And melee is not as good in terms of Antipathetic/Ectopsychic positioning as ranged is. Still, you can play them this way.

     

    Role: second damage dealer, disabler & buffer

     

    Race: anything offensive.

     

    Stats (Boreal Dwarf, with the Living Lands bonus included):

     

    M 21
    C 9
    D 10
    P 10
    I 18
    R 10

     

    Going min-maxey is not that great for melee cipher – while you plan on protecting yourself with the Binding, it's not exactly guaranteed and anything may happen in the process. So even stats give us extra chances in case of that. Also, extra resolve allows us to use charms efficiently and, as we already plan on being in close range anyways, why not abuse that to the fullest?

     

    Weapon of Choice: duals – stilettos or sabres.

     

    Talents, ability and power choices:

     

    1st level: Antipathetic Field – not as great for us as it works best when you stay far from your foes, but too useful early on to pass up.

    Whisper of Treason – charms are incredibly good. For 14 second, the most dangerous foe stops fighting you and tries to harm his team. And his team tries to harm him back in return. Note that the poor charmed fella will have 25 penalty to his Accuracy & protections – he won't be good at killing his ex-buddies but they will harm him extremely well. Keep that in mind when choosing the target. You can also attack it by pressing the A keyboard button, but that tends to break the charm.

     

    2nd level: Mind Wave – cutting prone foes will also work when we're too low on Focus or time to cast binding.

    Talent: Biting Whip – ranged or not, never ignore this one.

     

    3rd level: Mental Binding – this one makes or breaks the build so we shouldn't leave the home without it. As I've said, this is our bread n' butter skill.

    Psychovampiric Shield: our chances to get hurt are much higher than for the ranged build so potential extra deflection is nice. At least theoretically – practically it's usually binding anyways.

     

    4th level:

    Talent: Vulnerable Attack – gives crazy damage to the duals and that means excellent focus gain for us.

    Amplified Thrust – just to burn through our focus reserves. Melee generates more focus than raged (that's the reward for all the risk) so more often than not you'll have more points that you will be able to use conventionally.

     

    5th level: Ectopsychic Echo – not as perfect as it is for the ranged cipher. For example, you can't really cast it from stealth because then you're standing far away from the foe (that's the stealth plan) so you can't hit anyone to replenish some focus. Still, it will get occasionally useful.

    Puppet Master – since we're going the close distance route, why not? I still prefer charm to it but this can be better against certain foes.

     

    6th level:

    Pain Link – as usual, wins by the margin of being free.

    Talent: Draining Whip – with all our fast casts, we can always use some extra focus.

     

    7th level: Body Attunement – the DR gain here is much more important for you than for the ranged ciphers. Especially as the duals make it easy to wear plate armor without suffering much from it. Fast casting speed helps too.

    Pain Block - but let's not get egoistic, healing others may also be useful.

     

    8th level: Weapon Focus: Ruffian.

    Mind Lance – extra ways of burning that spare focus.

     

    9th level: Ringleader – since our resolve is decent (as decent as it gets under 2.0 when it became sorta global dump stat) and we're geared towards the frontline operations (and, hopefully, our party is geared around supporting us under such conditions), this one makes us significantly more powerful. The ability to use Ringleader nicely is probably the trump card of this build.

    Tactical Meld – free stuff that leads to dealing more damage is always nice, right?

     

    10th level: Borrowed Instinct – nice combo of buff and debuff, though with our basic perception it's not as reliable as we'd like it to be.

    Two-Weapon Fighting.

     

    11th level: Amplified Wave – great for us. We probably stop using the binding and use this, then hack on the prone targets to regain focus, then wave some more.

    Mind Plague – still helps in the boss fights..

     

    12th level: Disintegration.

    Apprentice's Sneak Attack.

     

    13th level: Time Parasite – not as useful for us as we need to first control the victim reliaby and only then we have the luxury to cast things like these. Very powerful when we do have the time for it.

     

    14th level: Stasis Shell.

    Greater Focus.

     

    Took from here http://steamcommunity.com/sharedfiles/filedetails/?id=416939844

  8. Here you are.

     

     

    12. Wizards - Rune Soldier Louie
    Role: 3rd line damage dealer

    Race: this is a staff/pike build so anything offensive. Let's go with the coastal aumaua so we're less afraid of disables.

    Stats (the Living Lands bonus included):

    M 21
    C 10
    D 16
    P 10
    I 18
    R 3

    or

    (The White That Wends bonus included)
    M 18
    C 10
    D 10
    P 19
    I 18
    R 3

    For all offensive wizards, now there's this choice between Dexterity and Perception. Both are fine, just in the different ways – Perception greatly amplifies your controlling powers and gives you some great interrupt potential. Dexterity, on the other hand, gives you better response time, hastens your combos and provides slightly bigger damage output. Both are valid but, personally, I like dex more for the close combat builds and per more for the ranged ones. Also, if you're looking for a main character, Perception gives more dialogue options. Low Resolve sucks, of course, but thanks to the Spirit Shield its loss is not nearly as crippling – the gains in Dex/Per are much more valuable.

    Weapon of Choice: Concelhaut's Staff/ Citzal's Lance.

    Talents and ability choices:

    2nd level: Arcane Veil – doesn't last that long but it's the key to the early Concelhaut's Staff usage. Summon the staff, get into the close quarters, use the veil and you're virtually immortal. Whatever few damage points you'll take, you'll quickly heal them back. And your damage output is so big that even the short veil's duration is enough. In tougher combats, you just burn through both uses.

    4th level: Two-Handed Fighting – the basic damage of the staff is huge so 15% actually means 5 damage per hit. That's solid.

    6th level: Apprentice's Sneak Attack – same as above.

    8th level: Hardened Veil – at this point, the ordinary veil might not be enough so we dial it up to eleven.

    10th level: Weapon Focus: Soldier. Just to make our pike a bit better.

    12th level: Superior Deflection. The more deflection you have, the better it becomes so this is never redundant.

    14th level: Bull's Will or Bear's Fortitude. Simply because we're out of useful talents.

     

     

    taken from this great guide http://steamcommunity.com/sharedfiles/filedetails/?id=416939844

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