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Everything posted by Climhazzard
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Transcendent suffering benefits quite a bit, but if you're focused on weapons then Nature Godlike isn't as useful. Nature godlike transcendent suffering adds 65% damage, 18 acc, and +5 pen; when multi classed at level 20. That's more than a legendary weapon, and a tier above non nature godlike multi classed fists at level 20, but you're missing out on the cool bonuses of unique weapons. At least you have the choice of using both your fists or your chosen weapon proficiency to be a badass with.
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My vote is for scout. The rogue skills interrupt, with her range they are amazing for sniping enemy spellcasters and archers. I use... Ranger: Accurate wounding shot, Marked prey, Evasive fire. Plus passives like driving flight and marksman. Rogue: Debilitating strike, Smoke Veil, Gouging strike, and deep wounds. I don't really feel like getting a slightly better upgrade on your gun is going to make up for stuff like deathblows and rogue attacks, but that's just me. P.S. Only level 13 so far, so take that into account.
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I personally wouldn't dump might since even a multi class monk can do good damage, especially if you go nature godlike, I recommend doing so unless you don't like how ugly they are. Skald or Troubadour are both good for this. If you're going Skald then you'll want high perception, swift flurry, and later heartbeat drumming. Force of anguish is fine, I don't tend to use it to much myself though. You'll want raised torment, rooting pain, thunderous blows, turning wheel, and two weapon style, probably flagellants path. From chanter it's not a bad idea to have an offensive invocation for each defense type, like hel hyraf, thunder rolled like waves, and Killers frozen stiff. Then a chant of your choice. For the monk stuff you can use the AI editor to use it automatically if you don't like activating stuff yourself all the time. I tend to like to aim my invocations though since you can't use them quite as much.
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https://forums.obsidian.net/topic/98968-class-build-the-healing-wall/ Here's what I made to handle Herald healing. Note I do use Xoti for an occasional consecrated ground but most of my healing comes from Herald. You'll find that most of the early game even on PoTD is a breeze even without much healing, and once you get to level 10 you'll be great. The starting island is soooo much easier than the early areas of the first game on PotD, and if you did all the quests you can almost get to level 7 (ancient memory) before anything challenging comes your way. I will note that I basically panic when my team gets hit by arcane dampener, that's how big of a difference the healing auras make, lol. As for your other question, you could easily adjust it to be an offtank or backline character, but I haven't tried that yet so I don't know which is the best or most enjoyable. I will note that dual wielding will make you able to be much more reactive when tossing out lay on hands to save people so keep that in mind.
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I've been wanting to do a fire monk for awhile now. Options are pretty limited. You could go chanter for a fire aura and a fire damage buff, but those barely even have a graphic. Evoker seems to be the clear winner. I can use flame shield to give me a "super saiyan" ish fire aura, if only there were some way to make lightning strikes give you a fire fx instead of lightning, lol. Then I can punch stuff into oblivion while blasting around fireballs and generally creating havoc.
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I've played a Devoted/Shattered Pillar (swords) up to level 11. It's a very strong combo. The option of 3 different damage types on a Devoted pretty much means you'll always over pen your opponents. All your listed combos can make for viable builds, I think I would personally favor the Berserker though. I've tried the soul blade multi class a few times and it just takes a long time to bloom, I might give it another shot down the road though because I really want a monk that can blast out amplified wave.
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Priests? They were already a class with a lot of spells you'd never use, but at least you had the option. Now you have limited picks, so I just find myself going multi class devotions for the faithful buff bot. Take suppress affliction, withdraw, consecrated ground, and devotions for the faithful. I'm sure there's some high level spells to eventually use too, but all the low level junk is depressing. Same with ciphers, to much low level junk. Sure they bloom late game, but it'd be nice to have something to do in the mean time. At least wizards get good spells throughout.
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Berserker frenzy is a completely different upgrade line and it's stronger right from the start. (If my memory serves correctly) Pretty much all of the above work for Devoted/monk. Cleave stance even procs off itself. You'll get a ton of attacks and there'll be gibs everywhere, that was my experience. Swords would be my first pick for weapon choice (you get the devoted bonus with fists too)
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Maia is pretty strong, she's sniping the enemy backline all day long. She hits from so far away they probably don't even know where the shots are coming from. Unfortunately I feel like her rogue subclass is adding more to this playstyle than her ranger subclass, lol. I think it's a great combination, as you can pull from both pools to make an ideal ranged sniper, but I'm not sure about ranger alone.
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Builds I've made so far... Devoted/Pillar- Quite strong, good survival options for a striker, spammable CC with raised torment. Nature Godlike Pillar- Very strong striker, less survival options than the Devoted/pillar however. Paladin/Troubadour- Not as my MC, just a group healing over time tank. (Ancient memory+exalted endurance) I might try a multi class with troubadour next, but I will probably try to finish the game with one of the above first.
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There's a lot of great builds going around atm that are more than capable of steam rolling everything. Personally I've played Nature Godlike-shattered pillar to level 10 on PoTD and Devoted/shattered Pillar to level 10 on veteran. Both are quite strong. The devoted/pillar build has better survival and cleave, but the pure monk will have better endgame abilities.