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KDubya

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Everything posted by KDubya

  1. What level are you? Gaining another level makes a big difference. Using some figurines for additional fodder or a few scrolls can make a huge difference as well. For the Fighter I'd look to drop Defender and Hold the Line, additional engagements do not do a whole lot for you especially if you do not hit very hard. If you are spec'd for damage then the enemy will be leary to eat a disengagement attack but if you hit like a girl the enemy will just run past you. The Paladin build damaging healbot does an excellent job as a frontline melee. you just need to see that he gets some of the kills so that his on kill effects fire off. The companion Paladin Pellaginna does a fine job if you'd rather have someone for some banter. For the Wizard I'd go with a blaster instead of an arbalest. Wizards get a lot of damage out of implements when you throw in the penetrating and AoE talents, or you can go with a ranged melee weapon and whack from the second row. The level one Concelhat's staff has a huge base damage, reach and heals you.
  2. Your party is strong on melee so I'd double down on that. Just rush through doors or bait the enemy to rush through to you side, don't have one guy stand in the doorway unless you have a lot of reach weapons. Multiple durable melee supported by multiple auras and chants are a wrecking crew. You need someone to get mechanics to 13+. I'd add either Devil of Caroc, MC Rogue, MC Cipher, or MC Chanter. For the MC I'd go MC Cipher or MC Rogue, another Paladin for dual auras and double the fun, or another Chanter for double fun. For the last spot I'd grab whomever you wanted. Durance, Sagain, Grieving Mother, Hiravois, Aloth any would work. For Maneha I'd go unlabored blade and dragon maw shield instead of Tall Grass. You have a much better chance of randomly getting a proc than getting consistent crits with a Barbarian on PotD. If you want an on crit effect better to go for stun, its three times better than prone, -30 deflection vs -10 deflection.
  3. You should have waited to post this build until after the next and last balance patch Great find in identifying that Long Pain was changed from the initial version where it was not worth taking. Ranged Torment's Reach, and Force of Anguish is just crazy good, especially with the high base damage. This should make for a powerful solo build. Or teamed with Zahua as the Juggernaut and the MC as the Witch Doctor. Does the auto attack with Long Pain out DPS fists with Savage Attack and Vulnerable Attack?
  4. I'd give them to the Fighter as he is the only one with decent defenses to start with. If your Roque was a tanky shield rogue or Devil then getting additional defense on kill would be useful. As a dual wielder your Rogue is probably pretty squishy and a few points of defence will not matter. Also the Rogue probably does not get attacked that often for the heal to matter. The Barbarian is in the second row and has bad defenses to start with. Similar to the situation with the Rogue. The Fighter has good defenses to start so any additional helps to push hits to grazes and grazes to misses. With the two Fighter Regens, some decent Con, TideFall, and some more healing on kill from the gloves he can be pretty resilient. Would allow you to go with lighter armor.
  5. As Stasis_Sword said above the Juggernaut 3.0 focuses on that which makes the Juggernaut the juggernaut, namely Max Might and High Con. Even then everything else is still at base 10. My thoughts on the dialogue opened up by stats is that it is nice flavoring but not essential. For Perception the cape with +3 is pretty early to get, add in some food and you are at an easy 15 Perception. If you need more you need the Card Nua resting bonus for another +3 to get 18. Resolve can get up to 16 with resting and a +3 ring, 19 is achievable with some expensive Dragon food. Other than a few dialogues, Resolve does not help this build. You would not want to dump it due to getting interrupted from a bad concentration, but getting hit is not a problem and is actually required. With a high Might fueled regen, Shod in Faith boots, combined with two Chanter regens and a high base Con you can Health tank any fight. A little bit more deflection means nothing.
  6. The melee Wizard does more than just work, it's definitely more spell efficient and probably more damaging than other Wizards (blast wizard with blights would have the advantage) besides being much more enjoyable. For a long period of the early game the most damaging weapon is the summonable Concelhat's Staff. It has very high base damage which gets further multiplied by Might and Two handed style, it has endurance drain to heal you and has reach so you can stand safely behind another. It even lasts long enough to last most battles. Starting with your two per encounter raw damage spell and following up with Concelhats Staff is very spell efficient and will output more damage than any other activity (if you cast every spell you have and rest after every fight this does not apply) At higher level you get Czitzal's Lance which also has a huge base damage, reach and also has an AoE damage component. You can grab Concelhat's Staff as per encounter for normal/trash fights and bring out the big lance for tough fights. Combine these with the martial power spell and you are the most damaging melee guy in the game. This requires all of one first level spell chosen as per encounter and two spells in the Grimoire, throw in a weapon focus for accuracy and Two Handed Style for another +15% damage and you can still take any other wizard style abilitiy and you still have all the rest of your grimoire to fill up with the super awesome spells that Wizards get. Add in the huge deflection boost from Arcane Veil and you become a Jedi. Add in per encounter Alacrity and you become a Jedi on meth. The melee Wizard also has the benefit of having you closer than 4 meters from the enemy so you can go with something better than the ubiquitous Wood Elf, try a Boreal Dwarf for the accuracy boosts to the two most common enemies or a Pale Elf for the extra elemental DR and style. Even an Orlan can get use out of the extra crits ability as you'll be behind your frontline and can double team for the bonus.
  7. Grab a pair of spears to deal with crush immune foes, add a Spirit slaying enchant plus a lash and you'll be set. They are in the same weapon focus and have a bonus +5 accuracy as well. There are a fair number of crush immunes in White March.
  8. If you want a tanky Monk pump up your Constitution and add regen. You can ignore deflection. Damage Resistance also works well to increase your durability. Another advantage is Monks do not need weapons or more than one piece of Durgan steel for their armor. Barbarians are quite dependent on gear but if well supported they can put out a lot of AoE damage via Carnage. I prefer Monks but I am biased.
  9. I'd reccomend going with a core of melee that supports each other. A Paladin with Zealous Endurance aura for the improved defense (Pellaginna does this very well), a Chanter with the regen chants, enemy debuffs, fire lash chant and Gallant's Focus (Kana does this very well) and another melee combatant. This third guy can be a Fighter, another Paladin or Chanter, a Monk, a Barbarian, a melee Cipher, melee Ranger, even just a Ranger Pet. The other three can be whatever floats your boat. A solid durable core of three mutually supporting melee can weather anything in PotD. It's a team game so you don't want six superstars, you need some team synergy
  10. It depends on what else your team is wearing and what is available. The sandals add some damage which can be good but if it is these or to use Shod in Faith I'd go with Shod in Faith. With your low deflection but high endurance you are optimal for taking a crit and activating the healing aura from Shod-in-Faith. Another good choice are the ones with the +4 dexterity, they'll add more DPS than the sandals. For gloves the raw damage ones are OK. I usually use wounds fairly quickly so if I average five wounds they'd add +10% raw lash, around +3-4 per hit. The vambraces with the +3 DR bypass would do about the same but not need any wounds. I'd opt for the DR bypass ones. The Mourning gloves with all of the on kill effects are nice as well, more healing and defenses whenever you kill are very good. The +15% attack speed ones are also always useful, especially since you can't durgan enchant your fists. This makes the gloves one of the only ways to increase your speed beyond Swift Strikes. I'm going with lighter armor this time and it has helped the damage output while not really changing the durability aspect much. I use the +2 Survival Jack of waters pajamas for sleeping and the Wayfarer's Hide for battle. They start with superb and the extra defense is nice. Another option is Maneha's armor with the extra healing or the superb Golden Scales. The Wael robes with the mirror image on crit could be good as well but the DR is low and you'd need to enchant up to Superb or beyond with scarce resources. For a helm I'm going with the cowardly Garodh's Chorus with the Might and the defense buff. Rings are protection and bartenders. I try to remember to swap bartenders when spirits and vessels are not around but I forget a lot. Belt is just a plain +3 Constitution at the moment. The extra health and endurance serve as a big reservoir to draw on with the massive regen and healing from +60% resting, Shod-in Faith, Veteran's Recovery, the two Chanter regen auras and the on kill heals from the gloves. Juggernaut 3.0 just does not die. Four man PotD just finished WM 1 and has never been KO'd.
  11. You can still do everything solo while having a companion or two at the keep to perform missions and escorts. This lets you get all the items. It just denies you getting the "solo" achievement which requires you to be alone all the time. If you have to get the achievement just suck it up and do it alone. If you don't care about the achievement there is no problem. The devs should not waste time on this, some one can mod it in or maybe the IE mod lets you console in items without cancelling achievements and you can just cheat.
  12. Just read the spell description, it will say either AoE damage or Foe only AoE damage. Foe only ones lets you not worry about hitting your team, makes some spells much more useful. Fan of Flames does more damage but Ghost Blades is Foe only and so I tend to use Ghost Blades a lot more often. This also helps if you play with Expert Mode or with the targeting circles turned off in the game options. I find the ability to cast fireballs to such precise locations that only the enemy gets hit while my own team does not to be too much, especially with a high intellect. It just makes casters even more high powered. You can still eyeball where to cast the fireball and a high intellect gives you a larger margin of error but you can't move the circle such that it perfectly hits every time. It just feels more immersive to me. Also playing with the targeting circle off makes Foe only spells more attractive and really helps Chanters whose spells are all Foe only.
  13. I'd grab Reinforcing Exhortation, two uses per encounter of +25 deflection is pretty useful. I never grab the Reviving Exhortation and I hardly ever have a KO and if needed I can just use the Chanter, a scroll or St. Redeemer sword. My current playthrough I did not take Liberating Exhortation and I have not missed it. I'm not even using the four rings of Supress Affliction or whatever they're called.
  14. The two improved regen auras make for really durable team. Adding in Veteran's Recovery greatly enhances the regen and has become one of my main tactics. With my four man PotD team of Juggernaut 3.0, Kana, Pellaginna and Devil I hardly ever make use of Lay on Hands as the two regen auras combined with Zealous Endurance (to lesson damage via hit>graze) and Veteran's Recovery results in full endurance bars. Even while prone, paralyzed or stunned I still regen. With Juggernaut 3.0 and his effective Constitution of 25 combined with all the regen he is like Wolverine. A Fighter with their two great regen abilities with the Chanter regen auras would be even crazier. It makes Con much more important as it gives you a much bigger pool to draw from and refill. Big Con + big regen = Wolverine party
  15. 1.) I like to upgrade the Barracks early in order to hire guards for easy security and influence gains. I also like to get the merchant stalls for a place to buy camping supplies, the inn to allow resting, whichever resting bonus you like I'd build that and I'd build the Curio Shop for an easy place to get Vithrack Brains for upgrading equipment to Exceptional. 2.) Faith and Conviction reputations only affect your main character if they are a Paladin or a Priest. NPC Paladins get bonuses based on level. 3.) You can side with either Raedric or Kolsc, there are no requirements that class X must side one way or the other. If the fight is too hard come back after you gain a level or two. Or you can cheese it with door tricks and/or kiting.
  16. If you roll without a Priest you will notice having a low concentration from a low Resolve, especially on melee. Ranged guys can get by with a bad concentration but even then archers can interrupt you often and if a melee guy gets in your face being chain interrupted will be a real threat to your life. For me I try to keep everything at base 10. If I dump one stat I'll add it 1:1 to it's defensive paired stat to keep the defense balanced. For example if I go with a Rogue or Ranger with a 3 Intellect (pretty much the only classes I'd dump) I'll add to Resolve to make it a 17. I agree that there is not much reason to pump up Resolve but I would not dump it either.
  17. Full clear Raedrics? You don't mean too? Or does that happen later? Forgot since I last played was ages ago. By full clear I just mean killing everything in the castle. All the guards, all the priests, everybody. It is especially satisfying when you take on everyone in the courtyard in a straight up brawl. Gets you lots of loot to sell. I even do this if I am helping Raedric, I just leave him and his advisors alive but clear out the rest.
  18. What is your team? What tactics are you using? You should be able to full clear Raedrics and then full clear all the outdoor areas up to Defiance Bay. The ones past Defiance Bay like the Drakes and the Bluffs will need some more levels. Have you done the initial quests for all of the factions? Done all the little side quests in each area in the city? You can even do a few levels at Caed Nua for more experience if needed.
  19. My team is: 1.) Juggernaut 3.0 2.) Pellaginna w/ Arquebus and Stike Hard & Outworn Buckler 3.) Devil of Caroc w/Cloudpiercer and Starcaller & Balgrdr Barricade 4.) Kana w/Stormcaller, Shame or Glory & reflecting small shield, and something with spell casts Sequence of events: 1.) At start of combat Juggernaut runs towards enemy Pellaginna fires Sworn Enemy missile Devil fires at different target than Pellaginna with the goal of proccing Jolting Touch Kana fires Aspirants Mark at the enemy pack 2.) Combat starts: Juggernaut catches enemy Alpha strike, activates Swift Strikes and starts Torment's Reach spam Pellaginna FoD arquebus at the Sworn Enemy target this also gets her speed buff to the team If Devil has procced Jolting Touch she enters melee, else she fires the bow until she does trying to spread Deep Wounds a bit, maybe make use of item spell casts of charm or domination Kana uses a spell cast from weapon or from armor 3.) Combat phase Juggernaut kills most everything with Torment's Spam, Force of Anguish prones irritating targets and Flagellant's Path debuffs large packs. Shod in Faith is active and combined with Kana's two regen chants, and Veteran's recovery his endurance pool stays maxed for the first 60 seconds of the fight or close to it Pellaginna swaps to hammer and shield, activates Sacred Immolation and wades into battle trying to stay in radius of Shod in Faith. Will LoH if someone gets injured faster than all the regen can handle Devil flanks and stuns with Starcaller and follows up with procs of Tattered Veils on the stunned enemy Kana stays close enough to the melee guys to keep them in his auras - Gallant's Focus, two regen chants, chant with the fire lash with the damage shield, enemy frighten and Dragon Thrash weaved in - stays with Stormcaller or swaps to sword and shield
  20. If you think that they are too powerful then you need to choose not to use them. I find myself avoiding Rangers with Stormcaller for similar reasons, it just stuns everything without even needing to cast a spell. Set up House Rules and self limit what you use to adjust the difficulty to what you enjoy. Better this than to take away a signature spell from a class that many would find ruinous. In my current PoyD play through I am limiting myself to only four guys of which none are casters. I've got a Juggernaut Monk 3.0, Devil of Caroc, Pellaginna, and Kana. It has been fun and challenging so far.
  21. Not saying it is a bad ability. Before it was jaw droppingly powerful. Sometimes the Twins would not unsummon after combat and I'd send them to clear maps alone, on PotD at Cragholdt they solo'd the ogre. The issue is what else you could take instead. With Juggernaut 3.0 doubling down on durability and damage, abilities are tight. At level thirteen you can grab the Twins or Iron Wheel. After swapping to Savior's Hide (Hide armor) instead of heavy plate an extra +8 DR is pretty big. Plus you still have the eight wounds to spend on the abilities you already have like Force of Anguish, Torment's Reach and Flagellant's Path. As it is I always use my wounds on Torment's and Lightning Strikes, Flagellant's if I have a big block to zoom across or if I want to get to the casters, and Force of Anguish to selectively prone guys for 10+ seconds. Having another situational wound burner of eight wounds is a pretty steep price. The next question will be what to take at level 15 - Turning Wheel for extra damage, Enervating Blows for a passive on crit Weaken or drab Dichotomous Souls. Since my Perception is at base I am leaning towards Turning Wheel which will add damage to my Torment Spam and stack with the Chanter fire lash and Lightning Strikes for a third lash, fourth with Torment's. Full Attack plus 50% crush lash plus 25% lightning lash plus 25%lightning lash plus 5% X # of wounds is a pretty big number.
  22. In my current Juggernaut 3.0 run I am questioning the worth of Dichotomous Soul (the one that summons the twins for 15 seconds at the cost of eight wounds.) It was a no brainer but now I'm not so sure. Before in 2.0 the summoned twins lasted 20 seconds, had use of spell cast items on equipment and summoned fairly quickly. Now they last only 15 seconds, I believe that the use of spell cast items has been stopped and have a lengthy summoning time that includes a lotus position animation. They do have a boatload of hitpoints so there is still that. I suppose my biggest issue is with the summon animation and time. If I get eight wounds it means that I am in the middle of a big combat. To stop everything, get into a lotus position and summon the twins results in a fair bit more damage incoming and zero outgoing damage for the entire animation sequence. Since the wound counter stops at ten all the extra incoming damage is wasted. I'm thinking of swapping it for Iron Wheel for the +1 DR per wound, Turning Wheel for the +5% fire lash per wound or Enervating Blows for the Weaken on crit. For the eight wounds I could prone four guys with Force of Anguish for 10+ seconds, bang out seven Lightning Strikes fueled Torment's Reach and clear the map, reposition with a Flagellant's Path or some combination . What do y'all think about the new Dichotomous Soul?
  23. What do you think of going Bleak Walker or Goldpact Knight for the extra two Con. Maybe its just an aesthetics thing? I know its just two Con lmao I always wanted to go with a Goldpact, the whole mercenary thing and all. Be like Angel Eyes and always see a contract through. Dual wielding Sabres with Vent Pick and unlabored blade on switch. Go for zero recovery with a big 50% DoT on the FoD hits. Or do the Yenwood swords like Boereor. Plus you could do Gift of the machine and sacrifice Durance to get +1 Might, +1 Con and +10% endurance (effectively a total of +3 con)
  24. I'd drop Resolve to 10. Then get everything to a 10, make Might, Con and Int a 15 and have 3 extra points to put wherever. Since you are going Kind Wayfarer maybe go with an 18 Might. Could even drop Intellect a little to 13 and get a 20 Might. I've gone with a 10 intellect Kind Wayfarer before and had no issues but I also had Pellaginna on the team. If you went all in you could go: Might - 18 or 15 Con - 20 or 18 Dex - 10 Per - 10 Int - 10 or 15 Res - 10 After using Juggernaut 3.0 with an effective Constitution of 25 I really like the huge health pool of high con builds. A few points of deflection do not add survivability like an extra 25% of health. Plus the extra health works against all attacks. If you have two Paladins you can get Reinforcing Exhortation and start each battle buffing the other Paladin for an extra +25 deflection. Lets you go with big two handers and still have good deflection.
  25. Even just simply flanking the target gets you the extra +15% damage. I'd get Apprentice Sneak Attack. With Juggernaut 3.0 at level 13 still have not taken Turning Wheel, took Force of Anguish instead at level 5 and it has been good. I don't use it often but when I do it is nice to have a 10+ second prone whenever I need it. Last ability to pick is coming up at level 15 and it will be between Turning Wheel, Enervating Blows and Iron Wheel. The jacked up regen chants from Chanters are really nice. With the base 17 Constitution (effectively 25 with Gift of Machine, Durance sacrifice, +2 food and a +3 item) you have a huge endurance pool that will be full (no red) but still have 10 wounds. Another big change is that I've changed to wearing lighter armor, wearing the Superb Hide armor with the stun protection and before that the Padded Armor with the +survival skill. The increased attack speed is noticeable and the bigger endurance pool combined with the regen keeps you in the fight better than the higher DR from plate ever did. At low levels heavy is the way to go but once your endurance pool is big enough swap to lighter armor. The team with Juggernaut 3.0 is only four guys, PotD, with Kana, Pellagina and Devil. So far just tearing it up.
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