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The Big Game Hunter
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Difficulty: PotD v.2.0
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Class: Wanderer (Ghost Heart + Helwalker)
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Race: Any. Hearth Orlan is probably optimal here. I played with a human.
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Background: The White That Wends (Explorer)
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Stats: Blessings in parantheses if you play with them.
MIG: 19 (20)
CON: 9 (10)
DEX: 18 (20)
PER: 19 (20)
INT: 10 (10)
RES: 03 (10)
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Important Skills: Stealth, Athletics, Survival
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Abilities, by level
MONK RANGER
1 Swift Strikes | Marked Prey
Swift Strikes is foundational to the build. Achieving a 0.5 second activation time and 3.0 second reload time with an arquebus requires Swift Strikes. Marked Prey is a nice +10 to accuracy, which is the Ranger's forte.
2 | Wounding Shot
Honestly, there's not much worth taking other than Wounding Shot. This will eventually upgrade to Accurate Wounding shot with a +20 accuracy bonus. We love accuracy.
3 | Resilient Companion
Anything that helps our beloved Ghost Bear last longer helps. The bear is mostly useful as a meat shield and this builds on that.
4 Two-Handed | Gunner
At level 4, PL2, we begin stacking more damage and reload % improvements. Both of these are useful throughout the game, all the way to level 20.
5 | Marksman
More accuracy for our big game hunter is always welcome.
6 Prot. Companion |
Protective Companion is helpful as a pre-req. for Stalkers Link, which comes with a +10 accuracy. Also helps your Ghost Bear be a teeny bit more tank like, with +1 Engagement.
7 Lightning Strikes | Marked for the Hunt
15% shock damage and Marked Prey that is no longer useful just once? Sign me up!
8 | Evasive Roll
I initially took this for ship-to-ship combat, to avoid getting whacked in the opening volley by enemy gunmen and archers. Settle in on the left side of your ship and proceed to devastate anyone that jumps over the railing. Also come with the Quick inspiration if you're out of Mortification but have Bond to spare.
9 Dance of Death |
Taken in preparation for Enduring Dance. You will get hit from time-to-time, so this power by itself is kind of "eh."
10 Duality of MP | Stalker's Link
PL4 is like a cornucopia of fun Monk powers to fill out the build. Duality gets you bonus Intelligence, which prolongs the duration of Swift Strikes and later on Thunderous Blows. Stalker's Link is a +10 to accuracy.
11 Enduring Dance |
This will dramatically help boost your accuracy and wound count at range. Three hits to eliminate the Dance helps massively.
12 Thunderous Blows |
I occasionally ran into armor rating 15+ against Pierce; this helps put us over the top against those enemies.
13 The Long Pain | Driving Flight
Long Pain lets you stay at range against evil Pierce Immune enemies, instead of flanking them with monk fists. Driving Flight doubles your projectiles. Wonderful stuff.
14 | Accurate Wounding Shot
Extra +20 accuracy is hard to turn down. A crit +40% damage over time? Tasty. Optional power if you prefer something else at this level.
15 | Evasive Fire
Fun to watch that mean bad guy take a blast as you rapidly retreat. Has a 10m range, while your gun has an 8m range, so doesn't always work in my experience. Don't retreat to max range. Optional power if you prefer something else at this level.
16 Turning Wheel | Survival of the Fittest
Pretty straightforward: More damage and accuracy bonuses.
17 | Concussive Shot
+10 accuracy and interrupt vs. spell casters. Also nice if you're about to get whacked. Interrupt! Optional power if you prefer something else at this level. You might consider filling out the pet's powers or going for Bull's Will.
18 | Concussive Tranquilizer.
Optional power if you prefer something else at this level. You might consider filling out the pet's powers or going for Bull's Will if you didn't take it at 17.
If I'm being completely honest, I haven't gotten past level 18 with this build. I made it to Ukaizo at level 18, and I'm doing the bonus content now.
19 Dichotomous Soul | Superior Camouflage
Generally the best powers at this level for a ranged monk, I think. Open to feedback.
20 Graceful Retreat |
I found myself running a lot, and this helps.
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Items (!=important):
Weapon set 1: The Red Hand (!)
Upgrades: Legendary, Twin Slugs [aka, GET AWAY FROM ME!], Guilty Conscience
Weapon set 2: Monk Fists
Chest: Sharpshooter's Garb (!)
Upgrades: Legendary, Low Profile
Helmet: Acina's Tricorn (!)
Amulet: Precognition
Cloak: Cloak of Greater Deflection
Gloves: Mortification Bindings or Firethrower's Gloves
Ring: Ring of the Marksman (!)
Ring: Chameleon's Touch
Belt: Upright Captain's Belt or Girdle of Mortal Protection
Boots: Boots of the Stone
Pet: Cutthroat Cosmo
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The general idea behind this build: Massive damage at range with an arquebus. I love the arquebus's animation, and the Obsidian team did a great job at including unique arquesbuses in Deadfire - POE 1 didn't have a wide variety in my opinion. I've seen a number of quality blunderbuss / pistol builds out there - Teesinz did a wonderful one for a Maia / Scout build on reddit that helped inform this build. But I haven't seen arquebus builds that really caught my eye.
From a role-playing standpoint, I used to play Arcanum [WAY back in the day] with a "Big Game Hunter" - someone that used an elephant gun to take down the biggest threats that faced Arcanum. Gunners were kind of "meh" in Arcanum, but are much more in line with other classes in Deadfire. I felt like a Monk / Ranger was a good fit - Ranger obviously and Monk for the deprivation / ascetic aspects of living for a long time in the bush.
So, how does this work?
- High accuracy via perception, supporting equipment (Acina's Tricorn, Ring of the Marksman), Ranger abilities (Marked for the Hunt, Stalker's Link, Marksman, Survival of the Fittest, Accurate Wounding Shot, Concussive Shot) and the Monk ability Enduring Dance.
- Very fast reload via Gunner from the Ranger tree, Acina's tricorn, Sharpshooter's garb and Swift Strikes from the Monk tree. At level 7, activation is at 0.5 seconds and reload at 3.0 seconds. Heck, yeah.
- Massive damage via stacking damage bonuses on top of the already high arquebus base damage. When fully up in combat - which doesn't take too long - we're looking at +65% Might (+10 Base, +10 Helwalker, +5 Thunderous Blows), +60% Legendary, +15% Two Handed Style. Extra bonuses from The Red Hand's Guilty Conscience and Cuttthroat Cosmo.
- The Red Hand fires twice between reloads. So for every 4.5 second attack sequence [0.5 activation * 2 + 3.0 second reload], you're getting two shots. At level 7-8, I was dumping ~50 point attacks every 2.25 seconds. At high levels, with higher crit rate, better weapon upgrades and Turning Wheel, the damage is very respectable.
- This takes a little bit of micro-management at times. The Ghost Heart pet needs to have it's AI activated at summoning which is annoying. At times you'll have to use Evasive Fire to get the heck out of dodge. But to be honest, with the right companion setup [i.e., some melee tank types], this is very smooth to play.
- I ran through the Principi content on this and it was generally very smooth.