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HoopleDoople

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Everything posted by HoopleDoople

  1. I definitely didn't realize that Cladheliath was a great spear, as the wiki wasn't exactly helpful and I didn't do the proper quests to obtain it on my playthrough. Very good to know, that helps Peasant out a lot. The group advice is stuff I'll keep in mind, particularly about not taking a focus for Druid or Chanter. I do have one more question though. For a front line character what is the optimal focus for use of a two-handed weapon?
  2. Thank you for clarifying how INT works, clearly I'd been misinformed previously. That attribute distribution looks to pretty well cover what I'm looking for and should be great for a player character as well. Looks like using a shield in melee should be pretty much mandatory so I'd probably be wasting my time with an Island Aumaua. I'll probably switch it over to a Coastal Aumaua as I can't get those attributes with a Godlike, Elf, or Orlan.
  3. Exoduss please keep it nice or stay out of the thread. I'm making this thread specifically so I can avoid making scrubby characters. That's why I need advice from more experienced players. And as far as "polluting" the forums, this sub-forum is presumably dedicated to soliciting and sharing advice... which is exactly what I'm doing here. Now regarding INT for the Chanter I'd heard that it doesn't effect chant duration, only range. Assuming this is true (and it very well may not be) I assumed a moderate INT would more than suffice for a melee Chanter. Anyone who would like please share what you think ideal attributes look like for the Chanter or any of my other selected classes. That is something I have explicitly asked for in part 2.
  4. I think it's clear that Ruffian, Adventurer, and Soldier are great weapon focus types. These weapon types have both great melee and ranged options and plenty of neat uniques. I doubt you'd have any issues having two characters share one of these weapon focuses. I'd like to see more discussion on the Noble, Peasant, and Knight weapon focus types. These seem to have less versatile weapon choices and fewer of the amazing unique weapons associated with them (as far as I can tell, though I'm no expert). Noble - this is the most perplexing weapon focus to me. There is no two-handed option for Noble but they don't get nearly as amazing one-handed weapons as Ruffian. Daggers and Rapiers pretty well overlap in functionality. Maces are a nice weapon type but there doesn't seem to be a good endgame one. It would seem that ranged would have to save Noble, and luckily the Scepter and Rod choices aren't bad at all. If only they weren't competing against ranged weapon types that are at least as good while being paired with better melee options. Peasant - I actually quite like the melee weapons associated with Peasant overall, though Hunting Bows are one of my less preferred ranged options. But whereas there are some rather decent Hunting Bow uniques I don't really care much for the offerings of Hatchet, Spear, and Quarterstaff. I haven't used a Monk yet but I assume they'd at least enjoy Peasant for a fist bonus and use of Hunting Bow. Knight - I have the least experience with this weapon Focus and it could be great or awful. There appears to be a lot of Sword and Battle Axe uniques including some decent options. Crossbows look to be pretty underwhelming, however. I'm not sure what to make of the higher interrupt on Morning Stars. Morning Stars would certainly be hard pressed to compete with some of the other great two-handed options. --------------------------------------------------------------------------------------------------------------------------- I've been trying to plan out my party's weapon focuses for my upcoming PoTD run and so far I'm looking at something like: Fighter - Soldier (Great Sword, Warhammer with shield, Arquebus) Chanter - ??? (one-handed with shield, ranged) Rogue - Ruffian (dual wield any of Sabres/Stillettos/Clubs, Pistol or Blunderdbuss) Priest - Soldier (Arquebus, Pike) Wizard - Adventurer (Estoc, Wand) Druid - Adventurer (Warbow, Flail and Shield) Assuming that I stick with all my choices so far the only question is the Chanter. He could double up Ruffian because there is so many good one-handers, take Knight for Swords/Axes, or Peasant for extra deflection with the Hatchet.
  5. I was already thinking that and have rejected the idea of a multi-gun character. I'm looking to plan something that is fairly optimal but I am willing to make sacrifices like no quick switching guns for the sake of fun I'm going to be finished with my first, normal difficulty playthrough by the end of the week. All my characters are max level and I fully agree that once you hit level 9 it is a huge change. My Druid and Priest immediately became ability spammers and party MVPs. Having the hero 4+ in all skills seems like a neat idea. 16 might and resolve was what I was wanting for my Chanter anyway, but I wasn't sure that he needs any int. Do you think I'd be better off giving him int, picking a different one of my selected classes for my PC, or simply forgoing int for my PC?
  6. I'd like to ask that arguments about Ranger vs ranged Rogue be held on other threads, as neither is going to be relevant to my party. I'm currently most interested in advice on the weapon types and attributes that would be most useful for the classes I've selected.
  7. I've made a definite decision on classes I will be using and I'm somewhat happy with the races. I think I like the idea of having an extra weapon set for my Fighter and Chanter to allow them to switch between DPS, defense, and ranged as needed. Moon Godlike seems like it would work well for a lower endurance class that will be switching between front-line and ranged as needed. For my player character Chanter sounds like a reasonable choice but I'm still open to other opinions. Island Amaua Fighter Island Amaua Chanter Hearth Orlan Rogue Moon Godlike Wizard Wood Elf Priest Wood Elf Druid --------------------------------------------------------------------------------------------------------------------------------------- As I've reached a decision on part 1 (which I reserve the right to tweak pending new information), it's time for: Part 2 - Weaponry, Attributes, and Skills Weaponry I'd like to figure out what the weapon types my characters will be using so I don't end up taking really stupid Weapon Focuses (again). If there is a specific class that would better spend its talents elsewhere the weapon types it takes won't need to be from the same focus. Here's my initial take, which is definitely in need of some improvement: Fighter - Soldier for 1) Great Sword 2) Warhammer and Shield 3) Arquebus Chanter - Adventurer for 1) Flail and Shield 2) Estoc 3) Warbow/Wand Rogue - Ruffian for 1) Dual wielding Sabre/Stiletto/Club 2) Blunderbuss/Pistol Wizard - Adventurer for 1) Warbow/Wand 2) Estoc Priest - Soldier for 1) Arquebus 2) Pike Druid - ??? Attributes I'm not really looking for precise numbers on attributes as I am general guidelines. Should a given stat be maxed, as high as possible, middling, or dumped? Here's an example that may or may not be correct: Druid: Might - high, Constitution - dump, Dexterity - high, Perception - mid, Intellect - max, Resolve - dump Skills I really have no clue as to what an effective way to distribute skill points is. I assume one character should focus on Mechanics and one or more focus on lore, though I'm not sure what the maximum amount needed is. Athletics and stealth seem like abilities everyone would benefit from having a little of, though it is unclear if I need a character to focus on one of these. Survival I'm not sure if anyone should waste points in, but I could very well be wrong.
  8. I've been playing with a Druid PC and I quite enjoy it, though it certainly hasn't matched my expectations. Rather than a tactically flexible class that can use Spiritshift to go from caster to melee brawler, the Druid plays pretty much like an offensively focused Wizard from BG2. Sitting back behind your party and nuking everything is plenty neat and effective, but I still feel an opportunity was missed with the Druid. If I were to design the Druid from scratch I'd build it around three ability groups: shapeshifting, summoning, and weather/nature control. I would also make channeling a central concept. The strongest abilities would require channeling and thus only one could be in use at a time. Shapeshifting The Druid would have access to multiple forms that they could switch between at will. Switching forms would have a delay for transformation before the Druid could act again. The Druid could stay Shapeshifted indefinitely while in combat, but all Shapeshifts would count as being channeled. Due to the focus needed to maintain the form a Druid would only be able to cast minor spells in this form. Additional forms could be learned by leveling, quests, or even equipped items; the specific method is less important than the Druid gaining access to more options as the game progresses. To differentiate Shapeshifts each would provide different stat bonuses/penalties, different damage/attack speed, and different DT/defenses. Each Shapeshift form would have a per encounter special ability as well; note that using the ability in one form would deplete the ability for all forms. Another feature would be that while Shapeshifted endurance damage would result in a lower amount of health damage. When Shapeshifted weapon and armor slot items would be ignored but all other gear would apply. Summoning Druid summoning would not be of the conjuration variety, but rather calling animals in to aid the Druid. Summoning would still function like a spell, however, having a cast duration and being limited per rest. Lesser summons would function more like an ability than a summon - they'd perform whatever action they were called to do and then leave. Thus enemies would not be able to engage or be engaged by lesser summons. Greater summons would be your standard summons that stick around for the fight and can be controlled, exiting the fight only once dismissed or slain. Greater summons would count as channeled and thus only one (or one group, in the case of insects for example) could be summoned at a time and could not be combined with other channeling abilities. Weather/Nature Control This group of abilities would be the most similar to what the Druid currently excels at. Manipulation of winds, water, lightning, plants, etc. Basically anything not animal related could be grouped here. These would all be cast as spells. Weaker abilities would hit and then immediately dissipate, other than whatever small debuff they might apply. Stronger abilities would be persistent for a duration but would require channeling. Overall these abilities would be weaker than the current Druid ones as the Druid would have many more options and be focused on flexibility rather than simply AoE nukes. Obviously the Druid isn't going to be redesigned from scratch, but some of these ideas can be applied to improve Spiritshifting. I would definitely like to see Spiritshift abilities as per encounter rather than per rest. Greater differentiation between the forms would be nice as would passing along less endurance damage to health. Allowing bonuses from certain item slots to still apply while Spiritshifted is also called for. Finally, I would love to see additional forms be available through talents.
  9. My earlier comment seems to have been kind of buried due to the delay of moderator approval. Let me repeat the party I'm currently considering: Tank - Wild Orlan Fighter Off-tank - Moon Godlike Chanter DPS - Hearth Orlan (melee) Rogue Ranged - Wood Elf Priest and Wood Elf Cipher(?) ??? - Wizard, race to depend on standard placement on frontline or in back There are a few questions I still have before I wrap up part 1: For a Fighter that is intended as a tank but won't be dumping might is Hearth Orlan optimal or is another class such as Moon Godlike preferable? What is the optimal race for an off-tank Chanter? Can the Wizard be a reliable frontline character or is this too dependent on spamming spells to bother with in most battles? If I have no interest in micromanaging multiple guns on one character, is it worth taking a Cipher or would I be better off with a Druid? Which of these classes would benefit the most from being PC and suffer the least from taking perception and/or resolve for conversations?
  10. I'm glad to hear the Chanter works well as an off-tank, that is exactly what I was hoping for. Wizard as an off-tank surprises me though as Wizards have low endurance, health, and deflection. I'm looking into this and I'm guessing you rely on high DT armor combined with Arcane/Hardened Veil to minimize damage while you sustain endurance with the Parasitic Staff spell. What other talents or spells do you need to make this work? I'm also concerned about being dependent on limited use abilities/spells for survival. Does this end up forcing constant resting after every couple battles? (Though for all I know resting after every couple battles is standard on PoTD). My concern with Ranged Rogue is that it'll play too much like the Ranger and I'd like a different experience this play through. I'd definitely be interested in trying a melee Rogue if I can work it in, however. Regarding the Cipher now that the Blunderbuss isn't nearly so cheesetastic is it still worth using? I'm also not particularly interested in micromanaging multiple guns to maximize fire rate, even if it is the optimal strategy. --------------------------------------------------------------------------------------------------------------------------- So right now I'm considering the following pending further information: Tank - Wild Orlan Fighter Offtank - Moon Godlike Chanter and Moon Godlike(?) Wizard Ranged - Wood Elf Priest, Wood Elf Cipher DPS - Hearth Orlan Rogue Let me know how viable this party sounds and what weaknesses it will have.
  11. I'm currently progressing rapidly through my first play through on normal difficulty. I've enjoyed things being a bit laid back and rather forgiving of the many poor build choices I've made, but I definitely want to challenge myself next time. My goal is to have a plan put together for a PoTD play through by the time I finish on normal. In order to do this I wish to solicit advice on several issues. I don't plan to have my party be perfectly optimized, but it would be nice to understand what the optimal choices are and what I'm giving up should I forgo them. Part 1 - Classes, Races, and Player Character Class The first step I'd like to take is selecting the class composition of my party, which will consist of hired adventurers. I already know I want the following: 1) No duplicate classes, as I enjoy the variety 2) No Ranger or Paladin. The Ranger and Paladin I'm using on normal, and they haven't impressed me enough to select for this run. 3) I will be taking the Wizard and Chanter, two interesting classes I've yet to use that are regarded as quite powerful. Next I'd like a solid tank. Odds are this will be a Fighter, but I'm open to other suggestions. I definitely need one more reliable spell caster, probably a Priest or Druid. For the last two slots I simply need to round out the party. I need to ensure I have enough classes that can survive on the front line, sufficient control spells, and enough DPS. It is unclear to me to what extent I will need healing. Race It will be easier to finalize race choices once I have my six classes picked, but I can at least come up with the ideal selections based upon role. I'm considering: Tank - Wild Orlan for a (sometimes) defensive bonus, Island Aumaua for greater weapon flexibility (tank/DPS/ranged options), or Moon Godlike if the healing will trigger often enough Off-tank - Moon Godlike for healing or Hearth Orlan for DPS Everything ranged - Wood Elf for accuracy (and thus DPS), possibly Hearth Orlan in some cases if accuracy is less important Player Character Finally, I would like to identify one of my classes as the player character. Whichever class this is will get to benefit from the unique talents and abilities accessible only to the PC. However, they will have to be able to take stats useful for conversation without suffering too much in combat, if possible. I am curious about the Priest as PC - is the PC only aspects of the Priest more of a boon or a restriction? ----------------------------------------------------------------------------------------------------- All advice on this topic is welcome, even if your suggestions are counter to my initial thoughts. Once I've received enough feedback I'll make a decision on Part 1. I will then share my choices and then solicit advice on additional topics in a part 2 post (same thread).
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