Jump to content

Ascaloth

Members
  • Content Count

    219
  • Joined

  • Last visited

Community Reputation

187 Excellent

About Ascaloth

  • Rank
    (4) Theurgist

Profile Information

  • Steam
    falcontakehiro

Recent Profile Visitors

262 profile views
  1. In my case, "completed" to me means "all side quests, all DLCs, critical path achieved". So yeah, it's going to take a while for me to mark this one as tested. Anyway, I have to take this build through a full playthrough in any case, since it's a Watcher-only build by virtue of its reliance on Neriscyrlas' Hope/Tooth of Toamowhai. I'll update when I'm done in a month or so; maybe I'll start a whole new thread?
  2. Ack. I actually haven't touched Deadfire for about a week, now. I've been... distracted. I guess I really should get started on the playthrough for this build soon. On the other hand, I already have an idea of what the Purifier's gear loadout is going to look like... or I did, before the SSS DLC came out. No idea what new gear came with that DLC, or if any of it would work better with the Purifer than what I already have in mind. Guess I'll have to see how it goes. BTW, what's the general threshold for "tested" status anyway? I've been assuming it's "completed playthrough".
  3. Thanks for the feedback. 1. Well yes, but what are you going to do for the first 18 levels in the meantime? That said, I have been tweaking this build ever since I first posted this thread, and I do have an alternative in mind to replace the blunderbuss at Level 19. Haven't yet posted it up though, and I'm wondering whether I should do so now or save it for after I'm done with the playthrough. 2. I have looked at Gipon Prudensco as an option, yes. That said, just as for point #1, I do have an as-yet unposted alternative in mind for the final version. 3. Sure, but it only applies in daytime. I don't like Sun and Moon in general because of its unreliable bonus, which is why I generally avoid it. If I wanted the +2 Fire PL I'd prefer Magran's Favor, but both of those alternative means I no longer have a weapon which benefits from the expiration of hostile effects, which an Irrepressible-enchanted Ball and Chain offers. 4. That's true, but I'd prefer to keep it all the same because of one simple reason; you don't start encounters at 35 Resolve, you have to build your way up to it as the fight goes on. That means the Outworn Buckler has its place in the opening stages of any fight, even if its utility diminishes towards the end. That said, going with Tuotilo's Palm does make variants of this build usable by other Paladin subclasses, although it entirely removes any rationale for going Darcozzi in the first place. 5. Now that's a great suggestion. Don't know why I didn't think of it beforehand, and I'm almost tempted to try it out... were it not for the alternative I mentioned in point #1. 6. I wish I could use those two rings too, but I kind of need Harmony + Solitary Wanderer in order to hit 35 Resolve.
  4. Actually it doesn't even seem the Floating Hangman quest locks you on the Principi questline, at least not till you finish it AND come back to report to either Aeldys or Furrante. I'm rocking on the Fonferrus, swinging Engoliero de Espirs and doing quests for other factions (this is with Aeldys dead and quest given by Furrante). Indeed. It is entirely possible to be rocking both the Fonferrus and the Blade of Takowa within your fleet in an RDC playthrough. EDIT: Now there's an idea to possibly break the game. I wonder what would happen if I took the Fonferrus, threw in with the RDC to get the Blade of Takowa, then switched back to the Fonferrus and made for the Ofecchia Channel...?
  5. *read last few posts* Well, nuts. Guess I'm going to have to get started on my Darcozzi Purifier playthrough sooner, rather than later.
  6. You don't necessarily have to go on the Principi route to get Scordeo's Edge, or at least not all the way. It's entirely possible to win the Principi for Aeldys and have her give it to you as a reward, then bail on it before embarking on the Floating Hangman quest that really locks you into the Principi route.
  7. Good to know, saves me time I would have otherwise wasted testing it. That said, it did work for the Echoes of the Godhammer AoE-on-death enchantment on the One Dozen Stood plate. So, I reckon it'd work for the Effigy's Husk and Effort as well. EDIT: Proof; here's Aloth going NIPPON BANZAI on the Beast of Winter;
  8. Alright, let's see. Some of the unique weapons I've used the most; Early Game Lord Darryn's Voulge (Pollaxe, soulbound) - One of the few weapons in Deadfire to have an elemental damage type (Shock), like Bittercut in the first game. Has good synergy with Barbarian Carnage, and is a powerful stat stick for certain Druid builds. Wahai Poraga (Pollaxe) - One of the first uniques you can get that targets multiple enemies with each attack, works well with one-man-army builds. Rannig's Wrath (Rapier) - Probably the single most accurate melee weapon in Deadfire, having an additional Accuracy bonus on top of the innate Rapier bonus and the modal. Min's Fortune (Sabre) - One of the first unique Sabres you can find, it's a Crit-focused type of weapon. Think of it as the successor to Resolution. Duskfall (Sword) - Starts off good as is, and has enchantment options that make it very versatile. Whispers of the Endless Paths (Greatsword) - Likely to be the very first Greatsword you can get. Lower base damage than all other Greatswords, but hits multiple enemies and comes with very good enchantment options. Mid-Game Tarn's Respite (Sabre) - Has a Deflection-draining enchantment option, which is very useful. Pukestabber (Dagger) - Figure out how to work around its quirks, and it's integral to achieving the fastest attack speed in the game. Eager Blade (Estoc) - Pretty nice enchants, and probably the best AR-breaker you can get until late-game. Stalker's Patience (Spear) - Ideal for tanks due to the +Engagement modal, and Wounding gives it high damage potential. Modwyr (Sword, soulbound) - Not spectacular damage-wise, but it's one of the few ways to achieve Immunity from Intellect Afflictions (aka Confused, Charmed, Dominated). Squid's Grasp (Rapier) - Not as outright accurate as Rannig's Wrath, but comes with some very good defensive options. The Willbreaker (Morningstar) - An ideal option for Barbarian Brute Force builds. Grave Calling (Sabre) - Useful against Vessels in particular. Late Game Voidwheel (Greatsword) - One of the highest damage potential amongst 2H weapons, but watch out for the self-damage. Engoliero do Espirs (Estoc) - Excellent against crowds thanks to the Ghost Blades proc. Kapana Taga (Club) - Has the fairly rare Slash/Crush damage combo, comes with very good enchantments for One Versus Many situations. Oathbreaker's End (Battle Axe) - Does brutal damage, especially against crowds if given the right enchantment. Scordeo's Edge (Sabre) - Probably the single best 1H melee weapon in the game, if you opt for the enchantment option that gives the wielder a chance to straight up ignore Recovery for a set amount of time.
  9. So, it turns out that there may have been a source of Resolve points I might have overlooked when I first conceptualized this build. In the NW part of the world map, there is an unnamed island with the Outcast's Respite area, where you fight Bipara the bog witch. When you've taken her down, you could potentially decipher a list of potions that can be brewed in the witch's cauldron, and apparently offers a permanent bonus to an Attribute of your choice; Among the choices at the end of the video, I think the "Potion of the Steadfast Hound" might be the one I'm looking for. And here's the problem; I am not able to test this at the moment, and there's basically no information to be had in the Gamepedia or Fextralife wikis regarding the cauldron potions. Could someone test it out? Depending on how it works, it just might be the final piece I need for my new approach to max-stacking Resolve.
  10. Tested, and nope. Seriously, devs... I know you guys have a long list of bugs to swat, but I'd think this particular one should be right up there at the top.
  11. On the bright side, Static Charge from Lord Darryn's Voulge no longer causes friendly fire ever since v1.2 either. So Fate is a much safer build to play these days, compared to her first iteration. Which abilities from that build still cause friendly fire? Storm of Seven Bolts, assuming you're not being especially careful with where you're aiming it. Only that? That seems like it'd be relatively easy to avoid firing at your own party members. If it's only that ability, then the build is solid as far as I'm concerned. Is it still a decent build in your opinion, or not? If I use it, I won't use Helwalker/Monk with any other characters. Still very much decent, and I'd dare say it's still one of the most powerful Shock DPS builds you can get. The other guy says Nature's Terror and Crackling Bolt also hit friendlies... They do, but as Manveru123 said, you could work around that simply by positioning Fate so she doesn't hit her own teammates. That wasn't quite possible with the old Static Charge, which had a huge and unavoidable AoE. But the current version is just a single-target effect (unless you bound the Voulge to a Barbarian, which is a whole other story), so Fate is nowhere near as much of a teamkiller as she used to be in the early days.
  12. On the bright side, Static Charge from Lord Darryn's Voulge no longer causes friendly fire ever since v1.2 either. So Fate is a much safer build to play these days, compared to her first iteration. Which abilities from that build still cause friendly fire? Storm of Seven Bolts, assuming you're not being especially careful with where you're aiming it. Only that? That seems like it'd be relatively easy to avoid firing at your own party members. If it's only that ability, then the build is solid as far as I'm concerned. Is it still a decent build in your opinion, or not? If I use it, I won't use Helwalker/Monk with any other characters. Still very much decent, and I'd dare say it's still one of the most powerful Shock DPS builds you can get.
  13. On the bright side, Static Charge from Lord Darryn's Voulge no longer causes friendly fire ever since v1.2 either. So Fate is a much safer build to play these days, compared to her first iteration. Which abilities from that build still cause friendly fire? Storm of Seven Bolts, assuming you're not being especially careful with where you're aiming it.
  14. Just keep in mind that Fate can't quite put out the ****hueg nuke numbers that were shown in the images on the first page anymore, not since the v1.2 patch that nerfed Storm of Seven Bolts to no longer scale the numbers of thunderbolts produced to PL. There are images on the second and third pages of the thread which more accurately shows how well that nuke works ever since v1.2, and to be fair it still adds up to pretty high Shock numbers... but just so you know. On the bright side, Static Charge from Lord Darryn's Voulge no longer causes friendly fire ever since v1.2 either. So Fate is a much safer build to play these days, compared to her first iteration.
  15. 30 Might is still 5 points off the max cap of 35 that Helwalker can achieve, but otherwise it's still a fair bit of raw power. And Confused is not really a big deal either; you can neutralize it easily with the Svef Drug (if you're willing to deal with Drug Crashes), the Wael's Wind alcohol (in which case you may want to wear Drunkard's Regret in place of one of the other Rings in order to avoid Hangover maluses), or if you're feeling extravagant the Captain's Banquet food. The main question here is; what are you trying to achieve with a Berserker cross in place of Helwalker? I ask this, because that Barbarian subclass is more of a melee-focused one thanks to the bonus Hit-to-Crit of its unique Frenzy, while Fate is designed to be more of a DPS caster type. If you're trying to go for a melee version of this build, there's not really anything stopping you from binding Lord Darryn's Voulge to the Barbarian part of the multiclass; except that means you're losing out on the +3 Storm PL in this case. And if you bind it to the Druid part, you can get those PLs, yes... but you're giving up the Disoriented effect that the Voulge will apply to Carnage. Also, Berserker's Frenzy also causes Raw self-damage; that can usually be mitigated in many ways, but the thing about Fury is that they lose access to Rejuvenation spells; in other words, no self-healing to counteract the self-damage. As for Deltro's Cage Helm, there used to be several builds out there that involved inflicting Shock self-damage to power up the Helm's effect... but last I heard, Obsidian nerfed them all. So, sorry.
×
×
  • Create New...