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Boeroer

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  1. What makes builds fun for me? they are powerful/impactful (enough) - there's no fun if your character feels like a millstone around the party’s neck they don’t need late game gear to function - although getting late game gear to improve them can be a motivation. But having to wait forever in order to make your character click for the last hour of the game can be frustrating you don’t have to wait for late game abilities for them to be fun to play ad impactful (same as above) - although having the goal of reaching a great high lvl ability can add to the fun and motivation. Even at lvl 20 (if you have DLCs installed) there's still a good amount of game left to enjoy the highest lvl abilities they don’t need a lot of repetitive setups in every fight - that's not as much of a problem if that’s easy to script though (although I personally don't like to use the AI with my MC) but for example: if you need to manually switch several grimoires at the beginnig of the fight the fun will not last and you will stop doing that quickly. If your character's performance relies on that switching you most likely won't feel okay with this character No overpowered 1-trick ponies (at least not too early in the game). It’s okay if that happens in the late game, but it ruins the playthrough if you can win every fight with the same trick and the same character - while the rest of the party is only there to watch (looking at you, Grave-Calling Berserker/Beckoner) Good reactivity - it gets frustrating if the character plays like a slowpoke but would profit a lot from being more reactive. This can also mean using a reloading weapon is better than using a recovery weapon (reloading can be stopped for other actions, recovery cannot) fits the party - best if it fits a lot of party compositions and doesn't need a party build around it. But sometimes that can be fun, too. Anyway: it's no fun to use a build which mechanics don't blend into the others' not too much micromanagement - but also not too little. For companions low micro can be great - for my MC I like to (reasonably) micromanage and use active abilites manually. this leads to plenty (or even unlimited) resources. I personally like it if resources can be refilled somehow or costs can get refunded. Can also mean the resources are fixed but there are great abilities that aren't too expensive general versatility - being good at/useful for more than one single thing craftiness/creativity of the build (something to be proud of when a build idea does indeed work) out-of the ordinary/original (there's not much exitement when taking a well-trodden path) good character story (at least in my head) so it’s not a blank slate. An emotional connection does help a lot. And no - the silly stuff I write at the top of my build posts are not the stories I use. thematically coherent and somewhat believable stylish/cool/badass good/entertaining sound effects (surprisingly important!) good vfx (without crashing the game or destroying the performance)
  2. This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. Here's the video where we discuss 5 builds for Deadfire. This is build 3 of 5 from that collaboration. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from my non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. I do not try to produce the most powerful uberbuilds (often those are the most boring to play in he long run) but to focus on having fun while playing. Usually that means the build is powerful - but it's not the main focus. If you like to read about my personal requirements for "fun to play" builds, you can jump to a list below this post ----------------------------------------- orn aboard the creaking decks of a ship, Roberto Dilani was raised in the cutthroat world of the Deadfire Archipelago’s biggest pirate faction, the Principi sen Patrina. His mother, a ruthless weather mage with aspirations of command, and his father, a famed marksman who wielded an arbalest with deadly precision, instilled in him the cunning of a pirate, curiosity for the arcane and the artistry of ranged combat. Roberto grew up with a mind as sharp as his aim, constantly honing his ability to strike from afar with unerring accuracy. Early in his youth, Roberto saved a little piglet from the ship's cook and named him "Tartufo" and the two became close friends despite Tartufo's pretty overwhelming odor. Roberto also discovered his talents as an Arcane Archer, able to weave magic into the very bolts he fired from his heirloom arbalest passed down from his father. The weapon was renowned for its ability to break enemy lines with crushing force, and in Roberto's hands, it became even more dangerous, as his magical prowess allowed him to overwhelm foes with staggering shots of power and precision. Loving the songs and shanties that were sung on deck he also grew into a skilled Troubadour, learning to use his voice and lyrics not only to inspire his crew but also to further enchant his shots. His ability to suppress and take out helmsmen or even captains on enemy ships earned him the nickname "Pindown Poet". Roberto acted with cunning and strategy, using his arbalest to pin down dangerous foes while his crew took control of the seas. Though loyal to the Principi, Roberto's ambitions reached beyond petty plunder. He dreamed of exploring the world beyond the archipelago, using his deadly mix of arcane powers, song, and steel to carve a legacy that will be spoken of in taverns for generations. He believes that with an arbalest in hand and the legends of old as his guide, he can shape not only his own future but the fate of the Principi itself. "Hey, Mr. Arbalest Man, sing a song for us We're not sleepy and there is no place we're going to Hey, Mr. mouthy Helmsman, I'll sing a song for you and the spear I cast will put you on your arse." - Roberto while spanning his arbalest during a boarding fight - =================================== The Pindown Poet =================================== Difficulty: PotD -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Wildrhymer - Arcane Archer/Troubadour -------------------------------------------------------------- Race: Wood Elf (or any non-godlike, e.g. Boreal Dwarf) -------------------------------------------------------------- Background: Old Vailia (or any, e.g. White that Wends) - Mercenary (or any, e.g. Mystic bc. +Arcana) -------------------------------------------------------------- Stats (w/o Berath's Blessings. ★=recommendation) MIG: 11 CON: 08 DEX: 18 (17 + 1 Elf) ★★ PER: 18 (17 +1 Elf) ★ INT: 19 (18 + 1 Old Vailia) ★★ RES: 04 -------------------------------------------------------------- the unique icons for all passive abilities are part of the Community Patch mod Abilities | Skills | Proficiencies - (!=important, r=recommended) 00. Brisk Recitation (a) 01. Not Felled By the Axe + Dull the Edge + Imbue: Missiles (a) + Marked Prey (r) | Arbalest (!) + Rod (r) 02. Fast Runner | +1 Arcana(!) (->2), +1 Survival (->2) 03. Arms Bearer (r) (Shattered Vengeance for Coordinated Escape) | +1 Arcana(!) (->3), +1 Survival (->3) 04. Two-Handed Style +Gunner (!) | +1 Arcana(!) (->4), +1 Survival (->4) | Large Shield 05. Marksman (r) | +1 Arcana(!) (->5), +1 Survival (->5) 06. Protective Companion (r) | +1 Arcana(!) (->6), +1 Survival (->6) 07. Sure-Handed Ila (!) + Imbue: Web (a) + Evasive Roll (r) | +1 Arcana(!) (->7), +1 Survival (->7) 08. Marked for the Hunt | +1 Arcana(!) (->8), +1 Survival (->8) | Arquebus 09. Resilient Companion | +1 Arcana(!) (->9), +1 Survival (->9) 10. Aefyllath Ues Myth Fir (r) + Stalker's Link (r) | +1 Arcana(!) (->10), +1 Survival (->10) 11. Rise Again, Rise Again (r) | +1 Arcana(!) (->11), +1 Survival (->11) 12. Nor Flame, Nor Thrusted Blade | +1 Arcana(!) (->12), +1 Survival (->12) | Club 13. The Lover Cried Out (r) + Imbue: Fireball (a) + Driving Flight (!) | +1 Arcana(!) (->13), +1 Survival (->13) 14. Master's Call | +1 Arcana(!) (->14), +1 Survival (->14) 15. Spell Shaping | +1 Arcana(!) (->15), +1 Survival (->15) 16. And Face your Foes + Survival of the Fittest (r) | +1 Arcana(!) (->16), +1 Survival (->16) | Dagger 17. The Bride Caught | +1 Arcana(!) (->17), +1 Survival (->17) 18. Tough | +1 Arcana(!) (->18), +1 Survival (->18) 19. Called to His Bidding (r) + Imbue: Eora (a) + Furious Call | +1 Arcana(!) (->19), +1 Survival (->19) 20. Set to their Purpose | +1 Arcana(!) (->20), +1 Survival (->20) | Pistol --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Spearcaster (! - +Legendary, Elemental Bolts, +Pinning) Weapon Set 2: Watershaper's Focus (r - best weapon for imbued shots, +Ondrath's Wrath, +Legendary) Weapon Set 3: Shattered Vengeance (r - +Coordinated Escape), Large Shield (any, +Superb) Head: Acina's Tricorn (r - +Acc and +reloading speed) Back: Ruata's Walking Cloak (skill Survival for ++stride) Neck: Necklace of the Harvest Moon (+reloading speed on crit) Armor: Sharpshooter's Garb (r, reloadin speed, +Legendary, +Low Profile, +Steel Threaded) Waist: Huana Charm Belt (+stride) or Spellkeeper (get a free scroll per rest: profit from high Arcana) Hands: Aegor's Swift Touch (+reloading speed) or Firethrower's Gloves (+reloading speed and +Arcana) Rings: Ring of the Marksman (r), Camaeleon's Touch (+1 PER, +1 INT to reach INT 20 for overlapping phrases) Boots: Boots of Speed (+stride, stacks with belt and cloak) Pet: Epsilon (-armor recovery, +stride) --------------------------------------------------------------- What is this build about: reaching very high accuracy and reducing your reloading time with arbalests so much that you can use the arbalest's modal "Overbearing Shots" to prone and interrupt single enemies (or two enemies with Driving Flight) every few seconds, essentially taking them out of the fight - depite the modal's -25% action speed. combine that with powerful AoE CC capabilities that have very high accuracy (mostly Imbue:Web + Imbue: Eora) High accuracy is achieved with Spearcaster + maxed Arcana skill + Ranger’s accuracy abilities and the Arcane Archer’s Imbue shots - which profit from Arcana, too very high reloading speed with no fuzz is achieved with Gunner (Ranger) and Sure-Handed Ila (Chanter) as well as high DEX and items (such as Maia’s Armor, Acina’s Tricorn, pet etc.) and cosumables (mostly food from resting). Sure-Handed Ila applies its -20% recovery time buff twice(!) to reloading weapons such as the arquebus. As long as you sing phrases you’ll always have three times -20% reloading time just from those two abilities (Gunner and Sure-Handed Ila). add Aefyllath Ues Myth Fir to give the party and yourself a burning lash for all weapon attacks. 19 INT +1 INT from items (like Chamaeleons Touch) makes sure your Troubadour phrases will have no gaps. You will not use Brisk Recitation most of times Spearcaster can cause “immobilized” on hit (in addition to prone enemies with the modal) - so you are combining the prone effect with being stuck. And all you have to do is just by using rapid auto-attack against mobs use Imbue:Web and later Imbue:Eora which together create a zone of incredibly powerful pulsing CC which immobilizes and then pulls enemy into the center. Most enemies cannot escape from this. Imbue effects get triggered with every projectile jump(!). This means Driving Flight adds another proc of Binding Web and Pull of Eora. If you can add another jump you'll get another proc. This is the reason why I'm using Watershaper's Focus ()it has an innate projectile jump that stacks with Driving Flight. If I use the rod's modal "Blast" I can add 3*AoE damage to the imbue shot and also I raise the chance to proc "Ondrath's Wrath" which is a high damage AoE water splash. Blast causes very long recovery. But if I fire the first imbue shot from stealth I'll have 80% recovery bonus which means the second imbue shot can follow quickly. After that I switch to Spearcaster and take out single dangerous enemies. it’s the perfect setup for allied casters and other AoE damage dealers who can now hit a lot of enemies at the same time give your main tank an item that grants immunity to push and pull effects (Upright Captain's Belt or Horns of the Aurochs) to negate the effect of Pull of Eora and give the tank immunity or resistance vs. DEX afflictions (Spider Silk robes, Shark Soup, Gwyn's Bridal Garter, Engwithan Bracers, Cipher's Shackle, Boots of the White...) or Reflex attacks (Edér's Saint's War Armor: Veteran's Maneuver) singular enemies like bosses can be taken out of the fight with prone&pin auto-attacks. Because of the fast reload and the burning lash (and the small lashes of the arbalest itself) you deal good damage - although your main focus is constant disabling/CC due to the fact that Animal Companions do not suffer injuries when they get knocked out - and the fact that Chanters can revive allies unlimited times (if no injury occurs) you don’t have to worry about a dead Animal Companion. Just revive! Since I am not using invocations all the time but only in special situations and because I can always cancel reloading the reactivity is superb. if Animal Companion is revived it even gets a defense boost. In addition I get the usefulness of Chanter invocations in general. You could add more summons like wurms to your offensive arsenal in the early game or use the White Worms invocation fropm afar - you could use the resitance chants instead of Myth Fir and so on. Almost always able to retreat from melee attackers safely (see below). A non-Arcane Archer variant that might want to focus on single targets more could also look at crossbows instead of arbalests. They interrupt but don't get the prone effect, but the 10% crit conversion on crossbows is actually universal, meaning it applies to all your attack rolls (including spells). They are also a bit faster of course. Fleetbreaker is an excellent crossbow (if you want to support Cpt. Furrante that is, otherwise it's not accessible) an the late game crossbow Scourge of Bezello is like it's made for a Ranger/Chanter character with its overall theme and especially with its 3 projectiles: each of them can interrupt with the crossbow modal, making it supereasy to strip a target of all concentration and interrupting it very reliably. Thanks to @Elric Galad for pointing this out. Issues: like your party members your Animal Companion should not enter the zone of absolute CC - so you can often only use it as your bodyguard. Because of Stalker's Link and Marked Prey it’s still very useful against bosses etc. when you usually don't use imbued CC shots a lot. If you use a tank (which I recommend) you should add immunity to push&pull effects on that tank as well as resistance or even immunity to dexterity afflictions as I said above. Else your tank will be stuck and tossed around as well. the Trouabdour side is mostly there for the chants, not the invocations (no Brisk Recitation). If you use an invocation your chanting will stop briefly, robbing your of the reloading bonus of Sure-Handed Ila. although it’s quite versatile for a ranged weapon build: it completely lacks melee capabilities (except with the Animal Companion). Usually you have to bolt if you get attacked. Your defenses will not be great and your health rel. low, too. To be able to retreat safely you cannot get hit by disengagement attacks. I do three different things when I get attacked by melee enemies: if it's only one I will just shoot him down (prone/stuck) until dead if it's more than one attacker I will try to charm at least one of them with an emergeny invocation. If I hit all of them I can run away safely with high stride (from boots, cloak, Fast Runner and so on). if one or more enemies cannot be charmed (but at least one is) I switch to my third weapon set (Shattered Vegeance + large shield). With my Animal Companion at my side and a at least one enemy charmed I get "Coordinated Escape" which makes me immune to engagement (if I'n near 2 or more allies, animal companions and charmed enemies count), letting me run away safely. if I cannot charm enough enemies and/or my animal companion is not near I use Evasive Roll if I get shot or cast at and cannot disable the attacker myself I will switch to large shield + modal (greatly reduces AoE and ranged dmg) and use Evasive Roll to get out of the situation. it is true that you can achieve the same with any Trouabdour in the party and another Arcane-Archer-multiclass (for example Cipher/Arcane Archer, Rogue/Arcane Archer, Monk/Arcane Archer or Paladin/Arcane Archer). This build however is the best "self-contained" version that doesn't require taking in a separate Trouabdour. Why is it fun? it’s easy to play because it doesn’t require a lot of setup: you just start combat and everything you need is right there. Shoot and immediate result - the enemy’s down. Blast and the mob is conentrated and controlled the swirling field of utter CC is so impactful and makes you feel quite powerful. It happens in an instant - unlike usual spellcasting which take a rather long time to complete it’s great against mobs AND single foes at the same time. It never feels useless seeing enemies getting pushed over all the time - right when they get up again - is fun it doesn’t need a lot of levels to become impactful: you can prone almost every enemy right away (albeit much slower at the beginning due to the lack of reload bonuses) and you can get Spearcaster and most of the other gear pretty early in the game you can maneuver yourself out of a pinch easily. Usually you will sit on phrases because the focus is on the chants - but if you need an invocation asap you have the full amount of phrases and can react immediately. It helps that with reloading weapons you can just cancel the reloading (unlike recovery) so you can react very quickly. Having great reactiveness is fun Hope you enjoy! Cheers!
  3. No, I meant two conversions on the same roll in one direction. I know there was some example (years ago) and it was very specific - but I cannot remember what it was.
  4. That's the way I like to explain it, too. All conversions "stack" this way. But in almost all cases you can only convert once per roll. So usually you cannot tie "hit to graze" and then "graze to miss" together for a single attack roll. I remember there is one such case where this can happen, but unfortunately I forgot what it was. Damn swiss cheese brain...
  5. Will also work with the complete Community Patch. Imagine if we had a vessel summon that could be summoned out of combat + Red Hand's "Double Tap" enchantment... PS: do not try this with Ydwin I guess.
  6. Hm, yeah maybe. I know that it used to stack with everything in the early days but I now remember that I saw suppression with some active PL bonus (don't remember which).
  7. It's not treated as weapon attack. At least effects from attack abilities (like afflictions etc.) do not get applied by it. Also no weapon modifiers iirc. Instead it scales with Religion. I almost never use it so I don't even remember if the PEN scales or not.
  8. If you are looking for weapons which produce an AoE effect with every attack there's also Whispers of the Endless Paths (cone) and maybe Keeper of the Flame (although that AoE is a bit weird with its friendly fire, burn dmg and the skill-scaling). Other weapons include AoE procs on occasion (Sungrazer, St. Drogga's Skull, Marux Amanth etc.) but I guess those are not meant here. Never tried Clear Out with Kalakoth's Minor Blights...
  9. Yeah you are right, CC effects also attract enemy attention (all attack rolls seem to) - but if it's a potent CC effect and the enemies become successfully disabled (or even mind-contolled) it doesn't matter that much.
  10. You can use Stone of Power to get over the hump. It usually stacks with other PL bonuses. And when you have two of them you can use it in every fight (stack the 0/rest one with the 1/rest one in your stash, separate the two and they both have 1/rest).
  11. I didn't know he used the SoF exploit because in those megaboss fights I watched of that run that exploit didn't play a role. The main thing the char was doing was to send in endless waves of summons - where endless buffs aren't really that helpful. I didn't watch the whole run though - but I guess SoF made the middle part a lot easier. I'm very confident it's doable without that exploit since I see no reason why it wouldn't. I soloed several Megabosses with this class combination just to try it out (without consumables as I nearly always do). First was Belranga which was ridiculously easy because of endless summons (just hid behind the rocks and send in animated weapons) - and Huani was also easy because of summons + Disintegrate. Imo it is one of the easiest class combinations to deal with Megabosses - and since it doesn't operate with weapons and doesn't rely on other gear much - and doesn't tank - it's also great for circumventing some of the nasty god challenges. Ofc. being great solo and suited for killing Megabosses doesn't necessarily mean it's equally impactful in a party setup. Some solo characters aren't. But this is imo. The versatility makes it so that it fits almost any party composition and it's impact on party performance is undeniable. Some would argue that Ancestor's Memory alone makes it worthwhile to bring into most parties. But on top you have the two most impactful mechanics in the game rolled into one character: mind control + summons. And even if you want to play it as pure support it's great imo: you sing the resistance songs with Brisk Recitation and clear all afflictions 6 secs max, you could heal passively + actively with Ancient Memory + Mercy and Kindness + Pain Block and so on. Concerning Power Level: I played a SC Psion in a party with the same defensive-minded setup as this build (unmodded game) and had zero problems. The PL scaling of Soul Mind was more important then because I only had focus as resource. I took Prestige because of that. Being able to get over the hump and squeeze 1 more focus per second out of Soul Mind can make a noticable difference then. But with a Psion/Troubadour the PL scaling of Soul Mind isn't that crucial imo - because focus is not your only resource. It's not even that bad if you get damaged every now and then because phrase generation continues anyway. But when staying stealth first, using summons + mind control then I don't get attacked most of times. Summons like skeletons make great bait because tier defenses, AR and health are low. Mind Control takes care of enemies who might still be inclined to attack you. It also helps to not attack enemies right away. If you deal a lot of damage to enemies who are not disabled you will get attention and get attacked. I usually first pup out summons from stealth, then use CC and only if I must I will deal damage (for example if the enemy is vulnerable to shock and my other party members don't have that atm). I like to leave the damage dealing to other party members because I think keeping lots of enemies disabled and controlled all the time is a lot more useful than dealing mere damage with this multiclass. Stuff like Killers Froze Stiff + high INT + Spell Shaping has enormous reach. Combine with a cast of Secret Horrors and enemies won't do much at all. Of course it's way more convenient to play with the Community Patch. But the vanilla game is why I recommend to stack especially deflection quite high (for a non-melee caster) as I did here.
  12. Ah sorry! I didn't get that you were willing to fix the issue on a "coding" level. I only though about in-game solutions. As @Elric Galad wrote: it's rel. easy to remove stuff you don't need or want from a mod. There are other ways to achieve this, but I think Elric's suggestion is by far the easiest and risk-free way to achieve what you want. Installing a mod does NOT alter or mess with your game files. It just adds additonal files that the game can look into and use to "override" its normal values and settings. If you "install" a mod you basically just copy a bunch of files into a folder (conveniently named "override"). So using a mod (and then removing stuff from it you don't need) will not influence your installation. If in doubt you can always just delete the whole contents of the override folder and all modding will be gone.
  13. Well - just don't pick Spirit Tornado and stick with Spirit Frenzy I'd say. Spares you one ability point you can use for someting else. Easy fix. I have four Warcaller variants I really like: - Berserker/Skald with Blightheart. Using Her Revenge mostly to kill skeletons + enemies and gain phrases etc. Blood Storm here instead of Spirit Frenzy. - Furyshaper/Troubadour with Ngati's Tusk (max survival + Lord of the Hunt) and Willbreaker. Singing The Long Night's Rest + some other offensive phrase. Spirit Frenzy. Combine with fear ward. - Berserker/Beckoner (or Skald or Troubadour) with Amra. Killing own skeletons with Carnage + Amra and get healed from pets like Socrates while triggering Bloodlust/Blood Thirst. Crits on skeletons can produce a phrase. Using Blood Storm here because it doesn't end (with enough skeletons). - Berserker (or Mage Slayer)/Skald with Saru-Sichr. The Morning Star does two hit rolls per attack and both can give a phrase. Both will apply a stack of spell disruption if Mage Slayer. That means two attacks will usually shut down a caster completely. Spirit Frenzy. I think overall the guy with Ngati's Tusk is the most useful. The debuffing on the fly while being able to do something else means excellent action economy - especially once you get Ngati's Tusk (which is late though - I sometimes use an exported char with the weapon to get it early, which is expensive).
  14. No. Speed only applies to the recovery of the weapon which has the speed enchantment. You need two speed weapons in order to reduce the recovery of each of those weapons (to zero for example). Else you'll have one that has shorter recovery than the other. This can still be useful for Full Attacks (first weapon recovery gets skipped anyway, second weapon's recovery gets used - this should be the speedy weapon) but in order to get two similarly fast weapon recoveries both weapons must have speed. Also vicious only applies to the damage of the particular weapon that is enchanted with vicious. The +40% damage comment in that thread was nonsensical. You cannot take two weapons with +20% dmg bonus each and then conclude that this means a 40% damage increase overall. That's mathematically wrong. Two weapons with each +20% dmg still means it's +20% dmg. If one had 20% dmg bonus and the other one 10% this would mean an overall 15% dmg bonus, not 30%.
  15. What makes builds fun for me? they are powerful/impactful (enough) - there's no fun if your character feels like a millstone around the party’s neck they don’t need late game gear to function - although getting late game gear to improve them can be a motivation. But having to wait forever in order to make your character click for the last hour of the game can be frustrating you don’t have to wait for late game abilities for them to be fun to play ad impactful (same as above) - although having the goal of reaching a great high lvl ability can add to the fun and motivation. Even at lvl 20 (if you have DLCs installed) there's still a good amount of game left to enjoy the highest lvl abilities they don’t need a lot of repetitive setups in every fight - that's not as much of a problem if that’s easy to script though (although I personally don't like to use the AI with my MC) but for example: if you need to manually switch several grimoires at the beginnig of the fight the fun will not last and you will stop doing that quickly. If your character's performance relies on that switching you most likely won't feel okay with this character No overpowered 1-trick ponies (at least not too early in the game). It’s okay if that happens in the late game, but it ruins the playthrough if you can win every fight with the same trick and the same character - while the rest of the party is only there to watch (looking at you, Grave-Calling Berserker/Beckoner) Good reactivity - it gets frustrating if the character plays like a slowpoke but would profit a lot from being more reactive. This can also mean using a reloading weapon is better than using a recovery weapon (reloading can be stopped for other actions, recovery cannot) fits the party - best if it fits a lot of party compositions and doesn't need a party build around it. But sometimes that can be fun, too. Anyway: it's no fun to use a build which mechanics don't blend into the others' not too much micromanagement - but also not too little. For companions low micro can be great - for my MC I like to (reasonably) micromanage and use active abilites manually. this leads to plenty (or even unlimited) resources. I personally like it if resources can be refilled somehow or costs can get refunded. Can also mean the resources are fixed but there are great abilities that aren't too expensive general versatility - being good at/useful for more than one single thing craftiness/creativity of the build (something to be proud of when a build idea does indeed work) out-of the ordinary/original (there's not much exitement when taking a well-trodden path) good character story (at least in my head) so it’s not a blank slate. An emotional connection does help a lot. And no - the silly stuff I write at the top of my build posts are not the stories I use. thematically coherent and somewhat believable stylish/cool/badass good/entertaining sound effects (surprisingly important!) good vfx (without crashing the game or destroying the performance)
  16. This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. Here's the video where we talk about this and other builds. This is build 2 of 5 from that collaboration. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from my non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. I do not try to produce the most powerful uberbuilds (often those are the most boring to play in he long run) but to focus on having fun while playing. Usually that means the build is powerful - but it's not the main focus. If you like to read about my personal requirements for "fun to play" builds, you can jump to a list below this post ----------------------------------------- orn a slave, Miccaela Shorsh grew up in the shadowed quarters of Ancenze in the Vaillian Republics, where art, politics, and wealth flourish - at least for the free. Her mother Borschtscha was cleaning the dog kennels for one of the wealthy families, and Miccaela seemed destined for the same life of subjugation and shἱt shoveling. However, even as a child and despite her little frame, her voice was unlike any other, an voluminous sound that could either stir hearts and calm tempers or incide discord and altercations. Unbeknownst to her, her gift was more than mere sound: Miccaela possessed a rare psionic talent, woven into her voice. Her abilities first manifested during a punishment because she refused to wash the stinky fur of the owners' favorite hound Beangobbler the Volatile. Terrified and in pain, Miccaela sang a phrase so powerful that it brought the overseer to his knees, clutching his pearls. Word of this strange power spread quickly through the household, and Miccaela was soon seen as dangerous, but also a potential tool. Her owners realized her voice could be used for their advantage in politics and business, so they forced the little Wild Orlan to perform at grand galas, her melodies subtly manipulating the minds of listeners. But the Wild Orlan's rebellious nature kicked in: at a big dinner event she planted a simple longing into all of the female guests: to stab their partners or patrons with a greasy shashlik skewer as soon as they started to talk obnoxiuos stuff. As a tumult erupted and people who looked like shashlik porcupine fell over each other, Miccaela managed to flee the scene - and the Vaillian Republics althoghether on a trading vessel which was headed for the Deadfire Archipelago. As Miccaela grew older (which happens pretty quickly with Orlans, min you), she learned to conceal her abilities behind the guise of mere performance. Although cleaning the kennels, Beangobbler the Volatile and the whole slavery shebang was behind her, she longed to fight for freedom for all sentient beings: every note she sang became a coded message of rebellion, a call to anyone who would be susceptible to the power of her voice. Now, Miccaela is no longer just a performer, but a covert agent of resistance, using her voice to bend minds, influence rulers and subtly shift the balance of power. In secret and with a philosophy similar to that of a Bleak Walker, she will use all means to free the oppressed and gather those who would help her tear down the chains of slavery, always with a song on her lips and her psionic power in her little yellow furry head. "I won't let you down I will not give you up Gotta have some faith in the sound It's the one good thing that I've got I won't let you down So please don't give me up Because I really, really don't want to wash that hound..." - Miccaela while freezing some killers stiff - =================================== The Ceaseless Siren =================================== Difficulty: PotD -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Spiritualist - Psion/Troubadour -------------------------------------------------------------- Race: Wild Orlan (or any) -------------------------------------------------------------- Background: Old Vaillia (or any) - Slave (or any) -------------------------------------------------------------- Stats (w/o Berath's Blessings, ★=recommmendation) MIG: 10 (11, -1 Orlan) CON: 10 (do not dump) DEX: 12 PER: 15 (13, +2 Orlan) ★ INT: 19 (18, +1 Old Vailia) ★★ RES: 12 (11, +1 Orlan, do not dump) ★ -------------------------------------------------------------- the unique icons for all passive abilities are part of the Community Patch mod Abilities | Skills | Proficiencies - (!=important, r=recommended, a=automatic) 00. Brisk Recitation (! a) + Telekinetic Burst (a) 01. Whisper of Treason + If Their Bones Still Slept + Blessed was Wengridh | Dagger + Large Shield 02. Lingering Echoes | +1 Stealth (->1), +1 Intimidate (->1) 03. Soul Shock | +1 Stealth (->2), +1 Intimidate (->2) 04. At the Soud of his Voice + Mental Binding | +1 Stealth (->3), +1 Insight (->2) | Small Shield 05. Weapon and Shield Style (r) | +1 Stealth (->4), +1 Intimidate (->3) 06. Phantom Foes | +1 Stealth (->5), +1 Insight (->3) 07. Ancient Brittle Bones + Puppet Master | +1 Stealth (->6), +1 Bluff (->3) 08. Secret Horrors | +1 Stealh (->7), +1 Intimidate (->4) | Sabre 09. And Hel-Hyraf Crashed | +1 Slight of Hand (->3 ), +1 Insight (->4) 10. The Shield Cracks + Pain Block | +1 Stealth (->8), +1 Bluff (->4) 11. Spell Shaping | +1 Sleight of Hand (->4), +1 Intimidate (->4) 12. Penetrating Visions | +1 Sleight of Hand (->5), +1 Insight (->5) | Club 13. Rapid Casting + Borrowed Instinct | +1 Mecanics (->2), +1 Bluff (->5) 14. Keen Mind | +1 Mechanics (->3), +1 Intimidate (->6) 15. Farcasting (r) | +1 Mechanics (->4), +1 Insight (->6) 16. Quick Summoning + The Empty Soul | +1 Mechanics (->5), +1 Bluff (->6) | Scepter 17. Disintegration | +1 Mechanics (->6), +1 Intimidate (->7) 18. Greater Focus | +1 Arcana (->2), +1 Insight (->7) 19. Many Lives Pass By (r) + Ancestor's Memory | +1 Arcana (->3), +1 Bluff (->7) 20. Called to His Bidding | +1 Arcana (->4), +1 Intimidate (->8) | Pistol --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Sasha's Singing Scimitar (r, +Refreshing Finale, +Shocking Prelude), Shimmer Scale (+Warped Scales, +Thermal Ablation, +Legendary) Weapon Set 2: Lover's Embrace (use modal at all times), Shining Bulwark (+Rear Guard, +Legendary, use modal when shot at) Head: Pearlescent Rhomboid Helstone (or any other) Back: Cloak of Greater Deflection (r - helps to demotivate enemies from attacking you) Neck: Charm of Bones (r - for the added INT -> bigger AoE and durations) Armor: Casita Samelia's Legacy (+Legendary, +Ardent) or Nomad's Brigandine (+Tail of the Column, +Tactical Withdraw, +Legendary) or Gipon Prudensco (+Legendary, +Fight Another Day, +No Fool I) Waist: Girdle of Eoten Constitution Hands: Bracers of Greater Deflection (r - helps to demotivate enemies from attacking you) Rings: Chamaeleon's Touch (+1 INT & +1 PER) or Ring of Protection or Deflection, Kuaru's Prize Boots: Boots of Stability or Boots of Speed Pet: Loki (+15% AoE size) or Animancy Cat (when using summons a lot) or whatever suits your spell selection --------------------------------------------------------------- What is this build about: endless generation of resouces: you gain focus and phrases for your spells without having to do anything. That also means your resources fill up while you cast, run around etc. Using the Psion (focus gain per second, scales with Power Level) and the Troubadour (phrases elapse twice a fast with Brisk Recitation -> double the phrase point generation) gives you a caster who never runs out of spell resources and has almost no downtime: excellent action economy no need to actively use your weapon (which you are not good with anyways) immense versatility with all sorts of great spells: healing, reviving, disables, damage, buffing, mind control, summons - you can do it all. Pick what your party needs and you’ll be good at it. You can then also alter the gear to your needs. For example: if you wanted to play a Ceaseless Siren as a damage dealer who is spamming shock spells (Her Revenge + Soul Shock) nonstop you could pick up Deltro's Cage instead of the armor I listed above. If you want to take a support role (casting Pain Block and singing Ancient Memory or Mercy and Kindness etc.) you could use the Physikers Belt and a pet that does +15% healing and so on. The most potent combination might be to focus on mind control on the Psion side (Whisper of Treason, Puppet Master, Ringleader) and on summons on the Troubadour side (Animated Weapon + Many Lives Pass By), but constant CC spells are also very impactful: spamming Killers Froze Stiff + Mental Binding lets you completely disable and control whole groups of enemies pretty early in the game. independent from special unique items, this build can free up gear for other party members who might need it more. Sasha's Singing Scimitar is great, but even without it this caster is very effective. So if you want to include another chanter in the party who might make even better use of the weapon (for example a Bellower) it's not a problem. attributes can be allocated freely fitting your role. For example a damage dealer wants more MIG, a summoner or supporter/healer wouldn't need a lot of PER. one of the very few class combinations that beat the Ultimate challenge without the "endless duration of buffs" exploit - which shows how powerful it can be. I chose a mix of CC, damage, healing and summons so that there's always an answer to most situations. While playing you will quickly find out which spells you like to use the most - just can alter your choices of abilities and gear accordingly. Issues: when you get damaged (or critically hit when using the Community Patch mod which I recommend) your focus generation will stop for a short time. Unconditional focus generation is the Psion’s forte. While phrase generation stops briefly after an invocation the Psion’s focus never stops growing until damaged (or critically hit with the CP mod). Without this costant focus generation the Psion is bad. So you want to avoid getting attacked! You automatic ability Telikinetic Burst can help of course. But there's other ways to reduce the risks: stay stealthed at the beginning of combat. You want to load up on focus anyway - and when enemies have settled on your party members (like your tank) you are lot less likely to get attacked. having good deflection and/or immunity against disengagment attacks lets you get away without damage. you shouldn't build a glasscannon but have to invest into defenses. You can also use summons and mind control/disables to avoid damage to great effect - but more importantly (because it works without much effort and micromanagement) raise your deflection and armor and don’t dump your CON (health). There are lots of enemies out there that specifically look for weak party members in terms of low deflection, low armor and low health (like rangers, rogues and barbs do). Using a shield and putting on decent armor deters most of those enemies from picking you as their favorite target in the first place, giving you an easier time. sacrifice some offensive prowess for defense. It will help to let this character play a lot more smoothly than maxing your offensive potential. Unusual for a caster but it works. The best offensive stats mean nothing if you cannot cast because you lack focus. Another great way to prevent getting attacked (without having to actively do anything) in the later game is to sing Many Lives Pass By at all times - a weak skeleton that pops up every 3 seconds and forms a group of skeletons with its buddies quickly draws attention away from you and shields you from almost all attackers. Why is it fun: because of the endless and fast resource generation there’s always something to do, very little downtime. Opposite of low level Wizards, Priests or Druids who have very few spells in he early game. the spell selection is great always good impact, powerful right away bc. of summons, great CC and so on extremely versatile. There are Very little situations where you cannot contribute. The swiss army knife of casters because of the rel. good sturdyness (to avoid focus stop) little frustration from getting knocked out etc. which is great for inexperienced players. does not depend on items - this can help to attain a special look or theme/background a lot more easily without the feeling you have to sacrifice performance. Hope you enjoy! Cheers!
  17. What makes builds fun for me? they are powerful/impactful (enough) - there's no fun if your character feels like a millstone around the party’s neck they don’t need late game gear to function - although getting late game gear to improve them can be a motivation. But having to wait forever in order to make your character click for the last hour of the game can be frustrating you don’t have to wait for late game abilities for them to be fun to play ad impactful (same as above) - although having the goal of reaching a great high lvl ability can add to the fun and motivation. Even at lvl 20 (if you have DLCs installed) there's still a good amount of game left to enjoy the highest lvl abilities they don’t need a lot of repetitive setups in every fight - that's not as much of a problem if that’s easy to script though (although I personally don't like to use the AI with my MC) but for example: if you need to manually switch several grimoires at the beginnig of the fight the fun will not last and you will stop doing that quickly. If your character's performance relies on that switching you most likely won't feel okay with this character No overpowered 1-trick ponies (at least not too early in the game). It’s okay if that happens in the late game, but it ruins the playthrough if you can win every fight with the same trick and the same character - while the rest of the party is only there to watch (looking at you, Grave-Calling Berserker/Beckoner) Good reactivity - it gets frustrating if the character plays like a slowpoke but would profit a lot from being more reactive. This can also mean using a reloading weapon is better than using a recovery weapon (reloading can be stopped for other actions, recovery cannot) fits the party - best if it fits a lot of party compositions and doesn't need a party build around it. But sometimes that can be fun, too. Anyway: it's no fun to use a build which mechanics don't blend into the others' not too much micromanagement - but also not too little. For companions low micro can be great - for my MC I like to (reasonably) micromanage and use active abilites manually. this leads to plenty (or even unlimited) resources. I personally like it if resources can be refilled somehow or costs can get refunded. Can also mean the resources are fixed but there are great abilities that aren't too expensive general versatility - being good at/useful for more than one single thing craftiness/creativity of the build (something to be proud of when a build idea does indeed work) out-of the ordinary/original (there's not much exitement when taking a well-trodden path) good character story (at least in my head) so it’s not a blank slate. An emotional connection does help a lot. And no - the silly stuff I write at the top of my build posts are not the stories I use. thematically coherent and somewhat believable stylish/cool/badass good/entertaining sound effects (surprisingly important!) good vfx (without crashing the game or destroying the performance)
  18. This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. Here's the video where we talk about this and other builds. This is build 1 of 5 from that collaboration. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from my non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. I do not try to produce the most powerful uberbuilds (often those are the most boring to play in he long run) but to focus on having fun while playing. Usually that means the build is powerful - but it's not the main focus. If you like to read about my personal requirements for "fun to play" builds, you can jump to a list below this post ----------------------------------------- rancfre Ghostoo Cullywoot was born in Rauatai to human parents: a Berserker mom named Clawsine and a Helwalker Monk dad named Auamensh - who didn't really have the most healthy relationship as you can imagine... she losing her temper all the time while he enjoyed blows tis body and all that kerfuffle. But they tried for the kid's sake and somehow managed to raise Wrancfre. He learned the way of the Berserker as well as the path of the Helwalkers. Is parents drummed it into him (with swift flurries often) that one never couldn't cross those streams. At the age of 16 Wranfcfe still hadn't decided whose footsteps to follow. Everybody and their pets, animal companions and even conjured familiars told him he could not do both - because it is known that this foolishness would mean instant suicide. So he crossed the streams... "The power of pain So hard to sustain Cleaning my soul Frenzy on, very noisin' Love with spikes of pois'n Purge the soul Make wounds your gooooal!" - Wrancfre while bodyblowing some c0cky wizards - =================================== The Fountain of Woe =================================== Difficulty: PotD -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Ravager - Berserker/Helwalker -------------------------------------------------------------- Race: Human (any subrace) -------------------------------------------------------------- Background: Rauatai (or any) - Laborer (or any) -------------------------------------------------------------- Stats (w/o Berath's Blessings, ★=recommendation) MIG: 10 (do not go higher - so with +2 from BB and +1 from Human pick 7 base) CON: 19 (18 + 1 Rauatai) ★★ DEX: 14 PER: 18 ★ INT: 14 RES: 04 (3 + 1 Human) -------------------------------------------------------------- the unique icons for all passive abilities are part of the Community Patch mod Abilities | Skills | Proficiencies - (!=important, r=recommended) 01. Frenzy (!) + Force of Anguish (!) | Morning Star (!) + Pollaxe 02. Swift Strikes (!) | +1 Athletics (->4), +1 Intimidate (->2) 03. Blooded | +1 Athletics (->5), +1 Survival (->3) 04. Thick Skinned + Two-Handed Style | +1 Athletics (->6), +1 Intimidate (->3) | Pike 05. Barbaric Blow (r) | +1 Athletics (->7), +1 Insight (->2) 06. Long Stride | +1 Athletics (->8), +1 Insight (->3) 07. Bloodlust + Swift Flurry (!) | +1 Athletics (->9), +1 Intimidate (->4) 08. Efficient Anguish | +1 Athletics (->10), +1 Survival (->4) | Battle Axe 09. One Stands Alone | +1 Athletics (->11 ), +1 Bluff (->1) 10. Spirit Frenzy (!) + Duality of Mortal Presence (r) | +1 Athletics (->12), +1 Bluff (->2) 11. Bloody Slaughter | +1 Athletics (->13), +1 Bluff (->3) 12. Rooting Pain | +1 Athletics (-> 14), +1 Intimidate (->5) | Rod 13. Tough + Enervating Blows (!) | +1 Athletics (->15), +1 Survival (->5) 14. Leap | +1 Athletics (->16), +1 Insight (->4) 15. Barbaric Smash (r) | +1 Athletics (->17), +1 Bluff (->4) 16. Brute Force (!) + Turning Wheel (r) | +1 Athletics (->18), +1 Intimidate (->6) | Quarterstaff 17. Savage Defiance | +1 Athletics (->19), +1 Intimidate (->7) 18. Interrupting Blows | +1 Athletics (->20), +1 Survival (->6) 19. Blood Thirst (!) + Heartbeat Drumming (!) | +1 Athletics (->21), +1 Intimidate (->8) 20. Stalwart Defiance | +1 Athletics (->22), +1 Survival (->7) | Estoc --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Saru Sichr (! - +Paralytic, +Legendary) Weapon Set 2: Lord Darryn's Voulge Head: Death's Maw (r - for self-damage resistance) Back: Cloak of Greater Protection Neck: Amulet of Greater Health (r - or a +1 CON amulet like Cipher's Shackles) Armor: Devil of Caroc Breastplate (! +Legendary (a), +Devil's Due (r) - regaining health on crit, +Mechnical Mind (!) - remove Berserker Confusion) Waist: The Undying Burden (r - for self- damage resistance and more CON->health) Hands: Gauntlets of Greater Reliability (r - helps to graze enemies with very high defenses with Body Blows) Rings: Voidward (! - greater self-damage resistance), Ring of Prosperity's Fortune (helps with crits when rich) or Chamaeleon's Touch (+1 CON & +1 DEX) Boots: Boots of the Stone Pet: Abraham (not only speed but also +10 health on kill) or Socrates (+20 health on kill - recommended if Edér uses Abraham -> +30 health on kill) --------------------------------------------------------------- What is this build about: gaining wounds incredibly fast from Frenzy‘s self damage, paired with the Helwalker‘s rising MIG bonus (+1 per Wound) and the increased damage to self (+5% per Wound). together with the self damage you're not only gaining wounds faster than you can spend them but you also profit from Blooded (+25% dmg) as well as Fighting Spirit (humans’ passive ability, +7 ACC, +15% dmg) lowering enemies‘ fortitude defense a LOT on the fly with: Morning Star‘s modal „Body Blows“: -25 Spirit Frenzy (staggers): -10 (-5 MIG) Enervating Blows (weakens): -10 (-5 CON) targeting enemies' lowered Fortitude: first with special abilites like Force of Anguish/Efficient Anguish later with Brute Force: target Fortitude with all attacks that would target deflection instead (if Fortitude is lower) because of this, extreme accuracy is not required to deliver lots of critical hits (but of course it would still help, so please send buffs ) Force of Aguish pushes enemies into your Carnage AoE. Usually the initial target of your hits doesn't get affected by Carnage. With Force of Anguish it does! You push the enemy into Carnage Area before Carnage dmg get rolled - so Carnage treats the enemy like any other who's in the AoE: raw dmg. This means that Force of Anguish with Carnage does extra raw damage to single targets which is great. using a multihit weapon and pair it with Swift Flurry and Heartbeat Drumming. A weapon such as the Morning Star Saru Sichr: it has 2 attack rolls, the normal physical pierce/crush roll and "Poison-Dipped", a DoT effect that rolls against Fortitude (what a nice coincidende). They both count as „proper“ melee attacks and they can both trigger Swift Flurry and HBD when they critically hit! The great thing about such multihit weapons (there are others such as the flail Sun & Moon or the Pike Wicked Beast) is: no matter which attack roll crits and triggers SF or HBD, those additional attacks roll twice again: the physical and the additonal one. Those can crit again and trigger another SF/HBD attacks and so on and so forth, creating a loop. This is a huge advantage over single hit weapons and raises the chance to cause a deadly loop of crits that can kill an enemy on the spot. Works best against low fortitude foes obviously. in addition to the Swift Flurry stuff the DoT of Saru Sichr is very powerful: the DoT stacks with itself - and every time you reapply the DoT you trigger a tick immediately which leads to a significant increase of dps (same as with Bleeding Cuts from Battle Axes or Deep Wounds). it also interrupts very reliably with not only Force of Anguish, but also Rooting Pain. Since you gain wounds so frequently you also trigger Rooting Pain frequently which interrupts bystanders (and damages them a bit) pair all that with Blood Thirst at the latest levels… essentially it is a debuffing+CC+damage-dealing build, best used for hunting down squishy but dangerous enemies. But is also very helpful against bosses due to the fast and reliable debuffing of Fortitude, which helps most party members to land spells a lot more easily etc. Issues: the self damage which gives you a lot of wounds also kills you quickly the self damage of Berserker’s Frenzy scales steeply with Power Level (unusual +2 per PL base dmg). This base damage gets boosted by MIG, the Helwalker’s increased self dmg percentage (remember +5% per wound), Blooded (+25%) and effects of items (such as Baubles of the Fin or a pet like Harley etc.). That's the main resaon to not raise your base MIG over 10. You will gain +15 MIG already from Frenzy and the Helwalker passive - you don't need more and you don't want more because it makes you go down more quickly. to avoid killing yourself you should def. raise CON, pick up items with CON and/or health bonuses. In addition pick “Tough” and wear an amulet of Greater Health. This makes the build surprisingly sturdy at the early levels bc. the self dmg is still low. also use items that give you resitance to damage (Undying Burden, Death's Maw, Voidward!) - they work very well to soften the self damage and make it manageable. This, together with the high health, balaces out the self damage at higher levels very well. unintuitively picking Iron Wheel is not a good solution. Even though it raises CON and AR and sounds lie a good idea: it doesn’t stack with Berserker’s Hardy (+5 CON and +2 AR) - so a lot of its effects would be wasted. Better to pick Turniung Wheel for more dmg and longer duration of buffs (such as Swift Flurry). get items that heal you up: Abraham (+10 health per kill) or Socrates (+20 health per kill) and the Devil of Caroc Breastplate (healing over time on crit - also useful against Confusion) This build profits a lot from a good healer in the party obviously. But raising Athletics like there's nothing else also helps. It heals you a great deal at 20+. Savage Defiance is better than going down in a pinch, too. Berserker’s Confusion is annoying and cannot be exploited with this build - so you want to get rid of it asap. You could do that with Enlightened Agony - but that’s wasting 2 ability points. Better to get Devil of Caroc Breastplate and enchant it. Or use food like Luminous Lobster. But since the Breastplate also heals on crit it’s the best pick imo. as long as you have to deal with Confusion do NOT pick Rooting Pain! It will interrupt yourself. Only pick Rooting Pain when you have enchanted the Breastplate properly (or got rid of Confusion otherwise) the DoT "Poison Dipped" of Saru-Sichr which produces that double-hit effect for SF/HBD does not work against poison-immune foes. Why is it fun? always wounds to spend and buff you up - alsmost never has to use auto-attacks right from the start. hits very well right away: Body Blows + Force of Enguish alone carry the build through early game alone - because Boy Blows is a "free" and big defense debuff/ACC buff right away. good weapon damage even without exploiting critical hits nice CC early on - especially satisfying when using it against casters an other annoying enemies later becomes even stronger with Spirit Frenzy and Enervating Blows, debuffing Fortitude even more with the introduction of SF and then Brute Force it makes another leap finalizing the fun ability collection with Heartbeat Drumming and Blood Thirst, who doesn't like crit chains + Blood Thirst, right? so it’s just works well from start to finish - which makes it enjoyable when a crit loop happens (and that's often if you focus on the right enemies) it’s just jawdropping I personally enjoy the challenge to keep it alive lots of crits, paired with the right voice (noble for me) results in lots of contagious laughter during battle - which is just so fun and is lightening my mood Hope you enjoy! Cheers!
  19. I don't know. But at some point, after stacking many -% recovery/reloading time bonuses, there was no noticable difference anymore - and when I switched on the modal (+50% reloading time) the reloading time went up less than it should have. So I assumed I must have hit the cap before. Edit: or maybe it was with a somewhat similar party setup but on a Streetfighter/Arc.Ar. and a Troubadour as party member where I had that experience. I tested a lot of arbalest+modal characters that day and finally settled on AA/Troubadour. But yes: I guess unless you use DW pistols you won't "accidentally" hit the cap.
  20. That limit is annoying (also prevents the Blaster's enchantment that skips reloading from working). What I do when I hit that limit: I put on thicker armor to deter ranged enemies from targeting that character or do something else which would otherwise slow me down but is benefical. Like using Harley instead of Cutthroat Cosmo or something like that. I hit it with a Arcane Archer/Troubadour with Spearcaster because I was combining so many reloading buffs (Sure-Handed-Ila which applies twice, Gunner, Tricorn, Maia's Armor+Abraham and so on). I then decided to just leave the modal on at all times (+50% reloading time) and of course this was a bit slower but still fast enough. The upside (interrupt+prone on hit) though was so incredibly useful that it's totally worth the slightly less fast reloading. So thanks for the reloading limit I guess.
  21. That was fixed with a patch. I haven't had that problem in years.
  22. That's right. Wizard's Double doesn't get removed by grazes, but hits (and crits) from any attack roll (even ones that don't target deflection) will remove it.
  23. Frostseeker. It's both good against single enemies and mobs alike and its AoE generates focus. Use Borrowed Instinct (more crits), Time Parasite and pick the Shared Nightmare passive. Frostseeker's AoE on crit will grow with Shared Nightmare, so Shared Nightmares makes the AoE bigger with more focus - which generates more focus because you reach more enemies - which makes the AoE bigger... and so on. Serafen's mortars are good against mobs as well and will profit from Shared Nightmare, but less good against single enemies. Kitchen Stove is very good because of Tunderous Report (high dmg AoE cone 1/encounter). It generates a ton of focus if used against numerous foes and is great to fill your focus up asap 1/encounter. After that it's just a regular blunderbuss though with its rel. low PEN pierce-only damage. Waterhaper's Focus (enchanted with Ondra' Wrath) is very good against mobs - but really bad against single enemies. Hunting Bow + modal is a good option. Essence Interrupter and Aamiina's Legacy are both great. Only useable against single targets though. That's why all in all I'd pick Frostseeker.
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