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Posts posted by Elthalas

  1. Hello all!

    1) So, I'm ready to start my first complete playthrough. My main goal is RP and immersion; better if the mechanics also work, but it's not the main goal. With that in mind I've devised two possible watchers I really like, but I'm undecided about which one to play. So I'd like to expose them here and ask you which one is your favourite, who do you like the most or think will be more fun to play.

    I also have doubts about wich combat class would better fit the second character, to make a melee Fury: a paladin or a barbarian (the corpse eater subclass is for flavour, don't mind if subpar). I would like some advice on that.

    Without further ado:

    FIAMMETTA, the fire wasp
    Class: Darcozzi Paladini / Soul Blade Cypher
    Race: Meadow Folk
    Background: Old Vailia (Dissident)
    Stats (with Berath's Blessings):
    MIG: 15
    CON: 10
    DEX: 15
    PER: 18
    INT: 17
    RES: 15

    Active Skill: Arcana, Athletics
    Passive Skill: Insight, Diplomacy, History

    Weapon & Equipment:
    - Dual wield of medium edge weapon and small blade (sword/dagger, Rapier/stiletto, etc.)
    - From light to medium armour, max. of breastplate
    Fiammetta was adopted into House Marzana, an offset of the Darcozzi, at a young age. An orphan from the street , she quickly prove her worth as an agile, sharp and diligent worker, even when she dabbled in the wit and intrigue that permeate the noble houses of Vailia. Her mental prowess and excellent duelling skill led her to the ranks of the Paladini assigned to the House, where she quickly found her call and position, usually acting as a lone agent, messenger, agitator and prominent pawn in the Great Game of the Vailian court.
    After the events of the Broken Revolution that led to the razing of House Marzana and the execution of most of their members, Fiammetta managed to flee on a smugglers boat, destined to the far land of Dyrwood...
    Fiammetta is witty and outspoken, as sharp with her words as she is with her blade. She has a profound love of life and a fierce impulse to live it to its limits, staying in the present and enjoying what it brings.
    She is an anarchist at hearth, convinced that she has to carve her own path even if it is with steel and fire; and she has a soft spot toward the downtrodden and forgotten, the place where she came. She tries
    to do what she feel is right, using her powers to make a difference where she can, and always looking for freedom at each turn.

    God(s): Wael, Hylea

    KAHURA, the storm bird
    Class: Corpse Eater Barbarian / Fury Druid  OR  Kind Wayfarer Paladin / Fury Druid
    Race: Island Aumaua
    Background: Deadfire Archipielago (Explorer)
    Stats (with Berath's Blessings):
    MIG: 16
    CON: 10
    DEX: 14
    PER: 17
    INT: 18
    RES: 15
    Active Skill: Arcana, Athletics, Alchemy (minor)
    Passive Skill: Diplomacy, Insight, Metaphysics, Religion (minor)
    Weapon & Equipment:
    Prioritizing Aumaua style, low tech low metal equipment.
    - Two Handed blunt weapons, mainly quarterstaves. Also axes, spears and pikes.
    - From light to medium armour, mainly non metallic
    Kahura was raised in one of the islands of the archipelago. Her connection with the land was strong, and she started to commune with nature and spirits form a young age. As such, she received tutelage from the storm-speaker of her tribe and under her wing she developed and mature her powers. Kahura was destined to be the next shaman of her tribe, but her bond with the storms was too strong and that started to pour into her character. More restless with each passing season, the small confines of her island started to feel like a prison as she longs for new horizons, experiences, adventures; to ride the winds and waves as free as the giant thunder birds that sometimes overflew her village. When she couldn’t hold it anymore, she departed as a storm-speaker in a merchant vessel, where she travelled for 3 years before reaching the Dyrwood, where, curious about the land, she decided to stay for a couple of weeks.
    Kahura is an interesting mixture. On one hand, she has deeply embedded within her the responsibility toward her land and her people, the Huana; and even when she somewhat flew from them, she still feels a guide of the destiny of her country and comrades. She is gonna fight for their rights and for the greater good with all her hearth and teeth.
    On the other hand, her soul feels deeply connected, almost at an unconscious level, with the storm. Her emotions run wild: if something angers her, it angers to the core and turns her into a tempest. If she desires something, she’s gonna go for it like a breaking thunder.
    She is in control of the helm, but the sails... the sails tend to run wildly.
    She enjoys the ride nonetheless.

    God(s): Hylea, Ondra

    Thank you all for your help!




  2. Hi there!

    Nature Godlikes... they receive little love and even less portraits.
    So I decided to "make" a custom portrait for Mauve, the cheerful monster hunter, my next character.
    It's not my original art! It's made from different pieces and pictures of different artists; I've posted the links at the end.
    I hope you like it ^^

               214cox1.png             2ms3o20.png

    This are the main resources I use for the image:

    http://vielmond.deviantart.com/art/Mauve-Faux-Poster-473615138    (Camila Vielmond is an excellent artist! Take a look at her work.)


    • Like 6
  3. Haha poor Ituumak; but that's his job for sure.

    Nah, I usually don't have a problem if I take another companion; with Kana Rua I have enough damage (that extra arquebous) and support to aproach the fight straigh up. But I wanted to win that with only the companions I had at that moment (it was a little strange the other way: wait a minute, Raedric; I've already kill your animancer and free your prisioners, but I'm thinking you're too much of a badass, so I'm going to go for I few days, pick some help and then use the same secret entrances I've already use so I can assassinate you better), and they are too few so you're usually overwhelmed - Raedric's have double your men, and Eder can resist a lot but maybe 4 greatsword + spells bettering at him at once from every angle it's too much.

    As I say, for me the big problem was that I couldn't put enough damage together to take out my enemies before the paladins healed them - but if your mage and cleric are safe and the foes are piled up at the door, it's easier.

  4. A-ha!

    So the archway-chockpoint its the key.
    I was going to start a topic asking about defeating Raedric on Hard with my party of four 4th level characters (Me Paladin Off-tank/Eder tank/Aloth/Durance), because I was having difficulties (Eder could sustain the damage, but eventually he runned out of health), but with the chokepoint the damage to Eder is much more under control, and the other characters are a lot safer. With Eder resisting at the door, my paladin blowing the brains out of the mages with her arbalest, Aloth spiking the damage to finish the work and Durance healing and making people sturdy, it was pretty smooth.
    I have to say that the Paladins of Berath are REALLY annoying with their Lay on hands, because they heal people almost to full health; you have to pile a lot of damage fast enough in the mages and priest so they die outright.

    Thank you for the tips!

    PD. Fun fact: Berath is the god of doorways.


    No explanation even attempted. That's what makes things unimmersive: when you're reminded that you're just playing a game, not living in a world. Such moments are unavoidable, but the rarer and less jarring they are, the easier it is to remain immersed.


    If only people were more consistent about the abstractions that they allow themselves to be unimmersed by. Rationalizing fast loot management is beyond the pale, but recovering from grievous wounds (severe Health damage) after eight hours of camping seems to get a pass. Handwaved for the sake of smooth gameplay, as it were. I could be really jarred by the recuperative miracles of PoE camping, if I chose to be. Or dozens of other examples.


    Inventory management where it really matters is still in PoE: equipped items, quick slots, weapon sets, etc. Extended inventory management is vastly streamlined and improved over the previous IE standard of "click and drag hundreds of items into bags of holding."


    Yeah, you could be grumpy about everything, but I found this stash feature a little... well, as Rosveen has said, 'gamey'. I feel that as a concesion to players, not a really well worked feature. I'm not saying you should look under every stone for consistency or immersion; but some things feel well integrated, and some others... not. And for me, the stash is one of those. For me.

    And the bag of holding in Baldurs Gate appears VERY late in the game. I'm not really sure right now, but I think you only adquire the global bag of holding in Throne of Baal; and before that, a potion bag or a gem pouch or a scroll container are very logical. But the thing is, you have to get all these things, you have to find them, or spend money on them or fight for them, so when you finally get them there's a feeling of accomplishment, somehow. You don't encounter kobolds throwing bags of holding to your face the day after leaving candlekeep. There's a road to them, and that's one of the little things that helps in the construction of a certain feeling of achievement. You feel your PC is growing in power and resourcefulness, not only because he's capable of hit the enemies harder.

    • Like 2
  6. Was it immersive in the IE games for a character to be able to haul around a half dozen greatwords, several polearms, a few arbalests and multiple suits of armor, as it were in their backpack, and still enjoy full range of motion and combat effectiveness as long as a weight value based on their Strength score wasn't exceeded?

    Haha I know, I know, as I said it had its flaws, but I was pointing out that I find the Pillars system a step backwards; instead of trying to address the problem is more like: we know you (players) are going to do it wrong, so at least don't be bored.



    OP: Try the first Witcher for a far more internally consistent inventory, and of course the Ultima games which were intuitive, logical and added to the verisimilitude rather than working against other aspects which enhance the realism of the gameworld. The Poe inventory along with a few other features create a dissonance for me as well, personally I find organising an inventory and various other features in a game to be fun, rewarding and satisfying, there is a strategic aspect that I really like. Then again it is a lot of work I imagine to create an intuitive and believable system, as we have seen so few made expecially in modern "evolved" games, so why bother when the majority are happy with less interactivity and more automation?

    And yeah, I find the Witcher system, or even the Shadowrun one, a lot more satisfying. Yes, they're complete departures from the IE systems, but maybe it's time to evolve and leave behind certain features, even if they're 'iconic' (iconic like taking an armor from the corpse of female halfling thief to equip it in my 2-meter-tall half-orc male barbarian). For me, playing this kind of games it's about living a story with my character, not hoarding tons of loot... but well, it's my perspective.

    I don't want to be whiny about it X) Each developer makes the decission they see fit, and they're probably right from their point of view.

  7. Hehe well, that was interesting.
    Nah, I don't really think that precisely this thing destroyed immersion and ruined my game... I only thought it was funny because probably is one of the most inexplicable and meta features I encounter in the mechanics. And also, it made me think about the invisible army of mules.

    I think it's a complicated debate, because... well, where do you draw the line betwen concensions to the players and chewing the food for them (or worst, encouraging cheesy behaviors)? Because in Baldurs Gate I never returned for loot, and I was not trying to RPing or anything. I was simply playing, and I wasn't going to bored myself to death selling every kobold short sword in the mines. I think the idea of coming and going for loot a little... MMOesque. And I find all the loot aspect of Pillars a little pointless (I mean, the ingredient and crafting system is pure... nonsense, and totally automatic. Like, well, the Stronghold. The stronghold is more browser-based game, but anyway).

    Well, thats my opinion anyway. I don't think it's an important problem, only... baffling. I can roleplay anyway, and I try not to loot everything that's not nailed to the ground. The IE games had a lot of problems in the mechanics and that didn't limit my enjoyment or my immersion, because... well, immersion is more tied to the writting and the story and your character. Thing is, I'm 40 hours in my first playtrough and I feel that a little lacking, but... that's for another discussion.


  8. An army of invisible and invulnerable donkeys that follows you trough the world?

    A bottomless bag of holding?

    Or are you in possesion of a magical wand capable of reducing objects to a miniature size?

    I'm curious...

    PS. I'm dissapointed with that feature... I mean, if you are trying to enhance immersion with the limited camp supplies (a great idea), you shoudn't destroy it with an inventory of infinite capacity.

    • Like 4
  9. Darcozzi is the only order whose talent is useful throughout the game so good choice. I think all the Paladin orders have a cool uniqueness. Darcozzi are like the guards of the houses from Game of Thrones in that they are loyal to the Family not the Kingdom.

    I always found strange the Darcozzi, from a RP point of view.

    Because, well, I understand their roles as House protectors, sworn swords, etc; I can even relate them to some orders in other fantasy worlds.

    But... well, you know nothing about the Darcozzi Family (at least in the beggining); two lines in your order description. So it's really hard to picture your motivation, goals, etc; because you're not following some ideal, like the other orders; you're basically a thug for a family you don't know.


    It would be nice if they told more about them, like... if you create a Darkozzi Paladin, you start the game with a book in your inventory explaining the history of the family.

    • Like 1
  10. Strange Mercy might not be that good with your build as with your low DEX you will not get very many killing blows.  Maybe after you get FoD grab Sword and the Shepherd...or line up your FoD alphas for Strange Mercy.



    You might want to take Strange mercy at an early opportunity. At low level the +24 endurance heal is more noticeable and appreciated. Plus if you find it totally lackluster at high levels you can re-spec and get something else.


    If you are not going with a FoD alpha strike with an arquebus you might get better use out of the Sword and Shepherd talent which gets you a mini AoE heal when you use FoD. That would let you control the heal aspect instead of the more difficult to control heal from the on-kill effect.


    If you bring Pellegrina along with you you'll have two auras, four lay on hands and other Paladin goodies.


    The only issue I'm having with my Kind Wayfarer is identifying the Passionate responses. Benevolent is easy, avoiding Deceptive is easy. In my normal runs I end up with a few Cruel and Aggressive, in fact pretty much all over the board.



    If you are going for that more offensive paladin you posted, Elthalas, you really ought to pick up either Weapon Focus: Soldier or Weapon Focus: Knight.


    The Soldier focus is more generally useful for the paladin you describe, using 1h+sh and 2h interchangeably, but the Knight focus might be more appropriate with the backstory depending on whether you see his father's background as being a feudal knight who joined the Kind Wayfarer's of perhaps, an ex-soldier, or something else entirely.


    I did have fun writing up that asthmatic giant, though. If I ever do start a third playthrough of the game, perhaps it will be his time to shine.




    Talents: I don't know exactly the order yet, but more or less the talent would be:

    1. Lay on Hands.


     and, in no order:

    > Strange Mercy


    > Zealous Focus.


    > Sworn enemy
    > Flames of Devotion
    > Intense Flames

    > Reviving  Exhortation.


    > Two-Handed Style

    > Liberating Exhortation


    > Greater Lay on Hands.


    > Inspiring Thriump.


    > Deep Faith


    > Sacred Immolation.


    > Bloody Slaughter.



    Maybe's: Scion of Flame, Hastening Exhortation, Vulnerable Attack, Interrupting Blows, Weapon & Shield Style, Righteous Soul, Bear's Fortitude.


    Righteous Soul is extremely valuable for any paladin. I would definitely rank it higher than Deep Faith. Sure, Deep Faith is more widely applicable, but it's a drop in the bucket in comparison. The various types of mind control are widely considered the most annoying/difficult aspects of this game. While a minority of all fights feature them, and many of these can successfully be controlled by CCing the enemy before they can CC you, there will almost certainly be times where you will be very glad if your paladin does get mind controlled but only briefly and can come right back into the action.


    If you are looking for alternate talents you could drop for Righteous Soul, if you do decide to drop Strange Mercy for Sword and Shepherd and be less concerned about landing the killing blow, keep in mind that you could also safely drop Bloody Slaughter. Bloody Slaughter is not a very big boost to DPS overall, since it applies to such a small endurance range, so is only really worth a talent point if you're trying to trigger on-kill effects. And if you decide not to focus on on-kill effects, you could drop Inspiring Triumph as well.


    Of course, at this point, your play style would be significantly affected. In the end, especially since you're not playing PoTD, go whichever route you enjoy more. Cheers!



    I think all you say makes a lot of sense; maybe trying to reach something (killing blows) I can't achieve very well it's a mistake, because it spread my abilities too thin for a not so great reward.

    I'm going to reinforce the offensive capabilities, but not necesarily oriented toward the killing blows. Maybe going to take the Interrupting Blows talent to take advantage of my PER, as Elric Says, and some defensive measures to cover my weaknesses, like the righteous soul


    So, the final setup is something like this:


    1. Lay on Hands.


     and, again in no order:


    > Two-Handed Style

    > Zealous Focus

    > Deep Faith

    > Flames of Devotion

    > Intense Flames

    > Weapon Focus: Soldier

    > Reviving  Exhortation

    > Liberating Exhortation

    > Greater Lay on Hands

    > Sworn enemy

    > Righteous Soul

    > Sword and Shepherd

    > Sacred Immolation


    Maybe's: Scion of Flame, Vulnerable Attack, Interrupting Blows.


    I'm not sure if Sword and Shepherd is worth it, and I've my doubts about the efficacy  of Vulnerable Attack/Interrupting Blows, but... well, we'll see.

    I think it's not so bad offensive/defensive equilibrium, but probably could use some refinement to make the most of the offensive.

    Also, maybe going for Pale Elf in the end :p But still thinking about it, because they explain very little about Pale Elf culture, so it's hard for me to RP a character whose culture I don't know. Even if he was adopted, it makes sense he knows something about his race.


    And yes, I like the knight errand feel of the order. And also yes, two-handed combat was probably very different from what we think it was. I knew the videos and it always surprised me how agile you could be in a full plate. Ok, makes sense, because if you can't move you're not a very efficient combatant, but... well, it's hard to assimilite.



  11. So, requirements are PE, IN, RE >= 16, paladin, roleplaying, not POTD, something that feels rewarding to play with stats that work for the build without being a mix-maxed stat monster.


    How about a kind-hearted asthmatic giant, who was born in Aedyr, became a respected clergyman, and felt the call to join a martial holy order defending what he believed in? Not the strongest of giants, but a good friend and protector, a respected leader of men, who never let his frail health stop him from doing what he felt right.


    Race: Coastal Aumaua (it would be strange to see an Island Aumaua from Aedyr, so Coastal it is. Coastal also has nice bonuses for staying on your feet.)

    Origin: Aedyr

    Background: Clergyman

    Shieldbearers of St. Elcga. (The Aedyran order of holy warriors. +Diplomatic/Honest. - Aggressive/Cruel)


    11 Might

    8 Constitution

    10 Dexterity

    16 Perception

    17 Intelligence

    16 Resolve


    Defense modifiers: -2 Fortitude, +12 Reflex, +26 Will.


    ...Sure, the Fortitude save is low, but what would you expect from a giant with asthma? And Faith & Conviction means the character is no worse off than non-paladins starting with +8 Fortitude. Still, it is something to shore up with equipment along the way, no doubt.


    1h+shield user. Using the paladin-only buckler from Gilded Vale  for most of the game for +5 all defenses for himself and every nearby companion, and whatever 1h you prefer - from a game mechanics perspective, ideally one that either has +1 Engagement Limit or one that applies some sort of debuff when it hits; This giant isn't going to be doing much damage, but he is going to be hitting.


    The following build focuses on giving you many abilities to support the party and save the day, but does not attempt to maximize deflection, because, while nice, it isn't strictly needed, and the paladin will have really high deflection even without taking things like Cautious Attack and Superior Deflection due high Resolve, Faith and Conviction, and wielding the paladin buckler that gives 8 (buckler) + 0-12 (quality) + 5 (herald effect from buckler) + 6 (Weapon and Shield Style) = 19-31 deflection. (Though one would probably want those talents anyhow playing POTD... but you are not playing POTD.)



    1. Lay on Hands.

    2. (Def) Weapon and Shield Style.

    3. Zealous Endurance or Focus depending on party need. Endurance would be most thematic.

    4. (Def) Hold the Line. (Yay, two engagement. And engagement is still valuable in 2.0, just not as important as it was previously.)

    5. Flames of Devotion

    6. (Cla) Shielding Flames.

    7. Reviving or Liberating Exhortation.

    8. (Def) Bear's Fortitude.

    9. Reviving or Liberating Exhortation. (The one not taken at 7.)

    10. (Cla) Greater Lay on Hands.

    11. Hastening Exhortation. (It is only 3/rest, not /encounter, but it is +20% attack speed for 40.5s with 17int to an ally, and that's worth a lot in important fights).

    12. (Cla) Deep Faith or (Uti) Scion of Flame.

    13. Sacred Immolation.

    14. (Cla) Deep Faith or Scion of Flame. (The one not taken at 12.)


    (Hey, 20% extra damage on Sacred Immolation isn't too shabby. Worth a talent? Good question, but all the low hanging fruit has already been taken at that point unless you desperately want to maximize deflection.)

    Haha love him!

    I think having a very strong idea of who is your character is absolutly basic to enjoy this kind of games. Well, you could play for the strategy and the mechanics, but for me the narrative, the setting, the characters - inmersing yourself in the story -  is the reason I play RPGs. And all videogames, really, but with RPGs is even more obvious.

    So using your character idea for the creation of the build is perfect; even if you're not a powerhouse, you're going to enjoy it either way. For me it's the same with the NPCs: a lot of people complains about your companions, because they don't have 'ideal' stats, some of them are even mediocre... but, well, they're people. If you want to play with the stats, you can always create a puppet, but if not... well, you'll have to learn to compensate their defects.


    Buuut I'm not going to take your build, not because I don't like it, but because I already had an idea about the background I wanted to play.

    I rounded it a little with the general suggestions and with Yrmarsakar (I like the sound of that name) last comment, also because I share his view on writting and I also like the Planescape/Shadowrun approach to story. So I'm going to favor Per > Int > Res, because it connects better with the character I've in mind and I'm probably going to like more the conversations (I don't like the resolve approach of: I've a wonderful aura, so with my magic words you're going to see the truth and do what I say)

    So, here we go:



    He's a human from a small colony in The White that Wends. Son of a solitary Kind Wayfarer's knight, he doesn't remember his mother, but the presence of some albino features points to a pale elf blood heritage. That distanced him somewhat from others in the settlement, turning him in a observant and toughtful individual. Nevertheless, his father showed him the value of compassion and empathy, the importance of helping and protecting those in need, and gave him martial training since early age.

    At the dead of his father, the thirst to explore the vast world and know its people finally overcome him, so he took a ship that was heading North and, after some weeks, he found himself in the Dyrwood, eager to put in practice his abilities.


    Race: Meadow Folk (interesting abilities, even if our CON is not so great to sustain it. But I wanted it for RP anyway)


    Origin: The White that Wends


    Background: Explorer


    Kynd Wayfarers. (It was the most attractive order for me since the beginning, with all the hedge knight feeling they have. Also, almost the only one that you could expect to find in The White. +Benevolent/Passionate. - Deceptive/Cruel)



    15 Might


    9 Constitution


    6 Dexterity


    17 Perception


    16 Intelligence


    15 Resolve



    Defense modifiers: +8 Fortitude, +6 Reflex, +22 Will.


    Weapons: Two sets: generally, an offensive approach, with 2-h weapons, trying to cause as much damage as possible (the 15 might somewhat helps), and delivering some killing blows to reap the Strange Mercy effect. 1/2, or 1/3 of the talents are going to focus in the offensive department. 1H & shield when the situation looks grim, or for bigger/dangerous enemies.


    Talents: I don't know exactly the order yet, but more or less the talent would be:

    1. Lay on Hands.


     and, in no order:

    > Strange Mercy


    > Zealous Focus.


    > Sworn enemy
    > Flames of Devotion
    > Intense Flames

    > Reviving  Exhortation.


    > Two-Handed Style

    > Liberating Exhortation


    > Greater Lay on Hands.


    > Inspiring Thriump.


    > Deep Faith


    > Sacred Immolation.


    > Bloody Slaughter.



    Maybe's: Scion of Flame, Hastening Exhortation, Vulnerable Attack, Interrupting Blows, Weapon & Shield Style, Righteous Soul, Bear's Fortitude.



    Something like that.
    With this I hope to have a relatively offensive Paladin, that while not being the MAIN tank cand hold the front line while distributing some buffings and healings here and there, some of them trough the Strange Mercy ability.
    I've to round the talent selection, and, depending on the results, maybe I've to respec a little more towards the defensive department, or towards and offensive-interrupter, or offensive-finisher... but, well, at least there are respecs now.


    Could work. Maybe.

    • Like 1
  12. Thank you all for your answers!
    Very interesting perspectives...

    I specially like Ymarsakar idea. My problem before was that I'd probably read too much information, and ideas, and builds, and I was starting to think that maxing (and, therefore, minimizing) stats was the only way to go when making an effective build; and that, mix with my obssesion for having as much dialogue options as I can, resulted in a loop where it was impossible to have all the stats I wanted.

    But the idea of building a balanced character, that can tank but also make some damage, even if he's not the best at any of that, is something I like. I hate the idea of being a "pure tank" with 3 dex that sits there taking hits and boring himself to death, so something with options and possibilities sound great to me; but before this posts I was led to think that a mix of tank and some DD was impossible to achieve for a paladin.

    So I was thinking in something like... 15 might, 10 con, 6 dex, 16 per, 15 int, 16 res, do you think it can work? I'm not sure if 10 con + 6 dex is enough to make someone semi-competent in hitting and surviving.

    Also, two questions: for the Ymarsakar build.... do you go full plate and big shields? or something in the middle, so your speed doesn't fall to the sewers?
    And, scion of flame works with flames of devotion? Its advisable to pick it when improving the offense of a Paladin?

    Thank you all again!
    It's been very helpful :)

  13. Hi!

    I've a simple question; well, maybe not so simple to answer.

    I want to play a Paladin, for RP reasons, but I want him to have high scores (min of 16) in the more "talky" stats: INT, PE and RE. I know that with 2.0  PE, being mainly offensive, doesn't synergize very well with the other two, that are oriented towards a tank-buffer character.

    So my question is: what kind of viable (not broken) build can I make with this limitations? I'm not a powergamer, and I don't want to play with him in PotD or something like that, but I want something that 'works' and feels rewarding to play
    I'm open to any kind of combat role: tank, off-tank, ranged damage...

    Thank you!

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