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Everything posted by QuiteGoneJin
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Ok, I will DEFINITELY edit and detail this up so it's cool if it gets buried till then but for my own reference here goes the starting of "Sulf" It's sad that the Cape of Cheat doesn't give +deflect cause if it did this build might be much more viable but here goes. Fire Godlike Cipher. Not mid maxed, more balanced. Old Vailia _ Laborer (Was a smith but jealousy from his master because of his god given talent's ruined his career, so he traveled to the vale). Might 15 (we need a somewhat decent might for damage purposes but in the end he will be very melee heavy so this+ soul and biting whip is fine) Con 10 (Push this to at least 12 with gear, possibly enhanced armor) Dex 17 (we need to attack speed) Per 12 (honestly I find it hard to play anything with terrible accuracy or accuracy that doesn't come till late game with gear etc) Int 14 (we're not a pure caster so we don't need the huge aoe or duration but some is ok) Res 10 (cause I dislike dumping stats) Some talents of note 1st Ruffian cause were using a pistol for an opener, and a Sabre and stiletto, how perfect is that? Biting whip for the base damage Two weapon style for the speed baby barbarian rage Baby Warrior recovery (sorry, will edit names when my brain kicks in) Some Cipher Powers of note: Eyestrike and Soulshock early, whispers of treason asap but not immediately Psychovampiric Shield and Amplified thrust asap, Mind blades and mental binding later Puppet Master asap, ectoplasmic Echo right after (this power works so well with the Cape of cheat that gives you the escape power, open with a gunshot or two, place an ally in a good spot, psychovampiric shield, escape into position to be on either sides of an enemy with your ally or ranger pet and echo him + 2x melee him to death. Very fun Ok guys, I know this build ios mega imcomplete but stylistically speaking I love it so I had to write it down. Will add more asap. Sidenote, will probably take the + fire damage talent, fire lashes, and Soul Ignition later. We shall see.
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I really shouldn't type when I've no sleep. "LF POTD group to somewhat carry HER"**** Posed this question on reddit and to a few people smarter than be but wanted to see what the general public of these forums take on this is; My quick cut and paste question I posed to reddit; doing lots of reading about POTD group makeup, the crutch is I want to try a dual wielding warrior with "for fun" abilities so hes gonna have to be carried a bit. Possibly a version of the lady of pain 0 recovery build. I really just want to use Charge, into the fray, KD, clear out and other fun abilities even though he wont be perfect. Was thinking; 1 the Fighter, 2x war hammers and as many for fun abilities I can squeeze into the Lady of pain build without feeling weak. 2 Tankadin, Main tank, cant decide if it will purely tank, tank and buff, tank and heal. Which do you think is best? 3 OT Priest, Wanted chanter tbh but I can't imagine a group with a priest so making it the OT to maximize spots in the grp. 4 Ranger, Having the pet and twin arrows just seems sooooo good right now. 5 Ranged rogue? Like the idea of an "escape" ranged rogue re-positioning when needed, but this spot isn't sold. 6 Blast Wizzie? Seemed Like I really needed aoe and I am trying to avoid druid, Io don't want to rest spam if I can help it, did a melee druid hybrid potd run with companions and although it was fun once I got storms I didn't fall in love with it. The idea is to have a group that helps the fighter Charge in and whoop ass but not have him do all the work, nor have a team that takes forever to finish fights or drop like a bish. Not a fan of splitting enemy groups and cheesing stuff but I don't want an aoe high defense group either, love melee too much for that. The author of Lady of Pain had my exact thoughts, Love single target melee, rogues and shifting druids were too squishy so warrior seems a blast. Can't wait to get it going but really need better theory crafters than I to suggest a group make-up. Thoughts?
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Truth to be told I don't have much experience with that kind of Wizard, but I would probably focus on INT and MIG above all, and some PER if possible. You can take some points from RES if you don't mind buffing yourself more often, or from DEX if you feel you could use more CON or RES. Invest into Survival for more healing received or bonus Accuracy, and take Shod-In-Faith in Defiance Bay for yourself if you don't have another character who would benefit more from it, like a Monk or Barbarian. I would also take Veteran's Recovery and Weapon and Shield Style for more hardyness, and open fights with a Chillfog or other debuff followed by a buff to Deflection or DR, later unloading your damage spells as needed. EDIT: but you are an off-tank, not a full tank so don't try to engage more than two or three foes at once unless you are already buffed and charging your nukes. EDIT2: For armor, I think you don't need "true" heavy armors like full plate, from my experience with frontliner Priests and Druids, but I am unsure because Wizards are more fragile than them. I think you could also like a shieldbearer Druid, since they can afford lighter armors because of their healing spells and higher base deflection and that makes them more dynamic. Take a look at the Batsh!t Crazy build at the sticky list. If you are using fists or dual-wielding any other weapon, DEX can be kept at base. Your high base accuracy means the same for PER. Instead invest into CON and INT (Monks have self-buffs, AoE and CC skills that benefit greatly from it, and so does Veteran's Recovery). For Skills, as always both Lore and Survival are the best. And might in this case? Whats the idea behind high int on a monk?
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I finished Baldur's, Icewind, Neverwinter... but that's all. Then I grew tired of that kind of games. Now I look for awesome stories, great interactions, role in its purest form. Tactical combat is of no importance to me. As I said, I want to care about me. In real life would you hold your comrade's arm to help him swing his sword? I don't want to be a tactician, I want ONLY to roleplay and grow my MC. Open to suggestions I sometimes feel like this, what games did you thoroughly enjoy? I'm guessing Witcher, Skyrim, fallout are your cup of tea.
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The typical "tanky Rogue (works for Devil as well)" Race - Boreal Dwarf - I like Dwarves and the extra accuracy against a lot of the enemies is great. Island Aumaua is nice if you are going for a weapons switching gun alpha striker. Culture - whatever, I like the merchant for lore and mechanics culture - Rauitai - starts with Brigandine armor which is awesome at the start Might - 12 - not enough points and Rogues have good damage adds so percentage wise it pays less with a Rogue as compared to a Monk Con - 10 Rogues have a poor base but I still don't want to dump it Dex - 17 faster is better Per - 18 - you want more accuracy for more crits, better interrupts are gravy Int - 3 - you'll want a 4 if you are using a stunning or prone on crit weapon other than Starcaller. Lets you attack fast enough to have the effect still on for the next attack. Res - 18 balances out the dumped intellect, gets you more deflection and gets the cool 'tough guy dialogue'. 1.) Crippling Strike - blind is better but you get two attacks with crippling 2.) Weapon and Shield Style - more deflection and great reflex defense 3.) Reckless Assault - 20% damage, +8 accuracy and -8 deflection. Great ability. Your 18 Resolve covers the malus. 4.) Weapon Focus Adventurer - more accuracy for more crits. Flails and Warbows are what you'll be using 5.) Deep Wounds - effectively 3 DR penetration with no malus. Refreshes on hit so the low duration makes no difference as you'll be hitting the same guy until they are dead and then moving on to the next one. 6.) Superior Deflection - more deflection 7.) Persistent Distraction - you'll be going behind the frontline enemies and flanking them to set up your own deathblows 8.) Deflecting Assault - more deflection 9.) Dirty Fighting - more crits 10.) Vicious Fighting - more crits 11.) Deathblows - the reason to be a Rogue 12.) Open* - I like vulnerable Attack for the extra DR penetration but it is up to you 13.) Adept Evasion - you have a good reflex defense, might as well go all in 14.) Open* - Snakes Reflex is good to really make him immune to those attacks 15,) Riposte - you have a good deflection so might as well take this 16.) Open* - whatever you want ******Keep in mind that you want crits and you have really bad durations on any abilities. This means that you want to avoid Savage Attack due to the accuracy malus plus it does not work with Reckless Assault. This also makes any of the debuff strikes, cross class skills and even Escape not worth taking as the duration will be terrible. ******* Your Rogue will have a good enough deflection to survive in melee, especially with a Paladin casting Reinforcing Exhortation. Your Reflex defense will be great plus you'll evade most attacks that target Reflex. You'll have great accuracy, and have a good crit to hit conversion. The weapon set up you want is a Warbow with some sort of tasty on crit effect for initial alpha strike or when you want to stay ranged. Cloud Piercer, Borresaine, and the confusion causing one are all good. Your main weapon is Starcaller with Balgrdr Barricade. this gets you a fast attack speed weapon that stuns on crit, has a damaging spell proc on crit that benefits from Deathblows and Deep wounds, a shield bash that has a very damaging spell proc on crit that also benefits from Deathblows and Deep Wounds. When you Durgan enchant both the flail and the shield you'll be even better at what you were already pretty good at, namely avoiding damage and getting crits with the added bonus of +30% attack speed. Gonna give this a go, what armor and is thee a special level were i start to come into my own and can play semi-front line? (I know I am flanking, just curious when I will stop going splat easily). Also any tips on playstyle, entering combat etc would be lovely. ty so much. PS also can't seem to find any info on Balgrdr Barricade
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Ah thanks, now to figure out how to build a somewhat tanky rogue, I like the idea of going bow early game till I have the ability to not faceplant mid/lategame. But yeah I need a tanky rogue build with the freedom to take a few heavy hitting and mobile abilities, if thats even a thing. Love this game, hate my quest for fun melee. And before anyone says anything I just don't like monks, tried em so many times and can't stand them.