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DreamWayfarer

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Posts posted by DreamWayfarer

  1. That's right. If your recovery time is already zero then DEX does exactly nothing to your recovery rate. However, it also speeds up your attack animation.

    But if you want to use the Sword of Daenysis and the March Steel Dagger then your attack animation is rather short anyway because those are fast weapons.

     

    So I'd say if you leave DEX at 10 you wouldn't notice any difference to a 20 DEX character. But that's only for melee attacks with those weapons of course. Keep in mind that Sword of Daenysis is pierce damage only and daggers are slash damage only. My ultimate goal would be dual wielding Strike Hard with the Helwax Mold. You wouldn't have to switch your weapons ever because of immunities I guess.

     

    That would be 1.33 (Sanguine Plate's Frenzy) *1.2*1.15*1.2*1.15 (dual durgan refined Strike Hard) + 0.2(Two Weapon Style) = 2.73 Enough space to fit in Vulnerable Attack and the plate itself. Even without the plate and Outlander's Frenzy there would be enough room to use Vulnerable Attack and an armor with 35% recovery malus - like a durgan reinforced plate. You don't even need the Sanguine Plate - it would just spare you a talent point.

    Thanks for the tips, Boeroer. Maybe(only maybe) I will respec after getting those items, it is just that March Steel Dagger and Sword of Daenesys can be aquired very early.

     

    EDIT: plus, warhammers don't fit the looks I was going for to complement this build's gameplay, so I will most likely not respec.

  2.  

     

    Yeah, Rogues are able to get so much damage multipliers it is ridiculous.

     

    Actualy, I am currently basing a character on the very idea that so many damage multipliers make Might unnecessary, and getting zero, or next to zero recovery from gear makes DEX unnecessary, so one can have a damage dealing rogue with 18 in all mental stats.

    The point is that Dexterity speed modifier is multiplicative with "recovery reduction damage multiplier". By cumulating the two, you'll get a really crazy attack speed.

     

    But for sure, you'll be dealing "enough" damage with your build idea.

    But dextery reduces the "final" action time, right? It was something like (Final Time)=(Action Time)/(1+DEX Multiplier), so if your action time is already very low because of low recovery, DEX contributes less to your damage.

     

    I am not saying this build will do top DPS, just that it will still do a good amount of damage and also unlock a lot of options.

     

    EDIT: Just tried to test this in POTD, and the glanfathan in tge tutorial are actualy able to kill me. I guess I overvalued the speed of dual wielding fast weapons. But I will keep testing.

  3. Sounds good, but I guess you will start with normal stats and retrain when you got those items and abilities, or not? If not the beginning of the game will be so horrible for this Prof. Dr. Rogue. ;)

     

    Dual wielding light weapons should be enough for this rogue in act one, and in Act 2 you can get Sword of Daenesys and March Steel dagger very early, so I don't see much going wrong. Plus, this isn't a solo build.

     

    I just need to avoid those xaurip stunlockers :p

  4. How about some of the other unusual choices as tank? e.g. Rogues or Wizards etc ? Are Rogues viable as tanks or even tanky dps? I used Devil as a front line off tank and she was quite promising, so I thought may be I could create a rogue with better stats and build him up like a tanky dps, also there is a rogue talent that distracts enemies from attacking their current target, which may prove useful in distracting enemies who attack my squishies.........may be I can also incorporate retaliation in that build........

     

    Has anyone had any experience with building a rogue along these lines?

    It is technically possible, since the only stats Rogues generally need to deal damage are PER and DEX, and depending on your gear(speed enchantments, durgan steel) the later also becomes optional to increase, giving you a lot of points to put on things like RES and maybe CON.

  5. While I don't share your love of her, as her lack of interaction with other party members and single-minded fixation on the Legacy made her feel less interesting to me, I agree she is a very memorable character.

     

    In fact, her creepyness and intensity are something rarely seem in companion characters, much like Durance's whole mountain of issues, and both of their quests, while mechanically unninteresting, tie in very well with the game's lore and are very well written, if you can live throught the wordyness.

     

    Part of what really marked my impression of her was how the Watcher's "recruiting" of her was written, with a lasting sensation of uneasyness on both sides, which lasts and even grows as you peer into her soul. It also helps differentiating her, in that she, much like Durance, is not a normal person, but someone even more immersed into this strange world of broken souls and ethereal memories than the Watcher.

    • Like 2
  6. Nice guide, But I'd say that one could make a damage-dealing rogue work pumping only mental attributes, since MIG is not that useful for you anyway and if you reach zero attack recovery, raising DEX past 10 won't be necessary anymore.

     

    And if you use rapier, dagger and light armor or clothes, you even look the part of a silver-tongued swashbuckler or charming duelist. You wont be as hurty as a specialized damage-dealer, but you will talk your way into victory whenever possible.

     

    EDIT: But early game will be hell for you.

    • Like 1
  7. If you wish to go Dual-wield, remember that rapiers and daggers share a weapon focus, and you can get some very good ones early in Defiance Bay.

     

    Also, having a speed enchantment on both weapons plus two-weapon style can lower your recovery time so much you could probably leave DEX at 10 without suffering for it, specialy if you use Durgan Steel. This is important because both Sword of Daenesys, a rapier, and the march steel dagger have the speed enchantment. You don't need both to reach zero-recovery on clothes if you use durgan steel, but it is good to know your options.

     

    EDIT: on a rogue you don't need much MIG, due to damage bonus being additive and you having sneak attack and deathblows.

     

    DEX speeds all your actions, which is awesome for your already good damage, but as you aporoach zero-recovery on your attacks, it will loose some of its value. But don't dump it.

     

    You will have many spare points to put on PER, which still helps dealing massive damage, and RES, the most important stat for conversations and a good one for not dying. If you lower CON and MIG a bit, you can also raise INT a little to unlock even more options.

  8. What's about quick switching? I already read it several times. Do you mean you're not going to reload and simply switch to the next prepared gun?

    Yeah. Very hurty.

     

    I'm not really that interesed in abusing quick switch. I find it breaking immersion. Also I'd feel like I use a cheat.

    Why? People used to do it often in real life. That is where the term "gunslinger" comes from: one would carry many pistols on a sling to shoot multiple times during a fight.

    • Like 1
  9. Guns are fully viable, and if you plan to rely on quick switching you don't need high dextery, although I wouldn't put it lower than 10. And you won't be as much about DPS as about burst.

     

    And I also wouldn't put CON lower than 6, but that is mostly because I dislike when my chars explode in one hit.

     

    If you wish even more RES you could lower MIG a little.

    • Like 1
  10. Space Pirates. It's got to have Space Pirates. With squid-like aliens and telepathic dolphins. :cat:

    Unh... perhaps a good enough writer could pull it off? ;)

     

    I mean, it could be a post-apocaliptic sci-fi tantasy space opera with lovecraftian elements, and those dolphins could be the uplifted servants of said squid-aliens.

     

    Maybe the vampire PC would drink blood as a way to syphon latent psychic power, and the "force" equivalent could actualy be the mind of slumbering alien gods buried beneath the planets the game is set in, that caused said apocalipse when they last awakened. Those gods have powerful telepathic powers, and mortals can use telepathy because said gods are linked to the minds of every living being on their planets, and when they are slumbering, mortals can tap the connections.

     

    The squid aliens are an entire race of psychic vampires that are foolish enough to want to kill those gods to steal their power, and the space pirates are preying on the chaos caused by the fall of interestelar civilization and an alien invasion.

     

    See? It could work as a serious RPG.

  11. This is great, especially because you could possibly justify sacrificing devil without being an evil sob. Gotta destroy the murderous construct somehow O.o?

    And you wait until an abomination of blood magic offered power for it? Nah, either you are an evil sob, or you keep her, or you kill her when you decide to, without promises of power.

    • Like 1
  12. To be honest, i don't really know yet how i want to play the cipher later since this will be my first real playthrough (first time i stoped after getting my stronhold). I definitively intended to built a ranged cipher, but whether i stick with bows or switch to guns, i don't know. Certainly guns seem much more interesting, so i guess i am aiming for that. But then, i thought that guns make only sense with a cipher when used as openers to create a large pool of focus, using them regularly during the fight never crossed my mind as i thought that bows will be better for that task due to the reload times of guns.

     

    That is the point of using guns with quick switch, actualy, to open with as much power as possible. The focus you get won't last the fight, but idealy the powers you unload in the beggining will shift it in your favor.

    You could also use dual-wielding or, less optimaly, a pike, when your focus from the guns runs out.

     

    Sure, i could raise dex to 13 and lower mig, res, and int by one. But wouldn't that be another step towards mediocrity?

    On my ciphers, my DEX is either 10 or above 15. You can perform well with less than optimal stats, since tatics matter more, but I'd say that you shouldn't lower MIG and INT for such a small increase of DEX.

     

    If you plan on using your Cipher's powers for buffs, debuffs and crowd control, leaving MIG at ten to increase DEX is a option, since the bonus damage of Soul Whil is not affected by MIG.

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