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DreamWayfarer

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Posts posted by DreamWayfarer

  1. Generally I always dump int on my rogues less it's a ranged rogue build where you want to use tall grass or borelain for melee rogue I typically go 13 might, 8 con, 18 perc, 18 dex, 4 int, 18 resolve

     

    I prefer moon godlike for meta gaming but Orlanot works well too

    Well, the OP has said he does not want to drop anything below 8 if possible.

  2. Deathblows is the massive damage mod that applies when an enemy meets two conditions required for Sneak Attacks. You're probably thinking of Deep Wounds, which is an amazing DoT effect. You don't really need INT for it though, since it'll get reapplied every time the Rogue attacks.

    Yeah, but with a ranged Rogue and a hunting bow, or with a Concussive/Bounding Missiles scroll, you could apply it on many foes(AKA, Boeroer's Mad Hornet). But then, the OP wants a melee Rogue, so you are right. I will edit my post.

  3. Wood Elf

    Old Vailian - Dissident

     

    Mig 16

    Con 8

    Dex 18

    Per 16

    Int 12

    Res 8

     

    Blinding Strike

     

    Am open to suggestions to tweak this, if this build looks no good, or even if just needs some small tweaks...

     

     

     

    Wood elfs are not too good a race for a rogue that will be on melee most of the time, even if you open with guns. If you want an elf, Pale Elfs are always a solid pick. If you are willing to try other races, Island Aumana have great flexibility with the extra weapon slot, and can do some serious burst damage by quick switching guns. Hearth Orlans are also very good, since you will generaly want to flank foes with a Rogue anyway.

     

    For the attributs, I'd suggest droping Might a bit to invest into Perceotion and Dextery, since the bonus damage stacks additively, and sneak attack already gives you +50% damage. More DEX and PER could serve you better. There are some builds that benefit from INT, like applying Deathblows(was that the DoT skill? Long time since I played a Rogue) with Concussive Missiles scrolls, but I woudn't raise it above 14 on a rogue of mine.

     

    And I would suggest taking Crippling Strike instead of Blinding Strike, since it is 2 per encounter and you generaly use other party members to disable your foes anyway.

     

    EDIT: I would suggest this, but I am no Rogue expert:

     

    Pale Elf

     

    Deadfire Arquipelago

     

    10 MIG

     

    20 DEX

     

    08 CON

     

    16 PER

     

    08 INT

     

    16 RES

    • Like 1
  4. My thoughts on the companions. Favorites at the top, least favorite at the bottom.

     

    1) Aloth: He is stiff, he is ankward, he is the best friend of my character. Everyone loves Éder, but I think the relationship between him and the character is the deepest we can have in the game. It does help, that he is the first one we can recruit of the maincast. And I like, how he learned how to trust us in the end and that he has your back, no matter what.

     

    2) Sagani: The second best friend, you can have in the game. Very relaxed, but I had always the feeling that she, besides Aloth, opens the most to your character and that you know at the end a lot more about her as person and not only about her backstory. Sagani is cool.

     

    3) Éder: The big brother of the group, who holds everyone together. Also he is funny. His "we blow him up!" cracks me up everytime.

     

    4) Pallegina: She is a good colleague and I can respect her for her work-ethos. And while she isn't the warmest person in the world, she does have a good heart and a sense of right and wrong, that makes me like her.

     

    5) Durance: He is a jerk. But a jerk with an interesting backstory. I hate him, but I can understand why he became the crazy hobo, he is now. And at least his personality is colorfoul enough, to be one of a kind. A one of a kind jerk.

     

    6) Kana: Kana is okay. He is nice. And a good sharpshooter.

     

    7) Grieving Mother: Does only speak colorfoul crazy and was so high concept, that she was ultimately boring. Kind of sad, because Avellone can write. And no, I don't think that she would be more interesting, if Obsidian didn't cut out a lot of her content.

     

    8 ) Hiravias: Your little, horny brother, that annoys everyone. At least Grieving Mother was bareable, even if she only talked on drugs. Hiravias has no excuse.

     

    I Agree on most, although I did find GM interesting at first. It is just that she seems so centered on the hollowborn crisis that she feels somewhat one-note, and the lack of interaction with party members do not help.

     

    However, I've felt she is genuinely unnerving and scary, specially with how there is no way to be sure how much influence her power has over the Watcher, or if she is the master of her illusions or a slave to them. If they played this angle better, I feel I would give her another try.

    • Like 1
  5. On perception though, does it matter that you have barrage and priest buffing accuracy already? It's not like the extra accuracy from perception is going to waste right?

    It does not goes to waste, but it becomes unnecessary to invest in it, leaving you the option to put those points elsewhere if it better suits your playstyle. Like more CON or RES to last longer, or more INT for the initial burst of power from frenzy, barrage and scrolls, or even your CC if you have few casters. For a more passive damage dealer, I suppose maxing PER is still the best choice.

  6. I don't think Fighters get enough from int to make it worth it not to dump it. if you compare 10 int to 3 you're only losing 4.2 seconds of Frenzy and 5.2 seconds of Barrage, that's nothing.

    Well, we would have to take into account how many attacks you would get during those seconds, but I feel that it is not nothing if your character is not a slow hitter. It also depends on how long the battle lasts, since shorter fights will allow the Fighter with highter INT to make better use of such skills, and even on some longer fights often the most decisive part of a battle is the beggining. And said discrepances get even greater if said Fighter has 16 INT instead of 3 or 10. So the value of INT depends directly on how long your fights last compared to the duration of the buffs.

     

    And on comsumables and items, I think that if my Fighter has good Dextery and Might, is the frontliner with the second hightest accuracy, gets +20 from an instant buff, and stands right on my enemies' faces without dying, then he is the one who is best equiped to unload some Fan of Flames scrolls on my foes or summon Firebrand. In that case, I'd rather leave PER at base and not max MIG and DEX so I could empower that initial burst and make Firebrand itself last the whole fight. So Fighters do benefit from INT.

     

    I don't know if minmaxing so that I have maxed PER, DEX and MIG is better, as I am no pro and no minmaxer, but as far as I am seeing it, the effort is paying off on PoTD with my current party.

    • Like 1
  7. How do you fit INT in a damage dealing fighter build? You're obviously going to need to max might, dexterity and perception

    No, you don't need to max them :p. Why should you need to? And you only need a couple points on INT, no need to max it.

     

    And there's no way int could provide more damage increase than those 3 stats. Is there any point in increasing int at all before Might, Dexterity and Perception are maxed?

    Well, Disciplined Barrage gives +20 accuracy, Outlander's Frenzy +3 MIG and +25% attack speed, INT affects scrolls(which is very good when your base accuracy is top notch) and spells from items like Forgemaster Gloves, makes your CC last longer, which is very helpful if you don't have many casters, and also makes constant recovery last longer, which is useful even though it isn't really that powerful on itself.

     

    I am not saying you should max INT, but depending on your party and playstyle it could help much more to have mid-high INT and non-maxed stats than getting slightly better DEX or PER by maxing them.

  8. sounds pretty terrible actually. How often do you get a disengagement attack? Not very often and it's only a 5 second prone on a class that can somewhat dump int. Though it does mention damage and accuracy bonuses but not how big they actually are.

    They can dump INT, but I've found that investing a couple points in it can be a good deal for damage dealing warriors.

     

    But then, those are extremely unlikely to be disengaged anyway, so...

  9. I have too say that PoTD is quite fun, if you don't mind reloading, but I am no minmaxer and meta-gaming all the time tires me, so I generaly prefer hard difficulty. I also use Expert Mode once in a while, because I have good enough memory to not need to check the area of my abilities all the time and feel it also makes the game more immersive by removing those helper features.

  10. I'd say sabres and pikes instead. The trident association is too good to pass, and I don't see arbalests as especialy associated with people who live from or on the sea.

     

    EDIT: on Rymrgand, I don't think battleaxes fit too well. They seem too brutal and direct, while Rymrgand is more about slow, inevitable decay. Maybe daggers fit better, as death by bleeding seems closer to his intents and domains than death by dismembering.

  11. Rymrgrand is a Northern deity whose avatar is a great hairy horned ox. That suggests archetypically Northern weapons -- the Viking battleaxe for example. I'd give battleax + pollax: that's two different-sized versions of a similar weapon, with the former archetypically Northern, the other suitably brutal and destructive, and would make a nice contrast with Eothas's flail/morning star combo.

    Isn't civilization on Eora more estabilished on the Southern hemisphere, though? And the Enghwithan gods are worshiped across Eora, so shouldn't he be both northern and southern?

  12.  

    would much be lost by leaving DEX at 10 and investing those points in other stats?

    Think of it as: if you repeat the same action 'A' and have 20 dex, instead of 10 actions in 'dt' time, you would complete 13 actions.

    If it's a tank you don't lose much from him idling.

    If it's a cc/dps character... then it's for you to decide. But have to mention that a permanently missing, or laying on the floor cipher is of no big use either original.gif

    So it's per before dex. (and con as low as you can safely afford)

    With my current party setup, if the prority targets are still alive in the time it would take for my damage dealing cipher to complete 10 actions I probably did something wrong. And I also have a second cipher built for CC, with lower MIG instead of lower DEX.

     

    EDIT: At least that is what I expect. I am still testing things.

  13.  

    - [Cipher] Recall Agony: just show in log, total damage dealt.

    Recall Agony does show in the combat log. It applies all the damage you dealt while it was active once it wears off as a (likely) huge chunk of Raw damage.

    That is not what I experienced, but 3.0 may have changed it. For me, after each few hits the enemy took, there was some raw damage from Recall Agony.

  14. A question for the Builders among us:

     

    If I plan to make my Cipher focused on the initial burst of damage of quick switching guns, or if I manage to reach 0 recovery on melee due to Durgan Steel and enchantments, would much be lost by leaving DEX at 10 and investing those points in other stats?

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