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JackalTornMoons

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Posts posted by JackalTornMoons

  1. On 7/8/2019 at 4:57 AM, bugarup said:

    0. Is resolve or dexterity more of a dump stat? I keep reading dex is kinda important for casters, but does that mean I should leave it at 10 instead of dropping all the way to minimum? Is resolve of any significant importance anywhere?

    It depends on the character, but I felt comfortable setting Dex to 8 - 10 for Druids and Priests and 3 for everyone else.

     

    On 7/8/2019 at 4:57 AM, bugarup said:

    0.1 -- heavy armor for everyone, am I right? 

    I still look more at the special abilities (and style 😀), but for the most part, yes, the heavier the better.

     

    On 7/8/2019 at 4:57 AM, bugarup said:

    1. Ancient druid. Chance to try that staff I always steal from Arkemyr's shop and never use. Seems like Resolve and Dex are dump stats, Intelligence then Might and Perception are important but I cannot quite figure out whether Might or Perception is more important of the two. I plan for utility and damage-over-time druid, so Might seems to be preferable?

    I would max PER, MIG, and INT, and then equalize DEX, CON, and RES.

     

    On 7/8/2019 at 4:57 AM, bugarup said:

    2. Spellblade (Blood Mage/Debonaire). I see a lot of potential and I love mind-controlling enemies, seems to be fun. Now can I leave Con at 10 and again, what to do with Dex?

    I feel safe setting Wizards' DEX to 3 in turn based because you cast Fleet Feet as a free action to get more DEX and you can use Escape as a free action for getting around the battlefield.  You may also want to consider Beguiler/Debonaire, Skald/Debonaire, and/or Tactician/Debonaire.

     

    On 7/8/2019 at 4:57 AM, bugarup said:

    3. What makes for a better pyromaniac (like, efficiency and minmaxed highest level spells not important, what I want is the widest and most varied arsenal of tools to set things on fire) -- the Evoker Wizard, the priest of Magran or the combo of the two? 

    I ran Tactician/Priest of Magran for most of my PotD run, and I could basically nuke every turn.  Blood Mage or Blood Mage/Berserker would also be good options.  I'm generally not a huge fan of the specialist mages because I don't like being locked out of useful spells.

     

    On 7/8/2019 at 4:57 AM, bugarup said:

    4. Seriously, is dexterity useful or not? 🙄

    Dump it, homie.  I generally want to go after the enemies, because I want them to gather around my tank so I can more efficiently AOE the crap out of them 😀.

    • Thanks 1
  2. On 5/1/2019 at 9:05 PM, Naughtydread said:

    Can anyone suggest another tank that would work well in turn based?

    To me, the best tank in turn-based is a Black Jacket/Skald.  Skald lets you AoE Paralyze/Stun every other turn, which is very important in turn-based (particularly now with the nerf to Relentless Storm).  With Black Jacket, you can swap to a high damage setup when you attack and then immediately swap to you shield setup before you end your turn.

    • Like 1
  3. Are you playing real time with pause or turn based?  What difficulty?

    Just some general tips:

    Eder - Swashbuckler - Persistent Distraction is just too useful not to have

    Maia - I would probably go either pure Ranger or Geomancer since your main character is a Scout already

    Xoti - Contemplative is probably your best bet since she can also serve as your healer which would open up your last slot for anything

    You can just use the last slot to swap in party members for their side quests.

  4. 20 minutes ago, QuiteGoneJin said:

    Tell me more about this tactician priest build.

    I'm currently using a Priest of Magran/Tactician.  Have them use a crossbow or arbalest to get some free discipline from interrupts.  Disciplined Barrage and Conqueror's Stance help you hit/crit with your spells (along with the fire accuracy ring).  I would actually prefer a Druid/Tactician since AoE damage is stronger in turn-based and Druids have more AoE damage options, but I like having the Salvation of Time / Ancestor's Memory combo in my party.  Priest of Magran is good enough :)

    20 minutes ago, Silvaren said:

    So it's working like that in turn based? I tried build such character in 2018 but Terrify didn't trigger disengagement attacks (at least in RTwP).

    It was working in the turn based beta; I haven't tried it yet in 5.0 but they didn't mention anything about changing it in the patch notes.

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  5. You can have both if you are a Black Jacket.  My MC is a Warcaller in my turn-based game, and the ability to switch to a damage setup while attacking and then to a defensive setup before you end your turn is hilariously strong. 

    Unbroken doeesn't really give you anything; you'll have plenty of engagement slots already with defender's stance and a shield, and you won't be forcing many disengagement attacks since you'll be AoE Paralyzing/Stunning every other turn with your Skald abilities.

    My 4 weapon sets are these: 

    Dagger/Shield - This is what I swap to before I end my turn.  Switch to hatchet once you start getting deflection buffs since the dagger modal doesn't stack with those.

    Warbow - Ranged weapon versatility and adds a slashing weapon.  Also sometimes use Whispers of the Endless Path and/or Wahai Poraga since you'll have many bad guys surrounding you

    Club/Flail - Modals debuff Reflex and Will

    Morning Star - Modal debuffs Fortitude

    He's super versatile and is by far my most useful character

  6. On 5/6/2019 at 10:55 AM, Ragniz said:

    Are bashing shields any good now?

    Not really; their damage is ok early game but doesn't scale at all (other than how Tuotilo's Palm scales with monk fists).

    On 5/6/2019 at 10:55 AM, Ragniz said:

    Are paladin/chanter tanks actually good?

    Pretty solid.  Skald is super strong in turn based because you get aoe stun/paralyze every other turn.  

    On 5/6/2019 at 10:55 AM, Ragniz said:

    How are pure ciphers in turn based?

    Still good.  I generally like running ranged Beguiler's the most; the soul blade shred discount is only 5 and it's much easier for a Beguiler to gain focus.  Mental binding is super strong in turn based and will often pay for itself.

    On 5/6/2019 at 10:55 AM, Ragniz said:

    My planned party so far is:

    Kind wayfarer/Unbroken tank using shield bash. (I want to try out the shinning beacon upgrade with +40% damage recibed or I would go fighter/chanter instead)

    Stalker/Arcane trickster to help tank the front line with trickster buffs and using one of the new 2h axes to abuse their +crit damage. (Maybe monk would work better but I found torment reach gamebreaking on another playthrough)

    Soul blade using whispers of the endless paths and staffs or maybe ranged weapons

    Blood mage with low might for CC first and damage second with lance of the midwood staff (I think blood sacrifice should let him keep its +2PL up 24/7)

    Priest of rymgard focusing on party buffs and damage spells.

    I would probably swap your two front liners:

    - Unbroken/Trickster is really strong in turn based because Terrify causes disengagement attacks.  I generally think Black Jacket is the better tank fighter class in turn based since you can swap to a good damage setup while attacking and then switch back to your dagger/hatchet and shield setup before ending your turn.

    - Kind wayfarer/Stalker is fun because your pet is most likely going to be nearby and will benefit from the heals.  Also, being able to Sworn Enemy + Marked Prey before your first attack is pretty fun.

    The rest are solid, although working in a Skald in there somewhere is definitely going to make things easier.  I use Black Jacket/Skald as my main tank and he's amazing. 

    I do kinda like multi-classing my priests with Tactician, especially in parties where a Cipher can Phantom Foes or a Wizard can Chill Fog.  I think priests are much better when you can spam their abilities.

  7. One thing to note is that any modal that gives accuracy, deflection, and/or penetration doesn't stack with buffs that give the same.

     

    Also, using the arbalest modal to prone an already stunned/paralyzed enemy sometimes extends the stun/paralyze for an extra turn.  This may have been fixed in 5.0; I haven't really had the chance to boot up the game since the patch.

     

  8. Hello there. This will be my 2nd time through the game (sided with the Huana the first time so I'd like to choose a different path). I only used story companions the first time through, so this play through I'm probably going to do most/all custom characters so I can try out some fun builds. Any advice on builds and/or what character should be the main character (for the Berath's blessing stat bonus and/or priest/paladin disposition effectiveness) would be greatly appreciated.


     


    Here are the options I've come up with so far:


     


    Team 1:


    Tactician/Wizard: You know him; you love him. Blind people and go to town. Could be ranged or melee. Are any of the subclasses worth it?


    Black Jacket/Skald: Probably the primary tank. Switch to one-handed rapier when attacking for the crits; switch to dagger/shield after you attack for the deflection. Stun or paralyze everyone at every opportunity.


    Priest/Druid: Not really sure which subclasses to take; Eothas/Fury? Big stuns, buffs, and heals?


    Ghost Heart/Cipher: Throw your ghost dog behind the enemy team and Ectopsychic Echo them to death. Which Cipher subclass do you think would be best? I could see the rationale behind any of them really.


    Berserker/Bleak Walker: Can deal with his own confusion. Morning Star Modal + Black Flames + Brute force sounds like a fun time, and would combo well if the Cipher went Ascendant and spammed Disintegration.


     


    Team 2:


    Tactician/Cipher - Kinda the same as the Battlemage, but a little different. Not sure if Brilliant is as worth it for a cipher multiclass. Ranged or melee? What Cipher subclass?


    Sharpshooter/Skald - Arquebus/Crossbow for the crits, AoE CC whenever possible. Pretty straightforward.


    Berserker/Blood Mage - This guy just seems fun. Can take care of his own confusion and has all the blood synergy. Buff up. Get angry. Smash things. Not sure how spirit lance interacts with carnage but it seems like it'd be interesting.


    Black Jacket/Fury - Use Lord Darryn's Voulge when storming, swap to Firebrand when bopping, swap to dagger/shield afterwards to tank. Seems like a fun build.


    Some sort of Priest - Lots of options here. Woedica/Helwalker and be a boxer (how good are the spirit weapon fists?)? Wael/Bleak Walker to be a tanky melee beast and help the Berserker target Fort? Skaen/Assassin for the invis/backstab spam?


     


    Team 3:


    Priest/Beckoner - Buff lots and use summons to annoy the bad guys


    Black Jacket/Fury - See above.


    Tactician/Wizard - He's back


    Berserker/Bleak Walker - He's back too


    Ghost Heart/Cipher - Yeah, her again also


     


     


    After typing them all out, Team 2 seems like it'd be the most interesting, but is it going to be actually good?


     


    I really do appreciate any help y'all can give.


    • Like 1
  9. Lance with Cleaving/Mob Stance is also very nice - but you need multiple engagement slots for getting attack speed bonuses from Mob Stance.

    Is this true? The description just says "each nearby enemy" and "-5% Recovery per Threatened Target. What exactly constitutes "threatened"?

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