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Everything posted by mant2si

  1. I don't understand why they can't concentrate on balancing existed sub-classes I especially disappointed about Rangers, they even didn't add classical abilities like explode/poison/cold arrows, so what the difference between Arcane Archer sub-class and this build https://forums.obsidian.net/topic/103542-single-class-build-arcana-archer-ranger/ ?
  2. I found Gold Pact/Ghost Heart with DW pistols is very cool combo, good attack speed because of Pistol modal and Scordeo's passive, good accuracy because of Ranger passives, good defenses because of paladin passives and new range ability. Stylish look - DW pistols with full armor and Flames of Devotion - less micro, good auto attack (especially with Eccea's Arcane Blaster and Scordeo's Trophy) This class combination even viable for solo
  3. Min/Max suggestion for late game: Helwalker (instead of Wizard): +50% additional damage will give you higher lash, +5 to int will give you longer BDD and +20% fire lash on top of that is pretty good Eng game gear with immunities for all 6x affliction you check my previous build https://forums.obsidian.net/topic/105553-build-servant-of-death/ (it will cost you +4 DEX and 20% action speed), but you can do no-rest run after level 10 (you don't need to change your food) New DLC introduce AXE that upgrade MIG inspiration and make your crits interrupt bosses
  4. @diamondsforever Well just check videos on YouTube for solo builds. Most of them (if not all) is Paladin (because of regeneration/armor stacking) Then for solo exist cheesing tactics such as invisible chanter (infinity summoning), arcana abusing (damage stacking), plus there exist a lot of builds which can solo game without BoW dragon and Mega boss (You can check my old BDD build and Ranger/Cipher) By myself I know a least 2 build which can solo game with all boss, only with healing pots (without Paladin and Arcana) Soulblade/Fighter, Ranger/Fighter All other caster builds is usually non-viable on solo run because Obsidian decided to make their abilities cast per fight
  5. Probably healing pots and food only type run. I don't want to have to spend a ton of time crafting and finding materials for crafting if possible Then - Paladin/Streetfighter, Fighter/Soulblade, Paladin/Ranger, Paladin/Chanter, Paladin/Fighter, Monk/Wizard, Monk/Fighter, Monk/Paladin. The game has pretty easy mathematic (if we will skip all unstable classes like Streetfighter/Berserker or BDD like builds) You just need: - Some way to restore your hit points (for example healing pots) - ~19-20 armor (~50% DM reduction for bosses attacks) - ~130 defenses and 120 ACC You can play with numbers and try to sacrifice some numbers for more offensive setups
  6. Yeah KM has a lot of bugs But at least it give you enough challenge, I definitely enjoy CHALLENGE/HARD difficulties before 1.0.2
  7. If you do consumable run, you can go with any class combination maybe except Druids and Barbarians If you do only with healing pots you can take Fighter/X or Paladin/X or Monk/X If you plan to do without consumables then only Paladin/X, especially Paladin/Chanter
  8. This thread sound very promising After few days in Kingmaker on Hard, I think I ready to relax and enjoy Slayer, Seeker, Survivor `difficulty`
  9. How would you build these, how much micro is involved? Well Ranger/Paladin now can rise it defense/accuracy against 1 enemy type, this mean that you can start each fight with 120+ defenses even without any gear, with shield and cape, you can rise defenses to 150+ and stop all enemies crits + Ranger get you +50 passive accuracy - which usually mean 50%+ crit rate + Ranger get you summon which can set flanked status + Ranger get you ability to clear all beneficial effects You don't need any micro, you don't need no-rest rust, you need only prepare yourself for boss battle that all Paladin/Ascendant - Work same, but without +30 acc bonus, you can do no-rest run, just dominate everything and disintegrate bosses
  10. I think there missing few top tier combos for solo melee (Ascendant,Soulblade)/Paladin - With new Rapier & Animancer Blade Ranger/Paladin - With latest patch this combination get +20 ACC / +20 Defenses against bosses I don't think that there exist combination stronger than Ranger/Paladin
  11. Hi everyone, could someone explain for me in short - what the difference between 3.5 from NWN and 3.5 from Pathfinder, is something like Bard/Blackguard/RDD or Cleric/Bard/Monk still possible ? Is UMD/Acrobatic/Spellcasting/Discipline still required for all top tier builds ?
  12. Well to reach those numbers you have to hold your focus since the values update as your focus fluctuates and it also needs to crit to apply. For something like an Ascendant, you'll drop your focus after gaining ascended and you have to decide whether to use your actions to attack or to cast spells. Soul Blades have a pretty low focus cap, but I think you probably can do burstier damage just Soul Annihilating rather than waiting for ticks to go. The ability does sound pretty good for tankier builds that outlast though. I am thinking about Ranger/Cipher with Big/Medium Shield + Rapier, so you basically cast Ectopsychic Echo/Disintegration/Soul Ignition/Rapier DoT, your damage not so high as Rogue/Cipher, but Ranger garant you stable Crits, I already has such build, but it lack of good melee weapon
  13. I am really beginning to question the value of a Streetfighter Rogue, if 1) you are not in the habit of getting him below 50 percent HP AND 2) you run at 3 melees. In such a scenario, am I getting any benefit at all? I know I am only level 12 at this point, but my Streetfighter Rogue/Fighter is getting out-damaged up to this stage by both my hunting bow Barbarian (!) (and as Serafen, he joined late, too!) and my Fighter/Paladin. So unless the Streetfighter character miraculously picks-up mid- and late-game, I don't see what the fuss is about. Also, please keep in mind that I heal very fast so I don't get to Bloodied stage, and I run a lot of melees or hybrid melee-caster characters who are sturdy. So with my gaming habits, I should stay away? Or am I going to be floored by the Streetfighter DPS later? This note was about special combination, Barring Death's Door and Streetfighter damage & recovery boost. Barring Death's Door on Streetfighter not only protect him from deaths (as other classes) but give him +150% DM & 50% Recovery - this is single class in the game which has such high benefits from such simple combination. > So unless the Streetfighter character miraculously picks-up mid- and late-game, I don't see what the fuss is about. You don't need mid-late game to make street-fighter work, check build thread, there exist at least 3 - 4 ways to get free -50% recovery time & +50% damage
  14. Yeah, there exists at least 2 good items 1. Soulbound axe, thanks for guy who designed this weapon, it upgrade any might inspiration to 1 tier, i.e now Berseker can get Energized, and all other barbarian sub-classes can get +2 pen for free i.e now you don't need Berserker to rise your Pen + it regain 15HP for all kills Thanks; that really sounds awesome. I hope we can get it early enough to make use of it. By the way, how are these items acquired? Any new items in the shops or acquired through non-DLC mob drops? I don't know I only checked them over console, to plan my next build for DLC
  15. I checked this armor. All familiar bonus were something between +3/+4 to accuracy or defenses, last transformation ability give you weapon without accuracy bonus Not I mean real summon, not a familiar
  16. Yeah, there exists at least 2 good items 1. Soulbound axe, thanks for guy who designed this weapon, it upgrade any might inspiration to 1 tier, i.e now Berseker can get Energized, and all other barbarian sub-classes can get +2 pen for free i.e now you don't need Berserker to rise your Pen + it regain 15HP for all kills 2. Flail which do 10 - 12 fire damage on hit (with Maxed Religion), it transfer all on HIT/CRIT effects and has large AOE, and increase accuracy by 4. I tested it with Blood Storm and Avenging Storm (Now you can make Pure Druid build with good AOE Damage) But even with this two items, what the point to design so boring and useless items effects. You create wolf headgear ? - Make it auto summon wolf each encounter OR give it DoT damage for your fists OR transformation to wolf ... just something interesting
  17. They look cool, but you can't do anything with them and your post only confirm this, what the point to use Bow which 2x time worse than any other legendary Bow with immediately recovery on Crit ?
  18. I have installed new Seeker, Slayer, Survivor DLC and checked all new items with console... I don't understand what the problem with Obsidian. They added incredibly beautiful armor and weapon but most of these items are useless. Check on attached screenshot: 1. Head - 2 Perception, Charm all beast for 15s on beast kill 2. Armor - There no-legendary version of this armor 3. Weapon - When War Bow's modal activated this bow has 75% chance to Distract near death target, 30% chance on CRIT, to attack all enemies on line with 4. Cape - Primary attack riposte with 10% chance WTF ? Why they can't design more items like Scordeo's Edge, Sun & Moon, Frost-seeker, Nemno'k Cloak In DLC exist few good items, like flail which do Fire AOE on Hit or War Axe which can upgrade all might inspirations to 1 tier above
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