hansvedic
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What is the current consensus on which Priest subclass is the best in terms of damage spells, to include Spiritual Weapon? Berath gets Touch of Rot and Rot Skulls, which add corrode damage to the mix. Magran adds more fire spells. Wael gives the Spiritual Weapon "Rod", which is fairly good. I'm not going to play Skaen, although Finishing Blow is neat. Finally, Eothas mainly gives more healing spells. I'm torn between Magran, Berath, and Wael, mainly. Wael gives good support and gets Gaze of the Adragan, but that's at level 19 for multiclass characters. Really, the reason I'd go Wael is for the Spiritual Weapon it gets. Any thoughts? I'm open to ranged or melee, if that matters.
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I notice you use Spirit Shield & Gilded Enmity. Do these two actually stack, providing +7 armor? If not, would they stack with partial armor bonuses, such as what is provided by the Chanter Invocation Not felled by Axe, nor by Storm (something like that)? EDIT: Just did a test, and it appears the results are negative; they don't appear to stack.
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From what I've gleaned, a druid is generally considered a better healer than a priest in Deadfire. Priest brings some good buffs, but I suspect you will be okay without one. Clarity of Agony should help make any afflictions go away quickly, making a priest's buffs not necessary for countering afflictions.
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I suspect that the Monk/Druid is better DPS-wise than the Monk/Priest, especially if you max alchemy. Alchemy affects, currently, the power of some spells, such as Plague of Insects, making them pretty darn powerful. The Priest part, on the other hand, might be better for buffing oneself than the Monk/Druid. Salvation of Time + Blade Turning should also be pretty funny.
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I suppose that, if one is going that route, one could make a Holy Slayer (Paladin/Rogue) that uses Sworn Enemy & Blinding Strike + the Gouging Strike upgrade. Hit someone once, and then sit back while they slowly die. EDIT: Another option, of course, is to go Chanter/Paladin, and use Come Soft Winds as an additional drainer, with the occasional "Long Night's Drink ... Revenge of Morning" to counteract mobs that heal.
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I am interested in using a Death Godlike for one of my playthroughs, and I am curious as to what spells and abilities that either cause damage over time or cause damage every few seconds (ticks) people here have found to be most effective. Please note that while crowd control effects are great, I am first and foremost considering damage per tick, so to speak. I've heard of a few really good ones already from my searches, such as the Plague of Insects + Alchemy combo, Chillfog, and Touch of Rot, but I am curious as to what other DoT/Tick damage effects are very good. Any thoughts?
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Paladin's Flames of Devotion ability is a full attack ability, meaning both weapons are used; it also works with ranged weapons. In addition, paladins (both single and multi-class) get an ability that can restore Zeal on kill. In addition, they get boosted defenses (constrained by choosing/avoiding dialogue options that fit/don't fit the order you choose), a (self-)heal ability (presuming you don't choose Shieldbearers), and more. Rogue might also be another interesting option for several full-attack abilities, as well as mobility and stealth options. Ranger provides accuracy bonuses, Wounding Shot (IIRC, also a full attack), hit-to-crit conversion if you use the Sharpshooter class, and an ability that, when upgraded, removes 30 seconds from any buff on the target. I don't know if Barbarian's carnage works with The Long Pain, at least not without the melee-range upgrade. The answer to that question might affect the build's viability for much of the game. Still, Frenzy provides a damage and speed boost, as well as a CON boost. Of course, the first two can be nearly replicated with Swift Strikes and Thunderous Blows. Chanter might be a slightly counter-intuitive, if interesting choice. Chanter has the Sure-Handed chant, which reduces recovery for ranged weapons, as well as varied invocations that can stun, paralyze, summon, buff, and more.
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I suppose that, if one is set on using a Hierophant, that the summoned weapons of the wizard may be of use. In the beginning, Concelhaut's Draining Staff can be good. As for ranged, Kakaloth's Minor Blights does AoE damage, making it a potential option for a ranged HIerophant to gather focus quickly.
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I don't have much experience with Beguiler, but if you're looking for your cipher side to also be a spellcasting powerhouse, I highly, highly, highly recommend Ascendant. The sheer amount of focus you get is crazy, and the -1 power level isn't that extreme of a downside for casting powers w/o max focus. Of course, when you get max focus, you get to throw out ANY cipher spells you have one after another until Ascended mode turns off. If you're really concerned about that -1 power level, go Nature Godlike and use the Fleet Feet or Infuse w/ Vital Essence spells at the start of any fight to negate it. EDIT1: As for Hierophant advice, I'd say be aware that your HP is pretty darn low (38 starting + 8 per level, before any constitution bonuses or maluses) comparatively speaking, so you will probably want to go with a party and send your tanks into combat first before you attack or charm from stealth. In addition, you don't have any summons or mobility talents to keep enemy rogues and heavy-hitting melee units busy, so you might want to save your heavy-hitting wizard spells or defensive abilities for those occasions in which an enemy does manage to get close to you. Perhaps invest in alchemy for quick healing or explosives for a quick stun option against enemy rogues. EDIT2: On the other hand, the combination of wizard & cipher should provide a powerful toolset for wreaking havoc on enemy formations from afar. Probably focus on charming enemies with cipher spells during the early game and using wizard spells to nuke/quickly eliminate priority targets with high will, such as spellcasters. Maybe consider taking Soul Shock or Mind Wave to give you some early-game damage spells that you can use without worrying about losing resources. I would recommend targetting ranged units first, then rogues with your charms, as those have the most capability to hurt you even as you try to keep your distance.
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Ooh, I've been trying to figure out my 'Animancer' play through and this might be a contender. Nice Mastermind/Puppet master vibe Yep. Summon Wurms/Skeletons (preferably Wurms since they stick around longer) and go to town with Whispers of Treason in the beginning. Makes most fights a breeze, as the enemies end up killing each other and then being killed by your summons. The toughest foes for this build are the ones with high will, as they are harder to charm, even with high perception. Thus, if you're going in a party, I recommend carrying a couple alpha strikers, like Maia & Aloth with certain wizard spells, and give Eder/the tank the Club modal to drop the will scores of paladins and other willful front-liners. Or just charm a rogue and watch him work. Still, I've had decent success with this build. Gorecci Street fight was fairly easy (level 4, did all quests except GS w/ Ilari beforehand), even with letting the mage use all its spells. Could've (probably should've) had my wurms focus on the mage to kill it quickly; yes, I took the wurms before the paralysis invocation since I have Mental Binding. The drake fight in the digsite was easy, too; did it on my first try. So far, I haven't run into a challenge that couldn't be beaten by keeping my meatshields, erm, companions alive and spamming charms and summons. Even the Xaurip skirmisher & drake fight on the uncharted island with the Cavern of Xuar Tuk-Tuk wasn't too bad once I decided to charm the drake from stealth. If you're wondering about stats, I prioritized DEX, PER, & INT. My stat spread was 10 MIG, 8 CON, 19 DEX, 19 PER, 19 INT, 3 RES with a Pale Elf, athough a Wood Elf should do just fine. The whole point of my spread is that this character is focused on casting long-lasting summons & charms that hit fast and reliably. Ascendant's bonus is nice, but the sheer amount of focus it provides is what makes it worth it, even with the -1 power level. Let me know if you have any further questions. EDIT: Just realized I might want to make this a separate topic so as not to distract from the OP's focus on tough builds. Will be doing that shortly. EDIT3: I am considering waiting until I complete the game before posting a separate "class build"-type thread. EDIT 2: I am just now approaching the mid-game at this point, but I'm excited for what is to come. This build has been fun to play.
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I've been enjoying my Spiritualist (Cipher Ascendant / Troubadour Chanter) support build with the story companions. My main goal is to provide support through summons, charms, and other debuff/crowd control spells. Why fight a battle that someone else can fight for you, eh? EDIT: With this run, I am mainly focusing on alchemy, but if I were to do it again, I'd probably focus on explosives for even more crowd control possibilities. EDIT 2: I've been played this character as a ranged character, so it might not be what the OP considers fun.
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If one has 15 Resolve (-15% Negative Effect time), the Ring of the Solitary Wanderer (Lone Wolf: -35% Negative Effect time), and activates the Monk ability Clarity of Mind (-5 seconds & -50% Negative Effect Time), will that make all negative effects, DoTs, etc. effectively negated completely? I suspect that it instead behaves similarly to recovery time, with each subtraction having a multiplicative, rather than additive, effect. Regardless, I thought I would throw out this question to y'all to see if anyone knows the answer.
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Modwyr is one of the best weapons in the game and it makes you immune to confusion. It's pretty much the staple Berserker weapon. I'm presuming Modwyr wouldn't make a shifter immune to confusion while shifted? Or does it still work? Frenzy first then shift I would assume, can't test it right now unfortunately. I'm in the Svef camp though, with around 10 alchemy it completely removes the drawback of the confusion and gives you immunity to intellect, perception and resolve affliction for about 6 minutes as well as around 9-10 perception. My shifter has around 32 perception and raging blow hits like a truck and crits most of the time. I personally didn't build mine around carnage but instead the great frenzy ability, freezing wildstrike and spirit tornado. This video showcases a build similar to the one I've run. https://www.youtube.com/watch?v=MKiy3GDn8VQ Quick Question: for Spirit Tornado, does the terrify effect activate only once, when activating frenzy? If so, can you re-activate frenzy while being frenzied? EDIT: in the video, it looks like the Spirit Tornado Terrify effect gets applied periodically. Is there a certain time period that must pass for each tick, if so? Also, is that duration shortened by dexterity?
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I am currently working on a build similar in scope to Braven's Druid/Paladin build, except I am going Nalpazca Monk instead of Paladin. I am using a Moon Godlike with high MIG, CON, and PER, above average INT, dumped RES and nearly dumped DEX. The idea I'm shooting for is to use Swift Strikes as my Mortification ability (with perhaps a Flagellant's Path thrown in when necessary) and stack lashes from Lightning Strikes, Wildstrike (Corrode or Freeze, not sure which yet), and eventually Turning Wheel. For spells, I intend to use the rejuvenation spells, especially the Nature's Balm (Robust inspiration), and a bit of the storm spells too, to set up before I dive into combat (w/ Swift Strikes to speed up casting as necessary). The only problem will be when I face Arcane Dampener users, but with Clarity of Agony pretty much always being one of my starting casts, along with other measures such as Ripple Sponge, I should be okay. EDIT: Perhaps this info may help in your quest for an Ascetic (Monk/Druid)?
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If you could find out what this poison is, and how to make it (if it can be crafted), I would greatly appreciate it. I'm thinking of doing a Ravager (Berserker/???) using Swift Flurry & eventually Heartbeat Drumming with carnage for lots of melee crits leading to more attacks. Of course, since I've heard that Swift Flurry may be nerfed, this build might never come to fruition. EDIT: Ah well. I appreciate the help from y'all.
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Greetings, I ran across a potential bug today while trying out different multiclasses. I was working on an idea for a Theurge, and forgot that Lifegiver (supposedly) can't use summon spells. Lo and behold, my Lifegiver was able to summon skeletons with the Chanter ability. Is this intended, or is this a bug? Further clarification would be greatly appreciated. Thanks!