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About djinnxy

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    (3) Conjurer


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  1. It helps to plan your build but unless you make a critical mistake at level one you can respec. IMO just go up to PotD especially if you play with a party. Pay close attention to armor and the weapons/ spells you need to penetrate, Also make note of any buffs debuffs. In PotD it is critical to get the buffs and notice which debuffs you can affect the enemy with. There are min max builds for both rogue cipher and rogue fighter that you can pull ideas from for what is effective. I would never suggest being unoriginal though. Put your own twist in everything. edit: I'd agree with thelee that rogue cipher is a little more fun to play, but more challenging to get the right combo of skills to be effective. It shouldn't matter much in veteran though.
  2. Anyone have a riposte build to share that uses the modded rogue acrobat? I was pleased to see people still discuss the game but at the same time notice not much has come up on new builds since a couple months after release and almost nothing on mod classes. I'm giving the game another go after an extended absence. Also any other ideas from The Class Project mod would be appreciated, but I can take that to a new topic if it comes up.
  3. As stated above rounds translates into 6 seconds. As far as base weapon damage rounds does not matter at all. The per round damage ticks matter per round. What matters for weapons is initiative which is figured in seconds. An example of the 2 in combo would be you cast a spell that persists that does 6 damage per round ( 1 damage per second. ) If you add that to the 4.1 dps you do with weapons that's 5.1 dps. This isn't dnd where you gain bonus weapon attacks on your turn as you level. It's entirely on initiative which is in seconds. Also stated above that's strictly dps. That's assuming a hit ratio of 1 which is accuracy vs. deflection unless you have the barbarian ability for fortitude if it's lower. That's also not figuring in penetration vs armor. They are mentioned. Simply put sabres will outperform most things. In the odd case you can't hit vs deflection then an accurate weapon will do better. In a few cases even on potd upscale ( I say few because 95% or more are trash mobs ) The added penetration of a 2 hander over 9 pen will work better than sabres. There are numerous mobs with high slash armor. To streamline your ability points spent you're farther ahead taking dual wield with sabres and hammers to a certain point. Of course your stats and gear will change how much you hit/penetrate/damage. Edit: tldr: initiative has nothing to do with attacks per round. It is simply in seconds. If your total initiative (+seconds assuming it is a spell) are half of the enemies initiative you will attack 2 times to their 1.
  4. using base sabre and greatsword as an example with both feats on my character (all other buffs being equalized) this is what I get. Sabre 5.4 initiative 6.2 both added weapon initiative 11.6 total intiative total average damage of both per strike is 47 47/11.6 = 4.1 dps greatsword 5.4 initiative 3.6 weapon initiative 9 total initiative average damage per strike is 28 28/9 = 3.1 dps I'll use another 2 examples quarterstaff and sword. Base quarterstaff is exactly the same as base greatsword 3.1 dps Sword average damage is 39 with the same weapon initiative. 39/11.6 = 3.4 dps breaking that down with the given stats of the character sword = 3.4 dps greatword = 3.1 dps quarterstaff = 3.1 dps sabre = 4.1 dps There's a lot of gear etc. that will change those numbers and keep in mind that's on a character fully geared and leveled up. There's no gear on it specific to any weapon or weapon style. Without looking at weapon effects, armor, or immunities sabres look pretty good. Initiative is figured in seconds and one round 6 seconds. When you are figuring per round effects you need to be mindful of the total initiative of the weapon initiative and initiative. With 2 sabres it is 11.6 seconds. That means if you're a rogue and are relying on an affliction hit for damage on your next turn it better last 2 rounds to get a hit vs. afllicted. I'll throw in one more. I'll do rapier vs. pike. The pike is exactly the same dps as the other 2 handers above rapier is 4.6 total weapon initiative + 5.4 initiative = 10 total initiative 29 average dmg/10 = 2.9 dps rapier = 2.9 dps however that is not figuring in what the added accuracy of the weapon would give you for extra hits. you'd have to do that based on your total accuracy vs each mob's deflection and then figure in the penetration vs armor. Once you have that you'd also have to figure in any bonus graze to hit or hit to crit etc. etc. For reference I'll do the greatsword with modal on. Keep in mind that you lose 10 accuracy. You also need to keep in mind that you have 2 damage types to overcome armor vs. the sabres. The average damage is 35 and the total initiative is the same as above 9. 35/9 = 3.9 dps Compare that to the sabres with the added 2 penetration. Total initiative 14.6 with the same 47 damage as above 47/14.6 = 3.2 dps The greatsword here with modal vs. the sabre with modal is going to be the king of the trash mobs. Sabres will hold the edge against higher armor rating. To be fair I'll do estoc with modal. At the sizable reduction of 15 deflection, but 3 more penetration than sabre with modal. 24.5 average damage The same total initiative as the previously mentioned two handers. 24.5/9 = 2.7 dps A bit less than dual sabre, but if you are up against a heavy slash/pierce armored mob the estoc will have an edge. Hope that helps. Correct me if my math is wrong thanks.
  5. I have not tested it. I have so many irons in the fire already I barely finish end game content unless I console gear and levels in and just teleport to areas. One of these days I'm going to do a legit start to finish again to pick up some of the remaining berath's blessings. I would like to test it but, my guess is someone beats me to it...
  6. Initially scout would be better. By the mid to late levels ranger pulls away. It really depends on what you want to focus on. If you aren't worried about the dlc then scout is just fine. If you do want to do all the dlc take every late game advantage you can. Really pellagina would work as crusader as well. I usually like the dual passive aoe heal and the summons, but they aren't absolutely necessary with Tekehu as druid for heals. It would be my choice, no reason I can tell you crusader should not be yours. Serafen has some pretty good dialogue if you aren't terribly squeamish. 2h is probably a good choice for battlemage. That saves you points/gives you +15% damage if you want to use the summon weapons. What you do lack depending on what you take for subclasses on your main (and besides Pellagina as /chanter) is resource regeneration on your remaining characters. 98% + of the game it doesn't matter. If you do the mega bosses you will be resource starved. Most other content should be no prob.
  7. You're main is entirely up to you. Sounds like ok choices either way to me. Tekehu as pure druid is great because of the lack of summons and like you said the aoe. Take his shark mode out of the ai so he never transforms without you wanting it. He has a habit of transforming and committing hari kari in real time. I like to keep him with the rod. It is a solid dps choice and keeps him in the back. Pallegina I prefer as dual class. You get 2 sources of passive heals and she has a valuable source of summons since Tekehu can't. Do you have a mod that allows more classes on her?? You don't have another set up for full tank above so that is what I recommend. Get her in gear that provides the best armor and number of engaged enemies. Use items that increase the amount she heals to help keep her up without using her turn on lay on hands. Aim for weapons that have an on hit aoe to make the most of engaging multiple enemies. Maia I like best as pure ranger. Get her Acina's Tricorn. And leave her in the armor provided. The faster you get to driving flight with slow shooting arquebus the better. The gun received from her quest line is good or get Spearcaster and bump Arcana. Either way bump arcana. It's a good choice here. With this set up you have 2 squishy ranged so I'd aim for another off tank or melee dps. Pure barbarian is a good choice. You have multiple choices here. Konstanten, Rekke, and Serafen. If you have the dlc I'd go Konstanten. He has the best stat distribution and a nice buff. There are some choices to consider for weapons here. Two weapon will net you the highest dps. If you prefer con debuffs so druid spells hit you want morningstar. You could consider a reach weapon here to allow him to stand behind Pallegina and still hit.. In my opinion the best option is give him 2 weapon with flail as at least one of them. The modal will steal some dex which will be valuable for both casters. There are lots of good choices for the second weapon, but leave room for both a pierce and slash weapon for the blunt immunes.
  8. You are particularly looking to put tier 2 + 3 might and con inspirations on the pet. Whether you do that from multiclassing yourself or from party buffs you'll want the +2 pen and +2 armor on the pet along with the other benefits. Priest has some other juicy buffs that help with accuracy and might, not to mention healing. That's strictly speaking for stalker if you are looking to optimize the pet. If you choose ghostheart then take animancy cat. I really don't know what else helps the ghostheart right off because the only reason I take it is to not have a pet. I'd take wael or woedica for multiclass in that order if I was going to try to be self reliant or solo. I wouldn't expect to do the harder dlc potd upscale with it as it has no resource regen.
  9. With the staff for reach and the easy summons from ancient you should be able to cover melee while casting. If you have problems tank up aloth. It's easy enough to do and you still have plenty of firepower left for casting damage.
  10. If you prefer Serafen as Barbarian the obvious weapon choice (considering you want to debuff fortitude) is morning star. To fill your other prerequisites then take Ydwin as pure cipher. You gain your last slot and a source of brilliant. Along with that you fulfill giftmefood's tier nine ideals (I tend to agree.) The damage you lose from Xoti as a monk will be made up for with Serafen. You won't need to worry about damage anyhow with Aloth pure wiz and you as pure Ancient.
  11. Yep. That's why it would hinge on raising the cap for the ability. Otherwise meh. Just raise the amount healed by like triple.
  12. The sage tank is the only way I can see this working in solo. You'd need to take all of the low level aoe vs. all affliction spells and pull of eora. I'd stick with moderate or better int and max resolve. Take any gear that reduces affliction time and stacks resolve. You'd need to max perception to hit yourself. Maybe lower might to keep from damaging yourself too much. There's some ok-ish gear from beast of winter for afflictions. I'm not sure how that would work to alleviate the symptoms of a subpar build?? In a party situation I'd take it solo (or maybe forbidden fist/zerker?). I'll console it in later maybe for testing. I can't see it being an easy class to choose. A nice fix for it would be to make losing afflictions raise con instead of direct heal and raise the upper limit for con stacking to 45 for the class. Along with iron wheel I can see it being a completely viable class then. Edit: this could give you 700+ hp to work with if my math is correct.
  13. Which stats might etc. would you give each and which races? I like this build. I would lean toward going tactician/beguiler as a possibility to replace tactician/beckoner. One covers flanking by adding lots of summons and the other covers it with phantom foes. With tactician/beguiler I would take tactician/debonaire. It's more of a reliable source of the charm/crit combo. I like the other idea better so I'll elaborate more there. With tactician/beckoner or /troubadour I'd want the heavier summons like the drakes or the ogres to absorb some damage and flank as well as the skeleton and wraith summons for the weapons that give the foe only clouds situationally. I'd probably use the skeleton chant and ancient memory for healing. Focus more heavily on armor stacking with the tactician chanter. You'll want to go sword and board and beef this one up. Be sure to put a few points in might and int for healing and the length of summons respectively. Use patinated plate or nomad's brigandine. Make this one your main and take prissy the cat. +15% healing done and 10 hp per kill for the party. Be sure to add a few other healing buffs for gear and the rest for defense here. Use Kapana Taga as the main weapon and take immune to flanking afflictions here. For active skills you'll want bombs on one or the other for emergency flanking (cinder bombs or sparkle crackers.) The chanter I recommend arcana for the heal scrolls. With the chanter combo use tactician trickster. Take weapon and shield and 2 weapon fighting both. Use the small shields tuotilo's palm until you can get the best defense. Be sure to take an extra weapon slot so you are prepared for every situation. Someone asked if tuotilo's palm scaled with monastic unarmed training and I apologize I have not tested it yet or looked it up. If it does that is one possible weapon combo. I'd of course take grave calling on one of them for the foe only chill fogs from killing skeletons. For the less attractive noxious cloud (you'll be able to use the trickster ability to sicken AND frighten) use hel beckoning to kill the wraiths. Either of the 2 weapons can be on either character, but I'd get both. They're just too good with chanter not to have. Back to the stats on tactician trickster. Max perception and resolve. You'll want this one tanky and you won't want to miss when you drop repulsive visage to save your butt. If you chip away at any stat to buff others make it strength, int, or dex. They're less important here. Don't completely dump any of the stats. In the short term use Devil of Caroc's bp until you get either Casita Samelia's or Gipon Prudensco. I recommend the Gipon Prudensco. Take the flanking immune (duh! tactician) and the deflection stacking. Give this guy explosives. Most things that aren't flanked with the chill fogs, persistent distraction, or party members can be flanked with sparkle crackers. For resistant mobs us cinder bombs. They work great for hitting rangers or casters that stay off on the fringes. For abilities take the deflection and healing skills along with accuracy on the fighter side of both. For the rogue take escape and then move down through the smokes and take the right fork. This is your guile alternative to grenades that provide flanking. Don't waste points in bell ringing. The rest is up to you. I do recommend the perishing strike. You'll run into things that heal and it would be better for you if they didn't . Perishing strike takes care of that. Of course persistent distraction is a must. After that i'd maybe take riposte and some damage. I don't think I've ever built a character that didn't have uncanny luck. That's all I'll add. I'll leave the rest for you to figure out. I reserve the right to be completely wrong about anything here.
  14. It does in-game I think. I read it somewhere anyway. I've been playing around with a blood mage / steel garotte aloth but 1) I used the unity console to craft him and 2) I haven't gotten Citzal's yet on this run. if you're testing the combo please share any info you figure out. It is in the description. I have not fully tested whether there is anything besides weapons that will provide the health. With a garote/bloodmage and a chanter/something you could use the chant that gives 15%, concelhaut's staff that drains (%?), either of the other 2 wiz draining spells, and the garote weapon 15%. I can't give any math on that without testing.
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