
summatsupeer
Members-
Posts
103 -
Joined
-
Last visited
Everything posted by summatsupeer
-
I just tried Devil at level 14 as this build and works nicely. Defences seemed good enough without needing lots of help, just paladin with defence aura + shield. Had cipher available to slap extra DR + healing + dodge if needed but so far not been focused with monk as main tank and the paladin. Had that much focus I could use mindweb though Rogues deflection was highest. Didnt have the golden dragon but think they could of replaced the monk but it was my main char with reaping knives to build focus for cipher. Melted groups so quickly (high level vs dragons and elms reach missions) but damage against high DR targets seems to be the weak point. Maybe due to using a dagger (drawn in spring) even with a lot of the damage abilities. I thought the raw damage would help but it's based off the base damage, vulnerable attack (dr reduction) didn seem to help much. I think the shield was doing more damage consistantly. I need to check but might of been against targets immune/strong to the debuffs. I had cipher throwing out some combination of Eyestrike, mental binding, phantom foes and secret horrors. Thinking my backup weapon should be a 2H weapon with better base damage and/or -DR build in. Next run will be more offensive early and backline.
-
Accidentally moved and stood on a trap that killed everyone on potd iron mode I was a bit underwhelmed by the run anyway, felt too squishy for a retaliation build but probably needed more levels and items or a different group setup. I think I'd gone a bit too defensive and could of done with more damage for when they didnt attack the riposte rogue. Either that or I shouldn't of taken so many defensive talents early in preparation of riposte.
-
For me it depends on two things: 1. Do they have potions to drink or spells/scrolls to cast before engaged? 2. Do I need an alternative melee weapon setup? If weapon&shield do I want a 2 hander as backup to help finish high DR enemies? If main weapon is single damage type do I want an alternative as backup for high res/immune enemies? The damage burst at the start could be nice to take out an enemy at the start but if hit chance is low I don't think it's worth it over the options above.
-
A lot of whats in the guides list are really powerful. Some are themed but still really strong and can be tweaked to be stronger without the theme or depending what you have in your group so need them to do. Typically some weapon/ability will be the super strong thing so its about getting the most out of it. For example Firebrand is (i think) the highest damage melee weapon in the game and The Cauterizer maximizes this. Can still tweak the guides build for your play through, I didn't need Dragon Leap to relocate so used Echoing Shout. ------------------------------------ The Drake Ambassador is themed and an example of using Dragon Thrashed which I think is OP against anything that isn't immune to slash/fire, even then its not weak depending what other options you bring such as raw damage from a level 1 chant! You can take that builds attributes, some heavy armour and add what you like really. I had quite a bit of CC already so I focused more on invocations that added damage White Worms, 7 Nights, Biting Winds with a few support ones thrown in rather than CC which I had enough of already. I'd say this is stronger but only because I removed the theme. ------------------------------------ For Druid the Thundercat is a good example of spirit shift and the storm spells. I'd say the storm spells are OP, the ability to buff/debuff and attack at the same time just tops it off. ------------------------------------ Monk I think the most powerful is Monksterlash. It's so tanky but also so much damage from retaliation and weapon damage. I'd say the Bittercut makes it OP, even if you don't make use of Bittercut it would still be really strong due to how lashes stack including raw damage from Blood Testament work on retaliation and Torments Reach giving an extra full attack. ------------------------------------ No guide for it but I think Cipher is one of the most OP classes, so much weapon damage but with access to raw damage, utility and some really strong CC. Mental Binding and Silent Scream are 2 really strong AOE powers. Amplified Wave I think is OP, I find the game becomes vastly easier once I get this unless something is immune. Fast cast time, good range, big AOE that knocks prone and does damage for 60 focus. By this time your accuracy should be great so hit first shot and cast this before they can hit your party. Then build more focus hitting prone target before they get back up! I typically play Cipher as ranged (bow or firearm) and you just take accuracy + damage talents and throw high attribute items on (might, dex, int and perc). Just got to body block for them and watch out for wizards/firearms/archers firing at them. Got a Rogue? Level 1 Blind spell with long AOE for 10 Focus? LOL. Want some extra help? Level 1 Charm spell for 10 Focus! Then a range of debuff's to enemies like making flanked easier (2 debuffs for Rogues Deathblows) or buffs to help support a team mate... or just do more damage. Don't even have to attack yourself once cast Reaping Knives on a teammate.
-
Not sure what you would class as 'op'. I think even very strong builds need good game knowledge to work, especially on PotD and/or solo. They will also feel different at different points of the game, some are strong early and other need time to scale or need items. The Cautorizer is a great damage dealer and its key items aren't super late. Probably biggest damage per hit you'll see plus carnage making it AOE. If enemy groups have some trash (or other tricks the guide explains) resets from Blood Thirst probably make it highest DPS in the game whilst being tanky. Dragon Thrashed chanter gets better the later the game gets and is simple to play. Shapeshifter druids do amazing damage but need some preparation time each fight. Cant just charge into every fight as they are no where near as tanky as cautorizer but the spells to buff and debuff help and the storm spells stunning enemies just tops it off. Monks are really strong in general, tanky and can do good damage even with min dex through retaliation (flame potion etc), torments reach and lashes.
-
Ah the unlimited procs definitely makes that shield worth it! I'll probably just use a small shield until I get that. Im thinking that the Ciphers 'Going Between' power could be useful and not limited to the Paladins aura range? I'm right in assuming Reinforcing Exhaultation doesn't stack with Rogues Evasion ability? Might make the paladin more offensive and/or non permanent member of the group...
-
Struggling to decide which class to play on my next run, I have an idea of the two main characters which are a Rogue and her barbarian bodyguard. I want to build the Rogue around Riposte with the Barbarian built like the Golden Dragon with debuffs helping with the Misses/Graze rate. 3rd is an obvious addition with a Priest (Durance) for his Prayer spells and buffs. 4th is Paladin (Pallegina) for her Zealous Endurance and Reinforcing Exhortation to add to the number of grazes for the rogues Riposte. I'd say this is the core 4, I play on PotD and like to do as many of the quests/tasks as possible including the companions so will swap them in as needed in the other 2 positions. I think I need some ranged debuff and more damage from the other 2 members of the group, likely one of Aloth or Hiravias will be in the group all the time. 1st question: who do I play as the MC? Devil fits the Riposte build and Maneha (with the resolve reward) fits the Golden Dragon build. But both aren't available until WM so do I just make my main 2 characters ASAP then maybe replace one later on? I'm tempted to play Rogue as the MC as i've never done so before and it fits the story but Mechanics doesn't really help a MC and might be a bit squishy early? 2nd question: are there any other cool synergies with items/abilities to add to my idea?
-
I use the companions on PotD and don't need to min/max them all. Just need a good balance and game understanding which really you'll only get from playing. Learning what enemies do what like confuse/paralyze etc so you can counter them and get control of the fight rather than responding and losing control. Once into act2 you can make lots of gold to reroll and try different abilities/talents etc. Especially if you take a weapon spec then find a weapon later you want to give them. In general act 1 is more about armour and weapons then progresses more into buff/rebuff, especially as you open up more spell levels (druid, wizard, priest) so can be casting for most of a fight where early on you would run out of spells in one fight. Ranged cipher is a favourite of mine as CC + Damage, just used one with stormcaller as I didn't have a ranger. Lots of weapon options though I'd focus on those that are damage focused rather than other enchantment. Early on focus on accuracy and damage, 10 extra focus wont go far if you cant hit or get past enemy DR with your attacks. Eder will be the main tank early, keep it simple and stack damage&accuracy and self healing. I like 2 hander with a weapon + shield as backup if taking too much damage or cc'd. Durance early on will have to help protect your cipher and hit things with weapon but don't think of him as a main tank as he's too squishy. Heavy armour with weapon&shield but later just casts. With some of his later spells he can be very powerful. Aloth isn't a great damage dealer due to attributes but can debuff well and do good damage. Probably earliest Raw damage source so hand vs high DR enemies early in the game. Kana is a bit squishy early but can do a tanky build once stack talents and armour + shield. Alternatively can have him ranged to buff other ranged characters. If using other characters or want more detail just ask! It's easier to answer specifically than being general as who you have in group might affect what they need to do.
-
Very true. My PC Monk only had swift strikes and torments reach for active (was more retaliation/lash build) and I switched ai on to cast them when wanted, rest was passives/models. Just read your witch doctor and sounds very cool and different from any monk build I've done. I agree having a few "fire and forget" characters is advisable or every battle can take ages and gets repetitive quickly. Fighter, paladin, ranger and chanter are my go to fire and forget classes. I tend to keep them simple with passives and modal abilities rather than trying to min/maxing every character in the group.
-
Durance - I like to put Hand and Key armour on him to try and make sure he can cast the Prayer to make everyone immune since his Dex isn't great. His weapons are mostly coordinating / debuffing as not typically attacking them. Hirivais - Really good with a Spirit shift build. Use spells to prepare then send him in, late game he swings fast and hard (I saw >150 per hit including lash). Natures Mark, Taste of the Hunt, Returning Storm, Form of the Delgeman are the spells I select as per encounter, casting FotD > RS > NM then decide if time is to go into spirit shift or if need more spells first. Pretty funny when rogues etc dash past front line to him only to get smacked down in a few swings. Pallegina - Heavy Tank with shield like you say, I like Coordinating weapons to help buff the damage dealers since won't be taking lots of damage abilities/talents. I like a 2 hander such as a Estoc as 2nd weapon since typically when i'd have her switch its to take down a "boss" with high DR. Kana - Dragon Thrashed build is great and I found it works well with the Barb. Kana chips away and debuffs/buffs as needed setting up the barb. Fire scrolls + enchanted weapon and maybe a extra range 2 hander so as a 2nd liner able to hit over the front line in tight areas, especially early as he will be squishy. Stick Combusting Wounds on top and everything melts that isn't (practically) immune to fire. Just make sure to setup the chants correctly so they stack to see the true power. Barbarian - 2 hander with Blood Thirst is fun and simple. Boeroer's gone into detail on weapons already so i'll just say that a build similar to the Cauterizer can still work great without Firebrand. I did a death godlike and didn't go fire focused. Just try to maximize damage so something in carnage area dies after being chipped away by the group. Try to attack the "strong" enemies with the barb and let carnage hit the weak ones so you really hurt the strong enemy before all the squishy ones are dead. Wizard - I typically prefer Druid/Ciphers so i've never done a melee wizard. I will leave that to others though it does sound interesting. The main thing I would point out is that you have nothing to really hit enemy wizards/archers/gunners. Even with good deflection and DR you can't really tank some of the groups for long (won't spoil with specifics). I'd look at your setup spells from Druid/Wizard and see if you can blind or just kill them with ranged spells before going into melee mode. Most movement abilities come at higher levels to get to them with a melee assuming you won't be able to just run at them past enemy melee. In this group i'd prefer to have the Barb hacking through the enemy from the frontline than jumping into there backline. I think the melee wizard and Hirivais are doing the same job so i'd only have one of them in my group at a time and instead have a Fighter/Monk who could front line whilst spells are cast then dive there damage dealers. I agree with @Boeroer to that a monk is probably the best Melee class, especially in the early game. I literally just finished my PC Monk run on PotD and was very fun, so much damage from a massive tank. I'd avoided them before because I didn't like to micro casting Torment's Reach so much but I would just turn on/off the AI to do it when wanted.
-
Since you need damage to cast might and perception are important but then so is Dex so you can do damage and then cast quickly hence I prefer to play a Cipher as ranged. Casting CC or even more damage as needed. I leave melee builds to someone experienced with them. The three "easy" synergies for me are: The level 3 power "Ectopsychic Echo" with a class that can summon a unit behind enemy groups. Chanter kind of fits well since both classes need to buildup resources to then summon/cast. Fighter/Monk/Barbarian's jump abilities come much later in the game and whilst you could try to run around groups with a character often theres too many enemies or doorways blocked etc. Cast DOT abilities before Cipher charms/dominates etc. The DOT damage is still applied whilst they aren't an "enemy" but can't apply it after they are a "friendly" unless its a standard AOE spell that hits friendlies. Chanter (again) and Priests do the DOT well, Druid also has DOT spells. Late game a two weapon melee class and your Reaping Knives make things silly easy. Monk who's been using fists or Barbarian are the simple options. Super later game though, slightly annoying since don't have much game to use "full build". Weapon wise DOTs or things cast off the weapon don't add focus so I prefer to look for more accuracy/damage rather than other enchantments. Good base damage for Biting Whip is recommended, early on you can fix The Disappointer then act 2 get Lead Spitter. Great early damage but need accuracy+perception to make sure you do some damage with them to then cast or you have to wait a long time for second shot. I tend to shoot whatever gives best accuracy and try not to let rest of group kill the "weak" enemies so cipher can farm them for Focus. Holding your first shot whilst CC hits sometimes is better than a pot shot with a long reload, once your attributes are higher and talents stacked up later on there's a lot of strong bow options... Bows: Lenas Er - DR bypass and defence reduction for your next shots/casts Stormcaller - Better on a ranger but if not using one the cipher can make good use of it. Mixed damage type which we can add more damage to with a talent. The Rain of Godagh Field - Attack speed. Crossbows: Good Fiend - Coordinating for more accuracy+damage so unless solo a great option. Twin Sting - +3 focus on hit is nothing at this point of the game but two shots and DAoM is good. Wendgar - Attack Speed and hits converted to crits is great for basic damage.
-
For magic and ranged damage you can go with Cipher, Wizard or Druid, maybe even Priest. Cipher - Weapon damage is very important as builds focus for powers. Powers are mostly offensive damage or debuff or CC but also has a few self and team buffs. Wizard - Relies more on spells for damage, though has spells that modify weapon damage (level 3 blights for example plus DaOM) that do more damage than implements, especially at that point of the game. If using standard ranged weapons I prefer to use debuff/cc implements rather than trying to do lots of damage with them. Spells are mostly self buff, enemy debuff or damage. Druid - Lots of different spells, aoe DR/defense buffs, enemy debuffs, and damage spells. You can ignore spirit shifting (melee), but some of a druids best spells (storms) are based around him so having him far away in back makes them less effective. Priest - most spells are to buff himself and team mates in a aoe but has a few that debuff, cc or damage enemies. Can get good accuracy for weapon damage due to some talents but really will be secondary to spells. I think Wizard or Cipher fits best can could put both in same group. You get aloth early, his might could be better for damage but can cc and debuff well plus add some damage. I'd build the cipher with high might + int, add some perc, can take points out of con&res but I wouldn't min them if your not used to it. Dont worry too much about fancy item combinations, just keep the armour light or robes and prioritize a good Int item on them if buff/debuff/cc and good might if damage. If weapon damage is important then give a perception item. Not casting quick enough then add Dex. Focus more on the talents and abilities adding what you need. Wizards early I prefer to improve there kitting/survivability to get away from enemies that get past your tanks. Cipher I prefer to add accuracy and damage to build focus quickly so can use cc/mind control to protect themselves. You can always respec once you've got cash which I find isn't an issue mid act 2 unless your buying lots of items.
-
If making chanter do weapon damage, especially using 2 hander then your going to sacrifice a lot of tanking. All chants + invocations need is might+int, same for scrolls (+lore) and spells bound to items. Through then he can do really nice damage and able to focus everything else on defense to keep him chanting (not stunned etc) and in range through shield, heavy armour and talents. Weapon damage needs lighter armour, then no shield means less def, talents for weapon accuracy+damage means further def lowered... Its a lot to sacrifice for not much extra damage. Then consider your other damage sources. DPS Barb is one I'd focus buffing (if not aoe) for weapon damage, the firebrand Cauterizer is fun. Pallegina I think is best with weapon + shield (+def aura) and could give her 2 hander as backup to switch to when need more damage to help finish "bosses" with high DR. Fighter I'd be tempted to go 1 handed build, he can get high DMG bonus and acc so extra crits will hurt. Cauterizer also benefits from crits with it's high damage which makes priests 3rd level crit spell very good for 2 characters. Having weapon+shield in one kit slot for extra deflection and in the other have a 2 hander or DR reduction weapon gives some flexibility. Character with DPS focus taking too much damage? Switch to weapon+shield, yes less damage and might be wasting talents but better than unconscious/dead. Struggling to break through high DR, switch weapon+shield for 2 hander or a DR reduction. This is why I prefer support paladins, there increase defenses in aoe instantly and can help massively at start whilst buffs/debuffs cast and opening volleys fired. Once damage is reduced due to debuffs/cc/killing them can then switch to weapon (in same focus) that has more damage (base due to 2h or DR). Your wizard is only one that can really debuff as DPS barb won't, priest is more buff focused except interdiction (plus durance is slow) and you lack druid/cipher so not really reducing enemy accuracy hence why I'm recommending boosting stacking defenses where you can, especially on low health/endurance characters like chanters. Just adding DPS to everyone isn't as effective IMO, buffing and debugging is important at POTD level. Due to some things not stacking there's only so much buff/debuffing you can so hence doing both and stacking what you can is important.
-
Well it's 4 melee characters rather than 4 tanks. I never have pure tanks, they have to offer something more be it buffing+healing, debuffing or damage. You cant force enemies to attack your main tank, especially with so many melees. Fighter as a pure tank is a waste, enemies aren't as mindless as they used to be and will disengage or go straight for squishies. With so many melee characters I think its even more advisable to not have a pure tank, if someone needs extra help have a backup plan like priest deflection boost, moonwell scrolls on chanter, cipher boosting dodge/DR or debuffs to enemy accuracies (or just CC them). In your group a heavy plate+shield chanter still does good aoe damage. Fighter can be tanky and good single target damage plus with charge ability the option to dive squishies. Barb chewing through mobs with Paladin buffing all the melee characters around her. I'd have Paladin + chanter in center, engage the first enemies, once buffs/debuffs are cast have fighter and barb flank or pick up enemies trying to run past the paladin+chanter.
-
My favorite builds are the chillfog or dragon ambassador. If not going themed the basis is front line tank in heavy plate with big shield, dont really care about weapon damage, just get defensive talents and let him chant and do invocations/scrolls/item spells, if want weapon damage have to invest a lot of talents and I think other classes do that better. In front line the best basic spell I think is the raw damage, put two in one phrase (they overlap and stack). If got Combusting Wounds (wizard spell, item bound or scroll) it applies it. With a Paladin and Priest you likely have enough defenses. The main problem with higher level chants is how they slow getting to your invocations which are very powerful (wide area aoe paralyze for example). The dragon thrashed is a good damage chant (esp with fire utility bonus and fireballs etc), but to build invocations quickly i would put as many level 1 chants (raw damage) to get 1 chant short of the invocation you want then 1 higher level chant. What "utility" you give him depends what the group needs really. Durance is pretty slow casting due to his dexterity so maybe help him with anti-frighten mixed with a level 1 spell and use when needed. I'd make eder more off-tank DPS and have paladin as main tank+support. Armoured grace allows fighter to do good single target DPS if invest some extra abilities and talents in that side rather than defender etc. Aloth is really the only class with CC, eders is single target prone or per rest aoe prone and durance will likely be busy casting buffs. I'd probably have the chanter help with paralyze invocation and body blocking in front line. If enemies are immune then summoning dragon etc to body block. Unless barb is debuffing the enemies, aloth will have to do that as well as CC since no one else in group really does that.
-
Not really front line, you dont want him in heavy plate or will be slow casting and dont want him getting hit by lots. More a second line who can pick up single enemies that gets past front line. His main job is still casting buff spells, spells are also how he will do most of his damage and cc. If you want a Priest front liner I'd probably take two and do like boerer suggested. Frontliner casts things like minor avator and tries to get tankier and buff whist other casts from second line as more tradition priest casting prayers etc. Depends what builds your thinking really. Druid can be another second line as a spirit shifter DPS. I'd probably not have them as a pure spellcaster / ranged damage with those two other two picks. Cipher has to do damage for focus but then you have lots of choice how to spend it. Great early low focus cost aoe cc options. Beam is strong damage spell but you lack someone who can get behind opponent groups (and survive) and lack someone who can make good use of the blades late game to build focus. Has a fee options to buff others/themself, debuff opponents but also some amazing mind control powers. Rangers pet is another second level type, can't tank a lot but does good damage and buffs ranger. The twin sting or stormcaller type build can do lots of damage plus some cc, especially to enemy soft targets (wizards etc at back).
-
Firstly I agree that your group can work if built and used right, but your two main "DPS" are single target and don't really add anything else. They also don't have any really interesting combinations, like a Cipher could have with applying Ectopsychic Echo power to a Fighter who charges in or in late game giving blades to feed the ciphers focus. I think one of: Paladin Main Tank + Support; Chanter Off-tank; (Dragon / Chillfog) Priest Support (with some fire Dmg + CC); I think this is a great "core" to the group, they all heal (Chanter passively AOE), 2 are tanks and if needed later on the Priest can self buff to go melee to. Paladin and Priest buff the team plus can chip in with some decent damage due to high might which the Chanter can also do due to AOE true damage to chip away and to get to invocations quickly. I'd pick one of these to play, Might and Int are good for interactions which should be maxed on all 3 IMO. The other 3 need to add Debuffs and Dmg, plus maybe some more CC so Priest doesn't have to spend too many spells doing it and Chanter won't have Invocations (or wants to save for better ones). Personally i'd have Fighter OR Rogue, both are single target damage and whilst Rogue has some abilities to proc there Sneak Attack neither really has AOE Debuffs or CC which puts a lot on that final member. I'd take 2 of Cipher, Druid and Wizard. All are flexible and able to Debuff, CC and do damage through different methods depending what is needed at the time. Then the 3rd can be a pure damage role, Fighter, Rogue, Ranger, Barb etc. If taking a Rogue i'd also pay attention to who can help proc the Sneak Attack passive.
-
Thanks for the reply. For some reason I thought it would be "best bonus applies" so them both applying at same time changes my thinking a lot. I was thinking with Battle Forged (assuming < 50% endurance) and Barbaric Retaliation it might get the last hits that are just missed, whilst an extra 20% attack speed might not get the extra attack in soon enough. I do try and manage the other characters damage to "prepare" enemies but its a lot of micro. Another thought I had was to take Barbaric Retaliation instead of Dragon Leap as I typically keep my barbarian near my Paladin to boost accuracy etc. But now i'm thinking about it I could use Dragon Leap more effectively to get onto softer targets once he is buffed by Priest etc. Not going for back/soft targets has been a weakness of mine, i don't tend to isolate characters and instead line up and grind through opponents as a group.
-
Your "offtank" chanter has might of 2? Not sure what the point of him is, there's better pure support classes. At very least put con+per back to normal levels and increase might, perc doesnt need to be so high for spells. Might is needed for healing, as chanter doesnt have many ways to increase his tankyness he needs all the healing he can get. I'd recommend "chillfog" or "drake ambassador" for offtank, both heal and do damage but different methods with slightly different secondary focus (cc vs summons). Won't repeat myself too much but I dislike that use of fighter, I think your front 3 lack damage setup that way. So many abilities for engagement which really isn't effective CC. I'd let the chanter be the main tank adding some aoe DMG, healing and cc/summon plus the paladin tanking, buffing and supporting. That leaves the fighter to be more DPS build that can wear plate so tanky. If taking "inspired flame" for priest that IMO for the accuracy bonus as the DMG is to all in aoe so will nuke your own squishies unless you have him running into enemies solo. Hence either replace it if you dont care about his weapon damage or swap addition spells for weapon focus. Only 10 might on your DPS rogue? Wizard I'd focus give more perception and Gyrd Háewanes Sténes not for damage but for cc without having to spell cast. I'd avoid the missile spells, there damage falls off a lot vs DR and many have pierce DR. I'd take more burst DMG, debuff/cc and self buff spells.
-
Most characters cover multiple roles, especially when the AI was tweaked so they go for weaker characters and dont just try to slug it out with your tank hence pure tanks dont really work well these days, they need to do damage/CC/support to. All of a fighters CC is "prone" which isn't a great option especially as most is on melee hits (nevermind if they're immune) so only negative to disengaging him is if he has good damage. Only other way he can help others is "take the hit" but if squishies are being hit its either too late or better things you can do. I think fighters make better DPS that can be quite tanky due to ignoring armour attack speed penalties. A paladin on the other hand has a lot of aoe buffs, healing, reviving etc that can be very helpful when one mistake could end your save. If want to engage more can use a weapons with guarding like shatterstar or the talent. Chanter can make a good tank with a big shield and just letting chants and invocations do the damage or support. Can add CC, damage, heals/buffs or summon things to help tank and do damage. They can be a bit squishy and short of health early on but just load up on defensive talents and buff him with paladin and/or cipher and/or priest whilst he chants and gets to invocation you want, don't really care if he can hit anything with his weapon (spell holding + art boost is handy) so can lower dex as it doesnt affect chants. Personally i prefer more than 2 melee characters, even if its a rangers pet helping as the 3rd or maybe a priest who has some good short range tank spells. Could also be more a DPS fighter, barbarian etc who have some survivability but can engage and chew through the target. Im not experienced with melee wizards or ciphers, I typically prefer a Druid rather than wizard so I have lots of choice of spells but who can then spirit shift if needed and smash the few that sneak through or transported past the tanks like spirits. Once druid + priest buffs everyone, the cipher + druid debuff enemies the druid can spirit shift and charge in with a paladin aoe support and chanters aoe chipping away.
-
My preference for your group would be: Melee Cipher (focuses on dps & self buffing, can CC if needed if backlash and other members don't have enough) Paladin (heals + support with a Guarding weapon plus Outworn Buckler then Little Savior) Chanter (The Drake's Ambassador - offtank fire casting summoning a drake) Priest (focus on Prayer spells and buffing with spells like Devotions for the Faithful) Druid (debuffer with stuff like natures mark, sunbeam, tanglefoot, hold beasts and DPS+CC from Returning Storm/Relentless Storm. additonal buffs from moonwell / Form of the Delemgan if needed) Cipher (CC / enabler as described below) -------------- Reasoning: If you don't want your Cipher to be spending so much time and focus casting CC powers i'd advise to add a Druid (Hiravias) with more of a focus on casting to debuff opponents and CC them rather than spirit-shifting. If you want Grieving Mother for that last position she is good as a CC / Enabler / Support (good Dex + Int, rest average) so i'd focus on powers like Eyestrike, Whisper of Treason, Mental Binding, Recall Agony, Psycovampiric Shield, Puppet Master, Body Attunement, Going Between, Pain Block, Amplified Wave etc. Recall Agony is a great 2nd level spell that can really help against boss type single targets doing raw damage based on the groups damage, I don't think your might affects this damage. Throw in Body Attunement (maybe your melee cipher uses this to benefit from the added DR?) to reduce the targets DR and your group + Recall Agony will be doing even more damage. If using Grieving Mother in that last position I agree with MaxQuest to swap a Druid (Hiravias) in for Aloth. The Beam powers are defended by Reflex and Druids have many spells that target Reflex plus have the amazing CC storm spells. I also agree with him that adding a Paladin in is a good idea as I'm concerned there's a lack of healing if a tank gets focused early by say a group of Lagufaeth. I think between Durance and a Druid (moonwell) there's enough potential AOE healing that a Paladin can help more with the auras +DR (i think helps more) or +Acc (should be enough other options to add accuracy when needed), direct heals+revive and maybe abilities like Aegis of Loyalty and can even get some more AOE healing at level 13 with Sacred Immolation if needed. I'd probably drop Eder, assuming your using Kana as a offtank (nice AOE heals to keep topping everyone up) who can do good AOE damage and summon something like a Drake (aka The Drake's Ambassador build) behind opponents for your melee cipher to cast Ectopsychic Echo on, could be a good combo. The paladin can help the tanks survive the earlier parts of fights easier whilst the cipher builds focus and the chanter builds phrases chanted to get to the wanted invocations. If not using Kana like that then i'd probably swap him for the Paladin and keep a Fighter/Barb/Monk who have mobility ability to combine with your Cipher.
-
Interesting build, nice theme and maximising the fire damage! I'm planning a character very similar to this going the Barbarian 2 Hand weapon path and wanting to maximize the resets from Blood Thirst so planned on Death Godlike. Partly because I looked at the list of unique weapons on the wiki and Firebrand isn't listed and I didn't realise how much base damage it has before even considering Scion Of Flame! Might still give my idea a go, i'm not doing PoTR (planning the no reload run on Hard!) so want a bit of extra survivability for mistakes. Planning on Priest + Cipher to buff+CC, not sure on rest yet. My planned talents are: Veterans Recovery, Weapon Focus, Accurate Carnage, Two Handed Style, Barbaric Blow, Stalwart Defiance, Apprentice Sneak Attack, Savage Attack? Abilities: Frenzy, Savage Defiance, One Stands Alone, Blood Thirst, Thick-Skinned, Threatening Presence, Heart of Fury, Dragon Leap I was thinking of replacing the Gloves + Belt + Boots (since we already have Concecrated Grounds on Lost Periapt of the Winding Path) with: - Fenwalkers - Gauntlets of Puissant Melee - Girdle of Maegfolc Might I'm not certain on the weapon, very tempting to just go your build!
-
@alesia_bH thanks, I think i'll just enjoy reading and seeing how other people do things whilst I finish my current save. I'm into WM2 + Act3, might join in after but don't think i'd last long without reloading! @enuhal I need to remember to enchant more often I think. @Serg BlackStrider I tend to give them shield+melee incase they get jumped... maybe I need to improve my positioning and CC then I can keep them dishing damage out using rod/scepter/wand!