
Myrtillo
Members-
Posts
216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Myrtillo
-
On what difficulty ? On what role ? I played my pure streetfighter in a party of 5, usually with two melee (him and either pallegina or Eder.) When I wanted to bring more melee chars I was switching him to ranged blunderbuss with modal (giving him the first tier of the passive 100% of the time). Note: he was not using any form of stealth or flanking. On veteran, for the first half of the game, he was bloodied VERY often, and flanked quite often. Second half he was only bloodied and/or flanked on difficult battles, because everything was dying too quickly under his attacks. But it still definitely helped a lot in those difficult battles. If your goal is to use your character as a stealthy flanker, then I agree streetfighter is inefficient. If your goal is to stand in the middle of the melee, then it is the best rogue subclass.
-
Crippling and blinding strike are also full attacks, so you effectively loose half the damage potential for the same recovery. (but with a slightly faster action animation, so I would say you loose about 40% of the dps potential in the end) Sap indeed isn't impacted as it is a primary. PS: I love the style of the "Shoot>Escape in>attack" with no recovery as an opener, congrats on finding that tactic. Definitely not op, but efficient and cool af. If you are wearing the great escapist cape, you can even do this without spending 1 guile (as 1 guile is a lot early).
-
I feel you about the RP dex and per, and these stats benefit the build anyways I think this stat distribution would work in Veteran if you focus on defensive food and items early game, and maybe have Xoti casting a CON inspiration. Mid to late game when you start getting good gear and more importantly great defensive abilities from fighter tree, you will not worry about it anymore. If you feel unsure, grab two points out of might to put into CON. Might +dmg% is additive, so you won't loose much damage. +2 CON is a flat +10% survivability, which is good. Especially for streetfighter, as it gives a better "bloodied health pool". It gives more breathing room when you are bloodied before you start being in serious danger, as you don't want to heal instantly when bloodied. I don't know if I make sense ?
-
I do not understand why some people are answering outside of your question. With the build you seem to have in mind, I strongly recommend devoted/streetfighter over devoted/rogue. The passive will help a ton in most cases, and only slightly hurt (20% is not much) in easy battles where it's ok to be slightly less efficient. I hesitated a long time about playing a build very similar to yours, because I enjoy single sword/no-offhand. I am convinced that it will work well in Veteran (can't tell about PotD since i didn't play it yet). Ultimately the only reason that took me away from it was that I did not want to multiclass so I played a pure streetfighter with rapier and dagger. As long as you get decent con/res (about 14) and pick some defensive abilities from the fighter, you will be fine in the melee. Get persistent distraction, this is really good on any melee rogue and will give you more relative tankiness and more crits. As I said before, because people are freaking out about you not dual wielding: You can focus on abilities that do not apply full attacks. Use conqueror stance. This has a good synergy with streetfighter as you become more durable when bloodied. Use Sap . Sap is a primary attack so you are not loosing anything by not dual wielding. But honestly the others would still work fine if they appeal to you. I'm going a bit off topic but I'd be happy to discuss your build idea
-
For those who like blunderbuss: The malus from the blunderbuss modal ability gets you distracted, which gets you flanked. Flanked triggers the Streetfighter passive, giving -50% recovery and +50% damage on sneak attack Also, Fire in the Hole and Hand Canon (the two blunderbusses that do aoe instead of pellets) can apply the effects of full attacks/primary attacks to all the tagets in the aoe, which can change the balance of some abilities. As an exemple, Corroding Strike seems a lot more potent if 4-5 ennemies are affected by the Weakened affliction and the corrosive dot.
-
This is mostly true (even if as you pointed the extra hits and crits from vastly superior acc will help offset that disadvantage), but then again, it's not like you absolutely need all the damage you can find. You will do well with that build in Veteran (not sure about PoTD). Just use your guile on sap and pernicious cloud rather than spamming cheap full attacks, and take conqueror stance. Fighter's power strike is also a primary attack that would not benefit from dual wield You will have more fun by playing what you really like. To answer the initial question, I played a streetfighter and he was flanked and bloodied quite often, and sometimes both. And when he did not, well, it means that the fight was easy anyways. What I always say is: Do you need to obliterate even more an ennemy that you would defeat easily, or do you need that extra kick of power when you face real danger ?
-
FYI, ONLY those free spells he gets are foe-only. Other water/frost spells he gets via level-up are NOT foe-only.This 100% confirmed?... well in my game, yes. Easy enough to test for yourself: pick Hail Storm (or something like that), cast it on yourself, then respec/reload! Ah well, not surprised. Any chance you can help me on my other question on if any of Tekehus unique equipment he starts with adds any bonuses or benefits to his Chanter class? Cheers The robe he starts with does nothing and cannot be upgraded. It looks damn cool though so I let him keep it for the whole game :D The rod only serves to increase water/ice power levels by two. I did not dig too much into his chanter version, but I believe he gets free spells that can be cast as invocations, and I think some of those are water/ice. But it would benefit his druid spells more.
-
The best use I found for Scordeo's trophy is to take the upgrade that lets the passive stack for ranged as well, and give it to Maia with pistol modal. She shoots really fast with it, and the gunhawk passive is very strong with fast attacking firearms (perma interrupt) This is what I mentionned in my previous post: Scordeo's gun and saber are clearly made to be wielded together but no matter how hard I think about it, I don't find a way to make it efficient. The only thing that would work wonders is if full attacks were making use of the gun and saber when in melee range, then a good deal of builds could incorporate the combo as core. For now the best usage that I see: Consider yourself a melee character, attack with the blade to stack ranged accuracy, then when you see an opportunity to shoot another target (for exemple to finish off a foe), use the pistol shot and it will most likely crit, and in turn give you more speed with the saber. It gives you some battlefield presence without having to swap between sets. I am still analyzing what class could use this combo the best, because I really like the concept, although not optimal. Good thing is, POE lets you get away with not being optimal. I like the idea enough to give it a go. The only thing bothering me for now is that Scordeo's Edge is acquired late in the game.
-
If all you want to cast is displaced image I would strongly suggest to go single class trickster. I made a streetfighter tank rogue that works wonders in veteran. You can see the complete build here. https://forums.obsidian.net/topic/99676-class-build-the-duelling-corsair/ It could easily be used as a base for trickster, bringing less damage output, but much better tanking and riposte potential, and a lot of utility.
-
Patch 1.0.2 Fixes
Myrtillo replied to SChin's topic in Pillars of Eternity II: Deadfire Announcements & News
For me, the most annoying bugs are: - Watcher respec removes watcher abilities and trainer bonus - That sanity-threatening crate/gun/impact/whatever sound randomly playing (left ear on the stereo) that seems somehow weirdly tied to Tekehu's weapon sets and idle animations. Am I the only one hearing it ? I also noticed the performance drops on long sessions but I thought it was my computer heating up. Glad to know I won't have to restart the game every couple of hours. -
My character collects them as a hobby. I took deep pockets for the sole purpose of wearing 6 at the time. I think I got one that summons two magma ooze in the cave of the Ancient One (Margran's tooth) And I am almost positive that I got one that summons a siren from the Treasure Cove shop in Dunnage. You already know about the obsidian lamp. I think the herbalist in Neketaka has one, and possibly another in the Dark Cupboard. I also have spider, wurm, tiger, animat summoning figurines, and a necklace that summons wurms and a drake. Unfortunately, I did not note where I found most of them, they are scattered in dungeons/islands etc..
-
Anyone ? I'm at the point where I'm ready to sail to Ukaizo, and I cleared the whole map. All I could find was 3 primal water in total. The only ennemy I found that were dropping them are sirens, but I could only find one fight with 5 sirens on an island, that yielded only two primal water (after a couple of reloads). Halp plez . Tekehu wants his rod nice and shiny.
-
Rogue (Streetfighter) Description: This build tries to find the balance between roleplay and efficiency. It focuses on the duelist archetype, with a corsair/pirate flair (we are in Deadfire after all). It is a lateral approach to the rogue that does not use any form of sneak and stealth. The Duelling Corsair stands his ground in the melee, using his fencing skills rather than stealthy tactics and deception. It is a single class streetfighter, which I find under-represented on that forum. I tried to make the most of the class, and it turned out wonderfully well. I played on veteran difficulty, and he dealt by far the most damage, while also sustaining the most damage. Difficulty: Veteran (although PotD should be possible, I just didn't play it) Solo: not tested Race: Human has the best synergy, but I encourage you to pick the race you like the most. Origin: Doesn't matter, no stat is min or maxed. Pick what you like and adjust Stats : 8 Might 14 Con 10 Dex 12 Per 14 Intelligence 18 Resolve (I got Blessing of Berath for M10 CON16 DEX12 PER14 INT16 RES20). Overall pretty defensive stats, low might/dex/per is counter-intuitive for a rogue. However, he is still able to get high damage and action speed (see below). If your purpose is to optimise, you could drop int to 10 and pump perception to 16 (or PE14 MIG10). I like having good int for roleplay purposes and it has decent applications with the rogue (debuffs, wall of flashing steel), and with the watcher abilities (I know a lot of players barely use them but I love them for roleplay purpose, and the actual utility isn't bad. I can get +5 per +5 int, and get an ennemy frightened for a duration longer than most fights. Or heal allies, grant them fit and distract ennemies in an aoe) Also, more CON wouldn't hurt. If you are playing on POTD, I would highly suggest to drop 2 dex and 2 int, and pump CON. Streefighter benefits a lot from CON as it gives more breathing room when you are bloodied before the danger becomes serious. Skills: Whatever you fancy. I chose my skills for roleplay purposes: mechanics/atchletics, and diplomacy/bluff/metaphisics, but get the ones you want, it has no impact on the build. Proficiency: rapier and dagger. Optionnal: sword and sabre special mention: blunderbuss (see bonus section) Blessing of Berath: Recommended: bonus attributes Great if you have it: Double Skill bonus, 50k gold Gear: We are going for that corsair captain look, while grabbing useful stats for the build. Always maintaining the balance between roleplay and efficiency. Fair Favor Miscreant Leathers Drunkard Regret (drink booze at every rest) Rest of the apparel is up to you depending on the needs. Weapons: Rapier and dagger - Rannig's Wrath is a must (unfortunately squids grasp completely negates the streetfighter bonus by granting immunity to flanked) - Pukestabber (great synergy with drunkard regret and booze. It all fits the theme AND is efficient. Marux Amanth is a good replacement. Lover's embrace: you loose on the unique ability because you don't use stealth, but as an early choice it's the best you can find) I went rapier/dagger for the Duelist look. But Saber/dagger is a good alternative if you like that. You will find tons of good unique sabres, reinforcing the corsair feel. Sword is tolerable if that's your thing. I did it for Modwyr Hand cannon or Fire in the Hole (or another blunderbuss, really, but I prefer the aoe blundebuss rather than the pellets blunderbuss. See bonus section) Ability Choices: Key abilities are: - Crippling strike (no need to upgrade) - Escape (no need to upgrade) - Eliminating blow/Ring the bell/Pershing strike/blinding strike. Choose one. Ring the bell deals decent dot damage, Pershing strike nice debuffs/damage, but costs 3 guile, eliminating blow provides aoe debuff and decent execute damage. In my opinion Eliminating>Pershing>blinding>Bell Those skills will be your early/mid game core. As soon as it becomes available take: - Gambit: the absolute must Passives: Since we go easy on the actives, it opens a lot of points for passive abilities. recomended passives (by order of availability): - Two weapons fighting: More speed - Dirty Fighting : more crits - Riposte : you will never be as good for riposte as a trickster or a tanky swashbuckler, but you get enough deflection to make it worth. And as stated we have enough points for whatever passives we like. - Persistent distraction: must have on any melee rogue. Enables free sneak attack+deathblows - Deep Wounds: more damage - Improved critical: more damage - Deathblows: more damage - Wall of flashing steel: more deflection, will always be up - Prestige: +1 pl equals +5% damage on sneak attack, in addition to various bonus to skills. good to have That's the core, but you actually have enough points to get more of the decently interesting stuff. Do not prioritise, but get those eventually: -Uncanny Luck -Adept Evsion -Slippery Mind -Fast runner -Snake Reflex/Bull Will/Bear Fortitude Strategy and gameplay : This build is designed to take advantage of the steetfighter passive. Get into the middle of the melee to have youself surrounded, or bloodied, or both. Once you trigger at least the first level of the passive, you will start doing some serious damage and act quickly. He feels a bit slow and not so damaging at first, but becomes powerfull when he needs it: on hard battles. When you get flanked, when you get bloodied. I know some people dislike passives that trigger when you take damage because they feel like being rewarded for playing poorly. But what is the point of obliterating even more an ennemy that you would already defeat easily ? The streetfighter evens the odds when he gets in a clutch, and this comes in synergy with the human passive that has a (much smaller) similar effect. So what are our tools ? First, activate the rapier and dagger modals. The extra deflection will come handy (helping on an occasional riposte), the+20 accuracy gets you a lot of crits, and recovery penalty is absorbed by your streetfighter passive. Sure, might is low, but the sneak attack and deadthblow bonus permanently on (persistant distraction), and the streetfighter bonus improving that even more. The damage output is great (by far the highest in my party), and the offtanking ability is excellent. In the early game, focus your gear on survivability. (+con>+deflection+>+defenses). Have a priest cast fit inspiration on him every battle if you feel like he's too squishy in the early game. Every non pure tank feels squishy in melee at first. In terms of actual playstyle, obviously use full attack abilities: Cripple strike for cheap full attack, and whichever you chose between eliminating blow/strike the bell/whitering strike, depending on if you need the added effect. Escape is a "o sh*t" button in case you need it. In general, try to save your abilities for when your passive triggers. But you can use them if you feel they will be useful at that time (finish an ennemy, get that debuff you need). That is until you hit power level 8 and get gambit. Once you're there, spam gambit. I have the IA set on if guile>5-gambit-target ennemy with lowest deflection. This leterally replaces my auto-attack. You will almost always crit with both weapons and fully refund gambit. You have high accuracy (or very high in the case of the rapier), so you naturally crit decently. You have the Hit>Crit from gambit (up to 80%), the dirty fighting Hit>Crit, and the Uncanny dodge Hit>Crit. The damage skyrockets with sneak attack+deathblows+streetfighter+crit bonus+improved critical+gambit critdamage bonus+Fair Favor+Grog. If you are in a clutch add on top of that the second tier of street fighter and the racial from human. All these bonuses are on full attacks at a very fast rate. And this damage can be sustained for a long time thanks to gambit refunds, and survivability (further boosted by perma Wall of Flashing Steel). Usually, the only reason why I ever miss a refund of gambit is because my target died on the first hit, or moved. When that happens and guile drops around 6, I use an empower point to replenish, and carry on with the rampage. When guile drops to 6 again (if that ever happens before the fight is over), I can use my other full attack abilities for the added effects. Conclusion: This is my favourite build in any cRPG I played. It fulfilled my duelist corsair fantasies, and worked as intended (even better actually) both on a gameplay and a roleplay perspective: The great Corsair look with gear that actually synergizes with the build, able to stand his ground in the thick of a deck fight, getting that extra aggressive survival instinct when things get rough, and dealing very, very good damage in general. Bonus section: For when you get bored and want to vary your playstyle a bit: At one point, I wanted to take Eder and Pallegina in the party, but both were built tanky, and I didn't want to clog the melee. So I looked for how to make use of my build at range. staying in the theme, and trying to find at least a bit of synergy. The answer is: Blunderbuss! With the modal on, you get distracted, which is normally bad. But distracted gets you flanked status, which triggers your passive! Get a single blunderbuss (-10 acc for blunderbuss, -5acc for distracted is too steep to use dual, we need the +12acc from singe wield, and the streetfighter passive gets you enough recovery bonus to shoot decently fast). Preferably Hand Canon or Fire in the Hole. Since we are not dual wielding, full attacks are less efficient, so I would really recommend more utility with eliminating blow for the aoe debuff. Turn the modal on. Start making booms. Disclaimer: This is mostly for fun. It is decently efficient, but nowhere near as strong as the normal playstyle. But hey, a rogue hitting in aoe (from hand cannon/fire in the hole and the modal), and creating chaos and confusion on the ennemy deck is something you need to experiment at least once. Alternatively if you have accuracy buffs or deflection debuffs on the ennemy, try dual wielding both special blunderbusses and use gambit for aoe gory mess.
-
ORRRR get her dual-wielding blunderbusses*. 4 projectiles from each shot means at least one should hit each time, guaranteeing an interrupt, PLUS the shots bounce, so she interrupts two enemies at a time. RIP spellcasters. * Blunderbi? Maia has 80% interrupts on pistols, and only 20% on each Blunderbuss pellet. IF it hits. And dual wield blunderbuss are very inaccurate and short range, while single pistol with modal is decently accurate. And Scordeo builds up action speed speed really fast.
-
In my opinion, the best thing to do is to take advantage of the gunhawk passive interrupt. So she needs to shoot as fast as possible, with guns. The best way I found to do that is to use Scordeo's trophy with nothing else in the offhand, and with the upgrade that makes the -recovery% stack work for all attacks and not only melee attacks. Use the modal, and watch recovery go super low, and enjoy the perma interrupts.