Jump to content

Myrtillo

Members
  • Posts

    216
  • Joined

  • Last visited

Everything posted by Myrtillo

  1. It is a steep price in the beginning, but after some time playing you will be swimming in gold. It's a good thing that you don't get to run around with all your party in legendary gear from the start! It forces some choices at first, and in the end you can have the stuff you want anyways. Great design imo.
  2. Can you maybe tell what have to be done to push her to the darkness for threshing aura? If you check your quest log, you'll see updates like "I encouraged Xoti to seek the light of Gaun's lantern - of rebirth after death" or "I encouraged Xoti to embrace the darkness of Gaun's sickle - of death before rebirth." When you talk to her about her dreams and after the spiritual cleansing thing at the temple - like the bit about relighting the lanterns of Hel and not giving up hope pushes her towards the light, while telling her to accept the fall and the harvest pushes her towards the dark. Telling her to release the souls or keep them in the lantern doesn't do anything game mechanics wise, though it majorly affects her character and ending, it's the dialogue choices way before that that matter. I saved just before she touches the adra pillar, and I was able to reload and get the other result by telling her to keep the souls instead of releasing the souls. In both cases she did the opposit as I suggested, but I didn't change any other dialogue option before.
  3. Guys, stop suggesting multiclasses when he said he did not want to multiclass. To fit the playstyle you are mentionning, I would suggest to go pure cipher. Nothing wrong with that, and you would continue to play the way you used to in POE1. If you want to evolve your playstyle a bit: Beguiler is an option if you have a lot of sneak attack enablers in your party. Your own CC would refund focus that you can in turn use to cast damaging spells. Ascendant may lack the flexibility you need, as you really want to reach full focus before starting to cast spells, an even bigger evolution on the playstyle. It's probably the most powerful if you are looking to cast offensive spells.
  4. Can you maybe tell what have to be done to push her to the darkness for threshing aura? The choice is made when she releases the souls and it seems to go wrong. You can tell her to stop or to continue. She might listen to you. in my playthrough she did the opposit of what I said. I imagine it depends on your relation level with her.
  5. It might require more testing to confirm, but from my observations: Only the first pellet can refound guile on crit If the first pellet misses, grazes or crits, then the other are calculated normally. If the first pellet hits, then the gambit chance applies. If it is converted to crit, then all pellets are converted to crit. That would be for normal blunderbusses. For aoe blunderbusses, there is only one attack roll like a pistol, so gambit applies to it normally.
  6. https://forums.obsidian.net/topic/99116-my-attempt-on-creating-a-rogue-gunslinger/ Here's my take on the question
  7. Hello everyone, I see in various posts people wondering about how to build a gunslinger rogue, and I wanted to share my little experimentation. Rather than answering several times, I figure I'd create my own topic You can make a case for blackjacket/rogue with 4 guns sets and zero recovery being the most op build due to insane alpha strike and strong self buffs and passives while retaining most of the sneak attack potential. But if like me from a roleplay perspective you feel uneasy carrying 8 guns or multiclassing, here is my suggestion. After playing around, I think single class rogues can be very, very good gunners. Dual wield vs single handed: With another class, you could make a case for single wield Scordeo's Trophy (no offhand) with gun modal on. This will build up insane shooting speed thanks to the upgraded Scordeo passive. For the record, this is the setup I use with Maia for quasi perma-interrupt (thanks to the gunhawk passive). The accuracy bonus from single wielding compensates for the penalty from the modal. But with a rogue and their numerous full attacks, it would be a shame not to dual wield. Here is what I just tested with great success: Dual wield pistols, have other party members apply afflictions for sneak attack/deathblows, and ideally a Per buff to your gunner. Set AI on Guile>5 Gambit, target ennemy, priority lowest deflection. When you miss a few gambit refunds and your Guile gets below 6, use empower to replenish. Watch your gunslinger tear through the ennemy ranks. With optimized Per and decent rng on gambits, you can easily use it 8+ times, doing stratospheric crit damage, and possibly even outclassing the black jacket alpha strike if your recovery is low enough (you spend only one reload time between gambits). Gambit comes at lvl 16, so before that just use crippling strike for more full attacks. If you don't have enough sneak attack enablers in your party for some reason, you can use one eliminating blow for some aoe shaken, then move to crippling strike. I also just tested this while wearing the two special blunderbusses, Hand Cannon and Fire in the Hole (the blunderbusses that don't do pellets but aoe, I wouldn't recommend it with standard blunderbusses, I think only the first pellet determines the hit>crit from gambit). It creates a gory mess and is really efficient. And my character wasn't even optimised for this (average per, low dex and might). This trully had a rogue gunslinger feeling, and I wasn't taken out of the action by swapping guns 3 times. I would highly recommend this playstyle. Having Scordeo and Thundercrack in one set for single strong ennemies, Hand Cannon and Fire in the Hole in the other for packs. If you want to use blundebuss modal for even more explosive mess, wear Defiant Apparel hat. It was a blast ! (pun intended)
      • 1
      • Like
  8. It does stack, so as mentionned before it is totally viable on a class that does not have full attacks. If you can take the acc penalty from the pistol modal, you can get very high -% recovery in no time My only regret is that full attacks in melee range do not trigger the melee+the gun. That would have been the coolest thing ever.
  9. Suggestion: Once you used your 8 guns, start using full attack abilities, they will fire both guns too. After your resources are depleted I'm afraid it's going to be 1 shot>1 reload
  10. Has anyone done some testing of dual wielding melee+gun in the final release ? I read that in the beta you would have a weird behaviour of a character shooting, then running to melee distance, then reloading before switching to melee attacks. Has this changed ? Also, what happens on full attacks ? Does the char move to melee range and uses melee then fires ? I am having dreams of slash/pew moves with my Streetfighter when he decides to move from rapier and dagger fencing artist to cutlass and pistol pirate.
  11. My advice would be: If it is your first cRPG experience, select your character for roleplay reasons and not for build reasons. Pick Relaxed difficulty level, and play whatever class appeals the most to you. If you are unsure, think about your favourite heroic-fantasy character ever, and pick a class that reflects him/her, and adjust race and gender according to your liking. If you don't know how to translate the idea of the character into actual gameplay, describe what you want in this thread and I am certain that the community can suggest a precise efficient build that fits your description. (ie: - I want a Spear and small shield with light armor, hoplomacus style - I want to be Gimli - I want a mage that burns everything - I want a pirate with guns)
  12. Aloth can be made into a multiclass Wiz/Rogue and joins soon after Xoti, and there is a sidekick that can be turned into a rogue. However, nothing forces you to have a rogue in your party in Deadfire. Get a rogue only if you like it for playstyle or RP purposes. If you don't, have any other char cover mechanics (cipher gets a bonus), stealth (ranger and barb get a bonus) and rogue-ish conversation skills. My advice is: Pick your Watcher's class based on what you like. The game has every option covered.
  13. I went pure streetfighter for my first playthrough (veteran), and although I am still at the beginning (lvl 5 and just got my boat back), I am really enjoying it. I went all-in on the streetfighter idea, picked counter intuitive stats for a rogue (Per and Dex are at 10, Mig at 8, this allows Res 20, Con 14 and Int 16). (high int is there just to please me from a RP perspective, you can tune it down to 12 and pump per to 14) Using rapier and dagger combo for roleplay but also for the modals that synergise well with his kit. So the character is tanky, stays in the middle of the fight with decent survivability. He feels veeeeery sluggish at the beginning of the fight (-20% recovery from streetfighter, -35% from armor, -50% from rapier modal), but as soon as he gets flanked, he starts dishing out some serious punishement with full attacks (relative +70% recovery rate and +20% damage). And if he triggers the second stage of his passive, he deals monster crits quite often (thanks to rapier modal).
  14. I was planning to import my high-int fighter, but I lanched POE1 yesterday and for some reason my saves are gone (I probably uninstalled/reinstalled at some point and messed up the part where they ask if you want to keep the saves). However I have a decent memory of the choices I made so I should be able to recreate the playthrough easily. In terms of character development: He is witty and a good leader/friend, but definitely merciless with violent tendencies. The interest of the group comes first, on par with his personal interest. He doesn't really believe in the greater good. He can be empathetic when the situation of others echoes his own, but generally lacks compassion and despises weakness. In terms of build, he is going to move from fighter to rogue (single class) with streetfighter now being a thing, as I think it suits his character better. However, he will not rely on any stealthy mechanics/backstab. The plan is to make him an offtank duelist type with rapier and dagger (and single pistol or blunderbuss in the second slot), with an emphasis on intelligence and resolve, and a touch of perception and constitution. As a tradeoff, dex stays at 10, might is at 8, which is odd for a dps class, but hopefully with all the damage and recovery modifiers streetfighter can get (sneak attack, streetfighter passive, deathblows, full attack abilities with pen/dmg/acc bonus etc.), the (roughly 30%) damage loss from low might will not be impactful compared to the survivability he gets.
  15. Sneak attack scaling is definitely good news. Maybe other passives are now scaling too ? Like Riposte, putting it back over the playthrough to its post-buff POE1 state. I have a question for the beta players. Blunderbuss backstab on the first pellet only got me wondering: When using full attack or primary attack abilities with a blunderbuss, do every pellet have a chance to apply additional effects if they hit ? Or just the first one ? On paper, when you're not looking for the damage but to apply the effect, blunderbuss sounds OP if all pellets have a chance to hit or crit. I must decide between getting a single blunderbuss or pistol in my second slot just to apply Sap with more accuracy as an opening volley. My plan is to find a weapon with as much accuracy as possible, and as little damage (I want the confused target to survive longer and cause mayhem).
  16. Hello everyone, Like everyone here I am eagerly waiting for the release, and wondering what character I will bring into my first playthrough. I like to give it some thought because I suffer from a serious reroll syndrome, but I guess it is a common pathology of crpg players :D Before starting, a few general thoughts: I see most people here announcing that they will go for a multiclassed characters. Although I can understand the appeal and flexibility, loosing the highest tier abilities is out of the question for me, so I'll be single class. This might change when we actually discover said big abilities, though, but even then I might stick to single class just because I like it. I like having a moderate amount of RP on my characters, not a big fan of min-maxing, I like making smart choice in accordance with the archetype but not completely optimizing. I go for what sounds fun and cool. I will most likely be playing on Veteran, and all I'm extrapolating is pure theory since I didn't play the beta (actualy the reason why I post this, so that those who did give me their thoughts) To give you a bit of context: I like playing melee characters, charisma and intelligence oriented. The character I played in POE1 was a fighter that relied on one handed rapier (later with a buckler when I started finding the good ones and durgan steel, he also had a pistol for opening volley), with maxed intelligence. It was good fun, especially given the fact that being the watcher and having decent might and super high intelligence synergised well with watcher abilities. It was this extra edge that didn't make him a plain boring autoattacker with defenses in fights. So he was relatively tanky while dishing good damage. I want to have this kind of feeling. So to summarize, I want: - A melee character - Single class - Offtank - Using a sword or rapier (more on that later) - No shield (this is a new requirement) - Maxed intelligence, and "face" archetype All this is mandatory. I did my research, and ended up with those few ideas: - Fighter (devoted) The obvious choice, a direct continuation from what I played in POE1 Using 1 handed sword (no offhand) gets justified here as the crits (from +acc and 1H style conversion) get highly amplified (+dmg on crit and +pen from devoted that gets multiplied). I imagine it would allow to have relatively low might and still do very significant damage The defenses that fighter gets would help with the offtanking, at least to survive heavy damage long enough for party heals and buffs to kick in. Intelligence will be put to great use on a fighter. Cons: - penalty to guns accuracy, and I like the idea of the opening shot>switch to melee. Not that terrible - I did this already, it is the evolution of my previous build I am leaning towards something new - I am afraid it would be both a bit boring (autoattack and self buffs), and even worse: a bit too good. Feels almost like an opti build. - Rogue (Streetfighter) Now this is an interesting option. I normally don't play rogues because I hate sneak in games. But POE/Deadfire rogues offer different approaches of the rogue. Obviously any sneak related skills are out, so no backstab. I like the duelist archetype, and I think it suits an intelligent charismatic fighter. So riposte is cool. I imagine it would be better on a swashbuckler, but no multiclassing. We need to find a way to pump up deflection, both for riposting purposes and to have some way of fulfilling the offtank role (or atleast surviving in the midst of battle) and shields are out. The solution I came with is to use a dagger with the modal on. I normally don't go dual wielding, but in that case, the famous duelist dagger/rapier combo is perfectly acceptable. The other slot would be my pistol for opening volley, with decent damage and that good feeling of pew pew. Again, damage from sneak attack, decent dps from dual wield (full attacks, the occasional riposte) and streetfighter passives should allow to have the needed damage output without having to pump might or per too high. This hopefully leaves enough stats points for high intelligence and max resolve for some much needed additional deflection. Now the question on this one is: Is this enough ? Will high resolve+modal bonus on dagger+decent con+some light armor (leather?) will be enough to not get obliterated on veteran ? I don't mind having to support him a bit with buffs or defensive auras, i just don't want to get one shotted in every other fights. This is my favourite option right now, but I will only go for it if this char has some survivability. I won't be a second line rogue. - Rogue (trickster) Copy and paste the ideas from above, except this time we make use of our int on illusion spells (which from a gameplay perspective is a good substitute to watcher abilities). Illusion defensive spells would definitely help the deflection (even skyrocket it in some case) making good use of riposte. Overall, will depend on what high level spells trickster gets. Is the selection until power lvl 5 good ? However, that's a massive damage loss, and will have to be compensated somehow, with high might. This takes points away from somewhere else, and stats points are a scarce ressource! Most importantly, I still have to decide if this choice is acceptable from a roleplay perspective: illusion and sneak are close cousins. And I would loose the badass feeling of the streetfighter. - Cipher (soulblade) I have not given too much thought into that class, but I like the lore behind ciphers, so I am including the option to open the discussion. Would it be possible to make an offtank cipher using a single melee weapon with no offhand work ? Probably would have to be with debuff and cc from powers (as I don't think cipher have self buffs for defense ?). But I am afraid that the stats investment needed to have the survivability would in the end gimp the damage too hard (even with soul whip), and therefore the ability to cast, in turn hindering the survivability. Might work, might not, but seems risky. I would still like to hear some thoughts from cipher experts. Aaaaand, that's about it. I realize the post is long and a bit all over the place. Thanks for reading me to the end, sorry if my english isn't perfect sometimes (second language). Feel free to comment, give your insight, and suggest alternatives that I may have missed. <3
×
×
  • Create New...