
Cyrus_Blackfeather
Members-
Posts
982 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Cyrus_Blackfeather
-
Boltcatchers would be better for damage overall, honestly. And style too. Just hope the Steel Preacher isn't too hard to deal with mid game. As for the Dexterity thing, it's worth noting that Frenzy from the Barbarian essentially lets you take the Streetfighter penalty on the chin until you can activate the bonus. If you don't have ANY of those benefits active then, yes, you'll move much slower. But it also takes upwards of 20 Dexterity to negate the penalty without any other buffs, and I'm not sure how I'd manage that. Actually marauder really can get away with DUMPING might. The reason is twofold: 1) you get a ton of other weapon damage bonuses that are additive. 2) high might means more frenzy raw damage on yourself. You also get 5 might from frenzy. My marauder with no blessings looks like this: Mig 5 Con 18 Dex 10 Per 18 Int 13 Res 14 If I'm using blessings, human for bloodied synergy: Mig 6 (3 + 1 racial + 2 blessing) Con 20 Dex 10 Per 20 Int 15 Res 18 These stats are just base + racial + blessing While a ton of int helps barbarians, I feel you can get away with a lot less and still feel quite effective vs groups. For one thing you will eventually get resistance to int afflictions, so your carnage radius won't get penalized by frenzy and the extra 5 int won't be missed once you get geared or proper food. Constitution is something that you really want a ton of for a maurauder. 25 with frenzy is going to make it WAY easier to stay alive during frenzy . Coupled with having only 11 might under frenzy and voidward, higher level self raw damage is much easier to live through. It's bad enough that frenzy gets a power level bonus (penalty), dont feed that with more might. Go as LOW as you can tolerate being s wimpy warrior You bring up a good point. The problem with that is, as Haplok mentioned, that Might is the only thing that modifies the various damage from Carnage and the Shock damage from Lord Darryn's Voulge, which are both parts of the build. Boltcatchers too, now, since I want to go for the Stormbringer theme. Updated stats, taking gear changes into account Might: 20 (15 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost) Con: 20 (16 Base +1 Upright Captain's Belt +1 Chameleon's Touch +2 Berath's Blessing) Dexterity: 10 (6 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) Perception: 20 (18 Base +2 Berath's Blessing) Intellect: 20 (17 Base +1 Strand of Favor +2 Berath's Blessing) Resolve: 6 (3 Base +1 Human +2 Berath's Blessing) That's 25 Might and 25 Con with Frenzy active. High Intellect is there mostly for dialogue - it and Perception are the most frequently checked stats. Surprised to see that you pump Resolve that high. Everyone seems to say it's useless for Barbarian since your Deflection is going to be tanked anyway.
-
Not sure you wanted it spoiled or not. but: Pretty strange that Furrante of all people comments on finally meeting a dragonslayer. Yeah, it's funny. For me, he always defaults to "It's not everyone who can make an ally of the Doemenels and make it out alive." Which, considering I've also killed two archmages, seems much less impressive.
-
A look at a variant designed to give me higher Resolve for dialogue tests. Stats: Might: 15 (8 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost +2 Woedica's Strangling Grasp) Con: 15 (12 Base +1 Chameleon's Touch +2 Berath's Blessing) Dexterity: 10 (5 Base +1 Boots of the Stone +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) Perception: 20 (18 Base +2 Berath's Blessing) Intellect: 20 (17 Base +1 Strand of Favor +2 Berath's Blessing) Resolve: 20 (15 Base +1 Nalvi +1 Resolve +1 Human +2 Berath's Blessing) High Might isn't really needed for a Streetfighter multi. This also allows for a no-frills way to get the Woedica mace. Also, the difference between 10 Dexterity and 13 Dexterity is literally a few tenths of a second, so that gives me three extra points to play with.
-
Adaric seemed sane enough when I met him in Deadfire. Though I'd say killing him seems to fit better with the character, in my view: I don't see him sneaking his way to Adaryc's command tent, and Adaryc's hard, if not impossible, to convince once you start killing his men. The dragon's even more arrogant than the other ones in-universe, so killing her seems like the right reaction, unless you'd rather protect your current "crew" or pity her century-long captivity. Curious as to how letting her possess Falenroed protects your current crew. I do know Falenroed has a seat at the Council of Captains in Dunnage, but I'm not sure if the possession is the determinant for that. Adaryc is a tough choice. I could see this character handling the Iron Flail either way - and I'm going for someone who's as good at talking as he is at fighting. That said, I don't think his conversation really adds that much to the game, aside from a "Where are they now" for White March stuff. I'm not sure exactly why I'm okay with Gift of the Machine but not so much with the Blood Pool sacrifice. Maybe it's because it's sacrificing a few random villagers versus sacrificing someone we've actually gotten to know. Be that as it may, though, Durance is the most likely candidate for me to consider sacrificing. I could've been clearer concerning the adra dragon - I meant that maybe you'd rather not risk your crew against a dragon, but in hindsight that must've been a brain fart. As an aside, Falanroed's always a member of the council, all that changes is her epiteth: it's either "The Dragon" or "The Dragonslayer". If i remember correctly, you can either sneak or fight your way through Adaryc's camp, and he's rather angry if you massacre his men to reach him. So if your raider isn't beneath sneaking through a hostile camp to talk to the commander, go for it! As for the Blood Pool, your character seems to care for his crew; so unless someone severely overstepped his/her bounds, I'd be surprised at him sacrificing one of them. Hmm. I get what you mean about Sefyra. It's a difficult situation, because on the one hand, she is sort of sympathetic - being stuck down there for hundreds of years. On the other, she's also INCREDIBLY arrogant. If I knew there was going to be an option to meet Falanroed again, I'd opt to get her possessed for sure, because I think that could be a really interesting conversation. But there's no way to know that, so right now I'm leaning toward just killing her. For Adaryc... Yeah, I think I'll settle things peacefully. This character's good in a fight, but that doesn't mean he has to fight everyone. For instance, I opted to resolve the Lillith quest peacefully since once you do that, she's relatively harmless. Plus you get a nice hull upgrade for it. You're right. The way I'm setting him up now, he'd only do something like that with an actively mutinous companion. The way I see it, he does genuinely care about his crew, and does his best to make sure they're treated well... but he's the captain, and his authority should be respected. Sort of an "I value your input, but this is my ship and the final call is mine" type of deal.
-
Hey, So, I'm working on making a DPS character and, as usual, I've dumped Resolve. And, honestly, I may be better off doing that when making a tanky character as well - as all it really offers me is a reduction in hostile effect duration. +1 Deflection per point just really doesn't seem worth it, since there are ways to get better Deflection gains through spells and potions. Plus, if you're wanting to tank, low Deflection is sometimes better - since enemies tend to 'aggro' onto the lowest deflection members of the party. That's how it works from a gameplay perspective, at least. From a story perspective, things get a little more complicated. People have already said that Resolve is no longer 'king' in PoE2. The game is good enough at providing multiple different ways to resolve quests that you don't have to feel penalized for having low Resolve. I also realize I used 'resolve' twice in the same sentence there. That being said, for certain kinds of characters (Especially ship captains, like the one I'm wanting to play), having a high investment in the game's equivalent of the "Charisma" stat seems like a good idea. So, my question is... What do I lose, for not having a super high Resolve? I know most of the dialogues you unlock with it revolve around preventing mental intrusion, from Serafen's wild magic, mostly. But then there's other things, like the one town event with the oozes, or a dialogue check after the intimidate check for the Bardatto/Valera negotiations. Again, nothing that ruins the experience if it's missed, particularly. I suppose what I'm asking is... are there any moments where having a low Resolve typecasts your character as a 'coward' per se?
-
Adaric seemed sane enough when I met him in Deadfire. Though I'd say killing him seems to fit better with the character, in my view: I don't see him sneaking his way to Adaryc's command tent, and Adaryc's hard, if not impossible, to convince once you start killing his men. The dragon's even more arrogant than the other ones in-universe, so killing her seems like the right reaction, unless you'd rather protect your current "crew" or pity her century-long captivity. Curious as to how letting her possess Falenroed protects your current crew. I do know Falenroed has a seat at the Council of Captains in Dunnage, but I'm not sure if the possession is the determinant for that. Adaryc is a tough choice. I could see this character handling the Iron Flail either way - and I'm going for someone who's as good at talking as he is at fighting. That said, I don't think his conversation really adds that much to the game, aside from a "Where are they now" for White March stuff. I'm not sure exactly why I'm okay with Gift of the Machine but not so much with the Blood Pool sacrifice. Maybe it's because it's sacrificing a few random villagers versus sacrificing someone we've actually gotten to know. Be that as it may, though, Durance is the most likely candidate for me to consider sacrificing.
-
Hey guys, So, I'm trying to create a game state for a pro-Principi/Pirate captain Watcher - basically, someone who originated from the Deadfire as a raider and then got caught up in all of the business surrounding Caed Nua and the Hollowborn Crisis for... whatever reason. Poor luck, probably, moreso than anything else. A little about this character - He's a fairly ruthless pirate who, during his time in the Deadfire (Late teens to late twenties - he's about in his early-mid thirties by the time of the second game) made a name for himself as both a charismatic leader and a ferocious and brutal fighter. Notably, he can be both incredibly generous with his crew - making sure each of them gets their fair share of rations and spoils - and also incredibly strict - Whenever someone attempted to undermine him, he was prone to severe and exceptionally decisive punishments. However, he also has a bit of a softer side in regards to things like children and family. He has a younger sister who has been suffering severe psychological trauma since an Awakening in her early teens, and is absolutely devoted to raising funds to find an animancer willing and able to help her. So I've tried to create a game state that captures both of those aspects. Hollowborn Crisis: - Returned the souls to the Wheel. I'm really not sure what the most suitable choice here is, because to be quite honest, the main story doesn't really leave a lot of room for playing a criminal. I suppose I could devote the souls to Woedica - the 'evil' option - but I don't really get anything from doing that. Thoughts? - Didn't pledge to any god. This character is all about self-reliance, and thus wouldn't have accepted a god's boon if it meant being roped into their choice. - Destroyed Thaos's soul - Absorbed Maerwald's soul - Supported animancy - Supported the Doemenels. Or, alternatively, made enemies of all three factions. Not sure what that gives you outside of Furrante dialogue though. Companions: - Didn't sacrifice anyone - Told Sagani to tell Persoq about his family - Supported Eder's skepticism - Aloth set to work destroying the Leaden Key (Grandmaster Aloth gives a better item reward, but Skeptic Aloth makes more sense narratively. A pirate does NOT need another watchdog group. - Devil of Caroc spared Harmke. This is purely to have access to her Breastplate. Narratively, it makes more sense for this character to let her have her revenge, but I can just spin it as him promising to hunt Harmke down later, without any witnesses, and him slipping away before he could make good on that promise. Most of the other decisions are largely incidental, and don't really play into major decisions or character moments throughout the game. White March - Bound the souls to the cannons - Eyeless went to work restoring Abydon: Because Abydon is like the Prometheus of Eora. He seems to want kith to be able to advance. - Spared Adaryc and he helped against the Eyeless. - Concelhaut and all of his apprentices died. - Llengrath died. Gilded Vale - Took a bribe from Wirtan - Killed Raedric - Killed Raedric again - Told Aufra the potion would help. Od Nua - Reforged the Blade - Killed the Master Below: Alternatively, let her possess Falenroed. This is genuinely a tough call. I'm leaning toward killing her because apparently she doesn't negotiate with your Watcher as an equal, and that's something that would rub this character the wrong way. Defiance Bay Too many options to really go over all of them. Most importantly - Absorbed the souls - Used discretion when dealing with the Leaden Key - Killed Lord Harond (I'm very glad Skaen references this properly now) - Killed Nyrid, but Purnisc is still dealing svef: He wants to do it to make money to support his family. At least he's not being replaced by a mage anymore. Twin Elms - Took Vela, killed Simoc - Killed Rehstin and convinced Erona to kill herself - Didn't let the Pale Elves through the Breach. - Let the sky dragon live and convinced Hylea to let her stay. Again, my character has a soft spot for children, even if they aren't human. Curious to hear what you guys have to say. Sorry the editing here is so sloppy.
-
That's one of the few redeeming qualities about this character I'm intending to play. He's a big brother who lost his little sister when she was young, so he has a soft spot for children and families. So, in PoE1, he wiped out everyone involved in that little charade, and encouraged Sagani to tell Persoq about his family - getting the "Sagani has lots of grandbabies" ending for her. Debating whether or not to say he killed the Sky Dragon though - on the one hand, it's consistent with the theme, on the other... she's a dragon, and he's already killed Llengrath and (Working on) the Adra Dragon (I hadn't done it in my first playthrough, working on getting a save up to that point to do it properly to get the 'chievo for it).
-
Hey guys, So, after finishing my pro-Huana game, I really wanted to do a pro-Principi game, but was having a lot of trouble coming up with a character concept that really fit the idea of a swashbuckling pirate, the menace of the high seas, the terror of the Deadfire. So, I tried a couple of different Rogue and Barbarian multiclasses until knownastherat suggested I try Marauder. Now, full disclosure, I'd tried Marauder before. I progressed pretty far, but always ran into a few problems with them. Needing to mantain flanked or bloodied, playing melee without being able to see the character's health, and a lack of party support from another tanky MC made the first few levels a chore. However, now that I know how to go about getting Nemnok's Cloak fairly early, I feel like I can do a much better job of keeping such a character alive and, thus, able to maintain the kind of damage they deserve to be doing. This is going to just be the stat block, skills, and equipment for now while I hash out feedback. Stats: Might: 22 (15 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost +2 Woedica's Strangling Grasp) Con: 17 (13 Base +1 Effigy's Resentment (Durance) +1 Chameleon's Touch +2 Berath's Blessing) Dexterity: 13 (9 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) Perception: 20 (18 Base +2 Berath's Blessing) Intellect: 20 (17 Base +1 Strand of Favor +2 Berath's Blessing) Resolve: 6 (3 Base +1 Human +2 Berath's Blessing) As much as I really don't like dropping Resolve, for thematic reasons (I'm trying to play a ferocious pirate captain here, so being "Timid" strikes me as kind of out of character. I've considered variants that'd give me a higher Resolve, but I can't really do that without tanking my Perception/Intellect - both of which are super important for this build. I could drop my Might all the way down to 3 - up to 10 with all buffs factored in, and then to 15 with Frenzy, to get 18 Resolve for dialogue checks, but that seems extreme for something that's only worthwhile for a roleplay context. I suppose what I could do is just say that the character understands when discretion is the better part of valor, and isn't afraid to run from a fight he can't win. So he's not Chaotic Stupid. But then there are a few Resolve checks that are pretty cool to pass. Dexterity can stay fairly low (In fact, it might work lower), because of a couple of things. One, with the weapon I plan to make most use of, I have a 10% chance to get Lightning Strikes on crit (That's +5 Dexterity there). Second, the sheer volume of Recovery Reduction and Action Speed this build already has more or less means I don't have to worry too much about getting it from stats. Abilities: Level 1 - Frenzy/Crippling Strike Level 2 - Blooded Level 3 - Escape Level 4 - Barbaric Blow/Two-Handed Style Level 5 - Thick-Skinned Level 6 - Blinding Strike Level 7 - Finishing Blow/Combat Focus Level 8 - Bloodlust Level 9 - Bloody Slaughter Level 10 - Spirit Frenzy/Persistent Distraction Level 11 - Gouging Strike Level 12 - Savage Defiance Level 13 - Barbaric Smash/Deep Wounds Level 14 - Devastating Blow Level 15 - Interrupting Blows Level 16 - Withering Strike/Brute Force Level 17 - Tough Level 18 - Perishing Strike Level 19 - Deathblows/Blood Thirst Level 20 - Spirit Tornado Abilities are more or less set, barring a few potential changes. This offers a very nice, cheap, attack ability early on in the game in Crippling Strike, followed by Barbaric Blow > Barbaric Smash and Finishing Blow > Devastating Blow for execution strikes. Toxic Strike is there for a Constitution Affliction. This build gives access to Dexterity, Might, Resolve, Perception, and Constitution afflictions through different means. Potential Team: This build fills the AoE nuker role. Eder - Main Tank Rekke - Off-Tank (For the specific moments with him in the DLC) Ydwin or Serafen - Single target damage and Defensive Mindweb. Xoti - Healer (Replace with Vatnir later) Skills focused on: Stealth (Until Nemnok's Cloak is stolen, then retrain/split between Stealth and Mechanics), Insight and Intimidate with a little bit of Streetwise. Skills are flexible in general, depending on what's needed for the situation. Equipment: Weapons: (Primary) Lord Darryn's Voulge - A heck of a fun AoE weapon to use, and the big reason why this build is called the "Stormbringer." Carnage AoE spreads the procs of the Shock damage effect around, and Barbarian/Rogue's utterly insane hit-to-crit ensures the blasts go off with relative frequency. It's stuck at Superb quality, but Persistent Distraction and Terrified (From Spirit Tornado) help to reduce enemy Accuracy enough that that shouldn't be an issue. Frenzy and Barbaric Blow together give +4 Pen, and there's food you can make for even more if that's an issue. (Secondary) Other weapons - Modwyr and Duskfall are always fun, or Modwyr and Rust's Poignard (For extra DoT). Estocs, if you want to stick with two-handers, are good for single-target damage against enemies not immune to Pierce damage. Really, this build is pretty flexible in terms of weapon choices. Lord Darryn's Voulge is just my personal favorite after discovering the synergy. Armor: Devil of Caroc Breastplate for an easy way to get rid of the Confusion from Frenzy or, if trying to get rid of it through food or drugs, Reckless Brigandine - Action speed for each enemy engaged and an extra engagement (With the Pollaxe modal, that's 6 total). DoC Breastplate has a Recovery reduction bonus and gives +2 Rage/Guile though. Since Rogue doesn't have any sort of Guile refresh in the first seven PLs, and Barbaric Smash only refunds on kill, resource economy is super important. Helm: Helm of the Falcon: I hear it's been nerfed quite a bit, but it does give Hit-to-Graze from ranged weapons, which is nice, and a Recovery bonus to using two-handed weapons, which this build is obviously intended for. There's other options though. Defiant Apparel - comes early on and gives resistance to Perception afflictions. Can be used for a quick downgrade from Blinded to Disoriented when coupled with Chill Fog from a Wizard. Neck: Strand of Favor - Improved duration to your beneficial effects and it reduces hostile effect durations. Cloak: Cloak of Greater Protection until you can steal Nemnok's Cloak (Which should be manageable as early as you can get the Bounding Boots). Gloves: Woedica's Strangling Grasp - Paralysis per rest and +3 Burn AR. Rings: Chameleon's Touch and Voidward (To help with the Raw damage over time from Frenzy, which scales with Might and PL). Belt: Upright Captain's Belt - Concentration for free and immunity to push/pull effects, meaning I can further CC enemies by using Pull of Eora grenades. Boots: Boots of the Stone, then upgrade to Rakhan Field Boots later on. Thoughts? Comments? Concerns? Getting sick and tired of seeing my build posts yet? This is looking like it's going to be my last one, and I know I've said that 100 times already. But now that I know I can get one of the most essential pieces for it way earlier than expected, it's actually looking like it's going to be true, this time.
-
Pure Berserk also gains access to Rage recovery on kill (which he should be doing a lot of). Pick 2 awesome PL IX abilities out of 3. And regarding Streetfighter... well particularly for two-handed combat... once you taste Streetfighter speed its damn hard to go back to moving like molasses. Sure there's Blood Thirst... but you need to be pretty high level (unless pure) and score the first kill. Oh, definitely. It's just a matter of finding ways for me to be able to survive long enough to make best use of it. Which is why I was considering things like Nemnok's Cloak. But I've tried several different Streetfighter builds, and you're definitely correct as far as the speed goes. Nothing compares. Once you get a good momentum going, you're basically a food processor.
-
So, right now, and I know this is going to drive some folks nuts, I'm trying to decide between these three options. 1. Brute (Berserker/Devoted): Basically, Regen tank. Stacks high Might and +Healing to get the best use out of Unbending and then just soaks damage and heals up while laying into enemies. 2. Pure Barbarian (Berserker): Access to higher level Barbarian powers like the Dazing upgrade to Barbaric Yell and Heart of Fury, as well as Barbaric Retaliation. 3. Marauder (Berserker/Streetfighter): Basically a food processor of whirling death and destruction, that can't take a hit until I grab better armor and Nemnok's Cloak to allow for on-Bloodied/Near Death effects. Basically, a big bundle of hit points to soak the first few crits to proc Ironskin, followed by Barring Death's Door. Leaning toward the Brute or the Marauder.
-
It doesn't. It does affect Flames of Devotion though, and the new helm from the DLC adds +10 accuracy to Bleak Walker's FoD. So does the Ring of Focused Fire. That's +20 Accuracy right there, which is a really nice boost to your crit chance, especially factoring in -10 Deflection from Persistent Distraction.
-
That's definitely a good way to go about it. Thankfully, Barbarian has Blooded, which shows up when you get Bloodied. Human has Fighting Spirit, and then Godlike has their racial passives as well. Also, a lot of the difficulty in PotD is frontloaded on Port Maje. Once you get out into the world, there's enough items you can sneak to/steal that it's not too hard to get pretty well-equipped. Nemnok's Cloak is a great item for a Marauder. It gives Spirit Shield at 75%, Ironskin at 50% (Overwrites Spirit Shield and, probably, the +2 Armor from the Constitution inspiration), and Barring Death's Door at 25% (Not sure if it scales off of your intellect duration-wise). +5 Armor on top of the heavier armor you'll already be wearing for a build like this definitely helps. Here's a video showing a method of acquiring it early - (Though it does require playing solo and pumping Stealth. Not sure how high their Stealth was in this video. I actually thought this was one of your threads. Which isn't a bad thing since you do offer inspiration and we do need more RP themed builds in this section. Anyways, I'd recommend Holy Slayer, mostly because I always love Paladins that aren't bound to be Lawful Good, and because Holy Slayer is actually quite useful. You can teleport around with Escape, you get access to a Blind, and I haven't really gotten too high level with my HS yet so thats all I know. I just need to work out a good script for the AI. Haha, thank you! I feel like I've made a thread for quite a few different multiclasses, or at least trying to decide between different ones. I'm wanting to try out different roleplaying concepts too, but unfortunately there's only so many character archetypes you can play in this game, compared to something like Skyrim. I wish there was a way to sort of... disable the main quest and allow for more of a free-roaming make-your-own adventure story, with Ukaizo as the prize. But that'd require an extreme bit of modding. The Holy Slayer area blind can be upgraded to apply a 40% damage vulnerability on enemies - this applies to your whole party. Couple that with Brand Enemy, and that's a pretty hefty damage boost right there, even if you don't go Streetfighter. Trickster + Riposte is a great way to play Holy Slayer, since you'll be in the thick of things, but Streetfighter by itself definitely brings on the hurt. Streetfighter, on its own, offers a 160% damage boost against Sneak Attack vulnerable targets while Flanked or Bloodied, and insane Crit damage when both conditions are met. So, any class you pair with it is going to get that on top of everything else the class already offers. Swashbuckler, Holy Slayer, Marauder, Shadowdancer (Though Shattered Pillar Monks have been nerfed some), and really any other kind of mixed melee class you can think of are wonderful choices.