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Cyrus_Blackfeather

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Posts posted by Cyrus_Blackfeather

  1. Heya, 

     

    So, I've seen a lot of threads here and on the strategies forum about how to deal with the various gods' curses - like Berath's requiring you to kill a certain number of kith. And I was wondering... is going for one of those entirely just another layer of challenge on the game, or is there anything interesting you get for doing so (Extra dialogue with that particular god/goddess or some of their followers)? Also, what exactly does betraying each of them DO? I know 

     

    - Berath: You need to kill 70 Kith, don't know what the curse does. 

     

    - Hylea: She sends a bunch of birds to poo all over your boat, but you can upgrade your hull to get rid of that (And apparently, judging by one of the new items in the Deck of Many Things, this is just something she "does"). 

     

    - Galawain: Makes certain boss fights harder? (I feel like that would be his way of BLESSING you, to be honest)

     

    - Wael: I know that not hiding the Parable makes Wael remove scrolls, not sure about breaking your vow to them. 

     

    - Skaen: 

     

    - Rymrgand: 

     

    Furthermore, does Wael give you anything for actually doing what they want? I know Skaen's was dummied out, and Rym doesn't because he's the god of entropy. 

  2. Dropped Greater Lay on Hands for Tough. Considering dropping Lay on Hands and Bear's Fortitude entirely for Blinding Strike and Confounding Blind, because the accuracy bonus to Blinding Strike is pretty good for a two Guile attack, and I like the idea of having a longer duration Blind for boss fights. Thoughts? 

  3. yeah the Helm is amazing...so on good on cipher, bleakwalker barbarian anything really it is tough to decide whom to give it to. the only con is that it looks kind of ugly and usually mismatched with any other outfit in the game.

     

    Well, that's what the hide helm option is for, I suppose. 

     

    Alright, so Magran's Favor and Rust's or Last Word. I like the idea of Xoti's Sickle, but I don't feel like dumping my Intimidate for Religion for it. Engagement will be a bit of an issue though - I'll only have at most three engagement slots unless the helm grants one. 

  4. You should look into stacking Religion and using Xoti's Sickle as one of the weapons, if dps is  your focus.  It has some sick bonuses.

    If I'm not mistaken there are some other nice weaps/sheilds that stack with Religion - though if you need Intimidate for BW, then maybe this would only apply in a Goldpact case.

     

    Question on your stats:  how do you get Gift of the Machine (+1 STR) and Effigy's Resentment (Durance +1 CON) - I assume these are background choices when you import your POE1 background, so if you could explain what choices need to be made to get these, that would be helpful.

     

    If you don't really need to stack Initimdate for BW (maybe the checks aren't that high for your MC), I'm not sure Casita armor is worth it - not sure your stacking enough +Def for it to really matter.  There are a bunch of posts recently pumping Patinated Plate for tanky builds, esp using Abraham pet.  Worth considering?

     

    Apparently the new BoW helm gives a simliar bonus to ring of focused flame but for Mind/Afflication attacks which apparently (they said) FoD on BW gives (Sickened) - haven't tested it, not sure worth sacrificing head slot, but if it's true it might free up a ring slot.

    Thx

     

    Gift of the Machine comes from absorbing the souls in one of the Defiance Bay decisions. Effigy's Resentment is from sacrificing a companion (The decision it asks you to make before you pick your companion choices). It's different depending on who you pick. 

    • Like 1
  5. I'd definitely drop greater lay on hands, the +1 zeal cost makes it not worth. For armor I'd say DoC for more FoD spam, I doubt anyone else would get as much mileage

    out of it.

     

    Edit: I always use Magran's Favor on pally and it used to be Sun and Moon off hand, but since the nerfs there are a bunch of off hands that work just as well.

     

    Magran's Favor? Alright, I'll look into that. I like the idea of a battleaxe wielding pirate too - boarding axes were used a lot. Is it something I could get fairly early on, or is it one of those I can only get in the endgame? 

  6. The Iron Reaver of Dunnage... A brutal Bleak Walker pirate who cuts down all comers, leaving the decks of enemy ships soaked in blood. 

     

    Mood Music:

    https://www.youtube.com/watch?v=7RirEqehfsg

     

    The Character: 

     

    My vision for this character is essentially an implacable wall of steel and death, the first to board each enemy ship, slaughtering crews to a man until they yield. He fully embraces the Bleak Walker concept of total war in order to build up a fearsome reputation, so that his prey only has to see his colors before they strike theirs and prepare to turn over their cargo. 

     

    (Of course, there's no such reputation system in Deadfire, and every ship battle is a fight to the death, so... Maybe people forgot who they should fear in the last few years) 

     

    Now, that isn't to say he's completely humorless, or a dictator. He works to make his crews happy, treats his men fairly and even offers them pensions if they're seriously injured in his service. He's not above the occasional bit of debauchery (Especially for the right stat bonus) and makes sure his crew has their daily rum ration and a chance to unwind once in a while. Of course, if after all of that they DO decide to mutiny, he'll respond with brutal efficiency and then sail to port to hire a new crew. 

     

    Favored Dispositions are: Aggressive, Cruel, Shady, and Clever 

    Aggressive/Cruel make up the Bleak Walker credo, but they aren't always picked in non-combat situations. 

    Shady is fairly obvious - he's a pirate and a criminal

    Clever is picked to add a bit of levity to proceedings. 

     

    Mood: 

     

    https://www.youtube.com/watch?v=mxBd05c0STo

     

    The Build: 

     

    Race: Human (Oceanfolk) - Picked for the Old Vallian roots, and for having better customization options than Meadowfolk. Godlike would be another good choice if you feel comfortable sacrificing the helm slot. 

     

    Class: Holy Slayer (Bleak Walker/Trickster) - Bleak Walkers get free FoD and a nice upgrade to it in the form of a lash that grants Sickened (So, extra ways to get Sneak Attack). Trickster offers some amazing defensive buffs to help fish out Ripostes, while also not really suffering much of a drawback. It's 100% Sneak Attack/Deathblows damage compared to 110% on other Rogues. Streetfighter gets up to 160% if it's flanked or bloodied, but that's conditional. 

     

    If you're planning on taking this build solo, I'd recommend Goldpact Knight. Extra armor really helps when you don't have a support tank like Pallegina.

     

    Blessings: Bonus Attributes/Skills, 5,000 starting gold, and the unique item merchant. I pick bonus attributes because I like having more max with less min. 5,000 starting gold just for that little bit of early game advantage, and the unique merchant for earlier access to better cloaks/rings. 

     

    Culture/Background: Deadfire/Raider. The way I see it, from a roleplay perspective, this character was born in the Deadfire to a family that had long been a part of the Principi. That explains his Oceanfolk roots, but why he's familiar with the native Huana language and customs. Raider just fits for a Principi character, and is only available to Deadfire characters as well. 

     

    Skill Focus: Mechanics/Athletics with a splash of Explosives and Insight/Intimidate with a splash of Streetwise (Or Metaphysics). I'm a little unsure about skills, but at least I can reroll safely now. Because of the nerfs to skill scaling with consumables, I went ahead and focused on Mechanics and Athletics - I plan to have another party member be my Stealther (Probably Eder as a Swashbuckler). Explosives is dabbled in because it can lead to some pretty funny interactions. Blow up the jail. Blow up Benweth, etc. Though beating the tar out of him is more fun. Insight and Intimidate are picked for the dialogue checks, with a splash into Metaphysics (for more esoteric checks with party assist) or Streetwise (More in keeping with the Rogue/Pirate theme). 

     

    Attributes: 

     

    15 Might (7 Base + 1 Human +2 Woedica's Strangling Grasp + 1 Chameleon's Touch + 1 Gift of the Machine +2 Berath's Blessing +1 Permanent Stat Boost)

    10 Con (7 Base +1 Effigy's Resentment (Durance) +2 Berath's Blessing) - Effectively 25% extra Health
    13 Dexterity (9 Base +1 Deadfire +2 Berath's Blessing +1 Chameleon's Touch)
    20 Perception (18 Base +2 Berath's Blessing)
    20 Intellect (17 Base +2 Berath's Blessing +1 Strand of Favor)

    20 Resolve (17 Base +1 Human +2 Berath's Blessing)

     

    With all of the damage bonuses both Rogue and Paladin give, super high Might isn't too necessary. Dexterity isn't as well - I could get as high as 19 Dexterity with this build, and the difference in Recovery Time would be around 0.1-0.2 seconds. Constitution is a bit of a problem - I'll only have 275 HP at level 20. I can take 2 points each out of Perception, Intellect, and Resolve to get around 350 HP though. 

     

    Abilities: 

     

    Level 1: Sworn Enemy/Crippling Strike
    Level 2: Deep Faith
    Level 3: Escape
    Level 4: Two-Weapon Fighting/Zealous Aura
    Level 5: Dirty Fighting
    Level 6: Inspired Triumph
    Level 7: Finishing Blow/Lay on Hands
    Level 8: Riposte
    Level 9: Bear's Fortitude
    Level 10: Persistent Distraction/Shared Flames
    Level 11: Brand Enemy
    Level 12: Glorious Beacon
    Level 13: Deep Wounds/Inspiring Beacon
    Level 14: Devastating Blow
    Level 15: Exalted Focus
    Level 16: Virtuous Triumph/Withering Strike
    Level 17: Tough
    Level 18: Toxic Strike
    Level 19: Deathblows/Stoic Steel
    Level 20: Mental Fortress
     
    - Dropped Greater Lay on Hands for Tough. Considering dropping Lay on Hands and Bear's Fortitude entirely for Blinding Strike and Confounding Blind, because the accuracy bonus to Blinding Strike is pretty good for a two Guile attack. 
     
    Equipment: 
     
    This section is the biggest WIP of the whole build since I still haven't decided on some of these item slots. There's way too many very good weapons and armor that all work with this build. I'm curious to hear your thoughts on all of this, but this in particular. 
     
    Weapons: Magran's Favor for +2 Fire PLs and extra fire lash (Living Pyre and Burning Burst Enchantments). OH Rust's Poignard for DPS or Kapana Taga (All-Comers and Champion's Relic) or Last Word for tanking. 
     
    Armor: Casita Samelia's Legacy or the DoC Breastplate, upgrade to Blackened Plate later on for an aura and an extra engagement slot (As well as armor that just looks really cool). Casita Samelia gives an extra retaliation attack, though requires being hit by a specific damage type, and has a bonus to Deflection that scales with Intimidate. The DoC Breastplate gives +2 of each class resource (Guile and Zeal) and has a Recovery reduction - though admittedly that's a very slight change, per the Deadfire Speed Calculator. 
     
    Pets: Abraham, who I might change to Nalvi later on (Best boys). Can I get confirmation on whether Nalvi's recovery reduction is weaker since it's party-wide? 
     
    Cloak: Cloak of Greater Protection for +10 to all non-Deflection Defenses (Fortitude is going to be the lowest with this build, while Will will be stupendous and Reflex will be "okay")
     
    Rings: Ring of Focused Flame (For +10 Accuracy to Flames of Devotion) and Chameleon's Touch (+1/+1 to two attributes and +1/+1 to two skills). 
     
    Helm: Horns of the Bleak Mother for Perception, damage against Beasts, and resistance to Resolve afflictions, and then upgrade to Blackened Plate Helm for +1 Intellect/Perception and another Engagement slot. Alternatively, use the new helm from the DLC - +10 Accuracy for Bleak Walker Flames of Devotion (Stacks with Ring of Focused Fire) and Hit-to-Graze or Graze-to-Miss? 
     
    Belt: Upright Captain's Belt for Concentration at the start of combat and immunity to push/pull effects. Undying Burden is an okay choice here as well, but Concentration is important for tanks. 
     
    Boots: Boots of the Stone (+1 Dexterity/+1 Resolve, Resistance to Might afflictions) and then upgrade to Rakhan Field Boots
     
    Neck: Strand of Favor (+1 Intellect, and then a little mini Resolve boost and Intellect boost as far as positive effects go)
     
    And that wraps it up. This was a lot of fun to work on, and I hope you all enjoyed reading it. It's easily my most thought out build. 
  7. What I'd suggest, now that you've narrowed it down, is you take a save game where you're already a fair way through the game, make some hired adventurers and test the combos yourself. You can use console to get the gear if you don't already have it.

     

    I'm not trying to dissuade you from asking questions here, just at the end of the day suggestions from others only go so far; only you will know what you find enjoyable. And just because one person has a lot of success with a certain class/build/combo, doesn't necessarily mean you will.

     

    That's a good idea. I'll go ahead and give that a try. 

  8. So, I've finally decided that I want to make a Holy Slayer! Yay! Presto! Stupendous! It offers lots of healing, pretty decent damage, amazing defenses, and good support. 

     

    Now! 

     

    I'm having a heck of a time deciding on a Rogue subclass. My first gut instinct is Trickster, for the defensive buffs, in order to make Riposte work better. But then I also feel like Streetfighter would be a good choice as well - it allows for me to launch Full Attacks much more quickly, get even more bonus damage against Sneak Attack vulnerable targets when Flanked and Bloodied, and also get away with wearing heavier armor like plate. The downside is, I won't have the 40 Deflection from Mirrored Images, the 20 Reflex from Llengrath's Displaced Image (And the hit to graze), or access to as many afflictions from things like Ryngrim's Visage, Confusion, and the like. 

     

    Curious to hear what you guys think! 

  9. Actually, out of the two BW seem more interesting, although that depends on the way you play. For me they aren’t mere brutes but rather people who embrace the true nature of war and conflict, instead of hiding behind honor, loyality or other illusions other warriors use to justify their actions. And, unsuprisingly, their attitude leads to lesser violence since many opponents straight up surrunder when they hear who’s coming for them. They use strategy that actually saves the most people, instead of focusing on pretentious moral grandstanding.

    As to Goldpact when I first saw their dispositions I thought they’re going to be some kind of Order of Rationality, scientists at heart, warriors devoted to reason same as traditional paladins are devoted to their gods, which got me pretty excited. How sad that they turned out to be just very loyal mercenaries instead.

    But I’ve gotten offtopic; both these orders seem like a good match for Principi, especially when siding with new blood. Do let us know with which one you decided to roll, once you make up your mind.

     

    Hmm... Alright! In terms of both thematic flavor and ability-wise, I think I'm going to decide on Bleak Walker for my Newblood Principi, with his Bleak Walker-ness more centered around how he conducts his pirate business moreso than anything else. 

     

    (I will also be playing with disposition changes from dialogue turned /on/)

  10. Hey guys, 

     

    So, I'm working on a Holy Slayer build for my Principi main, and I'm a bit torn as to what subclass to play. Bleak Walker and Goldpact seem like the best in gameplay terms, but for a pirate/privateer character, Darcozzi seems to fit the most thematically. But then, from a gameplay perspective, it's easily the weakest of the Orders - only offering a dinky little fire shield with its Lay on Hands. 

     

    I was wondering if anyone had any ideas, perhaps for a mod of some sort, that could offer Darcozzi something that'd allow it to stand on its own as a respectable subclass? 

  11.  

    Holy slayer is really versatile as a tank/dps hybrid. Some ideas to consider:

     

    Tutillos(sp) palm is not just for monks. Pick up dual wield AND shield styles. While technically weaker than a real weapon, the extra strike let's you get a second chance at applying ability effects. You will benefit from both the deflection from shield style and the speed boost from dual wield.

     

    Flames of Devotion is a full attack that counts as a fire ability. Itemize and build with this in mind. Scion of flame, ring of focused flame, etc.

     

    All of the paladin orders work great for this kinda build. My favorites depend on mode:

     

    For tanking in a group I highly recommend shieldbearer. With that, shield, and persistent distraction you will get 3 engagement slots. The better version of loh is great too. Exalted endurance to help with party heals as well. You will do decent damage, help with healing, AND tank 3 mobs all at once!

     

    For solo I would go goldpact. Since you won't have a party to "tank" for, the added armor is more useful. Shieldbearer was nerfed so their death prevention on loh is party only. Bleakwalker also is worthy. Your FoD will afflict enemies and do more damage. Definately pairs well with ring of focused flame and scion of flame.

     

    Brand enemy, gouging, arterial, and ring the bell for maximum damage over time on one target. Pick up serafens hand mortar (like in my holy hand grenadier build) and you can apply gouging and arterial in an aoe. REALLY strong.

    Bleak Walker FoD should also get +10 accuracy from the new helm (forget the name - the ice themed one).

     

    another engagement with spear + modal or last word warhammer, Kapana Taga isnt really worth considering on potd because of its low pen of max 10. Last word hammer is quite nice because it gets 12 pen while other one handers get 11 pen. Best weapon for pen tho is the Spear u get from the kraken area, if u pump survival u get around 17pen with that beast + 1 engagement slot with the modal.

    According to patch 1.2 (maybe 1.1?) patch notes, this is no longer supposed to happen. Spoiler: It still does.

     

     

    Oh, nice. Very nice. 

  12.  

     

    One word: Privateering.

     

    Both those orders are mercenary types, so attacking the ships of whichever factions they haven't allied with is easily roleplayed.

     

    That's a fair point. Though I do like the idea of the character having some stronger ties with the organization itself - maybe even being born into it (Deadfire culture). I could still make Goldpact work pretty well with that - there was a pretty rigorously upheld code of ethics aboard pirate ships regarding fair shares for fair work. 

     

     

    A good way to look at it!  It fits very well with the Goldpact Knights' stance on payment being a binding contract.  If the Prinicipi are paying them more than the RDC or VTC, then the Principi is who they will side with.

     

    Keep in mind that Watcher has spent years away from his/her paladin order, so the code of conduct may have became quite flexible for him/her. So there is no reason why Bleak Walker or Goldpact could not decide to support Principi out of simple sympathy for their cause, even when there is no contract from them strictly speaking. It would not go against any of their dispositions.

     

    Precisely.  As I said, the conviction that grants Goldpact Knights their paladin powers is that payment is a binding contract, that personal sympathies and stuff shouldn't cloud the basic issue of who is paying you for what.  For the Bleak Walkers, they gain their powers from their belief in total war.  Even if they aren't being paid (but they often are), nothing less than completely crushing whoever their pointed at is acceptable, so even if the Bleak Walker Watcher doesn't necessarily give two hoots about the Principi's internal and external conflicts, if the Principi have hired them, the piracy is merely an opportunity to display the notorious brutality their order is known for.  That said, Bleak Walkers also work because they're kinda ****, so robbing and murdering on the high seas probably would sound appealing to them, Principi or no Principi.

     

     

    Another source I just read talked about how one of a pirate's most effective tools was overwhelming force in order to encourage their target to surrender - so Bleak Walker would definitely fit that aesthetic as well.

     

    I suppose it comes down to which would be more fun for roleplay purposes. Personally, I'm leaning toward Goldpact, just because I don't like being aggressive/cruel ALL the time. 

    • Like 1
  13. One word: Privateering.

     

    Both those orders are mercenary types, so attacking the ships of whichever factions they haven't allied with is easily roleplayed.

     

    That's a fair point. Though I do like the idea of the character having some stronger ties with the organization itself - maybe even being born into it (Deadfire culture). I could still make Goldpact work pretty well with that - there was a pretty rigorously upheld code of ethics aboard pirate ships regarding fair shares for fair work. 

    • Like 1
  14. Hey guys,

     

    So, I'm wanting to roll a Holy Slayer as my pro-Principi character. Obviously, the most fitting Paladin Order for such a character is Darcozzi, but Darcozzi, in terms of what it actually offers in terms of class benefit, kind of isn't that great, in my eyes. Shieldbearers and Kind Wayfarers also aren't really suitable for RP reasons... which leaves Goldpact Knights and Bleak Walkers. 

     

    So basically - how would you guys justify a Goldpact Knight or a Bleak Walker as a pirate? 

  15. another engagement with spear + modal or last word warhammer, Kapana Taga isnt really worth considering on potd because of its low pen of max 10. Last word hammer is quite nice because it gets 12 pen while other one handers get 11 pen. Best weapon for pen tho is the Spear u get from the kraken area, if u pump survival u get around 17pen with that beast + 1 engagement slot with the modal.

     

    Oooh, Last Word looks like a lot of fun - I like the silence on Crit. I imagine that's pretty good against enemy mages and stuff. 

     

    So that's three engagements total (1 base, +1 Persistent, +1 Last Word) -> And then +1 from Tuotilo's if I opt for the Weapon and Shield + Two Weapon style route. Four isn't bad! 

  16. I think either one is fine. You will still get engagement to 2 with shield and persistent.

     

    From an RP perspective, darcozzi is best fit for principi. However, they are not quite as strong as goldpact or bleakwalker.

     

    That is true. Goldpact doesn't /really/ fit, but I can adjust a few things about the whole "Coin as a sacred pact" thing to fit in with a pirate-themed character I suppose. 

  17. Hey guys,

     

    So, I wanted to share the build ideas I had with you guys - they're under several different categories for (One hopes) easy reading - and get your opinions on them. These are, after a lot of thinking about it, going back and forth, chewing on it again, spitting it out, looking at the result, poking it with a stick, ... You get the idea. These are basically every build I've considered playing, and haven't tested yet. Now, here's the thing. I know all of these builds will work - because really, you have to be TRYING to find a synergy that doesn't work at least somewhat well in this game (I'm looking at you, Ghost Heart/Beckoner). So, that's not a concern for me. I want those with experience to look at each of these builds under the following lenses.

     

    Edit: I decided to give Wizards a fair shot and opened up a category for them. I''m bringing back my Evoker Sage, for the Pale Elf centric DLC. 

     

    1. Fun Factor: This one is the simplest. Which of these are just, genuinely, a blast to play? "Fun" is a highly subjective concept though, so hopefully the other categories will help to expand on that.

     

    2. Variety: It's the spice of life! Which of these builds offers the widest range of "Things to do" in terms of attacks and special abilities? Keep in mind, I know Wizard is the most versatile class in the game. 

     

    3. Lack of cheese required: Builds that don't require abuse of certain game mechanics in order to be effective. 

     

    4. Fitting with the pirate theme: This is predominantly intended to be a Principi character, so I'm looking for builds that would benefit someone like that. 

     

    5. Aesthetically pleasing. This is a bit of a weird category, but hear me out. There's a few builds that, in order to maintain maximum efficiency, require using certain item combinations that just look really silly to me. Dual wielding a rapier with a large club, or a club and a spear in the offhand, for example. I want my Watcher to maintain a certain degree of dashing elegance when he fights. 

     

    So, on with the show!

     

    Tanks: 

     

    1. Holy Slayer (Goldpact/Trickster): https://forums.obsidian.net/topic/104960-semi-complete-character-build-for-potd-holy-slayer-not-a-solo-build/

     

    2. Swashbuckler (Unbroken/Streetfighter or Unbroken/Trickster): https://forums.obsidian.net/topic/104916-wip-swashbuckler-tank-unbrokenstreetfighter-or-unbrokentrickster/

     

    Single Target DPS: 

     

    1. Witch (Melee): A Berserker/Soulblade most likely, dual wielding with Soul Annihilation for that Witcher feel. Didn't get around to planning that one out yet, but a melee Witch seems pretty standard to be honest with you. I could also try a more spell-centric build with an Ascendant, as shown here... https://forums.obsidian.net/topic/104892-build-witch-the-banshee-build-very-high-damage-berserkerascendant-rdps-caster/

     

    2. Shadowdancer (Streetfighter/Nalpazca or Streetfighter/Shattered Pillar) (Melee/Ranged): Intended to be more of the Edward Kenway type pirate, who uses and abuses alcohol and drugs, but who's also really, REALLY good in a scrap.

     

    3. Scout (Sharpshooter or Ghost Heart/Streetfighter, Assassin, or No-Subclass) (Ranged): I had this idea today, basically because of how ridiculous some people said Maia's damage could get, and looking at it, she doesn't seem to be able to do anything a normal Scout couldn't, just at higher range with more Interrupts. This would be a dual pistol/hand mortar short-to-mid range style character with a variety of guns at their disposal. If I went Streetfighter, I'd open up with a Blunderbuss modal attack in order to proc Distracted on myself for much more reduced reload, then lay into my marked target. 

     

    4. Marauder (Berserker/Streetfighter): It all comes back to this. Marauder is something of my albatross around here, it's the build I keep coming back to and looking at every so often. It definitely fits, thematically, for a pirate type character, but then I run into the issue of surviving as one. Poor Deflection means I'm more or less at the whim of the enemies if I draw their ire, though the amount of damage I can do is fairly ridiculous in its own right. The fact that I can't see my HP is also a problem, and the constant ticking Raw damage which apparently scales up pretty ridiculously over time. 

     

    AoE Damage:

     

    1. Sage (Helwalker/Evoker or Helwalker/No-Subclass): https://forums.obsidian.net/topic/103438-character-build-for-potd-sage-helwalkerwizard-thought-and-memory/ Needs a bit of a rework, but this is basically intended as a long range artillery character using spells like Fireball, Blast of Frost, and Ninagauth's Shadowflame. It has a distinct fire and ice theme, representing... something! It's also a Pale Elf, because at least Pale Elves aren't Drow. There's also a Spirit Lancer variant I could try for more of a melee spellcaster with self-buffing. 

     

    Notably, roles I don't want to play myself are healer/party buffer. 

     

    If there's any other standouts that I didn't mention for the DPS categories, please feel free to list them in your responses. Otherwise, remember the criteria I provided for how to judge each build, based on your own personal experience. 

     

    Right now, I'm most leaning towards Scout. Ranger gets quite a few different special interactions, and I like the idea of the high accuracy it presents in tandem with the Rogue's own hit-to-crit and Driving Flight. Penetration seems like it could be a bit of an issue though, but there's food for that. 

     

    I'm least leaning towards Marauder, simply because of a lot of poor experiences with it. The amount of management it requires is not that fun. 

     

  18. Holy slayer is really versatile as a tank/dps hybrid. Some ideas to consider:

     

    Tutillos(sp) palm is not just for monks. Pick up dual wield AND shield styles. While technically weaker than a real weapon, the extra strike let's you get a second chance at applying ability effects. You will benefit from both the deflection from shield style and the speed boost from dual wield.

     

    Flames of Devotion is a full attack that counts as a fire ability. Itemize and build with this in mind. Scion of flame, ring of focused flame, etc.

     

    All of the paladin orders work great for this kinda build. My favorites depend on mode:

     

    For tanking in a group I highly recommend shieldbearer. With that, shield, and persistent distraction you will get 3 engagement slots. The better version of loh is great too. Exalted endurance to help with party heals as well. You will do decent damage, help with healing, AND tank 3 mobs all at once!

     

    For solo I would go goldpact. Since you won't have a party to "tank" for, the added armor is more useful. Shieldbearer was nerfed so their death prevention on loh is party only. Bleakwalker also is worthy. Your FoD will afflict enemies and do more damage. Definately pairs well with ring of focused flame and scion of flame.

     

    Brand enemy, gouging, arterial, and ring the bell for maximum damage over time on one target. Pick up serafens hand mortar (like in my holy hand grenadier build) and you can apply gouging and arterial in an aoe. REALLY strong.

     

    I was thinking either Goldpact or Bleak Walker for roleplay purposes - Shieldbearers doesn't make a whole lot of sense for a pro-Principi character. 

  19. You could get FoD at level five instead of dirty fighting, or at level three instead of escape.

     

    I'm not sure how often you'd need to escape and if you did would another cast of mirror image not work better?

     

    Other options would be at level nine instead of Bear's fortitude, level fifteen instead of exalted focus, or seventeen or eighteen.

     

    Eternal Devotion just gets you +10% damage so its easily skippable, the +15% for the group'd be better. Scion of Flames is just an additional point of penetration, doesn't seem especially vital to have or not.

     

    EDIT:

     

    I think GoldPact makes for a much tankier guy instead of Bleak Walker

     

    Lay on Hands is a really great heal, especially at the early part where you'd really appreciate it. It will be appreciated in the tough early encounters like the digsite

     

    Escape also makes me immune to engagement, so even if I use it as a gap closer, the enemies can just run past me and start pounding on my allies anyway. So that's a good point. 

     

    Now, does anyone have any recommendations on how to get engagement slots for this build without dual wielding the Kapana Tanga and a spear? Because that just looks ridiculous. The Blackened Plate stuff is seeming like my best bet, but that's way late into the game. 

  20. Sure! You are combining high dmg bonuses (Sneak Attack + Deathblows and so on) with a multiplicative lash (FoD). If you use a weapon with another lash that's great dmg per hit. Also Sneak Attack and stuff stacks with the +40% dmg beacon of the paladin. Retribution stacks with Sneak and friends. Riposte is there, too.

     

    Whew, alright. I was worried that the rest of my party would leave me in the dust. I really like the idea of being a multiclass option that none of my other party members have access to. 

     

    As for the multiplicative lash - does stacking lashes with weapons and stuff require that the weapon have the same lash type as FoD (Fire in this case, since I'm not going Bleak Walker)? Or could I do it with, say, a shock lash or a freeze lash? 

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