
Cyrus_Blackfeather
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Okay, so something like... 16 Might (8 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) 13 Con (10 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) 18 Perception (16 Base +2 Berath's Blessing) 21 Intellect (18 Base +2 Berath's Blessing +1 Strand of Favor) 18 Resolve (14 Base +1 Nalvi +1 Human +2 Berath's Blessing) If Nalvi gives a reduced Recovery reduction, I might swap back out for Abraham. Having a pet that reduces Recovery Time is super important. Especially if I'm not using DoC Breastplate or Streetfighter. ... That's actually a good question. DoC or Casita Samelia? Casita gives Deflection based on Intimidate, but DoC gives +2 extra Guile and Zeal. As far as Dexterity goes, I'm not really sure how much it actually matters. If I lower Con to 10, adjusted, that's 275 HP. I'd put the points into Resolve to get up to 20 without Nalvi, so it'd look like this. 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 19 Dexterity (15 Base +1 Deadfire +2 Berath's Blessing +1 Chameleon's Touch) 18 Perception (16 Base +2 Berath's Blessing) 18 Intellect (15 Base +2 Berath's Blessing +1 Strand of Favor) 18 Resolve (15 Base +1 Human +2 Berath's Blessing) If 30% -> 18% is negligible, 18%->15% is miniscule. This also gets me 20 in all of my relevant stats with only one item required, and allows me to use Abraham. None of the stat checks for those three attributes go above 20. Edit: It was recommended, since Paladin/Trickster don't offer any action speed buffs, that I take two points each from Perception/Intellect/Resolve and put them into Dexterity. I've made that adjustment. That gives me 5.8 second dual sabre full attacks with just two-weapon fighting.
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Because it gives 5% extra HP in addition to the +1 Con you get from it. There might be better ones, though Durance's is definitely the one that's the least conditional. I might look at Whispers of the Endless Paths as another AoE option and just use a mod or something that de-nerfs it. Other than that, I'm just trying to find ways to get my Intellect up. If 18 Perception is enough to see some of the nastier traps, and 18 Resolve is enough for most of the checks in the game, then that's all I really need to worry about boosting, for the sake of things like the Sickened on Flames of Devotion and Inspired Beacon's Blind and vulnerability effect. I could drop 5 points from Might and then shave one each off of Con and Dex to max everything else out. Not sure how significant a 15% Might damage bonus compared to a 30% one would be.
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Hey guys: So, after receiving a bit of feedback about my Holy Slayer build, I wanted to present a more complete version taking into account some of the advice I received and giving a little more insight into the character I'm seeking to play. I'll start with that first. What I want out of this is very much a tank character, with solid defenses and armor who's capable of holding the line against powerful enemy onslaughts. I want to go toe to toe with the Drake in the Engwithan Pit and come out unscathed. That being said, I want to put pressure on my enemies as well - while I realize that a Holy Slayer lacks the pure burst of a Marauder, I want to build myself in such a way that I get excellent sustained damage, while being able to set up Deathblows and reliably critically hit. From a roleplay perspective, this character is intended to be a Principi character with a fearsome reputation, notable for taking no prisoners when resistance is offered, so that when people see his colors on the horizon their first response is to surrender. He's heavily inspired by the Dread Pirate Roberts from the Princess Bride book and film. He's also notable for being quick on discipline, but willing to allow time for leisure - as long as the crew doesn't shirk at their posts, he's not above letting them do a bit of drinking and whoring at port. Dispositions... Aggressive, Cruel, Clever. Why? Because if I don't have SOME fun/snark as a Bleak Walker, I'm going to get bored and reroll again. Why the Principi? Why indeed? Honestly, because the Principi feels like one of the more well-fleshed out factions in the game. There's a definite sense of friction and hostility between Furrante and Aeldys, and they both have such dynamically different philosophies about how the whole "Pirate" game ought to be played that it really does feel like a big choice between them. Plus they have a whole town to themselves. The Race: Human (Oceanfolk, for the Old Vallia looks) - +1 Might/Resolve, and good aesthetic options. The racial ability is nice too, for a sturdier character. The Class: Paladin (Bleak Walker)/Rogue (Trickster) - Trickster has so much going for it right now that the drawback more or less doesn't matter. Streetfighter tops it in terms of damage, but either requires getting Bloodied or Flanked, either one of which isn't a desirable condition for a tank. The Culture/Background: Deadfire/Raider (Mercenary also works, and has more dialogue options, but Raider fits more thematically). Skill Focus: Athletics and Mechanics/Insight and Intimidate (Athletics for Second Wind and Mechanics for lockpicking/trap-disarming, Intimidate for a piece of armor and for dialogue checks along with Insight for noticing things). Skill focus still needs a bit of work. I'm kind of bleh about hearing Serafen talk about how fat and furry his fingers are, so I don't like him having higher Mechanics than my Watcher. I also feel like there's a point where you don't need to invest any more in Athletics for Second Wind. Blessings: Attributes/Skills/5,000 Gold/Special Merchant Attributes: Two different stat spreads. Please note - Resolve is NOT a dump stat for me. Period. From a roleplay perspective, and a tanking perspective, it's too important to keep low. Now! This might motivate my decision to play solo or not, if too high of a Resolve means the enemies are going to ignore me and run for my squishy party members - but I feel like they'd do that regardless. Alright, so if I go with +2 Might gloves, and the +1 Resolve pet, I was thinking about stats that look a little like this... 20 Might (12 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) 13 Con (10 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) 18 Perception (16 Base +2 Berath's Blessing) 17 Intellect (14 Base +2 Berath's Blessing +1 Strand of Favor) 18 Resolve (14 Base +1 Nalvi +1 Human +2 Berath's Blessing) At Level 20, that's 312 HP. I factored in some of the gear I'll be going for throughout the playthrough, but I'm aiming to get 20 Perception, Intellect, and Resolve by the end of the game for higher end dialogue checks and trap-spotting. Abilities: Level 1: Lay on Hands/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/Eternal Devotion Level 8: Riposte Level 9: Bear's Fortitude Level 10: Persistent Distraction/Scion of Flame Level 11: Greater Lay on Hands Level 12: Glorious Beacon Level 13: Deep Wounds/Inspiring Beacon Level 14: Devastating Blow Level 15: Exalted Focus Level 16: Virtuous Triumph/Toxic Strike Level 17: Uncanny Luck Level 18: Improved Critical Level 19: Deathblows/Stoic Steel Level 20: Mental Fortress These are all based off of 1TTFFSSE's suggestions. I feel like I've gotten most of the good/relevant abilities. I wanted as many defensive/on-kill options as possible as well as good hit-to-crit. Equipment: Weapons: LOTS of good options here. I plan to have a couple of different sets - Weapon and Shield for early buffing (Probably Modwyr/Bronlar's Phalanx), Dual Wielding for damage (There's loads of different good Saber options. Animancer's Energy Blade does decent Raw damage and attacks faster, Tarn's Respite strips Deflection on hit - which your main damage dealing attack targets), Magran's Favor is also another good choice, and I can also use a Dagger like Pukestabber in my off-hand for bonus melee Deflection. I might take an AoE weapon too, either Wahai Poroga or Oathbreaker's End. Armor: Casita Samelia's Legacy (Enchant with the Slash damage retaliation attack. Not that the Will one is bad, but extra retaliatory attacks are nice). I plan to go full genocide on the Valera/Bardatto quest, because why would I actively HELP the Vallians fight the Principi?). Pet: Nalvi. Armor penalty reduction and +1 Resolve. Can be obtained fairly early on with no combat! Hands: Woedica's Strangling Grasp. +3 Burn armor resistance, +2 Might, and you can strangle people once per rest. It's special magic strangling too, so you don't even have to stay close to them to do it! Belt: Upright Captain's Belt - Personal preference, for Concentration and immunity to push/pull. Boots: Boots of Stability for Fortitude until I can upgrade to Rakhan Field Boots for a per-Encounter charge and Corrode armor resistance. Trinket: Detonator Fragment (None of them are particularly appealing, but just to fill the slot, I think it probably offers the best effect. It's a fireball that heals your party). Neck: Strand of Favor for +1 Intellect. Otherwise, not really sure what'd be good here. Cloak: Cloak of Greater Protection for +10 to all defenses except Deflection. Rings: Chameleon's Touch and either the Ring of Focused Flame (For FoD Accuracy) or the Ring of Prosperity's Fortune/Ring of Money (For 15% hit to crit with lots of money). The build has 20% Hit-to-Crit going off of pure stats and with my Aura activated. Helm: This is a tricky one! Fair Favor for extra hit-to-crit with sabres and daggers, or the Horns of the Bleak Mother for extra Perception. So, still a little bit left to go in determining ideal gear and stats/abilities, but I think I'm a lot closer to being done with this. I really look forward to trying it out. I like the idea of setting the encounter as a tank, rather than being delegated to enemy clean-up duty while Eder engages.
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Alright, so if I go with +2 Might gloves, and the +1 Resolve pet, I was thinking about stats that look a little like this... 20 Might (12 Base + 1 Human +2 Gauntlets of Ogre Might + 1 Chameleon's Touch + 1 Gift of the Machine +2 Berath's Blessing +1 Permanent Stat Boost) 13 Con (10 Base +1 Effigy's Resentment (Durance) +2 Berath's Blessing) - Effectively 25% extra Health 14 Dexterity (10 Base +1 Deadfire +2 Berath's Blessing +1 Chameleon's Touch) 17 Perception (15 Base +2 Berath's Blessing) 16 Intellect (14 Base +2 Berath's Blessing) 18 Resolve (14 Base +1 Nalvi +1 Human +2 Berath's Blessing) I could bump my Con up a bit by grabbing the Undying Burden, but I think the Upright Captain's Belt is overall better - free Concentration and immunity to pull/push. I can drop Might to 15 to cap out Perception and Resolve, and Con down to 10/Dex down to 13 for Intellect, which looks like this. 15 Might (7 Base + 1 Human +2 Gauntlets of Ogre Might + 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 (18 Base +2 Berath's Blessing) 20 Resolve (16 Base +1 Nalvi +1 Human +2 Berath's Blessing) Not sure whether 15% damage is worth early access to +10 Accuracy, +50% ability duration and AoE size, and 10 Deflection. Also, Boots-wise, I can use the Boots of the Stone for a bit, but was thinking of using Rakhan Field Boots for the endgame (+3 Corrode Armor resist and a Charge-like ability).
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Oh also, I ought to ask. Is it worth going Streetfighter for this build, do you think? Or is Trickster's bag of tricks (Pun intended) more worth it in the long-term? I'd probably aim to get flanked more as a Streetfighter. Plus, I'd worry a lot less about my Might not being as high - I can drop it as low as 7 and still have 15% extra bonus damage while maxing out Intellect and Resolve. Also, update to the stats factoring in the Gauntlets of Ogre Might. 20 Might (12 Base + 1 Human +2 Gauntlets of Ogre Might + 1 Chameleon's Touch + 1 Gift of the Machine +2 Berath's Blessing +1 Permanent Stat Boost) 13 Con (10 Base +1 Effigy's Resentment (Durance) +2 Berath's Blessing) - Effectively 25% extra Health 14 Dexterity (10 Base +1 Deadfire +2 Berath's Blessing +1 Chameleon's Touch) 17 Perception (15 Base +2 Berath's Blessing) 16 Intellect (14 Base +2 Berath's Blessing) 17 Resolve (14 Base +1 Human +2 Berath's Blessing)
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Horns of the Bleak Mother: +1 Per.Wise Teeth Necklace: +1 Int, never bothered to change it although I should. Chameleon's Touch: +1 Res from Priest Gauntlets of Ogres Might: +2 Mig Undying Burden: +2 Con Eviee: +2 Res Boots of Stone: +1 Res, +1 Dex, also didnt bother to change. Is Eviee one of the new trinkets? Cool. Hopefully those aren't too hard to come by. I'll at least factor that into the build when I do a more complete version. Gauntletswise... Yeah, the Ogre's Might are probably my best bet. I can get them early, and I've no idea where the Deflection bracers are/the Cloak is better. It's the dog in Muhai's Estate in Serpent's Crown. Oh, I see. I was going to use Abraham for heal on kill and Recovery Time reduction for armor.
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Horns of the Bleak Mother: +1 Per.Wise Teeth Necklace: +1 Int, never bothered to change it although I should. Chameleon's Touch: +1 Res from Priest Gauntlets of Ogres Might: +2 Mig Undying Burden: +2 Con Eviee: +2 Res Boots of Stone: +1 Res, +1 Dex, also didnt bother to change. Is Eviee one of the new trinkets? Cool. Hopefully those aren't too hard to come by. I'll at least factor that into the build when I do a more complete version. Gauntletswise... Yeah, the Ogre's Might are probably my best bet. I can get them early, and I've no idea where the Deflection bracers are/the Cloak is better.
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So with Vitalis's spread, I get... 20 Might (14 Base + 1 Human + 1 Chameleon's Touch + 1 Gift of the Machine +2 Berath's Blessing +1 Permanent Stat Boost) 13 Con (10 Base +1 Effigy's Resentment (Durance) +2 Berath's Blessing) - Effectively 25% extra Health 14 Dexterity (10 Base +1 Deadfire +2 Berath's Blessing +1 Chameleon's Touch) 17 Perception (15 Base +2 Berath's Blessing) 16 Intellect (14 Base +2 Berath's Blessing) 15 Resolve (12 Base +1 Human +2 Berath's Blessing) Not sure what items you used. I'm assuming Chameleon's Touch is either an Int or a Resolve boost instead of a Dexterity boost when used on a Templar, rather than a Holy Slayer.
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Hello, So, I'm working on a Holy Slayer for a Principi character I'm planning on running - I like the idea of a more disciplined sort of pirate, compared to some of the Principi rabble. I'm considering Bleak Walker, with a focus on Aggressive, Cruel, and Clever as my dispositions of choice, and a Lawful Evil leaning, but I'm worried that the subclass might not fit in with the Principi philosophy that well. Darcozzi is, on the whole, a more thematically appropriate choice, but I don't really like their Lay on Hands buff as much.
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yeah something like that. If you have a problem with only 10 might you can lower perc, intellect and resolve all to 18 in your final calculation - it is fine then you have 6 more points for a balanced stat distribution I usually run around with zealous arau+upgrade it to hit to crit conversion so you'll be getting a boost to perception from that anyways. Just worried about trap spotting, but I guess I have Maia for that - and I can't imagine there are that many traps you can't spot with an 18 Perception. And I do like the more balanced approach... So, Might: 12 (6 Base +1 Human +1 GotM +1 Chameleon's Touch +2 Berath's Blessing +1 Permanent Stat Boost) Con: 12 (9 Base +1 Effigy's Resentment (Durance) +2 Berath's Blessing) Dexterity: 16 (12 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) Perception: 18 (16 Base +2 Berath's Blessing) Intellect: 18 (16 Base +2 Berath's Blessing) Resolve: 18 (16 Base +1 Human +2 Berath's Blessing) I'm not opposed to low Might, and it's not like I'm taking a penalty to Fortitude - at least at first. Put the remaining points into Dexterity. Trying to decide how much is enough, since the only action speed buff is if I pick Streetfighter. A Streetfighter/Bleak Walker does sound pretty cool though, but Trickster offers so much extra Deflection. Edit: Streetfighter's Action Speed buff is far from guaranteed.
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So something like... Might: 10 (4 Base +1 Human +1 GotM +1 Chameleon's Touch +2 Berath's Blessing +1 Permanent Stat Boost) Con: 12 (9 Base +1 Effigy's Resentment (Durance) +2 Berath's Blessing) Dexterity: 12 (8 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) Perception: 20 (18 Base +2 Berath's Blessing) Intellect: 20 (18 Base +2 Berath's Blessing) Resolve: 20 (18 Base +1 Human +2 Berath's Blessing) MAN that's a low Might... There aren't that many flat Might checks in the game that are Watcher-only, are there?
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I'm thinking about a Holy Slayer right now. Ultimately, what I like is the idea of being a tank, and being able to direct the pace of the encounter - engage a powerful enemy or group and hold them while my allies do damage, but use Rogue abilities to put pressure onto them and do not-insignificant damage. With my Marauder, I really can't 'do' that. I can down things quickly, but if things go wrong, I will die.
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... Ooof, 30% on a miss? Yeesh. That, yeah... That's pretty bad. Since I'll be playing in a party, I'll probably overlook that. Bleak Walker is good too, though I'm not sure if it's quite that pirate-y. It could work, it'd just be a different feel. High Intellect is there for duration of effects like Inspired Beacon and Rogue afflictions, but I suppose it's not that necessary. Yes, the huge Resolve is there for Deflection to get Ripostes, but if it's not a good idea to build for that in a party, I might go ahead and drop it down.
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I'd say, yes. My issue with it that dispositions are not bound to factions/NPCs (Tyranny didn't have dispositions at all, only reputations with factions/characters). As it is, they look too similar to D&D alignments, where you tried to guess what the developers thought the dialogue options meant. Is it a lawfully good (well?) to choose to fight bandits (thus preventing them from attacking anyone else) or is it more LG-ly to convince them to let you pass without violence? (From an encounter in PoEII, by the way. At least one option to attack was disposition-neutral). Yeah, I actually really liked how the disposition system was handled in Tyranny (Now if only the companions didn't make me want to chuck most of them off of the Spire. Especially Kills-in-Shadow). I'm looking at playing a Paladin now so that I can have a bit more of a focused experience with the disposition system.