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Cyrus_Blackfeather

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Posts posted by Cyrus_Blackfeather

  1. Ur deflection is gonna be crap on this character no matter how many points u put in resolve, focus on killing as fast as possible and have a priest supporting u with Barring.

     

    The thing about deflection, and this is my opinion, u either build a char for it and u focus heavily on it or u straight up ignore it :p

    The more deflection u have the more benefit u will get by further increasing it. Going from 70 deflection to 80 does **** compared to going from 150 to 160 for example.

     

     

    And also having a ridiculous amount of HP so I can soak hits, and armor so that it takes a LOT of penetration to get above them. 

  2.  

     

     

     

     

    I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

    Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.

    To be sure I'll test this when I get home in about 2h, I'll let u know

     

     

    Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway... 

     

     

    ok i just tested 2 identical rogues on lvl 11, one with 3 int and the other with 19 int, the rest was exactly the same. The high int rogue was insanely more effective with dots, the dmg of tics and the rate of tics was exactly the same on both but the high int rogue produced way more tics then the low int one. Also Toxic Strike was completely worthless on the low int rogue while it was a monster on the high int rogue. So, more dot tics and longer afflictions and also with how toxic strike works id say a smart rogue is a much more effective rogue.

     

     

    Haha. Smart Barbarian, too! Alright, high Int it is. And I can address the low Deflection in other ways too, right? 

  3.  

     

     

    I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

    Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof.

    To be sure I'll test this when I get home in about 2h, I'll let u know

     

     

    Alright. If it turns out that Int actually weakens DoT attacks, I'll probably go Resolve just because it fits thematically anyway... 

  4. Hey guys,

     

    About to start in on a fresh playthrough for the DLC, and I was wondering if there were any cool new Soulbound weapons to be found? I know there's a Soulbound set of plate armor that I'm sure one of my tankier characters would enjoy, but I was really hoping for a new battle axe, or saber, or stiletto, or dagger. Compared to the first game, it feels like we're really lacking in terms of the Soulbound department. 

     

     

  5. I don't think that's correct, rogue dots tell u on description "will deal x dmg per 3sec over x time" int doesn't change the tic dmg like it did in the first game as far as I know, it will however make the dot stay on for longer or shorter so higher int means more tics, toxic strike especially will be gimped with a low Int score.

     

     

    Oh yeah? So things have changed between the two games. And since this build uses quite a few DoT effects (Blood Frenzy, Toxic Strike (I swapped over in the finalized version), Deep Wounds), it would be best to keep Intellect high... Too bad I can't have both, but I can't produce 10 extra attribute points out of nowhere without seriously hampering my Might, Perception, or Dexterity (Even more than I already have) or some combination thereof. 

  6. Hey guys, 

     

    So, I wanted to discuss what the most efficient way to purge the Confused status from a Berserker would be, using a Berserker/Rogue multi (This disqualifies casting Infuse With Vital Essence/Tactical Barrage/Clarity of Agony). Basically, I want something that's fairly unobtrusive, and that isn't redundant. The two things I've considered are...

     

    The Devil of Caroc Breastplate: Grants Resistance to Intellect afflictions - so I'm immune to Confusion, Charmed becomes Confused, and Dominate becomes Charmed. I plan to use this either way, because it's one of, if not the best, armor sets for a mixed martial multi (+2/+2 class resources). The choice here is between Intellect resistance and Constitution resistance. Considering Constitution resistance seems to be a little more rare, it might be more worth it to go with that and then pick my second option...

     

    Modwyr: Modwyr gives immunity (last I checked) to Intellect afflictions. So, no Confused, Charm, or Dominate. Plus, it has some really nice effects of its own, and can be made Legendary fairly quickly. It has a lash and an action speed buff that stacks on hit. Overall, it's a really good weapon that I can even upgrade to Legendary fairly early, and could be well paired with Duskfall. That said, if I ever get another weapon to try out, I'd be down my main method of removing the Confused effect. 

     

    As it stands, I'm thinking of using Modwyr and Duskfall as a combo through most of the game, going for the Con resistance on the DoC breastplate, and then seeing if there's some other method (A potion or a scroll that's readily acquired) that would purge it. Slippery Mind from the Rogue does, but only on Bloodied. 

  7.  

     

     

    Personally, would go high INT. With Blood Storm you can near perma frenzy up which saves resources for other stuff

    Also less interruptions in your attacking; Frenzy has a "cast time" unlike most other self buffs. Though I personally wouldn't go for int. Too little benefit compared to other classes.
     

    So you'd go for Resolve over Int? What about from a roleplay perspective - aren't there a lot more Int checks than Resolve checks?

    Yeah, though you don't need to completely dump it, I just wouldn't prioritize it. Yes int checks are more common than res, however there are some quite funny ones that only appear if you have a really low int - "why are you asking me?!" etc.

     

     

    So, something like this? 

     

    15 Might/15 Con/13 Dex/20 Perception/12 Intellect/20 Resolve - I didn't break down every bonus, but basically I shaved two points off of Con for max Res while keeping Int a little bit up. That gives me 429.5 (430) HP (Assuming it rounds in your favor, which I think it always does). So basically I trade 30 HP for no Deflection loss when Frenzied, plus a (slightly) higher Will save, and I miss out on the dialogue tests for being a super smarty pants, while passing all of the ones involving force of will. 

     

    Hmm. 

  8. Ciphers seem to have options that come up in the scripted events - they can sense if others are nearby or scan creatures' brains. Priests seem to get more rp options in dialogue, but I've yet to play a priest long enough to report just how significant it is. If you're a ranger you can ask your animal companion to check the fish in the crew event at sea. That's all I know.

     

    Alright. So seems like a lot of stuff you could do with other skills, except for the Priest interactions (Most of which are just "I bless you" or "I ask my god/goddess for help"). Noted! No worries playing a thug, then. 

  9.  

    Personally, would go high INT. With Blood Storm you can near perma frenzy up which saves resources for other stuff

    Also less interruptions in your attacking; Frenzy has a "cast time" unlike most other self buffs. Though I personally wouldn't go for int. Too little benefit compared to other classes.

     

     

    So you'd go for Resolve over Int? What about from a roleplay perspective - aren't there a lot more Int checks than Resolve checks? 

  10. Hey guys, 

     

    So... Going into my next playthrough, I'm a little bit concerned about playing certain classes roleplay wise. I've noticed a distinct disparity (Just looking at the hidden qualifiers) between Ciphers, Priests, Rangers (Especially Ghost Hearts) and pretty much everyone else. The class combo I'm wanting to use, Barbarian/Rogue, only gets a very few unique dialogues, and I'm pretty sure one of them is Corpse Eater specific, which is a cool class thematically but not so much in terms of actual gameplay. 

     

    So, my main worry is that if I'm not a Priest of Berath or Magran, or a Cipher, I won't be getting the same kind of experience, especially with the DLC coming out. So, I suppose I'll ask you - what am I really missing out on, for going with one of the lesser used class combinations? 

  11. Hey hey,

     

    Presenting the FINAL version of my Marauder build for a heavy roleplay experience with the Principi! This character can work with any faction, but is most thematically in line with the Principi. Pirate stuff! Yeah! Now, I know Barbarian/Rogue definitely isn't the class combo to pick if you want a heavy roleplay experience based on your class, but I'm hoping that the culture/background selection I decided to go with will be able to make up for that. 

     

    Also, "Lord-Reaper" is a title that I stole borrowed from ASoIaF. It doesn't reflect on how the character plays, since aside from Xoti's Sickle, which we can't make terribly good use of, there aren't really scythes in the game. 

     

    Blessings: Bonus attributes/skills, special item merchant, 5000 starting gold. 

     

    Race: Human for character customization options and another Bloodied bonus. 

     

    Class: Berserker/Streetfighter

     

    Culture: Deadfire Archipelago

     

    Background: Raider

     

    Skill Focus: Alchemy (For poisons) and Mechanics as Active skills, with a splash in Athletics for skill checks and Second Wind (Set AI to use it on <25% health since the AI can still see your HP while Frenzied). For passives, Insight and then pick your poison of the conversational skills. For the type of character we're wanting to play, Intimidate makes the most sense, then Streetwise/Bluff. Also, consider putting a few points in Metaphysics for certain checks.*

     

    Attributes: 

     

    Might: 15 (10 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost) 

    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 (18 Base +2 Berath's Blessing)

    Resolve: 10 (7 Base +1 Human +2 Berath's Blessing) 

     

    Dexterity is kept low-ish because eventually, stacking Action Speed starts to result in diminishing returns. The difference between 12 and 18 Dexterity with this build is a matter of a few tenths of a second of action time. Intellect and Perception are both kept high because, hey, hitting things is good and so is long durations on skills. Resolve is kept at 10 mostly because I don't like having it much lower, and I don't really feel like it needs to be.

     

    With Tough, and the bonuses from both sacrificing Durance and GotM, 17 Constitution gives 460 HP at level 20. That means it takes longer to hit Bloodied, but it also means that I can stay Bloodied longer without having to worry about being murdered. 

     

    Abilities: 

     

    Level 1 - Frenzy/Crippling Strike

    Level 2 - Blooded
    Level 3 - Escape
    Level 4 - Barbaric Blow/Two Weapon Style
    Level 5 - Dirty Fighting
    Level 6 - Blinding Strike
    Level 7 - Confounding Blind/One Stands Alone
    Level 8 - Bloodlust
    Level 9 - Thick Skinned
    Level 10 - Blood Frenzy/Persistent Distraction

    Level 11 - Withering Strike

    Level 12 - Wild Sprint

    Level 13 - Barbaric Smash/Deep Wounds
    Level 14 - Tough
    Level 15 - Interrupting Blows
    Level 16 - Toxic Strike/Brute Force
    Level 17 - Lion's Sprint
    Level 18 - Slippery Mind
    Level 19 - Deathblows/Blood Thirst
    Level 20 - Blood Storm

     

    Wild Sprint > Lion's Sprint is taken for the engagement immunity (Always nice to have another ability that does that) and the Accuracy boost (Which will probably be adjusted to actually work like it's supposed to, but I still feel like it's a good pick). 

    Gear: 

     

    Pet - Abraham: He's a good boy! Recovery reduction for armor, plus a heal on kill. It's a good way to try to maintain a healthy Bloodied state and not get overwhelmed and murdered. 

     

    Weapons: There's a lot of really good options. Some sets I've considered... 

     

    Stalker's Patience and Rust's Poignard

     

    Modwyr and Duskfall (Dual swords are always super badass)

     

    Grave Calling 

     

    Any cool new weapons from the DLC. Pun intended, probably. 

     

    Armor: DoC Breastplate. Even though it requires making a slightly gamey decision, it still gives +4 class resource to dual martial classes, which is easily among the best buffs in the game. That's not even getting into the resistances it grants. If you opt for Modwyr as a main weapon, you can get the resistance to Constitution afflictions. 

     

    Helm: Death's Maw for extra damage reduction each time I kill something. Things should be dying a lot. Ergo, it should be pretty useful. 

     

    Belt: Upright Captain's Belt means your Explosives experts/casters can throw around Pull of Eora and drag all of the enemies in on you for extra smashy funtime. 

     

    Cloak: Cloak of Greater Protection (+10 all Defenses except Deflection) and then upgrade to Nemnok's Cloak (Which can apparently be stolen as early as level 7 or 8 with some practice. 

     

    Gloves: Bracers of Greater Deflection: +7 Deflection more or less negates the -10 from Frenzy on its own. 

     

    Rings: Chameleon's Touch (For +1 to two attributes and two skills) and Voidward (To reduce the Raw damage taken by Frenzy as it gains PL). 

     

    Boots: Boots of the Stone, for resistance to Might afflictions as well as a little extra Dexterity and Resolve, upgrade to Rakhan Field Boots later on. 

     

    Amulet: Most likely Amulet of Greater Health or the +2 Resolve amulet for a little extra Deflection. Otherwise, I'll see if there's anything in the DLC that's worth getting. 

  12.  

     

    @Cyrus_Blackfeather

     

    Yes yo need to max Alchemy and change your gear

    For RP you can put 2 more points to int and remove 1 point from constitution 12 - 13 INT/MIG/DEX sound very reasonable :D 

     

    And also going No-Subclass Barbarian so I'm not constantly murdering myself with Berserker, I guess. 

     

     

    Nah, I mean you want to be bloodied anyways for maximum damage outputs. There are a bunch of items that raise dmg reduction/resists when you're low health. 

     

     

    So would you say it's worth it to keep Int high or should I keep it low in favor of high Resolve? I do plan on keeping Con high. 

  13. Hey guys, 

     

    So, I'm putting the finishing touches on a Marauder build, and I was wondering whether I should try maxing Intellect or Resolve (Either at 20). My stats would look like...

     

    15 Might/15 Con/13 Dex/20 Perception/12 Intellect/20 Resolve

     

    or 

     

    15 Might/17 Con/13 Dex/20 Per/20 Int/10 Res

     

    This is with Berath's Blessings and some other permanent stat boosts factored in. The subclasses I'll be using are Berserker/Streetfighter. 

     

    My thoughts on each.

     

    High Intellect:

     

    - Larger Carnage AoE

    - Longer Affliction Duration

    - Longer Frenzy Duration

    - Passes more dialogue tests

     

    High Resolve:

     

    - +10 Deflection, cancels out the -10 from Frenzy. 

    - Lower Affliction duration. 

     

    It seems like high Intellect is overall more preferable, but I'm not 100% sure. 

  14. Zerker and streetfighter both like to live on the edge, and more con is good for a character that likes to stay bloodied. Might can easily be left to 10 in favor of more health. You get to 15 from tenacious and have damage bonuses from streetfighter and weapons anyway. I would even go more defensive, but my builds tend to be rounded that way.

     

    Alright. Would you dump INT in favor of Resolve, then? Or is more Deflection not that important in the long run/when you can get it from party members (And when you're not planning on tanking, anyway). 

  15. @Cyrus_Blackfeather

     

    Yes yo need to max Alchemy and change your gear

    For RP you can put 2 more points to int and remove 1 point from constitution 12 - 13 INT/MIG/DEX sound very reasonable :D 

     

    And also going No-Subclass Barbarian so I'm not constantly murdering myself with Berserker, I guess. 

  16. Hey guys,  

     

    So, I'm working on a Principi Marauder right now, planning to do their storyline, and most other sidequests/DLC, and I'm having a bit of trouble from a mechanics vs narrative perspective regarding stats. 

     

    Because of how the game calculates DoT damage, I've been told to keep Intellect low. I tend to keep it at 20, for 50% affliction duration and 100% AoE size, and so that I can still comfortably use Afflictions when using Berserker's Frenzied state until I find a means to cleanse Confusion. I was thinking that, maybe, I could keep Intellect at 8 (Adjusted to 10 with Blessings) and then invest the points into Resolve, bumping it up to 20 with Blessings and the Human racial bonus. 

     

    Now, while mechanically that's fine - I can really work with any stat combination once I have a way to clear Confusion, I'm interested in how these attribute values would play out in terms of dialogue tests in game. I'm aware that Resolve is no longer as ubiquitous as it was in the first game, but it still shows up - I've seen at least one random city event that tests it, and there's quite a few "mental intrusion" checks you can resist with high enough Resolve. Intellect, meanwhile, seems to mostly be centered around esoteric knowledge - knowing things about, say, luminous adra without having to invest heavily into Metaphysics. 

     

    So, I'm curious as to which stat would be considered more valuable from a roleplay perspective. Basically, which contributes to a more enjoyable experience of the game? Personally, I'd think a higher Resolve would be good because it'd mean I wasn't being led around by the nose as much, or able to be manipulated by higher powers as easily, but I'm not sure. 

  17. So, slight correction to what I said earlier. If I'm doing this in a party - with tanky characters like Eder, would it be better to focus on Might, or should I bump up Resolve and play OT as well? If I decided to go with a more Resolve/Con focused playstyle, my stats would look like this...

     

    Might: 15 (10 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost) 

    Con: 17 (13 Base +1 Effigy's Resentment (Durance) +1 Chameleon's Touch +2 Berath's Blessing)

    Dexterity: 13 (9 Base +1 Deadfire +2 Berath's Blessing +1 Chameleon's Touch) 

    Perception: 20 (18 Base +2 Berath's Blessing)

    Intellect: 10 (8 Base +2 Berath's Blessing)

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

     

    So, 460 HP at level 20, +10 Deflection in addition to everything I can get from other stuff. I could go all in and drop Might down to 5 for more Con, but I'd rather not do that. This allows me to pass every Resolve test in the game, but means I'll lose out on Intellect tests. Which actually necessitates getting high Alchemy if I want the permanent stat boost. 

     

    Hmm... 

  18.  

    Before I go ahead with this, I'm curious as to what everyone thinks - would it be better to go for higher Might for Might related dialogue checks and 30% compared to 15% bonus damage, or more Constitution for 460 max HP at level 20 compared to 386? 

    I don't know why but I much more prefer defensive setup :D

    I don't think that you really need berserkers, all their bonuses exist as potions alternative (at least for melee setup). For solo/duo marauder builds I usually pick no-subclass barbarian

    I never max int, because it cause rogue dots do less DPS and 15SEC for Frenzy is pretty enough

     

    Instead of INT I max Resolve

    Instead of MIG I put all points to Constituion

     

    So I usually try to stack as much as possible deflection +10 From Resolve + 7 (From Cloak of Greater deflection) + 10 from (Casità Samelia's Legacy ) + 8 Dagger Modal (Pukestabber) + 4 (2x ring of minor deflection) + 3 (From resolve Drug) + 10 (From Hylena Food for no-rest run) = 105 - 110 Deflection. Why ?  Because this stop enemies to over-pen your armor with crits

     

    Fire godlike + Barbarian passive + Belt (Blunting Belt) + Potion of Shield will give you enough armor to survive in any fight without carrying  about enemies DM

    As primary weapon I used Scordeo's Edge to make it stack enough accuracy

     

     

    Well, I planned on doing this build in a party, but I didn't know about Int behaving like that in regards to Rogue DoTs. I'd be worried about the duration on the Afflictions, though I suppose the PL scaling helps with that as well. Plus I do kind of like the idea of maxing Resolve, because playing a fearless character definitely appeals - though playing a smart one has a certain degree of appeal as well. 

  19. I'll try this at some point.

     

    I'm a tad confused about the 20 MIG, then followed up by "MIG is kept at 10" . What's that about?

     

    Also, if the armor gives INT affliction immunity, can't I just go dual sabres? Would a 2h work like Whispers of the E.P. or Wahai Poraga?

     

    Oh, that's my bad. I didn't update the main text. 

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