
Cyrus_Blackfeather
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Well, I also want to play a ranged character, so Soul Blade doesn't really help me. That said! Doesn't it basically give you every good Illusion spell now? I keep forgetting it's been tremendously buffed. Alright - so, final decision time. Assassin/Ascendant dual-pistol Mindstalker. Done. Bam. Satisfactory.
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Hey guys, So, I was wondering if it was possible to somehow modify how the game registered full attacks made with two weapons from Stealth/Invisibility to make the Assassin subclass for Rogue a little more enticing over the Streetfighter, especially for ranged builds? As it is now, when dual wielding, one attack fires, gets the Assassinate bonus, resolves, and reveals the character. This makes two -handed weapons like the Arquebus much more desirable for those types of builds. That doesn't mean a Pistol/Pistol Assassin can't still work, just that it won't get the benefits from both attacks. If that's not feasible with what the mod tools currently allow people to do, would adding something like, say, a scaling Poison power level bonus to the Assassin's kit be possible? Poisons are definitely a big part of the Assassin's toolkit, so something that allows for better synergy with them, especially post-Alchemy nerf, would be good as well. (Or... por que no los dos?)
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Is my strategy for dealing with the accuracy penalty early-game solid? That is, single-handing a Blunderbuss and pistol and switching between them until the -5 Accuracy ceases to matter? Also, Mind Blades or Recall Agony? On paper, Recall Agony seems better, but Mind Blades has better AoE and can be spammed.
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They adjusted Lord Darryn's Voulge so it works (I'm assuming) as intended now - you no longer shock yourself (or your allies) to death when using it. That said, there's still the Wahai Porga or whatever for a good AoE Pollaxe option. Brute does sound like a lot of fun! It offers a bit more of a defensive toolkit, which is appreciated. I do agree as far as Streetfighter goes. Even if it's 80% bonus damage compared to 30%. How did Ascendant/Ghost Heart work in terms of damage? I've heard that it has the most unique dialogue options of any multiclass (40, 25 from the Cipher, 15 from the Ghost Heart, probably more from the Ranger), but I've also heard that Ranger's, well, ranged damage is somewhat lacking.
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Hey guys, So, I'm running into a bit of a self-paralyzing logic error where I come up with a bunch of different concepts or ideas for builds, and they all seem to work just fine, so I'm not sure which one I want to devote my time to. Every one of them has very good skill synergies, both classes work together well, the weapons aren't terribly hard to come by, it's just a matter of... which one is worth 60+ hours of extensive questing and Faction questing and exploring? From process of elimination, I know I want to play a character that's considered heavy on the damage. I'm calling upon people who have done a lot of different experimenting with various options to lend their experiences with the four builds I'm about to post. Since roleplay can also be fun, I'll include a couple details about how I plan to play each character, or what archetype they'll represent/faction they'll support. 1. Ranged Mindstalker (No-Subclass/Ascendant or Streetfighter/Ascendant): I made another thread discussing whether or not I could get away with a No-Subclass Rogue for a ranged build, but I'm really not a fan of how people try to get Streetfighter to work at range. Either get yourself beat almost to death and then rescued with BDD or use a Blunderbuss and constantly burn your hands to the point of serious nerve damage. So I'm hoping No-Subclass or Assassin would be at least workable. Build: https://forums.obsidian.net/topic/103907-characterroleplay-build-the-agent-mindstalker-streetfighterascendant/ This character is designed as an agent for the RDC, with ties to the Rauatai navy as an intelligence officer. He specializes in espionage, sabotage, and assassination, and is very much Lawful Neutral. That doesn't mean he's 'always on' though, and he's quite the mellow fellow when he's not working. Concerns: - Recovery Time (If not using Streetfighter) - Balancing Rogue and Cipher abilities (And their Recovery Times) - Low(ish) Might and the Cipher damage spells/whether I should even take the three that I have. 2. Ranged Transcendent (Ascendant/Helwalker): This one trades out the Rogue's Sneak Attack damage for more of a focus on Cipher spells, with an easily obtainable 35 Might and 30 Int heavily boosting powers like Mind Blades, Disintegrate, Amplified Wave, and Ectopsychic Echo. This character's faction is a little more flexible. Concerns: - Overall squishiness with no real "Escape button" - High vulnerability to damage with max Wounds - Might's bonus damage not really affecting weapon damage all that much. 3. Melee Marauder (Berserker/Streetfighter): A concept that's been very near and dear to my heart and brought about from a character I've been playing for some time in various media. Not a lot to say about him - he uses Frenzy (With a means of removing the Confusion) as well as other Barbarian passives to make the most out of being Bloodied and surrounded, while relying on defensive gear to help him survive. Build: None, but my notes about this character are buried in the forums SOMEWHERE This character would be a pro-Principi pirate, and specifically a member of the new bloods. Deadfire born, but not fortunate enough to be in the good graces of either the VTC or the RDC, and not considered Huana because of his human blood, he's seeking to carve out a piece of the Deadfire for himself. Staunchly Chaotic Neutral. Concerns: - Overall squishiness, especially with being unable to see his health. Human flags when he's Bloodied though, but not when he's Near Death. - Poor defenses when Frenzied, even when I'm able to remove Confusion 4. Melee Sage or Spellblade (Shattered Pillar/Wizard or Streetfighter/Wizard): The same concept, more or less, with two different interpretations. Basically, the character would make use of the Wizard spell Citzal's Spirit Lance to do high damage to enemies in an AoE. The Monk variant would use Monk's Wound spending Primary Attack powers, while the Rogue would spread Afflictions and thus Sneak Attack damage around with Streetfighter, while using Wizard's Deflection buffs to stay safe while Flanked. This character would decidedly be either VTC or Huana Of the four, right now I'm leaning most toward Mindstalker, simply because of the number of unique dialogue options Cipher offers and because the little bit of the Principi questline I've done hasn't really appealed to me. From a gameplay perspective, Rogue/Cipher also offers a much wider range of tools to play with - from enfeebling/ensnaring enemies to using Cipher spells to deal not-insignificant damage to wide areas (Though my character's somewhat low Might is of concern here). The synergy with Rogue is obviously there, more Afflictions means more ways to trigger Deathblows. Essentially... if you've played with multiple of these builds listed here, which one did you have the most fun with, and why? Are there any changes you'd make to my Mindstalker build?
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Hey guys, So I'm thinking of making a ranged Mindstalker MC, and I'm trying to decide on a subclass for the Rogue half of the multiclass. Originally, I had planned to go with Streetfighter, but the amount of hoops you have to jump through to get the action speed boost is a little daunting, plus it feels very 'gamey' to me. There are other ways to do it too, but those all require intense micromanagement and fall apart under things like Arcane Dampener. What I was wondering was... is the disparity between a ranged Rogue with Streetfighter and a ranged Rogue without Streetfighter really that noticeable? The Deadfire Speed Calculator (And keep in mind, this isn't accounting for every potential buff), says that it shaves off a good 2 seconds per auto-attack chain, or a 1 second reload per attack. The extra damage boost is nice, but it's only 50% extra damage compared to 30% (Or 70% compared to 50% when you take Soul Whip into account) which increases by 50% with Deathblows. That said, it also boosts spell recovery by a fair bit. I'm wondering if I would get just as much enjoyment out of playing as an Assassin (Opening with Arquebus and/or using Shadowing Beyond/invisibility potions to set up half-Assassinate dual pistol full attacks) or a no-Subclass Rogue? I know the recovery reduction is pretty significant, but the ways you have to go about getting it on a ranged character feel very gamey to me.
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Alright, updated the abilities and removed Two-Weapon Fighting. The skill for Level 3 is kind of flexible, it could be Eyestrike, or Lingering Echoes, or Penetrating Visions. Had a few questions before I committed to it. 1. Is it worth taking the offensive Cipher abilities with 20 Might? The Transcendent build I was considering was able to hit 35 Might with max Wounds/inspirations. 2. Is it worth trying to take Strike the Bell/Pierce the Bell with this build? The bonus Penetration and, later, extra Ranged damage does sound nice, but the fact that the skill doesn't offer anything else besides that kind of draws its usefulness into question.
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Hey guys! Wondering if there's a way to rename multiclasses currently? Some of the names (Mindstalker, Psyblade, etc) are a little silly/don't really seem like they fit the setting. Is there a way to, say, change Mindstalker to... I don't know. Phantom Thief, and then have that apply to all NPC Mindstalkers as well?
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Hmm. Alright. Please check the updated build https://forums.obsidian.net/topic/103907-characterroleplay-build-the-agent-mindstalker-streetfighterascendant/ I've modified the skills a bit, changed the race for more Rauatai flavor, and hopefully the starting stats don't impede the DPS spells I did decide to take too much (Mainly because I was running out of options to take at that point).
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I'm still not sure about the abilities, and would appreciate some feedback with them. I'd like to try for a mix of Direct Damage/CC from both classes if possible, maybe taking Mind Blades from the Cipher for a nice bit of AoE slashing damage. That said, is 20 Might going to be enough to make the most out of those sorts of spells? I was looking at 30+ Might as a Helwalker/Ascendant.
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That'd work! Though I'll obviously have to be concerned about boarding before I got the resources to make invisibility potions, but that's solvable by actually paying attention to where ships are. I honestly can't say which I prefer at this point. I'm trying to line up all the pros and cons of both. 1. Rogue: Higher weapon damage, more escape options, more synergy with Cipher affliction abilities for setting up Sneak Attacks, but squishier (By a small margin), less Action Speed boosts/Recovery reduction (Unless I go with Streetfighter and take an Accuracy malus that affects spells as well until I get Borrowed Instinct), and way too many good abilities for the limited slots I have to choose from. 2. Monk: More reason to take Cipher damage spells, Stunning Blow/Surge, more flexibility in build choice, access to lash damage, but no additional weapon damage outside of Soul Whip and the 20%/15% lash from Turning Wheel/Lightning Strikes, no way to teleport quickly out of a melee scrim (Though I could use invisibility potions), and attacks that target mostly Fortitude as opposed to Reflex. I don't know. At this point, I'm leaning heavily toward Cipher/Rogue again.