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Cyrus_Blackfeather

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Everything posted by Cyrus_Blackfeather

  1. That mainly happens when you respec after picking an upgraded version of the skill. I know for sure it happens with the Chanter's Skeleton Summon after picking its upgraded version. So long as you don't respec after getting Crippling Strike's upgrade you should be fine. So, what do you think of the skill layout? Any suggestions for those spots I don't have anything in?
  2. I don't quite see how Trickster can work with Ascendant.Character wants to max focus asap and start spamming cipher powers. If he uses trickster spells instead... than he's not better than trickster/fighter. P.S. Cipher dd powers have mediocre base damage. That's why spell-damaging ascendant wants max MIG, since it's one of the best ways to boost spell damage. And either go helwalker for even higher MIG (+lightning strikes) or streetfighter (for faster cast-spamming). Thundercrack may be not the best per-encounter focus-generating weapon.But it has the shock lash and can be enchanted with per-rest Storm Rune Shot. Rune Shot can max your focus alone, also it can win majority of deck-to-deck fights, which is nice in the early game. So, would you recommend Cipher/Streetfighter or Cipher/Monk? I'm leaning toward Cipher/Streetfighter primarily because of the support for ranged combat (Pierce the Bell)/Crippling Strike) and additional bonus damage. Does the accuracy penalty from Distracted hamper the build too much?
  3. ... Good to know! Kind of sucks that I won't have a DPS option until Level 10 for Ascendant, but I might just go with what I'd respec into, then...
  4. I was thinking Trickster... But that works too, I suppose! Is the Thundercrack Pistol not worth going for?
  5. So, I actually read the ending slide, and letting Pallegina follow through with her mission actually winds up worse for the Vallians if you strengthen the Dyrwood. The Vallians follow through with the trade deal, and the Dyrwood wages war against the Republics for two years. The ducs who sponsored the deal are killed in riots.
  6. Alright, I took your suggestions into account and this is what I came up with. I actually never really thought about Pierce the Bell for a Gunslinger, but it makes a ton of sense. Especially for Blunderbusses... that's +3 extra Penetration on a low Pen weapon. Level 1 - Crippling Strike/Eyestrike Level 2 - Soul Shock or Mind Wave (Respec to Escape at level 5) Level 3 - Penetrating Visions Level 4 - Two-Weapon Style/Draining Whip Level 5 - Mind Blades (Respec to Mental Binding at Level 10) Level 6 - Dirty Fighting Level 7 - Secret Horrors/Strike the Bell Level 8 - Hammering Thoughts Level 9 - Puppet Master Level 10 - Silent Scream/Shadowing Beyond Level 11 - ??? Level 12 - Finishing Blow Level 13 - Pierce the Bell/Borrowed Instinct Level 14 - Rapid Casting Level 15 - Ringleader Level 16 - Amplified Wave/??? Level 17 - The Empty Soul Level 18 - Disintegration Level 19 - Ancestor's Honor/Deathblows Level 20 - Echoing Horror Still not completely sold on the Level 9 and 12 slots, and I definitely don't know what I ought to be taking for the level 11 slot or the Rogue slot on 16. I am liking this so far, it's a better mix of Rogue/Cipher abilities, and I still get Sneak Attack on Pierce the Bell and such. I have a few different ideas for Rogue subclasses. Once I have more of an idea of what skills to take, I'll post a finalized version with equipment. Party-wise, I'm definitely going to want a Morningstar user - maybe Eder or Rekke - for Body Blows though to keep Fortitude low.
  7. How'd they buff Trickster?Added an Illusion spell for every PL (as opposed to every other), reduced Guile required for some spells, and reduced Sneak Attack penalty to -10% (essentially the only negative). Which, when you combo with Cipher, is pretty much immediately negated anyway... Trickster/Ascendant ranged Gunslinger it is, I suppose.
  8. Level 1 - Crippling Strike/Eyestrike Level 2 - Soul Shock or Mind Wave (Respec to Escape at level 5) Level 3 - Penetrating Visions Level 4 - Two-Weapon Style/Draining Whip Level 5 - Mind Blades (Respec to Mental Binding at Level 10) Level 6 - Dirty Fighting Level 7 - Secret Horrors/Strike the Bell Level 8 - Hammering Thoughts Level 9 - Puppet Master Level 10 - Silent Scream/Shadowing Beyond Level 11 - ??? Level 12 - Finishing Blow Level 13 - Pierce the Bell/Borrowed Instinct Level 14 - Rapid Casting Level 15 - Ringleader Level 16 - Amplified Wave/??? Level 17 - The Empty Soul Level 18 - Disintegration Level 19 - Ancestor's Honor/Deathblows Level 20 - Echoing Horror Alright, so maybe something like this? I'd probably go with a Trickster/Ascendant (Just for access to Illusion spells to further proc Sneak Attack). Since Soul Whip doesn't turn off at max Focus, it combos really well even with a reduced Sneak Attack damage.
  9. Yeah, that's sort of been my biggest issue with it. I've been wondering about maybe doing an Inquisitor, but then people have said that Bleak Walker would be too limiting from a roleplay perspective because it'd typecast Rauatai as being cruel. I do like the idea of being an Inquisitor though.You could reason that it's just *your * character that's cruel, and the system accepts it /turns a blind eye because you do enough good for the Rauatai. People aren't usually - 100%- representative of their country or group. I'm sure there are cruel people integrated in any of the factions in Deadfire. Edit : that said, I was going to originally suggest cipher? or chanter because I read they're part of the typical Rauatai army /military forces. But you could make pretty much anything work. Right now, for the kind of character I'm wanting to make, I'm leaning toward Cipher/something at range. Chanter would also work though - if I can't come up with a Cipher build I'm satisfied with, I might consider that.
  10. Hey guys, So, I want to make a Cipher/martial multiclass as my main character primarily for RP reasons (I love the idea of a character that can get into others' heads and do incredibly devastating damage to their souls) and was considering a couple of different options. I really want a Cipher that's allowed to make full use of their powers, including some of the DPS powers like Soul Ignition and Mind Blades. Right now, it's seeming like the best way to do that is through playing a Cipher at range. So, my two options for that are... 1. Mindstalker (Ascendant/Trickster): The issue I run into with this one is that there's way too many good Rogue powers and passives to take that work equally well at range as compared to melee. Otherwise, it's a really solid choice - Soul Whip and Sneak Attack go together really well, and there's obvious thematic synergy between Rogue and Cipher (One's a thief of your worldly possessions, the other's a thief of your secrets). Pros - Sneak Attack and Soul Whip synergize really well, even if I go with Trickster. Access to Trickster gives me some Wizard Illusion powers to supplement my Cipher toolkit. Cons - Aside from the Trickster "Domain" spells which I get for free, there's a load of really good Rogue options to take at different levels, which makes the choice between them and Cipher powers a lot harder. They can also be used at both melee and ranged for the most part. Squishier, by a degree, than the Transcendent too. 2. Transcendent (Helwalker/Ascendant): This build would focus a lot more on Cipher powers, but using Swift Strikes/Flurry to reduce cast and recovery times and Dance of Death for accuracy and wound generation, as well as Stunning Blow/Surge as a Full Attack. The biggest downside to this build is that, while it would allow me to use most of my favorite Cipher abilities, I'm really limited on choices from the Monk side when I'm forced to pick something, because so many of their powers require melee range. Pros - Absurd Intellect and respectable Might with Duality of Mortal Presence, 20% burning lash to Ranged attacks, solid boosts to Dexterity/Attack Speed, allows for me to more freely pick Cipher abilities. Cons - Lose out on a lot of really good Monk powers because they're melee only. Weapons: Xefa's Imperial Explication/Kitchen Stove (Blunderbusses... Blunderbussi?) Scordeo's Trophy/Thundercrack Pistol (Pistols... if it weren't immediately obvious). I like the idea of dual wielding both for the aesthetic and for the action speed boost, but I've also considered Spearcaster, especially if I decide to go with the Sharpshooter's Garb. Equipment: Garari Cuirass/Miscreant's Leathers (7% Recovery Time with Cutthroat Cosmo)/Sharpshooter's Garb (For Return Fire) - Ring of the Marksman (Pickpocket from RDC sailors. This character is pro-Rauatai, so I can't kill them) and Chameleon's Touch - Acina's Tricorn - Precognition - Cloak of Greater Protection - Bracers of Greater Deflection -Belt of Eoten Constitution Pros to Ranged Cipher: - Don't have to micromanage the Cipher as much - Similar to the character I actually played in the first game, so that's a plus - More of a flow between attacking and using Cipher powers - Blunderbusses deal Slash/Pierce damage Cons to Ranged Cipher: - Pistols deal pure piercing damage which, against Pierce immune/Pierce resistant targets, equals low Focus - Low Focus means I can't Ascend, and if I can't Ascend I deal significantly less damage - Blunderbusses deal low damage and have low accuracy There IS something to be said for melee multiclass Ciphers, especially now that a lot of their powers have gotten some much needed love. That being the case, I've played around with mixed melee/spellcasters before, and it seems like, unless the spell you're using has a 0.4 second cast time, there's a bit of a disconnect with attacking, then casting a spell, then attacking again. For this, I would go with the Soul Blade class. Aside from the Rogue/Monk multiclasses I've discussed previously, which would work equally well in melee, I think, with some adjustments, I've considered Paladin as an option. Paladins can get pretty good defensive buffs as is, and can be outfitted with Cipher spells to steal more defenses from enemies. The only issue with this is being bound to a Paladin order RP wise.
  11. Yeah, that's sort of been my biggest issue with it. I've been wondering about maybe doing an Inquisitor, but then people have said that Bleak Walker would be too limiting from a roleplay perspective because it'd typecast Rauatai as being cruel. I do like the idea of being an Inquisitor though.
  12. I guess I just figured "Hey, extra damage." As far as very few Cipher powers, that's also true. I'll see about adjusting the balance a bit.
  13. Cipher/Monk seems like a good choice as well. Hmm. I really like the idea of using Shreds, I just wish there were more that did decent damage.
  14. So, after much brainstorming and figuring out what would be a really good fit for the character I want to do, I've come up with two multiclass options, with builds I posted on this very forum (Along with like, twenty others. I'm a builder at heart, I can't deny). First, a little about the character so you know what sort of aesthetic I'm going for. I like the idea of the consummate "Company Man," a soldier who is fiercely loyal to his faction's interests in the Deadfire, and thus supports them as best he can. Further beyond that, he's an intelligence expert with a penchant for spying, interrogation, and assassination in order to further those goals. This character is going to be loyal to Rauatai, though he could easily be altered to fit in with any Faction, given a few adjustments. The two options (Please forgive how rough the builds are. I've done this so many times... I'm very tired... send help) 1. Mindstalker (https://forums.obsidian.net/topic/103654-potd-mindstalker-ascendantrogue-the-gunslinger/) So, this one's intended to be a ranged DPS Cipher... but I'm not really sure if that's really the best way to go about it. I've also considered a melee version with Soul Blade/Streetfighter and more Rogue skills, using Body Attunement/Psychic Backlash/Psychovampiric Shield to shore up defenses. 2. Shadowdancer (https://forums.obsidian.net/topic/103652-potd-build-shadowdancer-the-company-man-new-build-finally-feedback-appreciated/) This one's a lot more direct, a Rogue/Monk that's a lot more focused on direct attacks. Seems a little more reliable than the Mindstalker, but a lot less fun in the long term. Right now, I'm definitely leaning toward a Mindstalker of 'some' kind, though i'd be interested to hear commentary either way. Edit: It was recommended that I consider Transcendent as an option as well, unfortunately I don't have a build for that one. It's up on the polls though! I'll see about creating a build for it tomorrow.
  15. So, this is my attempt to resurrect my old Cipher character from the first game as a multiclass Rogue affiliated with the RDC. I wanted to try for a build that offered a good mix of damage and CC (Unfortunately, this has proven harder than expected). This is my best attempt at what I had in PoE1, but it's definitely open for improvement. Stats: 18 Might (14 Base +1 Human +2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion) 10 Constitution (6 Base + 2 Berath's Blessing +1 Rauatai +1 Effigy's Resentment (Durance)) 15 Dexterity (12 Base +2 Berath's Blessing +1 Chameleon's Touch) 21 Perception (18 Base +2 Berath's Blessing +1 Chameleon's Touch) 20 Intellect (18 Base +2 Berath's Blessing) 10 Resolve (7 Base +1 Human +2 Berath's Blessing) Abilities: Level 1 - Crippling Strike/Whispers of Treason Level 2 - Escape Level 3 - Penetrating Visions Level 4 - Blinding Strike/Biting Whip Level 5 - Dirty Fighting Level 6 - Mental Binding Level 7 - Psychic Backlash/Confounding Blind Level 8 - Hammering Thoughts Level 9 - Secret Horrors Level 10 - Silent Scream/Shadow Step Level 11 - Mind Lance Level 12 - Adept Evasion Level 13 - Deep Wounds/Keen Mind Level 14 - Rapid Casting Level 15 - Farcasting Level 16 - Amplified Wave/Perishing Strike Level 17 - Slippery Mind Level 18 - Disintegration Level 19 - The Complete Self/Deathblows Level 20 - Echoing Horror This is VERY rough and badly in need of love. I would really appreciate any feedback you could provide that'd make this build viable.
  16. So! After posting variants of the same Sage, Spellblade, and other Caster/Melee builds a bunch of times, and probably annoying a good many of you, and doing a lot of different testing, I've kind of come to realize that I'm just not feeling it as much as I do a dual-martial class. So, I decided to have a go at a Shadowdancer, who'd essentially follow the same role that my Spellblade was intended to follow, that of a spy/assassin for a given faction. Now, by doing this I sacrifice a lot of AoE DPS potential, in exchange for more of a focus on taking down single targets. It's also much more of a melee focused character, so I opted for Shattered Pillar/Streetfighter. The stats would look something like this... 10 Might (5 Base +1 Human +2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion) 20 Constitution (16 Base + 2 Berath's Blessing +1 Rauatai +1 Effigy's Resentment (Durance)) 17 Dexterity (12 Base +2 Berath's Blessing +2 Chameleon's Touch) 20 Perception (18 Base +2 Berath's Blessing) 20 Intellect (18 Base +2 Berath's Blessing) 8 Resolve (5 Base +1 Human +2 Berath's Blessing) (11 with Drug) This is a modified stat allocation of what I was using with my Streetfighter/Wizard, taking into account a reduced need for Constitution and Dexterity. This will, if my math is right, give me a little over 400 HP with Tough, just counting the flat Con bonuses and not the +10% from Effigy's/Durance. Might is also absolutely unnecessary for a Streetfighter, provided they can keep their bonuses up, and that's what this build is intended to do. Abilities: Level 1 - Crippling Strike/Swift Strikes Level 2 - Escape Level 3 - Force of Anguish Level 4 - Blinding Strike/Two-Weapon Style Level 5 - Dirty Fighting Level 6 - Weapon and Shield Style Level 7 - Efficient Anguish/Riposte Level 8 - Confounding Blind Level 9 - Stunning Blow Level 10 - Thunderous Blows/Persistent Distraction Level 11 - Withering Strike Level 12 - Adept Evasion Level 13 - Deep Wounds/Stunning Surge Level 14 - Tough Level 15 - Torment's Reach Level 16 - Raised Torment/Perishing Strike Level 17 - Flagellant's Path Level 18 - Slippery Mind Level 19 - Skyward Kick/Deathblows Level 20 - Heartbeat Drumming Gear: - Gipon Prudensco (Gotta tick off the Principi to get this, but it's worth it): Really nice defensive bonuses, including immunity to Engagement attacks, and a stacking bonus to Deflection and Reflex for Riposte and Adept Evasion. Otherwise, Devil of Caroc Breastplate is still a really good choice for the Resistance to Constitution or Intellect afflictions and the +2 additional class resources. - Cutthroat Cosmo for the Recovery reduction, especially if going with the DoC Breastplate. - Stalker's Patience and Tuotilo's Palm: Assuming weapon styles stack, this technically counts as two weapon fighting and weapon and shield. It allows you to make good use of full attacks, scales with Stealth, and does Raw damage over time in addition to Deep Wounds. I'm open to other suggestions though. - Thaos's Headdress: A bonus to Flanked enemies, just hide it because it looks hideous. - Cloak of Greater Protection: - Chameleon's Touch/Entonia's Signet Ring - Boots of the Stone/Rakhan Field Boots (For Endgame) - Precognition or Claim, Refusal - Bracers of Greater Deflection - Nature's Embrace
  17. Yeah, especially since I can't reroll stats. I think the Streetfighter/Wizard could be a good bit of fun, honestly.
  18. You mean this? https://forums.obsidian.net/topic/103598-the-spymaster-a-heavy-roleplay-spellblade-streetfighterwizard-build-for-potd-completed/ I have so many builds on the other forum, they're probably sick of me, honestly. Really, I should just go with this and stick with it.
  19. That's a fair point! I'd actually considered playing a Transcendent as well. I like the idea of some kind of Cipher multiclass.
  20. Hey guys, So, I know there's a lot of min/max talk around these boards, and I get that part of the fun of CRPGs is coming up with strategies that absolutely demolish the game's difficulty. But I wanted to share a build that I've been planning and adapting for a while now, that I think has the potential to be pretty fun, all things considered. It's not min-maxed by any means, but I think it comes close enough to be viable in PotD. It's more or less set, but I still welcome any feedback you might have. I've marked specific areas where I'm still finalizing decisions with a (*) symbol, so those are what I'm looking for specific feedback on. The theme of this character is that he's a mage who desperately wants to be on the Circle of Archmagi. However, in order to do this, he's taken every opportunity he can to increase his own awareness and knowledge of the universe, from studying to undergoing the death rite to become a Helwalker. There's a heavy Norse theme intended with this character, from his Pale Elf blood to wanting to evoke Odin in his constant thirst to know more than any other being, living or otherwise. The Race: Pale Elf (For the armor bonuses and the flavor of the build - Sage just seems to fit them, and I went with a very wintry/Evocation heavy theme) The Class: Helwalker/Wizard The Faction: VTC - The idea being that this character, like Ydwin, saw lots of promise in the Vallian Republics as a place to further their studies into the arcane and mystical. The Sage was, in fact, based heavily off of Ydwin, a consummate polymath. The Skill Focus: Alchemy/Explosives and Diplomacy/Metaphysics: The skills of potion brewing, stuff blowing up, esoteric knowledge, and grant proposal negotiations. Companions will be specced for Intimidate, Bluff, History, and Streetwise. The Stats:* 20 Might (16 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat Bonus potion) 13 Constitution (10 Base + 2 Berath's Blessing +1 Durance Blood Pool bonus) 14 Dexterity (10 Base +1 Pale Elf +2 Berath's Blessing +1 Chameleon's Touch) 20 Perception (16 Base +1 Pale Elf +1 White that Wends +2 Berath's Blessing) 20 Intellect (17 Base +2 Berath's Blessing +1 Chameleon's Touch) 8 Resolve (6 Base +2 Berath's Blessing) *This is where we get into the "Not Min/Max" part of this build. I don't like having super low Constitution, and since my build can get so absurdly close to the Might/Int cap anyway, I don't really need extra Might or Intellect either. Dexterity is a little bit more iffy, but I've done the number crunching and it seems that the difference between 14 Dexterity and 18 Dexterity for the weapons I intend to use is about half a second. Half a second, for 15% extra max HP, is a fair trade, I think. The Abilities:* Primary Grimoire - Llengrath's Martial Masteries (Defensive/Melee spells) Secondary Grimoire - Ninagauth's Teachings (Evocations) Level 1 - Swift Strikes/Chill Fog Level 2 - Lesser Wounds Level 3 - Wizard's Double Level 4 - Two-Handed Fighting/Arcane Veil Level 5 - Merciless Gaze Level 6 - Dance of Death Level 7 - Swift Flurry/Combat Focus Level 8 - Kalakoth's Minor Blights Level 9 - Stunning Blow Level 10 - Pull of Eora/Duality of Mortal Presence Level 11 - Thunderous Blows Level 12 - Enduring Dance Level 13 - Stunning Surge/Rapid Casting Level 14 - Enervating Blows Level 15 - Blast of Frost Level 16 - Martial Caster/Turning Wheel Level 17 - Tough Level 18 - Level 19 - Heartbeat Drumming/+10 Defense Passive Level 20 - *This is where I could use the most help, as I tried to include a few different options for the sake of versatility, and I'm not sure that it worked out quite as I intended. Here are the links to the two Grimoires I'll be using so you can see what spells I'll get from them in addition to what I've taken. https://pillarsofeternity.gamepedia.com/Llengrath%27s_Martial_Masteries https://pillarsofeternity.gamepedia.com/Ninagauth%27s_Teachings You'll notice a few different blank spots on the abilities lineup. These mark areas where I honestly have no idea what to take, because of a lack of options. Kalakoth's Minor Blights and Blast of Frost are taken purely because they add flavor to the "Nordic Mage" aesthetic I'm going for. If I were to swap them out for anything, I'd swap Kalakoth's out for Blade Turning, and Blast of Frost out for Uncanny Luck. I've also missed out on the two Penetration boosts to Frost and Fire spells. I'm not sure whether I should try fitting them into the build, or if there's not enough room for them. The Gear... Weapons: For the most part, just use your conjured weapons. For a solid endgame choice, consider Chromoprismatic Quarterstaff. Pet: Cutthroat Cosmo Armor: Miscreant's Leathers. With Cutthroat Cosmo, this effectively has no Recovery penalty. Plus, you can get an Uncanny Luck style buff on it that gives you a 5% chance to just completely avoid an attack. Furthermore, it's considered one of the more stylish pieces of armor in the game, if that's important to you. Rings: Chameleon's Touch/Ring of Regeneration. The second ring slot is really up to you, but Chameleon's Touch is just nice to have as a multiclass character. It gives you +1 to two stats, as well as +1 to two skills. Belt: Upright Captain's Belt. Concentration is always good, especially if you're going to be casting in melee, and it lets you resist the effects of Pull of Eora to boot. Neck: Strand of Favor. +1 Intellect/+10% Beneficial Effect Duration/-10% Hostile Effect Duration Helm: Thaos's Headdress if you're using a Leaden Key Aloth save, otherwise pick your poison. Gloves: Bracers of Greater Deflection Cloak: Cloak of Greater Protection Boots: Boots of the Stone And that sums it up! It's come a long way, and gone through a lot of different revisions, but I think I'm finally satisfied with what I've been able to create. Aside from the feedback asked for in the build itself, I suppose I'm just wondering about how effective overall this sort of... mixed playstyle is going to be? Ultimately, is it worth it to sprinkle a melee build with a few big damage spells for a little bit of extra boom for my buck, or am I better off just focusing entirely on Monk passives to boost my conjured weapons? Right now I really like what I've created, but liking something and it being effective are two very different things.
  21. But... Arcane Blaster! Also, I just added Mindstalker as an option (Originally I was very meh about the whole thing just because of the name, compared to things like 'Inquisitor', but I can't judge an entire multiclass on the name), so if that changes your mind, there it is. I DO like the idea of a Bleak Walker/Inquisitor though, that's definitely my first choice. And by "Stack Deflection" do you actually mean "Stack Resolve"? Or is this another build where I dump Resolve in favor of something else? Heh Arcane Blaster, what a piece of garbage it is Is it? It sounds so cool though.
  22. So, I've been having a heck of a time coming up with a solid class combination to fit the character that I'm currently planning on going with (An RDC allied Watcher with pro-Rauatai roots), because, honestly, I feel like class balance is in a pretty good place right now and I can make a bunch of things that all sound good for mechanics. So, I've decided to come here to propose the different options I've come up with and get some feedback on which one would best suit the following character. "The Spymaster is intended as an intelligence agent with ties to Rauatai (In my case), who was originally dispatched to the Dyrwood on an espionage mission before being caught up in the events of the main plot. Now that Caed Nua, his main anchor to the region, has been destroyed, he sees his new "post" in the Deadfire as a way to further his nation's interests in the region." This character is: - Highly loyal to the RDC - Well versed in espionage, assassination, and torture techniques - Has strong underworld connections/favors strong underworld connections The Options: 1. Inquisitor (Ascendant/Bleak Walker) 2. Mindstalker 3. Holy Slayer (Rogue/Bleak Walker) 4. Spellblade (Rogue/Wizard)
  23. But... Arcane Blaster! Also, I just added Mindstalker as an option (Originally I was very meh about the whole thing just because of the name, compared to things like 'Inquisitor', but I can't judge an entire multiclass on the name), so if that changes your mind, there it is. I DO like the idea of a Bleak Walker/Inquisitor though, that's definitely my first choice. And by "Stack Deflection" do you actually mean "Stack Resolve"? Or is this another build where I dump Resolve in favor of something else? Nah stats would be: Max Int Max Perc Good Dex (maybe not max but fast) Good Might Flat Con Flat Res You use Psychovampiric shield+Borrowed Instinct to buff resolve/ defenses like deflection further if you want to be in melee if you are ranged you can dump res and con at 8 but then you are squishy. Hmm... That actually sounds pretty neat. Any good AoE melee weapon suggestions? I hear Whispers of the Endless Paths got a pretty bad nerf.
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