
Cyrus_Blackfeather
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Another quick question regarding stats and their effect on character interactions. I'm planning on playing a low Might Streetfighter/Wizard build, since Streetfighter gets such tremendous additive damage bonuses that Might really isn't a necessary resource for them. However, I also want my character to be a sort of Rauatai military intelligence operative, who's all about undermining the other factions whenever and however possible. Essentially, from a roleplay perspective, are there many interactions that require a super high Might check to get a desired result in this regard? Or would high Perception, Intellect, Bluff, and Streetwise serve me better?
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Hmm, alright... So maybe something like this. 12 Might (6 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion +2 Gloves) (16 with food/21 with Inspiration) 22 Constitution (18 Base + 2 Berath's Blessing +1 Rauatai +1 Effigy's Resentment (Durance)) 18 Dexterity (14 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) 16 Perception (14 Base +2 Berath's Blessing) 22 Intellect (18 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) (As high as 30 with Smart Inspiration/Drugs/etc) 7 Resolve (5 Base +2 Berath's Blessing) (10 with Drug) If my Resolve is so low, should I bring Riposte or drop it for something else? Or will my Deflection bonuses from Wizard spells make up for it?
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Thanks for the feedback! I went ahead and swapped out Arcane Dampener for Pull of Eora. Edit: I'm not exactly comfortable dropping Constitution that low, especially since Might isn't really needed that much in a build like this. I might consider dropping both it and Might to bump up Resolve for more Deflection/Riposte chance though... * To use Pull of Eora you need Captain Belt My stats for this build 06 MIG -> 8 with blessing -> 9 with gift of machine -> 10 with potion that give you 1 attribute -> (+15 with inspiration) 17 CON -> 19 with blessing -> 20 With Durance Effigy's Resentment -> 21 with belt -> 23 with per rest bonus (+28 with inspiration) 16 DEX -> 18 with blessing -> 20 with boots (+25 with inspiration) 14 PER -> 16 with blessing -> 19 with drug -> 20 with per rest bonus 18 INT -> 20 with blessing -> 21 with amulet -> 24 with drug -> 25 (per rest bonus) -> (you can hit 30 if you used some item that give you intellect inspiration 05 RES -> 07 with blessing -> 10 with drug What boots give you +2 Dexterity? Also, does the Upright Captain's Belt give you +1 Con, or do you need to choose between Pull of Eora resistance or having the additional Constitution? Furthermore, I'm assuming there are dialogue checks you can use to threaten people that don't rely on Might to succeed? Also, for PotD, isn't a super high Perception something I should shoot for from the very beginning? Or do I not need it because of the Afflictions/Aware Inspiration/other bonuses? Also, I assume this build maxes Alchemy, and the Drug bonuses are with 1.2 taken into account?
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Thanks for the feedback! I went ahead and swapped out Arcane Dampener for Pull of Eora. Edit: I'm not exactly comfortable dropping Constitution that low, especially since Might isn't really needed that much in a build like this. I might consider dropping both it and Might to bump up Resolve for more Deflection/Riposte chance though...
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Of all of the builds I've created on this board, this one is probably the one I was most inspired by, and am most eager to try out. It's a party-focused PotD frontline striker with an equally robust roleplay style attached to it. This character is an intelligence agent working for one of the four major factions (I personally went with Rauatai, but it's really your choice), and their choices throughout their PoE1 background and PoE2 gameplay are geared toward advancing the goals of their faction above all others. You can certainly take other factions' quests, in fact I encourage it, just as long as you make every attempt to sabotage them wherever possible. This is a heavy roleplay character, and ought to be played as such. In combat, the character makes heavy use of the conjured weapon spell Citzal's Spirit Lance for its AoE attacks, combined with the -50% recovery time boost of the Streetfighter while Flanked. This allows the character to overcome one of the biggest disadvantages the Rogue has, a lack of solid AoE attacking options. The Blessings: Bonus Attributes, Bonus Skills, 5000 extra gold, upgraded ship sails (More if you have points for them) The Race: I personally like Nature Godlike for the PL bonus and the flavor, but Human is another good option for the bonuses while Bloodied, and Coastal Aumaua get natural resistance to Might afflictions, which is always nice. The Class: Streetfighter/Wizard (No subclass) The Culture/Background: Rauatai/Aristocrat (I like Aristocrat for the bonus to all of the conversational skills it gives, even if it doesn't necessarily make sense when playing a non-Aumaua in Rautai's case. My understanding is that Rauatai is a meritocracy though, so it seems possible for a non-Aumaua family to advance through the social order over time. Granted, that's more of a roleplay squabble. The Skill Focus: Mechanics and Stealth actives/Insight and Streetwise passives. There's some flexibility here depending on how you want to approach the whole 'spymaster' thing. I went with Stealth and Mechanics primarily for stealing from stores and handling traps, but Stealth and Sleight of Hand would also work really well. For the passives, Insight is picked mostly as a flavor option - it doesn't really give much in the way of additional dialogue choices, unfortunately, but you can also pick Bluff to pair with Streetwise, or Diplomacy. The Party: Eder (Swashbuckler) MT - Athletics/Sleight of Hand, Insight/Survival Maia (Ranger) Ranged Artillery - Stealth/Explosives, History/Diplomacy Xoti (Priest) Healer - Alchemy/Arcana, Religion/Metaphysics [unknown] ?/? The party is where things get really tough, because - both from a story and a gameplay perspective - I don't want to take characters along that have strong loyalties to non-RDC factions. Admittedly this might make for a somewhat boring playthrough, so I've decided to keep that last slot open for the remaining party companions/sidekicks. Honestly, the skill system is one of the biggest issues I'm having with this, but I'll address that at the end of the post when I talk about what I'd like from you guys. The Stats: With all proper bonuses factored in. Keep in mind, these are for a Nature Godlike, but they're within parameters. You'll need to make adjustments for your race though. 14 Might (10 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion) 14 Constitution (11 Base + 2 Berath's Blessing +1 Rauatai) 18 Dexterity (14 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) 20 Perception (18 Base +2 Berath's Blessing) 20 Intellect (16 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) 8 Resolve (6 Base +2 Berath's Blessing) The Abilities By level Grimoires: Llengrath's Martial Masteries/Ninagauth's Teachings Level 1 - Crippling Strike/Eldritch Aim Level 2 - Escape Level 3 - Chill Fog Level 4 - Blinding Strike/Merciless Gaze Level 5 - Dirty Fighting Level 6 - Two-Handed Style Level 7 - Combat Focus/Riposte Level 8 - Gouging Strike Level 9 - Finishing Blow Level 10 - Pull of Eora/Persistent Distraction Level 11 - Withering Strike Level 12 - Adept Evasion Level 13 - Deep Wounds/Rapid Casting Level 14 - Tough Level 15 - Eliminating Blow or Devastating Blow Level 16 - Martial Caster/Toxic Strike Level 17 - Sap Level 18 - Slippery Mind Level 19 - Citzal's Martial Power/Deathblows Level 20 - Wall of Draining* The most obvious disadvantage with this build is that Full Attacks benefit highly from dual wielding, and we're using a single two handed weapon, of a sort. However, I feel that the ability of Citzal's Spirit Lance to spread afflictions/DoTs among groups of enemies is something that cannot be overstated, and that it more than makes up for the relatively minor damage loss. The Gear: Weapon Proficiencies - Pike Pet: Cutthroat Cosmo for the recovery reduction Weapons: "Citzal's Spirit Lance" is going to be the primary method of attacking once you get it, but for a change of pace it might be good to dual wield swords or daggers. Armor: Miscreant's Leathers or Devil of Caroc Breastplate - Miscreant's Leathers is my preferred choice, since with Cutthroat Cosmo's bonus it has no Recovery time associated with it. DoC Breastplate is a very solid option as well, but only gives +2 Guile. Helm: Who needs a helm when you're a Godlike? Let those glorious horns/facial tumors show! Rings: Ring of Greater Regeneration/Chameleon's Touch - RoGR helps keep you alive, and Chameleon's Touch grants +1 Dex/+1 Int as well as bonuses to both Arcana and Sleight of Hand. Chameleon's Touch is a staple of a lot of my builds because it's obtainable early on, albeit it requires a pretty tough bounty. Cloak: The Magnificent Escape Cape seems like a pretty good choice here for the extra Deflection on being Bloodied (Provided it stacks with Wizard buffs). Gloves: Burglar's Gloves would make the most sense considering the theme. Otherwise, Killer's Gloves or Gauntlets of Ogre Might for more damage. Belt: Gwyn's Bridal Garter - +1 Constitution, as well as Resistance to Dexterity Afflictions. Boots: Rakhan Field Boots. That said, I'm open for other boot options. What I need from you... There's definitely a few areas of this build that could use some fine tuning, and I've listed the most egregious ones here. 1. The skill focus, for both the Watcher and the companions. I'm not really sure how best to handle this aspect. Would it be better to have just one active and one passive skill per companion, and rotate them out as needed? What skills show up the most for Watcher-only checks? I've considered doing an Alchemy/Mechanics centered Watcher as well, for the bonuses to potions and poisons and because it makes sense that an intelligence operative would have at least some knowledge of poisons. But maybe I should do Alchemy/Stealth instead? For Mechanics, I could easily delegate that to a companion when my own bonus wasn't high enough. Also, I'm aware that Metaphysics can be used to solve several puzzles later in the game, but how mandatory is it? Is it worth making that one of my passive skill focuses, or would i be fine just having one or two companions that specialize in it? I want this character to be able to get as much out of the story as I can, while acknowledging that this game heavily encourages multiple playthroughs. 2. The abilities: I'm not really sure what to pick for that Level 20 slot, and I'm also not sure about Finishing Blow or its upgrades. I also don't want to pick too many things that break Engagement or make me invisible, since part of the point of the build is to be engaged. 3. The gear: Since I'm mostly theorycrafting, I'm going by the wiki, which doesn't (It seems) have a complete list of items for every slot, or if it does it doesn't have complete information on what those items do. I'd really appreciate additional suggestions for Gloves, Boots, Cloak, and Belt slots. 4. A way to get Perception resistance without relying on the Captain's Hat. That way, I can downgrade the Blind from Chill Fog to Distracted and use it as a way to be permanently Flanked.
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Hey guys, Similar to my WtW naming conventions thread, I was wondering if there was any sort of reference out there for Rauatai naming conventions, specifically those for non-Coastal aumaua? I'm wanting to start a playthrough as a Rauatai-aligned character that isn't an Aumaua because, with all due respect, I don't really like their customization options all that much. Does anyone have any information they can provide?
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Bit of a weird ask, but I had this idea (At 2:00 in the morning, because that's obviously when all the best ideas happen) for a Spellblade character with ties to the Rauatai Navy, because I've heard their story is actually really interesting, and I tend to like military intrigue and stuff. He'd be of Rauatai culture, and essentially a spy of sorts, who was originally sent to the Dyrwood to gather information, but eventually fell into the nonsense there and used his position to leverage influence for his people. Now that he's more of a free agent, he's attempting to reconnect with his homeland, and establish connections with the RDC in order to best achieve this. Now... I really want to play a Godlike of some sort, in order to have access to all of the unique dialogues/story behind them, because I hear that they have a big role to play in Deadfire. But then there's the idea of a Godlike, this -very- visually distinct individual with horns, green skin, and the like blending in and serving as a spy, and there's this disconnect there. So... Is it too far-fetched of an idea to work? I can definitely think of a few ways it could; preying on the more zealous sorts in Twin Elms for instance, or going for something of a 'hiding in plain sight' approach. I've also considered that, since Godlikes can be born OR created, it might be that Berath, in order to 'Strengthen' their Herald, brought my Watcher back as a Death Godlike. Or Galawain/Ondra/Magran could have had some influence depending on the choices I made in the first game. And then no one else comments on it because... politeness, I guess? "Well gee, Watcher. You certainly have a lot of facial tumors now."
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So, I've had ideas for three different Wizard multiclasses that all center around conjuring Citzal's Spirit Lance and using it to launch devastating AoE melee attacks, while using defensive buffs to ensure that I don't die in the process. I've considered three different options for this build, two of which I've actually done theorycrafting for, as well as what sort of character each would represent, and I'd like to share all of them for you all to give your thoughts on. 1. Sage (Wizard/Shattered Pillar): I know that X/Monk is sort of a meme at this point (Monk is the best piece of gear you could use for your class, etc.), but I feel that, with the tweaks it's gotten, it's in a better place right now to offer 'reasonable' high damage. This build would make use of mostly Monk abilities with the essential Wizard abilities coming from the Llengrath's Martial Masteries grimoire. Shattered Pillar is picked for quicker Wound generation (on auto attack) and Wounds are primarily burned to ensure Rooting Pain procs (33% now, but still - a chance each wound is still good) and the use of lots of Primary Attack abilities (So the build doesn't benefit as much from dual-wielding as it would otherwise). It also gets a sort of miniature Disciplined Barrage through Eldritch Aim, which grants Aware. All I really know about this character is that he's attempting to establish ties with the Circle of Archmagi, and tends to value collecting information for the sake of information, rather than putting it towards any particular purpose. He's also a Nature Godlike 2. Battlemage (Wizard/Devoted): This build goes for a more defensive approach to the Spirit-Lancer, with Fighter providing some nice buffs to accuracy as well as Penetration through, well. Penetrating Strike. Armored Grace with the Armor Recovery bonus from Cutthroat Cosmo means I can get away with some of the heavier armors as well, for a couple seconds extra cast/recovery time. The only issue I have with this option is that, compared to Monk and Rogue, Fighter doesn't really have too many interesting attacking moves, and the ones it does have seem to cost quite a bit of Discipline. This character is more of your standard hero-type, with strong influences from Irish folklore, particularly the stories of the Fianna heroes. He'd be more inclined to support the Huana, and has wild passions. Nature Godlike 3. Spellblade (Wizard/Streetfighter): I haven't even started on planning this one yet. The idea is similar to the Umezawa build posted elsewhere on these forums. Basically, it takes the defensive buffs of the Wizard and combines them with the Streetfighter's bonus for being Flanked in order to create a character that gets a massive Recovery reduction as well as huge additive damage bonuses, as well as plenty of afflictions. It doesn't get the same attack speed bonuses as the Monk, but it definitely gets its own fair share of nice abilities that would synergize really well with the Spirit Lance. The only issue here is that a lot of these are Full Attacks, so using them with a Pike would be 'slightly' less efficient. The Spellblade is something of a knowledge thief with ties to the Rauatai Navy. He's something of an information broker, who was originally dispatched to the Dyrwood as a spy before being caught up in events as they unfolded. Right now, he's trying to serve his country's best interests in the Deadfire, and establish links with the RDC as soon as possible. Admittedly my Spellblade is coming off as the most fleshed out of all of these characters, and the one I'm inclined towards playing the most. I'd like to hear everyone's thoughts on it, but ultimately this is seeming like the one I'm inclined to go with.
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This is intended as a variant of the conjured weapon Sage build I made, for those who want something a little more balanced. I decided to go with Fighter because of their wealth of reliable, if slightly boring, offensive and defensive tools, spiced up somewhat by the Wizard's tendency for flashy and bombastic displays. The core of the build is going to be, of course, Citzal's Spirit Lance, but I highly encourage utilizing another grimoire for a change of pace. Blessings: +2 Attributes/+2 Skills/5000 Starting Gold/Upgraded Ship Sails Race: Nature Godlike (Even though it's not as broken, +1 PL isn't bad, and you're going to be under the effects of Might, Dexterity, and/or Constitution inspirations semi-regularly) Class: Fighter (Devoted - Pike)/Wizard - No subclass Wizard, because you're going to need spells from three different schools, and you'll always be locked out of at least one if you pick a subclass. Devoted Fighter for extra Penetration with Pikes (To improve the damage of the Spirit Lance) as well as extra Crit damage. Using the Lance is part of the flavor of this build, it's meant to evoke traditional Irish folk heroes who fought with magic lances. Background: Deadfire Archipelago/Aristocrat (Picked for maximum conversation options along with Godlike, for those who care about those sorts of things. Otherwise, pick what you like). Faction: RDC - For WARFARE, CONQUEST, and SUBMARINES! Skill Focus: Athletics and Alchemy (Actives)/Insight and Intimidate (Passives) - Athletics is invested into for a decent Second Wind as well as covering certain Watcher-only checks. Alchemy is for potions/poisons/drugs which, again, have been nerfed but are still worth using. Insight and Intimidate are for dialogue checks. Our character is meant to evoke one of the more traditional hot-blooded heroes. He's not particularly nice. Party: Eder (Swashbuckler) MT - Mechanics and Stealth/Streetwise and Survival, Maia (Ranger) Artillery - Stealth/Mechanics and Survival/Diplomacy, Ydwin (Mindstalker) Mechanics and Explosives/History and Metaphysics, Xoti (Priest) Alchemy and Arcana/Religion and Insight Stats: With all appropriate bonuses factored in 20 Might (15 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion +1 Chameleon's Touch) 8 Constitution (6 Base + 2 Berath's Blessing) 19 Dexterity (15 Base +1 Nature Godlike +2 Berath's Blessing +1 Deadfire Archipelago) 20 Perception (18 Base +2 Berath's Blessing) 20 Intellect (16 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) 8 Resolve (6 Base +2 Berath's Blessing) Abilities: By level Primary Grimoire - Llengrath's Martial Masteries Secondary Grimoire - Ninagauth's Teachings Level 1 - Disciplined Barrage/Thrust of Tattered Veils Level 2 - Knock Down Level 3 - Spirit Shield Level 4 - Fighter Stances/Merciless Gaze Level 5 - Two-Handed Fighting Level 6 - Confident Aim Level 7 - Disciplined Strikes/Combat Focus Level 8 - Penetrating Strike Level 9 - Rapid Recovery Level 10 - Arcane Dampener/Charge Level 11 - Weapon Specialization Level 12 - Fearless Level 13 - Mob Stance/Rapid Casting Level 14 - Unbending Level 15 - Armored Grace Level 16 - Martial Caster/Clear Out Level 17 - Reaping the Whirlwind Level 18 - Improved Critical Level 19 - Wall of Draining/Weapon Mastery Level 20 - Unbending Trunk Gear: Weapon Proficiencies - Pike, 'natch. Pet: Cutthroat Cosmo for the recovery reduction Weapons: "Citzal's Spirit Lance" is going to be the primary method of attacking once you get it. Otherwise, Wicked Beast. Armor: Miscreant's Leathers or Devil of Caroc Breastplate - Miscreant's Leathers offers decent armor bonuses at little to no recovery time with Cutthroat Cosmo active. DoC doesn't, but it has some nice enchantments that grant resistance to some nasty afflictions, and I'm not sure how much Armored Grace reduces the Recovery time by. I'd go with Miscreant's personally considering the fact that you get it super early... and plus it actually looks really stylish. Plus the 5% chance to just flat out ignore an attack is pretty nice, too. Even if it doesn't proc often, it'll proc at some point and might save your neck. Helm: Who needs a helm when you're a Godlike? Let those glorious horns/facial tumors show! Rings: Ring of Greater Regeneration/Chameleon's Touch - RoGR helps keep you alive, and Chameleon's Touch grants +1 Dex/+1 Int as well as bonuses to both Arcana and Athletics. Chameleon's Touch is a staple of a lot of my builds because it's obtainable early on, albeit it requires a pretty tough bounty. Cloak: Not a lot of good unique cloak options. I'd settle for a Cloak of Greater Protection (+10 to all Defenses except for Deflection. Your Deflection should be high enough with the spells you'll be using, plus this shores up your poor Fortitude. Gloves: Gauntlets of Discipline, especially if you don't take DoC Breastplate, for a total of +3 extra Discipline with this build. Belt: Gwyn's Bridal Garter: +1 Constitution and Resistance to Dexterity afflictions Boots: Rakhan Field Boots That about sums it up! Again, this is intended for people who want something a little different than just "Multiclass everything with Monk." I'll probably still go with the Sage variant, because that's a little bit more my taste, but I figured I'd make this one in case that didn't appeal to others on this board.
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Bit of an odd question I know. Let me explain. Right now, I'm working on a Sage build for PotD, that's going to be using Citzal's Spirit Lance with Monk buffs, passives, and active Wound spending abilities as a primary method of attack. Now, I haven't taken any sort of Conjuration focused character up to max level, but if I'm understanding the skills right, the weapon effectively upgrades itself over time so that it's on par with conventional weapons for that level, yes? So by the time I reach max level, the summoned Lance or summoned Staves or whatever else I choose to use ought to be the equivalent to Legendary quality weapons? If that's the case, my question is how much Might do I need to ensure adequate amounts of damage with those weapons? I've heard the argument made that lower Might for weapon using classes is okay, because between passives, procs, and all manner of other buffs, the damage increase isn't that worthwhile. I'm going to have 14 Might on my Shattered Pillar Monk build. My question is, is that enough or should I consider dumping Constitution in order to bring it up to 18 or so?
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So, one of my biggest problems with games like this is the roleplaying aspect. Because of the way I view quests (With each one as its own little adventure, with quest chains being bigger mini-campaigns within the main game), I tend to worry that my decisions don't come off as internally consistent, especially since, with the save editor, a lot of the context behind each decision is removed. For example, killing the Adra Dragon vs sparing the Sky Dragon and sharing knowledge with Llengrath. All three Dragon encounters, completely different contexts behind them. I've included the decisions I made for my current background here. Basically, do these all seem internally consistent to you guys? Does it make sense for a character to make all of these decisions, or are these too inconsistent? The inspiration for this character is traditional Irish folk heroes, many of whom are noted for their passionate attitudes and varying temperaments. While ultimately heroic in regards to monster vanquishing and world-saving, these men weren't always particularly kind or benevolent. 1. Hollowborn Crisis: - Distributed the Soul Essence to the Dyrwood/Pledged to Galawain. Galawain, Magran, and Abydon are definitely my favorite triumvirate of gods in the game. I love Galawain specifically because his domain of 'the hunt' appeals to both warriors and scholars, which is fitting for this sort of character. - Imprisoned Thaos's Soul - Devoured Maerwald's Soul - Supported animancy - Supported the Doemenels: This is a little weird of a choice 2. Companions: - Strengthened Eder's skepticism - Aloth became anti-Leaden Key and accepted Iselmyr - Kana became an explorer - Pallegina disobeyed her orders - Durance was told the truth about Magran (Kind of goes against my support of those three, I suppose) - Sagani told Persoq about Massuk (So that she has spiffy new clothes if we see her in Beast of Winter) - Hiravias was pushed toward Galawain - Grieving Mother didn't have her memories wiped - Devil of Caroc killed Harmke (Primarily because I don't need the breastplate for this character) - Zahua formed a new monastic order - Maneha had the memories of her past lives erased 3. White March: - Souls remained bound to the White Forge (For the cannon) - Eyeless went to work restoring Abydon - Adaryc survived and helped against the Eyeless - Concelhaut and most of his apprentices died, but one survived - Shared knowledge with Llengrath 4. Gilded Vale: - Killed Raedric - Re-killed Raedric - Drove Wirtan out of town - Gave Aufra the potion and told her it would work. 5. Od Nua: - Reforged the blade - Killed the Master Below and didn't learn Scale-Breaker 6. Defiance Bay: - Verzanno died/Danna lived - Lilith lived - Caedman Azo lived - Absorbed the souls from the machine - Gave Nedyn the Theorems - Hid the Parable of Wael - Infiltrated the Leaden Key deceptively - Killed Nyrid, but Purnisc remained a svef dealer - Wiped Aelys's mind and let her go, killed the Skaenites - Reminded Fyrga of Magran's Trials 7. Twin Elms - Took the baby, killed Simoc - Killed Rehstin, convinced the other one to kill herself - Allowed the Pale Elves to cross through the breach - Let the sky dragon stay and convinced Hylea to let her stay
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Hey hey, So, one of the big aspects of PoE1 was having to kill specific dragons and use their parts to upgrade gear to Superb and then to Legendary quality. In this game, it seems you don't need dragon parts for Superb, but what about Legendary? Are there other ways to bring gear to the highest level of strength?
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Hey guys, So, I've heard a lot about all of the super amazing Monk actives and passives, but no one's really talked much about Dance of Death or its upgrade. It seems to be kind of useful for the sort of build I'm wanting to run (Wizard/Monk melee DPS Sage), but I'm wondering if it might not be good for a Shattered Pillar because I'll be generating so many wounds through autoattacks anyway. Is it worth taking just to have/just for the Accuracy bonus, or am I better off skipping it?
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Hello all, So, I posted a more ranged artillery focused variant of a Sage build to the forums a little while ago, but then Boeroar informed me of the synergy that existed between Sage and Citzal's Spirit Lance, especially with Monk's many Primary Attack Wound abilities. So, I decided to try my hand at making such a build for myself. This build eschews some, but not all, of the min/max in my ranged-focused Sage build for a hopefully more balanced approach. I can no longer hit 30 Might/30 Intellect, but I make up for that with more survivability through defensive magic and Constitution. Rather than being a ranged artillery, the Lancer of Galawain is intended as a frontline DPS character, albeit not as a tank, who can flank with Eder and Pallegina. Blessings: +2 Attributes/+2 Skills/5000 Starting Gold/Possibly Fine Equipment Race: Nature Godlike Class: Shattered Pillar/No Subclass Wizard Faction: VTC or RDC (Apparently Atsura and Castol are both awesome. Will have to see) Culture/Background: Deadfire/Aristocrat (Aristocrat not only gives more dialogue options, it also gives a bonus to the conversational skills that this build is otherwise sorely lacking in) Skill Focus: Athletics and Arcana (Active)/Metaphysics and Diplomacy (Passives) - Athletics is taken up to 6 for clearing all of the Watcher Only checks that take it, and then Arcana is boosted for scrolls. Diplomacy and Metaphysics for handling conversations/picking up on additional arcane solutions to problems that a high Intellect can't manage on its own. Party: Eder (Swashbuckler) MT - Mechanics and Stealth/Streetwise and Survival, Pallegina (Herald) MT - Athletics and Arcana/Intimidate and History, Ydwin (Mindstalker) Mechanics and Explosives/Streetwise and Metaphysics, Xoti (Priest) Alchemy and Arcana/Religion and Insight Stats with all bonuses factored in 14 Might (10 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat boost Potion) 14 Constitution (12 Base + 2 Berath's Blessing) 18 Dexterity (13 Base +1 Nature Godlike +2 Berath's Blessing +1 Deadfire Archipelago +1 Chameleon's Touch) 20 Perception (18 Base +2 Berath's Blessing) 20 Intellect (16 Base +1 Nature Godlike +2 Berath's Blessing +1 Chameleon's Touch) 8 Resolve (6 Base +2 Berath's Blessing) Abilities at each level Primary Grimoire - Llengrath's Martial Masteries Level 1 - Swift Strikes/Eldritch Aim Level 2 - Lesser Wounds Level 3 - Force of Anguish Level 4 - Two-Handed Fighting/Merciless Gaze Level 5 - Mirrored Image Level 6 - Dance of Death Level 7 - Swift Flurry/Combat Focus Level 8 - Torment's Reach Level 9 - Stunning Blow Level 10 - Arcane Dampener/Thunderous Blows Level 11 - Rooting Pain Level 12 - Enduring Dance Level 13 - Stunning Surge/Rapid Casting Level 14 - Enervating Blows Level 15 - Raised Torment Level 16 - Martial Caster/Flagellant's Path Level 17 - Improved Critical Level 18 - Soul Mirror Level 19 - Heartbeat Drumming/Wall of Draining Level 20 - Skyward Kick Gear: Weapon Proficiencies - Pike, Fists. Pet: Cutthroat Cosmo for the recovery reduction Weapons: "Citzal's Spirit Lance" is going to be the primary method of attacking once you get it, but other good weapons to consider are Pukestabber/Cadhu Scaith (For mid-to-late game). Consider taking Two-Weapon Fighting early on for the attack speed boost, but switching to Two-handed style when you're able to make more use of the Spirit Lance. Also, bear in mind that dual wielding as a Monk Primary martial class really isn't as desirable as with other classes, because Monk doesn't have as many good Full Attack options. Armor: Miscreant's Leathers or Devil of Caroc Breastplate - Miscreant's Leathers offers decent armor bonuses at little to no recovery time with Cutthroat Cosmo active. DoC doesn't, but it has some nice enchantments that grant resistance to some nasty afflictions. I'd go with Miscreant's personally considering the fact that you get it super early... and plus it actually looks really stylish. Plus the 5% chance to just flat out ignore an attack is pretty nice, too. Even if it doesn't proc often, it'll proc at some point and might save your neck. Helm: Who needs a helm when you're a Godlike? Let those glorious horns/facial tumors show! Rings: Ring of Greater Regeneration/Chameleon's Touch - RoGR helps keep you alive, and Chameleon's Touch grants +1 Dex/+1 Int as well as bonuses to both Arcana and Metaphysics. Chameleon's Touch is a staple of a lot of my builds because it's obtainable early on, albeit it requires a pretty tough bounty. Cloak: Not a lot of good unique cloak options. I'd settle for a Cloak of Greater Protection (+10 to all Defenses except for Deflection. Your Deflection should be high enough with the spells you'll be using, plus this shores up your poor Fortitude. Gloves: Mortification Bindings - +2 extra class resource for more Stunning Blows/Swift Flurries. It essentially gives you the Soul Fragment aspect of the DoC Breastplate for this build. Belt: Gwyn's Bridal Garter - +1 Constitution, as well as Resistance to Dexterity Afflictions. Boots: Not really sure here. My default is Boots of the Stone for the Resolve resistance, but I'd like to hear other suggestions as to what would be good for a build like this. And that about covers it! Of the two Sage builds I've posted, I'm a little more pleased with how this one turned out. While relying on a single spell is more boring, compared to the evocation focused artillery of the previous build, not having to aim spells around party members is definitely a plus. Furthermore, this feels much more like a merger of the two classes, boasting an equal amount of Wizard and Monk abilities, rather than being a pure Evoker build with a few token Monk abilities included. I'd be interested to hear your thoughts on the two builds, especially having seen both of them. I'd also love to hear suggestions for other belt and boot options, if such are available. In general, if people have played with both sorts of Wizards, I'd love to hear your thoughts on which was more fun to play in general, Helwalker Evoker or Shattered Pillar Spirit Lancer.
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Hey guys, So, one of the big things stopping me from loving Nature Godlike is the fact that there's only one skin color option and very few hair color options (At least they get those, I suppose, unlike the Death/Fire Godlikes) and the ones they do have are way too saturated for my liking. I was wondering if there was a mod out yet that unlocked or added more options for Godlikes in general, and Nature godlikes in particular?
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Hey guys, So I'm wanting to make a build using Citzal's Spirit Lance as well as a bunch of defensive Enchantment spells, so I was wondering if there were items that boosted Conjuration Power Levels or Enchantment Power Levels? I know there's a few that boost Illusion Power Levels and I'm considering using some of them in this build.
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I've also considered a variant of this build that focuses a little bit more on Citzal's Spirit Lance as my primary damage dealing method, and swaps out the Evocation spells for Enchantments/Illusion spells. My primary grimoire for this variant would be Llengrath's Martial Masteries Level 1 - Swift Strikes/Eldritch Aim Level 2 - Lesser Wounds Level 3 - Force of Anguish Level 4 - Two-Handed Fighting/Merciless Gaze Level 5 - Mirrored Image Level 6 - Bulwark Against the Elements Level 7 - Swift Flurry/Combat Focus Level 8 - Torment's Reach Level 9 - Stunning Blow Level 10 - Arcane Dampener/Thunderous Blows Level 11 - Rooting Pain Level 12 - Dimensional Shift Level 13 - Stunning Surge/Rapid Casting Level 14 - The Long Pain Level 15 - Raised Torment Level 16 - Martial Caster/Flagellant's Path Level 17 - Enervating Blows Level 18 - Soul Mirror Level 19 - Heartbeat Drumming/Tough Level 20 - Instruments of Pain
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Hey guys, So, I'm playing a Sage with Berath's Blessings for bonus stats. I was wondering if it would be advantageous of me to drop Con/Resolve down to 8 (6+2)? I have them both at 10 (8+2). Doing this would allow me to pump my Might up from a base of 12 to a base of 16 which, when combined with Berath's Blessings and certain other perks, would allow me to have a Might of 20. Just a few questions before I make the change. 1. Resolve and Constitution are not involved in any dialogue checks that would result in quest failure/major negative reputation/unintended fights? I've only seen one flat Resolve check when playing the game so far, and it was a completely irrelevant scripted event. 2. What's a good average health to have for the endgame on Path of the Damned? Right now I'm looking at something like 218 for a backline character, which seems like it should be pretty decent, especially given the couple of Wizard defensive buffs I'll have. 3. If I have the Duality of Mortal Presence modal, can I switch between the Constitution boost and the Intellect boost at will without having to build Wounds back up? I probably shouldn't be worried about this too much, since there are apparently people who have dropped their Constitution and Resolve down to 3 and been just fine, but I just want to make sure I'm not doing something I'm going to regret later. I suppose it'll just mean more micro, which I'm honestly okay with. Dealing with things in PotD with a high Constitution character has currently been rather dull.
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After many, many revisions, I'd like to present my final Sage build for PotD. This is not a solo build. The intent of the build is to be a long range striker character that carpet-bombs enemies with rapid fire casts of fire and frost spells and, later, pokes them from afar with Citzal's Spirit Lance channeled through Instruments of Pain for more directed foe-AoE attacks (As well as Stunning Blow and Force of Anguish). Blessings: +2 Skills, +2 Stats, +5000 starting gold, Unique Items Vendor Party members for this character are going to be Eder (Swashbuckler Tank), Pallegina (Herald Tank), Ydwin (Rogue 'So I don't have to hear Serafen talk about how his fingers are fat and furry'), and Xoti (Priest healer) Race: Pale Elf Class: Helwalker/No-subclass Wizard Faction: VTC Culture/Background: White that Wends/Aristocrat Skill Focus: Alchemy (Active)/Metaphysics and Diplomacy (Passives) Stats with all bonuses factored in 20 Might (16 Base + 2 Berath's Blessing +1 Gift of the Machine +1 Permanent Stat Bonus potion) 8 Constitution (6 Base + 2 Berath's Blessing) 18 Dexterity (14 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) Abilities (Per Level) Primary Offensive Grimoire - Ninagauth's Teachings Secondary Grimoire - Grimoire of Vaporous Wizardry Level 1 - Swift Strikes/Chill Fog Level 2 - Lesser Wounds Level 3 - Thrust of Tattered Veils Level 4 - Two Handed Fighting/Bulwark Against the Elements** Level 5 - Mortification of the Soul Level 6 - Merciless Gaze Level 7 - Llengrath's Displaced Image/Swift Flurry Level 8 - Combat Focus Level 9 - Stunning Blow Level 10 - Arcane Dampener/Duality of Mortal Presence Level 11 - Secrets of Rime Level 12 - Scion of Flame Level 13 - Rapid Casting/Stunning Surge Level 14 - Blast of Frost Level 15 - The Long Pain Level 16 - Citzal's Spirit Lance/Turning Wheel Level 17 - Martial Caster Level 18 - Arcane Reflection Level 19 - Heartbeat Drumming/Tough Level 20 - Instruments of Pain This has been a long time coming, and couldn't have been possible without a lot of feedback from a lot of people on this forum. So, thanks guys. You all know who you are.
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What's up, gang? (Sorry, I just didn't want to say 'Hey guys' again, it's become sort of my default greeting whenever I make a new post) So I finally have a build sorted out for my Wizard/Monk, and now I'm just trying to figure out what gear I want to use for him. This is what I have in mind right now. Weapon: 'Citzal's Spirit Lance'/Chronoprismatic Quarterstaff (Endgame), Dual Scepters for early/mid game. Basically, the summoned weapon 'Citzal's Spirit Lance' will be my main method of dealing damage for the endgame because of its foe AoE burst (Scales with INT) and the fact that I can use it at range with Instruments of Pain at max level (So, basically it becomes a ten meter long exploding poke-stick of death). Chronoprismatic Quarterstaff is for additional power levels to all of my elemental spells when I want to rain down fire/frost on people. Armor: ??? I'm honestly not sure what armor would be best for this, because there aren't really a lot of good robes in this game unfortunately. Spider Silk Robe would be really good to have for endgame/DLC content, but other than that I might just stick with a generic Fine/Exceptional/Superb robe. Rings: Kuaru's Prize/Chameleon's Touch +1 Intellect/+1 Dexterity and +1 Intellect/+1 Perception, as well as the double skill bonus granted by Chameleon's Touch seems like a great choice. Plus, 5% damage with spells. Neck: Precognition, Stone of Power Gloves: Firethrower's Gloves Belt: ??? Not sure Boots: ??? Not sure Basically, I'm kind of indecisive about armor, belt, and boots right now, so any good caster suggestions would be welcome.