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Crumbleton

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Posts posted by Crumbleton

  1. TOP TIERS

    Berserker (Barbarian)

    Troubadour (Chanter)

    Bleak walker (Paladin)

    Goldpact knights (Paladin)

    Kind wayfarers (Paladin)

    HIGH TIERS

    Base Wizard

    Wizard (Evoker)

    Assassin (Rogue)

    Street fighter (Rogue)

    Nalpazca (Monk)

    Helwalker (Monk)

    Shieldbearer of St Elcga (Paladin)

    MID HI TIERS

    Skald (Chanter) [MC UP]

    Base Chanter

    Shattered pillar (Monk) [MC UP]

    Base Monk

    Darcozzi Paladini (Paladin)

    Base Rogue

    Lifegiver (Druid)

    Fury (Druid)

    Base Druid

    MID LOW TIERS

    Ascendant (Cipher) [MC UP]

    Sharpshooter (Ranger)

    Ghost Heart (Ranger)

    Base Ranger

    Base Barbarian

    LOW TIERS (MC UP TIER)

    Devoted (Fighter) [MC UP]

    Unbroken (Fighter) [MC UP]

    Base Fighter [MC UP]

    All priest [MC UP]

    Trickster (Rogue) [MC UP]

    Stalker (Ranger) [MC UP]

    Beguiler (Cipher) [MC UP]

    Base Cipher [MC UP]

    Shifter (Druid)[MC UP]

    Black jacket (Fighter) [MC UP]

    WHY? TIERS

    All others spec wizard

    Corpse eater (Barbarian)

    Mage slayer (Barbarian)

    Soul blade (Cipher)

    Beckoner (Chanter)

    No idea how you can put devoted so low with the changes to armor etc they're pretty strong still. Fighter is still a good Subclass it's just not bonkers broken cleaving stance giving you faster action speed and a full attack is still pretty powerful it's just not hilariously broke. Currently running a brute and it's pretty insane with my chosen weapons being swords with the modal and with zerker and devoted that gives me access to 6 arpen not including penetrating strikes. The only thing imo is meta knowledge possibly.

  2. Streetfighter is kind of clunky mechanically, and definitely not the choice of someone that is 'leaving close range for more sturdy people'. You'd be running a permanent -50% action speed, unless things went wrong (or you gimmicked the blunderbuss modal to 'Distract' yourself) and you were engaged by multiple people, or badly beaten up.

     

    Sharpshooter from Ranger, is considered bad, because the penalty (-20%?) outweighs the advantages. I'd consider not Subclassing Rog, and taking Ghostheart from Ranger (Unless you were really into managing a sub par pet, which cripples you if it dies).

    ​Scout (Rogue / Ranger) has a lot of good stuff for range characters, most of the Rogue debuffs apply from Weapon range, meaning you could be in the back ranks blinding / hobbling etc, which is nice, safe, and allows you to get sneak attack damage. Assassin is a good Subclass for Rogue, but you would likely be looking at backstabbing (yes with guns) mid fight once everything has been locked down.

     

    Rog / Cip isn't bad either, but you'll end up more focused on maybe charming someone, shooting for a bit, until you get your Focus capped, and then casting everything from Cipher side (Ascendant. Soul Blade wouldn't be good with range weapons, Beguiler isn't bad, but not as 'mechanically' useful).

     

    The game, especially in normal / Hard, should be enough that you aren't required to have 'best' builds to get through the game, and any of these should work.

    Just want to add that sharpshooter is only 10% now so it's not a bad deal If you plan on going for it.

  3. I would pair street fighter with ascendant and not assassin but you'd want to use blunderbuss for the modal. Street fighter for a ranged class typically isn't that good unless you use the blunderbuss modal which causes you to be flanked. If you aren't going to do that than use asassin if you're willing to use stealth.

     

    I'd do street fighter with ascendent and use blunderbuss it's a ton of fun and the action speed effects your spell casting

    • Like 1
  4. I keep advocating it since I have had a lot of fun but a stretfighter / ascendant is crazy fun to play. I was dual wielding blunderbuss for the modal to proc being flanked which gives you 50% faster action speed which includes spell casting. Doesn't require stealth you just get to dual wield shotguns and it's pretty great.

     

    You could rp it as a rogue whos trip to the beyond maybe unlocked some psychic powers.

     

    You essentially blast shots with blunderbuss, once you become ascended you can spam out spells with the 50% faster casting.

     

    I did something like...

     

    Might - max

    Con - 7

    Dex - max

    Per - max

    Int - max

    Res - dump

     

    It was something similar to this not at home so can't check. Int is important for the spell lengths and ascendant time , dex for faster reloads and casting, and might since it was one of the only ways to increase spell damage

  5. Personally I pick whisper of treason because the other tier 1 spells are all ****, puppet master costs 3x more, has half the range, and is only questionably better.  So I use whisper of treason until ring leader is available.  

    Completely fair assessment.  One thing to consider with puppet master is creatures resistant to intelligent debuffs are immune to whispers and get charmed from puppet master so it has somewhat of a use until you get ring leader since you can respec out of it.  My cipher uses blunderbuss so i'm typically in range for it but it definitely isn't the strongest ability.

  6. I'm trying to make it so when i enter combat i cast Llengrads displaced imaged > Mirrored Images > wizards double > spirit shield...  now the problem i've been having is that it does cast those in order... but uses all of my spell slots so it cast some of them 2x in a row.  Anyone have any clue what i need to do to get it to buff myself correctly?

  7. Am I overlooking some cipher casting abilities (damage?). Around the lower levels as I'm currently level 8, I've mainly been spamming mind blades which is pretty solid of there are 2-3 guys are some lucky bounces but I feel I'm probably overlooking some awesome ability since I haven't tested out much at these levels. Mind you I'm running an ascended/streetfighter so I machine gun out my cast fairly quick. Ive been trying to stick to lower cast times since recovery isn't a big trouble for me using firearms

  8.  

    True, Wizard sucks early. It's kinda traditional, I'm very used to it. I'll allow it.

     

    It's always challenging to make tier lists if you consider the average of low, mid and high levels, and how impactful those stages are. For example, a class that is powerful early but becomes mediocre later could be considered top-tier by some (early game is the hardest, nothing matters everything is op later) and mid-tier by others (early game is over fast, power peak at high levels is the true power where classes should be rated).

     

    Wizard is something that is worth raising early and with a good build blooms early mid-game and completely destroys late-game, which makes it top-tier for me, even with the weak start. But the same weak start will definitely make some people rate it high-tier at best, and mid-tier if they don't know how to play it, but that's another bag of worms.

     

    I think it varies from game to game.

     

    I think early game power matters a lot more in Deadfire because due to its open ended nature the vast majority of the content is aimed at the early to mid levels.

     

    So if you are maxing some super dupa multi class that gets good at levels 17-19 by the time you reach that level the game is already over.

     

    For me the only thing that keeps early game Wizard viable is Chill Fog and honestly Aloth can be a Chill Fog bot just fine (since they don't stack).

     

    I think this early game favouring is even stronger in 1.1. The game gets super challenging super fast yet people who are loading up their old saves at levels 12-14+ are saying it does not feel much different.

     

    I will disagree with this, the early missile spells aren't that bad fireball is pretty strong too especially if you empower it.

     

    I've been using aloth as a tank since the wizard buffs last a long time and he can still empower a spell to deal solid damage

  9. I had a good time with an island Aumaua shieldbearers/troubadour tank using explosives/grenades. I made the character using blessing of Berath bonusses but should be viable either way.

     

    The through the waves racial is bad but the best boots in the game for tanks are sold by the vendor at port Mahe anyway and grant might resistance. I used the +2 dex/+2 explosives gloves on him since he specialises in explosives as an active skill.

     

    Idea: he uses max might (22) to get ancient memory to 2hp/sec at level 7 (we need over +50% bonus, so 36% from might and 15% from PL 3). We give him int 20 with item bonusses so his phrases have 100% uptime and good reach. He tanks everything using a heavy shield and the dagger modal while being passively healed by swift winds of death, the upgraded paladin aura and ancient memory. When an ally drops low he has decent dex and high int to grant the strongest heal in the game to that character, making them immortal for 10-ish seconds and healing them for a good bit. Additionally, he summons additional 'off tanks' when needed in the form of skeletons, which with upgrade respawn when they die, and ogres later. I am considering taking the tier 7 resource restored invocation as with brisk recitation, you can actually use that fairly quickly to make a pseudo-brilliant effect.

     

    His downside is that he doesn't do much damage outside of explosives. But given all the rogue buffs in 1.1, I'm just using swashbuckler Eder and Scout Maya and throw the explosives to inflict blindness and automatically trigger their sneak attack/deathblow abilities.

    How is the availability of explosives? That sounds pretty cool actually!

  10.  

     

     

    I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

     

    I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

    Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

     

    An Empowered Whispers can turn a fight.

    Well I mean it's just that a lot of the powers available aren't that powerful. High level wizard and druid spells are incredibly powerful. They are pretty solid honestly I think a lot of it is people comparing them to POE 1.

    Yeah but high level does not really matter. Everything is strong at high level.

     

    About the only good offensive Wizard spell till PL 3 is Chill Fog. Druids have bad accuracy issues at low levels with spells.

     

    Just find it weird how every rags on them but then recuits as temp companions to get through the early fights (usually the hardest part of a CRPG).

    Well I mean Im not disagreeing just rather explaining why. Druids are fairly good with there support skills early too. I mean ciphers to me aren't bottom tier more of in the middle they just need a lot of there skills looked at honestly. Right now with my streetfighter / ascendant I think he's pretty awesome I get 50% quicker recovery and machine gun out spells I just feel my spell choice isn't the greatest

  11.  

    I'm using my transcendent build. Soul annihilation was nerfed pretty hard, and the keybreak scepter, which were both foundation components for the build, but it still seems to be doing the most damage in my party by a fair margin, perhaps because enemy armor was buffed and the build has good penetration.

     

    I haven't had the chance to compare it to other builds. Cipher is still easily the weakest caster imo, but I don't really take a lot from the cipher side.

    Everyone keeps saying Cipher is bad yet Whispers of Treason can carry you in 1.1.

     

    An Empowered Whispers can turn a fight.

    Well I mean it's just that a lot of the powers available aren't that powerful. High level wizard and druid spells are incredibly powerful. They are pretty solid honestly I think a lot of it is people comparing them to POE 1.

  12. Chanter 100% it is essentially a bard at its base.

     

    Rogue would be a combo thematically for a dragon age style bard you'll get some good damage and offensive utility. If you pair it with an arcane trickster you'll get a few illusion spells too.

     

    Paladin is the strongest for a support bard, you get great defenses and an extra aura. Just really good.

     

    Warrior will provide you with some mobility some cc and pretty solid tankiness

     

    Honesty it's hard to go wrong chanter is crazy good. I'd go with troubador since you can either focus on having 2 chants going simultaneously or chanting quickly and spamming invocationa. Skald could work well if you stack for crit greatly but probably not as good.

  13. I'll start.

     

    Loving the increased difficulty and mob density I really wanted to play a gun mage (cipher) as that was my favorite character from poe. I tried an ascendant / sharpshooter but something just seemed missing...

     

    Enter mindstalker. I got to thinking that my free casting was nice but rather slow and I still wanted to cast fast while also having decent burst to reach ascended. Streetfighter with the strongest action speed buff in the game with blunderbuss modal to proc it and holy smokes is it fun. I use serafens blunderbuss not only for the dual damage type but because it allows me backstab for crazy damage since it doesn't multishot. The alpha strike allows me to go ascended and then have the 50% faster casting from street fighter it's pretty awesome.

     

    What are you guys running on your main dude?

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