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sinsae

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Posts posted by sinsae

  1. 10 minutes ago, MikeMikeMikeMikeMike said:

    Headcanon? Did your game crash because of it or bug?

    Did you use the unity console for the markmans armor too?

    Headcanon basically it was just me being picky. :) 

    Nope, honestly 5 Red Hands were enough to roll through most things I came across on that playthrough. Granted again that squad never went into the DLCs.

    No crashes, no bugs. I've heard of people having issues with the unity console but personally I have never had a problem with it.  

  2. 8 hours ago, MikeMikeMikeMikeMike said:

    Max might per and dex or? Also how would you heal tank etc? Or have you tried this and stuff just dies quickly or?

    I used the Unity Console to spawn 4 other Red Hands. It was hilarious, like a squad of minutemen. With the fighter passives and all with high Athletics I didn't really feel that tight on healing. For tanking I had 5 bears. Yup, standard might per and dex. The playthrough was never finished though due to headcanon issues. The closest thing I guess is getting Red Hand, Dragon's Dowry, Frostseeker? Really any of the good ranged weapons. 

  3. For an unarmed monk, I'd recommend going pure monk Nature Godlike. The important stat at character creation is perception and the rest can kind of be whatever you want. Might isn't a big factor in melee damage past mid game since it's additive with other, larger bonuses. The choice between Helwalker and no subclass is whether you want to be squishy for ~10% more damage or you want to not be squishy. If you do go Helwalker, you'll need a Priest for Barring Death's Door. The priest also provides Devotions of the Faithful, which suppresses/suppressed by dance of death/enduring dance but is more reliable and Litany of Spirit to bump you up to the next level of Transcendent Suffering (+15% damage, +4 accuracy, +1 pen). The reason for pure monk if you want unarmed is that they get better power levels. At endgame a Nature Godlike getting Litany of Spirit hits PL12 and transcendent suffering provides +95% damage, +26 accuracy, and +7 penetration and fists have the highest base damage and lowest recovery of all weapons. You get Whispers of the Wind at the same time, which is ridiculously good. Unfortunately, this happens at level 19 so the game is pretty much over. They're certainly not bad before that point, they get solid boosts in damage at pretty much every power level but they only get really strong late.

     

    If you're looking for something that's stronger for a larger percentage of the game, melee wanderer (ghostheart) is the best multiclass I've tried (sage, shadowdancer, votary, brawler, ravager, transcendent). Ranger gets a lot of passive accuracy and that translates into Stunning Surge crits. Getting crits on SS lets you SS again and triggers Swift Flurry and Heartbeat Drumming. At 60%+ crit rate, you start being able to SS indefinitely and the constant full attacks with the bonus attacks is what pulls the dps ahead of other monk multi-classes. You get SS at 13 and Accurate Wounding Shot is a decent full attack (it works with melee) before that point. I recommend this run with Stalker's Patience in the main hand and a maxed perception Hearth Orlan so it's not an unarmed build. It does more single target than a pure monk if it can crit reliably but a lot of the late game bosses have a 50% crit to hit modifier so the damage drops back down to high but reasonable levels and the pure monk's Resonance pulls that build out ahead. Other equipment of note: Heaven's Cacophony, Boltcatchers, and Scordeo's Edge. Blade Cascade is terrific when it procs (hit it with Salvation of Time, win any fight) but it happens so infrequently that you're mostly taking the Edge for the accuracy buff.

     

    Trickster Shadowdancer is also recommended and is strong throughout the game.

    Thank you! This definitely helped me make a decision.

  4.  

     

     

    With some console testing:

    Dual wielding (BB+BB or BB+Pistol)

    Streetfighter base for the AoE deathblows.

    Shadowdancer (helwalker/streetfighter) a.k.a. "The Pink Mist Dancer". to 1.1 reload speed when dual wielding Fire in the hole and scordeo's trophy (before the attack speed procs) and it came with practically unlimited stunning surges (they refund cost when they crit) It felt like things died Very fast (swift strikes +street fighter = insane). Blunderbuss modal activated heating up AND the monk's crucible of suffering (+10 non deflection defenses) when it reapplied (removes first instance to put on a new instance procs the "when an effect expires" portion of CoS.

    Holy Slayer (Bleakwalker/Streetfighter) #1, if you take "clear head" you will not be able to use blunderbuss modal to heat up (resistance to perception attacks). Got reload speed down to 1.5. FoD and Eternal devotion is awesome with the +fire and corrosion + aoe sickness. Higher defenses, lower dps. Less movement options than shadowdancer.

    I prefer to use Debilitating strike over arterial strike for one reason, instead of kiting to drain them, my offhand hits with deathblows activated already from the double debuff on the mainhand and they just die instead.

    So opening with debilitating strike = full attack = 1 attack from stealth and 1 deathblow attack = pink mist AoE.

    Last point: fire in the hole and hand mortar are also Pierce/slash so you have less immune mobs to worry about (but still need scepters w/ crush for those occasional pierce and slash immune things).

     

    Just to clarify, the modal for Blunderbuss, does this count as body affliction? And Delibitating strike as well? This is for the Streetfighter passive buff

    Distracted is a perception affliction and I think perception afflictions are mind afflictions. 

     

    Body Afflictions = Might, Con, Dex

    Mind Afflictions = Per, Int, Resolve

     

    *I may be wrong, so take what I stated with a grain of iodized salt or two.

    This is correct.

     

    All PER afflictions cause the target to be flanked, which is how it activates the streetfighter passive.

    Sorry guys, Im having trouble understanding the tooltips so this is confusing for me. But if my thinking is correct, the modal from the blunderbuss + any affliction skill from rogue + me being flanked or bloodied = Streetfighter passive activation?

  5. With some console testing:

     

    Dual wielding (BB+BB or BB+Pistol)

     

    Streetfighter base for the AoE deathblows.

    Shadowdancer (helwalker/streetfighter) a.k.a. "The Pink Mist Dancer". to 1.1 reload speed when dual wielding Fire in the hole and scordeo's trophy (before the attack speed procs) and it came with practically unlimited stunning surges (they refund cost when they crit) It felt like things died Very fast (swift strikes +street fighter = insane). Blunderbuss modal activated heating up AND the monk's crucible of suffering (+10 non deflection defenses) when it reapplied (removes first instance to put on a new instance procs the "when an effect expires" portion of CoS.

     

    Holy Slayer (Bleakwalker/Streetfighter) #1, if you take "clear head" you will not be able to use blunderbuss modal to heat up (resistance to perception attacks). Got reload speed down to 1.5. FoD and Eternal devotion is awesome with the +fire and corrosion + aoe sickness. Higher defenses, lower dps. Less movement options than shadowdancer.

     

    I prefer to use Debilitating strike over arterial strike for one reason, instead of kiting to drain them, my offhand hits with deathblows activated already from the double debuff on the mainhand and they just die instead.

    So opening with debilitating strike = full attack = 1 attack from stealth and 1 deathblow attack = pink mist AoE.

    Last point: fire in the hole and hand mortar are also Pierce/slash so you have less immune mobs to worry about (but still need scepters w/ crush for those occasional pierce and slash immune things).

    Just to clarify, the modal for Blunderbuss, does this count as body affliction? And Delibitating strike as well? This is for the Streetfighter passive buff
  6. Someone was telling me on Steam .. I have 5 Ranger/Druids, Animal Companion Bear/Spiritshfit Bear. Imagine, if they send their bears charging, shift to bears and roll in, how terrified their opponents would be. 10 bears! This I call hardcore roleplaying :)

    It would be pretty funny from an RP perspective. Just imagining pirates trying to board your ship only to find 10 bears ready to charge at them.

    • Like 1
  7. Strongest ranged dps at the moment is:

     

    streetfighter/x class (x class = whatever you want but good choices are bleakwalker, helwalker, ascendant, berserker, sharpshooter, devoted)

     

    you will use one of the better blunderbusses in the game, kitchen sink or fire in the hole (or dual wield one with Scordeo's pistol) and use blunderbuss+pistol modal for insane fast attacks and recovery thanks to streetfighter flanked bonuses. naturally you can use stuff like escape (rogue) to get to the enemy's backline and snipe them. 

     

     

    after the rogue variant (streetfighter) the best ranged dps class is still lol-zerker, even though you give up a lot of nice melee capability of berserker's carnage but hey at range it's still great

     

    berserker/x class (again, good choices are bleakwalker, helwalker, ascendant, berserker, sharpshooter, devoted)

     

    instead of blunderbuss modal or streetfighter, you will just rely on good old frenzy for attack speed, damage and penetration bonuses. works very well with bows (that unique hunting bow in particular) as you are not restricted to using a blunderbuss and the hunting bow is the best single target dps in this setup while something like Frostseeker would combine well with sharpshooter driving flight for more aoe hits. 

    Berserker comes with with some good movement abilities (speed/leap) and defense (savage defiance). Speed or leap can be used to maneuver to back liners and back, while savage defiance makes you a bit more tanky in a pinch should enemies start going for your toon.

     

    Is using one blunderbuss better than dual wielding two of them? Also, what makes Streetfighter/x so good? Is it the blunderbuss damage? CC?

  8. 5 person herald paladin/troubadour would give you every paladin aura and 10 constant overlapping chanter buffs.

    You could summon an army of skeletons or ogres.

    If they have to be one paladin subclass, it's a tough call.

    Shieldbearer gives everyone the ability to make anyone in the party basically immortal. Kind wayfarer would have a ton of aoe healing going on. Bleakwalker would have the best damage and would thematically fit summoning an army of 15 skeletons.

    I totally forgot the summoning capabilities in Deadfire..theres so much to do in this game. I really want to try that now. 5 paladins remind me of Darkest Dungeon now that you mention it haha.

  9. Hey guys, a few days ago I asked around what was a good class to pair with a berserker. With your help Im enjoying the game as a Berserker/Streetfighter. :)

     

    Im not at all even close to finishing the game though, not even halfway. I dont think. (Haven't even left for Hasongo yet.)

     

    But as I was sailing around trying to get bounties I had a thought. What would 5 Rangers look like or how would they perform? With that said, what kind of party have you guys thought of that involves all 5 members being the same class or combination of subclasses?

  10. Always use Berserker. As to your second class, you have a bunch of good options.

    Rogue is always a good second class, in either Streetfighter flavor to take advantage of Blooded procs and abilities, or Trickster to help out with your defenses. Generally you'll be frail and tricksy.

    Paladin will help to counteract your squishiness, gives you some cool general defensive buffs (including resistance to Int afflictions), and a superb single-target attack/self buff via Eternal Devotion. You'll play a lot like a vanilla barb but sturdier and with healing abilities.

    Fighter gives you a lot of good passives and some good actives in Disciplined Strike and Charge and, as has been mentioned, a way to mitigate confusion. Devoted in particular can capitalize on some of a berserker's advantages. You'll be tougher and a bit more versatile.

    Monk has a bit of anti-synergy due to granting some of the same inspirations, but it works. Helwalker will hit phenomenally hard, but it's fragile as anything.

    Chanter, Cipher, and Wizard also get some mileage from Barb.

    Thank you so much for the help you guys. :)

  11. As the title suggests, I just recently bought the game and interested in the Barbarian class. I like the theme of the class itself, sort of like a you're locked in here with me vibe. Just can't decide on wether to choose Monk, Paladin or Fighter.

     

    I plan to duall wield while being accompanied by my companions. So I take it Berserker isn't a good way to go? Also, what should my attributes look like?

     

    Thanks in advance.

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