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Powerotti

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Everything posted by Powerotti

  1. Sweeper, WotEP, Chromostaff, Amra, Voidwheel, Dragon's Dowry- there's much more great weapons and with black jacket one can fit specific sets for every encounter.
  2. @Boeroer Do you know how exactly wotep works with soul anihilation? It's some weird mechanic. The initial target takes full raw SA, the second takes some minor damage (around 20% of the first) and every other hit roll deals more raw damage, than previous. Raw damage added to 4th hit roll after initial is about equall and every next can even exceed this. Why?
  3. I tested it and it's meh. With community patch backstab isn't applied with every hit on the same enemy. Like it woud be DoT effect that can't be applied before previous ends. Also persistent distraction doesn't work when invisible because you can't engage enemy.
  4. Berkserker/black jacket with willbreaker, voulge and oathbreaker is awesome. Clear out with morningstar modal debuff and prone many targets, voulge quickly kills large groups (carnage hits triggers avenging storm from scroll and static thunder that also disorients), oathbreaker deals with single tough foe. For last weapon set use scordeos edge/modwyr combo (clear out with edge builds adaptive very fast and modwyr prevents confusion) or red hand to interrupt caster (arquebus with modal crits most of the times and barbarian passive ability interupt on crits)
  5. But it's very easy to stay bloodied while untargetable . If only rogue could replenish guile somehow, to use vanishing strike for longer. Yes, dual mortars would be probably better, but it's kind of boring, obvious choice
  6. With community patch changed backstab (raw dmg instead of +100%), streetfighter with fast weapons sounds like fun. My type would be rust poingard and sun and moon (should apply backstab effect twice) Int cap is obtainable 2 bone amulet (but strand of favour is better), 2 grotto mask, 2 berath stats, 2 alchemic wits, 1 cauldron brew, 1 aloth/kana effigy, 1 kuaru ring, 5 inspiration, 1 konstanten prostitute bonus, 18 base, 1 vailian background. That's 34 with strand of favour. Cloack of theocrat gives 1, but ajamuut is much better, and pet gives 1, but ooblit is must have.
  7. Ranger illusions spawns with animal companions which have full health. Wizard/ranger with cloack and essential Phantom can literally flood enemies with bodies
  8. How big is area of clear out (and its upgrades), exactly? Is it like poe1 Length: 2.5m 135° Cone? is it influenced by int? And the most important, is it possible to highlight this, like with cone spells? The same situation is with power strike, carnage or torments reach. Is this because of conflict with aoe weapons (wotep, wahai, mortars)?
  9. I want to destroy enemies, not my graphic card . It takes one aditional weapon set and with wotep effect is simmilar. Clear out and hearth of fury with mortars and avenging storm are the most broken tricks in deadfire. I don't like to use it that way.
  10. It doesn't. I used backstab from boots after dots tick. Maybe community patch changed it? Backstab works different with this. Enemies should be blinded by gouging strike, so don't need to use persistent distraction. If you like it, you can skip break the bell. As for skills, pump stealth to 10-15 total. It's enough to sneak close to enemies and backstab. Remaining points are for explosives. Only issue is stun from ajamuut cloak and thunderous report. Report inflicts dazed for much longer duration (35s) , but it gets overwrite by cloak stun, which lasts only 7,5
  11. Last Surprise Difficulty: PotD v. 5.0 Solo: no, it can take down few targets solo really fast and soften other, but then needs to regroup with team and hide behind tank Class: Black Jacket/Streetfighter Race: wood elf (resistance to hobbled) or human (benefit when bloodied) Background: Old Vailia or The Living Lands - Dissident (might and intelligence increase DoT, stealth helps backstabbing) Stats: max might, int, per to maximize DoT and to have some accuracy while distracted, dump con, res, rest points into dex Equipment: Head: Mask of the Grotto Deep (2int, more dmg with backstab) or Heaven's Cacophony (2int, Avenging Storm for hand mortar+clear out) Back: Ajamuut's Stalking Cloak Neck: Charm of Bones Armor: Devil of Caroc Breastplate - mostly for additional resources Waist: Upright Captain's Belt Hands: Gauntlets of Discipline (1 more Clear Out) or Woedica's Strangling Grasp (might for DoTs) Rings: Chameleon's Touch and Ring of the Marksman Boots: Slippers of the Assassin - invisibility on first kill enables to finish another foe almost instantly with bottoms up or run through Pet: Abraham (and nalvi on eder if possible) Weapon set 1: Modwyr and Kitchen Stove - Modwyr ability is great when used from stealth/invisibility, 25%crush and 25%shock lash works great with deathblows. Kitchen Stove gives Thunderous Report - massive damage from stealth and also dazes enemies for long time Weapon set 2: Ball and Chain + Fire in the Hole - flail modal reduces reflex by 25, use with Clear Out. Fire in the Hole lets to use Gouging and Toxic Strike in AoE, also distracts and turns streetfighter passive on. Note that Blunderbuss targets reflex (that is reduced by flail) instead of deflection. Weapon set 3: Saru-Sichr - modal reduces fortitude, another DoT on hit. Use with Clear Out Weapon set 4: Whispers of the Endless Paths/Street Sweeper/Oathbreaker's End/Fire in the Hole with bashing shield in off hand - mostly for damaging group of DoT survivors. Fire in the Hole highly benefit from Heaven's Cacophony and WotEP have Run Through - the best ability to use from invisibility Food - Mohora Wraps Drug - Coral Snuff Usables - Sparkcrackers, Implosion Charge (grouping enemies), Blister bomb, Frost Bomb, Luminous Adra Potion, healing potion Abilities: Arms Bearer Tactical Barrage - int for better AoE and DoTs Two Handed and Two Weapon Style Conquerer Stance - accuracy Charge - mobility and stunning Quick Switch Weapon Mastery Armored Grace Clear Out - applying weapon modal debuffs, pushing back enemies, damaging whole groups at once. With devil breastplate and gauntlets of discipline one can use it 6 times Escape - mobility Backstab - additional dmg of stealth attacks Gouging Strike - AoE blind and DoT with fire in the hole, blind also reduces reflex, and it's easier to land hit with blunderbusses Toxic Strike - strong AoE DoT, Weakens targets Devastating Blow - finishing wounded targets Deep Wounds Deathblows Ring the Bell or Break the Bell - AoE dazing with WotEP or another DoT Deep Pockets It's not the strongest build but very funny to play. Switching all of those weapons and using them so fast feels like THIS . Gather foes with sparkcrackers, throw implosion charge and immediately shoot gouging strike(fire in the hole), then tactical barrage to get acute, shoot toxic strike. If someone gets close to you push him with clear out (flail or morningstar) and turn invisible. Use thunderous report (targets reflex) from invisibility to daze and harm badly foes caught by implosion charge, some should be alredy dead, activating invisibility from boots. Then run though or bottom's up for massive damage and end foe with devastating blow. All of this takes no more than 15 sec. Back off with charge, stunning enemies in path, and regroup with tank, maybe replenish resources with empower and repeat. In optimistic scenario mobs in AoE should be blinded, weakened, dazed (or stunned), proned with reduced reflex and fortitude, and influenced by many DoTs. Beware ranged enemies (let teammates take them down quickly) and strongly diffused groups (engage separate mobs with tank).
  12. I forgot shattered pillar can produce wounds only by melee attacks. But he would use them to keep active dichotomus soul all the time. When enemy breaks first line or somehow reach your position, just resummon twins to protect you. I don't like to rely too much on wounds from damage when not being at front line, but you always can make teammates attack you few times or use scepter with modal, to generate wounds quickly and quite safely, or pick mortification od the soul. But in this case, you need source of healing, like paladin, druid or potions. It also lowers dps, which is undesirable with pure dps build.
  13. Sharpshooter/monk, but helwalker can't get enough wounds with only enduring dance. If you stay back and taking no damage you have to use mortification of the soul. I sugest nalpzaca or shattered pillar. Yes, in unmoded game turning wheel doesn't work with ranged, so shattered pillar would have fastest wound generating and limit of 5 is harmless for him. You can skip wheel compeletly. With community patch, turning wheel gives better lash, the more wounds you have and shattered pillar limit should be taken off, but it suppose to doesn't work at the moment. In this case nalpzaca is better. There is one more trick, "shroud of the phantasm" cloack summons 4 copies of character for 10 sec. They are extremly squishy, but they have all your equipment and spirit animal, that is exactly the same as yours, with te same hp and defences. The duration is extendable by int even to 20 or even more seconds. 5 long bows with no recovery and 5 animal tanks on the field ends most of encounters almost immediately.
  14. I made some tests and this is actually really great Takedown with power strike was a mistake, but scordeo and hunters fang works (with ranged weapons, if you build stacks earlier in melee) much better than i assumed, giving +50 accuracy, which in total makes more than 220. In this case monk would be better than devoted, because there is no need for that much hit-to-crit and weapon modal can be replaced with tunderous blows, so using frostseeker vs. larger groups isn't so painfully slow. Dichotomus soul helps to keep foes away, lightning strikes and turning wheel increase damage and stunning surge have almost guaranted crit with driving flight. Also skipping recovery with veilpiercer procs much often than 50%, sometimes chaining 5 (my record is 22 after few minutes of fun with dummies, tigers and bounties) or more hits without recovery. Stunning surge and tranquilizer with watershaper focus is even better than frostseeker, but this recovery...
  15. Devoted/sharpshooter - devoted and sharpshooter passive pen should stack with weapon modal. Recovery penalty shouldn't be so bad if you skipping it with crits and as soon, as you got driving flight, you have two chances with every shoot. Subclasses and discipline strikes give solid hit-to-crit, and bonus crit damage. Conqueror stance, marked pray and ranger passive abilities makes accuracy high enough to get crits frequently. I have also some ideas you can try Takedown combo with power strike for massive damage, but it's mele only, so take monastic unarmed training and switch to fists Boost accuracy with scordeos edge and clear out - without proficency it wouldn't be effective for damage, but great accuracy boost If you build up hunters fang stacks with mele weapons (sun and moon and shattered vengance or rapier in offhand, or WotEP) it maybe gives bonus to ranged weapon too, but i haven't tested it
  16. @Wotcha skald is more a full support build than damage dealer. Thanks to crit-phrases it can keep foes paralyzed and frightened all the time and summon weapons or something. Especially black jacket/skald with clear out and weapon modals, as Boeroer said. "Magic" crit chance comes from conqueror stance, high per, scordeos edge upgrade, single handed style, potion of perfect aim, ring of prosperity, hearth orlan and disciplined strikes, and if you use WotEP or sun and moon to attack, chance to conversion is higher than 50%. At the sound... invocation takes 2sec (25 dex, coral snuff, battered ysae, rapid casting, contenders armor) and paralyze for 7-8 base, so thats 6sec left. That's enough time to put 4 attacks and gain 2 or more phrases (excluding natural generation and brilliant) for next "at the sound...".
  17. Contenders armor have good protection and is faster than naked when using nalvi and abraham with maxed atheletics. Pair it with not felled... invocation and potion of ironskin or spiritshield and you are pretty tanky. With phrases generating do fast, most enemies will be paralyzed by at the sound of his voice... anyway. Besides that, you can use brilliant as assistance to weapon crits Most of offensive invocations have 0,5 cast and 4sec recovery that is reduced by dex and aspd buffs, so why one would use them no more than every 6sec?
  18. brilliant - 1phrase/6sec skald crits - even 1phrase/1.2sec with solid build and eq, or much more if blade cascade triggers, like Kaylon said. But i wouldn't count for it, and use scordeo just to build adaptive stacks, then swich to sun and moon
  19. I tested war caller devoted/skald with single handed sun and moon - clear out scored 30 crits, but got only one phrase. There must be some kind of restriction, so you can't get more than one at a time. I think monk with swift flurry/HBD will work simillar (but didn't tested this). In this case you want to get as much atkspd, as possible, to make it work. in this case the best options would be: For weapons: sun and moon - two chances for crit with one blow, 10 more acc to fire roll with ring of focused flames (single handed for better acc and hit-to-crit) ranning's wrath - 9 more acc, +10% aspd (single handed for better acc and hit-to-crit) WotEP - aoe damage (even if only one phrase can be aquired from one blow, you hit more targets, so more hit rolls=better chance to crit), retaliation on being missed that can do crits and generate phrase For classes: fighter - hit-to-crit bonuse from disciplined strikes, clear out is guaranted phrase with enough enemies and weapon modal can debuf several targets at once, more sturdy character, godd acc with conqueror stance ranger - chanter buffs makes animal companion more tanky, best acc monk - SF/HBD synergize with crits giving solid dps (and maybe more phrases?) rogue, streetfighter - great aspd, so with enough acc/hit-to-crit you get fastest phrases generation and good weapon dps, but also most fragile character
  20. I was thinking some more about it and came up with this: Cheap trick - can be use only on enemies vulnerable for sneak attacks, damage decreased by 50%, apply 1 tier random affliction, restore 2 guile, add "tricked" effect to enemy for 30sec (tricked - positive effect that prevents "stealing resources" so it can't be spammed on one enemy) Or apply "swindler" effect on rogue, instead of "tricked", so he can't use cheap trick for duration
  21. Fighter ability is abusable already. Max mig and int, dump def, get many crit with high ar, so they don't overpen and spam unbending trunk. It heals more than damage you take and restore more discipline than you spend. To prevent abuse conversions there could be a limit to only direct mele or ranged hits excluding aoe spells. Why actually limit resource regen to passive skills? Rogue could use active ability that leaves trap/sigil on the ground and get guile when it activates or ability (free cost) that is used from stealth and restore guile on exchange for lower damage, so you must choose between more damage and resource regen. Skill named "cheap trick"
  22. Rangers are warriors of the woodlands and masters of the hunt. Always partnered with soul-bonded animal companions - ingame description It sounds more like tracking and taking down target quickly (sniping maybe?) with assistance of animal companion, than dealing constant damage over time. That's why i think killing with critical hit enemy, that is threatened by companion fits ranger quite good. It is also something that he is designed to because of high accuracy.
  23. I like getting discipline back when hit roll is downed by a tier. Fighter already have discipline restore ability, but its fits better a barbarian (instead of blood surge). Getting crit is rather infuriating, and barbarian can also use retaliation when critted. But it may cause every single class build must have this two skills. Maybe reverse reverse mentioned fighter mechanic as rage is kind of opposite for discipline? Get resource when enemy hit roll is upgrade by tier. Unfortunately it doesn't happens often and it's totally independent of character build, you can't increase chance by no means. Paladin have two skills that restore zeal, one on kill, and one when ally gets down. Divine retribution is abusable with summons and too costly when you exchange teammate for 2 zeal, and then, if you wants to revive him, you must pay 3 zeal.
  24. Traps idea is nice, but how exactly should it work? Every character can set one trap, but why rogue should benefit from others effort? Just stay invisible in place, do nothing and get guile? If he could regen resources only from his own traps it's one time per fight - not a big adventage. Maybe if he could set more traps before fight and then maneuver enemies on field to get cought? Or set traps during fight when he is invisible and there's no enemies at some distance? Strike from stealth and run to lure enemy into trap could be quite a good fun if only traps wouldn't be so paltry.
  25. No, it wouldn't. I was testing it on my hand of doom build some time ago. Only stat afflictions like confused and weakened works. Forbidden curse, alacrity, hyleas talons etc. don't. Maybe it's worth a little improvement with community patch?
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