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About Oloorin

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    RPG games, DnD, epic fantasy novels, and science.
  1. In my party I built out grieving mother and use her like the build suggests. However I put belt of the royal deadfire cannonneer on her (best belt in the game I reckon) which you can get fairly early on with free Deadfire DLC. In another thread Boeroer has pointed out that two handed weapons for ciphers works quite well, so I have her do big hits with a summoned firebrand greatsword that she casts using that belt. She paralyses, goes in and does big hits, and then can either CC the enemy, charm them, or do damage with cipher abilities like antipathetic field and ectopsychic echo.
  2. I'm going to pay attention to the cipher as it's the class I know more about. And likely there's going to be a super knowledgeable player that comes in next and tells me how wrong I am, which is fine I just want to preface this by saying if you're going to play on normal mode, you do not need to worry about optimal stat distribution. Your RES is fine at 10, but having your RES greater than your Con for a frontline melee cipher is not going work as well as boosting your con up. Each class has a base deflection, with cipher being somewhere in the middle with 20 starting deflection.
  3. So often I run into gear being useful on more than one character. All these builds have items that are called for by both so sometimes I'm at a loss for how to distribute them or what to use INSTEAD of optimal +4 stat boosting items. Durance is currently wearing the Raiment robe, Grieving Mother was gonna use Argwes Adra and currently wearing Wayfarer's Hide. Wizard is currently wearing Angio's Gambeson mainly for the 2 casts of DAOM but it would also be useful on Durance to actually get buffs out quickly. The auto cast of mirror image from Raiment seems nice, but I would think it'd become
  4. I've built my wizard using the Frozen Lance build, but the armour recommendation is a bit hard to stomach. Considering best in slot according to that build is the Vengettia Rugia and literally at the final level of the endless paths, that seems like a pretty late if not FINAL thing in the game to acquire. Are there any close seconds or chest pieces to use in the meantime that work well for a melee wizard?
  5. Sounds like a plan. CC enemies, charm them, anything to get them to stop hitting you. Are there many ways to increase DR apart from better armour than the trash I have her wearing at the moment?
  6. Ah Boeroer, how I love you. Yeah, looking at Wayfarer's Hide looks like some great defense for a light armour, and nature's vigour looks good in keeping some regen going. Would the use of Shod in Faith also aid somewhat in making sure my GM behemoth doesn't drop? The use of whisper of treason has a slightly longer duration than the paralyse condition from mind binding. I just figured that the use of psychovampiric shield would provide a lot more defense and make her a bit more resilient to damage from a couple of enemies at once.
  7. So I've given the cool crazy lady the standard suite of Talents for a 2 hander aimed at damage with some endurance. Currently at level 7. 1.Biting Whip 2. Veteran's Recovery 3. Draining Whip Abilities are: 1st level - Antipathetic Field, Mind Wave, Whisper of Treason 2nd level - Mental Binding, Phantom Foes, Psychovampiric Shield 3rd level - Ectopsychic Echo, Pain Link,Puppet Master 4th level - Body attunement, Pain Block And of course, she's got 6 uses of firebrand from her two lovely items, because that greatsword is bonkers. What's spurred this thread on is
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