Hi everyone!
I'm quite a latecomer to Deadfire, I just started, finished my first run to Ukaizo this month, after reading lots of build ideas from here, so I felt indebted to post mine. My first message on this forum.
It was a fun to seek the most synergies to survive the PoTD mobs solo that fast, I think I find the most synergies for a melee-crit DPS build in there, after some of my test builds, then let's get on with it.
At first, Berath's Blessings highly favorable for this build, especially the starting money,Mythical adra Stone and +2 attributes, I played this way.
Race: Human (Synergies):1- Bloodied bonus easier to reach with Hellwalker, favorable for melee, +Might and Resolve is welcome as well
Deadfire Archipelago: I wanted to max the Dexterity-
Woedican Background: For power levels
Mercenary- For athletics (the only skill we need except skillchecks)
Weapons: Amra with Mythical Adra Stone- Wanton Gore/ Tempered Fury, Unarmed/ Tuotilo's Palm
(Synergies):1- It's problematic to go Single type Slash damage with devoted since you can encounter immune enemies, but Monk class saves the day with literally zero investment. You can do unarmed crush damage to Slash immune enemies without devoted malus instead with devoted bonuses.
2-You can go with Magran's Favor time to time since playing single type weapon when devoted can be boring, enjoy one handed gameplay against lower tier enemies with Magran's Favor, not great synergy but it Magran's Favor comes legendary quality, requires minimal investment after acquiring. Battleaxes are only weapon type I know supports two different styles(one-handed/two handed)
3- %20 Crit Damage Battleaxe weapon modal comes handy with Fighter's Intuitive Bonus (%25 Hit to Crit Ratio) comes with Disciplined Strikes and other Hit to Crit bonuses I invested on.
4- Tempered Fury eliminates Frenzy Deflection Penalty useful in solo, %33 AOE useful against mobs as well.
Headgear: Helm of The Falcon early game/ Champion's Helm late game optional.
Synergies: 1: Helm of the Falcon easy to acquire if u have the money. Undebatable Best fit for 2 handed gameplays.
2-Champion's Helm brings extra flavor with riposte like ability,and increased attack speed agianst crowded mobs if u like.
Armor= Reckless Brigandine / Blackened Plate Armor (Optional)
Synergies: 1-Fighters already start with better engagement numbers, Hellwalker tends to lose health then it triggers extra armor+and damage makes you more staunch&faster at Bloodied state, where you exactly want to be.
2- Blackened Plate for artistic reasons and a lot of different bonuses (-Armor aura for more damage, Poison resistance, more Regeneration when life is low, random Inspirations when bloodied are all useful)
Boots: Boots of the Stone Synergies : 1- +Dexterity +Resolve and Resistance to Might Afflictions comes extra handy while its Critical to maintain 25 might to fully benefit Amra.
Belt: The Undying Burden Synergies : +2 Constitution while we need it as a Hellwalker, extra Second wind ( Athletics is a skill already to be invested to past skill checks) Damage Reduction increases with life lost makes you stauncher at bloodied state
Rings: Entonia's Signet Ring- (Synergies): Stacking defenses trigger easily whilst solo 5x2= +10 total
Ring of Solitary Wanderer- (Synergies): Meant for solo gameplay even by name Saves you from afflictions with +resolve and extra -%35 duration
Cape: Cape of the Falling Star Synergies: All defenses including Deflection (better than either Protection-Deflection Capes) + Aoe damage when unconscious ( works with Fighter's Unbreakable Passive)
Neck: Cog of Cohh (More Damage+ Aware Inspiration gives +5 Perception)
Hands: Gatecrashers (Synergies): +1 Might useful to Reach Amra's 25 Might Threshold, Crit- Knockdown useful synergy for crowd management against multiple enemies
Pet : Pes- +%10 Melee Damage %5 Hit to Crit Ratio
Rest-Boon Officer's Stay : +2 Might+ Concentration - Rabyuna's Boon +1 Might +2 Resolve
Attributes:
Might: 11 Base +1 Human +2 Berath's Blessing :14 Total ( It's risky to go for more since wounds+ strong inspiration of frenzy brings +15, and handgear brings +1, Rest and Boons +3, is quite enough for good enough damage without risk reaching 35 hardcap especially if u save scam for alchemic cave+ get gift from machine)
Constitution: 8 Base+ 2 Berath Blessing +2 Undying Burden 12 Total - (Limits you at the beginning but gets much better With Iron Wheel + Fit Inspirstion from Frenzy)
Dexterity: 18 Base +2 Berath's +1 Deadfire Archipelago +1 Boots of the Stone (You'll hit crazy fast even with heavy armor)
Perception: 12 Base + 2 Berath's + 1 Galawain's Reward ( 15 total is fair enough for accuracy, +5 from Cog of Cohh Aware Inspiraton)
Intellect: 16 Base + Berath's ( longer Inspirations and Frenzy makes you finish the fight without needing time-resources for renewing them)
Resolve:10 Base+ 2 Berath's +1 Human +1 Ring of Solitary wanderer + 1 Boots of Stone +2 Rabyuna's Boon ( 17 total is good enough to get rid of afflictons faster rate)
Start Abilites :Constant Recovery+Devoted ( Endurance + Increased pen and Crit Damage From the start) Transcendent Suffering and Helscar (no need for ditching means of gaining wounds)
Tier 1- Disciplined Barrage-Fast Runner-Swift Strikes-Force of Anguish( Force of Anguish is preferable to Knock Down since Discipline more needed than wounds for inspirations + your only skill uses wound powerpool)
Tier 2- Fighter Stances- Two Handed Style (For Amra) - Determination- Confident Aim
Tier 3- Swift Flurry(Crit-Speed Synergy is great) -Soul Mirror-Bull's Will-Disciplined Strikes (For Intuative)
Tier4- Duality of Mortal Presence-Body Control (Another Resistance to keep your Might High) - Weapon Specialization-Vigorous Defense
Tier 5-Mob Stance (More AOE+Speed vs Crowds) -Uncanny Luck (More on Crit) -Armored Grace (Synergy with Heavy Armor)- Enervating Blows (Synergy with Crit)- Unbending ( to further benefit from Hellwalker dmg malus)
Tier 6- Refreshing Defense (Works great in solo since you're the only target) -Improved Critical (Needless to Say) -Iron Wheel (Endurance you needed to Negate the Hellwalker Malus) -Flagellant's Path (Move effectively Around Battlefield, the active you'll use the most)
Tier 7- Unbreakable (More endurance on the battlefield) - Heartbeat Drumming ( Another great Synergy With Crit)
You can optionally use Clear Out From Tier6 instead of Unbending Tier5 ( I actually go that way myself) to use remaining discipline for crowd control, instead of more endurance.
And that's it, You'll have great Hit to Crit ratio, your Crits will do good damage,cause afflictions (Enervating Blows) do aoe dmg and trigger other attacks, you'll be heavily armored and still very fast (Bloodied+Frenzy+Full Dexterity+Mob Stance+Reckless Brigandine,Armored Grace,Swift Flurry and Headgear Bonus to attack speed) , 3 different powerpools to use while your might is crazy high without even much investing on it. Your inspirations will be very long, 2 second winds and one resurrection, more armor as you lose health(Reckless Brigandine) as you gain wounds (Iron Wheel) have constant life recovery, good defense (Refreshing Defense- Frenzy without Deflection Penalty (Amra-Tempered Fury) less time with Afflictions (Ring of Solitary Wanderer), Extra penetration and damage from Devoted.
Quite hard to keep alive at start, but if u manage to gain level on trivial quest (not hard at solo) this build just becomes unstoppable.
I guess its much more than one can wish from a Deadfire melee build
I always welcome to hear your suggestions and corrections, thank you for your time if u read it all