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Everything posted by Ganrich
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If you want weapon damage either Skald or Troubadour are fine. That is a question of taste. However, as a Devoted, focusing on weapon damage, id for sjre go sabre and grab Hel Hyraf, Killers Froze, etc. Hel Hyraf lowers deflection and attacks fortitude, killers froze paralyzes and attack will, and both help crit chance. So skald would work here. Since they attack different saving throws you have 2 tools for different encounters. These are Also Offensive Invocations. So the Skald gets them cheaply too. Some of the Offensive Invocations don't do damage. So, you could grab these 2, and Thrice was she wronged and have a cheap invocation for every save. Then use melee to attack Deflection. My personal taste is Troubadour because of a few reasons. 1) not reliant on crit, and still generates phrases fast when it needs to, 2) not tied to melee like skald so you can float in and out without losing a major selling point of the subclass, 3) Brisk Recitation being off makes it so you ONLY need a max Intellect of 20 to keep 2 chants up 100% of the time. The other 3 Chanters require 30 Intellect to do the same thing. This allows combos like flame weapons and 12% damage as healing to be up 100%. Or flame weapons and Ila. It's pretty powerful. Brisk Recitation on makes it so you ca. Cast more invocations.
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I'd say Devoted or generic Fighter. However, unbroken might work with engagement breaks, but would be more passive. I'd go dual wield. Sabre in one hand and flail in the other. Sabre because Sasha's gives 3 phrases back on 1 empowered invocation an encounter, and can be upgraded to also give you your empower point back (currently bugged tho). Flail because it debuffs Reflex, and EVERY damage invocation attacks Reflex. If devoted use saber, but flail debuff is -25 reflex. It helps more than you know. Especially if you're focusing on damage invocations.
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Yes. You want high perception. Then I would focus on Might>Dex>int. I wouldnt recommend dumping either con or resolve. In faxt I would try to keep resolve above 10 since you don't gain wounds from being hit. Upgrade swift strike to swift flurry so that when you crit you get a potential extra attack. Since Skald's have a 50% chance to gain a phrase on critical hits this meshes well together. I like using one handed weapons for the extra accuracy to increase crit chance. However, dual wielding works great too. There is a great Chanter oriented Sabre called Sasha's Singing Sabre, and you can get it pretty early. I'd also grab flails if you want to use invocations like Thrice was she wronged because the flail modal debuffs the enemy Reflex save. Clubs do the same for Will. Then you can grab a ranged weapon if you like. Or just use your fists. Invocations: Hel Hyraf decreases enemy deflection, and that means you crit more. Killers froze stiff paralyzed, and that means you crit more. The bride caught their.. Invocation fully upgraded gives you brilliant inspiration which gives +1 class resource per 3 seconds for 30 seconds. This means you can be real spammy with both monk abilities and invocations for burst. Those all are the clutch invocations for this combo or a Rogue/Chanter DPS IMHO. Monk abilities you can sort of do what you want that works well with Shattered Pillar. Also, Swift Strikes and that late game Chanter buff (The bride) proc the Nature Godlike's Wellspring of Life. This gives your abilities +2 power levels. So, it's a good choice. Most other races would work well enough, though.
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Yeah, it's an odd combo. Keep in mind, that although you dont get high level spells you will also have more casts at any given level than a single class. Just because you will have 2 casts per level of each class's spell selection up to level 7. That's 28 spells an encounter vs a single class's 18. Also, Spiritshift means you can avoid some of the mage self buffs and focus on damage spells, and druids get healing too. Also, mage grimoire swap means you can somewhat manage its spell loadout. I think these two are great single class characters because of their great high level spells, but I think you could make something fun out of a MC too. I dunno. Is it a power build? I doubt it, but it looks like you could rain down spells without running out of gas by mid-game onwards. So, it has trade offs. For sure.
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I am not sure, but they do say that they increase penetration on "x Elemental Attacks." It doesnt say spells. So I think it will work for anything of that damage type. I also through about making a frost/shock Chanter/Druid of some sort. Possibly a Fury/Troubadour, but I'm still thinking on it. Unfortunately, Chanters only get 2 fire, 1 frost, and 1 shock ability. With the right build and Multiclass it should work though.
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To be detailed, I was told it's sort of like subtraction. If you have a T3 int affliction and you get a T1 int buff, you now have a T2 int affliction. But don't take my (or my informant's) word for it, I'm sure someone knows for sure how it works. Aaaanyway. Brilliant inspiration. List all its sources. Nownownownownownow. Now. I only know of the Chanter buff upgrade "Set to their Purpose, They all knew their Part" at power level 7.
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Chill Fog is my favorite honestly. It blind's in an AoE, and it does some damage. Blind is really useful. Especially early on when you dont have much CC.
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Oh, forgot a neat combo. Hel hyraf fully upgraded + Chill Fog + Combusting wounds + possible get up get close with Soft winds or dragons thrashed chant worked pretty well in beta. Hit them with Hel Hyraf, have Soft winds or Dragon thrashed running, move so the enemies are in range of them, and dump chill fog then Combusting wounds. I haven't tried this in the released game but it kept Hel Hyraf running for a long while in beta.
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Yeah, late game you will be the Niagra Falls of spells. It is a MC I plan on playing once I finally finish my first play through.
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Well, it depends on weapon. I made this build in beta, or something similar. Weapons will matter early on when you dont have a lot of spells and less so later in the game. I went two handed on my build, and had Rod, Crossbow, and Quarterstaff proficiencies. I used xbow for interrupts, Quarterstaff for it's reach and defensive modal, and rod for clustered enemies when low on spells. However, with that buff that gives you +1 spells you wont need weapons much if at all late game. Another thing to consider is maybe just take a few points in Alchemy, but leave 2 spots open for a couple different Grimoires. The reason is that a class that can give themselves spells back can also make good use of the spell selection of a grimoire and having a couple extra in your quickslots. I didnt get a 3rd weapon slot either. I left Quarterstaff equipped and swapped between xbow and rod depending on the fight and enemy numbers. Edit: by "swapped" I mean scout out a fight, and if it is a group with no or few mages go rod, but if you see casters a plenty then xbow. You do this prior to combat
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If you're avoiding beckoner then I would go Troubadour. You can keep Brisk Recitation off until you run out of mage spells allowing you to easily have 100% uptime on two phrases, and hopefully by the time you are out of mage spells the enemies are whittled down enough that you can use invocations for clean switching it on and Switching to a single phrase Chant to build invocations faster. Picking up Arcane or Explosive skills to further stretch what you can do. You shouldn't have to bother with autoattack. You should also be able to stay right in the middle of your party keeping everyone buffed. As for mage, I'd just go pure Wizard, but that is because I dont like any of it's subs. At high level with a level 7 chanter upgrade it gives you a buff that gives the caster plus anyone in the cone +1 class resource every 3 seconds for 30 seconds. At that point you can leave BR off permenantly. I would select Hel Hyraf, Killers Froze, and maybe the charm invocation. You could also get the level 1 knock back invocation for safety. Then in mid-late game you get that buff. I would look at all these if you are avoiding summons.
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Resource cost tends to go up when the ability is higher levels. Some classes like the Priest, wizard, and Druid all have a single spell cost for each level and cap out at 2 casts of that level per encounter. So, at level 1 a wizard would have 1 cast of level one spells. These classes get talent point to distribute each level like any other, and the concept of "Spells per Level" isn't in Deadfire like it was in the first game. A single class Character gets 1 point per level except levels divisible by 3 where they get 2. So, the get a point at Creation, a point at level 2, two points at level 3, and so on. Levels divisible by 3 are also when you get access to a new power level of abilities/spells. Which is when you get two points to spend. These points can be spent on abilities, spells, and passives. Multiclass characters develop a little more slowly, and I can't remember off the top of my head how they progress but they don't get access to level 8 and 9 spells/abilities. Some ability upgrades cost more. For instance the Rogue's Shadow Step cost 1 Guile, but its upgrades cost 3 Guile. However, Shadow Step's upgrades are more like new abilities as you can still do the regular Shadow Step for 1 Guile. Not all follow this pattern, only some. The Monk's upgrade to Stunning Blow is called Stunning Surge, and what it does is give Stunning Blow's cost back if it is a Critical Hit. To find out the cost of abilities when you are creating your character click the button that lets you look at the Class Tree. Once you are there you just hover the ability and it will tell you the cost. Best thing I can tell you is look at the trees and learn as best you can what everything costs and does in a particular class.
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IMHO, Troubadour makes the core Chanter class obsolete unless you don't feel like microing Brisk Recitation. It takes 20 Intellect to make it so you have 2 Phrases up 100% of the time with Troubadour, and I believe 30 Intellect for the core class and the other 2 subs. There are a couple other catches to Troubadour, though. I feel like you need to focus a bit more on Phrases to get good use of it, and simultaneously I think having the ability to only prep 4 Chants diminishes that a bit. So, you have to be picky about what you select, or be ready to respec. Or be ready to change your Chants mid dungeon if something isn't working. If toggling the BR modal isn't something you want to do, and Skald or Beckoner aren't versatile enough, then I could see why someone would select the core class. Maybe. I would still pick Troubadour, and just pick a phrase like Ancient memory and leave BR on, and you heal + you will be casting some heavy spells. That said, Beckoner is incredibly powerful, and makes a lot of sense with Ranger. Skald would work just as well with a Stalker, but otherwise I don't know. Most Chanter Invocations are kind of small with a few exceptions. I feel they work best either right behind the tanks or in the front lines. The summons work at range much better, and require a lot less positioning. Just remember that most offensive invocations have smallish cones, and you will have to move up to use them. I think Ascendant and Beguiler both would work well with Ranger. I am partial to Chanters, but I can see both of those being super powerful. Using Beguiler spells to allow your pet to sneak attack sounds fun. Either way I think either option sounds like a winner.
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What kind of Soul Whip bonus do they get? I think it's the normal Soul Whip bonus when they aren't Ascended, but another 20% damage when they are? I am unsure, but I think that is right.
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I believe Ascendant got a buff to the time he remains Ascended in Beta. If the video you watched was during Beta it is no longer relevant. I am pretty sure it is 30 seconds now.
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I would add talent for using one ranged and one melee. I don't have a clue what that talent would be, but I would try to make it unique. It would fit in the same power level as the others. Maybe something like a temporary buff that gives half the benefits of One handed's accuracy and hit/crit conversion for your main hand, and attack speed with your off hand, but it's temporary forcing the player to move in and out of melee. So, the main hand gets some accuracy for a bit, and then the buff turns to the attack speed buff. It would work for a lot of Pirate-y classes like Rogue, Ranger, and the like because they get movement abilities. It would also add some build diversity because you could use the melee in off-hand and ranged in the main hand. Example: Your Ranger is a 1 Saber in main hand/blunderbust in the off hand. You move into melee with your AC, get a few licks in, Evasive shot out when the temporary buff fades for your main hand, and the off hand buff kicks in. At low levels it will make Rogues have a neat mechanic, and by mid-level Barbs/Rangers/etc can get their movement abilities and join in. Monks a little later. Obviously this would probably be pretty powerful or weak just halving the numbers, but it would be a starting point. The style needs its own strengths and weaknesses.
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Sure, it doesnt apply to every class. I'm speaking in generalities for sure. However, a cipher will build focus faster firing two ranged weapons or swinging two melee weapons. Simultaneously, you're still going to crit more with one handed weapons, and two handed weapons will do more damage. Since soul whip is +20% weapon damage any of these three will likely outpace a gun in one hand and a sword in the other. Focus generation would also increase because your damage increased, and even with draining whip it would go up. If I'm not mistaken. I could be as I havent put too much time into ciphers in deadfire. Feel free to correct me if I am wrong though.
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Why? Because at range you're still only going to fire the gun/wand in one hand, and in melee you will only swing the weapon you have in the other. Dual wielding two ranged means you'll be firing two weapons at range, swinging two weapons in melee, and every active ability that says they are a Full Attack means that you attack with both weapons during the active ability. Examples: Flames of Devotion and most rogue abilities are Full Attack. If it says Primary attack then it is only your main weapon that does the damage. So, a guy holding two pistols using an ability that does Primary attack will only apply the ability with his main hand pistol. Backstab works like this, and it is why two handed weapons work better for it. Although, one handed style isnt bad either. So, a pistol and a sword dual wield means you fire a little faster, but all those Full Attack abilities will work like Primary Attack abilities using the range weapon at range and the melew in melee. One handed you gain about 12 accuracy plus if you take the One Handed talent convert like 20% of hits to crits. I cant remember if it's 20% off the top of my head. So, you fire slower, but you will hit a lot, and get a possibility for crit conversion. If you crit you will get over penetration, and do much more damage. So, damage wise dual Wielding 2 melee, or 2 ranges comes out in the lead. I would say one handed style is next in line, but two handed is close. The critting from one handed and the damage it can do makes it for me, and the attack speed of two handed makes me sad. Then last comes dual Wielding a mix of ranged and melee. It attacks faster than one handed, but not enough to overcome the accuracy bonus of one handed or the damage of two handed. It also has a benefit of not sitting through weapon swap recovery, but that still isnt enough for me.
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Yeah, if you are tanking it means heavier armor which makes those long 6 second casts even longer. Dex would definitely help that a bit, but not totally. A lot of classes get a passive that give a Concentration buff at the beginning of combat at around power level 3 called Combat Focus. That passive might be worth picking up for safety sake. 6+ seconds on a cast like that is forever in a half, and you're just asking to be interrupted. I know Priests get a couple spells that give a concentration buff too. Like Champion's Boon at level V. It gives the Resolute Inspiration which includes concentration. I would look for anything that gives a Concentration buff. I am unsure what all does give that buff. At least not off the top of my head, and the wiki isn't up to date as of yet.
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Xoti's voice is great. As someone from the Southern US, I will say it is kind of fresh to see someone in any entertainment medium with a southern accent that isn't a caricature. She isn't Early from Squidbillies, she isn't Joe Dirt, she isn't Hank Hill, etc. She is pretty intelligent, but religious. The voice reminds me a bit of the voice of Rogue from the 90's X-Men cartoon. Also, most actors do a crappy job trying to have a southern accent. See Joe Dirt, Devil's Advocate, etc. The actress that did Xoti did pretty good. It seems that only southern actors can pull it off... and Gary Oldman. As far as American accents in Fantasy games? Uh, I am fine with it. I am glad it isn't a bunch of people with English accents. That is for sure. It gets boring. The accents make this game feel like it isn't Middle-Earth 2.0. Thank God. There are plenty of games that do that.
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I definitely wouldn't put Chanter Lightning breath in an OP category for a few reasons. 1) it has a tiny cone and a lot of the time can only really get 1 person without repositioning, 2) I've come across a fare few high Reflex, high shock DR, or flat out Shock immunity enemies, 3) it requires 2 points to upgrade and deserves to be powerful to some extent. You can, using the Flail Modal use it on some higher Reflex opponents, but only 1 at a time (unless those modals work with something like Carnage). If they have higher Shock DR or Immunity then it is useless, and other Invocations step into its place. I'd say that is balanced, but fairly strong too. My first Chanter play through I am avoiding Summons so I can't test the Drake/Dragon summons, but I also wonder about the Invocation "Set to their Purpose, They All Knew Their Part" being OP. Fully upgraded it gives the Brilliant Inspiration which says "+5 Intellect, +1 Power Level, +1 of all Class Resources per 3 seconds", and it lasts for 30 seconds. Now, that means over the course of 30 seconds, in theory, you could give each class you hit with this 10 resource points. It is a small cone of 2.5m, but the Chanter also gets the buff, and you could easily get 2 or 3 party members with it. 30 seconds is its base time, and I imagine with Intellect being high enough, and including power level increasing its duration, it would be closer to 50 seconds (or more). I am just spit balling. Not doing any math for the increased duration. To me, this seems insanely good, and borderline OP. It could have been changed, and the tool tip still says this, but that is what I am aiming to find out. Also, I don't know if the Monk would get Wounds or Mortification. Does it replenish Spells, and if so does it do 1 of each level simultaneously every 3 seconds, or 1 of 1st level spells until that's maxed out and then it starts adding to the second level? In theory, a Barbarian, Chanter, Pally, Rogue, Ranger, and Fighter would all be great to cast this on. Monks too, in theory. I don't know about casters. I don't see it doing much for Ciphers, but depending on how it works with Wizards, Priests, and Druids... it could get crazy.