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Everything posted by grasida

  1. If I were to do a Dragon Thrashed chanter (I probably won’t), it would definitely be troubador. I’ve been away for a good while, so my recollection of game mechanics isn’t perfect, but doesn’t brisk recitation effectively have no downside for Dragon Thrashed, since the DoT isn’t strictly a linger? If so, that means troubador is effectively the only choice for building around that ability. Does a Monk/Skald get enough accuracy to really get good returns out of swift flurry? Certainly you can stack impressive layers of defense debuffs on enemies with invocations, but will you be able to cri
  2. What do you all think about skald multi classes? Is there one you generally consider most fun or effective? I was thinking of Helwalker/Skald or Ranger/Skald. Helwalker seems overall better for boosting invocations and doing melee damage, but ranger seems really good for generating crits and landing control. Either way I’d go for Sun and Moon with Sasha’s Singing Scimitar. How is Dragon Thrashed in the community patch? Could you make a decent Helwalker / Troubador going for Dragon Thrashed, melee damage and general utility from invocations?
  3. I’ve already played a Ranger / Soul Blade, as well as a Trickster / Soul Blade and Helwalker / Soul Blade, though I didn’t actually finish the game with any of them. I never got up to disintegrate with the Seer, for example. It is a nice combo though. Sure, you could use Takedown Combo with another character, but you won’t get the accuracy bonus from Ranger, and that’s the real meat of the combo. Not only is accuracy disproportionately valuable for Soul Annihilation, Cipher has a lot of high impact single target spells. Even your buffs typically need to hit the enemy to work. And even on top o
  4. Thanks for the replies! My first character when the game came out was Helwalker/Life Giver, so I might pick something else. It was fun and quite strong, though. I was thinking about Barbarian/Ancient, but it didn't occur to me that Lance of the Midwood Stag would boost carnage and thus provide consistent help on the melee end. Actually the last character I played was an Assassin/Priest of Berath, though I didn't get too far in before burning out on the game in general. I did enjoy it, though. I'll seriously consider Assassin/Wizard. It seems like Ranger/Priest could do quit
  5. I’m a returning player probably coming back for another run through the game. What do you all think? I’m looking for fun, active, synergistic combos for PoTD, not necessarily the strongest possible builds. I’ll probably take Eder as a swashbuckler, Aloth as a wizard and Tekehu as a druid, maybe with a rotating slot for other party members. Ranger or Assassin look like fun martials for the accuracy boosts, though I’m not sure how I’d be getting a lot of melee damage out of either. I’d tend to prefer to avoid wizard, shifter or summoned weapons since loot is good. I’ve played soulblade to d
  6. My first play through was with a helwalker/life giver multi class and I thought it was really nice. You have to be very cautious with the PC at the start of fights, because helwalkers can be burst down very quickly by multiple enemies, but once you get all your heal over time powers active, your whole party heals so quickly it’s pretty hard for most enemies to damage you meaningfully at all. The character is very versatile, with strong healing, strong melee and spell damage and strong control. You just have to make sure to protect them and never let them get surrounded, though with heals a
  7. Primary attacks come out faster if you use two weapons in RTwP, making dual wield good for monks or soul blades. Losing that is a harsh enough penalty. They don’t need a damage penalty on top of it. It is pretty weird and inconsistent that bread and butter monk attacks like torment’s reach, skyward kick and force of anguish do better with two handers than monk fists, but I’m mostly okay with that given how overpowered monks are in RTwP. One thing that does really annoy me about dual wield in turn based is that free full attacks make even the rare few uses of single weapon style mostly irre
  8. Regarding points 1 and 2, single rapier will be better as long as your accuracy is around 25 points higher than enemy deflection assuming no hit-to-crit other than the single weapon passive. Past that, the two attacks from dual wielding will result in more crits overall. If you're using your invocations and your parties' abilities to lower defenses or you're attacking paralyzed enemies, two weapons are probably better after the early game. Regarding 3, the rapier modal and the small shield modal don't stack because we can't have nice things. Regarding 4, as Elric Galad mentioned, sun a
  9. I’ve played a soul blade with sun and moon before (for a while, I restarted without finishing the run) and I agree it’s really good. I’d prefer a different aesthetic this time, though. Something with a kind of magic swashbuckler feel. Also, I think a soul blade mystic with sun and moon is just a weaker soulblade with some priest tricks, which is good, but doesn’t feel all that stylish to me. Soul blade seems to make a lot more sense paired with street fighter or trickster. I was thinking ascendant already has great synergy with priest, then Seeker’s Fang can build up to higher than Disintegrat
  10. I’ve gotten the idea that I want to play a mystic, probably a cipher/priest of wael focusing on melee attacks, possibly built around the soulbound rapier from SSS with the poison DoT on crit once I can eventually get it. I’m not looking to min max, just to make a fairly strong character on PotD. A mystic of wael should be able to maintain pretty solid defenses between borrowed instinct and arcane veil as well as tear down enemy deflection very well with divine mark and shining beacon to enable crits with the rapier. Against enemies with lots of hp, the rapier’s combined DoTs, shining beac
  11. Those didn't "become viable". They were already viable. Look at the builds forum. There are lots of builds using heavy armor and two-handed weapons in there. There are tons of really amazing two-handed uniques, and mechanically two-handers are very strong. Probably lots of people would say that the morning star is overall the best weapon type in the game, with high penetration, dual damage types and a fantastic modal. Heavy armor does require a trade-off, yes, but that's the whole point. The only way heavy armor has "become viable" in turn based is that it now allows characters that wear it to
  12. That should just be a matter of implementation. FF X itself had turn delay powers that were really important to mastering the combat system and if I recall, they also had limitations so that it was impossible to delay turns enemy turns for ever. In the case of Deadfire, it’s really easy to envision a clear limitation: knockdown delays an enemy’s turn, but once an enemy is knocked prone and already lying on the ground, they can’t be knocked down again until they get their turn and get back up. You can still shut down casters, but you can’t permanently deny turns to any target.
  13. I’m not on the Obsidian team, but I think I can answer points 2, 3 and 4. 2. Escape is a teleport move with very short activation and no recovery time in RTwP. It gets translated as a free action in turn-based. There’s some debate about whether free actions should be limited, but so far, this is probably a feature. 3. This is just the same as in RTwP. It’s a feature of the ability. 4. Knockdown is still an interrupt against enemies casting a spell, but otherwise it seems much less useful than it was in RTwP since it doesn’t delay their next action. This probably isn’t a bug or a feature,
  14. I don’t think pretty much every melee damage focused character dual wields. That’s certainly not what I would get from reading the builds forum at this point. It used to be true that dual wielding was clearly superior to other styles, but not because of action speed, but rather because of full attack mechanics. Now two-handed and dual wield are both good, and the choice is more about the specific skills and uniques you want to build around. That said, I agree with your last point. If Obsidian goes with an action point system, I propose that initiative be tied to resolve. Flavor it as charac
  15. Yeah I talked to someone about this, the problem is then you're just playing the base game, there is no real difference you may as well just turn on all the pause options. They should look into adding addition auto attacks for martial classes (maybe give light weapons an additional attack) and look at increasing weapon damage as a whole. Doing "dynamic" initiative is just the base game we already have Giving extra attacks just to martial classes is a little silly, since some people might want to play pure casters with a focus on weapons (melee skald, shifter druid, melee wizard are not unr
  16. I’m sympathetic with this. Since RPGs gave players the ability to manipulate the action economy, particularly by giving their characters more actions, doing so has always been one of the most powerful effects available. Deadfire is no exception, anything that lets you act more frequently is incredibly powerful. But, I also think simply too much of the game is balanced around action speed. Initiative isn’t at all a suitable replacement. While I’m skeptical of those who say initiative is worthless, there’s simply no way it can be anywhere close to as important as action speed. Action speed is fu
  17. If I recall, Josh Sawyer said on somethingawful that they asked backers to not only submit swords, but they did anyway, and that designers also ended up designing more swords than other weapons. It wasn’t just because of the backer gear. If I had to hazard an uneducated guess, I would say that production of the game was rushed and plans for equipment design changed during production, so things ended up unbalanced without time to adjust the distribution of weapons across categories. Personally, I think there are just too many weapon types to begin with. Swords, sabers and rapiers could
  18. When I tried shifter / soul blade it was really bad because soul annihilation was counted as a spell and thus disabled while shifted. Some other type of life giver, ancient or animist could work with soul blade if you build around firebrand. You’ll get lots of penetration and accuracy and soul annihilation does well with the great sword modal. I’ve been tempted by arcane archer / soul blade as a fun, but probably not optimized class combo. But soul annihilation, while penalized for being a spell for shifters, doesn’t count as a spell for arcane archers, so doesn’t get around their accuracy
  19. They stack. Even buffs activated from items will typically stack with buffs granted from abilities, though modals granted by items won’t stack with active abilities.
  20. Is that true? If so, I’ll have to update my post on stacking rules. When I tested them, those debuffs stacked with -deflection debuffs. I don’t think I tested reflex specifically. Of course, it’s very possible that things have changed. are we talking about the same thing? i'm saying that if you have a debuff that adds -15 penalty to all defenses, and a -20 deflection penalty (somehow), you'll end up with a character with -20 deflection and -15 everything else (not that the entire defense penalty gets suppressed by the deflection penalty, just the specific stat). i haven't tested it
  21. Stalker’s patience with single weapon style looks like a nice choice for a monk/skald, since the chance to ignore recovery on crit will stack with swift flurry and heartbeat drumming in exciting ways. Scordeo’s edge might be even better since it gives tons of accuracy, and thus higher crit rate. But the premium skald weapon should be sun and moon, since it’s fast and hits twice, which means it should generate twice as many crits. Or, you could just go for the singing scimitar. Helwalker/skald with the singing scimitar and the two forgotten sanctum soulbound items should be capable of simpl
  22. Is that true? If so, I’ll have to update my post on stacking rules. When I tested them, those debuffs stacked with -deflection debuffs. I don’t think I tested reflex specifically. Of course, it’s very possible that things have changed.
  23. I can’t recall. I remember that I did specifically test this, I just don’t remember the result. Unfortunately, I’m swamped with work for the next week (procrastinating on grad school papers now, but I’m working outside precisely so I can’t do something like start up Deadfire and start messing around), then I’m going to be away from my computer for 3 weeks after that. If someone posts an answer, I’ll put it in the OP. edit: Actually, I reread the OP and I implied that flanking does stack in the section about -all defenses stacking with -deflection, but I didn’t address flanking directly. I’d
  24. I’m sympathetic to this feeling, but I think there really aren’t that many things that were overly nerfed in 1.1 that really need buffing back up. Gromnir mentioned on-crit items, which is one clear case. Also, if I remember, some kinds of graze-to-hit or hit-to-crit were nerfed, and in general, even in new additions, Obsidian is too conservative with those properties, likely because the designers don’t really understand the math of how they work. But generally things like charge, chanters with brilliant, recursively proccing crits with multi-hit weapons on monks etc., were changed to somethin
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