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Dr. Hieronymous Alloy

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Everything posted by Dr. Hieronymous Alloy

  1. Apparently the argument is that reducing the # of companions this way allows them to develop each companion in more depth.
  2. After playing Tyranny one thing I really liked was how they riffed on Pillar's item system by adding "scaling" depending on what level you found a weapon at. Find it early, it has a light enchantment Find it late, it has top level enchants I hope they adopt that system for this game also.
  3. To get those stats precisely, you'll need to set race to Elf (or possibly Orlan, though Wood Elf has the best racial bonus for this build) and Background to Old Vailian (you might need to skip a screen forward to do that, then come back to the stats page). Those are just thumbnail targets though more than strict "this is best" rules. And I should probably emphasize that a maxed out Perception is really only needed on Path of the Damned difficulty. On lower difficulties, I'd shave some of those points off and put them into Might and/or Dex.
  4. Updated 2/10/2017 This build was originally written during the late public beta. It seemed to be pretty popular (and may even have inspired a few balance changes!) but the game has changed a *lot*, so this is pretty much a top-to-bottom rewrite now that the game's final patch is out. I see lots of people talking about how powerful Ciphers can be and they're generally correct. I realize most people will be aware of most of this and it's just general basic knowledge for vet players but I didn't see a writeup on this forum and i did see some bad advice getting tossed around like it was gospel (i.e., people advising two handed style). This guide is designed to help you put together an effective ranged support cipher for crowd control and damage. The advice herein is based on too-many-hundreds of hours of gameplay, from the backer beta on, along with a fair bit of reading and forums research. The single lesson to learn is that Ciphers are a "tempo" class -- first you build focus, then you spend it, then you build it again. More than any other class, with a cipher it pays to think about what you're doing and, very importantly, when you're doing it. Race: really any choice is good here but you want a race with bonuses to Perception, Intelligence, Might, and/or Dexterity. Wood Elf has the best racial bonus since you'll be at range a lot of the time, and the Wood Elf racial bonus helps your accuracy, which is very important for this build since you're using guns which have an inherent accuracy penalty. Island Aumaua is a good choice also if you take Quick Switch talent and carry several guns at once. Human's a decent choice also but not optimal. Stats: This is the first big character choice you make. Overall: For an inexperienced player attempting PotD for the first time, I would recommend something like : 16 Might /8 Con /12 Dex /19 Per /19 Int /4 Resolve. For a more experienced player, I'd shave it down to 16/6/15/19/19/3. For someone playing on Hard or lower difficulty, I'd go 16/7/16/17/19/3 ; this is also a good layout if you want to make sure you can meet as many stat checks as possible, as with items you'll be able to meet every Might, Dex, Per, and Int dialogue check in the game. (You might need to skip a screen ahead to "background" and set your character to "Old Vailian" in order to reach that 19 intelligence). Here's my reasoning, in approximate order of priority for each stat: Perception: Because you rely on 1st doing damage, then casting powers, you're effectively rolling two to-hit rolls for every Power you use; first to build the focus, and then again to hit with the spell. If you miss at either stage, you fall behind, and have effectively "lost a turn". Accuracy therefore really matters for the Cipher, more than for any other class. This is especially true on PotD difficulty, where all monsters get defensive bonuses that mean you are quite likely to miss frequently unless you stack buffs. For a PotD build, therefore, this is probably your most important stat. On lower difficulties, it's still important, but probably takes second place to Intelligence and isn't worth sacrificing your Dex to the same extent. Intelligence: This extends your power durations and power Area of Effect. Almost all Cipher powers have either durations or areas of effect or both, so this is a big deal no matter your approach. The longer your durations, the greater your ability to keep enemies stun-locked or charm-locked, and many of your powers have big areas of effect that benefit hugely from increased intelligence. (The benefit to AoE is especially powerful because the percentage boost applies to power *radius*, not power *area*). With a very high dex you could use fast re-casting to get away with shaving a few points off of Intelligence, but the more points you have in intelligence, the easier that work will be. Might: This is your damage with your weapon and with your powers. Ciphers benefit slightly less from this than other classes do because Might doesn't efficiently boost weapon lash damage (i.e., Soul Whip), but you do get *a* bonus, and that bonus is critical, especially against heavily armored opponents where you have to do a lot of damage with each hit to punch through their resistance. The damage boost from Might is also *front-loaded*; you see it right with your first attack at the start of combat. A high Might score lets you hit hard first, and that matters -- with a Might of 17 or 18, you can often kill soft enemy targets with a single attack, and gibbing is the ultimate crowd control. Dexterity: Point for point, the attack speed bonus from dexterity gives you the most overall damage increase of any of the stats -- more than a point of Might, over time. It also helps you cast your powers faster, and importantly, cast them first, before the enemy casters have a chance to act. The cipher is a tempo class, and the higher your Dex, the faster your tempo. There are two problems with relying on Dex over Might, though: 1) against high-armor targets, you're effectively multiplying enemy armor, and 2) the damage boost from dex comes over time, and the outcome of battles in PoE is often determined in the first few moments; damage later is less tactically valuable than damage first. Constitution: As a ranged character you want to be in the back, avoiding damage, so you really shouldn't need that much Con. Still, you want enough health to make sure you don't get one-shotted, or to survive long enough to get away if something nasty engages you. So you can shave some points off this, but not too many. Resolve: This is the least important stat for you. If you need this stat, you've probably made a mistake. That said, mistakes happen sometimes, and the AI is smart enough to seek out very vulnerable characters, so it isn't entirely crazy to leave a point or two here instead of taking it all the way to minimum (but I take it all the way to minimum personally). Region of Origin: You probably want Old Vailian background for the Intelligence bonus, but you might want to consider White that Wends for Perception, or Living Lands or Deadfire for Might or Dex. Talents: Older guides will tell you not to take Greater Focus, but changes in the last few patches (primarily, the higher cost of Cipher powers and lower base focus) mean that the extra ten focus this gives you is a huge deal, and a bigger deal the earlier you take it, proportionally. Grab this at level 2. After that, you want to get Draining Whip and then Biting Whip, and then probably Apprentice's Sneak Attack (so many of your powers will be disabling that it's functionally a flat damage bonus). Past that it depends on your weapon choice, which should depend in turn on your stats, so I 'll cover later talent choices in the Weapons section. Skills: Since this is your PC, the biggest consideration is conversation checks; Lore will help the most there, followed by Survival. Otherwise, none of these make a particularly big difference in gameplay apart from Mechanics and Lore. The top scroll in the game requires Lore 12; it's generally better to put Mechanics on a companion, but you can take it up on your PC cipher if you want. It's worth having a point or two in Athletics for an instant heal, and it's worth having either 4 or 7 points in Survival for the rest bonuses at those tiers. With this build you'll be able to have the following base point totals at level 16, not counting class/background/items/etc.: Stealth: 1 Athletics: 1 Lore: 12 Mechanics: 0 Survival: 4 Items: The following section contains game spoilers for specific item recommendations, including where to find them. Broadly speaking, I recommend the highest-damage ranged weapon you can find, and relatively light armor. Tactics: The idea with this build is that you're pumping and dumping your focus as fast as possible. Hit hard with a physical attack, then cast, alternating powers with physical attacks depending on what's needed and what's available. Shoot at the enemy's softest target first (usually a caster) as that will help you build focus fastest. If there are no soft enemy targets, and especially on PotD, you and the rest of your party may need to open with debuffs and status effects (knockdown, paralyze, etc.) in order to make it easier to land your attacks. Mental Binding is especially useful for this, as the Paralyze effect will will lower your targets' Deflection, giving you a nice soft target to hit/crit against. Avoid getting into melee combat if possible because you'll drop like a rock if engaged, but that's what Mental Binding and Whisper of Treason are for. If you can't get out of melee, don't be afraid to switch away from the blunderbuss to your melee set, you will gain a lot of focus that way and do a lot of damage but you can't tank at all so don't try unless you have no other choice. Powers: With this build you want a mix of damage powers and crowd control; damage powers will benefit from your high Might, and you'll need crowd control to keep enemies at range, where they're safe. For each level, I'll put my preferred powers in bold, and list others worth thinking about; if I don't mention it, I probably don't think it's worth mentioning. Level 1: There are five good level one powers. Soul Shock, Mind Wave, Eyestrike, Antipathetic Field, and Whisper of Treason. Pick 3. Whisper of Treason is effective, costs minimal focus, and casts fast, making it a great tool to get melee hostiles to go away and leave you alone. Antipathetic Field takes a little positioning but can do a surprisingly large amount of damage (especially with high Might) and remains useful over the whole course of the game. Mind Wave casts fast and is a great opener for seizing control over the first few moments of a battle. Soul Shock can be your bread and butter for DPS for the first half of the game, and remains useful throughout. Eyestrike is a powerful AoE debuff. level 2: Mental Binding is the must-pick and your Old Reliable; good-duration crowd control with a strong debuff element. Psychovampiric Shield is very useful, especially against high-deflection targets; Recall Agony is good against bosses. Past that, Mental Blades is a decent choice for slashing damage but situational (as most enemies have good armor vs. slashing). Phantom Foes can be good if you have a rogue in the party or if your party members have Apprentice's Sneak Attack. Level 3: Ectopsychic Echo is a powerful damage spell and very useful once you learn how to optimize your positioning. Pain Link is great to cast on your tank (especially if they have an effect like Spelltongue that lengthens buff durations). Puppet Master is a strong alternative to Whisper of Treason with a longer duration but a correspondingly higher cost. Secret Horrors and Fractured Volition are in the "only wortwhile if you have a rogue in your party" category; Soul Ignition is a decent cast on boss enemies but you're better off spending that focus on Mental Binding against most targets. Level 4: Pain Block is probably your first choice here, as it's the Cipher's only real healing power, and can be a lifesaver for your primary tank. Silent Scream is a good AoE damage power with a decent debuff. Body Attunement can serve two useful roles: as a boss enemy debuff and as a self-buff if you find yourself in melee against something you can't paralyze or charm. Mind Lance can be situationally powerful but can damage your own party if you aren't careful with it. Wild Leech is too random to really be useful. Going Between is a good buff in the right circumstances but those circumstances are very specific. Level 5: Most of these are underwhelming. Overall, I like Borrowed Instinct and Tactical Meld the most at this level, mostly because they're useful against boss fights or high-deflection enemies where you need to buff up to have a decent chance to hit. Detonate is very powerful damage if your gun isn't enough, but if your gun isn't enough, you probably won't have the focus to cast this anyway! Detonate is still preferable to Ringleader though, if only because the final version has a very small Area of Effect and just isn't worth the focus. Level 6: Amplified Wave is the capstone power for the class and will be your bread-and-butter offense in endgame. It has a great area of effect, combines damage and crowd control, and is the closest thing this class has to a win button. Disintegration, on the other hand, is one of the most powerful single-target damage effects in the game, so very much also worth grabbing. Mind Plague is situationally useful but generally isn't worth the focus cost (in effect, it's basically just a Confusion spell implemented weirdly). Level 7: Defensive Mindweb and Reaping Knives are both extremely effective, but each of them requires a little party setup; the conundrum is always which to cast first, as Reaping Knives will generate an immense amount of focus, but Defensive Mindweb will keep everyone alive long enough to get things done. For Defensive Mindweb, you want to optimize your party so that each member is really, really good at one specific defense -- i.e., Eder has high Deflection, Durance has high Will, Zahua has high Fortitude, etc., so that when the mindweb kicks in, everyone gets the maximum results. For Reaping Knives, you want at least one party member specialized in fast two-weapon attacking -- Zahua is great for this as fists count as dual weapons, but a rogue or barbarian can be similarly effective. That should be enough to get you started. This is not the "best" way to play the Cipher, it's just one way that works reasonably well even on high difficulties, and that I've found fun and satisfying.
  5. Oh wow, they changed the forum rules so I can edit the initial post! Ok, watch this space for an update of this build & recommendations for the final patch and WM 1&2.
  6. Yeah, this is the real issue. As an example, take Blunderbuss cipher. If you build a character for that weapon, you have three real options: Leadspitter at level 4/5, which has rending and is good and effective the whole game, especially since rending is ultra important in a blunderbuss vs. armored targets. Scion Mica's Roar, which you don't get till late game in Hearthsong *and* it's debuff got dramatically nerfed by a patch, so it's not nearly good enough to make up for the loss of rending from Leadspitter Silver Flash in White March, which would be a real alternative except that it literally inflicts a blind effect on your other party members. So everyone uses Leadspitter the whole game. Which is fine. I'm with Boeroer on this, I very much like the current item system. The answer is better alternative items, not adding in efficacy caps on the items you get early.
  7. This. With Vancian casters moving to per encounter I think we will need to see revamps of the Cipher and Chanter at the minimum. The trade off was once spell management vs resource management. Now, Druids, Wizards, and Priests can dump spells with little repercussion while (if the old resource systems don't change) the ciphers and Chanters could fall behind building up. So, that said, as a part two to your question: What will the devs do to keep this from occurring? Will they speed up resource gain? Will they increase Cipher weapon DPS? Will they increase Chant effect? Yeah, I was actually thinking of chanters specifically as a class that out of all of them was probably most in need of a re-design. The concept seems good but somehow the gameplay always felt passive and lackluster in practice -- and that's in the current game, where per-rest is a real limitation. My hope would be that it become possible to use chanters as more of a priest type class; right now Durance is mandatory due to the charm/petrify counters and it would be nice to have an alternative. Ciphers I dunno if they need that much of a change and I like their current mechanic, but without significant per-rest limitations on everyone else, they do seem relatively underpowered by their need to build focus. I'm not sure how to balance that out really. I like the focus building mechanic is the thing, it's a fun gameplay challenge. edit: VVV if I were making changes to the chanter class, i'd give them the priest AoE immunity spells, as phrases, and then hotbutton each phrase to its own individul chant, so that at any given point the chanter could be giving the party immunity to (one thing). I'd probably also give them elemental resist/ DR boost chants of a few different types (if they don't have those already?). Make chants a bit more active so you were more likely to pick different chants for different fights, depending on what different enemies you faced. VVV
  8. 1) are we gonna be a revenant of berath 2) will there be customizable hats 3) dogs? 4) are guns still gonna have an attack speed disadvantage due to reload times, vs bows? 5) if we have a ship will it be truly customizable (i.e., with tradeoffs, like heavier cannon weight the ship down) or will it just be build-all-the-upgrades as with stronghold 6) will the ranger pet fill in the 6th spot in party order giving us a nice 3x2 formation 7) Are any base classes getting significant reworkings from their current incarnations? Will the various White March powers be in the game? since this is a pirate themed game, will there be a belt with a ship's wheel for a buckle, if not it'll drive me nuts 9) if NPCs are moving around all the time won't it get annoying to find questgivers? Any UI tools planned to help with that? 10) If I'm dual weilding a blunderbuss won't I break my goddam wrists off from the recoil (this is a problem in the current game animations also) 11) How much focus is encounter design getting? Is it going to be a lot more of big-blob-o-bads or will there be more emphasis on WM-style fights where the enemies use terrain more? 12) similarly, will the environmental effects ever matter in combat, or are they just visual? Will the wind and the rain ever push us around? 13) Reach weapons -- still a thing? Any changes? 14) will there still be the "I haven't found gloves of mechanics so I have to wait three extra levels to do that" problem with gating content behind random-drop loot? 15) soulbound weapons still a thing? SOULBOUND GUN? 16) Will *reputation* scores like benevolent/honest/etc carry over to the next game in any way or has nobody heard of you in Deadfire? whoa how did I post with this background
  9. Unless a patch changed it, as of six months ago no. Sanguine plate frenzy is a different ability and thus doesn't benefit from berserker belt, greater frenzy, or anything else that buffs standard frenzy.
  10. http://i.imgur.com/uTwYDXo.png More seriously there may be technical reasons for it in the game engine, or maybe it just let them design the maps differently, but it definitely "feels wrong." Hopefully it's still something that can be changed. Six party members is tradition in these kinds of games for a lot of reasons.
  11. and if it's easier to manage for the player then that player can play with a five member party if they want Six members leaves the option for five. Opposite isn't true.
  12. Yeah, this. Plus five members means asymmetric party formations aaaarg
  13. Why on earth move down to five party slots? This is really harshing my buzz, as it were. I really enjoy the traditional six member party in PoE and the way it let me play around with different companions and party compositions. Five party members is really constraining and really cuts off options. Plus it just makes for weird formations. How can I have two columns when they're uneven? Aaaaaarg
  14. I thought carnage didn't work with retaliation any more? Or is it just that carnage is one more effect? Hrm. Maybe combine barricade and aru-brekr? Could grab retaliation from a different item instead of shield and still use the barricade. Hrm. Thanks again!
  15. Yeaup, I grabbed the March Steel so that's no problem. So far my favorite trick is dropping pain link on Maneha as spelltongue extends the durations of the cipher buffs and cipher buffs are very powerful. I'm using sanguine plate on another character. The real problem with sanguine plate, unless they have fixed it, is that improved frenzy doesn't or at least didn't use to improve the SP frenzy, because they're coded differently, so you're stuck with a less effective frenzy overall. I was wondering if the Dragon's Maw shield would work well, and give draining to all the carnage procs. Realistically though a durganize d badgradr's might be a better choice.
  16. OK y'all are confusing me. Do you mean the player's left or the character's left? You were right, this build works just dandy with Maneha even at level six (hardest part is getting the chest that holds spelltongue open). Now I just need to decide whether to go spelltongue/shield or spelltongue/offhand. Thanks!
  17. Is there a particular reason not to use wood elf with this build? Does the distant advantage not function with long pain? Wood elf monk would be hilarious.
  18. Two things:- the inter-action delay, which happens to be ~5 frames between any two actions. I don't know exactly how Unity works, but there seems to be some onUpdate schedule system which ticks periodically and checks for queued abilities, and that could be it's tick rate. If I am not mistaken it's possible to get into the same tick (i.e. get rid of the delay) but you would need to have 500+ dexterity. - the intristic diminishing returns. It's like: 3/2 > 4/3 > 5/4 > 6/5 and so on. Add a drop to a drop, and you get twice the amount; throw that drop into the sea, and nothing has changed. Vs zero-DR 1 point of DEX is always better than 1 point of MIG, provided that they are equal at the moment and your character relies on attacking with his weapon a lot. But for spells; and also for attacks made vs high-DR targets the preference does indeed shifts toward might. But by how much? 15x15 > 16x14 > 17x13 - the biggest area is that of a square. But different variables (like enemy DR, abilities, talents, enchants and especially role in the group) askew it toward a rectangle. And we want to find that sweet spot when we get the maximum benefit. . . . . Well, a bit optimization here, a bit there... and suddenly things start to snowball) It's way more noticeably in Tyranny than in PoE, but still. Maximizing cipher's focus gain such that he could cast amplified waves back to back; or increase priest's AoE DoT damage is fun Yup, that's the $64,000 question. Plus, raw DPS isn't the sole concern -- Might gives front-loaded damage, which can often be preferable to a higher dps rate over a longer time period. Intuitively then, I'd guesstimate that the sweet spot for stats for a ranged cipher on PotD is probably . . hrm . . 16/6/15/19/19/3 or so. I could see an argument for higher Might at the cost of Perception, though. Not entirely sure. The real question is probably how to weight Might vs Perception and Int, which is hard because of the opportunity cost of a missed action, etc.; there's a decreasing return on investment with Perception too, of course, but that's less so on PotD and especially so if you're using guns. With those #'s you'll be able to make most of the stat checks in the game given appropriate gear, too.
  19. Oh wow, that's really interesting. What's actually causing it to be less than 3%? Is it that there are portions of the attack sequence that can't be reduced by dex -- the "inter action delay" - or the granularity of frames, or what? I suspect this math shifts the DPS benefit back in favor of Might away from Dex for a lot of things. Last time I looked at math on this kind of level, I believe consensus was that Dex was preferable for DPS, because Might didn't increase damage from Lashes, whereas dex would (by increasing attack speed). This difference might be enough to change that calculation though. Thanks.
  20. Thanks! That's a big help. Any suggestions for fighters, wizards, and/or ciphers? Is turning Hiravias into a little tank-ball still effective? Pity that Maneha doesn't really have the right stats for spelltongue barb. Maybe I can find a mod that will let me move her stats around. I never got around to playing much White March, so would like to do a run with the WM companions.
  21. I haven't followed the recent patches but I remember some of my favorite gimmicks (vile loner's lance, etc.) got nerfed a bit. What are the best current gimmick builds for each class? I'd kinda like to do a power-stomp run just building each of the NPC companions for absolute whackiness -- I'm thinking maybe a spelltongue barb but not sure past that? Thanks for any suggestions!
  22. Yeah, I've mentioned it in a few post but overall it just feels too close to a bug for me to be comfortable recommending it or recommending a build based on it.
  23. This guide is still probably good enough to get you through the game but there have been MANY changes, especially in the 3.0 patch, and overall it's wrong in too many places for me to actually recommend people follow it.
  24. Is there a comprehensive list anywhere of the new abilities with details and stats? I saw the little preview video Sawyer put up but I'd prefer not to have to dig through all the game files or re-spec characters a bunch of times to figure out what the new abilities all are.
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