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  1. I've been testing a lot of combinations lately and i gotta say... this combo ends the fight in a few secs even in hard mode. Here are the reasons and a detailed guide: Class Overview Priests Priests give melee characters huge buffs. I'm not even going to talk about the spells here, as you probably noticed priest has the best buff spells in the game. Especially one buff i noticed is.. the accuracy bonus talent on holy radiance (1/encounter) The funny thing with this ability is you can cast it outside the combat and start the fight with an accuracy bonus for 15+seconds and cast it once more during the combat. As far as i know you cannot cast other buff spells outside the combat! This alone will give you +5 accuracy on all your party for pretty much the whole fight, and accuracy is probably the most important thing in this game: it lets you hit the opponents and crit if you roll high. Monks Monks have huge dps with swift strikes ability + two weapon talent +weapon focus talent + high dexterity. But another reason why monk is op is you can send the dangerous targets away and knock em down with 'force of anguish' ability. The target will stay out of combat for 10+ seconds! He's basically dead. This is not only effective but it's insanely fun. The most fun class i've played in the game so far. Later they also get stunning hits, which also adds more to the crowd control potential of the class, which is why i prefer monks over let's say... rogues. All the crowd control abilities will reduce the enemies' overall damage output and keep your frontline safe and sound. Barbarians Barbarians currently have the best total melee dps output in the game. Here are the reasons why: First: Frenzy. It gives you a very large attack speed bonus, might(more percentage based damage bonus) and constitution (+6 on each when upgraded, 6 might means %18 more damage.) Let's say you have a barbarian with 18 starting might, you'll have 24 might once you activate the frenzy, without any other buffs or gear, this gives you %42 damage bonus in total. Your attacks will easily bypass the DR of the enemy. Second: Brute Force/threatening presence passive ability combo. As you might have noticed, barbarians start the game with average accuracy. (-10 less accuracy than the best value) But wait till you hear these: This combo increases your accuracy against most enemies in the game, since they often have a weaker fortitude than deflection. ( you can check the bestiary, especially all sorts of casters, shades, phantoms - really annoying creatures- creatures that are similar to rogues with high reflexes and generally physically weak built enemies have lower fortitude ) Also threatening presence lowers their fortitude by 20. That is 20 more accuracy in most cases guys... OP. Also keep in mind that fortitude debuff will allow your monk to disable opponents properly, since monk ability checks are made against fortitude. Third: Blooded passive ability. It increases your damage by a HUGE amount once your hp is below %50. There's no bigger increase to damage in this game. Once you go below %50 hp, the fight will probably end. Fourth: Carnage. This gives you a PERCENTAGE based aoe damage on your attacks. You might want to focus on that percentage part, because this means damage is not static (the information in prima guide is wrong). You can test it if you want, most of the time it deals about %60 percent of the primary attack. Which means it'll also bypass damage reduction of the enemy in most cases. Increase your int a little bit (something between 12-14 works best) to gain more advantage from the aoe. Fifth: Barbaric Blow. It depends on chance but this ability may sometimes crit(%30 hits are converted into crits), and it is a full attack (means if you are dual wielding, you hit with both weapons), it has both a +crit damage multiplier and +damage bonus. It'll kill most enemies if it crits. What makes this worth picking is that it is a talent (will not interfere with your ability progression) and it is per encounter! All these points mentioned above makes barbarian a better dps than rogues, as rogues need to backstab/sneak attack to increase their damage output, and a simple difference is rogues can't deal aoe damage with their hits. Tactics First of all, you'll need a tank for this to work. Either paladins or fighters work well, but you might want to pick a +engagement bonus talent for paladin. I prefer fighters since they get defender and endurance regen for free. Send him to engage first with defender mode (+2 engagement limit, many defensive bonuses when upgraded including the awesome +15 deflection bonus). Then send in your monk and try to tank one enemy with him for wounds. You can also get the talent 'mortification of the soul' to get wounds and start swift strike and disabling right away. Then send your barbarian in, activate rage and start slaughtering. Try to take down the most dangerous enemy first, for example if an enemy has blind spell (creatures like shadows) it'll mess up your frontline. Take him down fast. Always cast holy radiance with your priest before the fight, as mentioned above. Then start buffing your party, especially your front line. Most of the time in hard difficulty you won't even need the buffs, just use them for tough fights. Cast holy radiance once more if the fight lasts long. Stats Abilities, talents and gear are more important in this game than stats but there's no reason to go for a high defensive stat on a melee dps. Therefore, arrange the stats on both your monk and barbarian towards an offensive play. That is high might and dexterity, medium constitution and intelligence, low perception and resolve. Intelligence will give you bonuses on the duration of your abilities, constitution will keep you alive. Trust me on this they do not need to be tanky, since a single tank works well in this game and we'll increase the defensive stats of monk and barbarian with equipment. In %100 of time if your monk and barbarian keeps dies it's due to a positioning mistake and not because of their stats. That being said, you might want to make your monk just a little bit more defensive than the barbarian (+1 or +2 on perception and/or resolve), because he needs wounds to use his abilities and also barbarians have a little more hp/endurance. Skills It's kind of obvious if you know about the fatigue mechanics but, have at least 2 points on athletics on all your melee characters, and even on the casters too. Trust me you do not want to have the fatigue debuff. Take mechanic skill either on your main character or someone else. These two skills are the most important ones in the game. Gear Tank Armor: Obviously, have your tank wear all the defensive items and increase his defenses as much as you can. Always wear a shield and enchant it if you can. It is really important that he stays alive for first few rounds, which is not that difficult. Monk Armor: Give your monk a light or no armor. There are really good light armors that only have %15 recovery debuff. (check the armor 'Vengiatta Rugia on prima guide for example, wow!) Enchant his armor. Enchanting the armor on your monk should be your first priority. You can also wear plain clothes (no attack speed penalty at all!) and still enchant it for DR and stat bonuses. Isn't that sweet? Weapon: Go for two weapon fighting. Use your fists early game but you might want to switch later on to a weapon of your choice, because you can enchant weapons but not fists. Get the weapon focus peasant for an accuracy bonus(hatchet, spear, quarter staff, hunting bow, unarmed) or something else if you don't care about unarmed. Hatchets give deflection bonus and staves have reach bonus so you can use the doorway tactic with staves. (attacking from behind while your tank blocks all the enemies in a doorway, or a narrow corridor). Accuracy is important, keep that in mind. Barbarian Armor: Give him either light or medium armor and enchant it. (an example: check 'saint's war' in prima guide, it gives you second chance, perfectly synergizes with barbarian class) Weapon: Use two weapons or a two handed weapon. Get the talent that suits your choice. Two weapons will probably have better dps overall since you get interrupted with slow attacks a lot, but two handed weapons deal more damage per hit, making your aoe attacks more effective against enemies with damage reduction. Estocs might be a good choice for two handed, since they give DR penetration, really important for hard fights. Two handed swords will also work. Take the weapon focus for your desired weapons, again, accuracy is really important. Here's an important note: If you are a good tactician and you can have your barbarian attack without getting interrupted by the enemy, GO FOR TWO HANDED WEAPONS! You'll bypass the enemy DR more effectively and it is the only thing that keeps them alive! Yes you can penetrate that huge dragon's thick scales too! LOL Supporting Spells I will not go into detail in this section, but spells that augment the fortitude, deflection and accuracy are really helpful. For example the blind spell in this game is really overpowered because it lowers both deflection and accuracy of the targets by a large amount, making them vulnerable to your attacks and it keeps your party alive due to the accuracy debuff. There are two blind spells on wizard in levels 1 and 2. The level one spell attacks fortitude and level 2 spell attacks will, so it won't miss if you cast the right one. (tough melee creatures have low will while weaker ones such as casters have low fortitude). Also spells that debuff the enemy's damage reduction are huge. The only thing that keeps the monsters alive are defenses and damage reduction, and once you get passed those the fight ends in a blink. Another good debuff is 'sickened' or anything that lowers fortitude. It'll allow your barbarian to hit and crit easily since he attacks the enemy's fortitude if it's lower (considering you have the talent 'Brute Force', I really suggest getting it on your barbarian!). Lowering fortitude will also allow those great disable abilities on your monk and fighter to work properly.
  2. One Stands Alone The description talks about a "melee damage bonus" But in the list of effects it only talks about flanking Does it give a barbarian a melee damage bonus? and if so, how much?
  3. I unfortunately lack access to the backer beta, and so in my research to figure out what class I'll play on my first runthrough of the game I'm finding myself wondering about how 'active' some of the classes are. Specifically I'm interesting in rolling a more melee oriented character, however I'm concerned about how many of the abilities on the melee classes actually involve active use vs. giving passive buffs. From what I can tell it seems like the Fighter and Paladin, for instance, have a lot of abilities that just buff their own combat capabilities or that of their party whilst having relatively few abilities which are actively cast. Any suggestions on what melee oriented classes are the most 'active' to play?
  4. Just a quick question: I was looking at the Barbarian's "Brute Force" ability, which causes their attacks to attack Fortitude instead of Deflection while reducing the Accuracy of any enemy hit. Cool stuff. But is there a way to toggle it on and off? If not, I think there should be. Otherwise the Barbarian is at a significant disadvantage vs. enemies with high Fort and low Def. Which kind of defeats the purpose of the ability. IMO this should be a modal, not passive ability. That is all.
  5. I would first like to say hello to everyone. I've been lurking around the forums for a long time but I've only made a few posts. I thought that a party composition discussion would be interesting now that we have all of our class updates out of the way. In the IE games my PC would usually be on the front line as a fighter, paladin, multi cleric/fighter, or something along those lines. So I was really looking forward to update 80. How do you think paladins will compare to fighters in a tanking role? A damage role? Do we know if the Paladin abilities such as coordinated attacks, zealous march, and inspiring triumph will stack if more than one paladin is in range? If these abilities do stack would it be better to have a few paladins in a group working off of each other rather than having a mixture of other classes on the front line? For my first party I was considering having 2 paladins and a barbarian up front. If the barbarian's accuracy can be boosted by both paladins then his/her carnage ability might put out some crazy damage. What do you think? Do you have any other ideas for possible synergies? I'm sorry if some of these questions have already been answered.
  6. Update by Josh Sawyer, Project Director In this, our final class update, we will be discussing fighters and barbarians. Along with the wily, pain-powered monks (covered in Update 52), these three classes form the front line. The front line defines the heart of any battle, where two sides tangle face-to-face. The responsibility of the front line is more than simply dealing damage. It means holding the line no matter what tries to break through. If the party rogue needs a breather, the characters in the front line need to be able to cover her retreat. If a swarm of xaurips descends on the group after the wizard hurls his fireball, the front line needs to be able to neutralize them en masse or absorb their attacks before they overwhelm the entire party. Designed to take punishment and tackle hordes, the front line are the first in and, more often than not, the last standing in any battle. Next update will focus on some brand new creatures that we haven't shown yet, so be on the lookout. Each class holds the line in its own way. As covered in Update 52, the monk absorbs damage to fuel special attacks through the use of accumulated Wounds. These attacks can stun, push, or weaken individuals or small groups around them. While monks have to be monitored to ensure their Wounds do not overwhelm them, they can absorb a large amount of punishment and hamper enemy movement on the battlefield. In contrast, the fighter holds the line the traditional way: by standing her ground, blocking opponents, and being infuriatingly difficult to knock out. Barbarians are designed to jump into the fray swinging wildly. Lacking the accuracy and strong Deflection of the fighter, the barbarian makes up for his lack of discipline through sheer speed, savagery, and abilities tailored for fighting groups of enemies. We've already covered the monk's Wounds and how they play into their use, but the other two front line classes differ in how they stem the enemy tide and how players monitor and use them over the course of combat. To show you how they differ, let's look at the details. If one of Pillars of Eternity's eleven classes is the rock (we'll skip the obvious "pillar" joke), it's the fighter. All across Eora, fighters are known for their discipline, skill, and durability. In the Eastern Reach, they are often employed as caravan guards, soldiers, and personal bodyguards. Accustomed as they are to long marches, strange places, and life on the road, all fighters gain a minor skill bonus to Athletics, Lore, and Survival. In combat, fighters are steadfast and stalwart. Even novice fighters enjoy the highest base Deflection defense of any class and the ability to passively recover a small amount of Stamina every second. As the levels rise, fighters gain access to weapon specialization, modestly increasing their overall damage for all weapons in a specific category. These categories are broader than they were in the Infinity Engine games. E.g. the Knight category covers battle axes, swords, morning stars, crossbows, and war bows. The Peasant category includes hatchets, spears, quarterstaves, hunting bows, and blunderbusses. The selections are designed to cover a variety of damage types, to include one- and two-handed options, and to always feature at least one ranged weapon. At even higher levels, fighters gain abilities to recover Stamina immediately after being wounded, to protect nearby allies from incoming attacks, to knock down groups of enemies, and even to yank enemy passersby into the fray. Overall, fighters are designed to be low-maintenance, reliable, and long-lived even in marathon battles. Here are more detailed descriptions of some of the fighters' abilities: Defender (Modal) - Allows the fighter to trigger Melee Engagement on up to three enemies and increases the fighter's Deflection. While active, the fighter's attack rate is reduced. Vigorous Defense (Active) - Dramatically increases all defenses for the fighter for a short period of time. 1/encounter. Unbending (Active) - For a moderate time, the fighter will recover 50% of lost Stamina from an attack over the 5 seconds following it. This has no effect on the amount of Health lost and does not prevent the fighter from being knocked unconscious from a temporary dip in Stamina from a strong attack. 3/rest. Confident Aim - 20% of a fighter's Grazes are converted to Hits. Additionally, the minimum damage for any melee weapon they use is increased by 25% of the range between the minimum and maximum. Critical Defense - 20% of all incoming Crits against a fighter are converted to Hits. Crippling Guard - When a fighter Hits or Crits with a Disengagement Attack, the target is automatically Hobbled for a brief duration. Unbroken (Active) - This ability can only be activated when the fighter is at 0 Stamina. When used, the fighter will stand back up with 50% of her Stamina. For a short while, her defenses and Damage Threshold are both increased. 1/rest. A QA (Quality Assurance) favorite at Obsidian, barbarians are the wild, unconventional counterparts to fighters. Barbarians need not be from the "hinterlands" of Eora, though the vast majority are. In the Eastern Reach, barbarians most often come from Eir Glanfath, though some can be found in rural Dyrwoodan communities or drifting in from abroad through port cities like Defiance Bay and New Heomar. Barbarians are often used as shock troops for dealing with mobs or simply to intimidate the easily-cowed with their ferocity. As the Dyrwood has settled down over time, the regular employment of foreign barbarians has slowed significantly, but they still make up the majority of Glanfathan front-line forces. Barbarians all have a strong skill focus in Athletics and lesser focus in Survival. While fighters rely on disciplined adherence to proven combat techniques to weather difficult battles, barbarians charge furiously into melee and wreak enormous damage to everyone around them. Barbarians are relatively inaccurate, but every melee attack they make gives them an opportunity to strike out at bystanders. Barbarians have the highest Health and Stamina of all classes, which they need given their low Deflection -- a defense that suffers additional penalties when the barbarian frenzies. A barbarian's Frenzy is one of his most valuable tools, allowing him to dramatically increase his damage output and Stamina for a short period of time. However, in addition to suffering penalties to Deflection, the barbarian's Stamina and Health meters are obscured for the duration. It's not uncommon for barbarians to suddenly drop unconscious -- or dead -- when their frenzies come to an end. Many of the barbarians' higher-level powers shine when they are surrounded by a throng of enemies, outnumbered and often badly-wounded. Even so, they are designed to burn brightly and expire brilliantly in the unfortunate event that a battle drags on. Due to the nature of their abilities, barbarians are a higher-maintenance class than fighters. Carnage - When barbarians hit with melee attacks, they automatically make reduced-damage attacks at all additional enemies within a short distance of the target. Wild Sprint (Active) - The barbarian gains a large movement bonus that lasts a few seconds. While active, it allows the barbarian to ignore the stop effect from Engagement as well as the hit reaction from an Engagement Hit. Additionally, his Deflection is reduced during the sprint. 3/rest. Blooded - When a barbarian falls below 50% Stamina, he gains a bonus to damage for as long as his Stamina is below 50%. Thick-Skinned - Allows the barbarian to take only 1 Health damage per 8 Stamina damage received, instead of the normal 1 per 4 ratio. Brute Force - When finesse fails, barbarians rely on brute force. On any attack that normally targets Deflection, the barbarian will automatically target the enemy's Fortitude if it is the lower defense. One Stands Alone - When barbarians are Engaged by two or more enemies, they gains a bonus to melee damage. They cannot be Flanked unless they are Engaged by more than three enemies. Vengeful Defeat - When barbarians are reduced to 0 Stamina and have melee weapons equipped, they immediately make instant Carnage attacks at every enemy around them. 1/encounter. Heart of Fury (Active) - In a blur of movement, the barbarian performs a melee attack with each equipped weapon at every enemy within 2m. Each attack does increased damage and Carnage applies. 1/rest. Our take on the traditional front line classes attempts to capture the spirit of their Infinity Engine predecessors while introducing some interesting and fun differences for players to experiment with. We hope that you've enjoyed this and all of our other class updates. More importantly, we hope that you enjoy making all the parties you can imagine when the game comes out. As always, let us know what you think in our forums. Thanks for reading. Update #52 - Monk Update #56 - Paladins Update #62 - Ciphers Update #71 - The Heavy Hitters: Rogues and Rangers Update #74 - The Mob Rulers: Wizards and Druids Update #78 - The Leaders of the Band: Chanters and Priests Eternity at E3 Hey, everyone. This is Brandon Adler. I just wanted to give you a quick update about our E3 presentation. Everything went really well and the game was well received by the gaming press. We gave short ten to fifteen minute demos in which we showed off the first few areas and explained the basic concepts of the game. After the demo we had a quick question and answer session and gave any interviews that we could fit in before the next batch of journalists. All in all, it was a grueling, yet rewarding, experience. There have been some questions about why we chose to do a closed door demo for the press and have not released footage from the demo. While the demo looked great, there are still parts of the game that need more polish before we release videos to the public. In addition, a lot of the demo footage was filled with spoilers and we would like to show off portions that are less critical to the story. Look for a video that shows some non-spoiler, polished gameplay sometime in the next couple of months. If you would like to learn more about the demo and what was shown, take a read through some of these great articles: GameCrate Joystiq Kotaku PC World Polygon The Escapist Kicking it Forward: Harbour Our friends at Tasty Minstrel Games have a new Kickstarter that needs your support. Harbour is a light-hearted fantasy board game where you and your friends play as ambitious entrepreneurs in a bustling port city. Play as one of the many colorful characters as you buy property, sell goods, manipulate market prices - and at times break the rules.
  7. Paladin - Male Priest - Female Wizard or Sorceror - Male Witch or Sorceress - Female Barbarian - Male Amazon - Female Now, these would be the same in skill set and such, but it could imply lore into the classes. Meaning you could have a frenzied Male Barbarian throwing spears like an Amazon. Likewise, having a strong Female Amazon that you play like a close combat Barbarian. Barbazon Mainly about Barbarians, but I see them as stemming from some sort of Barbaric culture (bandits and vikings). Orcs are an excellent example at a "civilized" strand of Barbarians in my opinion. "Stronghold" in Heroes of Might & Magic as well. An established Barbarian society. I've always viewed the women of these tribal Barbarian settlements as something less masculine, namely something more akin to Amazon. The hunters of the strong and proud male dominated Lion pack. Unisex, but: Barbarian Fighter or Soldier? The rest of the classes feel to me pretty unisex. Fighter doesn't really say "Male/Female" about it, but it could be a part of the aforementioned Barbaric culture. Unless "Fighter" gets a different title, such as "Squire" or "Soldier" or whatever else is fitting the role of the Fighter in the world. About Squire: I absolutely love the feature in the original Final Fantasy for the NES, when you meet Bahamut for the very first time and it's "Oh snap". Then you do a long quest for the Rat's Tail, which you then return and you become "Knighted" (Fighter becomes Knight). Can Factions help you grow in status among the people? Or hide from their sight? What's the difference between the Barbarian and the Fighter and what is it that makes the Fighter a Fighter and the Barbarian a Barbarian? Wizitch Wizard and Witch, to me, feel pretty granted as is. A female "Wizard" does, however, sound a bit odd. The skillset wouldn't differ between the two, only their titles. And whenever "Class" is mentioned it accounts gender as well in dialogue? So the result becomes "Witch" instead of "Wizard" if you have a female "Wizard". The same goes for Barbarian/Amazon, they would both have the same tools as the other in terms of character building. Palaest Paladin and Priest, would not be the same skillset (A Paladin is a Paladin, a Priest is a Priest), but only female can be Priest and only male can be Paladin. I'd like to advocate for dialogue options if you create a female Paladin, meaning it wouldn't be "off limits" at character creation, but lore-wise for your own party it could be something interesting. With few male Priests in the world, having one in your party is like having a Paladin "defect" perhaps. Trash, in their "Glorious" eyes, even if you can woop their ass right on the spot. Of course, reputation should play a big part too. Thoughts?
  8. I've been thinking about the barbarian class a lot since the beginning of this whole kickstarter and they, like monks, have always rubbed me the wrong way. I decided to read a little about the history of barbarians as well as previous PnP implementations of the "class." From a historical perspective, barbarian as a term has, except for a few notable exceptions, been used as a pejorative by different civilizations (mainly the Greek) to describe a savage outsider. Many of these outsiders were, of course, not savages nor were they bloodthirsty raging fighters. A more complete description can be found on wikipedia. From a gaming perspective, generally speaking, barbarians have always just been considered some sort of "raging fighter with low intellect" and seem pretty railroaded into a very narrow niche class. In fact, an earlier poll on this site singled the barbarian class as the least interesting for players to start with. Generally, barbarians are raging machines with d12 hit-dice, and pretty much always played as a low intelligence class. It is easy to see why such characters are rarely interesting to play and even less interesting to role-play. From this it seems to me that barbarians should not continue to be pigeonholed into such trite stereotypes, nor should they be known as just a "raging warrior with d12 hit-dice." Rather, the barbarian should embrace his/her description and the designers should find interesting mechanics for the barbarian. I have detailed a few below. The Barbarian Class The barbarian is ultimately a person from a tribe or group of peoples outside of what is known as "modern civilization." This does not mean that barbarians are ruthless savages, unintelligent, or uncultured. Rather they are of the disenfranchised groups whose culture has not become the norm. In city-states like the Free Palatinate of Dyrwood or Vailian republics, these people are always considered outsiders. However, barbarians have lived a life as outsiders and know the value of culture and tradition. They are thus welcomed into smaller villages and tribes as they show these people the respect that others do not. Similarly, because of the lives that they have lived without the "comforts" of modern civilization, many barbarians are hardy people. They are hard-working, many of them are intelligent, and above all else, they value their communities. Skill bonuses and maluses: 1- Barbarians do not know the common tongue. As such, they have difficulty communicating with the public of the modern city-states. They are generally looked down upon by people who live within cities. On the other hand, they are well-versed in languages outside of the common tongue (player gets to choose which language). Don't know common. Knows two non-common languages. 2- Hit dice. Because of their hardy lifestyles, barbarians are generally healthier and live longer than than their city cousins. Hit dice gets a bonus. 3- Barbarians because they are outsiders get very severe reactions from people. If they gain favor with factions, their reputation increases faster than normal. If they lose favor, their reputation decreases faster than normal. They always start with low reputations inside cities. They always have higher reputations in outlying tribes/villages. 4- Barbarians have used weapons to defend their communities from outside invaders. As such they have skill with certain tools that have been used as weapons. (Specifics here probably should be detailed when more is known about the weapons) These weapons are most likely tribal weapons like the spear, the hand-made axe, and bows. Perhaps some have skill with farming tools and peasant tools as they have seen these used. 5- Barbarians utilize their tribal communities and the ways of the tribes effectively. They will have bonuses that deal with utilizing such communal skills. For example, it could be possible for them to become extremely defensive of their party because they begin to see them as part of their family. So, if any of them get severely injured, barbarians defend them zealously as they would their own kin. This is obviously a very rough introductory sketch. I just think that it's a shame to continue the stereotype that all barbarians are supposed to be these "savages" that don't know anything and are dumb fighters. Expanding the class and allowing room for barbarians to be played in a variety of ways makes the class much more interesting and much more worthwhile. Let me know your own thoughts on where the barbarians should go. What sort of mechanics they should have and shouldn't have.
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