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  1. I'm seeing a lot of solo builds wherever I look but is there any Duo build that works well POTD and everything including megabosses? Or just for fun.
  2. I would like to hear everybody's favorite role-playing custom party. My favorite was probably my first playthrough with customs. which included Luke a mountain dwarf drifter veteran of many wars. Unbroken/Shieldbearer. Una his right hand a Blood thirsty loner wood elf who is an expert hunter. Bleak Walker/Assassin (build from Fextralife) Kaden the bloodthirsty warrior island amaua out for revenge after his entire family got killed by some principi pirates. Devoted/Berserker Alde a former slave wild orlan who still believes in Eothas despite what he has done. Eothas/Troubadour Sullivan a nature godlike human hated and blamed for everything bad by his superstitious human village Evoker/Ascendant This was mine let me hear yours! Feel free to write as much as you want I will read everything.
  3. Hello again! I'm looking to build an all moon godlike party and would want for them to all be of one paladin order but I don't know which order or which multiclasses I should pick. Any thoughts?
  4. Like the title says I would love to hear your builds that would fit well together. 1 Tank 1 Melee DPS 1 Ranged 1 Magic 1 Healer Custom characters all. Thanks in advance!
  5. A frigid soul in a cold barren land. She wanders around aimlessly, unknowingly guided by the Cosmo. Always alone but determined, she gazes towards the coal-black unflinching sky, her treasured flute by her side. At a distance spanning mountains wide, there is fire and warmth. A caravan can be seen, perched upon the snow capped mountains, the smell of barley and ale, the jovial atmosphere and the loud chattering of kith resting after a long day's travel. Unmistakably, the group of kith starts hearing a faint but sonorous melody. Not a second too long, a thunderous parade of jagged streaks can be seen painting blue the once austere sky. They jolt gently like falling Sakura leaves, chaotic but peaceful. The once loud chattering of the kith folk stops abruptly as if time itself has stopped. Even the previously biting gale lays still, replaced by the thunderous echoes of a forgotten past yearning for a distant future. As abrupt as it came, the spectacle ceases to exist. The void replaced by stars, slowly forming in the sky. And just like that, this band of weary travelers have bared witness to a famous bard's tale only thought to have been a legend. 1. Watch these Gameplay Videos first before you read on https://www.youtube.com/watch?v=sSX6l2QgP2o 2. Required Mods Mod: Level Scaling Mod Why? We want the game to be harder so it will be more satisfying to beat. We want to DL the file called, "Level Scaling Mod" under the old files section. This is because the new mod file got tuned down as a response to the 1.1 patch which increased the game difficulty. We want the original file. https://www.nexusmods.com/pillarsofeternity2/mods/24?tab=files Mod: Afflictions and Inspirations Mod Why? This is just an optional mod but it really improves the UI of the game. It's much cleaner to look at and much more informative than the standard base UI the game comes with. https://www.nexusmods.com/pillarsofeternity2/mods/32 3. Character Creation Race: Pale Elf Why? I just like the way they look. Also, *whispers* Class Selection: Devoted Fighter + Nalpazca Monk Why Devoted? This build has a 46% chance to crit so having that +25% crit damage would prove useful. That's not even the best part. Why we pick Devoted is because of the +2 penetration we get. Since we will be playing on POTD and since we will be using a Blunderbuss (low base pen), we will need as much armor pen as we can get. Why Nalpazca? It's miles ahead in comparison to any other monk subclass. This is because Helwalker makes us too squishy, Shattered is a no go because we need max wounds to take advantage of Turning Wheel and No Subclass gives us no benefit. Nalpazca on the other hand offers us a substantial benefit (+10 pl to drugs) with an easily fixed penalty (we need to take drugs). Also, Drugs are ridiculously good! Attributes: Without/With Berath's Blessing Mig 8 -> 10 Con 8 -> 10 Dex 18 -> 20 Per 18 -> 20 Int 18 -> 20 Res 8 -> 10 Why we only need few of might, constitution or resolve? Our weapon (Blunderbuss) has a low base damage so +% damage from might is not that attractive, the +% healing we get is ok but we have enough ways to keep ourselves healthy. We will have enough defense rating (deflection, fortitude, reflex, will) to offset our non-investment in constitution. Resolve gives us an ok amount of deflection. We also have sufficient tools to lower hostile effect duration through Ring of Solitary Wanderer (-35% hostile effect duration) and Clarity of Agony (-5 sec Duration of hostile effects, -50% Hostile effect duration for 20.0 sec). Why we need a lot of dexterity, perception and intellect? We need dex to attack fast so we can keep procing Avenging Storm which is the reason for this build. Perception is the king of stats, especially in POTD. We want to hit enemies. As a side benefit, both dexterity and perception increases our reflex defense. With sky-high reflex, plenty of the heavy hitting enemy ranged aoe damage will miss us leaving enemies to rely on their puny basic attacks to do damage on us. Enemy spells shouldn't be an issue either as we have enough will to resist it. The reason why we max intellect is for the increased duration in our abilities, scrolls, and drugs. This is more valuable than it sounds! Culture: The White that Wends Mystic Why? Mainly for the Lore. Also, Mystic gives us +1 to Arcana (the active skill we are going to max). Weapon Proficiency: Blunderbuss Why? We will be using Kitchen Stove which is a Blunderbuss. Active Skill: Max Arcana Why? Arcana along with Alchemy are straight-up bonkers as of patch 1.1. +1 Arcana is equivalent to +1 to power level of scrolls. We will be taking advantage of all the scrolls we can find/craft to unleash hell towards our enemies. Avenging Storm is our bread and butter. Passive Skill: Max History Why? We will be using the The Giftbearer's Cloth (+5 all defenses except deflection, increases with the History skill). 4. Equipment and Consumables Equipment: Helmet- Pearlescent Helm or Death's Maw (you can use whatever for this) Necklace - Bonesetter's Torc (for the +5% crit, +10% healing done and injury removal) Armor - Devil of Caroc Breastplate (still the best armor in-game despite the nerf imho) Ring Slot 1 - Ring of Solitary Wanderer (for the -35% harmful duration) Boots - Footprints of Ahu Taka (for the +2 dex and +10% healing done) Cape - The Giftbearer's Cloth (still gives a lot of defenses despite the nerf, +15 at 20 History) Gloves - Firethrower's Gloves (has everything we need for this build, +2 dex and +1 Arcana) Ring Slot 2 - Entonia Signet Ring (you can use whatever for this) Belt - Upright Captain's Belt (for the immunity to push/pull effects) Pet - Abraham (reduces recovery speed by a lot, best pet in-game imho) Weapon: Kitchen Stove - We want to use a Blunderbuss for its multi-shot passive. Kitchen Stove just happens to be the best Blunderbuss. Note# We want the modal on as it does crazy AOE damage. Its negative effect is offset by Intuitive from Disciplined Strikes. Note# The optimal enchantments are Frantic Reload and Wild Barrage. Food: Hot Razor Skewers is really good as it gives us +2 might, +2 pen and +1 to power level. Any other food should be fine as well. Note# Captain's Banquet +20% action speed bonus overrides the action speed bonus of our abilities. They don't stack together. Note# Captain's Banquet +20% dmg with spells doesn't work with Avenging Storm for some reason. Note# Crusted Swordfish +2 pen with spells doesn't work with Avenging Storm for some reason. Drugs: Deadeye is excellent for this build as it gives us accuracy as well as the % interrupt that gets pretty crazy due to multi-shot (Blunderbuss passive). Note# Coral Snuff is not good because its action speed bonus overrides the action speed bonus of our abilities. They don't stack together. Note# For hard encounters, use Deadeye. For general encounters, use any other drugs or even no drugs at all. Scrolls: Scroll of Avenging Storm - Our bread and butter. This is the reason why this build exists. Nuff Said. Scroll of Circle of Protection - Increases our defenses by 15 until combat ends. This is pretty crazy huh? Scroll of Moonwell - Increases our defenses by 10 and gives us a huge amount of constant healing (26.2hp per 3 seconds) for a long duration (40.5s). Scroll of Withdraw - We will only use this as a last resort. It makes us untargetable while healing us but we are stunned for the duration. Note# I only use these set of scrolls for hard encounters. For general encounters, use any other scrolls or even no scrolls at all. Note# No matter how much fun it is to always use Avenging Storm, I only use it when I actually need it. Use it sparingly as it's hard to craft. Note# I'm not using Scroll of Meteor Shower and Scroll of Great Maelstrom because they just one shot everything with maxed out Arcana. 5. Abilities Abilities by level guide: 2. Lesser Wounds 3. Fast Runner 4. Fighter Stances + 1H Style (+20% critical chance is crazy good) 5. Determination (amazing tanking passive) 6. Confident Aim 7. Disciplined Strikes + Lightning Strikes (core abilities of this build) 8. Rapid Recovery 9. Clarity of Agony (really good against strong damage over time) 10. Vigorous Defense + Thunderous Blows (+2 pen applies to Avenging Storm) 11. Duality of Mortal Presence 12. Crucible of Suffering (amazing tanking passive) 13. Conqueror Stance (+10 to accuracy/deflection is nuts) + Enlightened Agony (we love intellect) 14. Armored Grace 15. Enervating Blows (super useful against enemies that heal) 16. Refreshing Defense + Turning Wheel (we love intellect) 17. Body Control (resistance to might affliction) 18. Unstoppable (resistance to dex affliction) 19. Snake's Reflex + Bear's Fortitude (more defenses) 20. Uncanny Luck AI Behavior Script:
  6. Has anyone of you made a 5 man party whom all had the same subclass to RP or just because a subclass is effective if so. Would you all mind sharing your builds? I want to RP a group of characters who are like alternate versions of the same character or just a true companions group from the beginning. Preferably ala the TVTrope Five Man Band. I thank you all in advance and have a pleasant day!
  7. I would like to make a full 5 man custom party where all of them have Devoted as the Fighter subclass. But I don't want to just to use one build for all five. I want to roleplay a bit with them. I already searched youtube and found some Fextralife builds but I was wondering if someone has an idea for a party that would fit well together. Cheers in advance my fellow gamers!
  8. Hi. Long time lurker and I appreciate the help this community gives and seems friendly. So I got the highly addictive case of restartitus and have been looking for a build (still haven't completed the story though putting quite a few hours in but still fairly new) playing on veteran I'm interested in the fate testarossa build but I would love to use dual guns. Then I came across the gypsy thunder build but when trying it got bored fairly quickly, which then gave me an idea. Would those 2 builds work together? Could I cause a thunder storm while shooting thunder at them? So this is where I am at also taking a few inspirations from sintee's gunfu monk. (awesome build but as my MC I don't want to be forced into decisions) Class: monk (helwalker) /druid (fury) Race:pale elf Stats: MIG: 18 CON: 10 DEX: 11 PER: 20 INT: 16 RES: 03 Adding berath blessing for +2 onto each Skills and abilities I'm currently not sure on those going to pick as I go. This is what I really need help with. Next problem is blunderbuss or pistol? If pistol I'm looking at going towards arcane blaster and thundercrack. If blunderbuss not a clue other than kitchen stove (maybe hand mortars) however have I made my build not as effective with blunder as my might is high? I'm thinking deltro cage might be the armour for that boast to lightening damage too. Don't know if the recovery time will be worth it though. Anyway thanks for reading and looking forward to your input. PS. Kind of imagining this char loosely based on storm from x-men
  9. Since this was requested I will type up this build. It does require a mod from nexus to unlock Woedica Priest subclass - but if you play monk/priest you may as well go all out and play the Woedica priest because of the excellent spiritual weapon synergy on Woedica: +20% raw damage on "summoned fist" attacks that synergize with monk bonuses to fist attacks. Unmodded Skaen/Helwalker also works but is not quote-unquote absolutely optimized and "op". Note: Helwalker can be replaced by Nalpazca if you don't want to be super squishy although barring death's door kind of solves the squishiness later. This build does excellent single target and aoe damage and is very versatile. This is the general guide, for a more solo specific Contemplative playthrough check this excellent guide as it is more focused on solo play: https://forums.obsidian.net/topic/105553-build-servant-of-death/ Woedica is a more powerful priest subclass for monk combo than barath so this one is definately adabtable. Race: Human or Death Godlike - human if you want more accuracy on cc attacks and death godlike for more damage potential Stats: (no bonuses) Might 14 + 1 (Human) Constitution 7 Dex 15 Perc 18 Int 18 +1 (old Vaila) 3 +1 (Human) note this is strictly the stat distribution for party play if you are soloing you probably want to lower Might and Dex and not dump resolve or con so much - although this build can handle the low stats once you get barring death's door + salvation of time. And even in Party play going dex 10 / con 12 is not a bad idea if you want more room for error and be on the safe side of things. There are some variations in the ability selection involved ! = mandatory , r= highly recommended Leveling 1. Swift Strikes!/ Restore r default spell: Writ of Engagement 2. lesser wounds! 3. halt (early game) / later can be replaced by suppress affliction r or arms bearer or keep halt. Suppress Affliction is probably the best choice 4. Two-Weapon style! / Withdraw ! default spell: Summon Spiritual Weapon (Fists) 5. Dance of Death ! 6. Clarity of Agony or Weapon and shield style (solo), even The Long Stride is an option in strictly party play but you will probably go with either weapon+shield or Clarity of Agony in solo play or if you want to off-tank 7. Torment's Reach! / Dire Blessing! Default: Writ of Consumption 8. Lightning Strikes or Swift Flurry: choose one...Lightning Strikes probably is the more consistent dps choice, in a party setting, you may get more mileage out of Swift Flurry since the party can buff/debuff enough for you to land lots of crits. Overall Lightning Strikes is probably the more sound choice. 9. Stunning Blow r ...while optional and not a core ability to the build it is highly recommended, and the alternatives are pretty underwhelming (combat focus???? really) one of the Bulls/Snakes/Bears talents or the excellent Clarity of Agony if you haven't picked it up yet - but those are more options for solo play where some extra defensives are prioritized over offense. 10. Duality of Mortal Presence! / Scion of Flame! Default spell: Divine Terror note: here things get tricky on the priest side. Scion of Flame is the strongest selection for the end-build but you won't need it immediately so you may take Litany for the Body or Devotions for the Faithful. Out of the two I like Litany for the Body slightly more because it is a fast cast (and +2 ar on top of a good armor is very good) cast but given the aoe effect Devotion for the Faithfull is very good in a party setting. In party probably Devotions is better. Absoluely and in my opinion don't fall for the trap of taking Shining Beacon - yes it is an excellent spell, but one that can be more effectively cast from a scroll. Just keep in mind that for the end build Scion of Flame is the thing to take for the end build and all of your other tier 4 abilities will go into the monk tree. 11. Enduring Dance ! 12. Thunderous Blows 13. Raised Torment ! / Barring Death's Door ! Deafult spell: Writ of War 14. Rooting Pain r 15. Stunning Surge r 16. Turning Wheel !/ Salvation of Time ! default spell: Pillar of Holy Fire 17. Flagellant's Path r 18. Litany for the Spirit r - note: around this time it is a good idea to respec and take Scion of Flame at Priest lvl4 And take either Litany for the Spirit here (recommended) or Keep Devotions of the Faithful at level 4 Priest in addition to Scion of Flame 19. The Dichotomous Soul ! / Storm of Holy Fire ! default spell: writ of sorcery note: I now recommend Dichotomous Soul over Heartbeat Drumming as in patch 2.1 the soul summons will be buffed so in the end they will be more effective than Heartbeat Drumming. You can opt to take minor avatar instead of dichotomous soul though - it is a question if you want 2x very effective summons or if you want to boost your own stats a bit more - with the monk bonuses I personally do not think minor avatar is necessary. 20. Skyward Kick ! Alternative Variation: It is also interesting particularly when soloing, to go for a "kiting" approach: in that case you would stack stride via The Long Stride, Boots of speed etc and take The Long Pain (without upgrade) - that way you can run around and attack from range with your buffed fists. It is definitely an interesting approach. Also if solo play is the focus you should probably give up stunning surge in favor of 2 more defensive talents - definitely clarity of agony and upgrade. Overall assessment: This character is very strong from start and gets even more power to the endgame. As you see by the time you hit level 4 your damage engine is already in place: you have the Spiritual summoned fists on the Priest side and Swift strikes from the monk with generous healing abilities in withdraw, restoration and holy radiance, from there it progressively gets stronger. Another milestone is at level 13 with Barring Death's Door and finally the capper at level 19 with Storm of Holy Fire. It tested very favorably in terms of dps beating out a strong witch rdps meaning it should actually exceed aoe avenging storm blunderbuss scouts - but more importantly it does very high single target damage along with aoe damage and is efficient in doing that seamlessly especially at high levels: after casting storm of holy fire it is free to move in with high single target pressure thanks to skyward kick + stunning surge or further aoe pressure through pillar of holy fire and raised torment and flagellent's path. Further, and this is specific to the Woedica subclass of priest, not only does it get a bonus +20% raw damage to your fist attacks through the spiritual weapon, but you have access to nasty "writ" spells that can pretty much disable enemies: How does Writ of War (level 5) sound? Enemies cannot use active abilities (in a small aoe) for 20+ seconds (up to 30 seconds with high intelligence). Or Divine Terror terror (level 4) - frightened for up 40s with high intelligence. Or Finally Writ of Sorcery (level 6) - cannot cast spells for another 30 seconds. You can disable dangerous targets that way while you pummel them. Also even though I do not use ranged weapons, Acina's Trihorn hat is a very good headgear for this because it gives you +5 accuracy on such attacks. Typical play/ ai behaviour is such: (simplified) Always choose by list order First defensives: 1.) If health under 50%-> Second Wind, Holy Radiance, Restore 2.) If near death -> Bearing Death's Door, Withdraw Offensive list order Turning Wheel is active 3.) Lightning strikes 4.) Dance of Death/ Enduring Dance 5.) Storm of Holy Fire 6.) If attacking high armor target -> tenacious blows 7.) if engaging -> spiritual weapon, dire blessing 8.) If target is bloodied -> Stunning Surge 9.) If engaging/engaged by multiple enemies -> raised torment 10.)lowest fortitude -> Skyward kick 11.)weak to fire-> pillar of Holy fire If soloing you want to buff up first with barring death's door +salvation of time before going into attack mode and keep an eye on the buff bar and be ready to withdraw should you need it. Abilities like the writ abilities, summons, and others you can control by hand Recommended gear: Acina's Trihorn head if not choosing death godlike - boosts accuracy on lots of your spell attacks Armor: If you are soloing you want plate until you get death's door/ salvation of time otherwise I like High Harbinger Robes, Pale Hide, Bloody Links or Gipon Prodensco as well as Garari Cuiras. Pale Hide or Bloody Links is probably the best overall choice here. Rings: Ring of Focused Flame (especially later), after that it depends on situation, solitary wanderer if you are soloing and greater regeneration or Kuaru's Prize if you are in a party. Also Ring of Minor Protection is handy too. Neck: Strand of Favor Cloak: Greater Deflection , Frostfur are nice and of course Nemnok's Cloak if you pferer that Boots: there are boots that give you an extra second level priest cast, those are good Belt: I like The Maker's Own power here personally Bracers: Rekvu's are good when soloing because consitution afflictions are nasty, otherwise Accuracy bracers or Hylea's Talons are nice here going with the "fist" attack theme. Weapons: The beauty of summon spiritual weapon: fists is that it replaces any weapons you have equipped with summoned fists so you don't need an extra weapon slot for more versatility. Otherwise, as fire stat sticks you can't really beat Sun and Moon + Marux Amanth, though Magran's Favor + Marux Amanth may be more consistent Magistrate's Cudgel is great against kith and allows for some really nasty things like marked (+10 accuracy for 30 seconds) followed up by writ of war on the target with a very good chance to hit and poof! suddenly because of your ultra high intelligence thanks to monk they can't use active abilities for 35-40 serconds easy. Follow this up by switching to to something like Frostfall and killing things and the duration of writ of war gets extended on the target. Club (especially the modal) is crucial here to debuff enemy will save further if you want to land those nasty writ spells. And your dps bread and butter is the summoned fist attacks. With turning wheel active you get the following bonuses +10 might (if helwalker) +15% lightning strikes (non conditional), +20% fire damage (turning wheel - but average is closer to 10-15% because you won't be at max wounds all the time) , +20% raw (summoned weapon:fist), and of course there is tenacious from thunderous blows for another +2 penetration. In general to take advantage of the fire stat sticks you want to start a fight by doing storm of holy fire and pillar of fire and then transition into monk melee pummeler mode with summoned fists after buffing with dire blessing. Anyways this is a beautiful build and looks badass to play because of the vampiric summoned fists, enjoy and definitely try this one out, I think it is one of the more fun melee pummeler/offensive spell caster hybrid builds out there.
  10. Hi, i noticed the lack of a vanilla wizard guide in this section and here it is! The build is very simple and straightforward, Wizard is a super strong class and doesnt require any gimmicks to deal a lot of damage and control the field. This guide is POTD/Upscaling party oriented but its completely viable for solo which i will give some insights. My experience comes mostly from full-party play, but i provided and some tests in solo runs. If you are looking for an advanced solo run check Sintee's triple crown solo guide for for a complete walkthrough. His guide helped improve this build, so thanks a lot. Check it here. Character Creation Wizard (No subclass) Nature Godlike The solid choice for the wizard's race: Infuse with vital essence provides us an easy +1 power level. This is not mandatory, so feel free to change it if you want. Elf is also is an optimal choice for +1 perception if you want to wear a mask. Culture The white that ends, Deadfire Archipelago and The Livings Lands are the best choices. White that ends is the most optimal choice being the best for solo play. Perception is our most important stat. Deadfire Archipelago is the best choice for the dialogues and +1 dex is great. The living lands is decent because more damage is always good, but its not optimal. Skills & Background This is up to you. I recommend Alchemy for active skills, but a few points in Atletics can help. Invest your points in Alchemy and you can take Laborer as background so you can be Eora's working class hero. For passive its your call. Later in the game you will want to respec to max History for Giftbearer's Cloak. Tip: If you are playing Huana, you will want 9 points in Metaphysics (with party assist) for an important check. Party oriented atributes Might 18 Con 5 Dex 19 Per 18 Int 14 Res 3 We want to maximize our damage output by boosting perception, dexerity and might. Intellect is important, but 14 is ok. If you are going to solo, i suggest not dumping any stat, so lowering your might and dex to get at least 8 in res and con. Always max perception in this case. Grimoire: Ninagauth's Teachings (found at Archemyr's Manor). Weapon specialization: Medium shield, Flail and Pistol. Choosing your abilities Passives (they are NOT in picking order) Snake's Reflexes Scion of Flame Secrets of Rime Weapon and Shield Style Farcasting Rapid Casting Tough Uncanny Luck Improved Critical Accurate Empower Potent Empower Accurate Empower Prestige Active spells (does not include from Grimoire neither are in order) PL1 Chill Fog Spirit Shield Wizard's Double PL 2 Combusting Wounds Infuse with Vital Essence PL 3 DAOM (Deleterious Alacrity of Motion) Llengrath's Displaced Image PL 4 Minolettas Concusive Missiles PL 5 Ryngrims Enervating Terror Llengrath's Safeguard PL 6 Minolettas Precisely Piercing Burst PL 7 Skip PL 8 Minolettas Piercing Sigil Wall of Many Colors PL 9 Minoletta's Missile Salvo Important spells and strategy: Early Game: Chill fog, Weapon & Shield. These two will help you make it. Port Maje in POTD is really hard and the chill fog is the key to survive it. Weapon & shield style + medium shield modal boost your survival a lot and will be useful the whole game in some situations. Your DPS bread and butter: Combusting Wounds: Doesnt look that much strong? Combine it with with your damage over time spells and this spell is one the most important DPS spells for wizards. High accuracy and fire power level helps to land this awesome ability. Ninagauths Death Ray: Works with C. Wounds. The raw damage works versus high armor enemies. You will use it less later in the game because PL3 will be taken by Displaced Image and DAOM when you get Ninas Bitter Mooring, but until that its one of your most important sources of damage. Nina's Shadowflame: Stronger fireball with paralyze chance and greater ranger. Nina's Freezing Pillar: Works with C.Wounds. Colossal damage. Wall of Flame: Clunky to land but combined with C. Wounds its one of the strongest sources of damage versus big guys that dont move around. Minolettas: Pick every kind of Minoletta's Spells except for the level 1. They work with C.Wounds (especially PL9 Salvo). So good its hard to talk about. Meteor shower: Works with C.Wounds too. Its clunky and Salvo is better, buts can come in handy. Other very good skills used often: Wilting Wind, Delayed Fireball, Nina's Killing Bolt, Fireball, Wall of Many Colors. Empowered fireball + Fireball as stealth opener is a cheap strategy, but it works...a bit too much. Buffs Spirit shield: Always use it. +AR and most importantly: Concentration. Wizards Double: This skill is not that great, i know. But Mirrored Image and Arcane Veil are PL2 skills, which our resources are used by Infuse V.E and C.Wounds. We dont use Chill Fog that much later in the game and we get 3 resources for PL1 spells (+1 from Nemnok). DAOM: Action speed. You will use it more and more later in the game when you have more resources. Infuse with Vital Essence: ALWAYS use this buff first, the Intellect bones will make your following inspirations last longer. Llengrath's Displaced Image: +Reflex, convert to grazes. Your reflex will be very high so you dont get hit by AoEs. Llengrath's Safeguard: Very good but situational, PL5 gives us Enervating Terror and Bitter Mooring which we use more often. Gear Chest: Miscreant's Leather or Garari’s Cuirass (if are you solo or you want Exchange DPS for survival) Miscreants he best choice for DPS. You get it very early in the game by killing Benweth. Good stats with very low recovery and +8 reflex. Uncanny luck and Kidney Gyard can come in handy. Garari's Cuirass provides Hits to Grazes and Damage reduction from weapons, very good for a light armor with 20% recovery. Necklace: Stone of power +1 power level per rest. Rings: Ring of focused flame and Kuaru's Prize. You get ring of focused flame very early in the Dark Cupboard (Periki's Outlook shop at Neketaka). Kuaru’s prize you will get later but its good to skip. Gloves: Firethrower's gloves. You can buy it very early at the shop activated with Berath's blessings (5 points) in Port Maje. If you dont activate it, you get it later in the game. Use accuracy gloves until that. Boots: Bounding Boots Leap grants us a lot of mobility, works for positioning and escape. Waist:The Maker’s Own Power There's a lot of good viable options early game, but this is my final choice which saved me quite a few times. Cape: There's a lot of good early game options which include Cloak of Greater Deflection, Cloak of Greater Protection and the Magnificent Escape Cape. But my final choice is the Giftbearear's Cloth which is obtained later in the game and increases with History skills. Pet: Otto Starcat provides +1 Fire Power level which is insanely good and is obtained early in the game. Nemnok is another great option if want +1 resource for level 1 spells. Mask: If you dont pick Nature godlike, Whitewitch mask is great and is obtained early in Delvers Row. Weapons: There's a lot good choices for wizard weapon. But some standout: - Sun and Moon (Flail). +2 Fire PL during the day +2 Ice PL during the night. 5% chance to repeat Fire attacks: This flail is a beast and is easy to obtain. Its around 25-30k in the Shop at Radiant Court in Dunnage. You can start with +50k gold with Beraths Blessing. - Magran's Favor (Axe): +2 Fire PL and looks really cool. Notice that when the description says "kills with Magran's favor" it means that you need to kill WITH THE WEAPON, so spells dont work for Living Pyre stacking, but Enduring Flame does. If this has changed, let me know. - Nerian's Ward (Medium Shield). Weapon damage reduced as health is lost and 15% Hits to Grazes. Very good choice for early-mid game. Wizards starts very frail and you get a lot of enemies attenton, and this will help you a lot. Get Weapon and Shield specialization as soon as possible. Considerations: Sun and Moon + Nerian's is your primary kit. You will get them quite fast and will stay with you. Later you replace Nerians with Magran's Favor for increased Fire Power Level, but keep Nerian in your secondary kit if **** goes down. Some other great options: - Griffins sword. +10% spell damage/+5 will. You will probably get it first than S&M and it one of best weapons for wizard. - Eccea's Arcane Blaster (Fractured Bullet + Elemental Shot Fire) Really good if you run out of spells in longer fights and against Enemies with high armor. ____ - Fire in the Hole & Hand Mortar (COMPANION). I havent tested much but these 2 hand cannons have a lot of sinergy with Combusting Wounds. I recommend a Ranged DPS companion use them. You can use them yourself with DAOM and your high dex but its not optimal because you are already busy casting your spells. And thats it. If i missed anything let me know. Please, share your thoughts!
  11. Hello everyone, This is my first post here and I'm very new at the game. English is not my native language so I apologize at the same time I want to thank you for your patience and for allowing me to practice my (meh) writing. I just bought PoE I and II (without any dlc) and the game impacted me with the dinamic and complex (for me) mechanics. I am a simple guy and I want to know wich class/builds would you indicate to me as I start to dive into the game, wich I played just a few minutes with some of the class options. I know I'll have companions during the story and each of them already have a class, so I would try to kind of to fill a gap in terms not only of combat but the gameplay in general. Like the skills that we need to make good shortrests and desarming traps, finding items, etc etc. (Even knowing that I can't do EVERYTHING too well) Then I noticed that Rogue, Barbarian and Monk companions are only found in the White March dlc, wich I don't have. Yet. And through the forum I found this beauty here: https://forums.obsidian.net/topic/89073-class-build-don-juan-dedicated-trapsecret-finder-a-more-laidback-passive-rogue/ - [CLASS BUILD] Don Juan - Dedicated Trap/Secret Finder - A More Laidback & Passive Rogue I like this idea, lore-wise and mechanic-wise, sounds very fun and I'm going to start to play tomorrow after work. Do you have any advice for me, being my first playing the game? Should I consider other builds to make my party stronger but in a way that is not too hardcore? I am eager to talk to you. Ps: If I can make my question any more clear, please feel free to tell me.
  12. [totally new to these forums so I apologize in advance if I'm missing any conventions about sharing builds or in the wrong forum with this post ] Out of the night when the full moon is bright comes the Watcher known as Zorro! The Huana huddle together in the center of their village, parents putting on brave faces as they hold whimpering children close. Cloaked figures with swords drawn advance on all sides, wicked intent written on their faces in the dim torchlight. Vailian mercenaries, Rauatai soldiers, Crookspur thugs - whoever they are, they mean to do evil on this night. But just as they're about to strike, dancing lights suddenly appear in the night sky. The ruffians look up warily as the lights arrange themselves into a letter “Z,” then flit away to the roof of a nearby hut. There, silhouetted against the full moon, stands a figure in a brimmed hat, rapier in hand, their cape fluttering in the breeze. "It is Zorro!" cries a Huana child, joy replacing the terror on their face. "Zorro is here!" "SHOOT HIM!” cries the leader of the cloaked figures, but they might as well shoot at the moon. As they scramble to discharge their weapons, the figure has already disappeared amid the crack of gunfire and shouts of alarm. Through the smoke and tumult, his sword flashes here and there, felling foes in its wake like trees in a storm. Panicked, the soldiers scatter as the villagers erupt in cheers. The night rings with jubilant chants of "Zorro! Zorro! Zorro!" --- I'm still getting a handle on the game's mechanics so I don't claim this as an optimized build at all, and it's only been tested so far through 9 levels, but I would love to hear people's ideas about how to make it more viable! The idea on offer here is to an Eoran Zorro: daring swashbuckler, champion of the oppressed and terror to tyrants across the Deadfire, who appears and disappears like a ghost leaving only the sign of the Z. Zorro fights one-handed with a rapier, and a pistol when necessary for his second set, emphasizing trickery, mobility and daring as he darts about. The accomplished swordsman easily maneuvers across the battlefield, deftly parrying his opponents' strikes and delivering ripostes to critical areas. Diego de la Vailia, the Lord of Caed Nua, an idle dandy the dashing swordsman ZORRO, unrecognizable behind his mustache! By day, the self-absorbed and foppish Diego de la Vailia, Lord of Caed Nua, dallies in the courts of the Deadfire's various contending powers. By night, the enigmatic bandit known as Zorro steals medicine for the Roparu, infiltrates pirate forts and plunders Crookspur ships with his black sloop "Tornado." Diego's sharp, sometimes cruel wit suggests vanity and disdain for the problems of others, while Zorro acts with both passion and compassion for the downtrodden. To the Bardattos, Dereos and Hanzanuis of the world, he is a callous mercenary; to the Huana tribe who he's helped escape from a cruelly exploitative VTC contract, he asks for nothing in return. Knave though he is, Zorro is not without his own sense of honor. He instructs his companions to stay out of his duel with Captain Benweth on the ramparts of Fort Deadlight, for example. And if he should pursue a bounty on any kith, he always announces himself before setting upon his quarry. Name: Diego de la Vailia Species, ethnicity, nationality, background: Human, Ocean Folk, Old Vailia, Aristocrat Role: Rogue (Trickster) / Fighter (Devoted: Rapier if you really want to fit the role, but I went with Black Jacket for the versatility and because regen isn't too important for this build) Voice: Percival de Rolo (lol) Stats (after human & Old Vailia bonus, before Berath's Blessings): M: 10 C: 9 D: 12 P: 18 I: 10 R: 19 (This was less about the stats perfectly fitting the roleplaying concept, and more about trying to fit the playstyle: accuracy, crits, high deflection & riposte. Thought about a higher Intelligence to fit the concept & for the Trickster's illusion spells, and it's hard to accept a Zorro who isn't Dexy, but I wanted to maximize that accuracy & deflection without dumping might or con.) Top skills (you'll want the Berath's Blessings and paid trainers to really get away with Zorro's levels of mary sue-ism): ATHLETICS - to scale the walls built to separate and control the people of the Deadfire! MECHANICS - no lock can stop the cunning fox Zorro! STEALTH - he appears and disappears like a ghost! BLUFF - who is this masked renegade? Surely not the preening Vailian aristocrat Diego de la Vailia, who spends his days idling at the Luminous Bathhouse or shopping at Iolfr's Raiments! INTIMIDATE - to address bullies in the only language they understand! Secondary skills: SLEIGHT OF HAND - for various shenanigans DIPLOMACY - Diego is a Vailian gentleman, after all INSIGHT - Zorro always seems to know what makes his enemies (and friends) tick Maybe? skills: RELIGION - Zorro has always found friends among those of the cloth HISTORY - politics and culture aren't wholly separate from Zorro's purpose, after all Gear: this is the least-developed part of the build, and where optimization clashes the most with the Zorro concept. I honestly did some googling to make some of these choices, since again I haven't even taken this build past level 9, so take them as a very gentle suggestion. I am also very keen on hearing people's ideas for better gear! (I did decline to pick up the Unstoppable fighter ability, which grants resistance to dexterity afflictions, because of Cipher's Shackle covering that resistance in this gear - so if you want a different amulet, you might want to adjust the abilities.) Weapon: Rännig's Wrath, which Zorro somehow plundered from the Bardatto vault at the same time Diego helped foil the Valeras' heist... Weapon set 2: Eccea's Arcane Blaster (crush damage option for piercing-immune enemies) Armor: Miscreant's Leathers or Fleshmender will fit the look, Casità Samelia's Legacy doesn't so much but its bonus deflection, which benefits from intimidation, fits nicely with the riposte build - but for endgame, after Zorro's identity has been exposed and the Vailian Trading Company is out for vengiatta, the Gipon Prudensco is perfect for deflection against disengagement attacks, which you can then bait and turn into ripostes Boots: Boots of Speed (disengagement defense and stride = totally Zorro's jam) Rings: Entonia Signet Ring, Chameleon's Touch Amulet: Cipher's Shackle Helm: a tricorn hat is the closest you'll come to looking like Zorro; the broad-brimmed hat only comes in light brown. otherwise the Blackblade's Hood will give you +10% action speed for carving Zs with a rapier, and a hood's not terrible for someone who's supposed to be hiding his identity, or Fair Favor will boost your crit chance and damage with your rapier while vaguely fitting the rapier-duelist look. Cowl of the Piercing Gaze is creepy and doesn't give you the bandito look but it will at least hide your identity, if for some reason you feel the mustache isn't enough. sadly there's no brimmed hat with a bandit mask, at least not until this wildly popular build prompts Obsidian to create one! Gloves: Burglar's Gloves fits the concept but maybe you want Killer's Gloves for the crit damage Pet: Zorro, of course! Abilities: again I've only played this build through level 9, but planning ahead, these have been selected as an awkward balance the Zorro concept - more to do with evasion and controlling the battlefield than actually dishing out pain - and what I imagine will be more successful in a video game where you have to actually down enemies, not just carve Zs in their pants and disappear. So take this with about ten pounds of salt- 1- Escape, Disciplined Barrage 2- Fast Runner 3- Crippling Strike 4- 1h style, Fighter Stances 5- Confident Aim 6- Determination 7- Riposte, Disciplined Strikes 8- Smoke Veil 9- Strike the Bell 10- Shadowing Beyond, Tumbling 11- Persistent Distraction 12- Dirty Fighting 13- Uncanny Luck, Conqueror Stance 14- Superior Deflection 15- Vigorous Defense 16- Slippery Mind, Clear Out 17- Refreshing Defense 18- Sap 19- Deathblows, Power Strike 20- Coordinated Positioning
  13. Hey guys ! Since I'm new to genre, and the PoE franchise an I would like to have some guidance from the start What are some good builds for story characters, like Eder, Aloth and rest of the crew ? In terms of spells, some good weapon combinations, skills (mechanics, lore, etc) and everything else that might be important ?
  14. The -mostly- finished version, in testing, of Waethir the mean. Version: 2.1, POTD Compatible, Solo run untested. ----------------------------------------------------------------------------------- Sorcerer: Animist / Wizard (No Subclass) ----------------------------------------------------------------------------------- A magical dps that focus on dmg, CC, Debuff and general unpleasantness. ----------------------------------------------------------------------------------- Race: Nature Godlike ----------------------------------------------------------------------------------- Mystic Background ----------------------------------------------------------------------------------- Might: 15 Con: 8 Dex: 14 (+1 NG) Per: 15 (+1 NG, +1 White that Wends) Int: 15 Res: 8 ----------------------------------------------------------------------------------- Skills: Metaphysics (for the Chromatic Staff), Sneak and Sleight of Hand (for fluff) or any you want. ----------------------------------------------------------------------------------- Weapon Focus: Medium Shield, Dagger, Staff, Flail ----------------------------------------------------------------------------------- Spellbooks: Ninagauth's Grimoire & Snakeskin Grimoire ----------------------------------------------------------------------------------- Spirit Form: Stag ----------------------------------------------------------------------------------- Abilites: Free (f), picked upon leveling (p), Grimoires (g). Abilities I won't use from the grimoire are unmentioned. lvl 1: Sunbeam (f), Chill fog (p), Nature's Mark (p) lvl 2 : Fleet Feet (p, replace once you get DAoM) lvl 3 : Talon's Reach (p, replace with Touch of Rot later) Slicken (g) Sunbeam and Chill Fog both blind, but don't deal the same dmg/target the same defense. Nature's Mark makes Sunbeam and Talon's Reach hit easier. Talon's Reach got great early dmg, but will be replaced with Touch of Rot for additionnal DOT dmg to synergize with Combust wounds. Fleet Footed will be replaced by Arkemyr Dazzling Lights. lvl 4 : The Moon's Light (f), Infuse with Vital Essence (p), Insect Swarm (p) lvl 5 : Automn Decay (p) lvl 6 : Combust Wounds (p) Could pick Combust Wounds earlier but felt like I needed enough DOT to make it worthwhile (YMMV). At this point I rush to Neketara to do the Arkemyr Manor and get my grimoires and some items. lvl 7 : Returning Storm (f), Infestation of Maggots (p), Llendrath's Displaced Image (p), Arduous Delay of Motion (g), Ninagauth's Death Ray (g), Noxious Burst (g) lvl 8 : Deleterious Alacracity of Motion (p) lvl 9 : Expose Vulnerabilities (p) lvl 10 : Conjure Blight (f), Moonwell (p), Heart of the Storm (p), Ninagauth's Shadowflame (g), Ironskin (g) lvl 11 : Calling the world's Maw (p) lvl 12 : Form of the Delemgan (p) Here I got Nannasin's Cobra Strike. It doesn't work that well with the build, but I must try it once to see if it's as cool as it seems. lvl 13 : Plague of Insects (f), Relentless Storm (p), Rapid Casting (p), Ryngrim's Enervating Terror (g), Malignant Cloud (g), Ninagauth's Bitter Mooring (g) lvl 14 : Embrace the Earth Talon (p) lvl 15 : Llengrath's Safeguard (p) lvl 16 : Sunlance (f), Venombloom (p), Death Ring (g x2), Ninagauth's Freezing Pillar (g), Gaze of the Adragan's (g) lvl 17 : ? lvl 18 : ? Another two slots I'm not sure how to fill. I already got all the spells I wanted, so either more spells (if I missed something important, do tell) or passives. lvl 19 : Lashing Vine (f) Nature's Bounty (p), Lasting Empower (p), Tayn's Chaotic Orb (g), Ninagauth's Killing Bolt (g) lvl 20 : Potent Empower ----------------------------------------------------------------------------------- Equipments! Weapons: Dagger and Medium Shield at first for the increased defense using the modals (only if I read correctly and the additionnal recovery time is only for weapons), then options are; The Spine of Thicket Green, Chromoprismatic Quarterstaff, Magran's Favor or Watershaper Focus & Sun and Moon, Griffin's Blade, The Eye of Wael are all going to be in my bag. Griffin's Blade and Chromoprismatic Quaterstaff have my preference however. Armor: Aloth's Leather Armor, Miscreant Leather, Effigy Husk or Spider Silk Robe all feel like good choices. Gloves: Firethrower's Gloves Neck: Baubles of the Fin, Charm of Bones or Stone of Power Rings: Kuaru's Prize, Ring of Greater Regeneration Cloak: Ajamuut's Stalking Cloak Belt: The Undying Burden Shoes: Footprints of Ahu Taka This build plays pretty easely; Buff up, throw a spell that include Crowd Control or Debuff that your enemy is weak against, throw a few DOT spells, add Combust Wounds and wrap up with Infestation of Maggots. Although I included more defensive spells and items, it's still pretty damn fragile and qualifies for the crystal chekhov armory. I intend to have a pretty amoral POE1 backstory to have Effigy ressentment (CoC). This build can Blind, Stun, Petrify, Sicken, Weaken, reduce defences and attributes... I hope I'll make Galawain proud.
  15. First of all, this post will be heavily edited as i play this guy further, but he has been tested at higher lvls using console to lvl 16 to test if the concept would work, and it did. As of right now the character is lvl 13 and is a blast to play. I am currently at work, bored to death, wich is why i thought id start this post and i could edit it later when i get home, but because of this i cannot at this time be 100% accurate on my attributes or spells picked per lvl but i will edit that in when this character is all done. Class: Mystic - Ascendant/Priest of Wael Race: Wood Elf (not important tho) Attribute dist. priority: Mig: Medium Con: Low'ish Dex: Medium Per: High Int: High Res: Dump Skills: As of right now not important, that might change later but its doubtful. Key gear pieces: Weapon slot 1: Scordios Trophy + Nerian's Ward (Vs singletargets) Weapon slot2: Whisper of the Endless Paths (vs groups) Head: Whitewitch Mask Chest: Fleshmender + 1 weaponslot (The Regen HP regen is much needed) Gloves: Using 10% hit to graze gloves atm, cant find them on Wiki, later i might switch them out for something else. Neck: Charm of Bones Cloak: Cloak of Greater deflection Rings: Marksman's Ring and Ring of Greater Regeneration Belt: Trollhide belt Boots: Ahu Taka https://pillarsofeternity.gamepedia.com/Footprints_of_Ahu_Taka Pet: Abraham Food: Captain's banquett, Mohara Wraps, Glazed Chops or Brew Battered Ysae How do we play this? First, before we pull we place a spell trap on the ground in front of us, the burn+blind is solid (searing seal), then we wait so we get our resource back. Pull with borrowed instinct, before u get borrowed instinct pull with the pistol so we get two rapid shots asap. Activate shield modal if enemies have good acc, cast Litany for Spirit (Accute, +5 int +1 PL) and then Arcane Veil, keep shooting until Ascended. When we Ascend we cast another arcane veil incase it ran out, then hit urself with Salvation of Time x2, enjoy ~1min of Ascended with massive deflection and hit to graze conversion pluss very high action/recovery speed from Scordios + Captains banquett. If u want to use potions or buff scrolls, use them right before u ascend. psychovampric shield + secret horrors + shining beacon - Mind Lance spamming is an amazing combo! Keep pistol modal on at all times, we have enough ACC so we dont have to worry about, and we rather have the speed to build up action speed for spell casting rather then pistol shot crits. This character is very defensive while also being very offensive, its a great mix =) While i play this character i will record some fights and make a video to show how i play her. I will edit this quite a lot during the next couple of days
  16. Hi All! I haven’t seen much in the way of Spiritualist builds, so I hope this spurs some fresh discussion. This is my first posted build. I have been playing with this build on Veteran and am about halfway through. I have so far found it very fun to play, although it does take a bit of micro. I suspect I could use the AI to run a few things, but paying attention to targeting and tactical placement are still important. If anyone would like to go where I fear and run this on PotD and/or solo please let me know how it goes! Here is my character build detail for the Siren. I hope you all like it. Build Name Siren Subclass(es): Beckoner/Beguiler (Spiritualist) Description: The Siren is about control, both of your enemies and of some summons. She also has a good amount of debuff with most of her abilities focused on the mind and deception tags. She prefers short ranged combat using the blunderbuss as her main source of damage. She tries to remain as central to her teammates and summons to maximize her chant and other AOE abilities. Her intellect allows her control and debuff capabilities extended duration and maximizes the area of effect of them. Her dexterous nature allows her to utilize her talents at a frightening speed. Author: Toadbat Game version: 2.0 Difficulty: Veteran (I am a wimp, this build might be able to go higher) Solo: Untested Companion: No companion or sidekick fit’s this class build. Race: Moon Godlike (I chose this for some additional staying power, but any race will work.) Culture: Old Vailia (for the increased intelligence) Background: Artist (This is open to change based on your desired skill choices) Attribute Adjusted Incl/BB Might 8 10 Constitution 8 10 Dexterity 18 20 (Godlike) Perception 18 20 Intelligence 20 22 (Godlike, Old Vailia) Resolve 6 8 Level Proficiency Active Skill Passive Skill Ability 1 Blunderbuss Whispers of Treason 1 Saber If their Bones.../Come, Come Soft Winds… 2 Athletics Survival Lingering Echoes 3 Athletics Metaphysics Eyestrike 4 Dagger Mechanics Insight Draining Whip, At the Sound of His Voice… 5 Stealth Metaphysics Mental Binding 6 Stealth Insight Dual Weapon Style 7 Arcana Metaphysics Secret Horrors, At the Sound of His Voice… 8 Hatchet Mechanics Bluff Ancient Brittle Bones 9 Athletics Insight Combat Focus 10 Arcana Metaphysics And Their Fear Followed…, Body Attornment 11 Mechanics Bluff The Lover Cried out… 12 Pistol Athletics Insight Hammering Thoughts 13 Arcana Metaphysics Borrowed Instinct, Rapid Casting 14 Mechanics Bluff Gernisc's Beast Lit the Night… 15 Athletics Insight Aefyllath Ues Mith Fyr 16 Spear Arcana History The Empty Soul, Quick Summoning 17 Mechanics Bluff Mind Plague 18 Athletics History Spell Resistance 19 Arcana History Yet it's mate…, The Complete Self 20 Mace Mechanics Bluff Echoing Horror I picked what weapon proficiencies made sense to dual wield, so I could improve my reaction time. I maxed perception because this is my trap-finder. As far as skills go, pick what you want. I know a lot more min/max’ing could occur and feel free to discuss that here. Also, please comment and opine on the skill and attribute selections. I am not yet sure that the ones listed below are best in class. I am looking forward to your opinions. -Toadbat Edited for format and some content. Word copy/paste import failed miserably . I will continue to improve. Updated abilities based on comments from Verde and Ophiuchus. Further improved formatting, rewrote some of the content to flow better, corrected chant to Aefyllath Ues Mith Fyr per Ophiuchus (thanks!) Just realized that 2.0 came out a while ago, no changes there affect this build to my knowledge. I have updated the Version above to reflect that.
  17. I present to u all The Lord Of The Imps!! Classes: Beckoner/Berserker Description: This is a "fun-build" rather then a power build. It uses beckoner subclass to summon small, squishy skeletons that u can then smash with Gravecaller and generate Imps. We are using barbarian for this because whenever u kill a squishy little skeleton u get ur recovery back instantly due to blood thirst so we can smash another squishy little skeleton right after and rince and repeat. With a high Int score an imp stays for more then a minute and they do not despawn when u summon more creatures wich results in armies of imps in longer fights. Quite fun actually and ur character is usually very safe because the enemies are so busy trying to fend off the never-ending spawns of imps to be bothered with u. Able to solo Potd? - Ofc, its a chanter! Here's what it looks like: (Fun starts at 1min) Race: not important, whatever floats ur boat really. I went with Nature Godlike for the PL whenever i feel like tossing out some dmg spells. Attribute Priority: -Mig: High (want to be sure to one-shot those little skellies) -Con: Low (we dont get hit much) -Dex: Medium -Per: Medium -Int: High -Res: Dump Important Gear: -Weapon: "Gravecaller" in main-hand and "The Eye Of Wael" in Off-hand. Gravecaller generates imps and the scepter allows u to help the imps shoot at enemies, it also provides u with an illusion buff whenever u get bloodied wich is quite handy. -Chestplate "Devil of Caroc" To get rid of confusion -Nek: "Charm of bones" for +2 int The rest u can mix and match however u want. Important Abilities: Barb: The only really important ones for this particular build is Blood Thirst and Blood lust for speed. I'd also recomend taking the Spirit frenzy line for terrify instead of the blood frenzy path wich i took because i was tired and not thinking straight. Fast Runner is also convenient. Chanter: Skellies+skelly upgrade. Two Weapon Style. Rapid Casting. Quick Summoning. Aefyllath Ues Mith - gives ur imps a lash :D. "Many lives pass by" Chant is used as the first chant in combat to instantly generate a skellie to interfere with ur enemy wich buys u some time to start generating imps. Then pick a dmg spell of ur choosing. How i play this: When combat starts u will almost instantly summon a skeleton with the chant, this skeleton is very weak but he does his job by charging right into the enemies and intercepting them, buying u time to pull back and summon the little guys. I have turned the AI off for summoned creatures so my little guys wont go charging ahead forcing me to chase after them however, when i kill a small skeleton an imp and two more skeletons will spawn. These guys will charge right in so u wont have to bother thinking about what they are doing. Make sure ur watcher is standing as close as possible to the skeleton when u are trying to kill it, otherwise he will just out of range for his melee weapon but he will still be trying to hit him, resulting in u always missing because the target is out of range O_o. Really not that much else to it. U smack skellies to turn them into imps, thats it :D Enjoy
  18. That started as an answer to "the best girl tank" thread here: https://forums.obsidian.net/topic/104752-the-best-tank-in-the-game-herald-vs-crusader/, but grew in size to deserve its own topic. I'd go as far as to say, that adding Goldpact Paladin class to your multi-class provides highest possible damage avoidance and mitigation combo from one class compared to absolutely anything else. +8 free all defenses (up to +15 with 1 point investment)? Yes please! +4 armor on demand? Sure thanks! Oh, here's another +1 armor on demand (aura) just in case you need it when you run out of zeal. And just in case something vicious on PotD has enough ArPen to do more than 25% damage with their attacks late game, we give you infinite armor edit:+3 Armor as long as you don't move. Please go ahead and pull enemies to you, using corners to gather them all together. Now, if you play solo, you'd probably want to do damage: Now that you got deflection and infinite armor, why not get some infinite resource pool to outlive your enemies while they wither: Sir Sit-a-Lot Oh, standing still for long periods of time bores you? Don't worry, you can stand still for less and do more damage with: The Faceless Dancer But what if I like Streetfighter more than Trickster? Answer is simple: Stop-N-Go Want to have powerful ranged dps, tank hybrid monstrosity? With Paladin you can: The Holy Hand Grenadier In conclusion I'd like to say that paladin class is severely broken compared to others. Of course it doesn't hand out insane buffs at zero cost (looking at your Streetfighter+Blunderbuss), but the fact that Paladins can do anything at least well (tank, heal, dps), leaves them with no almost downsides and hence severely ahead of other classes imho. Downsides that are exclusive to this class are: -RP attributable to sub-classes is a mess sometimes -Weird stacking with priest deities -Not an infinite resource pool (because they are not Cipher or Chanter) -Small selection of de-buffs -Not very mobile (not so noticeable and easily fixable with investment in +deflection on disengage) Hel, who knows maybe after I'm done with my Solo+Berath's Challenge play-through, I'll go for Triple Crown+ Magran's Challenge with Sir Sit-a-Lot (summons, buffs, "everybody died? no problem, I'll clean up"), The Faceless Dancer (damage off tank), The Holy Hand Grenadier(main dps), Paladin/Druid(meaty healz), Paladin/Priest(more buffs) dream team. And just to make sure they don't accidentally die make them all Moon Godlike #teamBlueberries
  19. ------------------------------- The Furry Ravager ------------------------------- Difficulty = PotD v. 2.0 ------------------------------- Solo: Possible, needs more testing ------------------------------- Class: Helwalker / Berserker ------------------------------- Race: Hearth Orlan ------------------------------- Background: Deadfire/The White that Wends ------------------------------- Base stats: Priority goes PER > DEX > MIG MIG: 15 (17) CON: 8 (10) DEX: 18 (20) PER: 20 (22) INT: 8 (10) RES: 8 (10) I took Effigy: Devil of Caroc, but take whatever you like for that. Skills: Whatever you want really. I like to have a moderate Athletics and set my AI to use when near death. Points in alchemy if you wanna use drugs. Passives I like to spread them around, but if you plan to use Giftbearer’s then pump History. Abilities: Lvl 1 – Frenzy/Swift Strikes Lvl 2 – Lesser Wounds Lvl 3 – Blooded Lvl 4 – Thick Skinned/Two Weapon Style Lvl 5 – Barbaric Blow Lvl 6 – Long Stride OR Wilder Hunter Lvl 7 – Blood Lust*/Swift Flurry* Lvl 8 – One Stands Alone* Lvl 9 – Bloody Slaughter* Lvl 10 – Bloody Frenzy*/Duality of Mortal Presence Lvl 11 – Wild Sprint Lvl 12 – Stunning Blow Lvl 13 – Barbaric Smash/Stunning Surge Lvl 14 – Enervating Blows OR Interrupting Blows* Lvl 15 – The Long Pain Lvl 16 – Lion’s Sprint/Turning Wheel Lvl 17 – Brute Force Lvl 18 – Improved Critical Lvl 19 – Blood Thirst/Heartbeat Drumming Lvl 20 – Instruments of Pain **Levels 7-9 can be taken in any order, though this is the order I took them in. **You can take Lightning Strikes then respec to Swift Flurry later, if you feel you aren’t critting enough early on. **Spirit Frenzy can be taken at lvl 10, however stun overrides staggered. Also if you use a rogue tank for persistent distraction, this will remove it so bear that in mind. **I'm undecided on which is better out of Interrupting/Enervating Blows, but need to drop one for The Long Pain. Gear: Head: Fair Favor/Helm of the White Void Armor: Devil of Caroc Breastplate Gloves: Aegor’s Swift Touch, or anything that increases DEX/MIG Amulet: A few choices here; Bone Setter’s Torc, Precognition, and Orishia are my favourites. Amulet of (greater) health is good for early game Rings: Greater Regeneration + Voidward Belt: Undying Burden/Upright Captain (very handy in BoW) Boots: Anything that increases DEX. Early on you can use Boots of the Stone, BiS is Footprints of Ahu Taka. Boots of Speed are also nice Cloak: Still not set on this slot yet; for pure damage you could go Violet Redemption; Nemnok’s will save you in a pinch, but will make you even more squishy; Giftbearer’s or (Greater) Protection for the will; (Greater) Deflection is probably the overall safest choice. Pet: Abraham Trinket: Waidwen's Sundial/Eye of Rymrgand. Both strong defensively, Sundial also has a debuff though this can be applied by a party member. Per rest so if you don't like abusing rest (I don't) then save for big fights/rough situations. Weapons: Scordeo’s Edge: You will want to go to Ashen Maw early. Put it in your main hand and leave it there. Rust’s Poignard: Obtainable early, though the fight can be tough. I was able to do it at lvl10 without much trouble, so I’m sure it can be done earlier. Worthy mentions/situationally good: Grave Calling: BiS OH for skeleton fights. +15 accuracy vs vessels makes this the obvious choice, as a bonus we can summon minions with it too. This will also probably be your main hand until you get Scordeo’s. Modwyr: Solid weapon, however the action speed buff doesn’t apply to your other weapon whereas Rust's does (the lashes do though). A solid option pre Scordeo/Rust, also against Fampyrs. Aldris Blade of Captain Crow: Good synergy with our high crit chance. If you are having trouble with healing then you will like this sabre. Beza's Toothed Blade: Only one reason to use this, and that is Veil Piercing. Veil-Touched (all ghosts have this passive) grants -50% damage taken and 100% incoming crit to hit conversion. Only way to circumvent this is with Veil Piercing, showcased in the Onadere bounty video below. Tarn’s Respite: Very good early-mid game weapon due to +1 PEN and a cold lash. The upgrades are only really good against bosses. Edit: After playing through BoW I have made some adjustments and removed some weapons, because honestly Scordeo/Rust can't be beat (outside of immunities and ghosts). Even the 21 slash/pierce armour snow bears couldn't slow me down. I was even able to prone-lock the final boss at half health thanks to Rust and a good Blade Cascade proc; fight ended about 15 seconds later. For other gear, there aren't many changes. The Helm of the White Void provides us +10 accuracy on Stunning Surge, so is a very strong contender for the head slot. Looks weird if you're not also wearing the Guardian's Plate though. Added trinket recommendations. New ring (Prosperity's Fortune) from the Deck of Many Things DLC is interesting, however you'd have to drop the ring of regen. Also appears to be no in game indication whatsoever of how much hit to crit chance it gives, so can't recommend at this stage. Most of this gear is obtainable early, providing you know where to look and have the cash. Most of the expensive ones can even be stolen with mechanics 14, which is nice. My fight against the Kraken was quite bizarre; hopefully you find it as amusing as I did playing it! I had to equip Eder with the Bounding Boots to get him out after. It is very easy to stack Scordeo against, the results of which I show at the end. And this is why Swift Flurry is so strong; this was before I got Scordeo so my accuracy wasn't even that crazy: Some videos of bounties (almost solo) pre patch 2.0: And some more bounties from 2.0 patch day: So as you can see the build is still very strong after the nerf to SS; basically don't spam it until you have high Scordeo and/or they are sufficiently debuffed. Gameplay: So, how it all fits together. Stunning surge will provide us with 2 mortification if it crits, this used to apply to both attacks meaning it was possible to generate Mortification (patch 2.0 limited it to one refund). It also gives you 2 wounds; though this is likely a bug. This is why we want to maximise our crit chance, and is why Scordeo’s Edge is so good here. Each hit with it grants +2 accuracy, which stacks. Swift Flurry and Heartbeat Drumming have a chance to trigger an additional attack when you crit; the important thing to note is that the additional attack seems to always be with the main hand (which is why Scordeo’s must be in MH slot), and they can proc several times on a single attack (most I’ve seen is 8, sometimes you will literally make a mob explode with a single hit). This means it is very easy for us to stack our accuracy, leading to more crits, more SS spam, and more free attack procs! I've also added in Instruments of Pain, which allows us to hit from a distance - don't use the Long Pain as it will replace your weapons, just wait for the upgrade. Against some bosses you may want to not use it, as you can't flank from range. Next up we have Lion’s Charge, which gives +15 accuracy (note this doesn't stack with Priest's Devotions of the Faithful). The description states it is only for the first hit, however it is currently bugged and will last for the duration of the encounter. This will eventually get fixed, but even then it will still be a solid choice as you want to get those free attacks pumping ASAP. Sprint is also great for rushing the backline at the start of a fight if you want to take out a caster quickly, and repositioning in general. Bloodlust and Blood Thirst to increase our AS when we kill things, which will be alot. Bloody Slaughter and Barbaric Smash for finishing off low health enemies. Rust's Poignard - Shank gives 3% AS per stack against flanked enemies (also works on your MH, though tooltip it doesn't always show on the weapon), so you will want a Rgoue tank and/or Cipher to spam Phantom Foes. Lay Low is also very powerful when it procs (prone and -10 all defenses). It even works on bosses so if you get a Blade Cascade proc you can lock them down for a solid duration (Salvation of Time extends it). For basic fights I have a script handle pretty much everything for me, which I can upload if anyone is interested. Athletics when near death - auto cast frenzy, swift flurry, and instruments of pain - if mortification > 5 then use SS on lowest deflection - if rage > 5 AND enemy is near death then use barbaric smash. Activate sprint at beginning of combat after your auto cast buffs and pick your first target. You will be disgusted at how efficient this is when you get a Blade Cascade proc. Note: This is no longer strictly recommended in 2.0. Take control early then once the momentum has built up let it spam. I think that's everything, if you have any suggestions or critiques I'd love to hear them! Edit: Updated for 2.0, added a bunch of videos, changed some formatting. Edit: Can't believe I'd never tried out The Long Pain/Instruments of Pain before, so much fun! Take them at 15 and 20.
  20. Need 5th for my super-duper team (also some ideas for others' team builds): I always found that traditional tanks do very little for the team, hence I split duties of a tank between my melee dps and the healer/buffer, resulting in a stable 4 man PotD (no scaling) group that allows to "carry" companions through their respective quest lines. I prefer to go for level 20 before Hasongo, so right now the only companion being carried is Eder. Once he's good, I will have a spot open for 5th custom character on my team. I would appreciate to learn new "OP" build while doing so. At the moment I have the following team comp: 1. Trixie (Swashbuckler: Devoted/Trickster) as WotEP Deflection-Riposte "main tank" 2. Xander (Templar: Kind Wayfarers/Eothas Priest) as Healer-Buffer turtle (120+ all defenses lvl 16) 3. Vilara (Mindstalker: Ascendant/Streetfighter) as Main DPS (Streetfighter+Mortars and Ascentant for self buff, and some extra utility for hard fights) 4. Ravig (Loremaster: Troubadour/Wizard) as De-buffer/Summoner turtle (Used to open fights with Summons, then put maluses on enemies: Pull of Eora+Expose Vulnerabilities+Arkemyr's Torment & Hex for sneak attacks from Vilara) and then stand around occasionally summoning stuff with 12% vamp/ +10 deflections chants always active. 5.??? I have never played/been attracted to Druid,Monk or Barb in either PoE or PoE 2: Deadfire. Would appreciate strong PotD builds including these classes focused around big damage numbers Thank you!
  21. Good morning guys, I've started my journey on POE2 by using a Bleak Walker from POE1 I became a Spellsword but I wanted to be a Templar of Magran because of the fire, etc. I would like to know if would be better to be the Herald of Berath or go to the wheel? I decided a spellsword because of all the self buffs that you can get and also, the high defense of being a paladin + flames of devotion inclusing the corrode damage. I'm using as main a superb large shield + Whispers of Yenwood (+ spirits silenced + superb). second weapon setup is dual wielder (as I was on POE1) using Modwyr + a really nice superb ice Hatchet that I've found killing a Giant of a bounty. I need to know, basically, what are good stats, where to get money and good equipment, who would be a cool party if I don't want to kill Eothas. and also, If I can trust Serafen (which seems to be a good guy). Thanks for any response!
  22. Basically, Swords: - Whispers of Yenwood - Hel Beckoning - Duskfall - Modwyr Vs. Sabres: - Aldris Blade - Grave Calling - Tarn's Respite - Scordeo's Edge
  23. I liked PoE I well enough (to finish it on PotD), but Deadfire surpasses it in just about every important aspect. The introduction of multiclassing and a quick leveling curve (especially when playing solo) makes coming up with new builds very entertaining. The game is almost like an action RPG (like Diablo, Path of Exile, Grim Dawn etc.) in its diversity of builds. Part of this is facilitated by the great variety of mods found in unique items. It's clear the team put in the effort to build a very powerful item mod system and examples like Hand Mortar, Tuotilo's Palm, Pukestabber, Deltro's Cage, Reckless Brigandine, Whitewitch Mask (all off the top of my head) are testaments to the flexibility on display. However with the strength of the itemization some things stand out: Some item types are disproportionally underrepresented (Wands, clubs, crossbows, etc.). A total of five soulbound items in total Lacking any enchantment options, Magic items have no use at all The first two points are easy enough to fix: just add more! More items, especially with an eye for enabling new or exclusive character builds, can only benefit the game. I might as well make the suggestion when there are two more DLCs still in the process of hatching. For the third, I recommend taking a page out of Diablo II (not I, not III)'s book -- where magic (blue) items had exclusively powerful +skill mods that still kept them relevant in some cases -- and provide magical items with a diverse pool of enchantments that also happen to be somewhat stronger than the mods on unique items (that is, numerically). Let magic items have more aggressive scaling from Skills, or have higher proc rates for on-hit/on-kill/on-engage abilities, or have a higher stack count for stacking bonuses, etc. that sort of thing. I stress that the existing Deadfire game is much more interesting than Pillars 1 as it is, partly owing to the itemization. But I absolutely believe that it could be much more.
  24. [CLASS BUILD] The Way of the Formless Form (The concept of yielding to overcome) Core Concept This build is inspired by martial arts style known as Tai Chi in which self defence is realized by the ability to react to an opposing force and redirect it onto the attacker. Seemingly, the Monk's PL3 ability Blade Turning is imo one of the Obs's attempt at representating this martial arts form. And this is in line with my inclination to create builds that has a retaliation concept. I have to put in a disclaimer to state I am in no way qualified to state and discuss anything pertaining to Tai Chi. This build is only my personal intrepretation of what this martial arts form could be in the context of Deadfire. =================================== The Way of the Formless Form =================================== Difficulty: PotD v.1.2.0.0008 -------------------------------------------------------------- Class: Brawler (Unbroken / Helwalker) -------------------------------------------------------------- Race: Pale Elf -------------------------------------------------------------- Background: Deadfire Archipelago (Hunter) -------------------------------------------------------------- Solo: Untested -------------------------------------------------------------- Stats (char creation, no Berath's Blessings): Mig: 12 Con: 13 Dex: 20 Per: 16 Int: 13 Res: 3 Skills Alchemy (max 10*) / Athletics * Alchemy is set to 10 to avoid overly abusing consumables. Potion of Spirit Shield is quite decent on TWotFF at Alchemy 10. Also this is an attempt to future proof the build if Obs decide to nerf Alchemy and one increase the levels to hopefully gain the same effectiveness. * Note: Patch 1.2 nerfed consumables as expected. So it is possible to bump Alchemy to about 15 without feeling too OP. Potions of Spirit Shield is too good for tankiness at a Pinch. Recommended Items (a=auto, r=recommended, !=important) Head: Heaven's Cacophony (!) Body: Devil of Caroc Breastplate (!) Neck: Stone of Power (®) Gloves: Firethrower's Gloves Belt: Ngati's Girdle (®) Legs: Boots of Stone / Bounding Boots Rings: Ring of Greater Regeneration / Ring of Overseeing Cape: Three Trolls Stitched Weapons: Set 1: Squid's Grasp (®) / Tuotilo's Palm (!) Pet: Abraham Recommended Abilities Level 1: Force of Anguish / Discipline Barrage Level 2: Swift Strikes Level 3: Lesser Wounds (®) Level 4: Fighter Stances / Two weapon style Level 5: Clarity of Agony Level 6: Mortification of Soul Level 7: Rapid Recovery / Blade Turning Level 8: Soul Mirror Level 9: Determination Level 10: Hold the Line / Thunderous Blows Level 11: Rooting Pain Level 12: Duality of Mortal Presence Level 13: Mob Stance / Crucible of Suffering Level 14: Unbending Level 15: Unarmoured Grace Level 16: Tough / Enlightened Agony Level 17: Turning Wheel Level 18: Falgellant's Path Level 19: Unbreakable / Heartbeat Drumming Level 20: Swift Flurry Mechanics Blade Turning This ability is not very commonly found in builds but it is one of the abilities that define this build. BT will grant complete immunity to melee strikes during its buff period. In the combat logs, you will notice that attacks onto TWotFF will be treated as though the attacker directly strikes its peers. And CC effects the would be attack would trigger will also be retargeted to the victim Rooting Pain Another aspect of TWotFF is to trigger Rooting Pain via skill and belt. Rooting Pain benefits from the Fire Dmg of Turning Wheel, and can trigger Sungrazer's effects as well as Avenging Storm. * Note: Patch 1.2 nerfed Sungrazer so Squid's Grasp is used to aid the survivability of TWotFF. Avenging Storm is still used to provided added DPS. But inevidently there is significant DPS loss. Make sure to snapshot Avenging Storm at max Wounds. * Note: There is also significant DPS loss from Rooting Pain nerf. There is more reliance to use auto attacks once you dwindle down the enemies numbers. Recovery Speed and Int TWotFF will benefit greatly with high action / recovery and high int as one will want to overlap the effects of BT to achieve near 100% melee protection. Action / Recovery to reduce the time between BT activation, and Int to increase the buff duration of BT. This build is also incorporates many self buffs and so high Int provided by stats and Turning Wheel can help with sustain. High action / recovery speed is achieved by max dex, Devil of Caroc Breastplate, Mob Stance and Abraham's pet effect. Due to Mob Stance, it is ideal to use Unbroken as a subclass for the bonus to engagement and AR as the recovery bonus scales off number of engagements. And for that Tuotilo's Palm will also provide the best synergy for this build. Snapshot This build has no issues with hitting 10 wounds easily. For that reason, the bonus of +10 Mig from Helwalker and +10 Int from Turning Wheel is very achieveable. Therefore it is best to time the use of Unbending and Avenging Storm at max or near max Wounds as the duration can be snapshot. Wounds Manipulation Against a large number of enemies, TWotFF will hit the Wounds cap easily and one will want to dump the Wounds so as to enable Rooting Pain triggers. The key to this is Thunderous Blows which is instacast. A cycle of TB and BT can drop the Wound count by 5, which will mean 5 more possible triggers for RP. Against a single target, Mortification of Soul can be used to artificially generate the Wounds and trigger Rooting Pain. BT might not be triggered consistently due to the Recovery Speed drop but BT will now also solely return the melee attack back the same attacker Enlightened Agony and Crucible of Suffering These 2 abilities synergize to give respectable saves on all defences except deflection. Soul Mirror can utiize the high saves to cause ranged attacks to miss and likely to be reflected back to the attacker. Ranged Weapon Attacks The bane of TWotFF is most likely ranged weapon attacks so as a seconadary weapon set, one can go with a Large Shield together with the Large Shield to deal with ranged aggression in certain situations. Other Synergies TWotFF works well with a Cipher companion due to Pain Link and Pain Block. Pain Link will add on decent amount of dmg as TWotFF will potentially take in good amounts of incoming aggression. Pain Block gives AR and healing, which is what TWotFF needs. Cons This build is quite micro intensive as it involves the constant juggling of BT which is essentially a short term buff. I will maybe include some updates on AI micros that can ease this aspect of this build. Other Notes I am currently running a playthrough with this build and will most likely be updating things as I do along. Happy Sailing! Note: Using Patch 1.2 for new playthrough
  25. Riposte Tank - Trickster/Bleak Walker Click the video below for a more detailed look at the build Showcase video Steam Guide Follow me on twitch >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Combat Showcase Timestamp <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Overview: This build is designed to be a resolve based dodge/riposte tank which utilizes the rogue passive Riposte and the enchant ability of the great sword Whispers of the Endless Path to counter attack when an opponent misses you in melee. It relies on a lot of deflection based passives, items and buff+-/debuff spells to mitigate damage taken in melee by making the opponent miss. It has very low constitution and is therefore bit weak to magic and ranged damage compared to other tank builds, but makes up for it by having the added damage from going 2 handed. I haven't tested it yet but the build should be able to solo on PotD. Bleak Walkers favored disposition is Aggressive and Cruel but you can make this build work with other Orders aswell. Update: Trickster recieved some buffs in patch 1.2.0. It shouldnt affect the build path just makes Trickster stronger. Rogue Trickster Gaze of the Adragan Guile Cost 3 -> 2. Trickster Wall of Many Colors Guile Cost 4 -> 3. Trickster Sneak Attack penalty -20% Damage -> -10%. Trickster now also acquires wizard illusion spells at PL 2, 4, 6, and 8. Eliminating Blow only applies Shaken to secondary targets, as suggested by its upgrade string. Attributes: Might 10 Constitution 5 Dexterity 14 Perception 14 Intellect 15 Resolve 19 Role: Main/offtank, Offhealer/buffs, AoE damage dealer The build offers a lot of utility to the party in addition to beeing a tank by buffing and healing your team while debuffing enemies. Race: Human or Hearth Orlan. Both have bonus Resolve and racial passives that increases damage. Level progression: Level 1: Lay on Hands/Crippling strike Level 2: Deep Faith Level 3: Backstab Level 4: Dirty fighting/Zealous Aura Level 5: Two handed style Level 6: Inspiring Triumph Level 7: Riposte/Glorious Beacon Level 8: Hands of Light Level 9: Eternal Devotion Level 10: Finishing blow/Zealous aura upgrade (Exalted charge?) Level 11: Persistent Distraction Level 12: Scion of Flame Level 13: Elimination Blow/Enduring Beacon Level 14: Uncanny Luck Level 15: Deep Wounds Level 16: Improved Critical/Virtous Triumph Level 17: Divine Purpose Level 18: Retribution Level 19: Deathblows/Sacred Immolation Level 20: Stoic Steel Skills: Max intimidate for Casità Samelia's Legacy Passive Mix stealth/Athletics Weapon Proficiencies: Great Sword N/A. Just choose other two handers Pros: High damage for a tank build Can work as an off-healer Buffs/Debuffs High AoE damage Cons: Weak to ranged and magic damage due to low constitution Equipment/Gear: Priority is to max the deflection as high as possible to proc Riposte and Offensive Parry. There is quite a lot of gear you can pickup before endgame but I will list best in slot items Weapons: Whispers of the Endless Path with Offensive Parry enchant Equipment: Helm - Whitewitch Mask : +1 Illusion Power levels, Ryngrim's Enervating Terror, Ryngrim's Repulsive Visage when bloodied Neck - Claim and Refusal Modal ability: +10% damage taken from Melee attacks, +15 damage with Melee attacks Chest - Casità Samelia's Legacy +Deflection that increases with Intimidate skill Ring 1 - Entonia Signet Ring Entonia Signet Ring: +3 All Defenses when Engaged (Stack 5 times) Ring 2 - Ring of Focused Flame 10 accuracy with fire attacks Boots - Boots of the Stone +1 Dexterity, +1 Resolve, Resistance to Might afflictons Belt - The Maker's Own Power Reforge the flesh; The wearer transforms into a stationary pillar of steel, reducing incoming damage and restoring health Gloves - Gatecrashers Slugger: +2 Might, 50% chance to knock targets down on Critical Hit/Reeling Blow: Cone attack that pushes and stuns target (2 per rest) or Onepahua's Strength +2 Might, + 2 Intimidate Cloak - Cloak of Greater Deflection +7 Deflection Pet - Nalvi (Dog): Reduce recover Penalty for armor (varies by type) - Party Wide Consumables: Coral Snuff +10% action speed, +5 Deflection, +5 Reflex for 180 sec Grog (Deadfire) +15% Damage with Melee attacks, -1 Dexterity Potion of Improved Arcane Reflection (Against Casters) Potion of Insubstantial Form (Against Melee) Core Abilities: Faith and Conviction: +All defenses scales with disposition Enduring Beacon: Blind enemies, + Deflection Sacred Immolation: AoE DoT around caster Mirrored Image: + Deflection buff Riposte: Counterattack when opponent misses in melee Offensive Parry (Whispers of the Endless Path enchant): Counterattack when opponent misses in melee
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