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  1. ======== Alistair ======== ~the Trickster Prince~ -------------------------- Class and Specialization -------------------------- MindStalker: Cipher (Beguiler) + Rogue (Trickster) Wood Elf: Resistance to Dexterity afflictions Origin: Old Vailia Background: Aristocrat -------------------- Stats: M/C/D/P/I/R -------------------- 16/10/15/15/17+1/04 Notes: ----- I prefer Beguiler since I'm more concerned with casting Control skills than with dishing out damage. Rogue on its own provides most of the damage needed and Arterial Strike (Crippling Strike upgrade) and then Killing Blow does most of the work damaging an opponent while the damage bonus from Trickster Sneak Attack (+20%, later Deathblows +50%) and Beguiler Soul Whip (+20%, +10% under Sneak Attack conditions) makes this unit's AA powerful enough on its own. The Rogue skill-tree exists primarily for its passives--'Persistent Distraction' is powerful in melee (-10 Deflection, +1 Engagement, no defense check) and the Trickster's class spells augment the Beguiler's power and flavor quiite nicely. I am aware that Beguiler is an unpopular pick at the moment, but I will make the distinction that, compared to the other three classes, Beguiler is useful and powerful as a function of volume rather than strength. Bear with me as I explain. For this purpose, I'd like to make a comparison between Ascended and Beguiler. Unlike Ascendant, Soulblade and especially Psion, Beguiler benefits not just from a better Soul Whip (+50% although it is locked behind a Sneak Attack condition), but also from being able to frontload its spells whereas the others have their power backloaded. Unlike Ascendant which needs to build up its focus painstakingly and with a massive disadvantage, the relative DPS of a Beguiler is much more consistent and with about 10~ focus resotred on Hit per Hit at level 15-20, it's easy to get enough Focus per cast in order to cast high-level spells consistently. The only time when Ascended does take over would be during through the Ascended buff and even then not by much. They get the full Soul Whip bonus and a +3 to power level but the amount of time to get there is much slower unless when taking advantage of AoE attacks. Trickster, on the other hand, is chosen both for the utility gained from their bonus spells and the offensive power of both the Rogue abilities and the bonus from Sneak Attack. With this last, the build gains at least (1 + 2.10)x damage to its Auto-attack from the collective benefit from Rogue's Sneak Attack + Deathblows (20% + 50% +x% from PL scaling), and the bonus from Biting Whip and the Bonus from Sneak Attack to Soul Whip (20% + 10%) not including any bonuses from items. Sadly, these bonuses only apply to auto-attacks and weapon-based attacks. I am unsure if the bonus from Soul Whip applies to the Rogue's Full attacks but it should not be too much of a problem considering the above par margin on damage these abilities gain simply from a combination of Sneak Attack and Dual Wield. On the utility side, the build gains bonuses not just from its free spells but also a plethora of other utility skills from Rogue Cipher such as Persistent Distraction, Hammering Thoughts, Gouging Strike, Cipher Afflictions, etc. These range from the extremely useful Llengrath's Displacement, to the powerful but niche Ryngrim's Visage. Alternatives: ------- Some of the better alternatives to this build involve exchanging Trickster either with (1) Assassin or (2) Debonaire, the first to take advantage of any invisibility the build might obtain through its abilities while the latter is best paired with double Blunderbusses in order to take advantage of the party-unfriendly modal available to the Blunderbusses ========= Synergies ========= The usual opener I'd suggest would be (Secret Horrors) + (Phantom Foes -or- EyeStrike) Blind is one of the most powerful afflictions in the game since it not only reduces a two defenses but reduces the enemy's max range and accuracy. Frightened does two things, the first is that it reduces the Will defense and lengthens the duration of Afflictions and similar status ailments. Since the Beguiler bonus works with Body and Mind Afflictions, Casting Secret Horrors first and then EyeStrike should net the Cipher a good bit of Focus for future casts. When going melee, the following is recommended (Llengrath's or Mirror Image) with Wael's Sceptre + (Borrowed Instinct) Based on this, https://forums.obsidian.net/topic/104896-the-big-post-of-stacking-rules/ it should be possible to stack the above for a total of +30 Deflection and +30% Hit to Graze conversion from both abilities. If one's defenses are sufficiently high, Mirror Images would be a better pick clocking in at +50 Deflection add in (Body Attunement) + (Tactical Meld) if Accuracy or Armor is insufficient. Body Attunement alone is pretty useful even when ranged while Tactical Meld is useful for engagement. That said, (Tactical Meld) + (Ryngrim's Repulsive Visage) + (Persistent Distraction) is a good way of getting free Disengagement Attacks for bonus damage if surrounded. It should be noted that I get almost no damage skills, but a few could be useful. Amplified wave should be easy to cast consistently with the Beguiler bonus and barring that, casting the lower level spells like Ectopsychic Echo and Mind Blades should be easy. There are others but these, I think are the best. ========== Equipment ========== --------- Weapons --------- Set 1: Rannig's Wrath + Tuotilo's Palm -or- The Best Defense Set 2: Watershaper's Rod -or- (Fire-in-the-Hole + Hand Mortar) -or- (Wael's Sceptre + The Best Defense) Set 3: Whispers of the Endless Paths Armor: Honor Guard Breastplate -or- Caroc's Breastplate -or- Miscreant's Leathers Notes: ----- (1) Weapon swap is recommended when using the Trickster spells--which, incidentally, is probably the most annoying aspect of this setup. The melee weapons are the main source of DPS; Hand Mortar has AoE for Focus generation and AoE distraction; Wael's Sceptre grants +2 Illusions Power Level and 10% chance to become invisible on crit (backstabs); Current's rush has y% Crit guarantee ramp and z% Crush dmg on crit. (2) The build can make for a very good off-tank since the Cipher spell 'Borrowed Instinct' (+20 ACC, +20 all defenses) and the Trickster access to Mirror Image (+30 DEF) and Llengrath's Displacement (+10 DEF +20 REF, 20% Hit to Graze) [these two spells don't stack] makes for a very durable off-tank. (3) There's an interesting interaction between Wael and Current.Current makes it so that both Sceptres trigger their on-crit effects. Try to get Backstab from Rogue to make the most of the free invisibility. Otherwise replace Hand-Mortar with Eager Blade (4) One important thing to note is that the Rogue afflictions will transfer using AoE weapons. This is where the double Blunderbusses come in. Using these Blunderbusses, you can transfer Gouging Strike to a large number of units so that they will suffer from AoE bleed. This usually helps clear out waves of enemies especially in PotD since Gouging Strike lasts until the end of battle. (5) Caroc's Breastplate would be the best armor to use on most occasions but I prefer Honor Guard just for looks. ------------- Accessories ------------- HGr: Heaven's Cacophony (+2 INT) Amt: Bauble of the Fin (+1 INT, +1 CON, +3% Damage Aura) Clk: Giftbearer's Cloth Blt: Sash of Judgment (+10% Damage above 50% Health) Bts: Footprints of Ahu Taka (+2 DEX) Glv: Aegor's Swift Touch (+1 DEX, +5% Action Speed) -or- Hylea's Talons Rn1: Chameleon's Touch (+1 INT, +1 PER) Rn2: Entonia Signet Ring -or- RIng of Clenched Muscle (random afflictions and random inspirations on hit) Notes: ----- These Accessories focus on giving additional Hit damage and utility instead of direct stats. The rest focus on improving defenses or Damage. =============== Level Progression =============== This section has a tier-system to facilitate the creation of a list of recommendations for the build. Recommendations are ranked according to priority starting from a rank of (1) onwards with (1) being the highest priority. Cipher is marked as (C) while Rogue is marked as (R). So a first priority skill from a Cipher will be indicated (C) while a second-priority skill from the same class would be indicated (C2). (1) Eyestrike (C), Crippling Strike (R) (2) Soul Shock (R) (3) Penetrating Visions (C) (4) Draining Whip (C), Two-Weapon Style (G) (5) Phantom Foes (C) (6) Blinding Strike (C) (7) Secret Horrors (C), Gouging Strike (R) (8) Hammering Thoughts (C) (9) Recall Agony (C), Weapon and Shield Style (esp. when using "Tuotilo's Palm" or "The Best Defense" as shields) (G2) (10) Body Attunement (C), Persistent Distraction (R), Riposte (R2) (11) Withering Strike (R) (12) Silent Scream (C) (13) Ringleader (C), Deep Wounds (R) (14) Borrowed Instinct (C) (15) Tactical Meld (C) (16) The Empty Soul (C), Toxic Strike (R) (17) Amplified Wave (C) (18) Improved Critical (R) (19) Ancestor's Memory (C) Deathblows (R) (20) Stasis Shell (C) Notes: ----- As can be seen from the distribution, there is an emphasis on getting important Crowd Control spells from the Cipher tree as opposed to the usual damage spells. Due to the benefits to resource-volume from Beguiler, Amplified Wave is sufficient in its role as main DPS source and combined with Sneak Attack and Deathblows by Rogue (+70% Sneak Attack damage to Spells) one would need little in the way of DPS in terms of spells. Feel free to take DPS spells along the way. Stats can always be re-specced so its no real burden on the build. One thing to look out for is the fact that this build specializes in single-target damage. AoE Damage is best delivered through weapons since these benefit from the bonus ailments and conditions made possible by Rogue. Otherwise, the build still performs well as an AA build with the combined effect of Deathblows, Biting Whip, Persistent Distraction and Borrowed Instinct. Take note that I don't take the lower level Charm spells. First, one can take them at lower levels then spec out of them upon reaching higher levels. Second, consider that Ringleader does most of the work of those spells only better and that you can opt out of any earlier build by paying the innkeep. Third, while those lower level spells are fun to spam and undoubtedly powerful (charm is powerful in general), one can easily do without them. There's the not-so-good reason that it would be a waste of a Charm spell if it stands in the way of your AoEs but by far the best reason is that there's already a higher level spell that does most of the lifting. Ringleader does for AoE what the others can only hope to achieve and with better range.
  2. Hey guys I recently started playing PoE2 and have tried to find some solid starting builds for MC but there's a lot of information out there that's based on older patches, with dexterity probably being the most contentious stat when it comes to turn based mode. I've had a look at the wiki to plan out my party and have pretty much settled on Eder (fighter), Xioti (priest) and Tekehu (druid), with flex spot that will also determine my MC class reserved for Pallegina (paladin), Aloth (wizard or battlemage) or Serafen (Cipher). Which means my MC would be either paladin, cipher or wizard (evoker). The problem is that I don't know how to spread out the stats. For Wizard I took 18 might, 8 con, 10 dex, 19 per, 18 int, 4 res. I'm not far enough into the game to gauge the usefulness of dexterity yet and I'm still not fully clear yet if the game works on a round system or if initiative works more like speed in other RPGs, giving you more turns over a period of time. In any case, I'm wondering about Cipher specifically, and how to build it. Ideally I'd like to keep it as close to my PoE1 cipher as possible, which was using ranged weapons (blunderbuss, and later the legendary bow). However, I wouldn't mind some tips regarding starting stats for casters or melees either as it will surely help me with stat optimisation (gear wise) for the companions further down the line. Thanks in advance for answers.
  3. I am looking for 5 builds that match according to some rules I have for them. First a couple of rules. I want to have 5 multiclasses. I want to use all classes once except for ranger I do not want to use it. I want to have a Tank, a melee DPS off-tank, a ranged DPS (preferably something with an arquebuss), a magic DPS and a Healer/Buffer. Apart from that anything goes. Feel free to share builds if you feel like it.
  4. Hello everybody ! I need your help. Indeed, I have not replayed since the very first days of the game, preferring to wait for a greater maturity and I would like to try again at the highest degree of difficulty with an optimized custom party. Unfortunately i do not have time to follow all the evolutions of builds and modifications of the game's balance. Could you recommend some interesting builds to create the custom party I have in mind? - Two melee characters (tank / off tank / DPS), with possibility of cleave / magic aoe / synergy - A sniper at range - A magic nuker - A Healer / buff / debuff support Just one limitation please, not a lot of stealth mechanic / abuse... Which classes would best fit this kind of setup? I am also interested in all your suggestions! Thank you in advance for your contribution.
  5. I'd like to make a custom party having one of each race minus godlike And I kind of prefer to have 2 melee main tank + off tank and 3 ranged 1 caster, 1 Kiting ranged DPS and a ranged healer. I'd like for the builds to have synergy and something in common. Like no 2 paladin multiclasses or something. I hate Ranger and would not be using that. Otherwise it's fair game. Don't have real restrictions except for the 2 melee, 3 ranged thing.
  6. I've played through this game 2 or 3 times the entire thing except maybe some DLC here and there and so far I like some builds and some not. I absolutely hate Ranger class I just find the pet or the ghost pet annoying. I prefer Shieldbearer/Unbroken tank. I love the Eothas/Troubadour Support/healer And I really like the Ancient/Wizard no subclass(maybe I should try Blood Mage?) for magic dps and aoe. Now there are 4 unused classes left Monk, Cipher, Barbarian and Rogue. I'd like to build 2 more multiclass builds with these 4 but I am a bit lost. I heard something about a Helwalker/Ascendant Dual wield mortar build? That would leave Rogue and Barbarian are there any good Marauder builds? I've been looking around on the forums but I haven't found more. Any replies would be helpful.
  7. Intro: I think it would be really cool if Obsidian added a 12th class to Deadfire and I think that class should be the Shaman. I know shaman right now is a multiclass between a Barbarian and Priest, but I think that should be changed to something else and Shaman should be its own single class. Why Shaman? I think shaman could be a really fun, unique class if it was added as a stand-alone class. Totems are cool and add a completely different play style. I gathered my thought and made up what I think would be a cool approach to making Shaman an official class. Below are class descriptions, abilities, and subclasses that I made up for this class. Obviously, there is no way for me to test any of this and maybe this class would be super overpowered the way I have thought of it. I also just described the abilities and didn't mention anything about what defenses they go against or anything that specific. This is just something I made up and would love to see added to the game with real values! I am very open to suggestions and ideas and even though this will probably never be added to the game, it is fun to think and dream about! Thanks for reading! Class: Shaman Roles: Striker, Support, Crowd Control Power Source: Ancestors (Shaman would use Ancestral spirits as a resource like paladins use Zeal instead of having spell slots like a wizard.) Subclasses: (names pending) Double number of allowable active totems. 25% chance to regain resources when totem unsummoned/destroyed. Totems are weaker and have a lower duration Totems no longer consume resources and are have a 0.5 sec cast time. Can only cast each totem once per combat. Total resources cut in half. Gain ability “Extract Spirit” – consume the spirits of fallen kith, wilder, and beasts to regain resources. Can also target low level/near death spirits. Successful use also grants Strong and Smart for 5 sec. Can no longer use empower. -10 all defenses All totems are more powerful, have longer duration, higher defenses, and more health. Having a totem active gives +1 all PL. Can only have 1 totem active at a time. Totems destroyed by enemies inflict damage to the shaman. Not having a totem active gives shaken. Abilities by Power Level PL Active Abilities Passive Abilities 0 Shaman use spirits to summon Totems in combat. Shaman use spirits to infuse their weapons with special abilities Can only have 1 Totem active at a time. Totems Count as summoned creature Totems are immune to Intellect Afflictions but have low reflex 1 Purge Totem – Removes 1 negative affect from nearby allies every 5 sec Fire Totem – Shots small fire balls at enemy targets Taunt Totem – Forces nearest 2 enemies to attack. Enemies are distracted Earth Weapon – Full attack, Deals additional Crush Damage Poison Weapon - Primary attack, Applies poison Hex that sickens the target Arms Bearer Monastic Unarmed Training Will of the Spirits - +5 Will, +5 defense against spirits 2 Water Totem – Regen health in area Earth Totem – Damage enemies in area, enemies are hobbled and shaken Totem of Atrophy - Applies Curse of Atrophy in AOE Shaman Modal – Earth (-5% damage taken), Water (Gain Concentration every 5 sec), Air (charges up, pushes back enemies tat attack in melee), Lightning (+5% Crit Chance), Shadow (increase duration of will targeting attacks) Lightning Weapon – Primary Attack, deals additional lightning damage in small AOE around target Shadow Weapon - Full attack, applies a Hex that lowers accuracy of target Weapon and Shield Style Two Weapon Style One-Handed Style Two Handed Style 3 Pull Totem – Pulls farthest enemy in range to totem Stone Totem – Throws rocks for crush damage at enemies Totem of Nightmares - Applies Curse of Nightmares in AOE Taunt Totem 2A – Increases health, defenses, duration Taunt Totem 2B – when destroyed or unsummoned, deals fire damage and staggers and sickens enemies Earth Weapon 2 – Successful hits also bleed the target over time Poison Weapon 2 - adds poison damage to weapons attacks while hex persist Can have 2 active Totems Bear’s Fortitude Snake’s Reflexes Bull’s Will 4 Water Totem 2 – Activate again for instant heal. Destroyed when activated. Heal amount determined by time remaining Spirit Totem – Frighten nearby enemies Shadow Totem - Applies Curse of Darkness in AOE Modal 2 – Earth (increase AR by 2), Water (Gain Acute at the beginning of combat), Air (recharges faster), Lightning (crits have 50% to set off lesser chain lightning), Shadow (Will targeting attacks also lower will by 5) Water Weapon – Full Attack, target ally instead of enemy, heals instead of dealing damage Lightning Weapon 2 – Full Attack, increased AOE damage Weapon of Rot - Primary Attack, Applies hex deals poison damage over time +1 Penetration with Fire Attacks +1 Penetration with Earth Attacks +1 Penetration with Electricity Attacks Spell Shaping Tumbling 5 Pull Totem 2 – Immobilize Pulled targets Stone Totem 2A – Has a chance to knock down Stone Totem 2B – Stone explodes and deals pierce damage in AOE Defense Totem - +5 all defenses, stacks with other defensive abilities Totem of Obedience - Dominates targets in small AOE Lava Weapon – Primary Attack, increase the time of beneficial effects on allies in a small AOE around the enemy hit Plague Weapon - Primary Attack, Applies a hex that adds damage each time the target is hit in melee Shadow Weapon 2 - The hex also deals damage each time the target misses an attack Tough Uncanny Luck Practiced Healer Far Casting (Totems Only) Strong Totems – Increase Totem defenses and AR 6 Air Totem – Blinds in AOE Lightning Totem – Deals damage in AOE Spirt Weapon – Primary attack, terrify enemy Water Weapon 2 – if ally is below 50% health, leaves a small heal over time Weapon of Rot 2 - Target explodes if killed while the Hex persists Spell Resistance Improved Crit Quick Summoning (Totems Only) Increase number of resources by 1. +1 Spirit 7 Speed Totem – Increase stride and lower recovery speed. Doesn’t stack Rez Totem – Revives ally Air Weapon – Recover Instantly on next weapon Crit Lava Weapon 2 – Crits cause the attack to be more benefical Plague Weapon 2 - the Hex spreads if the target is killed while still affected by the hex Killing blows have a 25% chance to recover 1 resource Lasting Empower Accurate Empower Penetrating Empower Potent Empower 8 Water Totem 3 – Using the active ability with 10+ seconds remaining restores the resource cost Lightning Totem 2A – chance to stun Lightning Totem 2B – increase AOE Spirit Weapon 2 – Hit enemies behind the initial target in a cone area Totem of Serpents Gaze - Petrifies targets in a cone in the direction the totem faces Great Soul Totems have increased Duration 9 Ancestral Totem – lashes out at enemies at range dealing Fire, Earth (crush), lightning damage Rez Totem 2A – Revives in area and gives robust and resolute Rez Totem 2B – Revives 1 ally with more health and brilliant Air Weapon 2 – Recover Instantly on next 3 weapon crits Prestige Totem Master – Can have 3 active totems EDIT - Added some totems and weapon attacks to go along with the theme of curses and hexes and made some minor wording changes
  8. The Tempest Lifeshaper Here’s a build I’ve been floating around the forums lately: a Furyshaper/Lifegiver that fits the RP and aesthetic of a Witch Doctor or Shaman. The Tempest Lifeshaper is meant to be used in a party setting, and can deliver powerful DoTs and HoTs, and support via speed and defensive buffs and Afflictions. As you can guess, this build is held together by The Spine of Thicket Green’s +3 to Beast and Plant PLs, Lifegiver’s +2 PL to Rejuvenation, and Nature Godlike’s Wellspring of Life for an additional level. Furyshaper was chosen for the totem aesthetic and bonus party speed via Shape Ward: Frenzy. Since Druid’s DoTs are mostly raw damage, and because this is a mid to backline character, this multi doesn’t benefit much from Berserker’s bonuses. The +10 accuracy versus spirits serves the RP. Lifegiver can’t cast Druid summons, which isn’t a problem since totems takes up the slot anyways. We’ll also want to keep the Spine of Thicket Green’s bonuses up and will refrain from shifting to avoid the PL penalty - +3PL to Rejuvenation works just fine. Mind that this isn’t one of those ultra-hardcore min-maxed to the marrow kind of builds. [Nalpazca]: “Those circles, man…” ------------------------------------------- Game version: 4.1 Difficulty: Veteran/PotD (upscaled) Tested: Veteran/Upscaled (about halfway through PoTD atm) Solo: That ain’t my bag, baby! ------------------------------------------- Race: Nature Godlike Class: Tempest (Furyshaper/Lifegiver) Culture: Deadfire Archipelago or The Living Lands Background: Whatever suits you. I’m fond of Clergy or Explorer. ------------------------------------------- Stats: (Note that I’m one of those weirdos who doesn’t like to min-max so adjust these to your liking. This multiclass suffers from penalties to Deflection and Will so dropping Resolve too much might not be the best idea.) Mig: 17 (+2 BB) Con: 8 (+2 BB) Dex: 11 (+1 Godlike, +2 BB) Per: 13 (+2 BB) Int: 17 (+1 Godlike, +2 BB) Res: 8 (+2 BB) ------------------------------------------- Skills: Active: Again, whatever suits you. Arcana offers some extra abilities via scrolls while Stealth is useful for early combat buffing. I like investing three points into Athletics for old times’ sake. Passive: Survival, Insight, and Intimidate fit the RP. ------------------------------------------- Abilities: Character Creation: (Furyshaper) Frenzy: Frenzy is the cornerstone of this build, providing Strong (+15% Damage and Healing, +10 Fortitude), Fit (+15% Health, +10 Fortitude), and a 25% bonus to Action Speed. Naturally, this will be your main trigger for Nature Godlike’s Wellspring of Life so you’ll want it on all the time – though remember it lowers Deflection by 10. (Furyshaper) Shape Ward: Frenzy: Shape Ward: Frenzy is why we decided to go for Furyshaper. While the +10% Action Speed bonus isn’t huge, it applies to a wide area and stacks with similar bonuses (including Frenzy), making it ideal for allied casters and archers/gunners. (I’m fond of stacking it with a Chanter using Sure-Handed Ila and Gersnic.) Positioning the totem can be a bit tricky and often depends on terrain and your party composition. I usually try to summon it in the midline and away from my party’s direct path: just enough for it to cover the team while keeping it out of enemy AoE. I also try to summon it from Stealth to lower the recovery time. Try to keep your totem from expiring (either through damage or time) because you will incur a universal -1 penalty to your PL. Enemies don’t target it often but it has weak defenses and will fall fast to splash damage. Note that your defensive and healing spells will affect it and summoning a new totem while the current is active will not trigger the penalty. (Lifegiver) Sunbeam or Charm Beasts: Sunbeam doesn’t fit the build as thematically well as others but it has a long range, offers Blind, and when used in conjunction with Spirit Frenzy (Staggered), is a nice way to apply two afflictions at once. Charm Beasts is situationally useful and pairs better with the core theme of this multiclass, though I find Hold Beasts’ Paralyze a bit better for the bonus chance to crit. Note: Tanglefoot is a fair choice since it’s keyworded to Plant and can be negated through Form of the Delemgan. However, our Spirit Frenzy will still apply Staggered. (Lifegiver) Nature’s Vigor (Free): It’s free but Frenzy already covers our Wellspring of Life. Save this one to counter Con afflictions. (Lifegiver) Spiritshift: Pick what you’d like. Since we want The Spine of Thicket Green glued to our hands, we won’t go into animal form often. ------------------------------------------- PL1: Fast Runner: Fast Runner is useful since some of your more powerful abilities (Nature’s Balm, Venombloom) are short range and you may need to re-position your totem during longer battles. (Lifegiver) Touch of Rot or Charm Beasts or Nature’s Mark: Touch of Rot scales well with PL but has problems reaching PEN on PoTD when multi-classed. Nature’s Mark is decent early on. ------------------------------------------- PL2: (Furyshaper) Thick Skinned: The extra engagement is marginal since we’re hugging the back/midline but +1 AR versus physical damage ain’t bad. (Furyshaper) Wilder Hunter: A situational +25% damage versus Wilder, which will translate to our DoTs. We’re picking this one since our passives are limited – the weapon passives won’t do much for us since Spine of Thicket Green is a stat stick. (Lifegiver) The Moon’s Light (Free), Insect Swarm, and Hold Beasts: At PL2 we finally get access to our first HoT with The Moon’s Light; and our first Beast DoT with Insect Swarm (which prevents enemy Concentration!). Hold Beasts is situational but has a hefty 20 second base duration and a long range at 15m. ------------------------------------------- PL3: (Furyshaper) Bloodlust: Bloodlust is a bit clunky as we rely on DoTs for damage but the effect will trigger enough against larger groups. More speed is always appreciated. Bull’s Will: A crucial defensive bonus since this multi has awful Will. (Lifegiver) Nature’s Balm (Free) and Infestation of Maggots: Garcon! More HoTs and DoTs, please! ------------------------------------------- PL4: (Furyshaper) Shape Ward: Fear (Free): Our second and last ward as a multi-classed Furyshaper. This one pulses Terrify versus Will every three seconds, and works well as a defensive tool but the pulse range seems bugged (it’s roughly half of the circle). Between it and Shape Ward: Fury, I prefer the latter since there’s other sources of Terrify and Venombloom procs Frightened. Also, passive bonuses won’t apply to it and PL only increases its duration, so it doesn’t mesh too well in PotD. (Furyshaper) Spirit Frenzy: Spirit Frenzy is another one of our core abilities, so pick this up as soon as you get to level 10. The Staggered proc combines well with all of your offensive spells, notably Plague of Insects and Venombloom to lower the enemy’s outgoing and incoming healing. Like I mentioned above, it also pairs well with Sunbeam for backline harassment. (Furyshaper) Unflinching: For one humble ability point, we gain Resistance to Mig, Con, and Dex afflictions so long as our Tempest’s health remains at 75 percent and above – not too shabby considering it prevents our Frenzy Inspirations from being stripped by Staggered and Sickened. (Lifegiver) Moonwell (Free) and Form of the Delemgan: Moonwell is another solid HoT that provides some fair (+10) defense though I think The Moon’s Light scales better with PL since it’s a lower-level spell. Form of the Delemgan deserves a slot for its swath of bonuses (+25% Stride, +20 Defense while disengaging, immunity to Dex afflictions, +6 AR versus Burn, Pierce, and Shock): handy versus archers, gunners, spiders, Rathun, and the like; and it couples well with Wizard’s Binding Web. ------------------------------------------- PL5: Note: I don’t like the Empower mechanic much, so we’ll be dipping into more PL5 passives to help solidify the build. (Furyshaper) Leap: Leap is useful as an escape or repositioning tool but use it sparingly since it’s costly. (Lifegiver) Cleansing Wind and Plague of Insects Cleansing Wind is meh since it’s not tagged as a Rejuvenation spell, and therefore won’t be affected by Lifegiver’s bonus. Plague of Insects is our most powerful friendly-fire DoT: combining damage, Sickness, and Concentration disabling; its wide area and superb range (15m!) lets you cast it from safety. Rapid Casting, Practiced Healer, Other Defensive Passives They do what they say on the tin. ------------------------------------------- PL6: (Furyshaper) Tough: We’re not going to be investing too much into Furyshaper’s abilities at this point so Tough can be reserved for this PL. (Lifegiver) Garden of Life (Free), Venombloom, *Rot Skulls: Admittedly, I haven’t used Garden of Life enough to vet it (the other HoTs do the job fine) but it seems alright so long as gibs are turned off. Venombloom is a powerful friendly-fire Plant DoT that also inflicts Weakness and Frightened (and Staggered!) – it has a short range and can be hard to see in the heat of battle so be wary. *Sometimes I like to use One-Handed Style and Rot Skulls against trash mobs and for fun/RP. Note that this will reduce the strength of your ongoing Beast and Plant DoTs since the skulls replace SoTG. (Lifegiver) Quick Summoning or Spell Resistance Totems are slow to cast/recover, and you have low Deflection and Will. ------------------------------------------- PL7: (Furyshaper): Blood Thirst Like Bloodlust, Blood Thirst will trigger sporadically but negating the recovery time on your next action has immense value. (Lifegiver): Nature’s Bounty This is a weird spell that’s a bit finicky to use but the +20% Action Speed is there for classes without those bonuses and the healing is decent. (Lifegiver): Rusted Armor or Weather the Storm Both are situational; note the Burn and Shock AR on Form of the Delemgan won’t stack with Weather the Storm. ------------------------------------------- Gear: The Furyshaper/Lifegiver is a character meant to support a party, and as such, as your gear choices will vary based on party composition. Generally, I go with: Weapon: The Spine of Thicket Green (duh) upgraded with Empowering Instinct and Purifying (it seems Poison/Disease threats are more common than Plant/Decay). The bonus accuracy and damage versus vessels applies to your DoTs! Armor: Fleshmender’s (relatively) higher AR may deter ranged enemies from targeting you. Aloth’s Leather Armor has some nice upgrades. Changeling’s Mantle would fit it well thematically but I haven’t tried it yet. Armor (Modded): Checoden’s Deadfire Tweaks mod makes Xoti’s vestments a proper enchantable armor suited for healing. Head (if not going Godlike): Helm of the White Void adds +10 Accuracy to abilities attached to Afflictions. (I wonder how Spirit Frenzy would work with this?). The Helm of Grotto’s Deep is nice for its +2 INT. Necklace: Charm of Bones for +2 Int and more accuracy versus Vessels. Cloak: Cloak of Greater Deflection/Protection by your preference. Cloak of the Theocrat is alright if you can find one. The Magnificent Escape Cape is good in a pinch. Hands: Gauntlets of Ogre Might (+2 Mig) or Woedica’s Strangling Grasp (+2 Mig, +2 Burn AR) Rings: Rings of Minor Protection, Unshackling, and Overseeing depending on the situation. Waist: Belt of the Upright Captain. One bad pull or push with wreck you fast. Boots: Footprints of Ahu Taka for +2 Dex and +10% Healing. Pet: Nalvi ------------------------------------------- Thanks for reading. Like I said, this build won’t let you solo Sissak on PoTD/upscaled while singing Aim Spirente in your shorts but it’s definitely fun.
  9. Hello everyone! I wanted to make Wael Priest multi character, but as it is with Rpgs, cannot, for the life of me, decide on a second class. Been lurking around the forum in the last day or so trying to make up my mind, but decided to just ask: What are some cool and fun multiclasses I can go with?
  10. This is a thread I will start for peeps to list their experiences playing this class and variations as a single-class and not multi in the current game and should provide a resource of information on it as well as build ideas in the current game and future patches. Quick background: I have decided to play through and with this class on PotD as it was my main in PoE1 and after trying out some multi-class variations of it in the end decided that giving up Time-Parasite and Defensive Mindweb was not worth it for the multiclass. It may have been a premature bad decision but I want to make it "work" and share my stats/ experiences so far and as I progress the game. So far my build has been working smoothly and the current PotD difficulty has not been a challenge *maybe because the PotD in this game is easier than in PoE1. Ok without further ado, here is the concept and stats for the build I am playing: Cipher single ascendant nuker (build description) Race: Wood Elve (+1 Dex/ +1 Perc) Starting Stats: 14 Might/ 5 Con / 19 Dex/ 19 Perc / 18 Int / 3 Resolve reasoning: No half measures, min maxed, pure range and make sure I send in the tank to grab aggro and never be with my glass cipher in the middle of the fight. 5 Con base + buffs from items is enough hp to get through, the low resolve can be somewhat mitigated eventually by +Will perk/talent and food. Dex and Pec (accuracy) are the most important stats now for single-class cipher as you want attack speed and accuracy to keep your focus supplied and building and to speed up casting time. In-game, I will look for items that increase speed/ accuracy to amplify this going forward as that is pretty much what these whole build relies on. Primary weapon of choice: Hunting Bow - consistent and fast, and even faster with the perk for rapid shots. On weaker mobs with rapid shots getting focus maxed (with DrainingWhip perk) takes about 2-3 at most 4 hits so really fast and usually, with the high Dex, the toon is already "ascended" just pew-pewing some weaker mobs from the back lines as my tank is running forward to engage them. At that point, I switch to spamming soul shock if I need aoe or Amplified Thrust on single target (low levels) damage. Whispers of treason on any targets that may be an asset and I want to turn. Later this will be replaced by Amp wave and other juicy powers. -Draining Whip!!! is a must on an ascendant build!!! so reach max focus fast - this is the first perk you absolutely have to take -Secondary weapons: optimal later will be to open with a double blunderbuss or pistol volley and immediately switch to the hunting bow, which is more consistent and reliable. If you stack speed/ go naked it should not hurt too bad to switch but overall I think the Hunting Bow is the most reliable weapon on a single-class build. Dual wield scepters are also there should you need to get away from piercing damage. Other perks I take: Penetrating Visions. Hammering Thoughts (increase on the penetration of your attacks) Endgame: go into the ascended mode under Time-parasite and nuke the field with amplified waves. You'll have 30s in super-speed mode of probably doing insane damage. Notes: given the secondary talents you need to take for spell penetration and maybe the +will talent you don't have slots for cc/debuff cipher spells to this is more a pure striker. Take another toon without to do the cc/ debuffing work specifically built for that. Also the way the advanced party setup works with this build is I need "front-loaded immediate cc" from a different toon for the cipher to have time to get ascended and nuke the field - at least I expect that to be the case on the more challenging pulls in the game. Anyways so far building focus for accended (I am in the second major city, lvl5) has not been hard, was actually pretty easy. I'll be excited to see if that remains so going forward in the mid and high levels as the focus pool increases. Cheers, please post your single class cipher experiences in PoE2 and suggestions!
  11. So I'm the person who makes 20 different characters before making it halfway through a game because I can't decide what to play, so with that I'm looking for some pointers on how to build the classes I'm interested in. I'm wanting to make a DPS druid that casts some spells and uses melee weapons. Should i single or multiclass? And what would the stat distribution look like? my current thoughts (since i'm awful at this game i keep con and resolve up a bit): Might: 16 Con: 13 Dex: 10 Per: 15 Int: 16 Res: 8 I feel like dex could be higher though? and if I'm going about builds totally wrong I wouldn't be surprised
  12. Heya, didn't see too much on this, but I'm debating on a few things for my hearth orlan gun rogue. The big questions are pistol vs. blunderbuss, and two weapon style vs. single weapon style. I saw that the pistol modal gives me an accuracy penalty that's worse than what the blunderbuss has to begin with, but I presumably get more shots. The speed calculator has also pointed out that stealth massively increases my reload speed - which, given the diminishing returns for buffs, means that if that I make a rogue who has all the invisibility abilities then I wouldn't be worrying about reload speed anyways. My choice of weapon styles also adds a interesting wrinkle: hit to crit is something that hugely benefits a blunderbuss, and wielding a single weapon to start with effectively counters the accuracy penalty for the pistol modal and the blunderbuss's built-in accuracy penalties. However, my abilities that use my full attack are gonna be far less powerful - yet the dual wielding talen/ability also doesn't provide a significant speed bonus as far as these weapons are concerned. Could someone give me some solid input on where to go from here? I'm pretty flexible on everything but the fact that I want to use firearms for this character.
  13. So I am really digging this more offensive minded setup for Pallegina. I balanced her Item distribution abilities and talents that she is very good in a lot of areas and has LOTS of per encounter abilities which are nice and is very good at against both mob groups and tough single targets. *granted I also run an additional skaen priest in the party most of the time so he and she sort of mix ^ mash and balance out the healing and buffing needs of the party and can switch offence + defense to boot as skaen priests are very good on offense as well, but with the priest I do not need to give healing talents to Pallegina and instead can bolster her offensive prowess. talents. *at lvl 12 currently intense flames weapon and shield style scion of flame aspirant's mark vulnerable attack wrath of the five suns (or vielo vidorio) note: if you take vielo vidorio do so right at the start as your first or second talent, its great for the whole party. I personally had it for most of the game but now respeced for wrath of the five suns since I want to concentrate her fire powess, and since at this point the characters who need haste can generate it themselves.. items: neck: amulet of the summer solstice grants sunbeam 3 per rest (normal), cloak of comfort (equip it in really tough battles for extra defense) armor: ryonas breastplate rings: deflection + protection gloves: bracers of all consuming rage belt: girdle of the driving wave (grants knockdown 1 per encounter) weapon 1 : the best arquebus you can get (for FoD opening shot) weapon 2 : the flames of fair rhian + outworn buckler (both made suberb if possible) 3 more fireballs per rest Once I get sacred immolation I will probably go drawn in spring or unlabored blade and drop the arquebus, the sabre with the 3 fireballs per rest (flames of fair rhian) is too good on this build. aspirants mark (lowers reflex) + 3 fireballs in a tough fight with the scion of flame talent is pretty awesome. In general I find this build for Pallegina is pretty awesome. She has GREAT! offensive tools for any situation 1 per encounter with these items and talents: debuff a group = aspirants mark and fireballs on their faces if they are a tough mob. boss? no problem = sworn enemy and it gets hit for massive damage with wrath of the five suns. annoying mage? = knockdown his ass. then she can get 3 sunbeam per rest and 3 fireball per rest, not too shabby. I also use scrolls of burst of summer flame in one item slot to should I need to burst damage a group of enemies. by choosing zealous focus and aspirants mark I can skip weapon focus since I am buffing the whole parties accuracy and debuffing the enemies deflection. Talent points sparred at more effective talents! More bang for the buck I would say.
  14. Hey there! One thing that always bothered about me is that I have this chronic thing of restarting a play through multiple times - I'm sure I'm not the only one with this issue among the fans of this kind of games. I'm trying to play the game again for a character to import in deadfire - the previous save I had were lost - but every time I put 2/4 hours in, I then restart again with a different build. I'm stuck in this unsatisfying loop! Main reason is because another idea pops in my head and I don't have the will force to resist eheh. So I thought to maybe gather from suggestions from you guys *swings his arms to the sky invoking Boeroer* in the hope to find a cool idea. I've looked of course in the pinned build's thread and tried some of them already but could be that I overlooked something. Do you have any build / concept in mind? Even if you haven't tried it maybe. Maybe there's a combination of talents and abilities that have unexpected synergies that flies under the radar? Maybe this said combination reflects one of the possible multi classing in deadfire already? that's great! An example: actually using drugs for a specific purpose, and then it'll work well with the drug monk subclass in deadifre. I'm not min-maxing that much usually and I'll play just on hard so it doesn't have to be something that well thought. I'll play with the game companions; flexibility there too if there's someone that works well with your idea. Staples are going to be Eder, Aloth and Palegina so I can play with them in deadfire (possibly it would be good to avoid picking the same classes for the main character build, but it's also true that the same class can be played in many different ways of course). All right, that's all folks, thanks for the read!
  15. Hey guys, Haven't played pillars for a while, but the hype for P2 is sucking me back in and Tyranny doesn't do it for me. I see so many awesome creative builds on this forum - i love the list of stickied builds and love trying different ones! What has been your favorite combination that makes not only a really effective party, but also a very fun one? Personally I don't like 'fire and forget' characters like rangers or ranged rogues, which really don't have many 'active' abilities, but prefer casters and multitalented characters like Monks and Paladins. Particularly interested in those experts I see in here with thousands of hours played - (i.e. Boeroer callin you out!) whats your favorite party composition and build for each member? Krim [Edit: typo in title!]
  16. Difficulty: PotD Best Team Role: Crowd Control and off-tank dps Team based or solo (if emphasizing defensive talents first) This is more a party based guide and I have played this build in a party but it seems strong enough to solo with a few adjustments. Introduction: The wizard is one of the most versatile classes in PoE, being able to adjust himself or herself on the fly to do whatever is necessary to help the whole party succeed in any hairy battle situation. This guide is aimed at suggesting a wizard build strong across multiple functions (cc, disruption, interrupt, one-on-one melee duelist), no glass noodle, a team-player first and foremost, yet a badass who can in a cinch pull victory from the jaws of defeat should the team be almost overwhelmed, and do so with style to boot . Some of these suggestions for talents etc in this guide will no doubt be familiar to veteran wizard players, and I also have to say my choices for equipment, armor etc, have been done to fit the overall concept of the archetypal in my mind battlemage), to match the overall package. But without further ado, enter the Royal Court Wizard, veritable jack of many trades, and perhaps even master of one or two. Race: Human, it is good for the might bonus and the overall theme of this character is to be best when the battle gets tough so the racial bonus is good. A case can be made for Fire or Moon Godlike but they have to helm and I find that is a bigger con to the needs of this purticular character than their racials. Coastal aumaua can be considered too but that would be a "Court Djinn" Background: Living Lands (Might bonus), noble or mercenary. Stats: Might: Max it Con: 6 Dex: flat Perception: max it Int: Max it (but you want to buff might and perception more) Resolve: 6 Talents: ! = principle to the concept of the class, R = Very Highly recommended O= Optional but good choices In general order I would take them: Arcane Veil ! your bread and butter defensive ability, essential first line of defense especially as you will be spending a lot of time in melee Blast R (team) / Fast Runner ! (if solo) blast - mainly taken for the extra interrupts and any on hit effects from scepter rods and wands Penetrating Blast R/O (team) / Hardened Veil ! if solo! boosting damage a bit from blast does not hurt and your high might takes care of the rest, at range you will cast cc spells mainly anyways and do actual weapon damage in melee anyways this is the most optional of the early talents. Interrupting Blows ! essential talent as you want to be a great interrupter it helps your team when you attack at range and you when you zone in on an enemy in melee, it also comes at the time you get lvl 3 spells and delirious alactricy of motion. Scion of Flame / or Secrets of Rime ! (Choose one at least - Flame if you go more melee, rime if you stick in the back ranks more) fire is good in melee because of firebrand + flame shield, fan of flames and the occasional fireball opener. ice is good because the strongest damage + cc spells at range are ice. all the ninigauth spells basically. Vulnerable Attack R at this point you can start to make your melee attack more devastating if you like those rapiers which you should Two Weapon Style R greater attack speed when dual wielding rapiers Weapon Focus: Noble R you can get accuracy from other sources like eldridge aim, it is nice but I personally take: Hardened Veil O basically means you will only be grazed even at higher levels when this is active which combined from the dr on your armor is quite sufficient Savage Attack O Apprentice Sneak Attack O / Savage attack and Baby SA can be skipped if going more tanky you can take superior deflection I guess and cautious attack. I prefer the "melee" variant in first line here - the concept of this build is to be very competent mob cc, but also be able to dual against the mob boss leaders. Spell Mastery: Level 1: Slicken (cc this good too good to pass up) Level 2: Combusting wounds Level 3: DAoM is probably best although if you think you can just use potions of it you can maybe take Fireball Level 4: Flame Shield or Pull of Eora or Ninigauth Shadowflame (especially on distant rime build) Equipment: Helm: Azalin's Helm Armor: Osric's Family Breastplate (Durgan refined) Gloves: Pilferer's Grip or Forgemaster's Gloves, Ryonas Vambraces Boots: Glanfathan Stalking Boots Rings: Ring of searing flames, ring of deflection, ring of protection are all good generally Belt: Girdle of mortal protection Neck: Liliths Shawl Note this is mid game: I am sure there are some more awesome items before or after depending on how you progress through the game. You want to boost perception, might, and Int. Weapon 1: Gyrd Haewanes Stenas (you get it early, it's great, has super accuracy so what's not to like, and looks good and "fits" (domination chance) on the character!) Weapon 2: Vierina's Leaves + Spelltongue or Sword of Dyonisos + Spelltongue. They are already great without durgan I am sure they would be awesome with it. But it is not necessary to durganize them. potions: regen, llengrath's di or bulwark depending on fight type, spirit shield or paralysis scrolls, figurine How she behaves on the battlefield: generally starts in the back ranks and cc's / disrupts enemies and conserves some of her strength, but if the situation calls for she buffs herself up with alactricy, flame shield, vital essence, arcane veil, martial prowess, switches to dual rapiers and stun interrupts a troublesome target like a battery siren or a brood mother. She dueled against battery sirens and brood mothers for me just fine that way on Potd and I would not consider my skills good enough for solo at this game yet. I am sure in expert hands she would be even more fearsome. I like the breast plate because it fits the "noble court wizard" theme. With pilferer's grip and durgan it is as light as cloth (15% recovery penalty) hella sturdy, has second chance even, and looks awesome. You can have zero recovery with robes but this is not really a "robe" wizard in my mind. Current Grimoire: Totally Badass: Edit: looking at the grimoire again, I will replace kolakoth minor blights with pull of eora though both are really but this wizard just goes into melee should spells be low 85% of the time so kolakoth mb is not really needed.
  17. Hello there, I've been a ghost here for quite some time and now decided I need to post since I need some help with setting up my party properly. I'm playing a wizard according to this build: http://forums.obsidian.net/topic/84911-class-build-wizard-%E2%80%93-vecna%E2%80%99s-legacy-the-casual%E2%80%99s-guide-to-soloing-normal-difficulty-major-spoilers-301-approved/ Which is a lot of fun so far. I have also found 2 companion videos: https://www.youtube.com/watch?v=vVtz0MZ8SdQ&t=1146s https://www.youtube.com/watch?v=2n952lELi1s Which aren't too bad though I was wondering whether anybody could improve upon them. If the concensus is that the builds are good (I'm playing on normal with a full party) then I would ask you if you could give me some advise on how to outfit/equip each of those companions or what to look for in terms of equipement (pistol, arquebus, rapier etc.) since the video doesn't really provide a lot of info on that and I would like to set my party up as well as I can. I know there have been a couple of those threads but most are old as dirt. Before an argument ensues: yes I want to play with the story companions, no I don't have any preferences other then that the group set ups work well together (you can advise me on those as well if you like). I'm grateful for any feedback you guys can give me. My experience with the Unity Engine is fairly limited tbh so I really need some sound advise.
  18. After some games with my best 6 characters i've come to realize that the other characters where fresh from start (in terms of Basic cards and equipment). But in the other hand I was forced to chose between good cards to discard after game runs with my Advanced 6-team. So I devised kindda weird strategy: - When you finish a scenario, and you are at the map screen, you can click the party composition button, and exchange 1 character with a newbie one. Then you fill the newbie with best cards for him or the best cards you got (no matter if they aren't the most usefull for him, he is gonna be a "backpack character" for now). - Then you exchange again the newbies, and get back your "Top Dog" party (not as well equiped like previously or optimal but, as they are experienced, you can carry on...) As you are going to make AD3 runs with them, you'll encounter nearly the best cards availabe again in a few games, and now you don't care dropping that basic loot from the newbies. - After a couple of runs, i got my newbie "from-scratch" characters very well refurbished, and able to overcome most scenarios easier than fresh from start. - Also i got some of my best cards well preserved for future builds, with no need of being forced to discard those "good-but-not-top" cards that I want to include later (when a given character gets the proper power feat, as for a Heavy Armor or a Weapon, for example). I'm amazed how fast i refurbished the "ugly ones" (the other 5 characters), and how pretty did they get. Give it a try.
  19. Hi 2 Talents: The Merciless Hand (+ crit dmg mult) Dungeon Delver (+ crit dmg mult) 2 Items: Rabbit Fur Gloves (+ crit dmg mult) Shattenstar or any other weapon with crit dmg mult. Does this stuff works together? Talents not beeing supressed? If dual wielding is there any reason to take two one-handed melee weapons (let's say axes) with crit dmg mult on each? Or they're supressed? Second question is about Caed Nua hirelings: I've got all the "guest" hirelings (War Criminal, Brutish Warrior, Noble Lady etc) + IG hirelings: Korgrak, Orico, Skaen Cleric, Fampyr and one fraction guy (Crucible Knight or Doemenel Thief). Is there anyone else in the game whom I can hire in my Stronghold? Have I missed someone? Thanks )
  20. So now that I'm learning a bit more about PoE and the basics, I've started my third game now and bumped the difficulty up to hard. Realizing I never got much farther than the stronghold portion, I'm reserving future judgement on how difficult the game will get (though Normal seems too easy for what I'm looking for). My question, now, is (at the stage of game I'm playing) how detrimental will it be that I'm not using a perfect build for my character? For roleplay reasons, I haven't spec'ed my built for optimization entirely (16, 8, 15,14, 14, 13) as a rogue, but I'm planning on taking a full 6-man party. None of the characters will be re-trained because, for my strictly RP playthroughs, I feel that controlling the progression of other party-members so much is almost like power-gaming (though I have no issue doing this on subsequent playthroughs). Using an RP-friendly build, with RP-centric party-members, will Hard give me much trouble during the entire play's lifespan? Or is this game like IWD where you're almost expected to power-game to a certain degree?
  21. I'm thinking about my first character and from the RP point of view I like both Wizards and Ciphers, but can't decide between them, so can anyone help me decide ? For Cipher I'd go with guns and as far as I know Arquebus is the best option right now, for wizard I guess I should go with staff and rely on spells/blast. Arguments for taking Cipher over Wizard: almost unlimited spells when compared to Wizard's per rest spells better accuracy damage bonuses and very good weapon damage unique dialogue options Arguments for taking Wizard over Cipher: spells seems to be stronger than Cipher's powers lore bonus Which one do you find to be a better ranged DPS/crowd control class? Also, it would be great if anyone could suggest a good builds for these classes.
  22. I'm planning on running: Fighter Barbarian War Chanter Battle Mage or Regular Wizard Wizard Rogue Build suggestions welcome. Or should I sub a Priest in?
  23. I've been thinking of starting a solo triple crown run with a druid, and I'm looking for suggestions. I haven't used druids much since the beta, and I've only used tank characters in a solo environment, so any input would be useful. In terms of race, I'm thinking probably Wood Elf, Aumauauauaua, Moonlike ... I dunno. Like I said, any input. For the attribute spread, max Int/Might and minimum Perception are obvious, but I'm not sure whether to bother with Con and Dex. I hear Fast Runner or whatever it's called is good for lighter characters in solo play, as well as Deep Pockets. Is that accurate? Aside from that, should I just stick to the elemental damage bonus talents? And obviously spiritshift trails off pretty quickly, but since it's supposedly good at early levels: what's a reliable shift to start with?
  24. So, been wondering this for a while: does the One-Handed Style talent negate Weapon & Shield Style, or vice versa? I honestly don't think it does but just wanted to check.
  25. I've seen mentions of retaliation monks who use their fists here and there, but not much the particulars of how people have actually built them. I'm curious, and thinking of starting one up, and while a few things occur to me, I'm not quite sure how to approach building the character. How would you/do you/have you made an unarmed monk focused around retaliation?
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