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Found 11 results

  1. Hey guys, I'm trying to make a good main character that has good RP (conversations), isnt boring to play, and feels like the star of the party. In your guys's extensive knowledge and testing...is a there any synergy with a Shifter/ Ranger (maybe Ghost Heart or Stalker) or a Shifter/ Soulblade or any cipher/ druid? I definitely prefer mixing it up between melee and ranged and not being locked down strictly into the back lines.
  2. Seeing how a lot of people sing the praises of the Liberator and Warden, I got to wondering if combining the Druid and Cipher in the Oracle multiclass would at least be functional. It kinda fits with some of the ideas I've had for my Cipher Watcher from PoE1 since day 1, adding a spiritual aspect to the Cipher, without directly tying myself to the gods and stuff, especially as a Mystic from the White that Wends. The end result almost feels like a Jedi from Star Wars, using the "Force" of Soul energy that flows through and binds all living things, with a strong influence on the weak-minded! Hel, if I made the character an orlan, they could basically be Yoda! Obviously I'd be interested in following a similar route to the popular Liberator setup, using the Lifegiver Druid subclass to provide healing and defense, while the Paladin (usually the Bleak Walkers or maybe Goldpact Knights) provides the offensive might. To that end, I suspect I'd have to use the Soulblade subclass, as if I'm going into melee like a Liberator, Soul Annihilation will be an vital tool. Other than that, though, I'm not exactly sure how to approach constructing this build. What say you, the more experienced forum goers? Is this a workable idea? And what would MAKE the idea workable? Thank you all in advance!
  3. What is your best build for exploring the world and story? Priorities: 1: high frequency of unlocking dialogue that give extra insight into how the extra-dimensional and Godly parts of the world really works. 2: high frequency of unlocking dialogue that give extra clues and insight into what goes on behind the scenes of the story. 3: a strong combat build within the above framework. 4: above criterias > melee characters > ranged > support 5: I find it hard to play cruel characters and goody two-shoes This site can be provide clues: https://wiki.fireundubh.com/deadfire/dialogue-options#root My current ideas: I started a game as a death godlike single-class priest of Berath. I'm looking for a better option because I find the support-role somewhat undesirable for my main. I'm considering a fire-godlike multiclass priest of magran and monk. But it's got low mental/social stats. I'm also concerned it's not very strong combat-wise. I'm considering a godlike ciper/priest of some form, but I'm just starting to theory-craft it and I don't apparently see how it would synergize properly for good effect.
  4. “Scorpions are nature’s way of saying, ‘Screw you! I’m gonna combine lobsters, spiders, wasps and nightmares!’” This build provides a tanky Rogue, who also has high single target damage and produces his own status effects through the Stun on crit version of Cladhalíath. Dexterity and Intellect have been pitched so that you can keep an enemy permanently stunned so long as you score a hit on the Stun vs. Fortitude roll that results from a melee crit. In this way, you can have high damage against a single target – while simultaneously disabling other enemies through periodic Riposte stuns as well, giving this build a nice offensive-defensive balance. Hopefully this should subvert the idea a Rogue is a weak class, with defences that are comparable to other solo tank builds but compared to some a great deal more damage. While the Yellow Flash build also uses Riposte mechanics to great effect, it seems more pitched towards the classic tank style of grinding enemies down with a wounding weapon rather than aiming for high single target damage. The Flaming Porcupine build seems to be much of the same idea as this build, but seems to have weaker defences and a slightly different focus (use of a two-handed weapon for one). As such, I think this build is distinct enough to warrant its own write-up. Why the name the Sprightly Scorpion? Because scorpions are well protected and defensive, Cladhalíath provides a stunning sting, and it’s sprightly because its attacks are fast enough to chain Stun. And because I said so! I will say this build is ENTIRELY UNTESTED (apart from the Stun-locking mechanics, which I've just had a play with, making sure the Stun-locking works). I hope to get around to testing it soonish (after Christmas maybe) but currently lack the time. I’ll update the build when or/if I finish testing it (or if one of you kind people do first), however I don’t anticipate their being any problems in terms of solo viability with the build. Without further ado… =================================== The Sprightly Scorpion =================================== Difficulty: Untested, but will test on expert PotD solo, no respec, with full upscaling -------------------------------------------------------------- Class: Rogue -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Old Valia (Colonist) -------------------------------------------------------------- Starting Attributes: MIG: 17 CON: 15 DEX: 10 PER: 5 INT: 19 RES: 12 Final Attributes: MIG: 21 (Gift from the Machine, Garodh’s Chorus) CON: 16 (Rymrgand’s Boon) DEX: 14 (Viettro’s Formal Footware) PER: 8 (Elryn’s Jacket, Song of the Heavens) INT: 26 (Gwyn’s Band of Union, Forum resting bonus) RES: 16 (Siegebreaker’s Gauntlets) -------------------------------------------------------------- Important skills: Survival 16, Lore 9, Mechanics 5 (boostable to 10). This gives third stage survival accuracy bonus for +20 accuracy against anything but kith, as well as access to things like Scrolls of Confusion and Paralysis in tougher fights. Skill point allocation: -------------------------------------------------------------- Abilities and Talents: Abilities: 1 – Crippling Strike 3 – Reckless Assault 5 – Deep Wounds 7 – Dirty Fighting 9 – Adept Evasion 11 – Riposte 13 – Deathblows 15 – Withering Strike Talents: 2 – Veteran’s Recovery 4 – Weapon and Shield Style 6 – Weapon Focus Peasant 8 – Vicious Fighting 10 – Wound Binding 12 – Deep Pockets 14 – Superior Deflection 16 – Deflecting Assault Quest Talents: Blooded Hunter Dozen’s Luck Dungeon Delver Gift from the Machine Rymyrgand’s Boon Song of the Heavens Scale-Breaker The Merciless Hand --------------------------------------------------------------- Weapons and Equipment (listing only new enchantments): Weapon set 1: Cladhalíath (Stunning, Vicious, Superb, Durgan-Refined, Freezing Lash) and Badgradr’s Barricade (Superb, Durgan-Reinforced) Weapon Set 2: Alternate Stunning or Overbearing weapon, Little Saviour (Durgan-Reinforced, Legendary) Armor: Elryn’s Jacket (Legendary, Durgan-Reinforced) Neck: Cape of the Master Mystic Belt: Looped Rope Rings: Gwyn’s Band of Union and Ring of Protection Hands: Siegebreaker Gauntlets Head: Garodh’s Chorus (Retaliation) Feet: Viettro’s Formal Footwear --------------------------------------------------------------- Weapon accuracy and defenses: Cladhalíath accuracy 100 Def/Ref/Fort/Will 110/108/108/118 Calculations: Buffed defenses: Def/Ref/Fort/Will 160/168/170/148 Calculations: -------------------------------------------------------------- Playstyle overview: Using Cladhalíath, every crit on an enemy triggers a Stun vs. Fortitude roll. Stun itself gives a -30 Deflection debuff, meaning that once an enemy is stunned crits against that enemy should occur extremely frequently (with the Deflection debuff, but also with 40% hit-to-crit conversion from Vicious/Dirty Fighting and Durgan-Reinforcement). This provides more Stun vs. Fortitude rolls, which so long as they result in a hit themselves will result in the enemy being permanently stunned with the 14 Dex 15 Int combo. Cladhalíath itself can also be made Vicious as the second enchantment, dealing an extra 20% damage to stunned enemies. With a permanent Stun effect, triggering criteria for Deathblows becomes trivial. Both Withering Strike and Sever the Soul themselves debuff Fortitude through the Weakened affliction, meaning you will easily trigger both Stun and Weakened in a single attack opening up Deathblows. Crippling Strike and Figurine flanking, as well as occasional Eyestrikes from Elryn’s Jacket, give enough other means for you to get Deathblows easily in a single encounter. With the previously mentioned massive -30 Deflection debuff from Stun, Badgradr’s Barricade also really starts to shine, with every Bash crit resulting in a Thrust of the Tattered Veils, which itself targets the massively debuffed Deflection and is effected by Deathblows. This combination of effects against a stunned enemy gives you great single target damage, while also being defensively bulky. Riposte, Retaliation and Deep Wounds provide an excellent means of crowd control. Riposte itself gives free attacks to surrounding melee enemies on misses and grazes, made viable by the build’s good Deflection, giving you a chance to Stun these enemies with Cladhalíath for a few of seconds. As these enemies are entirely immobile during this time, this reduces the overall damage you’ll take from a melee group, making it an indirect defensive maneuver. Deep Wounds and Retaliation ensure that all melee enemies are constantly taking some raw damage, making them much weaker when you get around to targeting them specifically. Eyestrike from Elryn’s Jacket has nice synergy with Riposte, Retaliation and Deep Wounds as essentially melee enemies are always at risk of something (miss/graze -> Riposte chance, hit/crit -> Eyestrike chance, all the while taking Deep Wounds raw damage and Retaliation hits). When an enemy has been blinded, their accuracy debuff means that they’ll now tend towards more misses and grazes, and as such trigger even more Ripostes. For spellcasters, the extremely strong Adept Evasion (75% reflex grazes to misses, 50% reflex hits to grazes) coupled to your reasonable Reflex score means their attacks really aren’t much of a concern. When you couple this to the 20% spell reflection from Durgan-Reinforced Badgradr’s Barricade, and the chance they also have of suffering Eyestrike, they can be comfortably left until the end of combat when you’ve dealt with the melee enemies. Hopefully this rundown should have given you an idea of the build’s high damage, coupled to some great defenses that marry some of the best qualities of a Rogue and a tank. -------------------------------------------------------------- I’ve provided a few other little sections below, for anyone interested… Attribute score choice: Race and equipment choices, damage calcs: Talent and ability choices: Early game equipment: Big boss advice: Pairing for party play: -------------------------------------------------------------- And that’s that! I hope you’ve enjoyed the build, and even if it isn’t playtested I think it’d be worth a try. If anyone manages to give it a playtest before me, let me know and I’ll update the build with your findings. Have a nice day! EDIT: Re-tested Cladhalíath, and found the previous attributes I listed to be way off. The new set work fine to chain Stun on Stun roll hits.
  5. “Say hello to my little friend!” As a bit of a foreword, this build is designed to exclusively use guns with class abilities, even in the tough boss fights. I’ve yet to kill any of the really tough bosses (the Kraken, Adra or Alpine Dragons, Concelhaut, Llengrath) but all the bounties are completed as is the Radiant Spore and Sky Dragon, so being an impatient so-and-so I thought I’d post up the build and I’ll post up details of some of the tough bosses as I go along. I’m just at the Abbey of the Fallen Moon, so I’m also missing Gwyn’s Band of Union for the time being – but it will come shortly. I’ll post edits up here as I go when I get the big things killed off. EDIT: All the bosses are now complete! =================================== The Gunslinger =================================== Difficulty: Expert PotD solo, no respec, with full upscaling -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Old Vailia – Colonist -------------------------------------------------------------- Starting attributes: MIG: 10 CON: 9 DEX: 18 PER: 12 INT: 19 RES: 10 Final attributes: MIG: 11/15 (Gift from the Machine, 15 with Maegfolc Skull) CON: 10 (Rymrgand’s Boon) DEX: 22 (Viettro’s Formal Footware) PER: 15 (Elryn’s Jacket, Song of the Heavens) INT: 26 (Forum resting bonus, Gwyn’s Band of Union) RES: 10 -------------------------------------------------------------- Skill levels obtained: Survival 11 (Jack of Wide Waters, Rymyrgand’s Boon, Colonist), Mechanics 13 (Dungeon Delver, Gloves of Manipulation, Chanter bonus), Lore 11 (Chanter bonus, Viettro’s Formal Footware), Athletics/Stealth – who cares? These levels weren’t really optimized, I was originally shooting for higher Survival aiming for Lore 8 – but then I quickly found out you really need Scrolls Against Imprisonment in WM part I, so it’s all a bit of a mess. However, I found these levels perfectly adequate for what I wanted to do. -------------------------------------------------------------- Abilities and Talents: Phrases: 1 – Come, Come Soft Winds of Death and At the Sight of their Comrades, their Hearts Grew Bold 3 – Blessed Was Wengridh, Quickest of His Tribe 5 – Sure-Handed Ila Nocked Her Arrows with Speed 7 – One Dozen Stood Against the Power of the Saint 9 – The Dragon Thrashed, the Dragon Wailed 11 – Choice (I went for Aefyllath, but I think Silver Knights’ Shields would be occasionally more useful) 13 – Her Courage Thick as Steel 15 – With All Your Strength Slay the Beast Invocations: 1 – But Reny Daret’s Ghost, He would not Rest 2 – White Worms Writhed in the Bellies of the Dead 4 – Choice (I picked Hel-Hyraf, but rarely used it) 6 – At the Sound of His Voice, the Killers Froze Stiff 8 – Choice (I never got much use out of Shatter their Shackles, so I’d probably recommend The Lover Cried) 10 – Seven Nights She Waited While the White Winds Wept 12 – The Brideman Slew Thirty 'Fore they Crossed Half the Hall 14 – The Bride Caught their Ruse and Set to Make them Pay 16 – Called to His Bidding, the Ancient Instruments of Death Talents by level: 2 – Veteran’s Recovery (can pick Ancient Memory with the 3.04 fix) 4 – Gallant’s Focus 6 – Gunner 8 – Envenomed Strike 10 – Penetrating Shot 12 – Bear’s Fortitude 14 – Deep Pockets 16 – Snake’s Reflexes Additional talents: Gift from the Machine Song of the Heavens Rymrgand’s Boon Second Skin Dungeon Delver Weapons and Equipment (listing only new enchantments): Weapon set 1: Silver Flash (Legendary, Durgan-Refined, Freezing Lash) Weapon Set 2: Pliambo per Casitàs (Superb, Durgan-Refined, Slaying (Vessel), Corrosive Lash) Boots: Viettro’s Formal Footware or Boots of Speed when needed Armor: Elryn’s Jacket (Legendary, Durgan-Reinforced) or Starlit Garb (Superb, Durgan-Reinforced, +2 Perception) Neck: Cape of the Master Mystic Belt: Looped Rope Rings: Ring of Protection and Gwyn’s Band of Union Hands: Gauntlets of Accuracy Head: Arret Munacra or Maegfolc Skull You can maybe throw in Ilfan Byrngar's Solace with your fist for when you’re being stunned (no other weapons to live up to the gun-only archetype) but whenever I switched to it while stunned I still got beat down so in the end I didn’t bother. --------------------------------------------------------------- I was going to break this into individual sections using the spoiler tags so people only have to look at sections they wanted to, but apparently the forum only puts the first paragraph of a section inside the tags So sorry for the horrendous length of the post, I've put the different topic titles in a nice lurid red so you should be able to spot them easily enough through scrolling. I will however keep the first point in spoiler tags for suspense... EDIT: Turns out I got the spoiler tags working after all. Why would you want to play this build? Why is the Silver Flash so neat? Class choice: Race, attribute, equipment and talent choices: When the build was tested, what worked and what didn’t? Different act equipment and chant/invocation advice: Changes for party play: Big bosses: -------------------------------------------------------------- So there we have it, I hope this has been interesting and demonstrated another sweet gun build (and the only solo one) is possible. Let me know if you have any advice or changes to suggest or if you want me to clarify anything, and I’ll try to catch any typos I’ve made later. Cheers!
  6. Been thinking of making a good melee cipher build that can take a hit while still dealing good damage. Not saying I'm gonna off tank with it, just don't want to be squishy and prefer using melee weapons as opposed to ranged, any helpful advice would be great, thanks
  7. Hey all, I was thinking of doing a casual replay through the game with a caster group, basically the characters we usually use as support and back-line, but rather, build a few of them through the main character and hires (I don't care for the characters in the game that you can meet and get to join you) for a party of 5 to 6. The goal to play through Hard. POTN is not friendly to "casual playing" for me at this time. But Hard is fun, while being casual. I like hordes of enemies (except enemy Druids packs!). I'm looking at the Chanter, Wizard and Priest. The beauty is, all characters can be made into decent enough DPS dealers via ranged attacks (not so much with melee DPS I find, unless doing Rogue, Fighter, Paladin, Barbarian, etc). And while some characters are better at DPS than others (Cipher, Rogue...) at range, via ranged or magic, I'm looking to make a little more "rounded" support characters maybe, that are fun and have utility, but also can be indirect damage dealers. I was doing a few tests with some level 7 hires, to see what could be expected by then, which is later game. While my fighters with Defender (and supporting improvement talents), Weapon & Shield and Superior Deflection can get into the 120+ Deflection area with high Perception & Resolve, I'm finding that a Chanter, Wizard and Priest with a high PER & RES build, along with supporting talents, and using their spells or chants to increase (even if indirectly, forcing -10 or -20 accuracy to targets is quite similar to increasing your Deflection if I recall correctly?), are achieving starting Deflections in the mid-80's with equipment. So significantly less. Granted, the Wizard can bolster this significantly instantly but only for a short time. Chanters can be in the mid-90's and just over 100, with their songs and other abilities through dropping enemy accuracy. Priests just have so much utility with heals and buffs that the loss in Deflection can be made up, in a way, with a heal here and there. All of these characters, however, also have one thing in common and that's that while they can be built to be off-tanks (a wall of off-tanks), with a lot of defensive properties, they can all have offensive abilities that are AOE or summons. So an off-tank Chanter with Frighten & Rime & Frost, summoning Phantoms and/or Ogres and dropping Paralyzing cones. Alternatively, the Movement & Will & Fort songs with Paralyzing cones, because it gets to that invocation fast, and two of these doing massive paralyzing zones back to back is just super destructive and tanky (two Chanters doing this with alternating first phrase songs, with Paralyzing cones). Maybe an off-tank Wizard, with Chill Fog, Bewildering Spec, Blackened Sight, Slicken, Displaced Image, Confusion, and then a nice Fireball, Fan of Flames, Noxious Burst, etc. Nearly too many to name honestly. Condition off-tank, with AOE DPS. One of these maybe. And then a straight offensive Wizard too, built around DPS and not just the support stuff. Finally a Priest, with Armor of Faith, Divine Terror, Withdraw, Repulsing Seal, Instill Doubt, Pillar, CoP, with Pillar of Fire & Cleansing Flame. Also a condition off-tank, with AOE stuff, but also some heals and support stuff. Only one though. That's 5 characters if I do two chanters, two wizards (one off-tank, one AOE DPS), and one Priest. I'm thinking to round it out, either a Ciper with high Mechanics for locks & traps. Or just try to do a 5 man party. If I had to add one more character, it would be something DPS oriented. Anyone done something like this? I know it's low on overall average damage output. I'm curious if it will manage through normal/hard, casually playing, with a bunch of basically support characters. Just looking for another experience beyond a min/max tank + ranged DPS party that I've already done that just walks through the game in essentially auto-attack mode and wins each fight no problem. My main concern is late game and the end-game, where they will be hit with a lot of afflictions, conditions, and high damage attacks. I'm not sure how they will perform there. And of course, I'm not sure how it will fare against the last battle. Thoughts on making it work? Thoughts on why it won't work and I'm wasting my time? ********** Either that, or I'm considering a DPS Barbarian as Main character, along with 2 chanters & 3 wizards (chanters as off-tanks with support songs & summons; wizards with all DPS setup and a few condition spells to support if tanks are overwhelmed). ********** Very best,
  8. Hello there forum , so with upcoming Patch 1.05 bringing ton of changes to our game , i decided to start my 3rd Playtrough for the new patch , with Min/Maxed Ranged Rogue PC meanwhile using "story companions" to support this character as hard as they can . I am going to play simple Path of the Damned , without any strings attached ( no Trial no Expert ).Here i make this topic so you could help me find best choices for this build , also to discuss anything that is related to Ranged Rogue and Player Character specific buffs and Min/Max'ing .Try to keep the discussion about Ranged Rogue only ( No Ranger , no Cipher discussion and no melee Rogue either) , also keep in mind that Max damage is the key and the point of this build not dialogue choices or anything else like that , so dont mix it into this thread . Thank You ! Spoiler Heavy ! Let's begin. Race Choice : Hearth Orlan Living Lands(Might 18 Con 3 Dex 18 Per ? Int 18 Res ?) OR Wood Elf Living Lands (Might 19 Con 3 Dex 19 Per ? Int 18 Res ?) We got two Race choice's . At the moment i am leaning towards Hearth Orlan(Full Crit focused Build) but Wood Elf and its +Accuracy is always an option(This is POTD and Accuracy=Crit),also Wood Elfs tend to get better attributes and you can start 19 Might 19 Dex or 18 Might 20 Dex , meanwhile Orlan can get as good as 18 Might and 18 Dex only, but their racial is BEAST . Any1 choosing Wood Elf over Hearth Orlan ? Why ? Why Not ? Attributes : Max Might , Max Dex , Max Int - These are the obvious choice's not much to discuss here tho ATM i am prioritizing Might over Dex all the way (Speed is nice but the damage just gets real with more Might and it doesnt scale that good with more Dex imo) Anyone maxing Dex over Might ? Going something like 18 Might 20 Dex Wood elf builds ? Why ? Why not ? Min Con - No use for constitution at all , this character is supposed to never get hit and use Shadowing Beyong if he does get targeted . Attributes choice : Perception or Resolve ? So After Maxing MIGHT,DEX,INT , Minimazing Con , we still got arround 12 Points left to almost max either Perception or Resolve . If interrupts were any good ( Maybe they will be after 1.05? ) Perception would be obvious choice ( also fits the class in general rpg sense ) , How Valuable is Some concentration(Resolve) if we never getting hit , also having high resolve would help WIll defense ( paired with max INT = much will , no charms ? ) . I am lost here , what would be your prefered choice ? Both seem to have little impact . That is why it is always hardest choice for me here when making a ranged rogue . Skill Points Distribution : Stealth X , Athletics 3 , Lore 0 , Mechanics 2(Class) , Survival 10 . So the idea here is to get 3 Athletics for basic needs , and Max Survival ( Using potion or two every fight on this character is gona be a thing , even on trash fights etc , more into that later ) , after survival i put rest points into Stealth, 2 Points in Mechanics from Class will be enough to cover early game needs , after that just gona dedicate one of the companions to have 10 , not planing to use even single scroll with my ranged marksman so Lore = 0 . Talent Build : Marksman > Shadowing Beyond (OH Sheet button, not gona run full glasscanon without this, getting it as early as i can either) > Vicious Fighting > Penetrating Shot > Bloody Slaughter - Self Explanatory Here Max Red Numbers . Last Talent Choice: Weapon Focus Adventurer / Devastating Blows / Envenomed Strike / Interrupting Blows(If Maxed Per over Res) . Last talent choice is unclear , what would be your choice out of these ? Devastating Blows +2% seems pathetic kinda... Interrupting Blows might be a thing after 1.05 ? anyone tested it ? WF: A is always a decent choice so is Envenomed Strike's ( Not that good with a bow tho ) . What is your opinion here ? what would you choose ? why this and not that ? Skills Choice : Level 1 : Blinding Strike / Crippling Strike ? - Which one is better for ranged rogue ? why do you think so ? Blidning clearly better debuff but Crippling is 2 per encounter . Level 3 : Dirty Fighting - Obvious Choice Level 5 : Finishing Blow / Deep Wounds / Level 1 Skill ? - Confused Here Level 5 and 7 you can take 2 out of these 3 skills which ones you go for ? Why ? Level 7 : Finishing Blow / Deep Wounds / Level 1 Skill ? - Same as above Level 9 : Withering Strike / Fearsome Strike ? - Same choice like lvl 1 , which 1 is better ? 1 Per rest ( sets up deathblows ) or 2 per encounter ( 1 debuff only ) Level 11 : DeathBlows - R.I.P Enemy Weapon Choice : War Bow - Borresaine / Cloudpiercer - Which one is better ? Stunning seems to be way to go for me is Jolting Touch striking worth it ? and The Rain of Godagh Field for endgame. 2nd Set : Arbalest for Alpha Strike - Is it worth to open with arbalest and switch to war bow? Too time Consuming maybe(Without quick switch it takes long to recover) ? What is your Opinion ? Other Items : Best i can get (+3Might , +3 Dex ,+2/3 Int , +2/3 Perc/Resolve , +Crit) Armor : Clothing + Gwisk Glas /Jack of Wide Waters - When i need more armor/survival/2nd chance ill swap clothing for those 2 . Any other good armors to consider ? Buffs Choice,Faction Choice, PC Talents Choice : In general i am leaning towards stacking might with every buff possible ( Inns,Courtesans) , any1 consider to stack Dex instead ? A little bit of Both ? Why and why not ? Here are the Buffs and Talents available trough the game : Mob Justice ( Dozens +5 Acc ) or Merciless Hand ( Doemenel +0.3 Crit Dmg ) - This is important choice , what would be better stacking even more accuracy or going for crit damage ? does this one stack with Dungeon Delver ? I am leaning towards Merciless Hand , but going Merciless Hand + Hearth Orlan over Dozens+Wood Elf is huge accuracy loss in the end , that is why there is a decision here . Galawain ( +1Might+1Athletics ) or Skaen ( +1Dex+1Survival) Wild Running (+Defenses ) or Dungeon Delver ( +0.1 Crit ) - Does this stack with Merciless Hand ? Salty Mast Boon Choice(Much faction them courtesans) +2Might+2Const (Alternative +2Dex+2Const) Sacrifice Companion Choice (SO CRUEL :D) Sagani(+1Per+2Accuracy) or Hiravias (+1Dex+1DT) Food Choice : +2/3Might Egg/Beef or Dragon (Alternative +2Dex) Inn Choice before Important Fights : Dragon's Lair +2Might+2Int+2Cons (Alternative+2Dex or +4 Int) Gift From the Machine(+1Might) ,Blooded Hunter(+1Stealth),Song of the Heavens(+1Per), Scale-Breaker Potions Choice : 1 Healing + 3 DPS / 2 DPS + Figurine - Most Likely 3 DPS Potions and 1 Healing that restores alot of endurance instantly Eldricht Aim(Stacks with what? What does this potion replace which buffs ? ) , Potion of Power , Potion of Merciless Gaze(Stacking? Does this Stack with Paladins Crit Aura ? if it replaces paladins crit aura there is no point to take pallegina as companion then ) , Potion of Deleterious Alacrity of Motion ( This is beast but only available from mid game in big quantities ) Companions : Eder Main Tank , Aloth 2ndOT+Debuffer+CC ,Durance Buffer/Healer+Gunner Arquebus(+Marking for PC from that endgame Arquaebus), Kana 1st OT+Buffs+Summons+Reload&Fire Chants ( Does Fire weapon chant enhance ranged ones ? ) Last Companion Choice : Pallegina (Crit Aura ) / Grieving Mother (Cipherlol) - If Merciless Gaze Potion replaces Palladin's crit aura there is no choice here then , just taking GM .( Question here is if Palladins Crit aura is Exclusive is 5% of crit worth whole cipher maybe it is if thats 5% i cant get anywhere else ! ) Planing to use Wizard to setup Sneak Attacks for Rogue and Control the fight , priest to buff the rogue and heal the others , Eder for maintanking , Kana for Reload and Fire weapon chants . Going to do first part as a party of 5 until i can get trough Caed Nua then picking either Pallegina or GM , leaning towards GM at the moment . Post your insights , advice and criticism , and help me make those choices , i know most of them seems pretty small but all of them together forms that one max damage build . I Will try to update the thread with your ideas and keep it documented , for people who want to min/max a true marksman .
  9. I was reading the strategy guide and it talks briefly about personality, it also points that it has influence based on the order you pick as a paladin. 1. Now i'm not sure if i'll pick a paladin. But as i was looking it seems Intellect, perception and Resolve embody certain personality traits. I asume the higher this stat allows you to unlock conversation options that embody a certain personality. Like intelect unlocks rational. Is this correct? I'd like my character to value Rational, Honest, Diplomatic and Benevolent. I'd rate Rational the highest and the others based on the situation. - I want to be Benevolant but if it's irrational to do so I won't or their is too much loss or gain I might be swayed the other way. - Honesty is something I value but in the life of an adventurer you sometimes have to use deception to help the one in need or achieve your own goals. - I do want to solve things diplomaticly, but in gamepedia it's more described as avoiding trouble and neutral instead of using diplomacy to achieve what you believe is best. I'd probably rate: Rational > Benevolant > Diplomatic > Honest. 2. Based on this are their any specific stats i should focus on? 3. Are their any class builds suited for this. Atm it seems paladins are, but their restricted by the order and you'd want to go tank with Darcozzi, Fires of Darcozzi palace seems to good. Based on my value's id either be Goldpact or Shieldbearers of St.Elga (stoic doesn't seem to be my thing). 4. Is it hard to gain progress with paladin order. Will it be extremely negative if you can't follow the order personality?
  10. Plain and simple - which powers are awesome and absolutely required and which are really crappy? There's not a lot of space to go wrong here, so would like to know your opinion.
  11. What if you could discover an NPC that was created dynamically, and designed to be your Kindred Soul? So that he/she were a different class/build each playthrough depending on your own class/build. And only once you found them, together you could perform super awesome abilities, either in combat or spellcasting, or both, or in other ways. Or maybe there's a trade-off? And depending on your future actions, you either bring them closer to you or drive them away. It could cover some elements of romance/bromance and other complexities of party make-up. A power shift in companions, jealousy, or even treachery. Thoughts ????
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