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  1. Persitent -1 power level. I have not any way to clear this curse. My last save https://drive.google.com/open?id=1muVBJHyViqaZhf91fhI0OgNVxjN0Tl0r How a can fix this?
  2. Hey guys, in response to the new update v1.20 which gives us access to a mod manager and makes the integration of custom classes easier than ever, I thought it would be a cool idea for the community to make a library of all the class and subclass ideas they have that could be integrated into the game. One of my favorite things about Neverwinter Nights 2 and other crpgs is the sheer amount of classes and subclasses available for us to choose. While Deadfire has added to the number it never hurts to go the extra mile with mods to tailor your experience. ____________________________________________________________________________________________________________________________________ I would like to start off with the Priest of Abydon, a priest focused on defense and uses a variety of transmutation and earth like abilities. Description: Abydon is the god of duty, preservation, hope, progress, aspiration and industy. The patron of balcksmiths, laborers and the Crusible knights, the god inspires excellence in your chosen field and encourages honest work and tenacity. Abydon sacrificed himself to stop a cataclysmic event from wiping out the Entwithan civilization. He rebuilt himself from scraps of his essence and the help of Magran into the Golem, a being made of metal, however the geas that drove him towards preservation was lost. The watcher chose whether to remind him of it or let it remain forgotten. (Favored dispositions: honest and stoic, disfavored dispositions: deceptive and clever) The priest gains spells that correspond to Abydon when they reach a new power level. The Blessings of the white forge: +Deflection bonus when wearing heavy armor and if possible, can enchant normal equipment to highest level but not legendary and add lass to equipment (meant to help early game not replace unique equipment) Spells and Abilities gained: Fan of Flames: Bellows of the forge Firebrand: lose access to spiritual weapons or if these two options are in the realm of possibilities: 1. Spiritual weapon: Warhammer, crushing dmg and 2. Gift of the Forge: add burning lass to currently equiped weapon/s Twin stones: the hammer of Abydon could send shockwaves across the earth Ironskin: known as the god of constructs, Abydon rebuilt himself into a being made of metal Calling the World's Maw Embrace the Earth's Tallon Rusted Armor: Corrode poorly forged armor Unbreakable: Rebuild yourself as Abydon once did, if possible could include Symbol of Abydon: deals crushing damage and provides deflection bonus Citzal's enchanted armory: Fabricate weapons and a breastplate out of thin air, and Incarnate: Summon Steelclad Construct The Golem Reconstructed Edit: Decided to change the disposition to honest and stoic, fit better.
  3. I'm new to the game but it seems like this may be a problem, shouldn't I still be able to get focus from them? Please correct me if I am wrong.
  4. Overall the patch look like nice, with lot of interesting balance. the new trickster look interesting, but I think the rogue need another balance pass on it's core abilities, ring the bell, whittering strike, positioning & sap. - crippling strike : the +25% dmg feel a lot for a 1 guile cost attack compared to other 2guiles attack. - Ring the bell is great for ranged but feel bad with one handed weapon (the dot is really low & don't stack, don't worth the 2 guiles). Each ring the bell upgrade boost a different weapon type (they don't stack) so why we can't take the 3 upgrades? Perhaps just keep ranged bonus for all weapons and make it your piercing & high dmg ability? - Whithering strike : the 3 cost feel too much. Boost the dmg bonus compared to others attacks? Or make it you main DOT ability as a base. - smoke cloud + dot : the dot is like inexistant. 3dmg / tick at lvl 20 - Positioning & sap : Positionning feel to situational, but the main problem these abilities doesn't feel like PL 6 & 7 abilities. Sap could perhaps worth it if it was merged with the upgrade. If you multiclass you have far better options for confusion or even better charm/domination with cipher. BUG : I loaded a save game with a trickster lvl 20, he didn't get the extra trickster spells. Cipher & Brilliant : a way to boost cipher attraction and pl7 choices, but... Cipher always suffer from spells on allied target only. For a pure cipher that not a problem, but for a multiclass one that don't really fix the problem at all. How cipher generate focus make martial classes a really attractive choice of multiclassing. And with allied target only buff, a cipher is stuck to a support role (for these spells) and can't buff he's second half. PL 7 for an offensive cipher is still 'trash' and not attractive at all. It's a way to nerf brilliant? but you can still take 2 ciphers that buff each other (not necessary fun).
  5. Glanfathan Soul Hunter Game Version - 1.2 Difficulty - PoTD up-scaled / Solo / Deadly Deadfire Race: Wooden Elf Class - (Ranger) Ghost Heart / (Cipher) Ascendant Alignment - Neutral (The strongest survives) Culture: Aedyr God - Galawain Companion - Bear Increase difficulty mod: Deadly Deadfire Hardcore (https://www.nexusmods.com/pillarsofeternity2/mods/43) Videos: Showcases L20 - Equipment (On this video I didnt have Bracers of Greater Deflection) L20 - Abilities, Attributes (On this video, I used my old setup, check new version in abilities section) L20 - Queen L20 - Ukaizo L19 - Fampyr L15 - Adra lighthouse L13 - Ondra Temple Attributes Might - 10 Constitution - 10 Dexterity - 19 Perception - 10 Intellect - 18 Resolve - 11 Skills Alchemy 19 History 19 Abilities Whispers of Treason (CL1) + Marked Prey (HL1) Resilient Companion (HL2) Penetrating Visions (CL3) Draining Whip (CL4) + Gunnery (HL4) Marksman (HL5) Weapon and Shield Style (CL6) Ectopsychic Echo (CL7) + Evasive Roll (HL7) Protective Companion (HL8) Hammering Thoughts (CL9) Body Attunement (CL10) + Stalker's Link (HL10) Recall Agony (CL11) Bear's Fortitude (HL12) Ring Leader (CL13) + Driving Flight (HL13) Borrowed Instinct (CL14) Tactical Meld (CL15) Disintegration (CL16) + Survival of the Fittest (HL16) The Empty Soul (CL17) Defensive Bond (HL18) The Complete Self (CL19) + Superior Camouflage (HL19) Snake's Reflexes (HL20) Equipement Pet: Abracham (https://pillarsofete...dia.com/Abraham Weapon 1: Bronlar's Phalanx (https://pillarsofete...cordeo's_Trophy) + Scordeo's Trophy (https://pillarsofete...cordeo's_Trophy Weapon 2: Hand Mortal(https://pillarsofete...com/Hand_Mortar) + Cadhu Scalth (https://pillarsofete...om/Cadhu_Scalth) Weapon 3: Dragon's Dowry (https://pillarsofete...ven's_Cacophony) Armor: Patinated Plate (https://pillarsofete...Patinated_Plate) Head: Heaven's Cacophony (https://pillarsofete...ven's_Cacophony) Belt: Girdle of Eoten Constitution (https://pillarsofeternity.gamepedia.com/Girdle_of_Eoten_Constitution_(Deadfire)) Ring: Ring of the Marksman (https://pillarsofete...of_the_Marksman) + Small Ring of Protection Footprints: Boots of the Stone (https://pillarsofete...ts_of_the_Stone) Gloves:Bracers of Greater Deflection (https://pillarsofete...eadfire_bracers) Cloak: The Giftbearer's Cloth (https://pillarsofete...eadfire_bracers) Belt: Captain Belt (https://pillarsofete..._Captain's_Belt) Amulet: Strand of Favor(https://pillarsofete...Strand_of_Favor) Modals: * Large Shield * Pistol * Blunderbuss Food: Captain Banquette Gameplay: Charm enemies Put Ectopsychic Echo on Companion Generate Focus and RS with Scordeo If enemies surround switch on Hand Mortal and use Heaven's Cacophony active skills When you Ascended put Disintegration on each enemy around you Tips: Food: Captain Banquette prevent you from Rogue distraction and stop enemies sneak attack Food: Captain Banquette prevent you from Fear, Terrified Food: Captain Banquette prevent you from Domination Alchemy: Potion of Piercing Strikes with Body Attunement helps penetrate Golems and Ukaizo armor Alchemy: Potion of Ascension increase Disintegration damage
  6. I have started the game as an Inquisitor (Paladin + Cipher) and have never retrained. The only Cipher abilities I can use are the level 1 abilities. Anything beyond that is categorized on my action bar but the abilities themselves won't show up and are not clickable. Clarification: The bug is caused by UI creating categories for abilities while they are only passive abilities, so they show up empty and weird. Savegame, outputlog and dxdiag Thanks.
  7. In Deadfire inspirations don't stack and most classes have access to self buff inspirations. Priests & chanters can even AOE self buff. But the 2 buffs spells Cipher get (inspirations) are single target and ally only. Valorous Echoes and Pain block could serve the cipher the most. Or Wild Leech need to be less random. Attack spells that target allies are fine, but the restriction on the buff spells make no sens. Description wise nothing block the cipher to apply them on himself. Balance wise, with all the buff most classes have access that don't seems to be a problem to allow cipher to self buff and that would boost the class. And you have the recovery. In one cipher cast, the wizard can full buff himself and be ready to cast an offensive spell. I don't see how allowing cipher to buff himself would unbalance the game. That would give more options for multiclassing too. MC is here for versatility, but if you mc some classes you loose that capacity to buff them with the ciper. Rogue & ranger + cipher, or druid + cipher. Just a little change to make the class more interesting to play.
  8. So I bought PoE 2 but I still didn't beat PoE (I'm planning to beat after the release of all PoE 2 dlcs and finish college semester). And the few hours playing PoE sometime ago made me very happy with the Cipher class. And the multiclass option with melee classes in PoE2 made me even happier =D So my questions is, what is the pros and cons of each fighter subclass (with the Cipher subclass Soulblade)? From my my first view about, - Black Jacket is to a DW user with different weapons, flexible with range and melee weapons, but the lose of constant recovery is a great con? - Devoted can use one type of weapon but receive great bonus to that weapon, the only cons I see is to someone who like to use different weapons and the restriction to melee OR range weapon outside of the option "Range Weapon and Unarmed". My regret in the moment is we don't have Soulbond Sabre and that's my favorite weapon type and I would like to my char have a soulbond - Unbroken could work as a off tank in union with a main tank to use the great bonus penetration from Disengagement Attack? (That could be hard to manage, I think? I don't have in-game knowledge for this) P.S. English is not my native language, so sorry for my mistakes P.P.S. If anyone wants, you can also talk about the other multiclass options of Cipher with melee classes
  9. See topic. I've got a soft spot for psychic kickpunchers, and I'm curious about people's experiences with or thoughts on them.
  10. I can't really motivate taking Biting whip for just an extra 10% damage, when you get such an improved bonus from Draining Whip. It made me think that maybe if you add a +1 (or even +2) Penetration to the Biting Whip it would even up more towards being able to spam abilities that you can with Draining Whip. Or simply nerf Draining Whip is an option too. It doesn't really feel like a choice between these two?
  11. I was looking through some ability trees and I just couldn't wrap my head around how powerful some abilities were and the tier they were placed at. Am I missing something here or is this really unbalanced? Here is a power level 6 ability: and here is a power level 9 ability: One does roughly a 1200 damage in 15 seconds (guaranteed because its raw), the other does a 1/5 of that in twice as much time (possibly even less since its not raw damage), and is a higher tier ability. Is there a buff or a nerf required here?
  12. 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!
  13. Hey all, I can't decide between a Battlemage (Fighter/Wizard) and a Psyblade (Fighter/Cipher). I want to make a character with good melee capability as well as decent magic/casting to help augment that melee ability further and occasionally cause damage with casting. Essentially I don't mind occasionally using jolting touch or mind wave to cause damage (I certainly want to use these abilities), but most of the time I want to stay in melee and fight it out. That means I want to use (most of the time) instantaneous casting abilities as augments, because if I'm in melee I don't wanna spend too much time in recovery (I'm also a fan of heavy armor). I find a fighter is a great base class with a nice mix of defensive and offensive passives which is why I am going with that, though I'm open to suggestions. The Wizard and Cipher both bring casting to the table but they do it in different ways. I usually look at buffs/debuffs in terms of "does this increase my chances of hitting them and reduce their chance to hit me?". I feel the wizard is more focused, or rather, has better options for self buffing (arcane veil, mirror image, displaced image, citzal's martial power) increasing my melee abilities and most/all of these are instant cast. Cipher can do something similar but does it by debuffing enemies more with eyestrike and other abilities. These abilities have long cast times which makes me iffy about how much time I'll spend in recovery. But on the other hand I can get soul whip and soul annihilation for increased damage. This is essentially my problem, do I take instant, strong buffs over soul whip and slower debuffs? If anyone has any one tried these classes, please share your opinion of their effectiveness and just how much fun you had.
  14. I'm new to theorycrafting but I thought there could be some cool synergies with a Shattered Pillar / Soul Blade combo. I'm not in the beta, but here's my concept: I would basically try to leverage Swift Strikes --> Swift Flurry plus crit conversion passives plus Hearth Orlan to build resources as fast as possible and just repeatedly slam down Soul Annihilations. There are also a fair number of crit-enhancing passives in both trees, as well as penetration bonuses. For weapons I would do unarmed / rapiers. My questions are: 1. What would a good stat spread look like for this build? 2. What cipher spells would be helpful for this? Is it worth taking shred spells (which compete with Soul Annihilation)? Or more expensive CC? 3. Any other issues with this idea? Thanks.
  15. Anyone play around with this. I was thinking of continuing my POE1 character (Bleak Walker + Guns) with a Bleak Walker + Ascendant with blunderbusses to build focus real quick. Anything wrong with this idea on its face? High Dex/Per/Might/Int Might spread it too thin, although I don't know much about the stat distribution changes in PoE2.
  16. After playing BB4 for several hours, I'm sold on my Beguiler/Ghost Heart (Seer) Watcher. While the build certainly falls in the viable but not optimal category, it suits my character's backstory: a wandering neutral good type whose destiny is guided by spirits (often manifesting as wolves), and whose lack of enthusiasm and cosmopolitan skills are often overlooked for his grit, honesty, and kindness toward the downtrodden. This isn't set in stone obviously, as release and subsequent upgrades will probably shift it. That being said, I'd appreciate any feedback - with an understanding some decisions are RP. I plan on taking this Watcher through Hard Mode/upscaling on critical path with story companions. Seer (Beguiler/Ghost Heart) Race: Pale Elf Culture/Background: White that Wends/Mystic Pet: Ghostly Wolf Level: 9 Primary Active Skills: Alchemy, Stealth, a bit of Athletics (I may reverse the latter two). Primary Passive Skills: Metaphysics, Insight, Survival Mig: 15 Con: 8 Dex: 13 Per: 15(+1) Int: 16 Res: 10 (Again, these stats are for RP purposes. Even though the character is a backliner, I don't want to dump RES because I feel surviving in the White that Wends would require a degree of resilience. I didn't mind dumping CON a bit, though, since my character's physical development was a bit stunted, stemming from undefinable, haunting visions that kept nights long and friends fair-weather.) Weapons: War Bow, Hunting Bow, Rod (Blast), Arquebus (for alpha strikes), maybe Crossbow for interrupts. These choices will largely depend on unique weapons, but I would like to stick to bows if possible. Core Ideas: This build combines ranged damage and afflictions along with an upgraded, disposable pet that can easily move through the battlefield (immune to disengagement attacks) to disrupt enemy spellcasters and archers/gunners or help the backline in an emergency. Unfortunately, both Rangers and Ciphers are starved for ability points compared to other class combinations (no freebees beyond character creation), which can impede optimization. (Though you could also argue no point goes to waste like multi-class Fighter). Beguiler: Beguiler's range bonus (20 percent) to Deception Powers couples well with a Seer and often allows faster, safer opportunities to cast wide afflictions on mid and backliners. Ideally, enemies should always be covered in afflications (other party members like a Blast Rogue or Druid will offer redundancy), which generate Focus when attacking or casting Deceptions. This character will always initiate combat from Stealth, negating Beguiler's attack and Focus generation penalties when target is ineligible for Sneak Attack. Beguiler Abilities: Powers: Eyestrike, Whisper of Treason, Phantom Foes, Secret Horrors Eyestrike being a third level affliction right out the door is nice and Whisper of Treason offers some useful tricks with Stealth. While its effect is weak, Phantom Foes casts quickly and can cover a wide area, often hitting backliners when directed at stragglers racing to the frontlines; and since Mental Binding has fallen from grace, it gets tossed out for a passive or Ranger ability. Secret Horrors is a solid Power, which disables active abilities and lowers CON and RES, which helps Eyestrike and physical attacks land along with increasing affliction durations across the board. Passives: Beguiler, Biting Whip, Hammering Thoughts Since there's not a large choice of Powers, I picked Biting Whip and Hammering Thoughts for extra ranged damage. I skipped the 10 percent duration bonus to afflictions (name escapes me atm) since I felt having an INT at 16 and a good Focus flow was enough. Ghost Heart: A Seer Mystic summoning a fallen companion from beyond is appealing to me, and I never liked the Grieving Bond penalty, so Ghost Heart became my immediate choice. Calling the beast into Eora is quick and doesn't incur a recovery penalty, which lets the Seer immediately follow the ritual with Powers. Higher INT boosts the summon duration, extending the companion's use. Unfortunately, the skill has a short range, making timing an important factor in narrow encounters: before foes are bottlenecked but after they are engaged. (I try to time the summon into my Priest's rotation so the pet gets an inspiration while heading out.) The ghostly companion has its own set of properties, which makes it different from its living counterparts. It functions as a spirit-type with its associated strengths and weaknesses (afaik its not possible to actually see these effects) and is immune to disengagement attacks, which allows it to effortlessly swap between enemies when needed and bypass the opposition's frontliners. Ghost Hearts cannot learn the skills Heal Pet and Revive Pet, though this may not be such a sacrifice considering their hefty Bond costs and ability investment. When the pet expires due to death or duration, the Seer will not be affected by Grieving Bond, which will keep his Powers and attacks accurate. Side Note: Ghost Heart companions are handy at distracting, kiting, and blocking small side groups of enemies, and at one Bond point and short cast and recovery, can easily be summoned when necessary. A ghostly bear or antelope could make for a resilient (albeit temporary) tank. Ghost Heart Abilities: Bond: Wolf Companion, Takedown, Marked for the Hunt I chose the wolf (named 'im Volkhavaar) for my companion for RP and extra damage - lions make a good secondary choice for their increased attack speed. Takedown disrupts enemy backliners and can be upgraded for extra PEN or a damage boost. Marked for the Hunt deserves its own mention. Its baseline ability (Marked Prey) is far superior to Wounding Shot: the latter has been repeatedly nerfed, the Wounding effect doesn't generate Focus, and spending two ability points for a level one affliction or a selfish accuracy buff is a waste in a crunched build. Marked Prey and Marked for the Hunt never miss, cast fast, have no recovery, and last as long as the marked target; and Ciphers always appreciate more accuracy. Marked for the Hunt transfers the effect when the marked foe is killed, and combined with the Ghost pet's immunity to disengagement, allows the strange apparition to safely move to the next target - often messing up enemy pathing for a brief time. The ability's jump-on-death effect seems to have no limit, which helps cut down on Bond points in longer battles; however, it can vanish if its next target dies too fast. Passives: Ghost Heart, Marksman, Merciless Companion, Vicious Companion Marksman plus Marked Prey/Marked for the Hunt synergize, giving the Seer a +15 bonus to accuracy from over four meters away; and as mentioned earlier, Beguiler's ranged bonus to Deception powers lets him stay a touch back. The Companion passives are there to increase damage, add PEN, and apply a moderate Sneak Attack bonus, which will be triggered often. Rotation Example Start the battle in Stealth with an Arquebus (modal on). If possible, position your frontliners in a way that can open a path for the pet. Begin the frontline engagement/prep inspirations/shoot a long-range foe with your Arquebus to generate some Focus. By using an Arquebus, recovery is at 0. Follow the shot with Marked for the Hunt on a ranged foe (no recovery), then summon your pet (also no recovery). (Note: Marked for the Hunt breaks Stealth, which is why I shoot before using it. Casting Deceptions from Stealth can be useful, but recovery can significantly hinder the rotation.) Have your pet attack or use Takedown on the Marked foe depending on the circumstance, then cast Phantom Foes on an enemy that gives the most coverage. Follow this by swapping to a bow or rod, then work to cast Secret Horrors and Eyestrike. Follow Marked for the Hunt as it bounces through enemies and focus fire for the best effect. Continue casting Deceptions, attacking marked targets, and summoning when needed. --Will add other thoughts and variations after waking up. Thanks for reading.
  17. In the first PoE I didn’t really played much with Ciphers (reading class description felt kind of weird with its “powers requried people to activate” or something to that effect… which in reality wasn’t really what I was imagining) even though I generally like playing psionic characters. Made a few GM quests and that’s it. However, since we get this not yet dead wonderful multiclassing thing I thought of making my custom supporting ranger a Ranger/Cipher. She is a projection of protagonist’s mind so that should be fine RP-wise. (Current mass muscular atrophy aside) is there anything interesting cipher can add to ranger in battle who is primarily ranged specialist with her wolf knocking down dragons on the side? // I don’t have beta access.
  18. Hello all, I know this has been asked before but I haven't been able to find a solution yet. I tried fixing it myself by removing the ability (soul_whip) from the character and adding it again through console commands, I tried tweaking my graphics card settings and the game graphic options but it didn't work. The one time I managed to make it work was by removing the "Assembly-CSharp.dll" file from the managed folder on the installation directory and replacing my save files, it took a little longer to load up the game but the purple glow worked, I reloaded the same saved game file and my soul whip vfx was gone. So, has anyone been able to fix it? I don't mind tweaking the game everytime I load up my save file or anything, I know it's just a cosmetic problem, but I feel like the purple lash on the cipher weapon means a lot to the roleplaying aspect of being a Cipher, I know some people don't like it, but maybe someone with more knowledge and experience solving bugs could help me out
  19. Hello all. I'm towards the beginning of a Cipher run, and believe it or not, I've never played a Cipher before (I know, they're supposed to be amazing, but I'm just getting around to it). Now, I'm at the point where I need to start making some real commitments to what direction I'm going to take my character in, but I'm split between two: 1. Crazy Awesome DPS 2. Crazy Awesome Crowd-control As you can see, either would be crazy awesome. But essentially, my character could go either way and, since I have zero experience with Ciphers, I was just wondering what the masses would suggest. Of the Cipher powers, which ones do you think are more effective, which ones work well with a party set-up (I'm probably going to stick mostly with Eder, Pallegina, Aloth, Durance, and Kana - I'm thinking of carrying this character over to Deadfire), etc.? Just FYI, my build is as follows: Meadow Folk Might: 16 Constitution: 9 Dexterity: 10 Perception: 15 Intellect: 18 Resolve: 10 And I'm playing on Hard. All suggestions are welcome.
  20. Hi again all, I finally got quite curious about Ciphers, and I would like to play one as MC for my next run (should be in hard mode, temptatively 4 people party but to be seen). The idea is that I want to play a ranged Cipher without too much micro management, and with a specific roleplay / background. Race would be pale elf, with the concept of a lonely "cursed" hunter having to leave home weapons : arquebuse (or BB but Arquebuse preferred regarding background / roleplay), bow, pike (2h sword as an alternative) I was wondering which stats and talents would be appropriate ? Do you think this could result in a gimp MC with all my specific background (especially on hard mode with a small party) ? I don't know Cipher skills at all so difficult to choose without risk. I know this must have been said many times, but I can't find a build close to this one on the forum. Again many thanks for your great insights. Aginorh
  21. Hi. My main character is a godlike cipher and the class bonus modifier for accuracy is +5 while the Grieving Mother has +25. Something to do with Godlike? Thanks.
  22. Hello you all! After being persuaded by my brother to finally get a new computer just to play the only recent game I am actually interested in and spending 2 days choosing a class... I am at a loss xD luckily I still have time till i have my new computer I definitely want to play a hearth orlan cipher, no question there anymore, but I can't choose a combat-style or stats. While I don't mind min/maxing to a certain extent, I do mind ignoring roleplay. My brother said, as I am used to playing Baldurs Gate on SCS (heavy AI-improvement mod), I would feel at home on PotD, though they are very different games... How does a melee Cipher fare on PotD? What stats should I go for? Or is ranged far superior to melee on a Cipher? Do I suffer role-playability (compassionate good guy with racial issues because of 'heritage') because of necessary powergaming when I go melee? Probably stupid questions (dunno, me tired) but still relevant to me ^^ Greetings Adelard
  23. Cipher stun himself by Psychic Backlash at the begining of battle. Also looks like it depends on Hirbel's Protective Skin...
  24. Any idea for a good Cipher Melee build. I'd prefer something in between glass cannon and uber-health. I want medium survivability, solid damage, and prefer to use Estocs. Suggestions?
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