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Found 61 results

  1. 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 .
  2. 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?
  3. Difficulty: I'm sure that some of these suggestions will be fairly contentious, however, I beat the game on PotD using only story NPCs, didn't use figurines/potions/scrolls/traps, had expert mode on, and found it to be more of a 'hard' mode (hard mode was much too easy) than a ridiculous, unfair challenge. I even ended up using Cheat Engine to drastically reduce my party's experience on multiple occasions. If they're too much for expert mode/PotD, maybe they could be implemented, with others, into an even higher difficulty mode for the expansion/sequel, 'Way of the Grognard'? -Only one figurine should be capable of being used at a time (maybe even only one total per battle), not one per character. When every PC can use a figurine simultaneously and some figurines summon multiple creatures, it's equivalent to an instant win button (to a game-breakingly absurd extent in the early/mid game) that completely trivializes any fight in the game. -Characters should be granted a brief period where they have an increased resistance to whatever hostile effect just ended. When currently afflicted with a hostile effect, characters should also have an increased resistance—perhaps even total immunity—to that same effect. The capability to effortlessly resolve a significant percentage of the combat in the game by simply stun-locking enemies indefinitely at a choke point using mental binding (a 2nd level spell!), and with only one cipher in the party to boot, is ridiculous. -The total absence of immunities leads to numerous preposterous in-game scenarios. For example, blights (elementals) take damage from their respective elements; they shouldn't just have a total immunity, they should actually be healed by attacks featuring their respective elements. Oozes can be knocked prone. How do you knock a gelatinous mass on its back... where is its back for that matter? Spectral enemies that hover above the ground can slip on a 'slick, oil-like substance' that 'coats the ground'. Flying enemies are also vulnerable to being knocked down by an oily, ground-based attack. Enemies without eyes can be blinded... clearly wizards are some sort of inverse-Jesus. This a wide-ranging problem that contributes to the bland uniformity that defines much of the combat and is in no way limited to the handful of examples listed above. -Figurines should be single use items, not one use per rest. A few more figurines could be introduced into the world to compensate for this. It would be even more interesting if some figurines summoned hostile creatures or ones that turned on the summoner once the enemies were slain. Hell, there could even be one that summoned a creature/person that gave a quest to slay the person who imprisoned them in the figurine. -Enemy humanoids should use potions/scrolls/figurines and intelligent (sentient beings) ranged/spell casting enemies should ruthlessly target the player's casters/squishies, forcing the player to disable them or immediately burst them down. -If PCs can have, at a minimum, two weapon sets, why can't other humanoids? If enemies were given alternative methods to attack—be it ranged or melee with extended reach—the common indoor tactic of blocking a doorway with your tank becomes a lot less OP and makes for far more interesting and dynamic encounters. The engagement tanking cluster**** that most fights occurring in the open devolve into would also be mitigated to a large extent by such a change. Of course, this is contingent upon a semi-decent AI being implemented into the game. -Failing a scripted interaction's option should always have some contextual punishment, on many occasions actions were attempted and failed, yet no ill effects resulted from those failures. For example, if a character attempts to climb up to a window via vines—instead of immediately using a grappling hook—and fails, falling to the ground in the process, they should have a twisted ankle debuff (or something similar) until they rest. If a character attempts to push some rocks out of the way—instead of immediately using a hammer and chisel—but isn't strong enough, they should get a sprained back debuff or something similar. -Bounty experience should be 1/5 of what it currently is... if not less. Side quests in general seem to grant too much experience. This seems to be a problem inherent in the amount of experience required to level up... the curve is much too gentle from around level 3 onward. It honestly feels like there is enough experience in this game to level two full parties. -Bestiary grants too much experience, as the player is over leveled quite quickly after reaching the first major city without even doing a certain keep or exploring a certain multilevel dungeon. It really seems like the side quest exp wasn't reduced once the bestiary exp was tacked on at the end of development. At the very least, expert mode and/or PotD should reduce—if not remove—bestiary experience. Another possible solution is to offer bestiary experience only for enemy archetypes instead of every individual variant of said archetype. -Chests/traps shouldn't grant experience. The reward for opening a chest is whatever is inside of it; the reward for disarming a trap is the removal of a dangerous obstacle. Reclaiming traps should be a 50% chance at the same level of mechanics and +/-10% per level above or below. -The endurance regenerated after a battle should be taken from the health of that character, with the caveat that the total health couldn't go below 1hp. This would make the 2 camping supply limit on PotD actually impactful. It would also make potion/scroll use important, if not necessary, in certain sections of the game. -Swapping weapons shouldn't be instant; it's too easy when you can equip a caster with a hatchet and a large shield then just immediately switch to that set when anything gets within striking distance, gaining an immediate and significant bonus to deflection. When wizards have multiple spells that buff deflection and are not instantaneous, like switching weapon-sets is, it seems like weapon switching isn't working as intended. By making weapon switching take some time it also allows a talent to be introduced, making it faster, or even instantaneous, further diversifying meaningful build options. *Mild Early Game Spoilers* -An enemy should only be capable of being charmed once per encounter and should go hostile immediately upon taking damage from the player. -Enemies shouldn't immediately attack their charmed allies if they have other available targets. Currently enemies will frequently immediately target—and even chase (eliciting engagement attacks in the process!)—a charmed ally of theirs, completely ignoring what or whomever they were just fighting. -Resting bonuses should only last until the next rest, not until they are replaced by another bonus. I suspect this to be a bug since it occurs sporadically. -Great sword needs to be buffed as choosing the estoc is currently a no-brainer. -Enemies 'leashing' leads to some very exploitative scenarios and thus should be removed. -Dunryd Psion hireling is garbage: 100cp per day and -2/+2... why would anyone hire it? Brutish Warrior is +3/+2 and 50cp per day for comparison. *Mild Act 2 Spoiler* -The 'Overbearing' enchantment should have its prone duration halved... a buffed (or even unbuffed) carnage barbarian with high intelligence is currently too powerful when using weapons with it. -Pale Elf's Burn and Freeze DR should be reduced to +5 from +10.
  4. Okay. It isn't funny. After my first character died on the 2/3 way to Triple Crown Solo it was sad but it was my fault. Now my game ruined because of bug. After I enter in Heritage Hill I encountered only 2 skeletons and after I check difficulty - it was set to EASY!!! But I started game in PotD! It cannot be changed at all. And I play honestly and don't have older saves, before bug. Today I tried change game to window mode - and from other threads I know it may be issue. And this issue is not fixable I think. Anyway such bug is just ruin all desire to try TCS again. It is hard. It takes much time. But it can just switch to Easy in one second and you must start all over. I'm very sad panda a.t.m. (
  5. Hi mighty adventurers! Today's another great day of victory, Thaos died once again, but this time by the hand of a cruel and merciless Bleak Walker! This time I'm going to go a bit more in the details of the build that I used for my hero. 0. Introduction: Why a Paladin? Why a Bleak walker? Pros: - It's a good challenge to play a bad and mean character in a rpg - Paladins get bonus stats if you roleplay, and I was intrested in that kind of gameplay - Not the most common class used to solo the game, and I love new challenges Cons: - Not so many active and offensive skills, so a bit annoying the early levels - Extremely gear dependant - No shadowing beyond 1. Attributes - Might 18+ - Constitution 18+ - Rest of the stats 10 Constitution is the best stat to solo the game in my opinion. Some fights are really long (especially the last one) and without enough of Cons, you will not survive. Might is great, but I guess you can balance it with some Dex if you want to attack faster. 2. Skills Key points: - Athletics 2/3 (80/90% Combat fatigue reduction, essential imo) - Lore 2: You will need it the first part of the game to use flame fan scrolls for Caed Nua - Mechanics 10+ : OverPowered. Free traps, Free loot, Free XP all along the game. A Must have - Stealth: Optionnal, but still good to take when the rest is maxed out 3. Abilities & Talents Key points: - Faith and Conviction + Deep Faith: a must have to solo the game. Free defensive points - Lay on Hands: Free heal once per encounter - Cautious Attack (+10 Deflection) - Superior Deflection (+5 Deflection) - Unstoppable (+10 Defense against Blind, Daze, Hobble, Prone, Stuck) - Mental Fortress (+10 Defense against Charm, Confusion, Domination, Fear, Terror) - Zealous Endurance (+3 RD) - Sworn Enemy (Nice damage boost for single target) 4. Gear Those are Core Items, the rest of the gear is up to what you will find. Act1. - Outworn Buckler (Merchant Gilded Vale) - Gaun's Share (First dungeon, Gilded Vale) - Blunting Belt (Merchant, Gilded Vale) - Ring of Minor Deflection (Merchant/chest) - Plate Armor (Backer next to the tree, Gilded Vale) - Fire fan scrolls (Crafting + Chest) Act2. - Oaken Scarab Figurine (Hidden cache, Copperlane close to the comedians) - Iridescent Scarab Figurine (Heritage Hill) - Obsidian Lamp Figurine (First Fire) - Rotfinger Gloves (Merchant in Ondra's Gift) - Sanguine Plate (Task: The Forgotten) - Ring of Deflection (Merchant in Copperlane) - Gaze of the Adragan's Trap (Merchant, Copperlane) Act3. - Blesca's Labor (Merchant, Hearthsong) - Purgatory (On the way from Stormwall Gorge to Elmshore, group from the Key) - Animancer's Boots (on a corpse during the riot, end of act 2) - Bartender's ring (Locked chest, Copperlane) - Boots of Speed (Random loot) - Health potions (Craft) Screens of the Stats of my character here: - Attributes: http://i.imgur.com/1EfSeLU.jpg - Gear Bonuses: http://i.imgur.com/d2bAMEj.jpg - Abilities and Talent: http://i.imgur.com/yaHjino.jpg Final Boss Video: http://youtu.be/8GkU_V3gKVM I hope you enjoyed the video and the Build, if you need more explanations, feel free to ask as always
  6. Greetings, all! How viable is a solo PotD Wizard? I assume you'll be sneaking a lot for exploration EXP to get your level up and generally avoiding fighting in the early game. When it comes to killing things, that... seems best left to an expert on the subject. What should people attempting this know beforehand?
  7. I really need help. I read that some of you guys actually make it through the game on PotD solo, and I just don't understand how. Ok so I've beat the game over and over and decided I wanted to try the PotD solo adventure. I'll save triple crown to after I manage to make my way through the normal save/load trial and error. But, after spending perhaps 30 hours trying most things, I can not get past the temple level 2 (yes, just in the beginning). When I say I have tried most things, I mean most things. I've tried Barbarian, Fighter, Paladin, Rogue, Cipher and Wizard. I've scouted every area for loot/enemies that I can handle. Basically my run looks the same every time I try a new class now, as I can't find anything else to boost my character with. I've read the various topics on the subject so I got a few starting pointers and the results are like this when I reach the shadows of the temple: Fine 2-handed weapon, Fine 1 handed weapon, Fine bow Large door shield from Smith quest. Double rings, tried both deflection + protection and double deflection. The DR belt from smith Cloak from starting area OR sometimes the game is nice to me and gives me Rymrgand's Mantle. Despite trying various rest / order things which does affect the loot I get from the box, sometimes the game won't budge and insist on giving me a ring, which I don't need cause I can find 2 others. Crafted potions + Fan of flame scrolls intending to use them on the perma freeze shadow. Using all kinds of food to get boost. I've tried most combinations of weapons and shields. As well as 1 hand no shield and 2 handed weapons. I'm usually around lvl 3.7 when I get to the temple. The best success I've had was with Fighter and Barb, both reached the room just before the Flail which is why I am there in the first place, but cannot win versus the perma stun shadow guy. I've tried using the ooze present to body block the shadow to cast my 2 scrolls of fire but, unless I reload 99 times just for that purpose, I'm never successful. "Graze, miss, graze, hit, miss" etc. Even two hits with it is not enough to kill it most of the time! How do you actually progress further in the game? Can you get to level 4 before the temple? The one quest I can't really finish on neither of my characters that could help is the Compass place. The champion + scirmisher perma stun is too much. Sometimes I can barely get passed the spiders in the room before the bells, which really puts me off.
  8. So, after the chant reload nerf I wanted to try something new for yet another PoTD run. I'm gonna play 6man (expert mode) w/out ANY pull abuse. I think the game is way more fun if you try to don't cheese AI too much. I'm an old BG player and I hope that some amazing difficult mode will come out sooner rather then later (ascendancy anyone?) but meanwhile I wanna give the game another try. Here are the classes that I have already picked because, well, I just like them and the general playstile. Moon Fighter Tank 19 Might 15 Con 4 Dex 18 Per 4 Int 18 Res Not too much to say on this one. He will be the main tanker. 19 Might it's there for retaliation. Wood Elf Rogue 18 Might 10 Con 20 Dex 19 Per 8 Int 3 Res This is a concept that I would like to try after the reload/arbalaster Nerf. An high disrupter DPS character using hunting bows (with horrible will save, I should add .p) Coastal Aumaua Cipher 21 Might 10 Con 18 Dex 3 Per 18 Int 8 Res My old good friend Cipher. I like to micro switch blunderbusses for sweet actions What did not make the cut: - ranged chanter: reload nerf make me want to look for something else, honestly. - paladin: I played it has an off tank twice and let me say, I love the class concept but he should gain some more love from devs as well what I'm looking for: -off tank: should I use retaliation a bit more with a barbarian (a bit too op imo) or a rouge? Or should I go with a summoner Chanter to gain a better utility overall? -support: I was used to love my Priest, +10 acc feat on Arquebus was no joke in a ranged DPS party but maybe this is the time to drop it for something else? Keep in mind I hate to rest a lot in POtD so I try to avoid spell spam has much has possible, I don't like to pick extra spells per level has feat for example and I focus more on debuff plus phisical damage, at least usually. - another DPS: can be anything, just not another Cipher to not hurt with variance. From utility/damage wiz to a melee toon (I never used a dedicated phisical DPS toon in this spot for my PoTD runs, so that could be a new thing for myself!). Thx for your advice
  9. Hi adventurers! I am very happy to share with you my new victory: After finishing the game Solo in normal mode 1 week ago (remember HERE), I finally achieved the Game in Solo and Path of the Damned! http://i.imgur.com/wkUDqTgh.jpg http://i.imgur.com/88bFM8yh.jpg http://i.imgur.com/bvGFuiKh.jpg I achieved this with a Rogue once again, with a Retribution / Tank build. I you guys are intrested, I will make a post to explain the detail of my full build and the strat I used to defeat this last boss! Triple Crown solo, here I come Did some of you manage to finish the game in PotD solo too? Cheers !
  10. Hey guys! Here is finally the video of the final boss in PotD with my Rogue with all the explanations you need! https://www.youtube.com/watch?v=562MPFJzgOc I hope you'll enjoy it ! Sorry in advance for my bad english and accent, i'm french you know Cheers
  11. Greetings, all! I'm currently soloing Path of the Damned. How common are camping supplies? I'm level 3 going on level 4 and my character (a Fire Godlike Chanter with full stats here) hasn't rested yet. I'm relying on kiting and summoning to get foes' attention. Yes, I'm at Critical Fatigue, but there's no Critical Critical Fatigue in this game, meaning I'm free to stealth and steal things throughout the game world! Mwahahaha! Yes, camping supplies. How prevalant are they? Can I run out? I'm still exploring the overworld map's northwest portion. I found 3 sets of camping supplies so far (1 in Cilant Lis and 2 in the next area). I have money to stay at inns, but there's the matter of avoiding fatigue when I transition maps. (I have 0 Athletics and no Stronghold.)
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