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  1. This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. This is build 3 of 3 from that collaboration. You can find a link to that video down below. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. ----------------------------------------- uvan Thanleyr was born into the aristocratic family of Thanleyr in the Aedyr Empire. From an early age, Tuvan was groomed for a life of refinement and diplomacy, but his heart was never content in the stuffy halls of power. His true fascination lay in hidden treasures: ancient artifacts, forgotten relics, and the mysterious forces that imbued them with power. As a child, Tuvan spent more time exploring the family estate’s vaults and libraries than attending banquets and galas. Over time, he became enchanted by tales of long-lost magical items and the forbidden knowledge they contained. His quiet curiosity turned into obsession, and with the aid of discreet family contacts, he began to procure such artifacts. Rather than following the traditional path of diplomacy like his forefathers, Tuvan adopted the role of an independent collector, traveling across the empire and beyond in search of rare magical items. Using his sharp intellect and quick fingers, he became an adept rogue - able to navigate both the political intrigue of the noble courts and the more dangerous, shadowy world of thieves and tomb raiders. Tuvan's deep knowledge of enchanted items and his knack for discovering spellbindings allowed him to harness the power of these artifacts. By attuning himself to those spellbound items he was able to wield powerful magic that would have otherwise been beyond his reach. However, his life was not without conflict: while his noble lineage granted him privilege, it also drew the attention of powerful rivals who sought to claim his treasures. With enemies closing in from all sides, Tuvan fled his homeland and lost all he had collected. He dicided to venture into the Dyrwood, where Engwithan ruins promised new adventures and better loot, albeit more risk. Tuvan must rely on his wits, his agility and his growing collection of magical items to navigate the dangerous waters of the nobility, the shadowy underworld and the merciless tribes of the Glanfathans protecting those ruins... =================================== The Spellbinder =================================== Difficulty: PotD -------------------------------------------------------------- Class: Rogue -------------------------------------------------------------- Race: Wood Elf (or Island Aumaua for more weapon slots) -------------------------------------------------------------- Background: Aedyr - Aristocrat (just for the vibes) -------------------------------------------------------------- Stats: MIG: 12 CON: 08 DEX: 16 PER: 16 INT: 18 RES: 08 (+1 Aedyr) -------------------------------------------------------------- Skills: Mechanics 12, Survival 6 (use a +2 Survival item before camping to get the increased ACC against certain enemies) -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) 2: Weapon Focus Ruffian 4: Vicious Fighting (r) 6: Arms Bearer (r) 8: Wilder Hunter 10: Primal Bane 12: Beast Slayer 14: Scion of Flame 16: Spirit of Decay Abilities 1: Crippling Strike 3: Dirty Fighting(r) 5: Deep Wounds 7: Coordinated Positioning 9: Escape 11: Deathblows (!) 13: Smoke Cloud 15: Shadow Step Story Talents: - Mob Justice (just because it fit the treasure hunter theme best) - Dungeon Delver - Song of the Heavens - Flick of the Wrist - Hylea's Boon --------------------------------------------------------------- Items (!=important, r=recommended): Weapon Set 1: Bittercut + Bittercut Weapon Set 2: Bleak Fang + Azureith's Stiletto Weapon Set 3: White Spire/Taluntain's Staff/Sabre of the Seas+Flames of Fair Rhian Boots: Animancer's Boots/Bilestompers/ Head: Munacra Arret/Ethereal Helm (toss away after charges are depleted) Armor: Sun-Touched Mail of Hyran Rath/White Crest Armor/Hunter's Mail Neck: Amulet of Summer Solstice/Nidhen's Finger/Cloak of Minor Missiles/Swaddling Sheet Belt: Coil of Resourcefulness Rings: Bartender's Ring/Ring or Searing Flames/Gwyn's Band of Union/Ring of Changing Heart/Sigil of the Arcane Hands: Rotfinger Gloves/Siegebreaker Gauntlets/Spirit Spiral --------------------------------------------------------------- Hallöchen, a final last build for PoE (I think) - I was invited for a second interview by @Aestus again, this time for PoE: And since I talked about some PoE build ideas in the forum but never posted them, we thought this was a good opportunity to do so. The Spellbinder is a variant of a build I posted years ago: the Sorcerer's Apprentice (see below). https://forums.obsidian.net/topic/86156-class-build-the-sorcerers-apprentice-twisted-sneaky-dps-scroll-user/ The reasons why damaging spells work well with Rogues are explaned there. In short: Deathblows works with damage from spells, too - giving your spells +100% damage. And of course the Rogue has good accuracy. But instead of using scrolls this Rogue is using spellbind gear to collect and cast a lot of per-rest spells. There are a lot of fitting items in the game, you can see a collection I mostly used above. I chose Wood Elf because of the Distant Advantage (also applies to ranged spells). And then I focused on the mobility aspect of the Rogue and left out the melee abilities - just to do something different. I also leaned into spell damage even more by using mostly abilites and talents which work with weapon AND spells (Scion of Flame, Beast Slayer, pick up the Bartender's Ring and so on - even Deep Wounds works with spells if they deal crush, pierce or slash damage). But you don't need to do that! It's also nice to build the usual melee Rogue with all sorts of Strikes and put the spellbinding on top. The core idea is using Deathblows with spells. However, I enjoyed the focus on mobility abilities of the Rogue a lot for a change. Very useful for perfect positioning for the optimal cast. I also threw some spellstriking (trigger a spell when you critically hit an enemy) and spellholding (trigger a spell when you get critically hit) into the mix. If you switch to Bleak Fang + Azureith's Stiletto or Sabre of the Seas while enemies are afflicted twice - and manage to crit one of them - the resulting AoE damage is extremely high. You have to force yourself to actually use the spells those items provide though. Don't make the mistake and try to spare them for the big encounter and then rest with lots of spell uses left untouched. At some point you'll have so many items in your inventory who have spells bound to them and are still full. If your currently equipped items are empty: just swap them with fresh ones. At some point only after lots of fights you will have to rest because of depleted spells. It's more likely that you'll have to rest because of low health than of low spells. And even then: you're still a full Rogue with great weapon damage, right? Especially with sabres like Bittercut you can always shine with great melee single target damage - even if your spells are gone. To me this way to play a Rogue is more fun than the traditonal single-target approach. And finally you get some more use out of those sepllbind items. This is may also be a nice theme build if you want to play a Spellblade in Deadfire and wondered what class to play in PoE first. This apporach also totally works with a Fighter btw. - the combination of Disciplined Barrage and high base ACC of the Fighter is great for using CC-spells from spellbinds. A Fighter lacks the Deathblow ability to turn damaging spells into real nukes, but his accuracy with Whisper of Treason etc. is unmatched. If you thought about playing a Battlemage in Deadfire, maybe a spellbind Fighter is nice to play in PoE first. I played Edér that way recently - and despite his low INT it worked very well. Cheers!
  2. Alternative title: Should it be done? Long time lurker first time poster who usually plays PotD etc. I'm still working my way through Deadfire after enjoying Pillars of Eternity. I find myself drawn into the myriad of options that Deadfire presents. I also really like priest/cleric characters in general and the idea of slamming a critical Pillar of Holy Fire on a group of charmed enemies. I wanted to get the communities read on this build concept. Right now, I’m trying to build a character (most likely a priest of Wael) with some preacher/cult leader-ish vibes and I think debonaire provides an interesting twist on the usual rogue with Charming Smile and 100% hit to crit on charmed foes. This would definitely not be solo, and the character would likely travel with a Witch Serafen and a SC Cipher Ydwin to take better advantage of the Hit to Crit. The idea would be to charm and then hit hard with some powerful spells (PoHF, Divine Mark, etc.) In theory it sounds like an interesting build but I’m seeing some issues with implementation. 1) Zealots are not the most synergistic of class multiclass combos. Although, as thelee demonstrated with his Umezawa build, the combo can work wonders a zealot is not as intuitively synergistic as say a contemplative or a cleric. 2) Aside from Pillar of Holy Fire and Storm of Holy fire the priest is lacking in friendly fire AoE spells. This can be helped somewhat by scrolls but still presents an issue. I still think this build could work and I like the flavor, but I’d like to workshop it a little before I commit to the bit.
  3. Hi, this is another build of mine, he is a one-handed, Gravestep-addicted Hearth Orlan Rogue focused on hits on crits conversion. I think about a build with the greatest hits to crits conversion rate possible, I check if it is viable and in case fix some lacks, and eventually give up some conversion score for more efficiency. If you wanna know about Hits to Crits conversion reached by this build, go to the corresponding paragraph near the end of post. Hope you like it Llunrwald - Hearth Orlan Rogue, The "Handy Thief" "So do you think I can't hit you? We will see..." Name: Llunrwald PoTD: YES - ver. 3.07-1318 LATEST SOLO: YES - ver. 3.07-1318 LATEST - All TCS achievements. ULTIMATE: No, unless you choose another race* and change a little bit talents and abilities choices. Race: Orlan - +1 Res, +2 Per, -1 Mig Subrace: Hearth - Minor Threat* Class: Rogue - +2 Mechanics,+1 Stealth Culture: Old Vailia - +1 Int Background: Drifter - 1 Mechanics, 1 Stealth *PAY ATTENTION! In SOLO, Minor Threat is useless! It works only with companion, it doesn't trigger with figurines, charmed or dominated foes and/or Concelhaut Visage, SO playing solo with an Hearth Orlan it is the same to say playing without race bonus. Because of that, if you want a race bonus, choose another race for this build. Human, Boreal Dwarf and Island/Coastal Aumaua can fit well --- Attributes - final scores with passive bonus Mig: 18 - 18 base, -1 Orlan, +1 Gift from the Machine Con: 10 Dex: 18 Per: 7 - 3 base, +2 Orlan, +1 Hylea's boon, +1 Song of the Heavens Int: 19 - 18 base, +1 Old Vailia Res: 9 - 8 base, +1 Orlan --- Skills score Stealth: 9 - 13 with Rogue, Drifter, Blooded Hunter and Dungeon Delver, with equipment and bonus rest it can raise even at 17 Athletics: 2 - 4 with Angio's Gambeson Lore: 5 - 6 with Hylea's Boon, can arrive at 8 or even 10 with Aldwyn's Boon, rest and equipment Mechanics: 6 - 10 with Rogue, Drifter and Dungeon Delver, 12 with equipment and even 15 with Rite of Walking Shadows Survival: 3 - 5 with equipment After killed Concelhaut, I respeced with: Stealth: 2 - 6 with Rogue, Drifter, Blooded Hunter and Dungeon Delver Athletics: 6 - 8 with Angio's Gambeson Lore: 7 - 8 with Hylea's Boon, it can arrive at 12 with Aldwyn's Boon, rest and equipment Mechanics: 1 - 5 with Rogue, Drifter and Dungeon Delver Survival: 8 - 10 with equipment --- Talents I took talents and abilities focused on Hits to Crits conversion, so i gave priority to those ones. One-Handed Style - +15% Hits to Crits conversion Vicious Fighting - +10% Hits to Crits conversion Bloody Slaughter - +20% Hits to Crits conversion and +0.5 Crit multiplier against enemies with >10% endurance Deep Pockets - we need scrolls, figurines and potions more than other classes Shadowing Beyond - no brain talent for skipping many encounter and split many groups of monsters Weapon Focus: Knight - for +6 accuracy with We Toki Weapon Focus: Soldier - for +6 accuracy with Godansthunyr Weapon Focus: Peasant - for +6 accuracy with Cladhaliath Bloody Slaughter is an underrated talent for almost all players, I pick it for RPG reasons and for initial goal - Hits to Crits conv., but it can be useful in general with scrolls against many very damaged groups of monsters to kill them with more chances; i.e. shooting a fireball versus 5 ogres with low endurance can result in many hit bu no kill and you have another round with 5 ogres alive; with 1 more crit you have 4 alive the next round instead of 4, if you score a crit by yourself they become 3 and with the others our abilities with more hits to crits conversion, they could be 2... And beside that with boss - dragons ecc with many endurance, 10% can mean 60 or 70, and scoring a crit at that point can make the difference between winning or losing the fight - and your life. Not so bad, after all. Fun fact: if you pick Bloody Slaughter, in th combat log ALL Hits to Crits conversion are assigned to this talent; I suspect it is a log bug, that is, the conversions are made by all talents and abilities, but in the log you say only hit - Bloody Slaughter --> crit and no more other talents/abilities The three weapon focus can be much. You're right, I didn't know what to take and I increased my accuracy with my weapons. You can keep only one or two of them - I'd pick Knight focus because We Toki is our preferred weapons, Peasant can be still usefull... see Equipment session for that. And late game, with high Rogue accuracy, weapon focus is not very important. Dropping some weapon focus talents you can choose other talents as Fast Runner, Outlander's Frenzy, Envenomed Strike, Devastating Blow or what you like. If I restarted the game, maybe I'd drop all the three, I'd pick Gallant's Focus and I'd have +4 accuracy and 2 more talents choice. By the way, after killed Concelhaut I respeced with: One-Handed Style - +15% Hits to Crits conversion Vicious Fighting - +10% Hits to Crits conversion Bloody Slaughter - +20% Hits to Crits conversion and +0.5 Crit multiplier against enemies with >10% endurance Deep Pockets - we need scrolls, figurines and potions more than other classes Shadowing Beyond - no brain talent for skipping many encounter and split many groups of monsters Devastating Blow - +2% Finishing BLow damage, it seems low but it is very good in the damage calculation Fast Runner - more speed is always great for a melee rogue Beast Slayer - Alpine and Adra Dragon, Llengrath's friends and so on, you know Abilities Sneak attack - automatic Recless Assault - no-brain for every rogue I believe Dirty Fighting - no way, I have to pick this for +10% Hits to Crits conversion Deathblows - it's hard to find a rogue without it, +100% damage to enemies with 2 or more afflictions Deep wounds - 3 + MIGHT bonus every tick any time we give slash, crush or pierce damage... I like it for rogue Finishing Blow - +5 accuracy, +50% damage and high damage to low endurance enemy with a weird calculation: trust me, pick it, shoot it when a Dragon is near death and you will see damage going to the sky In my video below there are some single crit near 300 damage with a one-hand weapon. Blinding Strike Crippling Strike Fearsome Strike or Withering Strike - I prefer first one because it give 2 affliction for more time even if it is per rest instead of per encounter Other abilities are defensive or replicable with equipment most of the times, so no many words here. Maybe you can try Shadow Step for more damage or Escape/Coordinated Positioning/Smoke Cloud as panic button, but they make no real difference. Talents chosen/achieved through the run The Merciless Hand - +0.3 crit damage, better than other two and with a Rogue, can't we stay with Doemenels? Gift from the Machine - yes, we want +1 Might and more Endurance ; Hylea's Boon - only because we need +1 Per and above all +1 Lore , by the way, Llunrwald is a artist of theft and deceit, you can say that Song of the Heavens - more PER Dungeon Delver - crit bonus, stealth and mechanics ... food and air for us Flick of the Wrist Dozens Luck Blooded Hunter - more stealth Scale-Breaker --- Equipment Most used equipment Weapon set 1: We Toki - Overbearing, Legendary, Durgan-Refined, Corrode Lash, Slaying - Beast Weapon set 2: Godansthunyr - Stunning, +1 Might, Superb, Durgan-Refined, Corrode Lash Alternative weapon: Cladhaliath - Stunning, Vicious - +20% damage against stunned, prone or flanked enemies, Superb, Durgan-Refined, Slaying - Vessel Armor: Angio's Gambeson - Superb, Athletic, Of Constitution 2, Deleterious Alacrity of Motion, Slash-Proofed, Durgan-Reinforced Head: Munacra Arret - +12 Will, Whisper of Threason 3 per rest Neck: Cape of Master Mystic - Invisibility when hit by Crit, +12 Deflection, Minor Arcane Reflection Hands: Gauntlets of Swift Action - +15% Attack Speed Finger 1: Gwyn's Band of Union - Blassing, +4 INT, Instill Doubt when endurance above 80% Finger 2: Ring of Chainging Heart - + 3 RES, Dominate 2 per rest Waist: Girdle of Mortal Protection - Reduce damage of critical hit by 27% Feet: Boots of Speed - Moving fast can make the difference Pet: Concelhaut - essential for Llengrath fight Some words about equipments - which take at the beginning, predatory weapons, etc. Predatory weapons - +10% Hits to Crits conversion Predatory weapons should fit well for this build, especially Aattuuk because it is a dagger, so +5 accuracy, one hand, and whole place for full enchantment. I try to use that weapon and the others predatory equipment, but Llunrwald can't go through the game with them. He is too squishy, he need to CC enemy and if he can achieve it via scrolls and figurines, this tattic is frustranntig and, above all, expensive to adopt every encounter, so I stuck with deabilitating weapons. You can play with Aattuuk until you get a stunning or averbearing weapon, and the best for us - one handed are the three already cited: We Toki, Godansthunyr and Cladhaliath. By the way, Aattuuk is a dagger and in my run I've already taken weapon focus for war hammer, so just arrived to Defiance Bay I went to Vincent Dwellier, buyed Haba's Hammer - a simple Exceptional war hammer and enchanted it with Corrode Slash and Slaying Kith - Act 2 is plenty of kith to kill, it got its job well in early game; maybe now I'd pick Aattuuk, but it no so decisive. Weapons selection Yet said that We Toki is the best weapon for a one-handed character because it debilitate opponent - prone via overbearing, prone status last long, almost no monster is immune to prone and We Toki can be enchanted at full 14 points with Legendary, having +15 acc/+55% damage - become +20/+80% against beast and +25% corrode damage at top of that. Very good. Godansthunyr is for the few enemies immune to prone, that's all. Cladhaliath was picked only for one reason: I needed a effective one hanb weapons against Eyeless. So I took Cladhaliathand enchanted it with stunning and Slaying Vessel, with a +5 accuracy on top because it is a spear. It did its job at the best... and from that moment I used it against Vessel, obviously, Woedica final statues especially. Armor At the beginning you have to make do with what you find, middle game I took Wayfarer's Hide but then I think that Athletic and Deleterious Alacrity of Motion of Angio's Gambeson was perfect for Llunrwald. You can keep ready armor with stealth bonus and survive bonus, for different moment and situation. Other equipments used often and not already mentioned Let go early game, I often used Rotfinger Gloves - area damage and two afflictions maker and Ring of Searing Flames, end game they become poor and I wear Gauntlets of Accuracy and as rings Bartender's Ring, Orlan's Bramble Ring, Pensiavi mes Rèi or Ring of Thorns. Gwyn's Band of Union is excellent with +4 INT - afflictions last longer and Ring of Chainging Heart is a good way to CC enemies and make allied, such as Munacra Arret. Late game I dropped Munacra Arret for Maegfolc Skull - +4 MIG for damage and Unbending for healing. For neck slot I used also Mantle of the Excavator, Glanfathan Adraswen - for +2 Lore, or Fulvano's Amulet - for Healing bonus. At waist I used the same old Belt of the Royal Deadfire Cannoneer but also Belt of the Stelgaer or Trollhide Belt but I found that late game the best is Girdle of Mortal Protection. For foot I wore Boots of Stability, Cat's Whisper - for Stealth bonus, Fenwalkers, and usual Shod-in-Faith or Viettro's Formal Footwear. Quick Slots I was plenty of figurines, apart form this I used scrolls and potion depending on the situation, you can see some "combination" of quick slots items in the videos at the end. Drugs and food I've my usual combination of food, the one that give +2 almost to every attribute, and IMPORTANT I take Gravestep before every hard encounter. It give +25% of Hits converted to Crits for 600 sec and this is far well of +15% Hits to Crits conversion of Potion of Merciless Gaze AND Gravestep can be drunk BEFORE combat, clearing a quick slot item. -20% maximum Endurance for 600 sec is not so problematic. --- Ok, but, how high this blessed Hits to Crits Conversion is? Finally, we take the stock of this Hits to Crits Conversion. We have theese bonus stacking: Dirty Fighting --> +10% Vicious Fighting --> +10% Predatory --> +10% Gravestep --> +25% Durgan-Refined --> +20% Bloody Slaughter --> +20% So, if you stack ALL and EVERY bonus, the final Hits to Crits conversion rate will be: 10 + 10 + 10 + 25 + 20 + 20 = 95% !!! But some bonus are situational, especially Bloody Slaughter, and we wear predatory weapons almost never, so end game the conversion will be 65%, and early/middle game, without Durgan-Refined and Gravestep we can reach only 30% with 2 talents and abilities and a predatory weapon, or 45% with a potion of Merciless Gaze, and this is not so bad early game, after all! My mistake, I wrote a lot of heresies! I'm going to quote the right calculation done by @Boeroer and I'm sorry about my innacuracy, please forgive me! But the effectiveness of the build is the same also with lower hits to crits conversion and what was written without Strikethrough below Boeror quote it is still valid So with all bonuses, including Minor Threat if you don't play solo, i.e another *0.9 factor to NTC rate it gives about 70% conversion rate with all bonuses together. It is very good and perhaps it could be convenient land a crit with conversion than with accuracy... Actually, Dirty Fighting and Vicious Fighting stack, but, since 0.80 is near 0.9*0.9 = 0.81, above calculations remain valid. Middle/end game you will see almost any hit converted to crits, this PG crits a lot also with low Perception. With low PER I can distribute some poin in CON and RES, better than nothing and this give more surivability to the build. But some foes are hard to hit, so you have to reach at least a "hit", not a "graze", because of that accuracy bonuses are welcome. Also, Minor Threat doesn't work SOLO, but in a game with other characters you can put another +10% bonus in front of others, so the previous rates become 105% - ROTFL!, 75% and 55%, very impressive NO, say above for actual rates. Good to hear, but, is this PG viable? Ok, if you wanna go SOLO, the best Rogue is with two weapon style - We Toki and Godansthunyr and the usual build - see for example @baldurs_gate_2 Ultimate Rogue. By the way I beat every encounter with no so high difficulty, except Llengrath: with one hand/low Perception Rogue it is very difficult and it is the only reason this PG can get Ultimate Solo achievements. If you wann go ULTIMATE with Llunrwald, for Llengrath respec in two handed or weapon and shield style and maybe take different quick slot items than my video below. Also Brynlod can be risky, but you can pull/kite easily at that location. All other encounter, with the right tattic - confusion/paralize scroll, figurines, use of shadowing beyond etc. are quite simple, also Adra and Alpine Dragon. And I have to say that many quests can be achieved with stealth/invisibility - i.e. The Rising Tide with no combat at all, skipping many battles. In "normal" game, with other PG and Minor Threat, this could be a good damage dealer and a great "priority target killer". RPG thoughts I thought about Llunrwald as an abandoned infant from Old Vailia, who grew in a circus or somenthing like learning his rogue abilities and at a certain point of his life he decided to go on his way. A day he tried Gravestep and by that moment he was addicted and he found out that his tricks could be better with it ;). He didn't receive a good education, in D&D terms, he can be a Chaotic Neutral PG. --- MEDIA For these battles, I was inspired by @baldurs_gate_2 Ultimate Rogue and also this run. Brynlod Adra Dragon Alpine Dragon Concelhaut Thaos Llengrath
  4. I have decided to play another run of this game on PotD Upscale, as I had never finished the game on this diffuculty before. I have tried few classes as my PC, mostly melee, as I want to play with my nukers NPCs such as Aloth, Hiravias, and Durance. Choosing another caster would make the party "unbalanced" IMHO of course. Among those classes I had chosen, I found Rogue is the weakest melee attacker. It does nothing good enough, even as a single target damage dealer. I know that many topics like this one had been discussed thoroughly in the past. Creating a new one seem unnecessarily redundant. Yet, I find those topics mentioned are not clear and concise enough. Sometimes, those posts even transformed into a war between Rogue-lovers and the opposite, which I do not mind if it was not dragged too far and too long. Anyway, I hope my new post would suit anyone who wants to find the answer on Google about how good Rogue is on PotD Upscale. Rogue has the worst starting stat. Damage dealer Rogue cannot tank or off-tank. Starting with only 15 deflection, Rogue is the worst tank class in this game, while Fighter starts with 30 deflection and monk has 25. The only way to play melee Rouge is to hit an enemy that had been already engaged by another tank or party member, which seems to be the correct method to play. The problem is that if some archers target you, what would you do ? Walking away, Escape, or Shadaowing Beyond means that you do not attack and thus cause less damage. Not to mention that in order to doing so, you must spend some skill points on non-damage skill first, which is not effective also. This low-deflectioned problem will happen or cause another problem no matter how you distribute your stat points. Most people tend to do it either a glass-cannon way or balanced way. The first one is dumping RES to minimum like 3-4 depending on race, and the other one is keeping RES at 10 so that Rogue might mitigate some damage. The rare one is pumping RES to max and gimping other stats, increasing Rogue survivability. The sad thing is that even at max RES, Rogue still has lower deflection than Monk at 10 RES. Reckless Assault does not stack with Savage Attack. I am not sure who decide the rule like this but it hurts so badly. If these 2 skills stack on each other, Rogue would be considered stronger. The net benefit would be +40% atk damage +3 accuracy -8 deflection, which is pretty good. By the way, in reality, they do not stack, which means that other melee damage dealer classes have a way to get +20% as well. The difference would be that Rogue has +13 accuracy more relatively. Aceeptable ? Let's find out later. Sneak Attack requires a target to be debuffed or flanked. In order to flank an enemy in Pillars of Eternity, 2 characters must attack the same target on the opposite side, which means one character needs to spend time walking to the back side or use some skill while the other one engages in the front. Usually, the one doing the walking is Rogue and tank go in front. This seem to be normal and effective for any melee attacker class since you always want an enemy to be flanked as the stat is lowered. However, in some circumstances, you cannot just walk casually to their back side, because in most situation you need to use a choke point to prevent your party from getting swarmed by a horde of enemies. On PotD Upscale, there are a lot of enemies. Without flanking, you need other party members to debuff for you. They may be required to use certain skill or spell for you at the moment instead of doing their things. For instances, Aloth may use fireball or Hiravias may use Spiritshift. All preparations must be done so that Rogue can get +50% damage from melee weapons. As a result, net party DPS may be not as efficient as you think. Comparing Rogue vs Spiritshifted Druid, I also find that by the time Rogue reachs the back side of an enemy, the Spirited Shift Druid (Hiravias) has attacked 3 times already. The damage per hit is also much more than Rogue's Sneak Attack. Spritshifted Druid, they surely hit hard and fast. Rogue has no attack speed buff. Even though Rogue can hit hard with proper setup. Sneak Attack in a combination with Deathblows can produce a big damage number. Rogue lacks attack speed. This is why most Rogue players must put a lot of stat on DEX in compensation. Per rest abilities are not enough. Shadowing Beyond, Finishing Blow, and Fearsome Strike are per-rest skills. Such constraints limit Rogue damage output harshly. When playing Rogue, unless meta gaming (you know what will happen next), people tend to keep these skills for the hard fight, which they do not know whether it will come soon or not. Eventually, they may not have a chance to use them at all. Limiting 1 time per rest on Fearsome Strike is a joke. Backstab is just an illusion. The skill is really hard to use. In order to Backstab an enemy, you need to be invisible or in stealth. With Stealth, you can do Backstab 1 time per encounter. With Shadowing Beyond, you can do 2 Backstab per rest. With level-15 skill Feign Death, you can do Backstab 1 time per encounter. The number of availability is low and what you get is merely +150% damage. Any normal character can reach +200% damage by attacking 3 times. A minmax Spiritshifted Druid may even attack 5 times while Rogue "prepares" to do Backstab. However, you might take this skill anyway because you do not have anything better to choose. This is kinda sad. Dirty Fighting is just a lesser version of +10 accuracy. Dirty Fighting is a great passive skill for any damage dealer. Everyone likes it. This skill is one of the reasons anybody wants to play Rogue as PC. However, other classes might have similar skill too such as Stalker Link from Ranger and Discipline Barrage from Figher. In summary, I want to like Rogue but the class is just not that good in PotD Upscale. All Rogue-lovers, please read this before comment. My opinion is based on PotD Upscale only. If your Rogue works on lower difficulty, I understand, but that is not the point here. Try playing White March II at level 15-16 and choose level upsacle to High Level and you will see what I mean.
  5. Description: Mindstalker (Beguiler Cipher + Debonaire Rogue) attacks a target afflicted with charm via Whisper of Treason. Sneak Attack's +30% damage successfully applies, since the target was affected by the charm affliction, but Soul Whip only applies its +10% damage, instead of the +20% that Beguilers should deal when attacking Sneak Attack-able targets. Steps to Reproduce the Issue: 1. Afflict an enemy with Whispers of Treason on a Beguiler/Debonaire Mindstalker 2. Crit the charmed target with a basic attack 3. Confirm that Sneak Attack applied, since the target was afflicted by a mind affliction (charm) for +30% 4. Confirm that, despite the target being sneak attacked, Soul Whip only applied a +10% damage bonus Attached screenshot shows damage applied by Soul Whip only applied +10%, despite Sneak Attack also being present on the attack at +30%.
  6. i'm playing deadfire for ps4 and i want to create an archer build. What is the best bow user in the game for single target dmg? Ranger single class, Rogue singe class? Scout? And which sub class would be better for this dps role? Initially I thought of creating a AA and multiclass with assassin and open combat with stealth fire ball. But it seems that AA still has the problem of spell penetration. Perhaps Sharpshooter with assassin is better? Or just Sharpshooter? Any tip is welcome
  7. ======== 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.
  8. Hey y'all, the past few days I've been searching the forums but am yet to find what I am looking for, so I'd be thankful if someone with the proper knowledge could help me out. My predicament is the following: 1) I want to play pukestabber. Period. 2) I want the build to be lightning fast at killing stuff, high risk high reward. 3) I didn't play since release basically so I have no clue if Teesinz Mirke build on youtube is still up to the task. Also, I don't like the monk-class very much. I find them to be gimmicky and immersion breaking (like in the old BG days), especially for an always drunk pirate type of character. 4) Don't care if single or multi class build Thanks a dozen in advance for any kind of help
  9. Hi there. Relatively new player here (played 20 hours last year at launch), looking to create a ranged mindstalker for a Classic playthrough using the Turn-Based mode. I was hoping to get some advice re: stat priority, weapons (2h vs DW), and key abilities to really make the multi-class shine. Any advice is appreciated. Thanks!
  10. After getting Kalakoth's Freezing Rake as a Trickster Rogue, the ability appears to be usable anywhere on a map. The normal iconography would imply not - you get the usual range circle, but if you actually click anywhere (whether it's a "can't see" icon or just "too far" icon), the spell just casts and affects the given area. This is Mac GoG version 4.0.1.0041 - game was started back in 3.x days, but I don't know whether it was a problem then or not as I discovered this purely by accident. The save file is 6M so can't upload it here; I can link to it from external if you actually need it. I've attached an image showing the rake activating in the sky over Periki's Overlook, being cast from outside the Adra Bath House. This does not affect any of the other ranged trickster abilities (e.g. "Gaze of Adragon" or "Wall of Many Colours")
  11. Greetings, I've been trying to get this mod to work for a very long time but I can't for the life of me figure out why it wont work. What I'm trying to do is to give my Rogue +1 guile every time he kills an enemy. Setup: When the rogue reaches level 1 he's given a new passive ability called "Endless Loop" (see #1). The new passive ability is created using the GenericAbilityGameData tag (see #2). Scoring a kill triggers a status effect (see #3) that rewards 1 guile (see #4). Code: #1 Progression Table Entry for the New Ability: Rogue_Mod.gamedatabundle #2 Generic Ability Table: Rogue_Endless.gamedatabundle #3 Status Effect (Apply On Event) Table: Rogue_Endless_SE_ApplyOnEvent.gamedatabundle #4 Status Effect Table: Rogue_Endless_SE_AddGuile.gamedatabundle Anyone knows why this isn't working? Do I need to fulfill some kind of prerequisite (i.e. the mob has to die from a normal auto attack or similar) in order to get the +1 Guile? I'm at my wits end so any help would be greatly appreciated. Please note! All mod files can be found at my GitHub: https://github.com/Spherikal/PoE2-GameplayMods/tree/master/PoE2-RogueTweaks
  12. =================================== Armorbreaker =================================== Difficulty: PotD v. 2.01 -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Devoted(Estoc)/Streetfighter -------------------------------------------------------------- Race: Human, Hearth Orlan (party play) or whatever, preferably not Godlike, as there are 2 good helm picks for this -------------------------------------------------------------- Background: Old Vailia - Dissident -------------------------------------------------------------- Stats: MIG: 14 (you'll have plenty of other additive damage bonuses; still moderately important, it modifies aoe "spell-like" effects of some weapons and healing done) CON: 10 (don't really need more, don't really want to risk less) DEX: 14 (to be reasonably fast even without Streetfighter special active) PER: 18 (to hit & crit stuff, duh) INT: 17 (to keep that sweet Unbending + Disciplined Strikes + Refreshing Defence active as long, as possible; you only have so many resources) RES: 03 (with Unbending you'll survive anyway and kill any threats fast) -------------------------------------------------------------- Abilities | Proficiencies 01. Disciplined Barrage + Crippling Strike | Estoc! 02. Knockdown 03. Escape 04. Fighter Stances (usually use Cleaving) + Dirty Fighting 05. Two-Handed Style 06. Confident Aim 07. Disciplined Strikes + Finishing Blow 08. Rapid Recovery 09. Mule Kick (optional: Penetrating Strike which targets Deflection rather then Fortitude and provides even more Penetration) 10. Vigorous Defense + Persistent Distraction 11. Charge 12. Determination 13. Unbending + Deep Wounds 14. Devastating Blow 15. Armored Grace 16. Clear Out + Adept Evasion 17. Refreshing Defense 18. Slippery Mind (note it can disable some Streetfighter special trigger methods!) 19. Unbending Shield (optional Trunk) + Deathblows 20. Weapon Specialization (optional: Fearless or another defensive ability) or the recently buffed (but still expensive) Power Strike --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Estoc: BotEP -> Eager Blade (!) ->Engoliero de Espirs (!) Weapon Set 2: Some blunt(s) for skellies Alternative: Devoted to Battleaxes with Amra Axe. The playstyle is similar, it's an "in your face" aggressive melee that melts enemies around. It's a really good weapon. You'll face Penetration issues much more often though (2 lower Pen, no bonus Pen modal), so no longer an "Armorbreaker". Or you can go with generic Fighter and switch between estocs and axes, depending on enemy, but you'll loose Devoted 2 Pen (you'll have trouble penetrating some high armor enemies, but probably can manage with foods), 25% Crit bonus (Swashbuckler crits often) and frequent 30% Overpenetration on estoc crits. Head: Helm of the Falcon (speed) ® / later Heaven's Cacophony - for Avenging Storm 1/rest, which has good synergy with Clear Out ® Back: Giftbearer's Cloak with high History skill or Nemnok's Cloak for "On the Edge" playstyle or simply Greater Cloak of Protection Neck: Precognition or Claim and Refusal Armor: Devil of Caroc Breastplate (class resources! + good protection and speed) ® Waist: Gwyn’s Bridal Garter, optionally Undying Burden for more survivability or Upright Captain's Belt if you like to use Pull of Eora (the more interesting picks, like Nature's Embrace and Ngati's Girdle have sadly been nerfed to the ground) Hands: Gauntlets of Discipline ®, alternatively Woedica's Strangling Grasp or Boltcatchers, Rings: Entonia's Signet Ring ® + Ring of Greater Regeneration or Chameleon's Touch Boots: Boots of Stone, alternatively Rakhan Field for another active aoe ability Pet: Abraham (speed and heal) ® It'd be good to play with a history where Devil of Caroc from PoE1 spares Harmke/dies. Her Breastplate then becomes available in Marihi's Shop in Neketaka and offers good protection, speed and additional class resources for ability spam (very valuable). --------------------------------------------------------------- The build was created as a part of my journey to design a melee build that will: 1. Deal respectable aoe damage, 2. Deal high melee damage, 3. Use two-handers (my preferred weapon type since, well, always), 4. Work well throughout the game, not just at cap, 5. Be survivable and efficient even without much party support. It's probably solo-capable, but I don't test it for this criteria. I've tested various adventurer builds, mainly with berserker, at my own criteria: level 13 against tough Xaurip encounter on the Nekataka island with party present, but acting mainly as distraction, control over that char only, almost no AI scripts. Wasn't too happy with the results. Finally a Swashbuckler - Estoc Devoted with Eager Blade / Streetfighter aced the test. Why Estoc Devoted? An Estoc in the hands of a Devoted has high Penetration (10 base, goes up to 14 at Legendary quality), you get +2 Devoted Pen bonus and with a Fighter multiclass you can freely use the modal, which gives additional +2 Pen at the cost of some Deflection. With a Fighter you can soon outheal most damage (just not at the start), so tanking Resolve and Deflection is a non-issue. You end up overpenetrating a lot of the time for +30% damage (particularly that your bread & butter rogue move - Crippling Strike, also provides +2 Pen and crits multiply Pen by x1,5). And generally there are very few enemies who you have trouble penetrating. Advanced/elite skeletons are one such group, as they are immune to piercing damage. Well, eat that 10 Accuracy penalty and switch to another weapon for them. You'll still do more then respectable damage. Also there are very cool Estocs in this game, with some of the best available very early - and Eager Blade and Engoliero de Espirs effects greatly support the aoe damage playstyle I was aiming for. -> Blade of the Endless Paths depends on imported/set history from PoE1 and can be reforged as soon as you reach the main city for cheap. BotEP is Exceptional has nice speed, Accuracy and Critical damage bonuses. Might be best for single targets. -> Eager Blade can be bought from pirates in Dunnage - which can happen even before visiting the main city, if you know your way around. And it's even better. It's Superb, provides a random bonus at start of combat (+8 Deflection, +1 Armor or +10% damage) and stacking Accuracy and Speed bonuses on Crit. More importantly it's upgrade has 10% chance to negate recovery on hit (so basically double-attack) and, last but not least, attacking Near Death targets causes an attack aoe in frontal cone (which is not very small, with good Int I've seen it affect 3rd enemy row). Together with Cleaving Stance, this can lead to a cascade of kills and obviously works well with the likes of Avenging Storm. -> Then there's the Legendary Engoliero de Espirs. Not sure it's significantly better then the earlier pair. The Accuracy and Recovery bonuses on them are pretty sweet, but the quests and lore behind Engoliero are top notch and badass factor is trough the roof. Plus after you down an enemy, you get +2/+3 Might, Con & Dex (rather then -2/-3 before first kill, so not too good vs single opponents) and the Dex part kinda partially compensates for lack of other speed bonuses. The Ghost Blade procs (modified by the various damage variables) are very sweet vs large mobs due to the fairly large cone (but will nicely soften up even moderetely tough enemies). The raw lash is also very nice and makes Engoliero pull ahead in terms of damage done. Streetfighter likes to live dangerously. He's a fair bit slower then other rogues in his idle state, but when flanked by enemies or Blooded (below 50% Health), he becomes a meatgrinder. Blazing speed and additional +50% sneak attack damage vs vulnerable targets (on top of regular 30-60% of other Rogues and potential +50% from Deathblows). When both of the above criteria are met and when his Accuracy allows him to achieve a decent crit rate, things just explode (additional +100% crit damage on top of all the earlier bonuses). Of course this means he likes to engage multiple enemies, get hit and possibly stay damaged and Fighter abilities are just the perfect fit for that. In my opinion, Streetfighter with Heating Up or On the Edge abilities active is the best class to use two-handers and not feel slow and/or inferior to dual weapons. Some playstyle for tips for early party play: Recovery (+ later Rapid upgrade) you get from the get go is a nice healing stream, but often not enough to keep you alive, particularly on the first island, particularly when surrounded by enemies. If you have a Priest (you can recruit one in the first town you reach), at Power Level III he/she learns Consecrated Ground, which will temporarily help when you stay in the effect circle. Once he/she reaches Power Level IV, can cast "Triumph of the Crusaders", which heals for a LOT when you down an enemy - that should make you much more survivable already. New Power Levels are reached much earlier by pure classes btw. - level 7 for PL IV). Otherwise if you have a Druid, he can provide plenty of healing also. You still have to be careful for some time, but can afford a more daring playstyle. At your Power Level V (so multiclass character level 13) comes the bomb: Unbending, which makes you nearly unkillable for its duration. Just watch out for enemies casting Arcane Dampeners. Your signature Rogue moves are the trusty Crippling Strike, Finishing Blow for Blooded targets (up to +200% damage, eventually upgraded to Devastating for up to +300%), Escape for battlefield mobility, Persistent Distraction to make everyone you engage Sneak attack vulnerable. Dirty Fighting for extra crit rate. Later you'll pick Deep Wounds and finally Deathblows. Adept Evasion for defence. On the Fighter side you'll use Knockdown to interrupt nasty enemy skills, later upgraded to Mule Kick. Later Charge for cool mobility multihit and finally Clear Out to make mobs your bitches. The last 2 would work very well with Heaven's Cacophony Avenging Storm. Fighter Stances -> Cleaving Stance for extra attacks on kill. Disciplined Barrage-> Strikes should be always active. On the defensive side you'll want Rapid Recovery, Vigorous Defence (+Refreshing upgrade), Determination and, most importantly, Unbending. Also Armored Grace will be nice. With Fighter's Refreshing Defense (bonus to all defenses) and Determination (bonus to Intellect, Perception and Constitution affliction defense), Rogue Adept Evasion (negate Reflex Grazes - and we have high Reflex) and Slippery Mind (immune to Perception, Intellect and Resolve afflictions when Blooded - as a Streetfighter we like to be Blooded), as well as equipment: Gwyn's Bridal Garter (Dex affliction Resistance) and Boots of Stone (Might affliction Resistance), you will be well protected against most debilitating effects. Fighter's Disciplined Strikes, Vigorous Defense and later on Unbending Shield provide Concentration to ensure that nothing can stop you from demolishing your targets. Any comments are appreciated. Edit: Updated 02.09.18 to re-arrange some abilities and add info about Engoliero de Espirs.
  13. That was a pain, but I made it Here is a fixes for the slight of hand bonus missing for all rogue classes with Berath's blessing bonus skills. https://www.nexusmods.com/pillarsofeternity2/mods/206 The bonus was applied to insight instead of slight of hand. This fix redirects it to slight of hand. Berath's blessing is only applied at character creation or for npcs when they join you. So one have to start a new game for the correct bonus on the avatar. It is incompatible with anything that modifies Berath's blessing bonus skills. Just extract into the override folder like all the other mods for PoE2. This are the class IDs for anyone, who wishes to change/make abilities for classes. The ForClassID is the main class.
  14. Hi all, I am a returning player and finally decided to tackle the hardest achievements this game has to offer before moving to Deadfire. I have seen Wodjee's Ultimate run with a rogue and found genuinely cool although I am more inclined of doing it with a cipher. The builds I've found seem to be somewhat out-dated or not suitable for soloing let alone The Ultimate Achievement. So my questions as of now are the following: 1) At the current actual state of the game is it easier to achieve Ultimate with a rogue or a cipher? 2) It'd be very interested in corresponding SOLO(!) TCS/Ultimate build guides. post scriptum: I know there are maybe stronger classes (chanter, druid bla bla) but I want to have consistency with the char I am playing in Deadfire and a rogue or beguiler just seems way more piratey. Thanks in advance for sharing your experiences and any offered advice
  15. There is a few abilities that bother me in the rogue tree and I would like to know if some people find them some uses : Smoke cloud & upgrades, Positioning, Ring the bell, Shadow Step & Flurry of blades. Smoke cloud feel costy for applying Distracted when you can get persitant distraction. If you need a panic button, just better to use invisibility (that you must take). Applying Blind could be more interesting (alternative to blinding strike and in AOE). Smoke grenade upgrade make the ability a persistant AOE. Another option, make smoke cloud a persistant AOE that distract & Hobble. People stuck inside the cloud have hard time to get out of it. Give you more CC. The dot upgrade add a DMG effect to the AOE. Positioning : An inferior version of Escape that you unlock at PL7... As far I love my rogue to have more low cost abilities, I find this ability just uninteresting. You could add a self buff to it (Rogue have none outside of PL 8 and it's a PL 7 ability!), if you switch with an ally you buff him too, with an enemy you debuff it. Ring the bell : I find Pierce the bell fine (2 guiles for +45% dmg & +5PEN with ranged weapons), but the one handed melee lack luster. It's stuck between crippling strike (1guile) and Toxic strike (3guiles) that apply a more potent DOT. Just better to spam 2 crippling strikes or use one more guile and do more dmg? Withering Strike : for a 3 guiles cost, I would boost the DMG to 40-50% or make the ACC bonus +20. The description say you strike a vital point, you could expect more chance to critic or more dmg. BEfore the up of all other rogue attacks, withering strike was the only ability with a dmg boost. Shadow step : I don't see lot of people talking about it (or using it?). 3 cost to paralyse a target for 6sec? It's very situationnal. And flurry of blades is the ability that do lot of things (teleportation, buff, paralyse, aoe dmg) but nothing well? I would just kill to get a separate flurry of blades ability that work like a buffed ghost blades at PL 7. Or make flurry of blades the first upgrade (you unleash an AOE ring of dagger before teleporting, with the hobbled effect) and the last upgrade (at PL8) Paralyse enemies hit by the daggers. For a PL8 ability at least you do an AOE paralyse. About the bombes, I just wonder why obsidian created a specific skill. Compared to alchemy & arcana bombes offer less options. thematic wise the bombes feel at home with the rogue, I just wonder why they didn't use mechanic or sleight of hand to handle the bombe. The thief archetype is taxed with 3 out of combat skills, why not give them some combat use? Same with stealth, only usefull at the start of the combat and some scripted events just block you from using this skill. Why not, like athletic, give a 1 per encounter hidding ability that allow you to restealth in middle of the combat?
  16. The Iron Hammer This dwarf calls upon his ancestors' spirits to aid him in battle. They surround their progeny while he fights, blurring his outline and confusing, or terrifying, his enemies. He fights defensively and outlasts his enemies by locking them down in engagement and picking his moment for devastating retaliatory attacks. He can engage what seems like a whole screen of enemies (and gets better the more he engages) and provides persistent distraction to the whole group, making them all flanked and open for deathblows (including his own ripostes). If you pair the Iron Hammer with any AoE Rogue, that opening salvo (if you wait for engagement) will be all deathblows. *Update notes: I tweaked quite a few abilities and changed the gear to reflect. I also tested a min/max version of the build (stats and gear changes, abilities stayed the same) and it worked amazing on just about all the fights I put it in. I also did some testing solo and it was just too annoyingly slow for me to continue, but he was able to defeat all of the encounters I tried (with cheese tactics like summons and invisibility resets). NOTE: I have now used this build for Eder and it worked amazingly. Game Version: 3.1.1 Difficulty: PotD (+all Upscale, no mods) Solo: Untested Race: Dwarf, Mountain Class: Swashbuckler (Unbroken/Trickster) Home: White that Wends Background: Explorer Theme. Starting Stats (w/Berath’s Blessing): Mig: 10 Con: 8 (10) Dex: 8 (10) Per: 19 Int: 10 (11) Res: 18 Min/Max. Starting Stats (includes BB): Mig: 15 Con: 8 Dex: 2 Per: 19 Int: 16 Res: 18 Skills: Theme: Active: Split Athletics/Alchemy; Passive: Cap History Min/Max: Cap Athletics; Cap Metaphysics Abilities (In suggested order of selection): Disciplined Barrage Escape Fast runner Knockdown Fighter stance Weapon & shield Confident aim Determination Tactical Barrage Riposte Hold the line Bear’s fortitude Vigorous defense Persistent Distraction Unstoppable Fearless Superior deflection Deep wounds *Guardian stance (if in a party) / Unbending (if solo) Armored Grace Weapon specialization Adept evasion *Overbearing Guard (if in party) / Bull’s will (if solo) *Unbending (if in party) / Snake’s reflexes -or- Conqueror Stance (if solo) Unbending trunk Deathblows *Weapon mastery -or- Unbreakable (for a last ditch save) Weapon slots: Theme. Last Word (Threatening) & Akola’s Apex Ward (Shark teeth counter & Hide & Tooth) Min/Max: Kapa Taga (All Comers & Champion’s relic) & Cadhu Scalth (Luminous Harmony) Gear: Blackened Plate Helm Token of faith Blackened Plate Armor (Usher’s beckoning & Death in Life) Ring of Minor deflection Ring of greater regen Rakhan Field Boots Upright Captain’s belt Bracers of greater deflection Theme: The Gift Bearer’s cloth Min/Max: Cloak of Greater Deflection -or- Champion's Cape *Your choice of trinket (I normally have detonator shard on this guy as an emergency heal on back line, but Eye of Rymrgand is great defensive one) Nalvi (dog):+1 resolve and Reduces armor penalty for whole party *Put DPS pet, on Eder if you have that BB Consumables: Potion of Spirit Shield Potion of Moderate Healing Mohora wraps Coral snuff if you want to use drugs
  17. I am looking to build a party with a Shadowdancer or Votary. So far most builds I see are for solo play, so their synergy in the class combo is based on, well, solo play. I am trying to do a classic party. Serafen - Witch (Bar/Cyp) - Striker/Debuffer *Using Sin Tee Witch King build as it makes him a fast and reliable striker https://steamcommunity.com/sharedfiles/filedetails/?id=1399216139 Pallegina - Crusader (Pld/Fgt)- Striker/Tank *Using modified version, also, from Sin Tee Valkyrie https://steamcommunity.com/sharedfiles/filedetails/?id=1400804034 Xoti - Priest - Healer/Buffer *As she is primarily healer buffer, only taking abilities that will work towards that goal, as I don't want to use resources on attacks on her. 1. Tekehu - Theurge (Drd/Cht) - Buffer/Debuffer/Healer (Modified Sin Tee Deep Sea King Build) https://steamcommunity.com/sharedfiles/filedetails/?id=1394145549 or 2. Maia (for full martial party) - Scout (Rng/Rog)- Striker (Modified Sin Tee Reaper's Build) https://steamcommunity.com/sharedfiles/filedetails/?id=1396597008 So this leaves me, either Shadowdancer (Mnk/Rog)(fast attacks with good defense, I feel that as a Watcher I am most often than not targeted) or a Votary (Pld/Mnk). Role: This is going for an "Tanky" Striker, but I want to avoid if possible getting hit Subclass: Paladin (Wayfarer or Bleakwaker) Monk (Helwalker or no subclass) Rogue (Trickster) Reasoning: Streetfighter I don't want streetfighter rogue as I am not going to position myself to try to get the hits and I am going to be low on health (see below on stats) so 50% bloodied will be very dangerous position to be in. Nalpazca: I already had a really bad experience as nalpazca, with drug management, I ran out of drugs on PoTD Nemnok area and having that 100% healing debuff on each Arcane Dampener is not something I crave to experience again. Shattered Pillar: You only gain wounds thru Auto-Attacks, and only a max of 5 wounds total, which are enough to do most abilities, but you will not be using them often. And I feel that AI code for enemies target the Watcher a lot on different skills, unsure if its something I am doing wrong. Hence I will be able to generate wounds but getting hit, since I will be getting hit it seems. Assassin: This is a niche subclass with the mindset that you will be doing attacks from invisible and stealth; which I feel is more suitable for solo play. *Paladin's subclass all are good with little drawbacks, but as stated above, I feel I get targeted a lot by enemy attacks, so having this burst heal while doing damage is amazing. Stats: (With Berath's Blessing) MIG: 15 (17) CON: 8 (10) DEX: 15 (17) PER: 16 (18) INT: 12 (14) RES: 12 (14) Low CON, as you are trying to avoid getting hit, not soak the damage. Both builds below will function in the same way, although the Paladin has Lay on Hands and if Kind Wayfarer is chosen as its subclass each Flames of Devotion will heal you. I don't like min/max builds as I feel they have, well high strong points and also really weak ones; but you could dump CON more if you want to increase PER or DEX or even raise RES higher, but if you as choosing Rogue Trickster subclass you get so many Illusion spells that increase your Deflection that 1-3 extra points in Deflection will not make that much difference in the end. Race: Wood Elf (Dexterity Affliction resistance is nice to have, as that means my Quick from Swift Strikes or Swift Flurry will not get cancel) Skills: Alchemy, Athletics (4) As I am going to simulate Nalpazca drug abuse, but without the drug crash negatives. At level 20 you should have over 300s Drug time use. If: Going for Stalker's Patience you might want to put a better spread of points between Alchemy and Stealth (as weapon skill scale of stealth) Passive: Survival and Streetwise (they are used in many checks) Background: Deadfire & Hunter Equipment: Head: Fair Favor Chest: Miscreant's Leather or Devil of Caroc Neck: Precognition Hands: Ogre Gloves (+2 Might) Ring1: Chameleon's Touch Ring2: Entonia Signet Ring Belt: Girdle of Mortal Protection or The Amazing and Truly Incredible Instant Potion Belt Back: Cloak of Greater Deflection Boots: Boots of the Stone Weapons: Low level (1-10) Unarmed + Tuotilo as it creates great synergy with unarmed strikes and most of your attacks from monk are Primary only attacks. After level 11+ Votary: Stalker's Patience orMagram's Favor + Sungracer or Sun and Moon Shadowdancer: Stalker's Patience + Pukestabber or Rust's Poignard or Marux Amath Stalker's Patience was added because of @grasida: "Stalker’s patience works very well with the monk crit abilities, since it can be enchanted with a 20% chance to recover immediately on crit. That can proc itself and can proc off of or from swift flurry and heartbeat drumming. The 1/3, 1/4 and 1/5 attack to immediately attack again whenever you crit feed off of each other and lead to some really fearsome crit chains." and @gkathellar: Persistent Distraction means every enemy you have engaged is Flanked all the time, on account of Distracted adding Flanked. This works wonders in combination with Stalker's Patience. Shadowdancer Votary
  18. I want to start my next playthough as ultimate rogue character with maxed mechanics and upgraded stealth. I want to use dual-wield, bluff everyone and steal everything which isn't nailed to the floor. This will be fun but I beat my first PT on "Veteran" and need more challenge but according to my experience rogue characters are rather fragile and die quickly if dual-wielding. Can you, please, make some suggestion for me how to build (multiclass?) and dress my character to make this PT livable? Regarding party: Eder, Xoti and Teheku are must party members for this PT. Maia is no-no.
  19. The Holy Hand Grenadier (OK, so he is really a holy hand mortar maniac… but I wanted the Monty Python reference!) Class: Holy Slayer Subclasses: Goldpact, Kind Wayfarer, or Bleakwalker / Streetfighter Description: This is a very straightforward build. You use blunderbuss modal to activate streetfighter’s amazing speed boost. The hand mortar and fire in the hole are both AOE weapons and can be used to quickly spread afflictions and Damage Over Time (DOT) to your enemies. Paladin provides a ton of defense which helps offset the downside of constantly fighting under the distracted affliction. The hat and rings make your FoD laser accurate. You can quickly move around the battlefield with escape, and your zeal will feel nearly endless for AOE ranged full attacks. Use escape to get really close, have a nice deflection, and blast enemies with hand mortar. I went with Goldpact for a more balanced, survivable build; however, if you want to maximize crowd control and AOE (Area Of Effect) DPS (Damage Per Second) I recommend Bleakwalker. The added corrode damage and sicken affliction are extremely strong when applied as an AOE. Goldpact is going to add a tremendous amount of armor which is going to go a long way to keep you alive and helps offset some of Streetfighter’s inherent weaknesses from fighting distracted. Kind Wayfarer is also great since you will be using Flames of Devotion often, but can sometimes work against wanting to stay blooded. The choice is completely up to you, the build works great with any paladin subclass, but if running Goldpact with exalted endurance, it gives you a way to keep your health at 50% in relative safety without worrying that your next FoD is going to drop your dps. Race: Human (Any will work) Race is very unimportant to this build. Pick what you like. I went with Human for the DPS boost while blooded, which is a state we like to be in anyway! Attributes – No Berath’s Might: 16 Constitution: 10 Dexterity: 10 Perception: 18 Intelligence: 18 Resolve: 6 Attributes – With Berath’s Blessing (Recommended) Might: 16 Constitution: 10 Dexterity: 10 Perception: 18 Intelligence: 18 Resolve: 18 Attributes – With Berath’s Blessing (Min Max DPS) Might: 20 Constitution: 8 Dexterity: 16 Perception: 20 Intelligence: 20 Resolve: 6 I personally hate min-maxing, so I made my character well rounded with a high resolve and nothing truly weak. Dexterity is unimportant to this build as you will get tons of speed from the synergy of streetfighter and powder burns. I like to run with a chanter in my party running Sure Handed. This build will also always dual wield. This game has a funny way of stacking speed where there is a diminishing returns on gains past a certain point of speed increase. I would keep dexterity as close to 10 as possible in your stats since the gain is quite marginal with so many sources of reload speed. Abilities: Level 1: Sworn Enemy, Flames of Devotion, Crippling Strike Level 2: Lay on Hands Level 3: Deep Faith Level 4: Zealous Aura, Blinding Strike Level 5: Two Weapon Style Level 6: Escape Level 7: Sworn Rival, Arterial Strike Level 8: Gouging Strike Level 9: Eternal Devotion or Shared Flames (if in party) Level 10: Exalted Endurance or Focus (your choice), Level 11: Strike the Bell Level 12: Finishing Blow Level 13: Deep Wounds, Psion of Flame Level 14: Eliminating Blow, Pierce the Bell or Ring the Bell (more dot damage) Level 15: Withering Strike Level 16: Virtuous Triumph, Toxic Strike Level 17: Improved Critical Level 18: Uncanny Luck Level 19: Stoic Steel, Death Blows Level 20: Whatever you want I took Strike the Bell for even more DOT stacking, but this is completely optional. Shadow step is one option, but IMHO the paralyze affliction doesn’t last quite long enough for the heavy guile cost. The core of this build is the combination of dual wielding aoe blunderbusses with rogue debuffs and using paladin’s great defenses to make you less of a glass cannon. There is actually a ton of room in the above abilities depending on your personal preferences. I stuck to ranged, so I skipped riposte and persistent distraction; however, you could easily work them in by dropping withering strike and toxic strike. You will have a ton of great damage abilities and sometimes it’s nice to have DPS do some off-tanking. Proficiencies: Blunderbuss Skills: Athletics, Explosives, History (if using Giftbearer’s) Weapons: Set 1: Hand Mortar and Fire in the Hole (upgrade for bonus damage <2m and projectile bounce) Set 2: Your favorite dual wield combo of melee weapons (Modwyr and Duskfall are great) Other Useful Gear: Head: Acina’s Tricorn, Ranged accuracy and reload speed Ring: Ring of Focused Flame, more accuracy with FoD Ring: Ring of the Marksman, more ranged accuracy and penetration Armor: Anything that improved recovery or action speed. Devil of Caroc and Miscreant Leathers are both great.
  20. Wander around in an alcohol and drug fueled stupor lulling your enemies into surrounding you then suddenly explode into motion. Dashes around smashing the enemy and stacks debuffs and start with the deathblows at as close to 0 recovery and attack as possible. Citation: This was inspired by Sin Tee’s Mirke build. Game Version: 1.2 Difficulty: PotD (+all Upscale, no mods) Solo: Untested Race: Human Class: Shadowdancer (Streetfighter/Nalpazca) Home: Deadfire Background: Hunter Stats: Mig 17 Con: 10 Dex: 19 Per: 18 Int: 10 Res: 4 Skills: Active: Alchemy Max Passive: your choice (no gear bonuses) Abilities (In suggested order of selection): Crippling Strike & Swift Strikes Escape Lesser Wounds Dirty Fighting & Two Weapon Style Blinding Strike Defensive roll (or fast runner) Debilitating Strike & Swift Flurry Confounding Blind Finishing Blow Snake Reflex & Thunderous Blows Duality of Mortal Presence Rooting Pain Deep Wounds & Uncanny Luck Devastating Blow Tough Improved Critical & Flagellant's Path Turning Wheel Enervating Blows Deathblows & Heartbeat Drumming Adept Evasion or Slippery Mind Gear: Pukestabber & Marux Amanth (unarmed for 2nd set) Fair Favor Precognition Miscreant's Leathers Chameleon's Touch Entonia Signet Ring Boots of Stone Girdle of Mortal Protection Gatecrashers Cloak of Greater Deflection: +7 Deflection Pet: Abraham (Dog): Reduce armor penalty for player (varies by type) & health on kill party effect. Or Nalvi (Dog): +1 resolve for player & Reduce recover Penalty for armor (varies by type) Party effect. Consumables: Vrer Chiora (Alcohol for Mad Drunk) Mouth Char Potion of Perfect Aim Potion of Ascension Potion of Spirit Shield Potion of Moderate Healing Edit: you could do the history + giftbearer's and change gatecrashers to bracers of deflection if you find yourself getting in trouble often, but the trick is to never stand still, get flanked then flagellants in and out of it while dumping 2 or 3 debilitating strikes at the speed of sound.
  21. Riposte Tank - Trickster/Bleak Walker Click the video below for a more detailed look at the build Showcase video Steam Guide Follow me on twitch >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Combat Showcase Timestamp <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Overview: This build is designed to be a resolve based dodge/riposte tank which utilizes the rogue passive Riposte and the enchant ability of the great sword Whispers of the Endless Path to counter attack when an opponent misses you in melee. It relies on a lot of deflection based passives, items and buff+-/debuff spells to mitigate damage taken in melee by making the opponent miss. It has very low constitution and is therefore bit weak to magic and ranged damage compared to other tank builds, but makes up for it by having the added damage from going 2 handed. I haven't tested it yet but the build should be able to solo on PotD. Bleak Walkers favored disposition is Aggressive and Cruel but you can make this build work with other Orders aswell. Update: Trickster recieved some buffs in patch 1.2.0. It shouldnt affect the build path just makes Trickster stronger. Rogue Trickster Gaze of the Adragan Guile Cost 3 -> 2. Trickster Wall of Many Colors Guile Cost 4 -> 3. Trickster Sneak Attack penalty -20% Damage -> -10%. Trickster now also acquires wizard illusion spells at PL 2, 4, 6, and 8. Eliminating Blow only applies Shaken to secondary targets, as suggested by its upgrade string. Attributes: Might 10 Constitution 5 Dexterity 14 Perception 14 Intellect 15 Resolve 19 Role: Main/offtank, Offhealer/buffs, AoE damage dealer The build offers a lot of utility to the party in addition to beeing a tank by buffing and healing your team while debuffing enemies. Race: Human or Hearth Orlan. Both have bonus Resolve and racial passives that increases damage. Level progression: Level 1: Lay on Hands/Crippling strike Level 2: Deep Faith Level 3: Backstab Level 4: Dirty fighting/Zealous Aura Level 5: Two handed style Level 6: Inspiring Triumph Level 7: Riposte/Glorious Beacon Level 8: Hands of Light Level 9: Eternal Devotion Level 10: Finishing blow/Zealous aura upgrade (Exalted charge?) Level 11: Persistent Distraction Level 12: Scion of Flame Level 13: Elimination Blow/Enduring Beacon Level 14: Uncanny Luck Level 15: Deep Wounds Level 16: Improved Critical/Virtous Triumph Level 17: Divine Purpose Level 18: Retribution Level 19: Deathblows/Sacred Immolation Level 20: Stoic Steel Skills: Max intimidate for Casità Samelia's Legacy Passive Mix stealth/Athletics Weapon Proficiencies: Great Sword N/A. Just choose other two handers Pros: High damage for a tank build Can work as an off-healer Buffs/Debuffs High AoE damage Cons: Weak to ranged and magic damage due to low constitution Equipment/Gear: Priority is to max the deflection as high as possible to proc Riposte and Offensive Parry. There is quite a lot of gear you can pickup before endgame but I will list best in slot items Weapons: Whispers of the Endless Path with Offensive Parry enchant Equipment: Helm - Whitewitch Mask : +1 Illusion Power levels, Ryngrim's Enervating Terror, Ryngrim's Repulsive Visage when bloodied Neck - Claim and Refusal Modal ability: +10% damage taken from Melee attacks, +15 damage with Melee attacks Chest - Casità Samelia's Legacy +Deflection that increases with Intimidate skill Ring 1 - Entonia Signet Ring Entonia Signet Ring: +3 All Defenses when Engaged (Stack 5 times) Ring 2 - Ring of Focused Flame 10 accuracy with fire attacks Boots - Boots of the Stone +1 Dexterity, +1 Resolve, Resistance to Might afflictons Belt - The Maker's Own Power Reforge the flesh; The wearer transforms into a stationary pillar of steel, reducing incoming damage and restoring health Gloves - Gatecrashers Slugger: +2 Might, 50% chance to knock targets down on Critical Hit/Reeling Blow: Cone attack that pushes and stuns target (2 per rest) or Onepahua's Strength +2 Might, + 2 Intimidate Cloak - Cloak of Greater Deflection +7 Deflection Pet - Nalvi (Dog): Reduce recover Penalty for armor (varies by type) - Party Wide Consumables: Coral Snuff +10% action speed, +5 Deflection, +5 Reflex for 180 sec Grog (Deadfire) +15% Damage with Melee attacks, -1 Dexterity Potion of Improved Arcane Reflection (Against Casters) Potion of Insubstantial Form (Against Melee) Core Abilities: Faith and Conviction: +All defenses scales with disposition Enduring Beacon: Blind enemies, + Deflection Sacred Immolation: AoE DoT around caster Mirrored Image: + Deflection buff Riposte: Counterattack when opponent misses in melee Offensive Parry (Whispers of the Endless Path enchant): Counterattack when opponent misses in melee
  22. 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.
  23. How viable this class would be? Rogue is a damage-focused class and Paladin is a tank or a supporter, but the ability to buff myself, therefore increasing DPS looks promising. What attributes and abilities are recommended? Is there a soulbound greatsword?
  24. So I've started my first REAL (started a cipher and didn't enjoy it) character to play and I decided on a rogue since I've heard they do the highest single target damage and look appealing to me. Here's my build, any pointers or tips to improve it would be much appreciated: Race: Moon Godlike (I like the passive, the stats and they look cool) Attributes: MIG: 12 CON: 8 DEX: 18 PER: 18 INT: 12 RES: 10 I want to use dual sabres because they look cool and I like pirates. I've also heard they are very good on the rogue.
  25. I have a problem with this kind of games, where there are many choices and I can't stick with one. So help me out here.. I am trying to start the game in POTD... 1. Votary (PLD/MNK) (BleakWalker/Shattered Pillars or Nalpazca) 2. Inquisitor (PLD/CYP) (BW/Soul Blade) 3. Shadowdancer (MNK/ROG) (???/Streetfighter [unsure of subclass as well]) On all 3 builds I plan to use Two-Weapon Fighting. Also so far I do not want to be a tank, maybe offtank but not main tank in any way. For Race either Godlike Nature or Frost Elf or Human. Since I haven't reached end game yet, I have no idea of possible good helmets or if the elf or human bonus are actually good compared to the power level from Nature Godlike. For weapons I was thinking of either Battle Axes, Swords, and/or Flails. For Armor Light armor or Medium (depends if using MNK because of Swift Strikes) For Low levels I am so confused, because I feel that no matter which class combo I choose I miss a lot even with the 18 perception. MNK/ROG (Shadowdancer) Rogue Subclass: Street Fighter (This will make you very adopt a high risk fighting style, which you want to have more than 1 enemy always engaged and then squeeze into them.) But in the end I went no subclass, as no penalties are better than some for situational benefits. Monk Subclass: Nelzpaca (Constant wounds generation while drugged, and +10 P.Level to drugs Stats (Edited after a comment from AeosnLegends, I had copy pasted from a dps build the stats) (Also you can include +2 to all stats with Berath's Blessing) M:15 C:14 D:10 P:14 I:10 R:14 Traits Athletics until 5 Alchemy (after you get Athletics) (Passive not sure, use survival and others for RPG checks) Active and Passive Skills lv1: Crippling Strike & Swift Strikes lv2: Force of Anguish (retrain into backstab later on, but use this to dump wounds early game) lv3: Lesser Wounds lv4: Blinding Strike & Two Weapon Style lv5: Dirty Fighting lv6: Long Stride lv7: Riposte & Torment's Reach lv8: Swift Flurry lv9: Stunning Blow lv10: Persistent Distraction & Thunderous Blows lv11: Duality of Mortal Presence lv12: Rooting Pain lv13: Deep Wounds & Raise Torment lv14: Uncanny Luck (again this is to trigger Riposte as there is a higher chance to miss [haven't tested if Riposte triggers from this "miss"]) lv15: Stunning Surge lv16: Slippery Mind & Turning Wheel (Upgrade from Duality of Mortal Presence) lv17: Improved Critical lv18: Flagellant's Path lv19: Deathblows & Heartbeat Drumming lv20: The Dichotomous Soul Equipment: Weapon (offhand only as bare hand monk damage is superior to any and recovery speed is in par with daggers 3.0 base): Modwyr or Duskfall (which both can be acquire early in game.) Head: Fair Favor (acquired with level 2 or 3 with Serafen) Armor: Miscreant’s Leather (I enjoy the speed recovery bonus, which means hits more often and acquired without a single fight) Neck: Precognition Cape: Cloak of Greater Deflection (+7 Deflection, yes please!) Hands: Gauntlets of Ogre Might Ring1: Chameleons Touch Ring2: Entonia Signet Ring (again this is to increase deflection, Riposte, anyone?) Feet: Boots of the Stone Waist: Instant Potion Belt (you will have high Alchemy, so benefits from a potion on each encounter are great) Will be working on a Votary one next, but also build towards high dps with high survivavility
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