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Since Hiravias's personal quest is about him questioning his spiritshift form and struggling for answers, this build is about ignoring spiritshift until the end of his personal quest. Afterwards you can respec to the classic Druid build with Wildstrikes. Little bit of RP never killed anybody and the Firebrand build is still viable. Difficulty: PotD -------------------------------------------------------------- Class: Druid -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Hearth Orlan -------------------------------------------------------------- Background: Eir Glanfath - Drifter -------------------------------------------------------------- Skills: Survival 7 (base 5, +2 Druid), Lore 10 (base 9, +1 Druid), Athletics the rest --- Hiravias is eating a deer at Stormwall Gorge. Druids gain new spells every odd level. You don't have to select which spells to learn. You learn automatically all the available spells at the appropriate level. Level 1: Druid Spells Level 2: Weapon Focus Peasant Level 3: Druid Spells Level 4: Two-Handed Style Level 5: Druid Spells Level 6: Scion of Flame Level 7: Druid Spells Level 8: Heart of the Storm Level 9: Druid Spells, Mastery - Sunbeam Level 10: Apprentice Sneak Attack or Outlander's Frenzy Level 11: Druid Spells, Mastery - Firebrand Level 12: Outlander's Frenzy or Apprentice Sneak Attack Level 13: Druid Spells, Mastery - Returning Storm or Infestation of Maggots or Nature's Balm Level 14: Bear's Fortitude Level 15: Druid Spells, Mastery - Moonwell or Form of the Delemgan Level 16: Superior Deflection --- Sunbeam has a nice Blinding effect but it isn't Foe only. Charm Beast is funny to cast on Alpine Dragon. Returning Storm and Relentless Storms are OP. Moonwell is great AoE heal and buff. Plague of Insects has incredible range and radius, and is Foe only. Also good at helping you interrupt spell casters. Sunlance is sometimes good, if I don't forget it exists. Infestation of Maggots + Insect Swarm + Plague of Insects + Venomblood = DOTs Spell Mastery - Sunbeam, Firebrand, Returning Storm or Infestation of Maggots or Nature's Balm, Moonwell or Form of the Delemgan --- Weapon Set 1: Durance's Staff, Llawran's Stick, Taluntain's Staff, Greenstone staff Weapon Set 2: Hunting Bow Head: Stag Helm Armor: Pike's Pride or Hirbel's Protective Skin, enchant +2 Int Neck: +Per Hands: Forgemaster's Gloves Boots: Boots of Stability or something Belt: Girdle of the Driving Wave Rings: Snerf's Folly, Ring of Protection, Ring of Deflection Look for Intellect, Constitution, Perception and some Dexterity. --- Cast Returning Storm or Relentless Storm, pop Firebrand and Outlander's Frenzy. Hiravias is not tanky and he will have his health concieled because of Outlander's Frenzy. So give him some support, attack targets stunned by storms, equip Stag Helm to not get stuck (or Cast Form of the Delemgan), use Knock Down from Girdle of the Driving Wave. If the heat is too much, then stay back and cast druid spells. --- If you want to respec to Spirithsift Druid: Level 1: Druid Spells Level 2: Weapon Focus Peasant Level 3: Druid Spells Level 4: Two Weapon Style Level 5: Druid Spells Level 6: Wildstrike Shock Level 7: Druid Spells Level 8: Heart of the Storm Level 9: Druid Spells, Mastery - Dancing Bolts or Nature's Mark Level 10: Greater Wildstrike Shock Level 11: Druid Spells, Mastery - Woodskin or Insect Swarm Level 12: Apprentice Sneak Attack Level 13: Druid Spells, Mastery - Returning Storm or Infestation of Maggots or Nature's Balm Level 14: Bear's Fortitude Level 15: Druid Spells, Mastery - Moonwell or Form of the Delemgan Level 16: Superior Deflection Weapon Set 1: Hatchets or Spear and Shield Weapon Set 2: Hunting Bow
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Several years ago I wanted to play a melee Cipher. I looked around the threads here to see if there were any suggestions for melee Cipher weapons. The winner for me was the combination of Sword of Daenysis and March Steel Dagger. Eventually I tried to give the same weapon combo to Devil of Caroc. I think Sword of Daenysis and March Steel Dagger work just fine for a Rogue. There is something very satisfying about being super fast with your attacks. Difficulty: PotD -------------------------------------------------------------- Class: Rogue -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Advanced Construct -------------------------------------------------------------- Background: The Dyrwood - Trapper -------------------------------------------------------------- Skills: Survival 12, Athletics the rest --- Devil of Caroc can join your party after you complete the Recluse of the White March quest. The Devil chooses Blinding Strike at level 1, you can't change that. Your choices start from level 2. Level 1: Blinding Strike Level 2: Two Weapon Style Level 3: Escape Level 4: Weapon Focus: Noble Level 5: Dirty Fighting Level 6: Vulnerable Attack Level 7: Deep Wounds Level 8: Vicious Fighting Level 9: Adept Evasion Level 10: Snake's Reflexes Level 11: Deathblows Level 12: Savage Attack Level 13: Sap OR Crippling Strike Level 14: Bear's Fortitude Level 15: Persistent Distraction Level 16: Superior Deflection --- Escape to reach squishy targets or to flee to safety. Vulnerable Attack to help with Damage Reduction. Have both Vulnerable Attack and Savage Attack always on. Sap is not a Full Attack ability but I value the Stun. I like the combination of Adept Evasion and Snake's Reflexes. If you find it unnecessary pick something else. --- Weapon Set 1: Sword of Daenysis and March Steel Dagger Weapon Set 2: Either ranged weapon from Weapon Focus: Noble or a melee weapons with Crushing damage type. Sword of Daenysis is sold in Club of Refined and Prestigious Gentlemen, 2nd floor of The Salty Mast. March Steel Dagger can be obtained after you finish Something Secret quest. You need to choose specific dialogue options with Gordy. If you are not certain how to proceed, save before you interact with Gordy. This weapon combination will make you quite fast and accurate. Head: Executioner's Hood Armor: Devil of Caroc's Body, enchanted +2 Dex or +2 Per Neck: Cape of the Master Mystic Hands: Gauntlets of Ogre Might Boots: Echoing Misery Belt: Binding Rope Rings: Orlan's Bramble Ring, Serel's Ring, Ring of Protection --- Devil of Caroc, thanks to the Advanced Construct race, is immune to Poison and Disease effects, Sickened, Confused, Charmed, Dominated and Call to Slumber spell. She also can't use Food, Drinks and Drugs. She can be left behind and survive in Cayron's Scar ending scripted interaction. Even though you will be mostly auto-attacking with Devil of Caroc, you have to pay attention who to attack, when to use Sap and when to retreat if necessary. Don't charge in mindlessly.
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Aloth is the first companion you can recruit in the game. Well, Aloth can actually be considered as two companions. Iselmyr counts too. Difficulty: PotD -------------------------------------------------------------- Class: Wizard -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Wood Elf -------------------------------------------------------------- Background: Aedyr - Gentry -------------------------------------------------------------- Skills: Lore 12 (Base 8, +2 Wizard, +2 Gentry), Survival 6 or 12, Athletics the rest --- Aloth can be found in Gilded Vale near Black Hound Inn. You start leveling Aloth from level 2 onwards. Every wizard gets Arcane Assault at level 1. Level 1: Arkemyr's Dazzling Lights, Fan of Flames, Minoletta's Minor Missiles, Wizard's Double Level 2: Chill Fog, Blast Level 3: Combusting Wounds, Curse of Blackened Sight Level 4: Merciless Gaze, Penetrating Blast Level 5: Deleterious Alacrity of Motion, Minoletta's Bounding Missiles Level 6: Expose Vulnerabilities, Weapon Focus: Noble Level 7: Minoletta's Concussive Missiles, Confusion Level 8: Dimensional Shift, Marksman Level 9: Malignant Cloud, Llengrath's Safeguard, Mastery - Eldritch Aim Level 10: Blast of Frost, Penetrating Shot Level 11: Gaze of the Adragan, Ninagauth's Freezing Pillar, Mastery - Curse of Blackened Sight OR Combusting Wounds Level 12: Minoletta's Precisely Piercing Burst, Secrets of Rime Level 13: Tayn's Chaotic Orb, Delayed Fireball, Mastery - Deleterious Alacrity of Motion Level 14: Ninagauth's Killing Bolt, Interrupting Blows OR Apprentice's Sneak Attack Level 15: Kalakoth's Freezing Rake, Wilting Wind, Mastery - Ninagauth's Shadowflame Level 16: Caedebald's Blackbow, Interrupting Blows OR Apprentice's Sneak Attack --- I use Aloth's grimoire the whole game and eventually learn all the spells I want from other grimoires. My spell selection for Aloth is: 1st level spells - Eldritch Aim, Chill Fog, Spirit Shield, Minoletta's Minor Missiles or Slicken 2nd level spells - Combusting Wounds, Curse of Blackened Sight, Merciless Gaze, Infuse With Vital Essence 3rd level spells - Deleterious Alacrity of Motion, Minoletta's Bounding Missiles, Expose Vulnerabilities, Arcane Dampener or Arduous Delay of Motion 4th level spells - Minoletta's Concussive Missiles, Ninagauth's Shadowflame, Confusion, Dimensional Shift 5th level spells - Blast of Frost, Malignant Cloud, Ninagauth's Bitter Mooring, Llengrath's Safeguard 6th level spells - Gaze of the Adragan, Ninagauth's Freezing Pillar, Minoletta's Precisely Piercing Burst, Arcane Reflection 7th level spells - Tayn's Chaotic Orb, Delayed Fireball, Ninagauth's Killing Bolt, Concelhaut's Crushing Doom 8th level spells - Kalakoth's Freezing Rake, Wilting Wind, Caedebald's Blackbow, Wall of Many Colors or Minoletta's Piercing Sigil Mastery - Eldritch Aim, Curse of Blackened Sight OR Combusting Wounds, Deleterious Alacrity of Motion, Ninagauth's Shadowflame My last playthrough I chose Secrets of Rime talent. My spell selection reflects that. You can choose very differently, both talents and spells, and still have a lot of fun. Wizards are very powerful and versatile. You will need Ninagauth's Black Pages grimoire and The Ironclasped grimoire for some of the unique spells in my selection. --- Weapon Set 1: Engwithan Scepter, later Gyrd Háewanes Sténes or Puitènte med Príncipi Weapon Set 2: Melee weapon from Weapon Focus: Noble I like how Scepters look, so I use Scepters. But Wands and Rods are perfectly viable. Gyrd Háewanes Sténes has a chance to Dominate your target on Hits or Crits. It annoys me to no end. I use Engwithan Scepter and wait all the way for Puitènte med Príncipi. Head: +Int or +Per Armor: Aloth's Leather Armor Neck: +Int or +Per Hands: Gauntlets of Accuracy Boots: Glanfathan Stalking Boots Belt: +Dex or +Mig Rings: Ring of Protection, Ring of the Selonan None of these items are essential. You are looking for Intellect, Perception. Some Might and Dexterity, if you have items to spare. --- Arcan Assault is a pretty good per encounter ability in the early and mid game. Lore 12 gives Aloth the opportunity to cast all the scrolls in Eora. For Aloth I usually choose from these: scroll of Revival, scroll of Confusion, scroll of Defense, scroll of Protection, scroll of Valor, scroll of Paralysis, scroll of Moonwell. With masteries, starting from level 9, Aloth should cast Deleterious Alacrity of Motion and Eldritch Aim at the start of every fight. Confusion, Gaze of the Adragan and Ninagauth's Shadowflame are very strong spells. If things get out of hand, these spells can save you. I think Dimensional Shift is underrated.
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Edér likes animals and charging to the frontlines. Difficulty: PotD -------------------------------------------------------------- Class: Fighter -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Meadow Folk -------------------------------------------------------------- Background: The Dyrwood - Farmer -------------------------------------------------------------- Skills: Athletics 9 (base 7, +1 Fighter, +1 Farmer) , Survival 12 (base 10, +1 Fighter, +1 Farmer), some Lore if you want --- Edér is smoking his pipe next to the the gallows tree in Gilded Vale. You need to do Visions and Whispers quest before you can recruit him. Level 1: Knock Down Level 2: Two Weapon Style Level 3: Confident Aim Level 4: Weapon Focus Soldier Level 5: Weapon Specialization Soldier Level 6: Bear's Fortitude Level 7: Armored Grace Level 8: Weapon Mastery Level 9: Disciplined Barrage Level 10: Apprentice's Sneak Attack Level 11: Critical Defense OR Vigorous Defense Level 12: Superior Deflection Level 13: Charge Level 14: Savage Attack Level 15: Triggered Immunity Level 16: Rapid Recovery --- I don't think Edér needs Sword and Shield to be your main tank. Even on PotD. Abilities like Disciplined Barrage and Vigorous Defense are great but they don't last very long because of Edér's Intellect. I tend to choose Criticial Defense over Vigorous Defense because of that. I still pick Disciplined Barrage though. Don't always mindlessly spam Knock Down and try to interrupt enemies with it instead. --- Weapon Set 1: Shatterstar + Godansthunyr or Strike Hard Weapon Set 2: Any ranged weapon from your Weapon Focus I hate how Godansthunyr looks. So I often pick Strike Hard instead but Godansthunyr is the better weapon. Another option is to go Weapon Focus: Knight. There is plenty of good Swords and Battle Axes. Head: Garodh's Chorus Armor: Plate Armor, He Carries Many Scars Neck: Shroud of Mourning Hands: Pilferer's Grip Boots: Boots of Stability Belt: Girdle of Eoten Constitution Rings: Ring of Protection, Ring of Deflection You are looking for Resolve, Constitution, Might. Enchant your armor with Perception. --- It's crucial, especially in the early game, to know how to use chokepoints in the area you are in. Well placed Edér is going to block a whole group of enemies even on PotD. Look for doors, narrow corridors, ... If you feel like you need Edér to tank with a shield, then pick Weapon and Shield Style instead of Two Weapon style and respec later when you are more comfortable without a shield. Later in the game, most of the time, you can just send Edér forward to tank and deal damage. With Charge Edér becomes a lot more fun to play but that is all the way at level 13. Have Potions of Llengrath's Displaced Image ready in your quick slots for more difficult fights. If you want Edér to tank dragons, give him Ilfan Byrngar's Solace. The shield has Preservation: +50 Defenses while Stunned; +50 Defenses while Prone. That's great against dragons. Alternatively you can choose any other piece of gear with the same enchantment. But Ilfan Byrngar's Solace can be obtained more easily and relatively early in the game. Other options are Ring of Thorns, Malina's Boots, Garodh's Chorus, ...
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Another companion build. This one is super fun. Heavily inspired by Boeroer suggestions and also by The Fire General build by ottffsse. Difficulty: PotD -------------------------------------------------------------- Class: Paladin -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Avian godlike -------------------------------------------------------------- Background: Vailian Republics - Soldier -------------------------------------------------------------- Skills: Lore 10 (base 8, +1 Paladin, +1 Soldier), Athletics 9 (base 6, +2 Paladin, +1 Soldier) , Survival 7 --- Pallegina can be found in Ondra's Gift. You need to do At All Costs quest before you can recruit her. Level 1: Flames of Devotion Level 2: Intense Flames Level 3: Zealous Focus Level 4: Weapon and Shield Style Level 5: Sworn Enemy Level 6: Wrath of the Five Suns Level 7: Liberating Exhortation Level 8: Penetrating Shot Level 9: Coordinated Attacks Level 10: Scion of Flame Level 11: Righteous Soul OR Aegis of Loyalty Level 12: Aspirant's Mark Level 13: Sacred Immolation Level 14: Veteran's Recovery OR Prestidigitator's Missiles Level 15: Abjuration OR Lay on Hands Level 16: Veteran's Recovery OR Prestidigitator's Missiles --- Penetrating Shot works together with Wrath of the Five Suns, Prestidigitator's Missiles, Scroll of Missile Barrage and Blunderbuss. Sworn Enemy/Wrath of the Five Suns works together with Scroll of Paralysis. Very good when fighting dragons to boost your much needed accuracy. Liberating Exhortation can save you in many fights. Especially when somebody crucial from your party gets Dominated, I'm looking at you Adragans, or you need to get rid of DOTs, like in Ogre Druid fights. Righteous Soul might not make Pallegina immune to Charmed, Dominated, Frightened, Terrified, Poison or Disease but it will reduce the duration by 5 seconds. I think that is significant. Especially when it comes to Charmed and Dominated. --- Weapon Set 1: The Flames of Fair Rhîan and Outworn Buckler Weapon Set 2: Lead Spitter Before you get The Flames of Fair Rhîan, use any weapon that you like. Head: ... Armor: Plate Armor, she looks great in Angwes Adra Neck: Amulet of Summer Solstice or Ruphec's Watchful Cloack MKII Hands: Ryona's Vambraces Boots: Boots of Stability Belt: Coil of Resourcefulness Rings: Ring of Protection, Ring of Deflection, Ring of Searing Flames, Ring of Thorns --- Have Scroll of Paralysis, Scroll of Missile Barrage and Scroll of Revival prepared in your quick slots. To continue with the theme you can also prepare Potion of Flame Shield and Scroll of Burst of Summer Flame. To get The Flames of Fair Rhîan you need to consume Maerwald's soul. To get the Amulet of Summer Solstice you need to kill Lord Harond in Dyrford. Ring of Searing Flames + Sacred Immolation = fun. Have Penetrating Shot ALWAYS on. Start the fight with Pallegina casting Wrath of the Five Suns, fire a shot from Lead Spitter using Flames of Devotion. Aim for enemy Wizards, Priests and Ciphers. They should get melted. Switch to Sword and Shield and go tank. Pop Sacred Immolation and help yourself with Aspirant's Mark, boost your damage with Ring of Searing Flames. Scroll of Missile Barrage and Prestidigitator's Missiles are cherries on top.
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Continuing the companion builds. This time Durance. Difficulty: PotD -------------------------------------------------------------- Class: Priest -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Meadow folk -------------------------------------------------------------- Background: Dyrwood - Clergyman -------------------------------------------------------------- Skills: Mechanics 12, Lore 6 (base 2, +2 Priest, + 2 Clergyman), Athletics 2 (base 1, +1 Priest) , Survival 1 --- Durance can be found in Magran's Fork standing near a statue of Magran. You start leveling Durance from level 2 onwards. Priests gain new spells every odd level. You don't have to select which spells to learn. You learn automatically all the available spells at the appropriate level. Level 1: Priest Spells Level 2: Interdiction Level 3: Priest Spells Level 4: Inspired Flame Level 5: Priest Spells Level 6: Gunner Level 7: Priest Spells Level 8: Insipring Radiance OR Painful Interdiction Level 9: Priest Spells and Mastery - Blessing OR Armor of Faith Level 10: Weapon Focus: Soldier OR Scion oF Flame Level 11: Priest Spells and Mastery - Iconinc Projection OR Holy Power OR Divine Mark OR Consecrated Ground Level 12: Scion oF Flame OR Weapon Focus: Soldier Level 13: Priest Spells and Mastery - Dire Blessing Level 14: Heart of the Storm Level 15: Priest Spells and Mastery - Devotions for the Faithful Level 16: Apprentice's Sneak Attack OR Bear's Fortitude --- Inspired Flame gives Durance +10 Accuracy with Arquebus and Sword. Withdraw can be used to save your party members or to block a chockepoint. Watch out for dots, they don't get removed by Withdraw and continue to deal damage. Priests can simplify many dangerous or annoying encounters thanks to Prayers and Litanies. Prayer Against Fear, Prayer Against Bewilderment, Prayer Against Imprisonment, Prayer Against Treachery. Priests have important buffs to Accuracy and damage output. Blessing, Dire Blessing, Devotions for the Faithful. Don't forget that Minor Intercession lowers the duration of active hostile effects by 5 sec. Spark the Souls of the Righteous is so good that I think Heart of the Storm is worth it. If you get surrounded by enemies, later in the game, Spark the Souls of the Righteous can be very helpful. --- Weapon Set 1: Use the best Arquebus you can find, later Pliambo per Casitàs Weapon Set 2: Durance's Staff or Weapon and Shield In the early game take Kana's Arquebus. Head: Hermit's Head Armor: Durance' Robe, later Raiment of Wael's Eyes Neck: Cloack of Protection Hands: Fulvano's Gloves Boots: whatever you like Belt: Girdle of Maegfolc Might Rings: Ring of Overseeing, ... You are mostly looking for Intellect, Dexterity and Might. --- Durance should hangout in the back of your party, fling spells and shoot his arquebus. If you want to buy an Exceptional Arquebus, you can go to Bricanta Doemenel. She is in the Doemenel Manor on the second floor. It's not cheap though. Durance's personal quest is very long, several acts long, and you have to rest with Durance in the party multiple times.
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Hi everyone. After several years I returned to Pillars of Eternity and noticed that this forum is missing a little bit more detailed companion builds. So I thought I would try to change that. I also think that maybe because of Avowed there will be more people going back to Pillars of Eternity. I hope that I am not blind and that other people have not already posted the same companion builds. I will start with Kana. --- Difficulty: PotD -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Game Version: 3.0+ -------------------------------------------------------------- Race: Island Aumaua -------------------------------------------------------------- Background: Rauatai - Scholar -------------------------------------------------------------- Skills: Lore 12 (base 8, +2 Chanter, + 2 Scholar), Survival 6, Athletics the rest --- Kana can be found standing outside of Caed Nua. At character creation, Chanters select two Phrases and one Invocation. Kana at level 1 automatically chooses (you can't change that): phrases - Blessed Was Wengridh, Quickest of His Tribe and At the Sight of their Comrades, their Hearts Grew Bold invocation - If their Bones Still Slept Under that Hill, None Can Say So you start leveling Kana from level 2 onwards. Phrases at lvl 1, 3, 5, 7, 9, 11, 13, 15. Invocations and Talents at lvl 2, 4, 6, 8, 10, 12, 14, 16. Level 1: Automatic Level 2: The Thunder Rolled Like Waves on Black Seas, Ancient Memory Level 3: Dull the Edge Level 4: White Worms, Weapon Focus Soldier Level 5: Sure-Handed Ila Level 6: At the Sound of His Voice, Gunner Level 7: One Dozen Stood Level 8: The Lover Cried out to the Beloved, Runner's Wounding Shot Level 9: Aefyllath Ues Mith Fyr Level 10: The Bride Caught their Ruse, Marksman Level 11: Rime and Frost Followed Level 12: Oh But Knock Not, Envenomed Strike Level 13: They Shielded Their Eyes Level 14: So Singt thy Biting Winds, Apprentice's Sneak Attack Level 15: With All Your Strength Level 16: Called to His Bidding, Beast Slayer OR Secrets of Rime --- White Worms Writhed in the Bellies of the Dead is an AMAZING early game Invocation. It's basically corpse explosion Just take advatage of chokepoints with your tank and as bodies pile up you can cast White Worms and deal a lot of damage. You can even lure enemies to places where you already have some bodies prepared. Just be aware that if you reload, bodies will dissapear. You can even deal nicely with the Raedric fight thanks to White Worms Writhed in the Bellies of the Dead. Before you start the fight with Raedric, pull the group of enemeis behind the door to the left of the throne room and lure them to the bedroom door on the right. Chanter can turn on Blessed Was Wengridh for Move Speed. Watch out for the Web spell. Priest at level 5 has Prayer Against Restraint or send someone who can be knocked out for the duration of the fight. Afterwards pull Raedric to the same spot and spam White Worms. I picked Sure-Handed Ila Nocked Her Arrows with Speed because my main character was ranged Cipher. Feel free to pick whatever you want instead or keep it. At the Sound of His Voice, the Killers Froze Stiff paralyzes in AoE and foes only. You will use it majority of the game. One Dozen Stood Against the Power of the Saint is pretty good against Dragons, Lions or anyone with Frightened/Terrified attacks. Rime and Frost Followed is for the burning house interaction in Stalwart and Cayron's Scar ending interaction They Shielded Their Eyes 'Gainst the Fampyr's Gaze is "surprisingly" good against Fampyrs or anyone who is trying to Confuse, Charm, Dominate your party. With All Your Strength Slay the Beast for Dragons mostly. --- Prepare these Chants: Chant 1 - Sure-Handed Ila + Aefyllath Ues Mith Fyr. I have this on most of the time. Chant 2 - One dozen Stood + Sure Handed Ila. Chant 3 - They Shielded Their Eyes + Sure Handed Ila. Chant 4 - With All Your Strength + Sure Handed Ila. Before you get Sure-Handed Ila + Aefyllath Ues Mith Fyr use Dull the Edge + At the Sight. --- Weapon Set 1: Hold-Wall, later switch to Aedrin's Wrecker Weapon Set 2: Great Sword or Pike or War Hammer and Shield You can buy Hold-Wall in Black Hammer Smithy in Gilded Vale. Aedrin's Wrecker can be found on Level 10 of the Endless Paths of Od Nua. Head: Anything with Intellect Armor: Angio's Gambeson or any light armor Neck: Finreah's Grace Hands: Spiderfingers Boots: Glanfathan Stalking Boots Belt: whatever you want Rings: Ring of Protection, Ring of Overseeing, Ring of Searing Flames or whatever you want None of these equipment choices are set in stone to be honest. You just want nice Dexterity and Intellect boost and some Perception. --- I find Kana to be quite good from start to finish. With arbalest he will knock down enemies, buff and protect your party with chants, CC your enemies and summon help. You should also give him enough Lore skill so Kana can use some handy scrolls. I like scroll of Valor, scroll of Defense, scroll of Protection (amazing against Ogre Druids, Delemgan, Pŵgra, Adragan, Mênpŵgra), scroll of Revival, scroll of Prayer against Imprisonment, scroll of Prayer against Treachery.
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My 1st Envoy: I played on Hard. He's built around melee combat and speed. All skill points are in Fighter and Ranger. Starting Attributes: Strength: 2 Constitution: 2 Dexterity: 3 Perception: 1 Intelligence: 0 Resolve: 2 Ending Attributes (with gear bonuses): Strength: 7 (Base 5, +2 Kai's training) Constitution: 3 Dexterity: 13 (Base 9, +2 Delver's Caution, +2 Wolf gloves) Perception: 8 (Base 3, +2 Ranga's Clarity, +3 Tranton Family Talisman) Intelligence: 6 (Base 0, +2 Yatzli's training, +2 Ranga's Clarity, +2 The Queen's Burden) Resolve: 10 (Base 8, +2 Giatta's training, +2 The Queen's Burden) Ending gear: Armor: Vailian Breastplate (+20% movement speed) Weapon: Giant's Slumber (Titan's Bane and Vessel Slaying) Shield: Wind and Wave (+10% movement speed) Gloves: Wolf Gloves (+2 Dexterity) Boots: Tranton Family Greaves (+10% movement speed, +20% dodge distance) Amulet: Tranton Family Talisman (+3 Perception) Ring: Delver's Caution (+2 Dexterity, +15% parkour speed) Ring: Ranga's Clarity (+2 Perception, +2 Intellect) Background: War hero Skills: I prioritized damage, stamina, and just enough survivability. Ranger's Scavenger is important for upgrading, and I'd take that as early as possible for any build. The Charge skill was crucial and always on cooldown, but I left it at level 1 because I didn't want the increased range. I used it up close and when I missed it already took me way off course. Fun fact, it's possible to charge off the middle of a bridge into a river of lava and survive if you swim fast enough. Fighter: Level 1: Charge: Rank 1 Armored Grace: Rank 2 Constant Recover: Rank 1 Toughness: Rank 1 Level 5: Devastating Criticals: Rank 3 Level 10: Unbreakable: Level 3 Level 15: Reflect Retribution: Rank 2 Level 20: Inspiring Triumph: Rank 2 Ranger: Level 1: Survivalist: Rank 3 Parry: Rank 2 Evasive: Rank 1 Level 5: Piercing Thrusts: Rank 2 Finesse: Rank 3 Scavenger: Rank 2 Level 15: Critical Strike: Level 1 Level 20: Flurry of Blows: Rank 3 This build is pretty twitchy. He sprints into combat, weaves around enemies, and skewers the squishy ones before they know what hit them. He's constantly dodging and blocking when he's not attacking. Things can get downright dizzying when he has a bunch of food buffs active. Outside of combat, all that speed is great for exploration and parkour, too. His history as a veteran of the Tall Grass worked out great and I stuck with the spear. It's quick, has long reach, and the power attack is a thrust that drives you forward. He's always moving, even in the middle of an attack. I upgraded the plain spear to superb before I found Giant's Slumber. This was the perfect weapon for the rest of the game because it adds high stun to power attacks and low stun is the main drawback of spears. He seemed like a scout, so he wore light armor until he found the Vailian Breastplate (medium). This was fun and effective from the beginning. By midgame it was overwhelming. Early on, there isn't much room for error because he's got a small health pool and light armor. I quickly learned that running out of stamina was deadly, so Resolve became the #2 attribute. That worked out for roleplaying too, because he's not the brightest knife in the library. Yatzli rolls her eyes a lot when he's speaking. I gave him the +Intelligence gear so he could sort of grasp what the hell was happening, but for his decisions, he relied on faith.
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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.
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Hi guys, I'm in between a couple of multiclass options for my upcoming run of Deadfire where I plan to play an off-tank paladin who can still put out some decent damage on the front line. I would really like to make use of WoTEP and its offensive parry ability, and I know both of these multiclass options have the ability to do so, but I'm just not sure which would end up performing better long term. I'd love to hear what your guys' experience with these multiclass options has been, and if anyone has suggestions for a decent Paladin subclass for either of these builds, that would be appreciated too!
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[This post has been edited do to accidentally posting before it was completed] Most of the time when I play an Rpg I just try to get a balance of Attack and Defense. This normally means I play as rogues, barbarians, fighters, and any other close range fighter. As of late though I’ve felt yearning to do something different, so I’m going to do a ranged build. Ranger, of course, is my first choice. And I would like to multiclass. But if there is any other ideas I want to hear them.
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Hi everyone, I know many threads already exits about soulblade but i wanted to know your opinions about berserk/SB vs ShatteredPillar/SB (melee obviously), i love both and i wonder which is the strongest between the two and what your prefered. I precise that i talk striclty about those subclass (not ascendant or whatever "better options") and have a weakness for woetp XD. Thank you *sorry for my english
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Hi everyone! I'm quite a latecomer to Deadfire, I just started, finished my first run to Ukaizo this month, after reading lots of build ideas from here, so I felt indebted to post mine. My first message on this forum. It was a fun to seek the most synergies to survive the PoTD mobs solo that fast, I think I find the most synergies for a melee-crit DPS build in there, after some of my test builds, then let's get on with it. At first, Berath's Blessings highly favorable for this build, especially the starting money,Mythical adra Stone and +2 attributes, I played this way. Race: Human (Synergies):1- Bloodied bonus easier to reach with Hellwalker, favorable for melee, +Might and Resolve is welcome as well Deadfire Archipelago: I wanted to max the Dexterity- Woedican Background: For power levels Mercenary- For athletics (the only skill we need except skillchecks) Weapons: Amra with Mythical Adra Stone- Wanton Gore/ Tempered Fury, Unarmed/ Tuotilo's Palm (Synergies):1- It's problematic to go Single type Slash damage with devoted since you can encounter immune enemies, but Monk class saves the day with literally zero investment. You can do unarmed crush damage to Slash immune enemies without devoted malus instead with devoted bonuses. 2-You can go with Magran's Favor time to time since playing single type weapon when devoted can be boring, enjoy one handed gameplay against lower tier enemies with Magran's Favor, not great synergy but it Magran's Favor comes legendary quality, requires minimal investment after acquiring. Battleaxes are only weapon type I know supports two different styles(one-handed/two handed) 3- %20 Crit Damage Battleaxe weapon modal comes handy with Fighter's Intuitive Bonus (%25 Hit to Crit Ratio) comes with Disciplined Strikes and other Hit to Crit bonuses I invested on. 4- Tempered Fury eliminates Frenzy Deflection Penalty useful in solo, %33 AOE useful against mobs as well. Headgear: Helm of The Falcon early game/ Champion's Helm late game optional. Synergies: 1: Helm of the Falcon easy to acquire if u have the money. Undebatable Best fit for 2 handed gameplays. 2-Champion's Helm brings extra flavor with riposte like ability,and increased attack speed agianst crowded mobs if u like. Armor= Reckless Brigandine / Blackened Plate Armor (Optional) Synergies: 1-Fighters already start with better engagement numbers, Hellwalker tends to lose health then it triggers extra armor+and damage makes you more staunch&faster at Bloodied state, where you exactly want to be. 2- Blackened Plate for artistic reasons and a lot of different bonuses (-Armor aura for more damage, Poison resistance, more Regeneration when life is low, random Inspirations when bloodied are all useful) Boots: Boots of the Stone Synergies : 1- +Dexterity +Resolve and Resistance to Might Afflictions comes extra handy while its Critical to maintain 25 might to fully benefit Amra. Belt: The Undying Burden Synergies : +2 Constitution while we need it as a Hellwalker, extra Second wind ( Athletics is a skill already to be invested to past skill checks) Damage Reduction increases with life lost makes you stauncher at bloodied state Rings: Entonia's Signet Ring- (Synergies): Stacking defenses trigger easily whilst solo 5x2= +10 total Ring of Solitary Wanderer- (Synergies): Meant for solo gameplay even by name Saves you from afflictions with +resolve and extra -%35 duration Cape: Cape of the Falling Star Synergies: All defenses including Deflection (better than either Protection-Deflection Capes) + Aoe damage when unconscious ( works with Fighter's Unbreakable Passive) Neck: Cog of Cohh (More Damage+ Aware Inspiration gives +5 Perception) Hands: Gatecrashers (Synergies): +1 Might useful to Reach Amra's 25 Might Threshold, Crit- Knockdown useful synergy for crowd management against multiple enemies Pet : Pes- +%10 Melee Damage %5 Hit to Crit Ratio Rest-Boon Officer's Stay : +2 Might+ Concentration - Rabyuna's Boon +1 Might +2 Resolve Attributes: Might: 11 Base +1 Human +2 Berath's Blessing :14 Total ( It's risky to go for more since wounds+ strong inspiration of frenzy brings +15, and handgear brings +1, Rest and Boons +3, is quite enough for good enough damage without risk reaching 35 hardcap especially if u save scam for alchemic cave+ get gift from machine) Constitution: 8 Base+ 2 Berath Blessing +2 Undying Burden 12 Total - (Limits you at the beginning but gets much better With Iron Wheel + Fit Inspirstion from Frenzy) Dexterity: 18 Base +2 Berath's +1 Deadfire Archipelago +1 Boots of the Stone (You'll hit crazy fast even with heavy armor) Perception: 12 Base + 2 Berath's + 1 Galawain's Reward ( 15 total is fair enough for accuracy, +5 from Cog of Cohh Aware Inspiraton) Intellect: 16 Base + Berath's ( longer Inspirations and Frenzy makes you finish the fight without needing time-resources for renewing them) Resolve:10 Base+ 2 Berath's +1 Human +1 Ring of Solitary wanderer + 1 Boots of Stone +2 Rabyuna's Boon ( 17 total is good enough to get rid of afflictons faster rate) Start Abilites :Constant Recovery+Devoted ( Endurance + Increased pen and Crit Damage From the start) Transcendent Suffering and Helscar (no need for ditching means of gaining wounds) Tier 1- Disciplined Barrage-Fast Runner-Swift Strikes-Force of Anguish( Force of Anguish is preferable to Knock Down since Discipline more needed than wounds for inspirations + your only skill uses wound powerpool) Tier 2- Fighter Stances- Two Handed Style (For Amra) - Determination- Confident Aim Tier 3- Swift Flurry(Crit-Speed Synergy is great) -Soul Mirror-Bull's Will-Disciplined Strikes (For Intuative) Tier4- Duality of Mortal Presence-Body Control (Another Resistance to keep your Might High) - Weapon Specialization-Vigorous Defense Tier 5-Mob Stance (More AOE+Speed vs Crowds) -Uncanny Luck (More on Crit) -Armored Grace (Synergy with Heavy Armor)- Enervating Blows (Synergy with Crit)- Unbending ( to further benefit from Hellwalker dmg malus) Tier 6- Refreshing Defense (Works great in solo since you're the only target) -Improved Critical (Needless to Say) -Iron Wheel (Endurance you needed to Negate the Hellwalker Malus) -Flagellant's Path (Move effectively Around Battlefield, the active you'll use the most) Tier 7- Unbreakable (More endurance on the battlefield) - Heartbeat Drumming ( Another great Synergy With Crit) You can optionally use Clear Out From Tier6 instead of Unbending Tier5 ( I actually go that way myself) to use remaining discipline for crowd control, instead of more endurance. And that's it, You'll have great Hit to Crit ratio, your Crits will do good damage,cause afflictions (Enervating Blows) do aoe dmg and trigger other attacks, you'll be heavily armored and still very fast (Bloodied+Frenzy+Full Dexterity+Mob Stance+Reckless Brigandine,Armored Grace,Swift Flurry and Headgear Bonus to attack speed) , 3 different powerpools to use while your might is crazy high without even much investing on it. Your inspirations will be very long, 2 second winds and one resurrection, more armor as you lose health(Reckless Brigandine) as you gain wounds (Iron Wheel) have constant life recovery, good defense (Refreshing Defense- Frenzy without Deflection Penalty (Amra-Tempered Fury) less time with Afflictions (Ring of Solitary Wanderer), Extra penetration and damage from Devoted. Quite hard to keep alive at start, but if u manage to gain level on trivial quest (not hard at solo) this build just becomes unstoppable. I guess its much more than one can wish from a Deadfire melee build I always welcome to hear your suggestions and corrections, thank you for your time if u read it all
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Decided to try a dual wield cipher, thought multiclassing it with a rouge and creating a begulier/assasin or begulier/vanilla rouge. They obviously have great synergy, begulier and rouge but with assasin? I cannot decide, mainly because I don't believe having an increased stealth attack won't help me much since imstead entering into stealth and repositioning my character then doing a an enhanced attack, I can use all that time attacking and using my spells. Which is arguably a better way to deal damage to the enemy party. Also taking %15 more damage is a big deal but nearly everyone were saying otherwise in the other threads I read, so I am a bit confused.
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I am relatively confident in Pallegina's build, and there are many guides as to which spells are good for priest/wizard/druid/chanter/cipher. But Edér... man, I have no idea how to set him up effectively (without either changing his class or his stats). I originally thought just to copy one of the Lady of Pain builds, but they don't seem to work that well for some reason. I would think that a build around Defender would work well with a not-so-tanky party. Taking Defender, Rapid Recovery, Confident Aim, and... that is where I stop having any ideas... Currently, I switch around his weapon setup like they are socks. twohanded, dualwield, SnS-style. The latter seems a bit obsolete, as I already have both Kana and Pallegina with SnS, and of course my whole backline as a backup weapon set. Also for disengagement attacks, I think 2handed stuff would work best?
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[CLASS BUILD] The Man of Mistery – SC Trickster Solo Upscaled PotD Class: Trickster Concept: Fun and Versatile Rogue that mixes spellcasting, ranged and melee attacks to adapt to each situation and tricks his enemies into certain death. Optimized for a No-Rest run. Game Version: RTwP. Works with latest updates and DLCs as of v5.0.00040. I recommend the Full Community Patch and the No Forced Rests mod (otherwise just metagame around them, it’s fully viable but just a bit annoying). PotD Solo Viable: Yes. Of note, I think this is a Solo build that is particularly well compatible with party play because he can do so many things that will benefit others. Companion: Nope. -----WHAT IS INTERESTING ABOUT THIS BUILD?------ Why go with an SC Trickster? As an SC Rogue, it’s probably not the strongest Solo option (arguably it is Assassin). As a Trickster, multiclassing is usually the way to go as it pairs so well with other classes, in particular martial ones. I wanted to try out this build nevertheless to see how much mileage I could get out of its unique access to high-level Illusion spells, notably by stacking as much Illusion Power Levels as I could while achieving a really cool, nightmarish style (see this thread) fitting well the fluff of an Arcane Rogue who vanquishes his enemies with scary illusions and deadly, freezing tricks. I was especially curious about using Kalakoth’s Freezing Rake and Wall of Many Colors as a Rogue. These are spells that I’ve loved since PoE1, particularly for their utility against certain Adra/Alpine large beasts, but in Deadfire I haven’t used them so much as a SC Wizard because 1) there is usually another certain Wall spell that I want to keep up and 2) there is a lot of competition on PL8 spells and offensive spells in general. All in all, I’ve found this SC Trickster quite surprisingly powerful and very fun to play Solo, mostly for its versatility and because it’s a Rogue archetype that doesn’t play exactly like a typical Deadfire Solo Rogue. Here are some key highlights: We reach PL14 on Illusion spells (we can even reach PL16 on Freezing Rake wielding Sun & Moon at night). That is a lot of PL, which combined with high No-Rest stats make all Illusion DMG and CC attacks hit like trucks. Huge AoE, nice ACC, long duration, large damage… We can then supplement that with powerful ranged and melee offense depending on the situation. I would usually always start with Dazzling Lights to lure/group enemies but then every combat sequence can be totally different depending on the enemies and layout. I’ll detail key abilities and strategies below. Because it has so many options, this build is the opposite of a one-trick pony and can actually stay in most fights for some time before resetting the encounter or abusing Gouging Strike, if at all. Even if in many situations on Upscaled PotD you still have to go invisible/resest before the end of the fight, I have found that you might reset less often than Assassin for instance, and can take down a lot more enemies than you thought in one go (ah, the random power of Fyonlecg's Wall of Many Colors…). Of course, it should be also be said that as a SC Rogue with non-renewable resources, completing the harder DLC fights (non-resettable, small battlefield, lots of enemies with lots of health) without cheese requires Arcana. But that’s also true for an Assassin. Or you know... abuse Strand of Favor and remove all challenge (that is not what this build/post is about, but it is a possibility). -----SPECS------ Race: I went with Pale Elf for style and +PER Background: The White that Wends – Hunter FINAL STATS WITH ALL PERMABUFFS AND NO-REST BUFFS AS OF 5.0 (without combat buffs): MIG 22 (15 Base +2 Berath +1 Gift from Machine +2 Alchemic Brawn +2 Hot Razor Skewers) CON 12 (3 Base +2 Berath +2 Alchemic Brawn +2 Konstanten Boon +3 Girdle of Eoten CON) DEX 27 (18 Base +1 Elf +2 Berath +2 Alchemic Guile +2 Amira’s Blessing +2 Footprints Ahu Taka) PER 30 (18 Base +1 Elf +1 White that Wends +2 Berath +1 Konstanten Boon +1 Effigy: Sagani +2 Alchemic Guile +1 Savage Cunning +1 Cauldron Brew +1 Ajamuut’s Cloak +1 Kuaru’s Prize) INT 26 (18 Base +2 Berath +1 Konstanten Boon +2 Alchemic Wits +2 Charm of Bones +1 Kuaru’s Prize) RES 11 (3 Base +2 Berath +2 Alchemic Wits +2 Nature’s Resolve +2 Rikuhu’s Blessing) ADDITIONAL PERMABUFFS: Food: Hot Razor Skewers Adratic Glow All Trainings Dawnstar Blessing Luminous Adra Potion Nature’s Resolve (Accuracy) Savage Cunning (Survival) Galawain’s Gift Magran’s Blessing Infamous Captain, Bonus Skills, Champion Stats, Port Maje vendor, Fully discovered Map, Bonus Money… invested all 105 Berath’s Blessing Points SKILLS I just spent between Mechanics, Athletics, Stealth and Survival, Diplomacy. Max Arcana temporarily for certain end-game situations. ----- ABILITIES ------ ACTIVE Crippling/Arterial Strike, Blinding/Gouging Strike, Smoke Veil/Smoke Cloud/Pernicious Cloud, Withering/Toxic Strike, Gambit, Vanishing Strike. PASSIVES Key: Backstab, Fast Runner, Monastic Unarmed Training, Arms Bearer, Two Weapon Style, Dirty Fighting, Persistent Distraction, Tough, Uncanny Luck, Deep Wounds, Improved Critical, Deathblows, Prestige. Optional: Snake Reflex, Combat Focus, Adept Evasion, Wall of Flashing Steel. -----GEAR------ Weapon Set 1: Hand Mortar (Blinding Smoke), The Eye of Wael (The Hundred Visions, Shrouded Strike). Weapon Set 2: Kitchen Stove (Thunderous Report, Everything and Anything) single wielded. Weapon Set 3: Monastic trained Fists. Head: Whitewitch Mask. Neck: Charm of Bones. Chest: Pale Hide (Ghost in White, Dread Howl). Cape: Ajamuut’s Stalking Cloak. Gloves: Gauntlets of Accuracy. Rings: Kuaru’s Prize, Ring of the Marksman. Boots: Footprints of Ahu Taka. Belt: Girdle of Eoten Constitution. Pet: Harley. -----STRATEGIES------ I’ll just outline a few simple example situations but there are so many fun combos to create and you can mix depending on the situation and the resources you have left (I always start with Weapon Set 1): Melee Style: Lure with Dazzling Lights, get close in stealth, combat starts, cast Repulsive Visage to Terrify everyone, Switch to Fists, Use Gambit as much as you want (you have 11 Guile ), reapply Repulsive Visage, Gambit ad nauseam and other Rogue attacks or autoattacks. Can also use Dread Howl. Works surprisingly well! Mage Style: Lure with Dazzling Lights, Gaze of the Adragan, 2 or 3 Freezing Rakes, mix and match with Wall of Many Colors and Thunderous Report for fun. Dread Howl can help if survivors get aggressive. (EDIT: one Freezing Rake can do about 300 DMG per target on a Crit, on average definitely in the 200s). Rogue Style: Lure with Dazzling Lights, Fire AoE with Vanishing Strike from stealth > combat starts, all enemies are stunned and you’re invisible. Follow up with AoE Gouging Strike (you have reloaded instantly the shot from stealth), Pernicious Cloud, Smoke Veil. From there, you can try to add an Arterial Strike + Smoke Veil or simply just retreat to a safe location and wait it out. Won't be long . Weird/Wael Style: Lure with Dazzling Lights, Gaze of the Adragan, Wall of Many Colors to hit all enemies, see what happens then and what is best to apply next. -----THE END------ That’s it. Not the strongest Solo build but really fun to play, especially if the unique features of the Trickster subclass have triggered your curiosity. I also think it would be an absolute monster in a party. Let me know if you have any comment or question!
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Hi everyone! I'm finally starting my first playthrough of POE II (with full party, planning to go with Veteran mode) and thinking about creating a CC-focused caster (with some nuking sprinkled in). Will be playing turn-based. After looking through multiple forum posts here I'm leaning towards trying out a blood mage/priest and even found this amazing FAQ with a Wael Thaumaturge build, written by @thelee as far as I understand: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/case-study-2-deadfire-lich I also sort of like the idea of cipher/rogue. I have some unresolved questions after my search, however: 1) Is the Priest class in the gameFAQs build worth it for extra healing or the blood mage would be better off with e.g. multiclassing it with paladin? Would the build still function well in the turn-based setting? 2) Stats for thaumaturge (and for blood mage in general) are a bit confusing to me. Some recommend to dump CON, others suggest a fair bit of CON investment. What would ideal stats look like for this build? 3) Would a cipher (beguiler..?) or a cipher/rogue be a more robust choice for a cc-focused build? Is it possible to make a good gunner-cipher who is also effective as a caster? What would be approximately good stats for this build? Sorry for the messy questions - it just seems like there is quite a lot of information on the builds but none of it is recent and in games like this I try to make a build that feels right from the start, otherwise I end up forever restarting... Any input on the topic is highly appreciated! Thank you!
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I would like to make a build of Elric of Melnibone from Michael Moor****'s books for RP and PoTD upscaled solo with Berath Blessings (not neccesary Megabosses). It will be nice if you can share your thoughts to make a fun build. I would appreciate if you would detail everything about the race, stats, equipment, skills, abilities, etc. You can see some information about him at this link: https://outskirtsbattledomewiki.com/index.php/fictions/5337-character-profile-elric-of-melnibone As you can see, he has a lot of powers that fits differents classes and is difficult to make a build around him. My first thought was a Devoted/Soulblade with Sanguine Greatsword/Voidwheel/WotEP, high Alchemy using drugs and the Cipher Powers. Race: Pale Elf (you can customize the look very similar with white skin and hair and red eyes and sickly) Stats(with BB): 18/9/18/18/18/9 / 18/6/18/21/18/9 / 20/5/20/20/20/5 Devoted + Cipher = +3 Penetration, so you can reach: 12(Mythic) + 3(Devoted/Cipher) + 2(Potion/food) + 1(Flanked) + 2(Body Attunement) + 1(Blackened Plate Armor) = 21 Armor Penetration. I would like to make him as fast as possible (more fun) with Mob Stance, Armored Grace, Pet, Equipment and Consumables. He also have a very powerful ring, but I don't think there is any that powerful. Thanks for your suggestions!
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I'm not sure where to write my grounded idea sketches. Do I get an answer as to whether it is right here? Thank you so much for the great game and all the imagination you leave us! The File "Ideenskizzen_Grounded.docx" (35 kb) is in german, should I translate it with google translator, or would you do it yourself? I would appreciate a short message about the receipt of the file. Ideenskizzen_Grounded.docx
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Here is a build I am thinking about using for my MC in my next playthrough, on PotD difficulty with upscaling, Turn Based mode. I'd appreciate any constructive feedback! I also want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. So, I'll be editing this post as I (hopefully) get feedback. Fighter/Rogue (Swashbuckler) Subclasses: Devoted/Streetfighter Race: Human Background: Aedyr, Mercenary Weapon Proficiency: Greatsword (Alternative option: Morningstar) Attributes: 18 Mig - 10 Con - 12 Dex - 18 Per - 12 Int - 8 Res Skills: Mechanics, Insight Role: Single target DPS, Off-tank Level ups: 1: Disciplined Barrage, Escape 2: Crippling Strike 3: Fast Runner 4: Fighter Stances, Two-Handed Style 5: Confident Aim 6: Determination 7: Disciplined Strikes, Dirty Fighting 8: Penetrating Strike 9: Riposte 10: Weapon Specialization, Persistent Distraction 11: Adept Evasion 12: Finishing Blow 13: Unbending, Deep Wounds 14: Conquerer Stance 15: Devastating Blow 16: Armored Grace, Improved Critical 17: Clear Out 18: Uncanny Luck 19: Unbending Trunk, Deathblows 20: Unbreakable Gear: Head: Helm of the Falcon Neck: Precognition Armor: Reckless Brigandine or Devil of Caroc Breastplate Feet: Boots of the Stone Cape: Mirrorback Hands: Gatecrashers Waist: The Undying Burden Rings: Voidward, Chameleon's Touch Weapon: Karabörü or Sanguine Great Sword Alternatively: The Willbreaker - if chose Morningstar proficiency Some aspects I'd especially like feedback on: - I personally won't use Reckless Brigandine, so I'll only have 1 engagement. Is that enough? Is there any way to improve that which is also worth it, like getting Hold the Line in place of something else? Any gear besides the armor that adds engagement? - I upgraded to Arterial Strike, because of Persistent Distraction already causing Distracted. Also, a ranged Scout will already have Debilitating Strike in my party. Should I keep Arterial, or Debilitating is still better in this case, too? - I added a Morningstar as an option to pick, as I know it is a better choice than Greatswords overall because of its great modal. I'll still use Greatswords though. Will it be fine on PotD difficulty? - I'll also have Edér as a Swashbuckler main tank, club+shield, in my party at all times. Two Swashbucklers are fine, right? It's not like I lose anything if I still have e.g. a Scout, Herald and Battlemage in the party? Thank you in advance if you comment!
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Here is another build I am using in my current playthrough, as a custom companion. Tested in Veteran difficulty with upscaling, in Turn Based mode. I'd like some constructive feedback on what I can improve. I want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. Rogue/Ranger (Scout) Subclasses: No Subclass Rogue/Ghost Heart Race: Human Background: Deadfire Archipelago, Hunter Weapon Proficiency: Arquebus, War Bow, the rest does not matter Attributes: 10 Mig - 10 Con - 19 Dex - 14 Per - 18 Int - 7 Res Skills: Explosives, Survival Level ups: 1: Marked Prey, Escape, Wolf Companion 2: Vicious Companion 3: Crippling Strike 4: Two-Handed Style, Blinding Strike 5: Marksman 6: Dirty Fighting 7: Marked for the Hunt, Confounding Blind 8: Finishing Blow 9: Predator's Sense 10: Concussive Shot, Debilitating Strike 11: Gunner 12: Bull's Will 13: Driving Flight, Deep Wounds 14: Devastating Blow 15: Uncanny Luck 16: Survival of the Fittest, Improved Critical 17: Concussive Tranquilizer 18: Evasive Roll 19: Evasive Fire, Deathblows 20: Tough Gear: Head: Acina's Tricorn Neck: Precognition Armor: Miscreant's Leathers Feet: Boots of Speed Cape: Cloak of Greater Protection or Ruata's Walking Cloak or Mirrorback Hands: Gauntlets of Ogre Might Waist: Upright Captain's Belt Rings: Ring of the Marksman, Ring of Minor Protection Pet: Cutthroat Cosmo Weapon 1: Dragon's Dowry Weapon 2: Saint Omaku's Mercy (only used when facing enemies immune to pierce dmg, scales with Survival skill) I will edit this post as I (hopefully) get feedback and corrections. Thanks in advance!
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I wanted to post the build I am using in my current playthrough. Tested in Veteran difficulty with upscaling, in Turn Based mode. I'd like some constructive feedback on what I can improve. I want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. Fighter/Cipher (Psyblade) Subclasses: Devoted/Soul Blade Race, background, skills and even attributes I chose mostly for Roleplay and dialogue reasons. Could be more optimized, any suggestions for that I'd appreciate. Race: Human Background: The Living Lands, Explorer Weapon Proficiency: Greatswords Attributes: 18 Mig - 10 Con - 10 Dex - 18 Per - 14 Int - 8 Res Skills: Mechanics, Insight Level ups: 1: Disciplined Barrage, Valorous Echoes 2: Knock Down 3: Iron Will 4: Fighter Stances, Draining Whip 5: Two-Handed Style 6: Confident Aim 7: Disciplined Strikes, Hammering Thoughts 8: Secret Horrors 9: Mule Kick 10: Charge, Ectopsychic Echo 11: Hold the Line* 12: Weapon Specialization 13: Conquerer Stance, Borrowed Instinct 14: Armored Grace 15: Uncanny Luck 16: Unbending, Improved Critical 17: Clear Out 18: Disintegration 19: Unbending Trunk, Echoing Horror 20: Greater Focus *I really hate it when I rush an archer and the next round he just walks away from me because I have 0 engagement without Hold the Line. Gear: Head: Helm of the Falcon Neck: Cipher's Shackle Armor: Devil of Caroc Breastplate Feet: Boots of the Stone Cape: Mirrorback Hands: Gatecrashers Waist: The Undying Burden Rings: Voidward, Chameleon's Touch Weapon: Karabörü or Sanguine Great Sword (I do not use Whispers of the Endless Paths. I hate it with boundless passion.) I will edit this post as I (hopefully) get feedback and corrections. Thanks in advance!
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Who else is sick of sleeping on the ground under a leaf? How about a rut sack in one of the future updates. So when after sleep, instead of loosing about 50% each bar, it decreses to 30%. Restore 15% HP just for not being on the ground. It could me made with the following: 8 flowers, 7 woven fiber, 5 gnat fuzz 2 clover Flowers for the body, with woven fiber keeping it together. Then the gnat fuzz and clover to make up the pillow.