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Found 7 results

  1. Hi all, I enjoy playing rogues, and with new multiclass system introduced in Deadfire I decided to put together something a bit different. I'm sure someone here already done it in the beta, but I'll give it a go anyways; It's a support/riposte tank build that uses Paladin passives (Darcozzi for RP reasons) to stack defenses, and Rogue for Persistent Distract/Riposte combo with nice damage boost via Streetfighter. Skill/attribute wise the character is built for wide range of dialogue options for a richer gaming experience, not just utility/effectiveness in combat. Specifics: Darcozzi Paladini/Streetfighter Human Aedyr Merchant MIG: 15 CON: 12 DEX: 10 PER: 9 INT: 15 RES: 17 Take note that I'm not a min-maxer at heart, nor is riposte the main source of damage since it's a bit lackluster atm, as I hear. Skills points should focus on Mechanics (secondary Athletics) as active, and Insight/Diplomacy (some Streetwise points) as passive. Avoid taking +engagement slots (except Distraction) to get flanked more easily for damage bonus (dagger modal will nullify the penalty). Aura of choice is +acc/crit, let Pallegina handle the armor boosting one Weapon setup is dagger for modal + X (either sword or any other slow 1H for stronger ripostes/full attacks). I'll expand on the talents a bit later because I'm at work Let me know what you think about this concept. Thx in advance
  2. Having played around with the Assassin, I've noticed that Assassinate only works on the first attack when dual wielding, even if activating an ability that is a full attack such as Blinding Strike. Given that Assassinate apparently applies to all projectiles from a spell, would it make sense for it to apply to the first full attack from stealth instead of only the primary attack in order to be more useful with dual-wielding than with single-handed or two-handed weapons?
  3. Hello everyone, At release, it was viable to have a Cipher dual wielding stilletos or sabres. In fact, if you look at the Zealot Fenix build in http://steamcommunity.com/sharedfiles/filedetails/?id=416939844 , it shows a build I had in mind. However, 3.0 is now released and there have been many changes across the board. Has anyone created a viable dual-wielding build for the Cipher class? If so, can you please share? Thank you in advance!
  4. Dual Wielding "Stiletto" Rogue aka. "Sneak Attack" Rogue, "Crit Monster" Rogue, "Death by a Thousand Cuts" Rogue, "Glass Cannon" Game Difficulty: HARD Class: Rogue Race: Meadow Folk (Additional Accuracy and Damage when below 50% Endurance) - Human (+1 Might, +1 Resolve) (Hearth Orlan is also a good choice for the additional "hit to crit") Background: The Living Lands (+ 1 MIGHT) Drifter (+1 Stealth, +1 Survival) For RP Purposes for my character, I chose Drifter. Choose Laborer, Merchant, or Scientist if you want to start with Mechanics. This Rogue is a Dual Stiletto-wielding Rogue. This build is all about the CRITS, FAST ATTACKS, and DR bypass. You are a Glass Cannon, the main single-target, damage dealer. You rely on Sneak Attack critical damage from your auto-attacks. It is important to keep up Sneak Attack conditions on your enemies for maximum damage, so you need a little help from Wizard's or Cipher's AoE debuffs. Micromanagement is needed if you want this build to be effective. Why STILETTO? Why not Daggers? Stilettos have +3 DR bypass. Daggers have +5 Accuracy. Accuracy is very easy to get using buffs from your NPC companions. Debuffing Deflection is also easy. So Dagger's +5 Accuracy is a little meh. You can get Unique Stilettos very early in the game (Azurieth's Stiletto from Gilded Vale and Oidhreacht from Level 1 Endless Paths). There are only 2 Unique Daggers in the game. You get 4 for Stiletto. Stilettos also benefit from the talent Vulnerable Attack. (3 DR bypass + 5 DR bypass = 8 DR Bypass [11 for Bleak Fang]) Starting Attributes: I've seen builds that are dump stat-ed to death. I didn't want that for my character. I still want to retain a little RP, if you know what I mean. MIG - 20 - I wanted to max this stat for max damage. CON - 8 - I would've dumped this like other people, but I don't want my character to be a complete wuss. DEX - 18 - For fast attacks. PER - 14 - For reasonable Interrupt, Deflection, and Reflex INT - 10 - You really don't need this stat for the Rogue, but I don't want my character to be dumb either. RES - 8 - I really don't need Concentration. For conversation stat checks (INT/RES), wear items and consume food with stats. Also use resting bonus. Abilities Blinding Strike - Debuff for Sneak Attack (Full Attack) Crippling Strike - Debuff for Sneak Attack (Full Attack) Deathblows - x2 Damage on top of Sneak Attack damage. Deep Wounds - Raw Damage over time. Dirty Fighting - For Crits Reckless Assault - For Melee Accuracy and Damage Talents Two Weapon Style - +20% Melee Attack Speed (this balances out the negative from Vulnerable Attack) Vulnerable Attack - +5 DR bypass, -20% Melee Attack Speed Vicious Fighting - For Crits Savage Attack - For Damage Bloody Slaughter - For Crits Weapon Focus: Ruffian - +6 Accuracy Quest-acquired Talents The Merciless Hand - +30% Crit multiplier Gift from the Machine - +1 Might, x1.05 Max Endurance Dungeon Delver - +10% Crit multiplier Song of the Heavens - +1 Perception, +2 DR Shock Blooded Hunter - +1 DR Slash/Pierce, +1 Stealth Galawain's Boon - +1 Might, +1 Athletics Gear (please refer to PoE Wiki for item locations) Weapons Early game Unique Stiletto Azureith's Stiletto - Spell Striking: Jolting Touch: Grants Jolting Touch Oidhreacht - Draining: 20% of Damage restored as Endurance End game Unique Stiletto Bleak Fang - Upgraded to Superb Enchantment, Spell Striking: Touch of Rot, Rending 3 DR Bypass Misery's End - Upgraded to Superb Enchantment, Burning Lash +25% Damage, Vicious +20% Damage against Prone/Stunned/Flanked, Slaying: Vessel Ranged Weapon - for alpha strike Forgiveness - early game Dulcanale - end game Endgame Armor and Accessories Azaalin's Helmet - +10% Crit multiplier Lilith's Shawl (Neck)- +3 Perception, +1 Stealth Gauntlet's of Puissant Melee - +10% Melee Damage Pensiavi mes Rei (Ring) - +3 Might Ring of Thorns - +3 Dex, +5 Reflex, +20 Defense while Stunned/Prone Vengiatta Rugia (Light Armor) - Retaliate, +10% Damage to Flanked, Enchanted +2 to Intellect (Just to increase range of Watcher abilities and debuff durations) Boots of Speed +3 - Move fast, kill fast. Nuff said. Good for scouting too! Belt - You can either use Blunting Belt (+5 Slash/Pierce DR), Belt of Eotun Constitution (+3 CON), or Broad Belt of Power (+2 Might, +2 Resolve). Endgame Attributes Level: 12 Mig: 25 (26, if you choose to sacrifice Eder on the Blood Pool. lel) Con: 8 (11, if I use the +3 CON Belt) Dex: 21 Per: 18 Int: 12 Res: 8 (10, if I use Broad Belt of Power) Endgame Skills Stealth: 8 (2 points are from item and talent) Athletics: 5 Lore: 0 Mechanics: 10 (12, if you have Gloves of Manipulation) Survival: 5 End game character stats: Health 632/632 Endurance 166/158 Damage Primary: 22-31 Pierce Secondary: 22-31 Pierce Accuracy Primary: 84 (90, if with Paladin's Zealous Focus) Secondary: 84 (90, if with Paladin's Zealous Focus) Interrupt 24 Concentration 69 Deflection 46, Fortitude 79, Reflex 96, Will 53 Damage Reduction 10 Slash 16, Crush 13, Pierce 19, Burn 8, Shock 12, Corrode 8 My Character's End Game Personal Record (Click links for party NPC comparisons) Enemies Defeated: 1190 Crits: 2267 Hits: 1881 Total Damage Done: 152977 --- Please feel to comment or criticize. Thanks!
  5. Do we know exactly how retaliation works with paired weapons, yet? In particular, I'm wondering about weapons' special properties. For instance, if you have one Draining weapon, and one Rending weapon, which property will get applied? One? Both? Neither? What about damage? Interrupt? Which weapon gets used? When? Any information would be appreciated.
  6. I've been having a hard time deciding between dual wield and 2h for my barbarian. I've tried both and read a bit on these forums; seems to me that 2h is better when facing high DR opponents but dual wield is more effective against enemies with less DR. Basically I'm wondering if it is equally viable to get both weapon styles and switch weapons according to the situation, or to just get dual wield and vulnerable attack to deal with high DR. Does anyone have any thoughts as to which would be more effective, or if they are comparable?
  7. I looked through the topics briefly but if this has been covered let me know. I know that dual wielding is possible, and shields exist and increase deflection, but would it be possible to have a dual wielding shield guy run around and just block the entire game? Hear me out here: This would mitigate the issue of fighters losing health faster because who's going to be able to hit a guy deflecting with 2 shields? You'd need at least 3 arms! (watch out for spiders) No need to worry about accuracy penalty! You're not going to be hitting anything! Simply wear out the opponent after an hour or so of hitting a wall and have the squishy wizard in the back throw books or something at the guy until he drops. Not only are two shields imposing, if someone tries to break engagement you can always switch to another weapon really quick and get them with a disengagement attack! They'll be forced to pound away for Eternity! May I suggest weapons like: edge of shield, front of shield, shield with pointy spike on it. This is just an idea, but possibly have some sort of ability that would make enemies attack you, like a taunt? (hey man, your mom smells worse than an ogre, I bet you can't get through these shields!) It's possible the sight of a stoic warrior carrying two massive shields could be too imposing, as they could be mistaken as a castle, mountain, or glacier moving at slower than normal speeds. This could also be an ability for crowd control and striking fear into enemies. Maybe dual shields can be used in conversation to end conflicts peacefully, or via a scripted interaction. Certainly offers another route for most quests and events, great for replay value. I hope that this capability will be considered by the developers, it could always be nerfed if it's too powerful or game breaking. Too long have RPG characters been left to fend for themselves in a world with too many swords and weapons. I think it's silly how these scantily clad, bloodthirsty characters nearly always have the ability to swing around two giant swords the size of lampposts but can never consider the trusty shield to be so nice to have twice.
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