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Found 4 results

  1. 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.
  2. ATTENTION: Again, it's not tested... My PC is still down (which apparently makes me more creative... Good thing I'm using it in a useful way rather than wasting it on real-world problems). Again, testing will start as soon as possible "No a Bier, und dann gengan mia a boh Drachn platt machn." [rough translation: "One more bear, and then we'll go kill some dragons."] -Seppel, enjoying some beer just before facing off the alpine dragon This build is an attempt to create dedicated riposte rouge (with nice mentals). Besides spellcasters, dedicated damage dealers always are the ones to have poor mentals (Res mainly), hence this build. A riposte rouge seemed ideal. He will drop dex (whaaaaat?) to push up Res. But most heavily we will invest into accuracy, thus the highest stat will be perception. See, this build is all about only hitting back (Seppel is a sort of peaceful guy), so when we do hit, we want to hit hard. This raises the question, what might be the ideal weapon for our lovley seppel. And the answer is: a battleaxe! This is because we are aiming to crit if riposte finally triggers, and the battleaxe adds a straight +50% to the crit damage bonus. That is insane! So let's build around it. Also, we'll try to fit some nice debuff/CC into it. Race Heart Orlan Initial stats: Mig 14 (15 base -1 Orlan) Con 10 Dex 3 Per 20 (18 +2 Orlan) Int 12 (11 +1 Old valia) Res 18 (17 +1 Orlan) You may want to switch Dex and Res until you get riposte to get something out of seppel. Endgame stats: Mig 17 (15 base -1 Orlan +3 Sentiel's Girdlei) Con 14 (10 base +4 Iron circle) Dex 3 Per 20 (18 base +2 Orlan) Int 16 (11 base +1 Old Valia +4 Gwyn's Band) Res 20 (17 base +1 Orlan +2 Coat of III Payment) As you may notice, this build also was created with mental stats in mind, I'm into mental stats . I like good talkers as mains. Equipment: -Armour: Coat of III Payment (Retaliation, +2 Res) -Weapon: Wodewys (put the best enchantment you're willing to spend on it, +0.5 crit damage (!), 10% to cast Nature's Mark on hit (our CC), +10 defense against Posions and disease, spellbind purge of toxins) or resolution or purgatory (sabers with annihilation (+0.5 crit damage)), however, you'll loose the debuff effect. If you use Bittercut together with spirit of decay, you will have the least dependence on critting since your damage output is very high, but again, no debuff. -secondary weapon: We Toki (has a chance to inflict prone on crit, a good way to get an enemy proned if necessary) -Shield: Badgrad's Barricade (bash, 10% to cast Thrust of tattered veils on crit) -secondary shield: Supra's supper plate (no accuracy loss, so We Toki's prone is more likely. Also adds to retaliation) -Head: Executioner's hood (+20 max endurance/kill, +5 melee accuracy for 5s when you get missed, terrifying presence) -Feet:Manila's boots (+1 move speed, +50 defense while stunned/prone), late game you can consider viettro's formal footwear for the extra reflex -Hands: Ryona's vembraces (3 DR bypass) -Neck: Cloak of comfort (+5 to all defenses, +30 max endurance, +3 DR to slash/pierce/crush) -Waist: Sentiel's girdel (+3 mig, +20 defense against push, spellbind watchful presence) Abilities: Auto (a), recommended ®, important (!), central (!!!) -sneak attack (a) -blinding or crippling strike -dirty fighting (!) -riposte (!!!) -deep wounds ® -adept evasion ® or escape ® -deathblows (!) -sap -withering strike Talents: Same symbols -weapon and shield style (!!!) -veteran's recovery (!) -cautious attack ® -vicious fighting (!) -vurnable attack ® -WF: knight (!) -superior deflection or penetrating shot Be sure to invest some points into lore... Besides the terrible casting speed he's quite a good scroll user, and the high DR bypass has a wonderful synergy with all kinds of missile spells. Take penetration shot. If you want to heavily invest into scrolls through (which would make sense, they work beautifully with sneak attack/deathblows), there is a build for this already around here called the sorcerer's apprentice, scrolls aren't the main focus of this build. So, we will be really slow! Which is why one one side, we are very dependent in riposte being triggered. On the other hand, that makes us not care about speed penalties, so cautious and vurnable attack are instant takes. We also need to stack accuracy or find other ways of triggering crits, hence vicious fighting, WF, high per. With the axe (+0.5 crit), the 8 DR bypass (3 DR bypass from gloves, 5 DR bypass from talent) and the bash shield (and maybe ToTV), we will have a very nice damage output when we crit. Additionally, a crit might trigger Nature's mark, which is a nice thing to have. The coat of III payment will be our main source of constant damage output, while also offering quite some protection, especially with the +3DR on pierce/slash/crush from the cape. So, let's talk synergies: We get into battle and open with a blinding strike and thus lower their accuracy, making grazes/misses more likely. If we are very lucky, we crit and also triggered nature's mark, lowering deflection and making crits with riposte much more likely.The enemy tries to hit us and hopefully either grazes or, best of all, misses (in which case we get a accuracy bonus from the hood BEFORE riposte-hit is calculated, also the coat hits with high DR bypass, regardless of hit/miss/graze); not hitting is also not unlikely with the many defense bonuses from stats and equipment). Let's say riposte triggers. So we crit (we probably will-we have a lot of accuracy, vicious fighting and lowered deflection on the enemy) and if we set up for example a chill fog and a tanglefoot or of our first blinding strike is still active we crit with deathblows. That combined with the battleaxe's crit damage bonus is a lot of bonuses being applied. If we are lucky, nature's mark hits again (did I mention it goes against fortitude? Since we wear the Executioner's hood that stat is lowered, and our accuracy is higher). Now the bash of the shield gets applied, with the high DR bypass and the damage bonuses it'll even be noticeable. If ToTV hits against the already lowered defense with all the damage bonuses, that'd be nice as well. By the way, penetrating shot works with that one. Deep wounds then applies additional damage. If you feel the need to switch to a different enemy (for example if your casters get engaged in melee), switch to we Toki, you'll most probably prone your enemy and can then move on. To make this "panic button" more likely, we'll use the supper plate, which not only has no accuracy penalty, but also retaliation that stacks with that of the coat. And even if none of that happens, you'll still get the retaliation with deathblows, sneak attack, DR bypass and triggering deep wounds Well, that's chaotic... Sry bout that Let's clear things up with some numbers: Note: I have not included enchantments applyed by the player, since it's your character not mine. Every time you see (nonenchanted)/(nonenchanted non durganised), I highly recommend enchanting and/or durganising. -Lvl 16 deflection: 111 (15 base, +3*16 level, +10 Res, +12 (nonenchanted) Barricade, +6 weapon and shield style, +5 cape of comfort, +10 cautious attack, +5 superior deflection) -Lvl 16 deflection with escape: 136 (same as above, +25 escape) -Lvl 16 accuracy, non enchanted weapon: 91 (30 base, +10 per, +3*15 level, -4 barricade, +5 WF, +5 Hood) -all damage multipliers on crit, (non enchanted/durganised weapon): 251% (+3%*17 mig, +50% crit, +50% battleaxe/annihilation, +100% Sneak attack and deathblows) -DR (nonenchanted): frost/burn 18 (coat of III payment), corrode 15 (coat), slash/pierce 21 (+18 coat, +3 gear), crush 25 (+22 coat, +3 gear) -Speed malus (nondurganised): 111% (7*3% Dex, +50% coat of III payment, 2*20% talents) Why Bavarian? Because of the shield You are obviously required to drink beer before every major battle. So, here is my passive riposte rouge with high mentals. Feedback welcome... I've still got to learn HUGE thanks to Boeroer, Jojobobo and GuyNice for all the support Special thanks to Boeroer for the shield recommendation.
  3. What kind of weapon types should the game mechanics allow us? Should characters be able to use same size weapons like katana and long sword or off hand weapons should be smaller in size? Also, should the game restrict us to use different types of weapons like you will not be able to use long sword as main and flail as off hand weapon? What's your opion and choices?
  4. From the last update it sounds to me like rogues will be DPS again. I always hated that concept, as it rarely made any sense. Why should rogues be DPS? Why do they get backstab and extra damage, and others don't? There never was any sensible reason or explanation for it. The first thing I'd do is remove the rouges backstabbing special power. Anyone coming from behind would get a bonus to hit and increased chance of critical. Fighter, mage, cleric - doesn't matter. The rogues role isn't DPS. It's skills. And also support. Even without a special backstabing power, the rogues flexiblity and reflexes allow him to flank opponents and move around the battlefield (tumble, evasion) - being at the right place at the right time. He's a pebble stat starts the avalanche (of enemy defeat) so to speak....he tips the scales in your favor. Thats without taking into acount all the other thing a rogue provides to the party. A rouge needs no backstabbing.
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