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Long hiatus, hello everyone! Looking for some advice here, as my prefered playstyle these days is the summoner. I would LOVE to have a big ass dragon by the end of the game, so SC is definitely a big consideration, but some MC options offer a certain amount of variety I find appealing. I will definitely go for a Moon Godlike (so pretty!) explorer from the Living Lands, and I want to be next to my summons and Eder in battle, so an off-tanky char or melee-dmger would be up my forte as well. Aloth will stand in the back and spam spells. The last 2 slots will switch constantly, as I am not yet sure which way to go with this first full run... Most appealing MC is Wildrhymer Stalker. Another body, better atk acc, and rangers are awesome, and again, the pet! I can have a Drake AND a bear! Only I haven't read anything flattering about this MC, so I'd like some input, especially considering a relatively blind PotD run. Five Stars for flavor, though. Herald (in my case Kind Wayfarer) I read a lot of good things about, and the flavor is cool, too, but Wildrhymer is cooler xD Single Class has DRAGONS! And higher power level for other invocations. But most importantly dragons. I think this would be the strongest and most versatile choice for a summoner, but Wildrhymer, again, has the bear.
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Finished the game on hard dificulty two days ago as a beguiler/debonaire and had so much fun that I decided to replay instantly but this time as a chanter (bc I love bards as much as I love summons) multiclassed with another class that might increase my overall dps. And then the problem began, bc im stuck at the character creation screen unable to decide between Harbinger (street fighter/troubadour) and herald (kind wayfarer/troubadour)... And since I have some concerns that influentiate my decision (or lack there of), i'd really love any help. (firstly, I wanna say that I plan to use this character as a summoner with two blunderbuss (i dont know how to say this thing in plural so I wont even try) and second as a debuffer, with xoti as healer, Eder as tank, maia as dps and ywin/serafen as suport... so lets get it started.) Question 1: Ive seen a lot of people praise heralds as great healers and tanks, but although I really like the idea of being durable, I have concerns if the paladins's auras, passives, FOD and sworn enemy Will be enough to make my character a great heavy hitter? (taking the buffs to summons into consideration) Question 2: Regarding harbingers, I really like the idea of blunderbuss street fighters mixed with chanters, but my concerns lie in their ability to survive at the front-midline, hence my question, is the chanter kit of the harbinger enought to secure its survivability? (ill have xoti as the healer)
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like, more balanced stats instead of Drake Ambassador min-max. I saw The Gunslinger just now, and thought that maybe a melee chanter that uses both pDragon Thrashed and offensive invocations to deal damage? I know that casting invocations slows down phrase gain for a bit, but I wonder if that would still be viable from a damage-dealing perspective..? Stat spread I thought of: 15/8/8/15/18/14 ?
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So, yeah, I am completely hooked on my Priestess of Berath from the White That Wends (Death Godlike on top) and finally stopped contemplating over different classes in the Dyrwood. My main team will consist of Aloth and Pallegina, with a certain focus on Vailian related quests and NPCs (I only know of Ydwin and Fassina by accidentally spoiling them - they seem cool). But lo and behold, Deadfire is on the distant horizon. Last time I asked about Cipher MC I think, so yeah, that is thrown out of the window for the most part. Single Class Priest of Berath vs /Druid vs /Wizard vs /Cipher vs /Chanter I am mostly uncertain if i would lose a lot of singleclass power of the Priest if I went for a MC? As far as I understand it, I not only lose the last 2 spell levels of both classes (or however it is calculated with the Chanter), but also the Power Level of each class' spells is missing out on 2 levels, which would mean weaker damage/heal spells? And also I would get my spells at a much slower rate, like ~5 levels later for my 'last' tier of MC spells? Seems like a lot of wasted potential, unless I am missing something, as I look at it all from a rather uneducated perspective? Like, looking at the unique Berath spells, the final 2 tiers seem like a huge boost in damage dealer potential, especially as Berath's spells add a lot of non-fire spells, which would be pretty cool. But on the other hand, my POE1-stats are more focused on talking (12/6/15/15/15/15), so I wonder if I would even be a worthy addition to DPS anyway. Though I am doing a lot of damage in POE1... don't know how much changes in Deadfire. But then with a MC I would have a lot of versatility added. Wizard would get me both potent self-buffs and aoe debuffs (which could be subbed for with Aloth/Fassina), Druid would get me massive AOE damage spells (storms and such - the only Universalist build on the build page lists DoT as a main selling point), Cipher (Psion for passive Focus or Ascendant for powerful spells?) again with the debuffs and self-sufficient resource, Chanter with passive resource replenishment and passive buffs/debuffs. I am slightly more inclined to go for singleclass, but as usual, I am VERY unsure... Any advice is always much appreciated
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I have 2 Rangers, 2 Paladins, 1 Cipher and 1 Chanter. I really like this setup so far, also, I cannot think of any classes that would make snese for Sagani/GM/Kana/Pallegina aside from their standard one, aside from Eder, who I think makes quite the fitting Kind Wayfarer Though I could imagine him as a Ranger as well, with his high affinity to animals. But 3 Rangers would be a bit insane I think xD So, stats look like this: Orlan Ranger MC: M17 C3 D19 P20 I15 R4 Arbalest as main (One-Eyed Molina with nexus patch) Sagani Ranger: M20 C4 D17 P19 I15 R3 Hunting Bow main (Currently still her personal one) Eder Paladin KW: M17 C10 D14 P14 I18 R5 Greatsword main (Justice so far, but Imma buy some others soon) Zealous Focus Pallegina Paladin: M16 C10 D15 P14 I20 R3 can't decide and constantly switch between SnS with Outworn Buckler, or dualwield small weapons. Zealous Charge (that thing saved me so many times) is insane. GM Cipher: M16 C8 D14 P16 I16 R8 Warbow/2handed main, switch between the 2 depending on scenario. Haven't found any unique Warbow/Poleaxe/Estoc yet, currently she has Durance's Staff and a Fine Warbow with Wilder enchantment on. Quickly became my second-hardest and most efficient hitter next to MC Ranger. Went down only once (against my first encounter with an Ogre Druid - never again), Kills second highest number, deleted Raedric with Soul Ignition after buffs. Kana Chanter: M20 C8 D15 P14 I18 R3 am really not sure how to build him effectively as a support ranged unit. Just Ila constantly is good enough I guess, collecting phrases for an emergency heal or a summon, but eh, I feel like he's a bit underutilzed there, aside from the tangibly ridiculous speed buff he gives my MC. Also, he has Gallant's Focus to buff the backline even more... I thought (and tried) a gunslinger style setup, but it's weird... Kana I feel like I need the most advice with. The others work very well so far and I feel neither like they are carrying the rest of the party nor that they are underutilized, but Kana is in a weird place imo. But of course I am open to any kind of advice/criticism
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Rygmrand's "Artist" Class: Spiritualist ( Soulblade/Chanter ) Difficulty: PotD+ Version: 2.1 Solo: Hel Yes DESCRIPTION: A powerful build that snowballs early into a biawac of destruction and test the power of your gaming contraption! Kill your enemies with ice and decay. If you thought Grave Calling/Hel Beckoning's imp route was neat, you're in for a real big treat. Soul annihilating summons all day! RP: A character I imagined who would rise up to be Rymgrand's top agent. (EDIT) Patch 2.1 - Soul Annihilation's killing blow now has been fixed, but the skeleton and chillfog synergy is still going strong. Difference is now you can either dump SA on enemies or spam cipher spells during chillfog bursts kind of like a semi-ascendant that has Soul Annihilation. I also recommend trying out a Berserker Howler (skeleton nukes) or Harbinger multiclass (deathblow passives) for damage output if you can make do without the cipher utility to increase accuracy or weaken enemy fortitude defenses. There are 2 things that make this build work: 1. Soulblade's Soul Annihilation (SA) despite saying "Primary Attack", will trigger any weapon "on kill" effects if the target dies from the raw damage portion of the attack even if the weapon with the effect is equipped on the offhand. Apparently it also ignores the type of creature it is when it is killed, which will fulfill any "on kill" effect that requires a certain monster type (kith, etc). CAUTION: I am sure this is unintended so enjoy it while it lasts. D: 2. Most abilities that are activated or procced from a weapon will usually calculate damage and special effects using the weapon and any passive abilities the character has. In the case of the cipher, it will generate focus for them. There are some exceptions, but it is usually the case. Technically you could use SA's agnostic killing blow on any soulblade multiclass, which would probably make soulblade/rogue into an insane force of destruction on trash, but the chanter multiclass was the safer choice in order to supply your own "easy fuel" for SA kills and to default back to a chanter summon line on harder fights. Using the raw damage hit of the Soulblade's Soul Annihilation, I am able to 1-2 shot my low HP summons and able to proc the on kill effects of Grave Calling and Hel Beckoning regardless if they are a vessel or spirit. For Grave Calling I have enchanted it to cast chill fog on a vessel kill which will be my skellies. This will result in a free AoE non-hazardous chillfog spell when I kill my summon that blinds and pulses damage to enemies that ALSO contribute to my focus gain, which means I can then use soul annihilation immediately again on an enemy or spam cipher spells. This also stacks my ice lash buff and with the paralyzation on crit enchant, many of the enemies caught in the chillfog spam become blinded and paralyzed as they get torn apart. The afflictions will still persist even if they are immune to freeze damage. The even nastier thing is that if a vessel dies from chillfog it will spawn another chillfog because it is still benefiting from Grave Calling's passives. You will want to cull near-death non-vessels with SA to take advantage of their deaths. POST 2.1 - While this still can work when fighting spirits, it now requires a bit more micro of what blade does killing blows. The other styles seem a lot more viable now and even weapon/ranged can work since the build has no full attacks. In the case for Hel Beckoning, which has procs on a spirit kill and behaves similar to Grave Calling, the two options are a corrode AoE or a corrode imp summon. Although the AoE option is definitely the higher damage option on normal fights, the single aoe cast can miss since it is after all going against fortitude defense, can be resisted by poison immunes, and it doesn't pulse like chillfog does. So for this weapon in solo mode I opted to turn it into a imp summoning tool though in a party you can opt for the AoE instead since you won't have to worry about resistances and survivability as much. The main benefit is to gain ranged cannon fodder separate from the chanter's summons that will also leave usable bodies for "The White Worms AKA Corpse Explosion," which will give a crush damage vs reflex option. Note: The bodies still have the summoning timer and will disappear when it expires. Also of course, the white worms can be used aggressively to unload even more damage on top of the chillfog deathzone to end encounters even quicker without needing focus to spam amplified wave. Hel Beckoning may not always be your main offhand since there are options like Resounding Hammer that gives a free Might+PEN inspiration when killing your summons. Now the obvious weaknesses of the 2 weapons is that the major damage abilties go against fortitude, chillfog is only freeze damage, and maintaining an imp army can only go so far with their pitiful corrode damage PEN. In these specific situations, we can then fallback to the summon meatshield wall of chanters while we pick off targets to gain focus and grind them down via cipher spells or switch to another weapon with another kill effect (although not as strong as Grave Calling but they are "good enough"). We also still have the options from chanter and cipher abilties to lower defenses for the weapon's abilities to land. Some freeze immunes like rime constructs still are vulnerable to the paralyzing effects of chillfog so even if you do no damage, the enemy is prepped to be killed via other means. POST 2.1 - Auto skellies instead and dump SA on enemies while chillfog taps them for focus. While the fire lash chant is great for focus gain, the build does not use it because SA gets countered if your summon is benefitting from the fire lash chant for some reason. In this build, I've opted to use 2 chants: 1. Life Leech Chant: Since you will be doing a lot of damage on trash and hitting your weak defense summons, this chant works great as a healing option. In times of desperation you can back away and "tap" your minions to recover. 2. Skelly Summon Chant: This frees up phrases that would have been used to initiate battles with summons to allow different invocations to be used. Unlike the invocation skellies, the bodies of these skellies can be used for corpse explosion if you are fast enough to trigger it before the body disappears. OTHER NOTES: You do not gain focus from hitting your own summons even with confuse just to be clear with it. There is also a bit of mental micro of needing to know, which blade is being used when auto-attacking your summons. This build also makes use of the Magran belt. While the additional burn damage is nice for minor focus gain, the primary reason is to gain a chance to summon a fire elemental whenever you hit, which is a lot when you have several weapon aoes hitting mobs. The elemental will then serve as easy focus fuel in the midst of tougher or dwindling enemies. There is one really interesting caveat you need watch out for and that is the confused affliction. With the affliction, your aoe zones will damage you which will result in death if you don't have the defenses to get out or survive it if you happen to be in the thick of it. For this reason, INT and DEX resistances are recommended to have. It also serves as an amazing mechanic since now you can just summon your skeletons directly into the chillfog and have them blow up into a nuclear chillfog, which is pretty amazing to watch honestly if your computer can handle it. In a party, have some berserker caster or rogue put a controlled confusion on you for skelly chillfog bombs that would violate the Geneva Convention so hard. Having said that, a howler (berserker/chanter) can do this all by himself using Grave Calling normally. With the SA trick, you could also go double imp enchants for 2 imps for the price of one body. Keep killing your imps to generate more imps as long as you alternate hitting an enemy in between since hitting your own summons does not generate any focus for you. Using this trick, even a non-chanter can build up a ton of imps really quick that can fuel other types of mob builds, but chillfog is too good to give up for an imp. SUBCLASSES: Each chanter subclass has its perks in the build. Skald - Skeletons and wisps have really low defenses so hitting them will generate phrases really quickly, which then can be spent on discounted offensive invocations. Unfortunately it does not generate any phrases from chillfog or noxious blast. Troubadour - Not as bursty as skald's phrase generation, but a lot more consistent than beckoner for rapid phrase generation and helpful when retreating after enemies ripped apart your summons really fast. A skelly every 3 seconds from the skelly chant is also amazing for lazy summon fuel. Beckoner - The lowered HP of the summons helps for initial kills with SA. Even with the lowered duration of summons, a high INT build is still sufficient to be able to have summons constantly up and there is usually enough time to kill a few. It is however, tighter on resources on tough fights until level 19 where the skelly chant will free up some room to use phrases on non-summoning invocations and a bit difficult to use on lower INT builds. It also is the strongest nuclear chillfog subclass when using confuse affliction. Ascended - If you prefer autoattacking summons with just Grave Calling, Ascended works just as well, but this guide will be about Soul Blades since ascended builds perform similar to each other once hitting the ascended buff. RACES: Pale Elf - I chose pale elf to be more in line with the lore of being Rymgrand's BFF, but the real benefit of it is that the fire and freeze AR is extremely helpful when finding several summoned fire elementals chasing your character around or a sudden intellect affliction has the character in the middle of a chillfog deathzone. Wood Elf - Same stats as Pale Elf, but gives a free dexterity resistance. Human - Can be useful in a party since the accuracy boost and damage boost from being bloodied is easier to maintain and control, but you will have to forgo using the life leech aura. CULTURE & BACKGROUND: The White that Wends for perception since accuracy is the highest priority in the build. Matches with the whole RP thing too. You're free to choose whatever though. ATTRIBUTES: SKILLS: WEAPONS & MODALS: ABILITIES: +Good / ?Notable / -Bad EQUIPMENT: +Good / ?Conditional / -Bad
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Not sure if this is an actual bug or an intended feature since the game doesn't really explain these things. However on my normal Chanter with no subclass I always start combat with enough Phrases to cast my strongest ability on turn 1. However if I play as a Troubadour or a Beckoner my spells cost an additional Phrase to cast and the UI shows my max Phrases are 4 but I only start combat with 3 forcing me to wait a turn before I can utilize my strongest summon. This kind of awkwardly alleviates itself as you level since once you reach level 3 you will suddenly start combat with 4 Phrases and be able to cast your Rank 1 spell on the first turn. But this issue continues onward as when you get the Ogre summon you again will only have 4 Phrases at the start of your turn despite the spell costing 5 and your UI showing you as being 4/5 Phrases. To my knowledge from looking around online Chanters are supposed to start turn 1 with max Phrases which is why I feel like this is a bug since it makes playing a Chanter inconsistent and awkward when you are hitting new power levels despite most classes feeling more powerful. This becomes more of an issue as you reach max level since summoning the Dragon for example becomes impossible to summon on turn 1 since you never start with enough Phrases which makes the summon feel more tedious to use then just summoning the Armaments turn 1.
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Chant glitches are still in game and they happens VERY OFTEN! But here it is, I have a screenshot, savegame and some explanations here. So finally, You will be able to reproduce at least two problems related to that ugly situation. So, please, excuse my English, I am doing my best though and let's get started. Game version: v3.7.0.1318 PX1 PX2 PX4 -steam Game was started and played with Russian localization. Explanation. 1. I retrained Kana, made new chants and named chant "C" as "Ranger" and chant "B" as "Fearless", chant "A" name wasn't touched. 2. Removed Kana from group, quit the game. 3. Launched the game, loaded last save, recruited Kana back into group, jumped to few locations and then noticed Kana's bar. 4. Kana now have two "C" chants into game interface. Chant "C" marked as active is named as "Стрелы Миноретты" and another one "C" marked as not active is named as "Ranger". Chant editor on chant "C" shows name "Стрелы Миноретты". So it was autochanged at some moment from my "Ranger" to "Стрелы Миноретты". "Стрелы Миноретты" is Russian localization for something like "Minoretta's Arrows" or "Arrows of Minoretta", but I haven't found anything related to it on English wiki pages. This name is automatically assigned (for some unknown reason) to chant with "Sure-Handed Ila Nocked Her Arrows with Speed" phrase at first place. I haven't touched chants when I encountered this problem this time, so You can check all of this in savegame posted below. All "B" chants on screenshot have equal names "Fearless", which I set at the same time as I set name "Ranger" for "C" chant. My game language set to "Russian" and yes I have used English names for chants such as "Fearless". I thought that would help me to avoid that glitch, but... no, it doesn't. I told You at the very beginning of this post that this glitch happens very often. Savegame file: https://drive.google.com/open?id=1XYUQN-TQ9DCJ_Ugld0E5-BzyStSvrN0D So then I tried to reproduce the problems described above from this saved game and looks like I found the core of this. 1. So, I quit the game. 2. Launched the game again and loaded that save I have posted above. 3. All "B" clones are gone, but two copies of "C" chant with different names (one active and one not active) are still present. Nice, at least one problem is still in place. You may load game in English or not English localization it will be here anyway (tested with English and Russian localizations). So, how to reproduce that "B" chant clonalization from my savegame. Best way is to: 1. Remove Kana from group. 2. Move to a different location. That building behind group members is ok, so just click on doors. 3. Go back and recruit Kana back to group. 4. Tadaaa "B" chant now present in two active icons. 5. Do it again from step 1 to step 4 and Kana will have three active icons of "B" chant and so on. IMPORTANT: Game language must be set to something different from English (tested with English and Russian localizations). This clonalization is not reproducable if game language is set to English (Just do it twice for English locale). Chant "D" was also touched at the very beginning of this and named as "Fire". It looks nice at first moment. But after those tests listed above, 1. I set game language to Russian. 2. Set chant "D" as active and removed names on chants "B" and "C". Their default names were equal at that moment "Пример распева 2" which is "Sample chant 2", yes, both "B" and "C" stated as "2". 3. Did steps 1-4 from "B" chant testing (dismiss Kana, enter building, leave it, recruit Kana back). 4. Chant "C" problem with double icons is still in place but they both inactive now, and chant "D" started to clone itself instead of chant "B". Also in chant editor, chant "C" cleaned itself to have only "Sure-Handed Ila Nocked Her Arrows with Speed" phrase and autonamed now as "Ranger"... Pure magic. o_o Update: chant "D" default name is also "Sample chant 2", tested both in Russian and English, just cleaned names on "B","C","D" and they all named as "Sample chant 2" in English and "Пример распева 2" in Russian. So, chant "C" has connection to chant "B", something definitely wrong with that chant (Please, note active icons for chants "B" and "C" at the game load of savegame posted above). Chants "B" and "D" have same cloning problems. So what about chant "A"? Chant "A" default name is "Марш Камоа" which is "March of the Kamoa". It is named as "Марш Камоа" in savegame listed above. Remove that name and it will be "Марш Камоа" again while game language is set to Russian. Renaming works perfectly and no cloning issues. I made it active and did steps 1-4 from "B" chant testing - no problems... Update. I have broken chant "A". 1. Set game to Russian, and load savegame posted above. 2. Open chant editor and set name for chant "A" to something like "asdasd" and make it active. 3. Do steps 1-4 from "B" chant testing (dismiss Kana, enter building, leave it, recruit Kana back). Just do it TWICE. 4. Chant "A" start to make clones of itself. So yeah chant "A" has some protection, lol, but can be broken also. Update. Chants "A", "B", "D" can be cloned even when game is set to English. That "Just do it TWICE" works against English localization. Attached output_log.txt made for testing with English locale. "B" chant was successfully cloned. Well. It is 2019 now, I know. Few years have passed and Deadfire hits place long time ago, but I still love that game. So, well, I hope You Obsidian guys will finally fix that glitch, because it seems that it is possible now. output_log.txt
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I have started a turn based game after installing PoE II with patch 5.0. My character is a chanter skald. Every time combat starts, my character all ready has 4 chants which means I can start casting invocations right away. Is this right ? In PoE I I had to do some chanting before I could cast any invocation. Being able to cast invocation at the beginning of combat make combat a lot easier.
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[CLASS BUILD] The Stress-free Master Evoker/Beckoner Description: This build is intended for people who want to have the most stress-free PotD solo run without being overly cheesy with their strats. This might not have the best DPS or the best survivability but what it does have is sustainability, great survivability and great dps without being too dependent on end-game gear. This build works smoothly from start to finish. Yes, even at level 1. Race: Whatever you fancy but here's a ranking anyway. Honestly, it makes no difference. Remember, 'Stress-free' No.1: Nature Godlike for the power levels No.2: Meh, Moon Godlike just for an easier time early on. Wood Elf is pretty nice for the resistance to affliction. No.3: Meh. Difficulty: POTD Solo: Yes Stats : 18 Might 10 Con 10 Dex 18 Per 18 Intelligence 3 Resolve Maxing might is obvious. 10 Con is honestly all you will ever need, most of your survivability will come from your shield/nemnok staff once you get it, plus your wizard spells. 10 Dex because with all that tankiness, casting super fast isn't that much of an issue compared to accuracy and duration+aoe. Max Perception because you can never have enough accuracy. Max Intelligence because of duration and aoes for your chants. Resolve is just junk. Period. Everything hits you on PotD anyway and even with 3 resolve, I have 100+ deflection without my chant buffs. That's more than enough to prevent permanent crits on you. As for status effects, just outtank them and chanter has a ton of resistance to afflictions so stuns/para/charms aren't even an issue. Skills: Go for hunter for the mechanics. Boost mechanics till you reach 4 minimum/6 if you don't have hylea's blessing or if you don't want to use it. Boost Survival till 2 or 4 for convenience sake. Everything into metaphysics after that. As for the other skills, I suggest mechanics up to 8 some athletics. You can retrain anyway so don't worry too much other than the initial two steps I managed. I will elaborate more on that later. Proficiency: Large Shield, Sabre. As you level up, flail, battle axe, quarterstaff. Whatever you have leftover doesn't matter. Flail modal is important since it gives a reflex debuff. I don't really use it much but without modal, there's really no reason to use a flail. Quarterstaff modal is useful but only once you get Nemnok's staff. Blessing of Berath: Highly Recommended: Unique Vendor Recommended: Double Skill bonus and bonus attributes. Great if you have it: 50k gold Whatever: The rest. Gear: I will split it up into early/mid/late game for those who are newer. Early: Firethrower's Glove: Unique Vendor in Port Majo(?). You need the Blessing of Berath for this. Otherwise, go for some generic +2 Might gauntlets (There's one sold in the vendor in Queen's Landing.) Burglar's Gloves: Just for the mechanics boost. Optional but quality of life item. Vendor Item (Nekataka? or Crookspur? I forgot.) Belt: Some generic +2 con belt or just nothing if you want to be fancy. Boots: Boots of the Stone for the affliction resistance Cloak: Cloak of protection/greater protection. Once again, doesn't matter too much. Armor: Depending on your gold, either the best breastplate you got or Devil of Caroc(Nekataka Vendor, Periki's Overlook) (useful throughout). Alternative is Miscreant Leather from Fort Deadlight (Benweth). Essentially you want the most armor rating for the least recovery penalty. These two options give bonus to recovery as well. Ultimately, you want to switch to Devil of Caroc for the armor rating (IMPORTANT) Weapon Mainhand: Sasha Singing Scimitar (Nekataka Vendor, Periki's Overlook). If you don't have the gold, go for the best option you have but gold shouldn't be an issue, I'll explain why later. Offhand: Best large shield you can get. Cadhu Scalth is your shield of choice (Old City, Gullet from the two cornett quest. It is possible to sneak past the boss and avoid fights if you are experienced with the area. I suggest picking up the cornett of the depths from the initial half of the old city before re-entering using the Undercroft's entrance. Complete the Delver's Row(Gullet) questline (Dereo). His questline will lead you the rest of the way.) Cadhu Scalth boosts your survivability by a LOT so it is important to get it by the late mid-game. Necklace: Stone of Power. You don't really have to buy this, I just happen on a ton of these. Great for fireball alpha strikes. Alternative is the +perception necklace in (Port Maje? or Majo) Rings: Ring of Focused Flame (Nekataka vendor, Periki's Overlook ), Kuara's Prize (Ori o Koiki , you can bribe the doorlady, at least I was able to (2000g)) Otherwise, it doesn't really matter much, only the Ring of Focused Flame is useful for this early stage. Helmet: Recruit Aloth and take his helmet. (I made him leaden key in my history) Once you unlock delver's row (Nekataka, Gullet) pay the assassin to kill the vithrack to get Whitewitch Mask. Pet: You want something that boosts your spells, perception, might or aoe. Honestly, it doesn't matter much but I settled on Nalvi in the end. I don't remember where I got him. Nalvi reduces recovery penalties. Grimoire: Ninagauth's Teachings (Arkemyr's mansion, Nekataka, Periki's Overlook). ABSOLUTELY CRITICAL and easy to get too. Walkthrough on how to grab the grimoire: Grab a thief's putty, Burglar's gloves, and rest with Hylea's Blessing to boost your mechanics to 10 artificially. Alternatively, do the quest for the vendor in the dark cauldron (in the same area) to gain entry, but you still require a degree of mechanics to pass this area easily. I forgot if there was a lock on the chest with Ninagauth's Teachings so just get your mechanics up to 4/6 as a precaution. Unlock the front door, pop your thief's putty if your stealth sucks and avoid the patrols as you head straight down the corridor. Open the main doors and head to the upper floor. On the upper floor, you will come upon an exit on your southwest. Take it and you will enter a rampart of sorts. Walk northwards to another door and enter it. Once you do, follow the path to Arkemyr's bedroom. Loot the entire room and read any notes you find. One of them give you a password to use. Equip Arkemyr's robes. Proceed back to the upper floor and this time, open the first door on the right to find an imp inside. He has a gem you can grab off him by pretending you are Arkemyr and using the password you found in his bedroom. From this point on, all the patrols won't be alerted by presence. Head downstairs to the first floor and search Arkemyr's study for another piece of note with the vault combination (middle room on the right). Once you do so, head down to the lab using the stairs. From here, head straight and take a right, you should a wheel like object you can interact with. That's the vault mechanism. If you did everything right, you can open it. Once you open it, watch out for traps etc. There's a 10 mechanics locked chest in there. Grab the quest item, the grimoire, and the figurine. Mid-game: Gloves: Firethrower's Gloves Belt: Maker's Own Power (A belt that petrifies you and heals you but I cannot recall where I got it. It's an easy bounty with a construct) Boots: Boots of the Stone or whatever you fancy, assuming your affliction resistance is taken care of. Cloak: Cloak of Greater Protection, easily found and bought from vendors Armor: Devil of Caroc Weapon Mainhand: Magran's Favor (Kohopa's Fang mini-dungeon) Right at the northern edge of the map. Slightly left of the middle line.) Shield: Cadhu Scalth. Absolutely critical, if your game is bugged, rip you. In that case, equip the best large shield or shield you can find. Alternative Weapon: Sasha (Enchanted to give empower points. Either works fine honestly.) Necklace: Orishia, gives a minor dmg shield, action speed, recovery speed, penetration, blah blah. A whole ton of stuff really. Grab it from a bounty (Flamewalker Vessali) Somewhere mid-east. Not entirely sure. Rings: Ring of Focused Flame, Kuara's Prize. Helmet: Whitewitch Mask Pet: Nalvi or whatever you fancy Grimoire: Concelhaut's grimoire (Berkana Observatory) You need to kill concelhaut for this and it will probably be a boring fight (really long). I did it around level 12 or 13? Save your raw damage spells for the right moment. Ensure you have resistance to resolve afflictions. Use ogre summons to bash him, very very slowly. When he tries to use his finger spell (that's the icon) run away from him since that spell heals him. Another key strategy is carefully pull mobs. Engage from as far as possible and run backwards, making use of the fog of war to kite the melee mobs away to the stairs. You will get it after a few tries. After grabbing the grimoire, it's not necessary to swap to it since power level 7 is the main reason to get it. End-game: Cloak: Giftbearer's Cloth. Gives defenses, additional quick item slots and weapon slots. Mini-dungeon (Fampyr's Crypt, south and slightly east of Nemnok) I suggest grabbing the resistance chant for this fight but it's doable without it. Once again, careful pulling is required since they are really a pain to deal with together. Mainhand: Magran's Favor with Cadhu Scalth Sasha (or a flail) with Cadhu Scalth Chromoprismatic Quarterstaff. (From Nemnok's questline, Drowned Barrows/Junvik Village. Northwest corner on the edge of the line) Grab the defensive and +power level enchantments. Everything else is the same. This section is optional tbh. Making Money early on: Stock up on the cheapest crew, food, water you can find. Grab four imperial long gun (dunnage and neketaka), aedryan hull treatment and cottonweave sails. Ensure your supplies are maxed and go ship hunting. Start with the easier foes first to build up crew experience. With this build you can tackle most of the ships you find in this game except for the rathun ships and Takabna. You might have to reload sometimes. Just remember to repair your ship mid fight. By farming like this, you can level easily, earn easy superb, legendary, uniques and grab a ton of experience and money from bounty quests. Ability Choices: Initial Choice: Minoletta Minor Missiles(WIZ) and a chant (CHAN) Next: Summon Skeleton. Then just grab spirit shield(PL1), mirror image(PL2), displacement(PL3). You need to rely on your grimoire for attack spells. PL3: Minoletta's Bounding Missiles (not necessary but it's reliable compared to fireball) PL4: Summon Ogre. As for chants, they don't really matter till you get to the resistance chants or the ancient memory chants. Grab Minoletta's Concussive Missiles and Ironskin. If you have Concelhaut's grimoire, feel free to retrain out of Minoletta's Concussive Missiles. Feel free to respec and get rid of skeletons at this point. PL5: Garbage. I rather passives. Ryngrim's Enervating Terror is a pretty nice pick but I didn't find much use in this build. Feel free to pick it. PL6: So Singt Thy Biting Winds o'Eld Nary (CHAN) and Minoletta's Precisely Piercing Burst. PL7: Set to their purpose they all knew their part (CHAN, requires a previous pick at PL5 I believe). ABSOLUTELY CRITICAL. GRAB THIS FIRST. At level 20, grab Set to His Bidding, the Ancient Instruments of Death (CHAN). Wiz spells from your grimoire. Passives: Potent Empower, Quick Summoning, Rapid Casting, Scion of Flame (not necessary but I'm going for the delayed fireball theme). Weapon and Shield Style. Combat Focus Chants: One Dozen stood against the power of the saint, Blessed was Wengridh, Ancient Memory, Seven Men onto the deck they went, They shield their eyes against the fampyr's gaze. There were two other chants I picked but I didn't really like them, feel free to use those two talent points for something else. One was a PL1 chant and the other was a PL5 chant. Strategy: Rely on your skeletons and ogres to coast through the ****ty phase of being a wizard. Essentially, the start and whenever you are out of spells. Powerful combos include: Empowered fireball: With your evoker power level and gloves and empower and nature godlike (if you used it, I didn't). You can severely cripple a whole mob right away. Use your ogres to bash the rest up. They hit really hard. Really. Empowered Minoletta's Concussive Missiles: Once you have this, don't empower fireballs unless they have resistances to crushing. This combo murders entire mobs even at high levels. Concelhaut's Crushing Doom: Works on every major boss except for the last one. Keeps them cced for a really really long time. Set to their purpose they all knew their part: The meat of this build. Other than the summons, this is the other reason to pick a chanter. This gives you resource points(spells). With this, you can spam as many defensive spells as you want. Eg. Arcane Reflection, Iron skin, displaced, mirrored image, spirit shield. Also turbocharges your phrase generation. You will never run out of resources period so just spam whatever you like. Summons: Ogres will get you through most of the early levels. Once you pick up the PL7 weapons summon, use that instead. Summons are really really good. Without summons, you have to cheese a lot more. With them, you can just sit in the back line and quietly heal up and watch your ogres bash them up. Empowering summons kinda suck so don't do it. Just empower your minoletta. Opening Rotation (non-PL7): Spam your defensive buffs, summon ogres, empowered minoletta. Most monsters won't be able to kill you fast with your shield and buffs so don't worry. PL7 Opening: Spam your defensive buffs, cast Set to their Purpose, empowered minoletta or delayed fireball (depends if you need them dead earlier or later). Cast your swords. Keep up your buffs and spam whatever spells you like, they won't run out anyway lol. Use Concelhaut draining missiles to heal up. You're even tankier now since you can spam arcane reflection without using up a spell point. You can basically face tank whatever you want. Reminder: Remember to check the enemy's resistances and make your own judgement as necessary. This build gives you a lot of leeway to make decisions and mistakes but that doesn't mean you don't need to think either. (Fampyrs are still annoying and running into a giant mob for no reason is still a bad idea.) Choices I Abandoned: Drakes: Worthless at the initial stage and I didn't find them worthwhile to spend two ability points on. AoE Frost Invocation: I forgot the name, it's the one with spikes and smaller spikes. I didn't want to spend two points on a purely frost spell that also relies on reflex for accuracy. Heals: With a tanky shield, all you need are your phrases and draining missiles to sustain you. Chugging a potion might be necessary from time to time. Fireball: Honestly, you can swap to the other grimoire if you like it that much. It's not a really reliable dps spell compared to the minoletta missiles series. Ryngrim: Why debuff them when you can blow them up? Your helmet has this spell anyway. Why Evoker/Beckoner: Beckoner is for the cheaper and increased number of summons. It helps a lot earlier on to have more bodies and the reduced cost ensures that even if you make a mistake, you can recover faster. Evoker is mostly for the increased power level. You can choose a normal wizard if you wish. If you do, you gain access to chill fog(instead of minoletta's minor missiles) and at PL6, you can pick up Ninagaulth Freezing Pillar instead of Minoletta. Conclusion: You still can't beat a pure wizard's empowered meteor shower but you have a lot more tankiness to afflictions and sustainability. Remember, the keyword is stress-free. With Minoletta and Delayed Fireball, you can blow everything up anyway, who needs wilting wind or meteor shower?
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Hello. Can You guys tell me how should look good build for solo chanter on potd (ver 3.07)? How should look attributes? Thanks.
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"All right stop! Collaborate and listen: Chillfog's back with a soothing bliss, um... something pumps the heals of me nicely flows like pure essence daily and nightly. Will it ever stop? Yo, I don't know - turn off the lights and I'll glow To the extreme I rock the fight, blow their lights out Light up my stage and freeze d'mobs like a white-out!" - Chillfog himself in his genuine rythmical parlando - "You're as cold as ice you're willing to sacrifice our love you never take advice someday you'll pay the price, I know!" - A Foreigner - =================================== Chillfog =================================== Difficulty: PotD v. 3.02 -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Race: Pale Elf -------------------------------------------------------------- Background: The Living Lands - Explorer -------------------------------------------------------------- Stats: MIG: 18 CON: 10 DEX: 04 PER: 10 INT: 18 RES: 18 -------------------------------------------------------------- Skills: Stealth 0, Athl. 5, Lore 8, Mech. 0, Surv. 12 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) Secrets of Rime Ancient Memory Beloved Spirits Weapon and Shield Style Bear's Fortitude Veteran's Recovery Superior Deflection Cautious Attack or Wound Binding Abilities Elemental Endurance (a) Second Wind Level 1 Chanter Phrases Come, Sweet Winds of Death Level 2 Chanter Phrases Nothing special Level 3 Chanter Phrases Seven Men The Silver Knights' Shield Level 4 Chanter Phrases Old Siec Level 5 Chanter Phrases Mercy and Kindness Level 1 Chanter Invocations The Thunder Rolled Level 2 Chanter Invocations At the Sound of his Voice Level 3 Chanter Invocations Seven Nights Level 4 Chanter Invocations So Singt Thy Biting Level 5 Chanter Invocations Called to his Bidding --------------------------------------------------------------- Items (*=additional echantments by me; !=important, r=recommended): Weapon set 1: Sheathed in Autumn (*Durgan stuff) & Scath Gwannek (*Durgan stuff) Weapon Set 2: The White Spire - just for the spells Boots: Boots of Stability Head: White Crest Helm Armor: The White Crest (*Crush Proofed, *+2 MIG) Neck: Rymrgand's Mantle, later St. Borragia's Tears Belt: Belt of Bountiful Healing Rings: Ring of Deflection or Wyrwood Ring, Ring of Protection Hands: Bracers of Spiritual Power or Bracers of Deflection Quick slots: Scroll(s) of Moonwell, healing potions ----------------------------------------------------------------- Alright - so I made this Bilestomper wizard and was really satisfied how this whole "pile up defenses and then nuke yourself" principle worked out. I decided to do one or two other builds that emphasize on that. But none of them should be a wizard - that would be a bit boring. Well, the only other class that comes to my mind when I think about powerful ice spells is the chanter - just because of his "Seven Nights" invocation which is very powerful. "Hm, that's foe only - so no need for high defenses or DR against freezing attacks" I thought at first. But then I thought "maybe I'll stick to that because you might have a ranged wizard or druid in your team who would like to have a tank who doesn't give a shart if he's standing in the midst of a Blizzard or Chillfog". One reason to wear Rymrgand'S Mantle first. So I tried to make a (n)ice themed chanter tank who is very resistant to cold but can do good freeze damage via invocation and also can summon some aid from time to time. What I absolutely didn't want to do this time was using The Dragon Thrashed or the Aefyllath Ues Myth Fyr - because everybody knows those are powerful, right? In order to gain a lot of phrases quickly (to cast Seven Nights) I sticked to lvl 1 phrases only at first. Since I don't like any of the lvl 1 phrases too much except "Come Sweet Winds" I decided to use that phrase most of the time and combine it with one powerful high level phrase in order to accumulate phrases quickly. I will just pretend it's name is "Come, Cold Winds of Death" for this build. Since chanters can't raise their defenses as high as paladins, fighters or monks without losing a phrase slot and also don't have too much endurance or health, I also wanted to make sure he has some good regeneration. And then I played and tried a bit and finally came to the conclusion that I should really focus on that: So I raised MIG (+30% healing done) and INT to the max and I took Ancient Memory and Beloved Spirits and added Veteran's Recovery. Then I put on a Belt of Bountiful Healing (+25% healing received) and later also used St. Borragia's Tears (+15% healing done). I also tried to reach 14 survival temporarily in order to get the third rank of the healing multiplier (+60% healing received). Then, when I finally got the phrase "Mercy and Kindness" that does +100% to all healing, I took that, too. So alltogether my healing gets buffed by +230%, or in other words: *3.3. This not only works with my regeneration, but also with Second Wind, potions and scrolls like Moonwell or items like Shod-in-Faith. For my friends around me it's not +230% of course, but still +145% (*2.45) when I heal them - and obviously +100% whith all other heals from other sources. This is a really serious buff. It also works on draining from weapons or the draining phrase "Old Siec" and all other healing effects. To put it in numbers: My regeneration from Veteran's Recovery alone says is about ~135 points every 3 seconds at lvl 16 if I'm not mistaken! I didn't do excessive tests to verify the numbers but I have over 200 endurance and it jumps from nearly KO to nearly full after 3 secs. If that's not enough I can cast a scroll of Moonwell that does ridicilous amounts of healing over a long time now. Or I sip a potion of regeneration. And Moonwell does not only work for me of course but for everybody around me. Same goes for Ancient Memory and Beloved Spirits. With my good deflection I didn't even wear Shod-in-Faith because it would'nt trigger often (there's a more offensive "offtank" variant for that at the end of this build). With Brisk Recitation I can put together the following chant: 1*Healing + 5*Come Sweet Winds - then repeat Phrases build up very fast after the initial healing phrase. Every 2 seconds you can 1 phrase. It also makes Sweet Winds of Death more deadly because it stacks with itself. Stacking about 10 raw DoT every 2 seconds is pretty nasty. Also great for rangers' pets and Combusting Wounds. This results in a cycle where I can sing Come Sweet Winds five times in a row in order to build up phrases for Seven Nights and at the same time have uninterrupted +100% healing. Once I hit 5 phrases on the counter I walk to the next tough enemy and try to hit him with three bolts of ice while I also try to hit as many of his friends with the other bolts as possible. Normally you manage to take this one and some more enemies out - also because they got weakened by the Sweet Cold Winds before. At level 16 I normally do about 600 to 800 damage with one cast of this against 5 to 10 enemies with DR 10 to 15. I soon found out that this guy is nearly unkillable as long as he's not petrified and as long as his regeneration still works. But health really is an issue because chanters don't have a lot of it. Not like barbs or monks. Although his defenses and DR are good - in tough encouters like bounties it was not his endurance that caused problems - but his health. So for the first time since ages I tried Field Triage and Wound Binding again. Turns out that all the healing mods also work with those. Field Triage heals 66% of my health now instead of 20% - and Wound Binding gives me 132% instead of 40%. So it basically overheals me. That's ok because it's a healing over time and while it works you might get hit again. I finally chose Wound Binding and skipped Field Triage - but know that with this build both might be worth it. You will walk out of the toughtest fights with 100% endurance AND health. So, it is a very sturdy tank now who also heals his friends on the fly and does good damage with the Sweet Cold Winds plus Seven Nights. Secrets of Rime pays off here. Not only does it raise your freeze DR by 5 - 20% more of the huge damage Seven Nights deals is also not bad. But... "Mercy and Kindness" comes really late. What to do in the meantime? Well, that's the weak spot of this build: it is a quite normal chanter until you get Seven Nights and later on that special healing buff. Use Come Sweet Winds to accumulate phrases, tank and then use your common invocations like summons and so on. But even without those high level things his Ancient Memory heals your party and the Sweet Winds combine raw damage with fast phrase buildup. And you can hit him all the time with frost spells because his freeze DR is 36 (41 with Wyrwood Ring) - even 46 (49 Wyrw.) with the lvl-3-phrase "Seven Men" - or 51 (56 Wyrw.) with a potion of Bulwark. And what he also can do is use those freeze spells from his items. Getting the Winter Shield from Azurro can be difficult, but it's relatively easy to get the White Spire from Dunstan at Crucible Keep. Together you will have 6 ice good spells that also work with Secrets of Rime. I also decided to wear the White Crest armor. It's not strictly ice themed but fits beautifully. And look how aweseom it looks with the White Spire. In fact this is the only reason I added another variant to this build. The variant of the tank is a more offensive melee build who mainly uses the White Spire as weapon instead of weapon & shield: =================================== The Last Unicorn - imagine a fancy fairytale about a unicorn that became human and so on... =================================== Difficulty: PotD v. 3.02 -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Race: Pale Elf -------------------------------------------------------------- Background: The Living Lands - Explorer -------------------------------------------------------------- Stats: MIG: 18 CON: 10 DEX: 14 PER: 10 INT: 18 RES: 08 -------------------------------------------------------------- Skills: Stealth 0, Athl. 5, Lore 8, Mech. 0, Surv. 12 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) Secrets of Rime Ancient Memory Beloved Spirits Two Handed Style Veteran's Recovery Weapon Focus Adventurer Wound Binding Savage Attack Abilities Elemental Endurance (a) Second Wind Chants and Invoc.: look down below. --------------------------------------------------------------- Items (*=additional echantments by me; !=important, r=recommended): Weapon set 1: The White Spire Weapon Set 2: some good Pollaxe Boots: Shod-in-Faith Head: White Crest Helm Armor: The White Crest Neck: Rymrgand's Mantle, later St. Borragia's Tears Belt: Belt of Bountiful Healing Rings: Ring of Deflection or Wyrwood Ring, Ring of Protection Hands: Gauntlets of Swift Action Quick slots: Scroll(s) of Moonwell, healing potions ----------------------------------------------------------------- Instead of Seven Nights all the time I used more summons and "The Champion braved" as invocations as well als Revival and other supportive invocations. You get pretty fast with that champion invocation - not to 0 recovery, but fast enough to take out swarming enemies quickly while also healing everybody around you with Shod-in-Faith like crazy. The healing with those boots, combined with Ancient Memory times 3.3 is insane. Your whole party becomes so much sturdier just because of this guy. I also used the Will'o Whisps because of the "Unicorn" theme - turns out they are not too bad in the mid game. This variant is all about the looks to be honest.
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For those who don't want to watch the video: Nothing to special here I guess the main point of the video is to showcase the offensive strength of upgraded Eld nary in action vs Ancient Fampyrs and also showing the items and talents I use. Also some explanations how one would defeat BoW which is frost immune, a proof video for this might or might not follow before the release of pathfinder Kingmaker on 25th. (sadly the same day SSS dlc comes out but I highly doubt I will play deadfire ofer Kingmaker.)
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Hi All! I haven’t seen much in the way of Spiritualist builds, so I hope this spurs some fresh discussion. This is my first posted build. I have been playing with this build on Veteran and am about halfway through. I have so far found it very fun to play, although it does take a bit of micro. I suspect I could use the AI to run a few things, but paying attention to targeting and tactical placement are still important. If anyone would like to go where I fear and run this on PotD and/or solo please let me know how it goes! Here is my character build detail for the Siren. I hope you all like it. Build Name Siren Subclass(es): Beckoner/Beguiler (Spiritualist) Description: The Siren is about control, both of your enemies and of some summons. She also has a good amount of debuff with most of her abilities focused on the mind and deception tags. She prefers short ranged combat using the blunderbuss as her main source of damage. She tries to remain as central to her teammates and summons to maximize her chant and other AOE abilities. Her intellect allows her control and debuff capabilities extended duration and maximizes the area of effect of them. Her dexterous nature allows her to utilize her talents at a frightening speed. Author: Toadbat Game version: 2.0 Difficulty: Veteran (I am a wimp, this build might be able to go higher) Solo: Untested Companion: No companion or sidekick fit’s this class build. Race: Moon Godlike (I chose this for some additional staying power, but any race will work.) Culture: Old Vailia (for the increased intelligence) Background: Artist (This is open to change based on your desired skill choices) Attribute Adjusted Incl/BB Might 8 10 Constitution 8 10 Dexterity 18 20 (Godlike) Perception 18 20 Intelligence 20 22 (Godlike, Old Vailia) Resolve 6 8 Level Proficiency Active Skill Passive Skill Ability 1 Blunderbuss Whispers of Treason 1 Saber If their Bones.../Come, Come Soft Winds… 2 Athletics Survival Lingering Echoes 3 Athletics Metaphysics Eyestrike 4 Dagger Mechanics Insight Draining Whip, At the Sound of His Voice… 5 Stealth Metaphysics Mental Binding 6 Stealth Insight Dual Weapon Style 7 Arcana Metaphysics Secret Horrors, At the Sound of His Voice… 8 Hatchet Mechanics Bluff Ancient Brittle Bones 9 Athletics Insight Combat Focus 10 Arcana Metaphysics And Their Fear Followed…, Body Attornment 11 Mechanics Bluff The Lover Cried out… 12 Pistol Athletics Insight Hammering Thoughts 13 Arcana Metaphysics Borrowed Instinct, Rapid Casting 14 Mechanics Bluff Gernisc's Beast Lit the Night… 15 Athletics Insight Aefyllath Ues Mith Fyr 16 Spear Arcana History The Empty Soul, Quick Summoning 17 Mechanics Bluff Mind Plague 18 Athletics History Spell Resistance 19 Arcana History Yet it's mate…, The Complete Self 20 Mace Mechanics Bluff Echoing Horror I picked what weapon proficiencies made sense to dual wield, so I could improve my reaction time. I maxed perception because this is my trap-finder. As far as skills go, pick what you want. I know a lot more min/max’ing could occur and feel free to discuss that here. Also, please comment and opine on the skill and attribute selections. I am not yet sure that the ones listed below are best in class. I am looking forward to your opinions. -Toadbat Edited for format and some content. Word copy/paste import failed miserably . I will continue to improve. Updated abilities based on comments from Verde and Ophiuchus. Further improved formatting, rewrote some of the content to flow better, corrected chant to Aefyllath Ues Mith Fyr per Ophiuchus (thanks!) Just realized that 2.0 came out a while ago, no changes there affect this build to my knowledge. I have updated the Version above to reflect that.
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Hey guys, I've been having a very specific bug since release (and up to the new DLC's release) and I think I've finally identified why it's happening. Sometimes, when fighting enemies with charm abilities (such as Fampyrs) I've noticed that Chanter summons sometimes appear under the influence of the enemy for no apparent reason. After some testing, I think this only happens when your main character is himself under enemy influence (charmed/dominated) even though your Chanter is not : As you can see on this screenshot, my Wurms are somehow fighting for the other side even though they were summoned by my Chanter (who wasn't charmed during the fight) because my main character (who isn't even a Chanter) is currently charmed. It seems to me like Chanter summons are automatically assigned to whatever "faction" the main character is currently serving, even if the main character is not a Chanter and not the character who summoned the creatures. I have replicated this bug many times, with different parties/saves and against different foes, so it seems to be fairly straightforward.
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Hey guys, simple question: When summoning the Ghost Pet (which drains a resource point) and than use a summoning spell from chanter, the pet will be gone. Is it a bug or intended? When intended - whats the reason because everywhere I can read that the ranger is overall a little bit weak compared to the other classes? Thanks!
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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.
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As far as I know only chanter was able to get it at pl7 (the only t3 inspiration you get this late?) but instead of reworking the tier 3 int, you just downgraded the spell. So now it's impossible to get this inspiration? That expose a problem with the inspiration(and affliction) system, they are not really balanced and need some rework. The t3 INT (brilliant) is op, but a t3 dex is meh. Perhaps perception buff are in the middle? example 'Deleterious Alacrity of Motion' wizard spell : getting a dot for the swift inspiration don't feel a good tradeoff. Perhaps rework swift to give some action speed, or add action speed to the spell. But if it was brilliant for some dot, it would be a great bonus for a little tradeoff. Insp/aff don't stack, don't upgrade and sometimes cancel each other (like rogue persistant distraction). I'm not 100% sure, but I think if you have quick for 20sec and cast another ability that give you quick for 6sec(perhaps included with other buffs), your quick inspiration get downgraded to 6sec instead of keeping the longer duration. I just think the system could get some love to make it a bit more robust/balanced
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I always liked the concept of a Chanter in PoE but, somehow, they never clicked well with me due to their invocations and summoning theme. Thus, enters the Bard subclass, a typical adventurer class that uses music to inspire allies or crush their foes. This new bard subclass is closer to the typical Dungeons & Dragons bards, being a jack of all trades. It is still in what I consider a Beta release since I'm testing the class and making tweaks here and there. Some of the new passives will probably be reworked or removed over the development during the balancing phase. I basically ditched Invocations. In their place, I added a set of abilities that could be derived in three categories: Martial abilities Supporting abilities Arcane/Damage abilities I also added new passives for this subclass, improving chanting and martial capabilities. Since the Bard is a jack-of-all-trades, I gave him a sort of abilities that can be resembled to others from most classes. For martial classes I looked at the Fighter, Paladin, and Rogue for inspiration of a couple abilitites For Supporting, I looked at Wizard, Priest, and Druid for healing and buffing (self-buffing included) and the chanter itself. For Arcane, I looked at Wizard, Priest, and Druid to get damaging spells from Fire and Frost. Note that this subclass has a lot of restrictions in the abilities Tree, forcing the player to choose the "role" his bard will perform. Furthermore, the level progression for most abilities are slower than its counterparts for most of the abilities "borrowed" and modified to be used by the Bard. The Bard subclass is available at my other mod pack as an optional download: https://www.nexusmods.com/pillarsofeternity2/mods/72
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Which invocations, chants you use? My list: (mostly on MC characters) And Hel-Hyraf Crashed Upon The Shield, it could last forever (refresh). Also safest lv 1 invo Summons, all of them gradually. Generally Sceletors->Wyrms->Ogres. Rejoice, my comrades! Two fingers of daylight, fast heal which dmg enemies. So Singt thy Biting Winds o' Eld Nary, never had time to reach it, but looks good. Set to Their Purpose, They All Knew Their Part, for final boss, so late on MC Chants: Come, Come Soft Winds of Death, as 1st level pick unfortunetly gets outclassed. Ancient Memory +Old Siec Would Not Rest 'til His Hunger Was Sated if party needs healing The Dragon Thrashed, The Dragon Wailed + Aefyllath Ues Mith Fyr, if party needs more dps Any good, or situacional good invocation/chants missing?
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So I've been using the scimitar on my Chanter main and I've enchanted the weapon with the effect that returns to me an empower point back every time I empower an invocation, however I don't seem to get it to work anymore. The first time I got the effect to work was on my drake summon invocation and it seemed to work it gave me back an empower point but since then every battle I've been it hasn't been giving me an empower point back no matter what invocation i try to empower. I thought perhaps it was a once per rest thing even though it doesn't say so and so I tried resting a few times and try again but still no dice. The description of the Refreshing Finale enchant reads "Empowering an Invocation returns 3 Chanter Phrases and a 100% chance to return an Empower Point." Is it suppose to be a one time thing or is there something I'm not getting from this? Update: So I did some testing, and now I am pretty sure this is a bug. I equipped the scimitar to a chanter companion and same thing happened, the first time I empowered a invocation with the weapon equipped, it gave me back a empower point but any subsequent battles afterwards, it wouldn't work anymore. So I opened up the character sheet for the companion and noticed "(Refreshing Finale) Sasha's Singing Scimitar: +1 Empower Points" under Current Effects which appears after activating the effect for the first time. I went to check the Watcher's Character Sheet and noticed "Sasha's Singing Scimitar: +1 Empower Points" under Current Effects even though the weapon wasn't even equipped. I reloaded the saves and notice now both characters now have "Sasha's Singing Scimitar: +1 Empower Points" with or without the weapon equipped and the Refreshing Finale abilities doesn't proc. So unless that is a feature with this weapon, I think this should be moved to the technical support forum but I'm not sure how to do that. Should I repost this topic under technical support or can some mod move this over?
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“Say hello to my little friend!” As a bit of a foreword, this build is designed to exclusively use guns with class abilities, even in the tough boss fights. I’ve yet to kill any of the really tough bosses (the Kraken, Adra or Alpine Dragons, Concelhaut, Llengrath) but all the bounties are completed as is the Radiant Spore and Sky Dragon, so being an impatient so-and-so I thought I’d post up the build and I’ll post up details of some of the tough bosses as I go along. I’m just at the Abbey of the Fallen Moon, so I’m also missing Gwyn’s Band of Union for the time being – but it will come shortly. I’ll post edits up here as I go when I get the big things killed off. EDIT: All the bosses are now complete! =================================== The Gunslinger =================================== Difficulty: Expert PotD solo, no respec, with full upscaling -------------------------------------------------------------- Class: Chanter -------------------------------------------------------------- Race: Wild Orlan -------------------------------------------------------------- Background: Old Vailia – Colonist -------------------------------------------------------------- Starting attributes: MIG: 10 CON: 9 DEX: 18 PER: 12 INT: 19 RES: 10 Final attributes: MIG: 11/15 (Gift from the Machine, 15 with Maegfolc Skull) CON: 10 (Rymrgand’s Boon) DEX: 22 (Viettro’s Formal Footware) PER: 15 (Elryn’s Jacket, Song of the Heavens) INT: 26 (Forum resting bonus, Gwyn’s Band of Union) RES: 10 -------------------------------------------------------------- Skill levels obtained: Survival 11 (Jack of Wide Waters, Rymyrgand’s Boon, Colonist), Mechanics 13 (Dungeon Delver, Gloves of Manipulation, Chanter bonus), Lore 11 (Chanter bonus, Viettro’s Formal Footware), Athletics/Stealth – who cares? These levels weren’t really optimized, I was originally shooting for higher Survival aiming for Lore 8 – but then I quickly found out you really need Scrolls Against Imprisonment in WM part I, so it’s all a bit of a mess. However, I found these levels perfectly adequate for what I wanted to do. -------------------------------------------------------------- Abilities and Talents: Phrases: 1 – Come, Come Soft Winds of Death and At the Sight of their Comrades, their Hearts Grew Bold 3 – Blessed Was Wengridh, Quickest of His Tribe 5 – Sure-Handed Ila Nocked Her Arrows with Speed 7 – One Dozen Stood Against the Power of the Saint 9 – The Dragon Thrashed, the Dragon Wailed 11 – Choice (I went for Aefyllath, but I think Silver Knights’ Shields would be occasionally more useful) 13 – Her Courage Thick as Steel 15 – With All Your Strength Slay the Beast Invocations: 1 – But Reny Daret’s Ghost, He would not Rest 2 – White Worms Writhed in the Bellies of the Dead 4 – Choice (I picked Hel-Hyraf, but rarely used it) 6 – At the Sound of His Voice, the Killers Froze Stiff 8 – Choice (I never got much use out of Shatter their Shackles, so I’d probably recommend The Lover Cried) 10 – Seven Nights She Waited While the White Winds Wept 12 – The Brideman Slew Thirty 'Fore they Crossed Half the Hall 14 – The Bride Caught their Ruse and Set to Make them Pay 16 – Called to His Bidding, the Ancient Instruments of Death Talents by level: 2 – Veteran’s Recovery (can pick Ancient Memory with the 3.04 fix) 4 – Gallant’s Focus 6 – Gunner 8 – Envenomed Strike 10 – Penetrating Shot 12 – Bear’s Fortitude 14 – Deep Pockets 16 – Snake’s Reflexes Additional talents: Gift from the Machine Song of the Heavens Rymrgand’s Boon Second Skin Dungeon Delver Weapons and Equipment (listing only new enchantments): Weapon set 1: Silver Flash (Legendary, Durgan-Refined, Freezing Lash) Weapon Set 2: Pliambo per Casitàs (Superb, Durgan-Refined, Slaying (Vessel), Corrosive Lash) Boots: Viettro’s Formal Footware or Boots of Speed when needed Armor: Elryn’s Jacket (Legendary, Durgan-Reinforced) or Starlit Garb (Superb, Durgan-Reinforced, +2 Perception) Neck: Cape of the Master Mystic Belt: Looped Rope Rings: Ring of Protection and Gwyn’s Band of Union Hands: Gauntlets of Accuracy Head: Arret Munacra or Maegfolc Skull You can maybe throw in Ilfan Byrngar's Solace with your fist for when you’re being stunned (no other weapons to live up to the gun-only archetype) but whenever I switched to it while stunned I still got beat down so in the end I didn’t bother. --------------------------------------------------------------- I was going to break this into individual sections using the spoiler tags so people only have to look at sections they wanted to, but apparently the forum only puts the first paragraph of a section inside the tags So sorry for the horrendous length of the post, I've put the different topic titles in a nice lurid red so you should be able to spot them easily enough through scrolling. I will however keep the first point in spoiler tags for suspense... EDIT: Turns out I got the spoiler tags working after all. Why would you want to play this build? Why is the Silver Flash so neat? Class choice: Race, attribute, equipment and talent choices: When the build was tested, what worked and what didn’t? Different act equipment and chant/invocation advice: Changes for party play: Big bosses: -------------------------------------------------------------- So there we have it, I hope this has been interesting and demonstrated another sweet gun build (and the only solo one) is possible. Let me know if you have any advice or changes to suggest or if you want me to clarify anything, and I’ll try to catch any typos I’ve made later. Cheers!
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Hey guys, i reinstalled the game after reading the news for game 2 and that the next game will carry over ur character to next game, so i started a new game but i discovered my last save game was still there, so i started a new game with only created toons, my party so far: http://forums.obsidian.net/topic/85505-class-build-hungry-like-the-wolf-spiritshift-aggro-druid/ https://forums.obsidian.net/topic/88458-class-build-the-yellow-flash-riposte-offtank-rogue/ http://forums.obsidian.net/topic/85505-class-build-hungry-like-the-wolf-spiritshift-aggro-druid/ (MC) http://forums.obsidian.net/topic/85513-class-build-storm-plague-caller/ http://forums.obsidian.net/topic/83506-class-build-support-priest-or-how-i-buffed-the-others/ This run is set in POTD, already finished the game with warrior 2h, paladin 2h and rogue with stilettos but all of then in hard difficult. Was thinking in a ranged dps/support chanter, but if u guys have another opinion fell free to share.
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So I have decided on a MC for my canon run that I will port over to Deadfire. I am going to play a tank chanter with high might to melt foes with Dragon Thrashed, and was wondering about a few things. 1) I want to take Eder, Pallegina, Aloth, and Kana since they are likely to play a big role in the next game. Any suggestions as to builds for them? I was thinking Eder as Lady of pain, and Aloth as a blaster, but Pallegina and Kana both throw me off. Maybe Kana as more of a ranged support/buffer, as I won't be using many of the buffs? 2) If Kana comes with, do chants stack, or should I diversify chants? 3) I want to switch to a firearm when appropriate. I was wondering if there is any synergy with "And Hel-Hyraf Crashed Upon the Shield" and then switching for a blunderbuss shot, or is that tactic not powerful enough? Would Aefyllah Ues Mith Fir work with a blunderbuss? I know some of these questions have probably already been answered, so I apologize in advance, but I figured I'd ask all my questions all at once. Thanks!
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- chanter
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