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  1. Sorcerer, Fury edition Wizard : No Subclass Druid : Fury Version : 3.0.1 Difficulty : PotD Solo : untested, unlikely. After my first sorcerer run I decided do away with the niceties, I realised that I was using only half the spells I had, some of them I had used about once in the entire run, and PEN was a real pain in the ass for the later third of the game. Race : Any, I played Aumauna Background : Rauatai & Scholar (or one of the other giving Metaphysics) Skills : Metaphysics and Athletics Stats : MIG : 16 CON : 8 DEX : 12 PER : 18 INT : 16 RES : 8 To be boosted with Gift of the Machine, Effigy Ressentment, Cauldron Brew, Savage Cunning (I wanted to go all PER but I forgot to change effigy, so it was DEX) Grimoire : Ninagauth’s Weapons : dagger and medium shield (start), Cadhu Scalth (Old City) & Griffin’s Blade (Random encounter Neketara), Chromoprismatic Staff (Nemnok) Armor : Aloth’s Leather Armor Rings : Kuaru's Prize (Huana Quest line), Ring of Greater Regeneration (Brass Citadel Shop) Gloves : Firethrower’s Gloves (Berath’s Blessing Merchant or Ashen Maw) Belt : The Undying Burden (Delver’s Row Shop) Boots : Leaping Boots or Footprints of Ahu Taka (Whenaru Cleft) Headgear : Horn of the Bleak Mother (or any +PER) Necklace : Protective Eothasian Charm (Gorecci Street) Cloak : Cloak of Greater Protection or Shroud of the Phantasm (Berkerna’s Observatory) Abilites: Free (f), picked upon leveling (p), Grimoires (g). Abilities I won't use are unmentioned. lvl 1: Dancing Bolts (f), Chill fog (p), Sunbeam (p) lvl 2 : Fleet Feet lvl 3 : ADL (p) lvl 4 : Infuse with Vital Essence (p), Burst of Summer Flame (f), Insect Swarm (p) lvl 5 : Weapon and Shield Style (p) lvl 6 : Automn Decay (p) I didn’t write in Burst of Summer Flame at the beginning, but that’s because I didn’t notice the cast time. It’s a great little instant damage button, sometimes Insect Swarm is not the right spell. lvl 7 : Returning Storm (f), Infestation of Maggots (p), Expose Vulnerabilities,(p), Ninagauth's Death Ray (g), Fireball (g) lvl 8 : Llengrath’s Displaced Image (p) lvl 9 : Combat Focus (p) lvl 10 : Hail Storm (f), Calling the World's Maw (p), Ninagauth's Shadowflame (g), Secrets of Rime (p) lvl 11 : Overwhelming Wave (p) lvl 12 : Heart of the Storm (p) Hail Storm is not great except for its massive AOE, I enjoyed using it as a out of stealth opener. lvl 13 : Plague of Insects (p), Relentless Storm (f), Rapid Casting (p), Ninagauth's Bitter Mooring (g) lvl 14 : Embrace the Earth Talon (p) lvl 15 : Llengrath's Safeguard (p) lvl 16 : Sunlance (f), Venombloom (p), Death Ring (g), Ninagauth's Freezing Pillar (g), Gaze of the Adragan's (p) lvl 17 : Scion of Flame lvl 18 : Spirit of Decay lvl 19 : Rusted Armor (p), Tayn's Chaotic Orb (p), Ninagauth's Killing Bolt (g) lvl 20 : Accurate Empower This is not a difficult build. Stay back, buff, throw a Stun/Blind/Paralyse, look for the smallest AR/Defense rating, cast, repeat. Plenty of room for adaptation, no grimoire/weapon switching, no PL to keep track of. The last quarter of the game was spent casting CC in a chain and watching every possible ennemy getting their ass helplessly handed to them by Eder and Maia, while still having the highest dps.
  2. Hello all. I'm towards the beginning of a Cipher run, and believe it or not, I've never played a Cipher before (I know, they're supposed to be amazing, but I'm just getting around to it). Now, I'm at the point where I need to start making some real commitments to what direction I'm going to take my character in, but I'm split between two: 1. Crazy Awesome DPS 2. Crazy Awesome Crowd-control As you can see, either would be crazy awesome. But essentially, my character could go either way and, since I have zero experience with Ciphers, I was just wondering what the masses would suggest. Of the Cipher powers, which ones do you think are more effective, which ones work well with a party set-up (I'm probably going to stick mostly with Eder, Pallegina, Aloth, Durance, and Kana - I'm thinking of carrying this character over to Deadfire), etc.? Just FYI, my build is as follows: Meadow Folk Might: 16 Constitution: 9 Dexterity: 10 Perception: 15 Intellect: 18 Resolve: 10 And I'm playing on Hard. All suggestions are welcome.
  3. ATTENTION: while a viable build, there are FAR stronger ways to build a wizard. If you are looking to become the strongest spellcaster, sorry It is just not as bad enough to defeat Thaos on Story Mode with a little bit of cheating (one high level damage spell and dozens of scrolls). "The absence of visible violence allows manipulation to disguise itself as the harmlessness it pretends to be" -Friedrich Hacker This wizard is a build that should make it possible to be a (somewhat) efficient spellcaster and have very high mental stats (per, Int, Res) at the same time. My problem was, I wanted somewhat high Dex for casting speed as well. This means I had to drop con... And might. This is the reason why I chose a wizard: they have a lot of very powerful crowd control spells and suffer the least from having no might, especially at lower levels their CC spells are craziely overpowered. So, let's take a look: Wild Orlan (wonderful stat bonuses (on two mentals, and bonus damage doesn't really help us (so we'll care about neither the -1 might nor about not being a Heart Orlan). Orlan also has lots of racial interactions) Mig 2 (3 base -1 orlan) Con 3 (3 base) Dex 18 (14 base +4viettro's formal footwear) Per 22 (18 base + 2 Orlan +2 helmet of darksee) Int 22 (18 base +4 Gwyn's Band of union) Res 25 (17 base +1 Orlan +4 Siegebreaker Gloves +3 Gyrd Haewanes Stenes) Yes, I know simply switching mig and Res would make him much more potent, but this guy is about roleplay. Don't worry, you'll get very fast extremely precise long lasting disables combined with high dialogue possibilities. It's a power gamer's nightmare, but it's a wonderful roleplay-character. I won't recommend a culture or background, since this guy is all about roleplay and you go with what you like. Notice however that a bonus on mig or con might not be the best possible option . I'd recommend putting a lot of points into lore, it's very commonly used in dialogues (you'll also get a bonus from being a wizard and from viettro's formal footwear) and then survival for the same reason. Talents: In no particular order (!) recommended Blast (!) (makes Gyrd Haewanes much more useful) Bonus spell (pretending on ring choice) or arcenic veil WF: Noble Interrupting blows (!) (the only other way besides Gyrd's dominate we'll do something with that weapon) Marksman or Bear's Fortitude (becomes (!) if you find yourself in trouble more often) (another) bonus spell (again pretending on ring choice) Spells: Lvl 1: slicken (very powerful) Eldrich aim Fleet Feet (early on an excellent panic button) Chillfog (the blind debuff is very good and it'll last quite a bit... Can go for spirit shield instead of you want to get up concentration) Lvl 2: Bewildering spectacle (this thing is ridiculous this early on!) Miasma of dull-mindedness Curse of blackened sight Fetid caress Lvl 3: Expose Vurnablilities Delirious Accelerity of motion (bread and butter spell) Arduous delay of motion Arcane dampener Lvl4: Confusion Maura's writhing tentacles (our only useful damage spell) Pull of Eora Minor arcane reflection (with grimoire imprint, we might only steal damage spells, which isn't helpful) Lvl 5: Arkemyr's wondrous torment Call to slumber Form of the helpless beast (such fun, to cool to pass on) Ryngrim's enervating terror (if you have a rouge, choose Wall of Force instead... Hobbled triggers Sneak attack and it lasts forever (base 20s!)) Lvl6: Arcane Reflection Arkemyr's Capricious hex Gaze of the adragan Death ring (destroying is nice and I don't really see an alternative) Lvl7: Wall of draining Lengrath's warding staff (hear me out: the push enchantment makes this our last resort when everything else failed and your the last man standing) Llengrath's siphoning image Substantial phantom (it has ADoM, so that's good... Lvl 7 spells aren't that great for CC) Lvl8: Llengrath's death haze Major grimoire imprint Wall of many colours (blue, indigo and voilett are very useful for us) Superior elemental bulwark So, a lot of CC... Ultimately it's the only thing we can do effectively (but obviously we can do THAT pretty effectively). We won't do any damage, but we'll contribute a lot. Mainly we need to justify dropping might for resolve Spell Mastery: Lvl 1: Slicken or Eldrich aim Lvl 2: Miasmana or bewildering spectacle Lvl 3: DAoM Lvl 4: Confusion or pull of Eora Equipment: Since we focus on Roleplaying, we'll mainly use stat-pushing items, since dialogue checks work by the numbers. Feet: viettro's formal footwear (+4 Dex, +2 lore) Rings: Gwyn's band of union (+4 Int) and either ring of the selonan or telda's ring (choose your bonus spells accordingly) Head: helmet of darksee (+2 per and an awesome icon) Neck: Cape of the cheat (with so little health, we need a way of getting out of trouble, thus this cape) Hands: Siegebreaker's Gloves (+4 Res), early on I'd recommend Fulvano's gloves (+2 Dex) Armour: Angious Gambeson (DAoM spellbind) or Raiment of wael's eyes (nice synergy with our high Res and arcenic veil), early on I'd recommend Rundl's Finery (+2 int, +2 lore) Weapon: Gyrd Haewanes Stewes (with blast, it triggers quite a few dominantions. The +3 Res is why I chose it over the golden gaze) In a party, this character will play exactly as you would expect her to... As a squishy Uber-crowd-controller. Which mind sound awful at first, but the build has its times. The AoEs are huge, you have especially early on great acc, and your spells roll in quite quickly. I found the character in the end to be an unique one. It is... special Once again: This build is not exactly an ideal wizard. But if you think you would enjoy roleplaying a determined caster, and at least I really did, then this might actually be for you. So... Yeah CREDITS: THANK YOU for all the input Link to the artist's Instagram: https://www.instagram.com/itspuzzlingme/ Be sure to check her out...
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