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  1. Glanfathan Soul Hunter Game Version - 1.2 Difficulty - PoTD up-scaled / Solo / Deadly Deadfire Race: Wooden Elf Class - (Ranger) Ghost Heart / (Cipher) Ascendant Alignment - Neutral (The strongest survives) Culture: Aedyr God - Galawain Companion - Bear Increase difficulty mod: Deadly Deadfire Hardcore (https://www.nexusmods.com/pillarsofeternity2/mods/43) Videos: Showcases L20 - Equipment (On this video I didnt have Bracers of Greater Deflection) L20 - Abilities, Attributes (On this video, I used my old setup, check new version in abilities section) L20 - Queen L20 - Ukaizo L19 - Fampyr L15 - Adra lighthouse L13 - Ondra Temple Attributes Might - 10 Constitution - 10 Dexterity - 19 Perception - 10 Intellect - 18 Resolve - 11 Skills Alchemy 19 History 19 Abilities Whispers of Treason (CL1) + Marked Prey (HL1) Resilient Companion (HL2) Penetrating Visions (CL3) Draining Whip (CL4) + Gunnery (HL4) Marksman (HL5) Weapon and Shield Style (CL6) Ectopsychic Echo (CL7) + Evasive Roll (HL7) Protective Companion (HL8) Hammering Thoughts (CL9) Body Attunement (CL10) + Stalker's Link (HL10) Recall Agony (CL11) Bear's Fortitude (HL12) Ring Leader (CL13) + Driving Flight (HL13) Borrowed Instinct (CL14) Tactical Meld (CL15) Disintegration (CL16) + Survival of the Fittest (HL16) The Empty Soul (CL17) Defensive Bond (HL18) The Complete Self (CL19) + Superior Camouflage (HL19) Snake's Reflexes (HL20) Equipement Pet: Abracham (https://pillarsofete...dia.com/Abraham Weapon 1: Bronlar's Phalanx (https://pillarsofete...cordeo's_Trophy) + Scordeo's Trophy (https://pillarsofete...cordeo's_Trophy Weapon 2: Hand Mortal(https://pillarsofete...com/Hand_Mortar) + Cadhu Scalth (https://pillarsofete...om/Cadhu_Scalth) Weapon 3: Dragon's Dowry (https://pillarsofete...ven's_Cacophony) Armor: Patinated Plate (https://pillarsofete...Patinated_Plate) Head: Heaven's Cacophony (https://pillarsofete...ven's_Cacophony) Belt: Girdle of Eoten Constitution (https://pillarsofeternity.gamepedia.com/Girdle_of_Eoten_Constitution_(Deadfire)) Ring: Ring of the Marksman (https://pillarsofete...of_the_Marksman) + Small Ring of Protection Footprints: Boots of the Stone (https://pillarsofete...ts_of_the_Stone) Gloves:Bracers of Greater Deflection (https://pillarsofete...eadfire_bracers) Cloak: The Giftbearer's Cloth (https://pillarsofete...eadfire_bracers) Belt: Captain Belt (https://pillarsofete..._Captain's_Belt) Amulet: Strand of Favor(https://pillarsofete...Strand_of_Favor) Modals: * Large Shield * Pistol * Blunderbuss Food: Captain Banquette Gameplay: Charm enemies Put Ectopsychic Echo on Companion Generate Focus and RS with Scordeo If enemies surround switch on Hand Mortal and use Heaven's Cacophony active skills When you Ascended put Disintegration on each enemy around you Tips: Food: Captain Banquette prevent you from Rogue distraction and stop enemies sneak attack Food: Captain Banquette prevent you from Fear, Terrified Food: Captain Banquette prevent you from Domination Alchemy: Potion of Piercing Strikes with Body Attunement helps penetrate Golems and Ukaizo armor Alchemy: Potion of Ascension increase Disintegration damage
  2. Somewhere in Old Vailia, 15-year-old Dervide Riso gave his crush, Centa Enricis a carved rod with which she was supposed to scratch her back. A bully, Marco Zaurippi, took the rod and threw it onto a frozen river. While trying to retrieve it, Dervide fell through the thin ice and with him his beloved pet bear Frogfish. They were pulled away by the current. Dervide suddenly found himself in the local library and discovered his ability to "jump" from one place to another. Amazed with his new ability, he left his permanently boozed father and leaped away from home. Frogfish simply drowned that day but was too dumb to notice, so he followed Dervide as a ghooohoohoost. Booo! Eight years later, an adult Dervide lived lavishly on stolen money and fed his Frogfish imaginary golden currywurst nearly every day. One other day, he was ambushed in his home by Lolrand Capon, a member of the Goldpact Knight Paladins, who was hired to tracking down Dervide because of his habit to steal everything that's not nailed down. But Dervide escaped with some nice evasive leaps. Feeling that he needed to leave the hot zone, he returned to Old Vailia, seeking his old crush Centa. Unfotunately she turned out to be ugly like an Ogre Matron who regularly ate directly from the deep fat fryer without cutlery. When Marco attacked him again, Dervide leaped right behind him and hit him with a newly carved rod. A Blast got released and Marcos head exploded! Yikes! Dervide quickly cleaned up the mess and from that point on decided to turn off the gib option in his life menu. He then returned to Centa. After talking, they shared a kiss - brrrr - and "let the rod have a blast". Yikes again! Dervide then invited her on a trip to the Dyrwood because some wacko Rodriguez lord made a call for settlers. Dervide and Centa finally arrived in the Dyrwood by ship. But when they got on shore, Centa tripped over her greasy shoelaces and fell off the gangway and into the Dyrwooden mud. One half-unwitting leap later Dervide found himself amongst some people with a caravan and was a bachelor again. During some neat adventures that followed and which involved going on the nerves of some fake gods, killing a guy with two inbecile living statues with big noses, opening up an ancient forge and killing sevel dragons with magnificent Blasts from his rod he became the Lord of Caed Nua by killing some presumptuous smug. Lots of killing lately, really. Then onother imbecile statue emerged... Yikes! "See you later Watershaper far'well-ahoy fishy boy. I'll have to borrow your back scraper 'cause it will be my new toy." - Dervide Riso while stealing Tekehu's rod - =================================== The Deep Leap =================================== Difficulty: PotD v. 1.2 -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Ghost Heart/Trickster -------------------------------------------------------------- Race: Wood Elf (alternative: whatever) -------------------------------------------------------------- Background: Old Vailia - Dissident -------------------------------------------------------------- Stats: MIG: 15 CON: 03 DEX: 19 PER: 19 INT: 19 RES: 03 -------------------------------------------------------------- Abilities | Skills | Proficiencies (a=automatic) 01. Marked Prey + Crippling Strike + Arkemy'r Dazzling Lights (a) | Rod, Arbalest 02. Escape | +1 Arcana (-> 1), +1 Diplomacy (-> 2) 03. Wounding Shot | +1 Arcana (-> 2), +1 Streetwise (-> 2) 04. Marksman + Dirty Fighting + Mirrored Image (a) | +1 Arcana (-> 3), +1 Bluff (-> 3) | Scepter 05. Blinding Strike | +1 Arcana (-> 4), +1 Diplomacy (-> 3) 06. Two-Handed Style | +1 Arcana (-> 5), +1 Streetwise (-> 3) 07. Evasive Roll + Arterial Strike + Ryngrim's Repulsive Visage (a) | +1 Arcana (-> 6), +1 Bluff (-> 4) 08. Gouging Strike | +1 Arcana (-> 7), +1 Diplomacy (-> 4) | Pistol 09. Marked for the Hunt | +1 Arcana (-> 8 ), +1 Streetwise (-> 4) 10. Concussive Shot + Withering Strike + Llengrath's Displaced Image (a) | +1 Arcana (-> 9), +1 Bluff (-> 5) 11. Protective Companion | +1 Arcana (-> 10), +1 Diplomacy (-> 5) 12. Stalker's Link | +1 Arcana (-> 11), +1 Streetwise (-> 5) | Crossbow 13. Driving Flight + Deep Wounds + Confusion (a) | +1 Arcana (-> 12), +1 Bluff (-> 6) 14. Accurate Wounding Shot | +1 Arcana (-> 13), +1 Diplomacy (-> 6) 15. Finishing Blow | +1 Mechanics (-> 2), +1 Streetwise (-> 6) 16. Concussive Tranquilizer + Toxic Strike + Arkemy'r Wondrous Torment (a) | +1 Mechanics (-> 3), +1 Bluff (-> 7) | Arquebus 17. Survival of the Fittest | +1 Mechanics (-> 4), +1 Diplomacy (-> 7) 18. Devastating Blow | +1 Mechanics (-> 5), +1 Streetwise (-> 7) 19. Accurate Empower + Deathblows + Gaze of the Andragan (a)| +1 Mechanics (-> 6), +1 Bluff (-> 8 ) 20. Lasting Empower | +1 Mechanics (-> 7), +1 Diplomacy (-> 8 ) | Wand --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Watershaper's Focus (! - +Ondra's Wrath, +Legendary) Weapon Set 2: Spearcaster (+Pinning, +Missile upgrade) Head: Acina's Tricorn (r - for ranged ACC - also works with certain spells) Back: Magnificent Escape Cape Neck: Charm of Bones (for more Blast AoE and longer DoTs) Armor: Aloth's Leather Armor (+Superb, +Structurally Stable, Known Causality - for the Blast AoE) Waist: Spellkeeper (for the fun) Hands: Burglar's Gloves / Aegor's Swift Touch Rings: Ring of Overseeing (for the Blast AoE), Ring of the Marksman Boots: Boots of Speed Pet: Loki (because it's a Trickster and Loki is the trickster-god And because of Blast's AoE of course) --------------------------------------------------------------- Hi! The Dead Leap? What's that? It the combination of Deep Wounds with DoT afflictions, Blast with several jumps and leaping around to and fro on the battlefield. What's interesting about this build? It's the Watershaper's Focus! Believe it or not, but when you combine the Focus' inherent jump with Driving Flight and Ondra's Wrath (enchantment of the Focus) you can reliably produce a chain reaction of multiple Blasts jumping around and also multiple crushing waves rolling around so that everything is dead that can't swim. Only thing is: you want to have the enemies in one spot to make this happen - because recovery is so sluggish you can only afford to fire twice: out of stealth and then immediately after (because stealth reduces recovery by 85%). But honestly: two is all you need... So if there's let's say 5 enemies in a tight spot and I shoot them with Watershaper's Focus + Driving Flight, I theoretically generate 3*5 = 15 hits with one shot. Each hit would have a 15% chance to trigger Ondra's Wrath. This would mean a nearly certain proc chance of over 90%. Something weird is going on... But that's not all. Something else is going on. I suspect that the Wrath's crushing attacks themselves jump, too. Because I generate not 15 or even 30, but hundrets of hits with this setup as long as there are enough enemies. Ondra's Wrath usually triggers multiple times as long as there are more than three enemies. Combined with Deep Wounds and for example Arterial Strike I also add so much raw DoT that most mobs just explode in a wave of crushing water *booooom*. Even if some survive they get felled rather quickly by Deep Wounds + Arterial Strike (and/or Toxic Strike and/or Gouging Strike). If you manage to gather the enemy in one spot, encounter is over before it even starts most of the time. Single enemies are no problem as well: I shoot them with Spearcaster + Arterial Strike and leap here and there to make them follow me. They die like with any other rogue. Sneaky crowd control: Who's there? Now that we know that we have to cramp as many enemies as we can into a tight spot, how can we do that? Sparkcrackers? Meh... But doesn't Arkemy'r Dazzling Lighs work the same way? It does! That's actuall my no. 1 reason for picking Trickster And if you don't hit an enemy with it you even stay stealthed. That's important because the recovery bonus of stealth (85%) lets you fine two shots in very quick succession if you start shooting from stealth. So the huge recovery malus of Blast is not noticeable between the first two shots. But two shots of this caliber should be enough for most enemy groups, shouldn't it? It should. Even high level enemies with a lot of health (like Rathuns for example) nearly aloways get one- or two-shotted as long as you can get them to gather in one place. Additional stuff Besides the powerful AoE behavior I also found out that gaze spells like Gaze of the Andragan work with Driving Flight (=two chances to paralyze) and also work with the hat's accuracy bonus. Neat... The cons What are the weaknesses? Obviously enemy gunmen. Since this build is extremely squishy as long as you didn't cast Mirrored Image he can get screwed by ranged enemies pretty quickly. But to be honest I like the "all or nothing" approach. Plays like... This build basically plays like an Assassin without being one. The difference is that you assassinate the whole encounter if everything works smoothly, not only one single enemy. But what about... Now you might think: would a pure Ranger with Twinned Shot be even more devastating? I also thought about that and tested it - but funnily enough a pure Ranger with Twinned Shots doesn't perform half as good as the Scout. I guess it is because of Deep Wounds, Sneak Attack and all the DoTs you do apply. But to be honest I don't really know why the scout performs so much better. I only know that the Scout one-shots nearly every cramped group while a Ranger doesn't - even though the Ranger can generate six Blasts with one shot. If somebody wants to find out what really-really happens: be my guest! Variants (after a nerf...?) Another nice variant is to pick Sharpshooter/Street Fighter instead and use Fire in the Hole and Hand Mortar. The dps is better after the initial attacks because rod's Blast causes 50% recovery penalty. Vids I have huge problems recording the game atm. I get massive flickering blue bars when trying to capture a vid directy from the graphics card. I blame my drivers. What works is Peek (makes short animated GIFs). And if I'm honest I like those even more than Youtube vids for some unknown reason. Maybe because they remind me of Monkey Island? Enjoy (open tags to load animated gif)! --------------------------------------------------------------- Luring enemies to a spot with Arkemy'r Dazzling Lights: --------------------------------------------------------------- One-shot of a group of Rotghasts: --------------------------------------------------------------- Attacking a group of Rathun Raiders out of stealth with Empower: --------------------------------------------------------------- Attacking a group of Rathun Raiders from stealth without Empower: --------------------------------------------------------------- With Empower - without Empower - makes no difference, hehe. Edit: had to rewrite some text because of major forum formatting screwup that put links everywhere. Yikes!
  3. So, I'm planning to roll up a Ghost Heart multi-class soon that will have some CC, some DoTs available to it, and maybe some slow healing available to it, depending on the 2nd class. I'm trying to decide which animal companion would work best for the Ghost Heart. I've done some research already and playtested a bit with the wolf (it dies quickly). On the one hand, the two main damage dealers are the Wolf and the Lion. The Wolf is squishy (but Ghost Heart = no Bonded Grief) but stronger than the other companions, while the Lion has more health and has an attack speed bonus. On the other hand, the Bear and the Boar are semi-decent off-tanks, from what I've read. The Bear has a bit more armor and does decent damage, while the Boar has the most health and has a health regeneration effect, but is slow and doesn't deal a lot of damage. I've read that animal companions generally don't deal a lot of damage, even with all of their buffs (Predator's Sense, Merciless Companion, Vicious Companion); if this is still the case, is it even worth going something other than Boar? I mean, I could go Bear for a little extra armor, but will that really make a difference? As added information, I am planning to be a Hearth Orlan for extra crits and I am going to be running with the official companions. Any thoughts would be appreciated.
  4. Despite setting my Ghost Heart Ranger's Animal Companion AI to "Aggressive", I still have to command it to attack when summoning it.
  5. After playing BB4 for several hours, I'm sold on my Beguiler/Ghost Heart (Seer) Watcher. While the build certainly falls in the viable but not optimal category, it suits my character's backstory: a wandering neutral good type whose destiny is guided by spirits (often manifesting as wolves), and whose lack of enthusiasm and cosmopolitan skills are often overlooked for his grit, honesty, and kindness toward the downtrodden. This isn't set in stone obviously, as release and subsequent upgrades will probably shift it. That being said, I'd appreciate any feedback - with an understanding some decisions are RP. I plan on taking this Watcher through Hard Mode/upscaling on critical path with story companions. Seer (Beguiler/Ghost Heart) Race: Pale Elf Culture/Background: White that Wends/Mystic Pet: Ghostly Wolf Level: 9 Primary Active Skills: Alchemy, Stealth, a bit of Athletics (I may reverse the latter two). Primary Passive Skills: Metaphysics, Insight, Survival Mig: 15 Con: 8 Dex: 13 Per: 15(+1) Int: 16 Res: 10 (Again, these stats are for RP purposes. Even though the character is a backliner, I don't want to dump RES because I feel surviving in the White that Wends would require a degree of resilience. I didn't mind dumping CON a bit, though, since my character's physical development was a bit stunted, stemming from undefinable, haunting visions that kept nights long and friends fair-weather.) Weapons: War Bow, Hunting Bow, Rod (Blast), Arquebus (for alpha strikes), maybe Crossbow for interrupts. These choices will largely depend on unique weapons, but I would like to stick to bows if possible. Core Ideas: This build combines ranged damage and afflictions along with an upgraded, disposable pet that can easily move through the battlefield (immune to disengagement attacks) to disrupt enemy spellcasters and archers/gunners or help the backline in an emergency. Unfortunately, both Rangers and Ciphers are starved for ability points compared to other class combinations (no freebees beyond character creation), which can impede optimization. (Though you could also argue no point goes to waste like multi-class Fighter). Beguiler: Beguiler's range bonus (20 percent) to Deception Powers couples well with a Seer and often allows faster, safer opportunities to cast wide afflictions on mid and backliners. Ideally, enemies should always be covered in afflications (other party members like a Blast Rogue or Druid will offer redundancy), which generate Focus when attacking or casting Deceptions. This character will always initiate combat from Stealth, negating Beguiler's attack and Focus generation penalties when target is ineligible for Sneak Attack. Beguiler Abilities: Powers: Eyestrike, Whisper of Treason, Phantom Foes, Secret Horrors Eyestrike being a third level affliction right out the door is nice and Whisper of Treason offers some useful tricks with Stealth. While its effect is weak, Phantom Foes casts quickly and can cover a wide area, often hitting backliners when directed at stragglers racing to the frontlines; and since Mental Binding has fallen from grace, it gets tossed out for a passive or Ranger ability. Secret Horrors is a solid Power, which disables active abilities and lowers CON and RES, which helps Eyestrike and physical attacks land along with increasing affliction durations across the board. Passives: Beguiler, Biting Whip, Hammering Thoughts Since there's not a large choice of Powers, I picked Biting Whip and Hammering Thoughts for extra ranged damage. I skipped the 10 percent duration bonus to afflictions (name escapes me atm) since I felt having an INT at 16 and a good Focus flow was enough. Ghost Heart: A Seer Mystic summoning a fallen companion from beyond is appealing to me, and I never liked the Grieving Bond penalty, so Ghost Heart became my immediate choice. Calling the beast into Eora is quick and doesn't incur a recovery penalty, which lets the Seer immediately follow the ritual with Powers. Higher INT boosts the summon duration, extending the companion's use. Unfortunately, the skill has a short range, making timing an important factor in narrow encounters: before foes are bottlenecked but after they are engaged. (I try to time the summon into my Priest's rotation so the pet gets an inspiration while heading out.) The ghostly companion has its own set of properties, which makes it different from its living counterparts. It functions as a spirit-type with its associated strengths and weaknesses (afaik its not possible to actually see these effects) and is immune to disengagement attacks, which allows it to effortlessly swap between enemies when needed and bypass the opposition's frontliners. Ghost Hearts cannot learn the skills Heal Pet and Revive Pet, though this may not be such a sacrifice considering their hefty Bond costs and ability investment. When the pet expires due to death or duration, the Seer will not be affected by Grieving Bond, which will keep his Powers and attacks accurate. Side Note: Ghost Heart companions are handy at distracting, kiting, and blocking small side groups of enemies, and at one Bond point and short cast and recovery, can easily be summoned when necessary. A ghostly bear or antelope could make for a resilient (albeit temporary) tank. Ghost Heart Abilities: Bond: Wolf Companion, Takedown, Marked for the Hunt I chose the wolf (named 'im Volkhavaar) for my companion for RP and extra damage - lions make a good secondary choice for their increased attack speed. Takedown disrupts enemy backliners and can be upgraded for extra PEN or a damage boost. Marked for the Hunt deserves its own mention. Its baseline ability (Marked Prey) is far superior to Wounding Shot: the latter has been repeatedly nerfed, the Wounding effect doesn't generate Focus, and spending two ability points for a level one affliction or a selfish accuracy buff is a waste in a crunched build. Marked Prey and Marked for the Hunt never miss, cast fast, have no recovery, and last as long as the marked target; and Ciphers always appreciate more accuracy. Marked for the Hunt transfers the effect when the marked foe is killed, and combined with the Ghost pet's immunity to disengagement, allows the strange apparition to safely move to the next target - often messing up enemy pathing for a brief time. The ability's jump-on-death effect seems to have no limit, which helps cut down on Bond points in longer battles; however, it can vanish if its next target dies too fast. Passives: Ghost Heart, Marksman, Merciless Companion, Vicious Companion Marksman plus Marked Prey/Marked for the Hunt synergize, giving the Seer a +15 bonus to accuracy from over four meters away; and as mentioned earlier, Beguiler's ranged bonus to Deception powers lets him stay a touch back. The Companion passives are there to increase damage, add PEN, and apply a moderate Sneak Attack bonus, which will be triggered often. Rotation Example Start the battle in Stealth with an Arquebus (modal on). If possible, position your frontliners in a way that can open a path for the pet. Begin the frontline engagement/prep inspirations/shoot a long-range foe with your Arquebus to generate some Focus. By using an Arquebus, recovery is at 0. Follow the shot with Marked for the Hunt on a ranged foe (no recovery), then summon your pet (also no recovery). (Note: Marked for the Hunt breaks Stealth, which is why I shoot before using it. Casting Deceptions from Stealth can be useful, but recovery can significantly hinder the rotation.) Have your pet attack or use Takedown on the Marked foe depending on the circumstance, then cast Phantom Foes on an enemy that gives the most coverage. Follow this by swapping to a bow or rod, then work to cast Secret Horrors and Eyestrike. Follow Marked for the Hunt as it bounces through enemies and focus fire for the best effect. Continue casting Deceptions, attacking marked targets, and summoning when needed. --Will add other thoughts and variations after waking up. Thanks for reading.
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