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Found 5 results

  1. When rouge's riposte trigger it may conflict with some full attack ability and make them do no damage I tested with my Holy Slayer. When I use Eternal Devotion after Escape it always deal no damage. I investigated it and found that every time when the Riposte triggers(high chance after Escape) the issue appears. The specific situation (When Riposte trigger): Eternal Devotion's animation performs well but the combat log shows that only a normal attack is done. Eternal Devotion's animation performs well but the combat log shows that "the effect canceled with Eternal Devotion". Eternal Devotion's animation performs well but simplely nothing is done(nothing showed in the combat log). This bug really bothers me and makes Riposte a harmful ability rather than a useless one. I didn't test other full attack ability (with Riposte) but I suspect they have the same issue.
  2. Riposte Tank - Trickster/Bleak Walker Click the video below for a more detailed look at the build Showcase video Steam Guide Follow me on twitch >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Combat Showcase Timestamp <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Overview: This build is designed to be a resolve based dodge/riposte tank which utilizes the rogue passive Riposte and the enchant ability of the great sword Whispers of the Endless Path to counter attack when an opponent misses you in melee. It relies on a lot of deflection based passives, items and buff+-/debuff spells to mitigate damage taken in melee by making the opponent miss. It has very low constitution and is therefore bit weak to magic and ranged damage compared to other tank builds, but makes up for it by having the added damage from going 2 handed. I haven't tested it yet but the build should be able to solo on PotD. Bleak Walkers favored disposition is Aggressive and Cruel but you can make this build work with other Orders aswell. Update: Trickster recieved some buffs in patch 1.2.0. It shouldnt affect the build path just makes Trickster stronger. Rogue Trickster Gaze of the Adragan Guile Cost 3 -> 2. Trickster Wall of Many Colors Guile Cost 4 -> 3. Trickster Sneak Attack penalty -20% Damage -> -10%. Trickster now also acquires wizard illusion spells at PL 2, 4, 6, and 8. Eliminating Blow only applies Shaken to secondary targets, as suggested by its upgrade string. Attributes: Might 10 Constitution 5 Dexterity 14 Perception 14 Intellect 15 Resolve 19 Role: Main/offtank, Offhealer/buffs, AoE damage dealer The build offers a lot of utility to the party in addition to beeing a tank by buffing and healing your team while debuffing enemies. Race: Human or Hearth Orlan. Both have bonus Resolve and racial passives that increases damage. Level progression: Level 1: Lay on Hands/Crippling strike Level 2: Deep Faith Level 3: Backstab Level 4: Dirty fighting/Zealous Aura Level 5: Two handed style Level 6: Inspiring Triumph Level 7: Riposte/Glorious Beacon Level 8: Hands of Light Level 9: Eternal Devotion Level 10: Finishing blow/Zealous aura upgrade (Exalted charge?) Level 11: Persistent Distraction Level 12: Scion of Flame Level 13: Elimination Blow/Enduring Beacon Level 14: Uncanny Luck Level 15: Deep Wounds Level 16: Improved Critical/Virtous Triumph Level 17: Divine Purpose Level 18: Retribution Level 19: Deathblows/Sacred Immolation Level 20: Stoic Steel Skills: Max intimidate for Casità Samelia's Legacy Passive Mix stealth/Athletics Weapon Proficiencies: Great Sword N/A. Just choose other two handers Pros: High damage for a tank build Can work as an off-healer Buffs/Debuffs High AoE damage Cons: Weak to ranged and magic damage due to low constitution Equipment/Gear: Priority is to max the deflection as high as possible to proc Riposte and Offensive Parry. There is quite a lot of gear you can pickup before endgame but I will list best in slot items Weapons: Whispers of the Endless Path with Offensive Parry enchant Equipment: Helm - Whitewitch Mask : +1 Illusion Power levels, Ryngrim's Enervating Terror, Ryngrim's Repulsive Visage when bloodied Neck - Claim and Refusal Modal ability: +10% damage taken from Melee attacks, +15 damage with Melee attacks Chest - Casità Samelia's Legacy +Deflection that increases with Intimidate skill Ring 1 - Entonia Signet Ring Entonia Signet Ring: +3 All Defenses when Engaged (Stack 5 times) Ring 2 - Ring of Focused Flame 10 accuracy with fire attacks Boots - Boots of the Stone +1 Dexterity, +1 Resolve, Resistance to Might afflictons Belt - The Maker's Own Power Reforge the flesh; The wearer transforms into a stationary pillar of steel, reducing incoming damage and restoring health Gloves - Gatecrashers Slugger: +2 Might, 50% chance to knock targets down on Critical Hit/Reeling Blow: Cone attack that pushes and stuns target (2 per rest) or Onepahua's Strength +2 Might, + 2 Intimidate Cloak - Cloak of Greater Deflection +7 Deflection Pet - Nalvi (Dog): Reduce recover Penalty for armor (varies by type) - Party Wide Consumables: Coral Snuff +10% action speed, +5 Deflection, +5 Reflex for 180 sec Grog (Deadfire) +15% Damage with Melee attacks, -1 Dexterity Potion of Improved Arcane Reflection (Against Casters) Potion of Insubstantial Form (Against Melee) Core Abilities: Faith and Conviction: +All defenses scales with disposition Enduring Beacon: Blind enemies, + Deflection Sacred Immolation: AoE DoT around caster Mirrored Image: + Deflection buff Riposte: Counterattack when opponent misses in melee Offensive Parry (Whispers of the Endless Path enchant): Counterattack when opponent misses in melee
  3. ...or are they mutually exclusive? I plan on running Streetfighter/Shattered Pillar using Stalker's Patience and Tuotilo's Palm shield for a healthy mix of offense and defense (Persistent Distraction, Thunderous Blows, Swift Strikes, Ripostes/BT), seems nice on paper. Anyone has any info whether or not those 2 skills can be used simultaneously?
  4. Hi all, I enjoy playing rogues, and with new multiclass system introduced in Deadfire I decided to put together something a bit different. I'm sure someone here already done it in the beta, but I'll give it a go anyways; It's a support/riposte tank build that uses Paladin passives (Darcozzi for RP reasons) to stack defenses, and Rogue for Persistent Distract/Riposte combo with nice damage boost via Streetfighter. Skill/attribute wise the character is built for wide range of dialogue options for a richer gaming experience, not just utility/effectiveness in combat. Specifics: Darcozzi Paladini/Streetfighter Human Aedyr Merchant MIG: 15 CON: 12 DEX: 10 PER: 9 INT: 15 RES: 17 Take note that I'm not a min-maxer at heart, nor is riposte the main source of damage since it's a bit lackluster atm, as I hear. Skills points should focus on Mechanics (secondary Athletics) as active, and Insight/Diplomacy (some Streetwise points) as passive. Avoid taking +engagement slots (except Distraction) to get flanked more easily for damage bonus (dagger modal will nullify the penalty). Aura of choice is +acc/crit, let Pallegina handle the armor boosting one Weapon setup is dagger for modal + X (either sword or any other slow 1H for stronger ripostes/full attacks). I'll expand on the talents a bit later because I'm at work Let me know what you think about this concept. Thx in advance
  5. ATTENTION: Again, it's not tested... My PC is still down (which apparently makes me more creative... Good thing I'm using it in a useful way rather than wasting it on real-world problems). Again, testing will start as soon as possible "No a Bier, und dann gengan mia a boh Drachn platt machn." [rough translation: "One more bear, and then we'll go kill some dragons."] -Seppel, enjoying some beer just before facing off the alpine dragon This build is an attempt to create dedicated riposte rouge (with nice mentals). Besides spellcasters, dedicated damage dealers always are the ones to have poor mentals (Res mainly), hence this build. A riposte rouge seemed ideal. He will drop dex (whaaaaat?) to push up Res. But most heavily we will invest into accuracy, thus the highest stat will be perception. See, this build is all about only hitting back (Seppel is a sort of peaceful guy), so when we do hit, we want to hit hard. This raises the question, what might be the ideal weapon for our lovley seppel. And the answer is: a battleaxe! This is because we are aiming to crit if riposte finally triggers, and the battleaxe adds a straight +50% to the crit damage bonus. That is insane! So let's build around it. Also, we'll try to fit some nice debuff/CC into it. Race Heart Orlan Initial stats: Mig 14 (15 base -1 Orlan) Con 10 Dex 3 Per 20 (18 +2 Orlan) Int 12 (11 +1 Old valia) Res 18 (17 +1 Orlan) You may want to switch Dex and Res until you get riposte to get something out of seppel. Endgame stats: Mig 17 (15 base -1 Orlan +3 Sentiel's Girdlei) Con 14 (10 base +4 Iron circle) Dex 3 Per 20 (18 base +2 Orlan) Int 16 (11 base +1 Old Valia +4 Gwyn's Band) Res 20 (17 base +1 Orlan +2 Coat of III Payment) As you may notice, this build also was created with mental stats in mind, I'm into mental stats . I like good talkers as mains. Equipment: -Armour: Coat of III Payment (Retaliation, +2 Res) -Weapon: Wodewys (put the best enchantment you're willing to spend on it, +0.5 crit damage (!), 10% to cast Nature's Mark on hit (our CC), +10 defense against Posions and disease, spellbind purge of toxins) or resolution or purgatory (sabers with annihilation (+0.5 crit damage)), however, you'll loose the debuff effect. If you use Bittercut together with spirit of decay, you will have the least dependence on critting since your damage output is very high, but again, no debuff. -secondary weapon: We Toki (has a chance to inflict prone on crit, a good way to get an enemy proned if necessary) -Shield: Badgrad's Barricade (bash, 10% to cast Thrust of tattered veils on crit) -secondary shield: Supra's supper plate (no accuracy loss, so We Toki's prone is more likely. Also adds to retaliation) -Head: Executioner's hood (+20 max endurance/kill, +5 melee accuracy for 5s when you get missed, terrifying presence) -Feet:Manila's boots (+1 move speed, +50 defense while stunned/prone), late game you can consider viettro's formal footwear for the extra reflex -Hands: Ryona's vembraces (3 DR bypass) -Neck: Cloak of comfort (+5 to all defenses, +30 max endurance, +3 DR to slash/pierce/crush) -Waist: Sentiel's girdel (+3 mig, +20 defense against push, spellbind watchful presence) Abilities: Auto (a), recommended ®, important (!), central (!!!) -sneak attack (a) -blinding or crippling strike -dirty fighting (!) -riposte (!!!) -deep wounds ® -adept evasion ® or escape ® -deathblows (!) -sap -withering strike Talents: Same symbols -weapon and shield style (!!!) -veteran's recovery (!) -cautious attack ® -vicious fighting (!) -vurnable attack ® -WF: knight (!) -superior deflection or penetrating shot Be sure to invest some points into lore... Besides the terrible casting speed he's quite a good scroll user, and the high DR bypass has a wonderful synergy with all kinds of missile spells. Take penetration shot. If you want to heavily invest into scrolls through (which would make sense, they work beautifully with sneak attack/deathblows), there is a build for this already around here called the sorcerer's apprentice, scrolls aren't the main focus of this build. So, we will be really slow! Which is why one one side, we are very dependent in riposte being triggered. On the other hand, that makes us not care about speed penalties, so cautious and vurnable attack are instant takes. We also need to stack accuracy or find other ways of triggering crits, hence vicious fighting, WF, high per. With the axe (+0.5 crit), the 8 DR bypass (3 DR bypass from gloves, 5 DR bypass from talent) and the bash shield (and maybe ToTV), we will have a very nice damage output when we crit. Additionally, a crit might trigger Nature's mark, which is a nice thing to have. The coat of III payment will be our main source of constant damage output, while also offering quite some protection, especially with the +3DR on pierce/slash/crush from the cape. So, let's talk synergies: We get into battle and open with a blinding strike and thus lower their accuracy, making grazes/misses more likely. If we are very lucky, we crit and also triggered nature's mark, lowering deflection and making crits with riposte much more likely.The enemy tries to hit us and hopefully either grazes or, best of all, misses (in which case we get a accuracy bonus from the hood BEFORE riposte-hit is calculated, also the coat hits with high DR bypass, regardless of hit/miss/graze); not hitting is also not unlikely with the many defense bonuses from stats and equipment). Let's say riposte triggers. So we crit (we probably will-we have a lot of accuracy, vicious fighting and lowered deflection on the enemy) and if we set up for example a chill fog and a tanglefoot or of our first blinding strike is still active we crit with deathblows. That combined with the battleaxe's crit damage bonus is a lot of bonuses being applied. If we are lucky, nature's mark hits again (did I mention it goes against fortitude? Since we wear the Executioner's hood that stat is lowered, and our accuracy is higher). Now the bash of the shield gets applied, with the high DR bypass and the damage bonuses it'll even be noticeable. If ToTV hits against the already lowered defense with all the damage bonuses, that'd be nice as well. By the way, penetrating shot works with that one. Deep wounds then applies additional damage. If you feel the need to switch to a different enemy (for example if your casters get engaged in melee), switch to we Toki, you'll most probably prone your enemy and can then move on. To make this "panic button" more likely, we'll use the supper plate, which not only has no accuracy penalty, but also retaliation that stacks with that of the coat. And even if none of that happens, you'll still get the retaliation with deathblows, sneak attack, DR bypass and triggering deep wounds Well, that's chaotic... Sry bout that Let's clear things up with some numbers: Note: I have not included enchantments applyed by the player, since it's your character not mine. Every time you see (nonenchanted)/(nonenchanted non durganised), I highly recommend enchanting and/or durganising. -Lvl 16 deflection: 111 (15 base, +3*16 level, +10 Res, +12 (nonenchanted) Barricade, +6 weapon and shield style, +5 cape of comfort, +10 cautious attack, +5 superior deflection) -Lvl 16 deflection with escape: 136 (same as above, +25 escape) -Lvl 16 accuracy, non enchanted weapon: 91 (30 base, +10 per, +3*15 level, -4 barricade, +5 WF, +5 Hood) -all damage multipliers on crit, (non enchanted/durganised weapon): 251% (+3%*17 mig, +50% crit, +50% battleaxe/annihilation, +100% Sneak attack and deathblows) -DR (nonenchanted): frost/burn 18 (coat of III payment), corrode 15 (coat), slash/pierce 21 (+18 coat, +3 gear), crush 25 (+22 coat, +3 gear) -Speed malus (nondurganised): 111% (7*3% Dex, +50% coat of III payment, 2*20% talents) Why Bavarian? Because of the shield You are obviously required to drink beer before every major battle. So, here is my passive riposte rouge with high mentals. Feedback welcome... I've still got to learn HUGE thanks to Boeroer, Jojobobo and GuyNice for all the support Special thanks to Boeroer for the shield recommendation.
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