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Found 3 results

  1. Nalpazca monk has to be high, but not necessarily tall. He has to be wasted to lay waste to his enemies. Must be smashed to smash someone's face in. When wrecked he wrecks everybody else. And when stoned his fists turn to stone. Ok, that's it for "drugged" slang synonym puns unless you ask for more in comments. ^^ =============================================== Flying Focused Flurry (flying on coral snuff or sth ofc) =============================================== Difficulty: PotD v5.0.0.0040 ----------------------------------------------------------------- Solo: Untested but not recomended (two glass cannon classes make suprisingly a bit less glassy one but stil not enough for solo I'd say) ----------------------------------------------------------------- Berath's blessings: +50K Gold/Start at level 4/Bonus attributes(!)/Fine equipment/Pet for Eder(cause you know he really deserves it)/Unique item vendor/Infamous Past/Mythical discovery (I picked level four cause i just jumped ship from battlemage build and did not have the patience for the fight at digsite again at low level, but it is not absolutely necessary) ------------------------------------------------------------------ Class: Transcendent (Cipher+Monk) ------------------------------------------------------------------ Subclass: Soul Blade/Nalpazca (Soul Blade can be changed to Ascendant but loosing all focus after some time seemed overly tedious to me. Nalpazca can be substitued with no subclass if you want to cut on the micromanagement or Helwalker if you want a stronger more glassy cannon) [not tested with Helwalker, but the synergies are still there] ------------------------------------------------------------------ Race: Human (The Fighting spirit can be of great help, but other than that any will do) ------------------------------------------------------------------ Background: Any will do, for RP purposes I chose deadfire and explorer (when I list attributes, they are all base, meaning that deadfire background bonus (+1DEX) is added later. ------------------------------------------------------------------ Attributes: MIG:13 CON:11 DEX:14 PER:16 INT:11 RES:10 ------------------------------------------------------------------- Proficiencies: Rapier(!) (+20 Acc modal with -50% Recovery penalty, works great with full attacks and rapier's low 3.0 sec recovery time) ------------------------------------------------------------------- Skills: Alchemy/None other than for RP (or History if you want to go Giftbearer's Cloak way) ------------------------------------------------------------------- Abilities: Legend: essential-(!), sugessted-(s) otherwise situational and can be changed Monk PL1: Swift Strikes(!), Lesser Wounds(!) PL2: Clarity of Agony, Weapon and Shield Style(!), Two Weapon Style(!) PL3: Swift Flurry(!), Torment's Reach(!), Stunning Blow, Soul Mirror(s) PL4: Duality of Mortal Presence(!), Thunderous Blows(!), Rooting Pain(s) PL5: Raised Torment(!), Stunning Surge(s), Tough(s), Enervating Blows(s) PL6: Turning Wheel(!) PL7: Heartbeat Drumming(!), Skyward Kick (or Cipher's Echoing Horror, i just like kicking Engwithan Titans in the air. [although it looked like a kick in the sock drawer, reading Prattchet's "Monstrous Regiment" explains this bit.]) Cipher PL1: Whispers of Treason(s) (helps in the digsite damned fight), Iron Will PL2: Draining Whip(!), Weapon and Shield Style(!), Two Weapon Style(!) PL3: Hammering Thoughts(!) PL4: Body Attunement(s) PL:5 Borrowed Instinct (Finally!)(!), Tough(s) PL6: The Empty Soul(!) PL7: Ancestor's Memory(s) (or Echoing Horror and AM can be respec back in for Mega Boss fights if needed) ------------------------------------------------------------------- Items: Weapons - Rannig's Wrath(Later highly recomended to change to Seeker's Fang)/Tuotilo's Palm(Enchants: Precision Striker, Balanced Shield), before getting stunning surge Head - Death's Maw (Later can be changed to Champion's Helm or Heaven's Cacophony if you can spare the tankness) Neck - Protective Eothasian Charm (I made a tiny mod that changes it to use par encounter because it was a bit tedious for me, I'll upload the mod and add the link here when I find some extra time today) Torso - Devil od Caroc Breastplate Ring - Power of Money Feet - Rakhan Field Boots (available a bit late, before that, all resistance boots, leap boots or boots of speed are a good alternative) Cape - Shroud of the Phantasm (or Giftbearer's Cloak) Trinket - Muatu's Aid Gloves - Mortification Bindings Ring - Entonia Signet Ring Belt - The Undying Burden Pet - Abraham (Cutthroat Cosmo before getting to Neketaka, and Abraham can be changed to Dude the Six-Toes Cat for double the healing if you give Eder the Nalvi. But let's be honest, giving him Concelhaut's skull is much funnier given their convo in Bekarna's Observatory) ------------------------------------------------------------------- So there you have it, now for the more in-depth part. The monk is a primary melee class and even though cipher isn's, the Soul Anihilition ability gives us something to start with. This build revolves around two things 1.As much accuracy as we can get, and we have some nice tools for that. And 2. lowering recovery as much we can (the rapier modal might seem couterintuitive but we'll get to that). This build has some crowd control with torment's reach (and proper positioning) and very good single targer dps. It can tank surprisingly well given it's gear, and extremely well with nemnok's cloak, but then again, with it, anything can. Most of the equipment is available early on but this build is still a mid-late bloomer. Basically, when fully kitted out, we want to have rapier modal active at the start of combat, gain some focus, cast borrowed instinct, and crit enemy to death. As long as we have borrowed instinct we turn modal off, the bonus does not stack, it will give the same acc bonus but also +20 to all defences which is huge (best to cast with full wounds for +10 INT). If the chance-to-hit gets below 95% it is better to use tormen't reach to gain focus and spike the damage with soul anihilation, unfortunatelly, we lack acces to Intuitive. Remember also that hit-to-crit chance does not stack, they have a chance to proc independently (no suppresion either). Now about weapons, Rannig's Wrath gives us +10% Action Speed with +4 Acc bonus from Thrusting (that goes on top of rapier native +5 Accurate bonus). This makes it a grat way to start the surging striking. Tuotilo's Palm gets transcendant suffering scaling bonuses so it will end up with more penetration at PL7 then legendary rapier which is kind of funny if you ask me. It has lower base damage than fists so it will be a bit weaker but the "mythic" accuracy bonus (and one of it's upgrades gives it +5 accuracy with unarmed attacks, which it itself also uses, making it great for crits). Honestly it's almost a reverse shield, made for hiting, gives bonus to accuracy instead of a penalty, while still giving bonuses to def and ref. But most importantly, it allowes us to take advantage of two diffrent Fighting Styles (two weapons and weapon and shield) at the same time. To say nothing about increasing wound gain. When does it stop? Well, here, but you get it. Closer to the endgame you get acces to Seeker's Fang. It is cipher boundable and well, guess what. Does damage over time on crits that scales with current focus (that stacks) AND another raw DoT when hitting enemy with any affliction. If only we had acces to stun or sth. ^^ It's Spider's Flurry ability also works great to gain early focus (being per encounter) and immobilize enemies for raised torment positioning. Important thing is to keep your AR as high as possible because well, we're a bit glassy. This makes a fairly versatile character that can even further increase his AR (+2) while debuffing one enemy (-2AR) with body attunement and supply allies with brilliant for long fights. High penetration, high crit chance and good to great speed with a high chance at peak to chain attacks with Swift Flurry and Heartbeat Drumming. And it's not very complicated to play with, only a bit of positionig gimmicks. That would be for it. My first build. <yay!> I'm writing this after not sleeping through the night so if I missed something or you feel something is unclear, please let me know in the comments. Allllriht, ya scalywags, get yer hands to the rigging and hoist those sails! Hard to larboard! And all that. Keep deadfire safe from green man lads! PS. I copied Ascaloth's template for describing build, I hope You/He don't/doesn't mind but it was just very clear and transparent so I couldn't resist. Also quite tired.
  2. EDIT 9th April: Forbidden Fist currently isn't treated as weapon attack. This leads to a bundle of "problems" like generating no focus, not working with Sneak Attack, Swift Flurry, Lighting Strikes, Turning Wheel and so on on and so forth. The source of this is that its value for TreatAsWeapon in attacks.gamedatabundle is set to false. Intended or oversight? ----------------------------------------------------------------- Hi, easy to reproduce: make a Forbidden Fist/Cipher and punch sombody with the Forbidden Fist ability: no focus gain. I hope this is not intended. I guess it's because FF uses its own base damage and is not correctly tagged as (weapon) attack but more as a spell of some sorts. Edit: obviously FF uses another type of attack then weapon melee attacks do. This prevents it from benefiting from a lot of abilites like Sneak Attack, Devoted's Bonus and so on. Even Swift Flurry and Heartbeat Drumming will not work with it as far as I could determine. It's not a bug technically - but it surely is weird for players who don't know the Deadfire mechanics in and out: that an unarmed attack (Forbidden Fist) works differently than any other unarmed attack (e.g. Force of Anguish or Stunning Blow with fists).
  3. See topic. I've got a soft spot for psychic kickpunchers, and I'm curious about people's experiences with or thoughts on them.
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