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This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. Here's the video where we talk about this and other builds. This is build 5 of 5 from that collaboration. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from my non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. I do not try to produce the most powerful uberbuilds (often those are the most boring to play in he long run) but to focus on having fun while playing. Usually that means the build is powerful - but it's not the main focus. If you like to read about my personal requirements for "fun to play" builds, you can jump to a list below this post ----------------------------------------- Stefran Johæn Ængelyn Gærmanoða was born into a minor noble family in the Aedyr Empire, a nation steeped in tradition and the grip of authority. From a young age, he was fascinated by power - both the arcane that flowed through his veins and the rigid laws that governed his homeland. His path was clear when he was taken in by the Steel Garrote, an order of Paladins who serve Woedica, the deity of law, justice, oaths, promises, cold retribution... and molten faces. The Steel Garrotes instilled in Stefran the belief that cruelty, when applied with reason, was a necessary tool for maintaining order. He learned to bind his emotions, becoming an enforcer of the goddess's will. His magic, sustained by the rites of Blood Magic, allowed him to fuel his power through sacrifice but also drawing strength from the pain of others. His arcane prowess grew alongside his martial skill, making him both a deadly warrior and a fearsome wizard. In time, Stefran rose through the ranks, his reputation as a relentless but pragmatic enforcer of Woedica’s law spreading across Aedyr. However, whispers of dissent grew in his branch of the order, and Stefran found himself at the center of a brewing rebellion between faction inside the order. It was then that his faith was tested. Rather than defending his reactionary marshal who also smelled of mouldy floorcloth, he chose to enact Woedica’s justice in his own way and asked for a secondment. Now, a self-styled judge and executioner, Stefran roams the Deadfire Archipelago, seeking to restore justice through the lens of his unyielding law - but also with fairness. His path is paved with broken oaths, and the echo of Woedica's will is still guiding his hand and blade. "I won't cry for you I will just deflect the things you do then I'll drain you too See, when you're gone, I'll still be Bloody Parry" - Stefran while parrying very offensively - edit: dang! Should've used a song of Katy Parry instead... rolled a miss there =================================== The Bloody Parry =================================== Difficulty: PotD -------------------------------------------------------------- Solo: untested -------------------------------------------------------------- Class: Arcane Knight - Steel Garrote/Blood Mage -------------------------------------------------------------- Race: Human (or any) -------------------------------------------------------------- Background: Aedyr (or any) - Aristocrat (or any) -------------------------------------------------------------- Stats (w/o Berath's Blessings, ★=recommendation) MIG: 12 (11 +1 Human) CON: 10 DEX: 10 PER: 14 INT: 15 ★ RES: 17 ★★ (15 + 1 Human +1 Aedyr) -------------------------------------------------------------- the unique icons for all passive abilities are part of the Community Patch mod Abilities | Skills | Proficiencies - (!=important, r=recommended) 00. Garrote (a) + Faith and Conviction (a) + Blood Sacrifice (a) 01. Lay on Hands (r) + Concelhaut's Parasitic Staff (r) | Great Sword + Quarterstaff 02. Flames of Devotion (r) | +1 Athletics (->2), +1 Religion (->2) 03. Deep Faith (r)| +1 Athletics (->3), +1 Metaphysics (->2) 04. Zealous Aura + Infuse with Vital Essence | +1 Athletics (->4), +1 Religion (->3) | Medium Shield 05. Divine Purpose | +1 Athletics (->5), +1 Metaphysics (->3) 06. Sworn Enemy (r) | +1 Arcana (->3), +1 Intimidate (->3) 07. Sworn Rival + Concelhaut's Corrosive Siphon (r) | +1 Arcana (->4), +1 Religion (->4) 08. Eternal Devotion (r) | +1 Athletics (->6), +1 Metaphysics (->4) | Club 09. Glorious Beacon | +1 Arcana (->5 ), +1 Intimidate (->4) 10. Exalted Edurance (r) + Essential Phantom | +1 Arcana (->6), +1 Survival (->1) 11. Clear Head | +1 Arcana (->7), +1 Religion (->5) 12. Spell Shaping | +1 Arcana (->8), +1 Survival (->2) | Sword 13. Inspired Beacon + Two-Handed Style | +1 Arcana (->9), +1 Metaphysics (->5) 14. Rapid Casting | +1 Arcana (->10), +1 Intimidate (->5) 15. Iron Gut | +1 Arcana (->11), +1 Survival (->3) 16. Virtuous Triumph (r) + Minoletta's Precisely Piercing Burst | +1 Arcana (->12), +1 Religion (->6) | Large Shield 17. Mental Fortress | +1 Arcana (->13), +1 Metaphysics (->6) 18. Hands of Light | +1 Arcana (->14), +1 Intimidate (->6) 19. Sacred Immilation (r) + Wall of Draining (!) | +1 Arcana (->15), +1 Survival (->4) 20. Bear's Fortitude | +1 Arcana (->16), +1 Religion (->7) | Pike --------------------------------------------------------------- Items (!=important, r=recommended) Weapon Set 1: Whispers of the Endless Paths (! - +Offensive Parry!, +Run Through, +Legendary) Weapon Set 2: Shattered Vengeance (+Superb, +Blessed Defiance - Woedica theme) or Gladiator Sword (+Sharpened Blade, +Superb) & Nerian's Ward (+Legendary, +Father's Masterwork - it's cool and it's from Aedyr...) Head: Cowl of the Piercing Gaze (r - Woedica theme), later Mask of the Weyc (r - +50 deflection+Wall of Draining) Back: Cloak of Greater Deflection (!), later The Magnificient Escape Cape (r - +50 deflection+Wall of Draining) Neck: Token of Faith Grimoires: Weathered Grimoire (auto), Zandethu's Dragon-Scaled Grimoire (r) - and whatever fits your desired spell selection Armor: Gipon Prudensco (r - +No Fool I, +Paranoid) or Nomad's Brigandine (+Tactical Withdrawal, +Head of the Column, +Leg.) or Casita Samelia's Legacy (+high Intimidate skill, +Ardent, +Leg.) Waist: Sash of Judgment (r - Woedica theme) or Physiker's Belt Hands: Woedica's Strangling Grasp (r - I mean... of course), later Bracers of Greater Deflection Rings: Entonia Signet (r), Ring of Focused Flame (r) Boots: Boots of the Stone Pet: Eviee or Misty --------------------------------------------------------------- What is this build about: you combine healing (e.g. from Lay on Hands and Concelhaut's Corrosive Siphon) and the life-draining weapon hits of a Steel Garrote with the Blood Sacrifice of the Blood Mage. Using Blood Sacrifice to gain spell uses will hurt you, but hitting enemies with a weapon will heal you at the same time. Usually you would have to actively attack with a weapon in order to drain health - which doesn’t let you cast during that time obviously. So your action economy would suck. But when you do it the follwowing way your action economy will rock. before getting the signature weapon and key piece of this build, the great sword Whisers of the Endless Paths (which can be optained early), you can use Concelhaut's Parasitic Staff in the very early game. Its health draining feature stacks with the Steel Garrote's passive 15%, giving you plenty of health back from every decent attack. Also the quarterstaff's modal gives you +20 melee defelction which is big in the early game, making you already more durable. by using Offensive Parry - an enchantment of Whispers of the Endless Paths - you will attack enemies who miss you in melee (100% of misses get parried and lead to a counterattack). That attack is instant (no animation, no recovery, just damage numbers pop up) and will daze(!) enemies - which unlocks the Steel Garrote’s life drain immediately. So basically you parry enemies which gives you health WHILE you cast your wizard spells. If you need more spells you use Blood Sacrifice which damages you. But your parries will heal you back up. you need lots of (melee) deflection for this so it’s natural you will be great at tanking - even though you are not meant to be the main tank (you can be later in the game with a few items though. Your defense, obtained via self buffs and passives and items, will be the staple of your build. at some point you want to have lots of bonus deflection items: Bracers and Cloak of Greater Deflection, Entonia Signet Ring, an armor with deflection bonus (I prefer Gipon Prudensco, but Casita Samelia’s Legacy and Nomad’s Brigandine work, too) you welcome melee enemies attacking you instead of fearing them - and you will shower them with whatever spells you like best and which your party needs later you use Wall of Draining to prolong not only your self buffs but also some special items’ effects: Escape Cape’s Escape (+50 deflection) or Mask of the Weyc’s Arcane-Veil-like deflection bonus (+50 deflection) which stack with each other and some of your wizard buffs, giving you insanely high deflection values for a very long time. It can also prolog your Lay on Hands, giving you endless healing. Other benefical effects that can be extended with the Wall of Draining are for example Courageous (Hands of Light), Aware (Eldritch Aim) and also stuff like Avenging Storm from scrolls(!). Avenging Storm + Offensive Parry + Combuting Wounds is an awesome combination. You can also extend the effects of potions of course. at the same time you can be a good healer for allies, too - as any Paladin can be use Inspired Beacon, Sworn Rival and Eternal Devotion to boost your spell and parry damage (for example M’s Piercing Sigil is great with +40% and +20% dmg bonuses as well as a +10% burning lash). If you use Sworn Rival multiple times and then kill the enemies you get all the Zeal for Sworn Enemy back and with a little luck some Zeal on top because of Virtuous Triumph (50% +1 Zeal on kill) Sacred Immolation, paired with "passive" health draining and prolonged healing effects is a nice non-spell-fueled and suddenly risk-free source of damage later in the game, too basically a tank who can heal and deal (AoE) damage, debuff, CC potentially unlimited times you can pick up your own Grimoire collection. There are so many grimoires in the game, so you don't need to pick many wizard spells at level-up. I made do with the starting grimoire, some others in between and the unique Zandethu's Draconic Fury because I liked the unique PL7-spell for this build - but you can def. pick something different and be successful, too. Issues: your reliance on self buffs makes you vulnerable against effects that strip you of those buffs. Arcane Dampeners can screw you up. So a high Will defense is good to have. Whispers of the Endless Paths + Offensive Parry etc. is great against mobs - but not against ranged units and casters. It also doesn’t help much against bosses or single tough foes. In those cases it’s often better to switch to a weapon & shield, just tank for your party and use some cool spells. You are still a full Arcane Knight. Steel Garrote Paladins are cruel and rational - so you need to be a bit of an a*hole at times in order to gain the max benefit from your Faith and Devotion passive. Why is it fun? Arcane Knights are really good right out of the box already - because of their defensive synergies. This draining+sacrifice combo on top improves the action economy and lets you cast more often, unbothered by attackers Blood Mage lets you have unlimited spell uses as long as you pay with health. It’s just very convenient to regain spells and health without having to do much: almost no "downtime". parrying enemies while casting them to pieces is just badass, especially with that giant sword sometimes it can be fun to play a somewhat cruel or even evil guy - although you don’t have to be THAT evil as a Steel Garrote. There are several items in the game that are connected to Woedica which you can use (see item seletion) and that's really nice touch and cool imo Hope you enjoy! Cheers!
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THE THUNDERCAT 2.0 Class: Lifegiver / Blood Mage Concept: Fast, sturdy and fun Caster/Melee hybrid that relies upon strong synergies between classes to keep spiritshift, buffs and healing up forever, unleashing devastating combos of CC/Damage spells before optionally finishing up foes with claws. Optimized for a No-Rest run. Game Version: RTwP. Works with latest updates and DLCs as of v5.0.00040. I recommend the Full Community Patch and the No Forced Rests mod (otherwise just metagame around them, it’s fully viable but just a bit annoying). Upscaled PotD Solo Viable: Yes. Companion: Nope (meant to play solo by definition, no companion can use this template). As always, this is going to be a somewhat long post so please bear with me. I’ll explain briefly why I think this toon is interesting and illustrate how it comes together with a short video, then go over the key stats, equipment and abilities. -----INTRO------ The Thundercat is a beloved PoE1 Druid build by @L4wlight (I definitely won’t take credit for the original idea!). The idea: a very fast-paced and explosive Druid that loves lightning, using the Cat form for extra speed, being able to dish out lots of damage via spells and melee, inflict a lot of debuffs/CC and even healing and moderate buffing. My goal was to adapt the core idea to Deadfire minus the Britney vibe and to make it viable for Solo PotD. Multiclassing with a Blood Mage became quite obvious because of certain synergies: Lifegiver in Cat form has amazing action speed, stellar healing over time and some really cool offensive spells, but it can’t keep those up forever, its defenses aren’t great and it runs out of resources fast. Blood Mage uses healing as a resource to replenish spells at will, it can prolong beneficial effects forever with Wall of Draining (including Cat form, Flurry, Healing over Time…) and it has some of the strongest buffing, defensive and offensive spells in the game. Yay, the sweet smell of synergy! So far I totally realize that I’m not saying anything fundamentally new, so I’ll go in a bit more detail on each of the cornerstones of the build to explain why this toon has a special place in my little . Speed: This is a key enabler of this build’s playstyle. Action Speed has linear returns (thanks @thelee and others for the patient demonstrations) but with enough investment and the right build, I find that it can also somewhat alter your action economy and enable new combos, which is what Thundercat 2.0 is all about. It will all become clearer in a few paragraphs but at this point I’ll just mention that at the top of his game, this build reduces total action cycle time (Action + Recovery) by -55%. So a spell that would take 7.5s with a neutral-speed toon (4.5s + 3s) takes 3.4s (2s + 1.4s). Claws attacks have a total cycle time of 1.3s (0.2 + 1.1s)... How do we reach this speed? Cat Form has zero armor recovery, Cat Flurry is a huge speed buff, Captain Banquet stacks if you save/reload, we have lots of DEX, Fleet Feet, plus rapid casting and 2 weapons-style. Healing: Another key enabler for survivability and fuel for Blood Sacrifice. In Cat Form, we have lots of PL boost to Rejuvenation and we can stack outstanding HoT: Moonwell, Nature’s Balm, The Moon’s Light, the occasional Garden of Life… Not all of those HoTs get prolonged by Wall of Draining but Nature’s Balm and The Moon’s Light do (for Moonwell, only the +All Def bonus is prolonged). You also get some bonus from Dawnstar’s Blessing, Practiced Healer, Footprints of Ahu Taka, a bit of MIG). Net net, you can stack a consistent healing of ~60 health/3 sec, and easily spike over 100 health/3sec. Defense: The Thundercat 2.0 is no Arcane Knight, but he can still hold his ground. We stack bonuses with passives, accessories and buffs, in particular there is something nice with Captain Furrante’s breastplate “First to the Fight” effect not being removed by Spiritshift and extendable via WoD. (Doesn’t work with weapon effects like Sheltering Light and Drawing Parry). We can get REF and WIL over 200, FOR and DEF over 170 (non-veil piercing attacks). We have immunities or resistance to most problematic hard CC effects. Our AR is routinely at 17. We’re immune to Interrupt. Nothing stellar overall and we will get hit by high level foes, but we can take it, especially because we have other layers of active protection… Crowd Control/Debuff I think that the Thundercat 2.0 may be one of the best debuffers in the game. We can drastically reduce every single enemy offensive and defensive stat. Every stat. And easily inflict soft and hard CC. We have Afflictions across all stats, several Tier 3+ as well as Tier 1 & 2 with decent duration that are mostly attached to damaging spells in large pulsing AoE. And we can chain-cast those nasty effects very fast, potentially reducing literally everything on one sorry group of enemies. This enables to play very strategically on enemies weaknesses, or just to go bonkers throwing spells around that are randomly going to synergize with one another. Damage This is where I got really impressed. We have literally tons of casts of pulsing/ticking and DoT spells and we have 2 awesome force multipliers: Combusting Wounds and Infestation of Maggots. We also have a decent accuracy with most spells being around ~120 ACC and all those debuffs attached to help them land better. We also have a lot of INT so hazard areas and DoTs will last longer. If you combine all this with super-fast spell casting, you can very quickly get a snowballing, layering effect that overwhelms the enemy, creating an exponential stream of DMG that will leave all but the sturdiest of opponents standing. And when you’ve thinned the herd and supercharged your spiritshift duration, you can just go nuts in melee with one-second Greater Wildstrike Shock auto-attacks. Because you can’t swap grimoires when spiritshifted, unfortunately it is hard to use Zandethu’s Draconic Fury but hey, we can’t have everything all the time! Bringing everything together: Here is a small video that I recorded of the Sea-Lashed Crypt entrance fight where I am using all the mechanics described above. I know it is not a very hard fight by any means, the goal is just to show the different mechanics of the build easily, with a decent variety of enemies, some tanky enough to be able to show the snowballing damage effect. -----SPECS------ Race: Wood Elf (DEX Affliction resistance and +PER) Background: The White that Wends – Explorer FINAL STATS WITH ALL PERMABUFFS AND NO-REST BUFFS AS OF 5.0 (without combat buffs): MIG 13 (8 Base +2 Berath +1 Gift from Machine +2 Alchemic Brawn) CON 17 (8 Base +2 Berath +2 Alchemic Brawn +2 Konstanten Boon +3 Girdle of Eoten CON) DEX 24 (15 Base +1 Elf +2 Berath +2 Alchemic Guile +2 Amira’s Blessing +2 Footprints Ahu Taka) PER 28 (18 Base +1 Elf +1 White that Wends +2 Berath +1 Konstanten Boon +1 Effigy: Sagani +2 Alchemic Guile +1 Savage Cunning +1 Cauldron Brew) INT 25 (18 Base +2 Berath +1 Konstanten Boon +2 Alchemic Wits +2 Charm of Bones) RES 18 (8 Base +2 Berath +2 Alchemic Wits +2 Nature’s Resolve +2 Rikuhu’s Blessing +2 Eviee Pet) ADDITIONAL PERMABUFFS: Food: Captain’s Banquet Adratic Glow All Trainings Dawnstar Blessing Luminous Adra Potion Nature’s Resolve (Accuracy) Savage Cunning (Survival) Galawain’s Gift Magran’s Blessing Infamous Captain, Bonus Skills, Champion Stats, Port Maje vendor, Fully discovered Map, Bonus Money… invested all 105 Berath’s Blessing Points SKILLS: History at 20, Mechanics at 13, rest in Athletics and Survival. Diplomacy early on for quests. ----- ABILITIES ------ LIFEGIVER SPELLS Nature’s Vigor, Nature’s Mark, The Moon’s Light, Insect Swarm, Nature’s Balm, Infestation of Maggots, Moonwell, Wicked Briars, Cleansing Wind, Relentless Storm, Garden of Life, Venombloom, Nature’s Bounty. BLOOD MAGE SPELLS (optimized for Using Grimoire of Vaporous Wizardy) Learned: Chill Fog, Fleet Feet, Eldritch Aim, Combusting Wounds, Infuse With VE, Llengrath’s Safeguard, Freezing Pillar. From Grimoire: Thrust of Tattered Veils, Minor Missiles, Necrotic Lance, Binding Web, Expose Vulnerabilities, Fireball, Concussive Missiles, Confusion, Malignant Cloud, Call to Slumber, Gaze of the Adragan, Chain Lightning, Delayed Fireball, Wall of Draining. PASSIVE ABILITIES Wildstrike Shock, Greater Wildstrike Shock, Two Weapon Style, Bull’s Will, Bear Fortitude, Far Casting, Rapid Casting, Tough, Practiced Healer, Secrets of Rime, Heart of the Storm, Uncanny Luck, Improved Critical. -----GEAR------ Weapon Set: Duskfall (Drawing Parry), Lethandria’s Devotion (Sheltering Light). Doesn’t really matter, just in case you get targeted before Spiritshifting. Keep handy Lover's Embrace to cut some cheese. Grimoire: Of Vaporous Wizardy. Keep handy Illuminating Discoveries. Head: Rekvu’s Fractured Casque. (the Wrenched Knee injury is best here, you can get tons easily in the Poko Kohara dungeon if you don't disarm the traps). Neck: Charm of Bones. Chest: Captain Furrante’s Breastplate (First to the Fight, Vigorous Protector) . Cape: Giftbearer’s Cloth. Gloves: Bracers of Greater Deflection. Keep Burglar’s Gloves, Firethrower’s gloves and Woedica’s Grasp handy. Rings: 2 X Rings of Minor Protection. Boots: Footprints of Ahu Taka. Keep handy Boots of the Stone, Sandals of the Water Lily. Belt: Girdle of Eoten Constitution Pet: Eviee. -----THE END------ That’s it. It’s not a ground breaking build but it is quite powerful, versatile and very fun. Another strong Blood Mage + X to solo the game, and one of few Druid options that can solo as far as I know. Always happy to read your thoughts and potential for improvement or tweaking. I'm sure it can be steered in other directions, in particular for party play.
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BLUF: Hung up on the decision to go Vaniila Wiz/Helwalker or Blood Mage/Helwalker and optimization choices (POTD, all DLC content, with a story companion party) I've looked at some of Cyrus_Blackfeather's and Whimper's builds on the list but they are somewhat dated so don't know if they are viable. I have also seen Waski's solo mega boss fights with a Sage (BM/HW) but don't know if that will work with a party or if it's better to just go vanilla wizard with a party. ***I understand the different playstyles and have messed around with them in some old saves.*** Context: I played through POE 1 a long time ago as a Cipher and recently revisited it as a Wizard. I am now looking to play through Deadfire on PoTD as a similar character with a full party of my team from POE1, plus extras (Eder, Pallegina, Xoti, and Ydwin) . I've played through on Veteran difficulty and PoTD with other classes to include Votary, Arcane Knight, SC Wizard, and Transcendent (with other party combinations), but never as a Sage. I found some of the Paladin multi-classes fun, but "safe" and I tend to like the higher risk/reward play-style better. I also am a big fan of versatility and typically gravitate to casters, but fast paced melee is also appealing. With that said, and after reading through many of the topics on these boards I am finding it difficult to decide between between blood mage or vanilla mage for the xxx/Helwalker as the optimal choice. From what I understand for Solo runs the Blood Mage is optimal but would it still be fun and viable with a party or would vanilla wiz end up more powerful with party support? Any other tips or advice regarding race, culture, etc are also welcome. Thanks in advance!
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Didn't have time to stream today, since we're moving soon and I spent most of the day packing, but while theorycrafting on the side, mainly thinking about how to stack Walls of draining quicker vs Dorudugan, which I found an answer too with belt of Magran's chosen, I alos realized you can use Wall of Draining for Potions of the fiunal stand!
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https://www.youtube.com/watch?v=msDbqaDD75Q&t=101s Blood Sage is making fight against Belranga ridiculous.
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