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Found 74 results

  1. The Imperial Fanatic This is another thematic build (so not 100% min/max). It ends up being tank enough to just run into the fray (with support) and most of boss fights were WAY easier than they should have been because of the amount of crits I could pump out with Last Word silencing the mobs. I just wanted to make a Warrior Priest and this was the result. It was a really fun toon to play that was resistant to every affliction and I even got the party efficient enough that I could let my custom AI run almost all the fights (with a little micro for consumables and empowers). Last word locking down Concelhaut for the whole fight was HILARIOUS Game Version: 2.0 Difficulty: PotD (+all Upscale, no mods) Solo: Untested Race: Human Class: Fanatic [berserker/Bleakwalker] Home: The Living Lands Background: Explorer Stats: (not including blessings) Mig: 20 Con: 10 Dex: 16 Per: 16 Int: 12 Res: 4 Skills: Active: Split Alchemy : Athletics Passive: History Abilities: Frenzy FoD Sworn enemy Deep faith Blooded Thick skin Zealous aura Two weapon style Divine purpose One stands alone Eternal Devotion Bloodlust Sworn rival Blood frenzy Exalted focus Mental fortress Inspired path Interrupting blows Scion of flame Iron gut or Clear head (based on which enchant you put on DoC BP) Righteous Soul Brute force Virtuous Triumph Barbaric blow Barbaric smash Retribution Bloodthirst Equipment Main weapon: Magran’s favor + Last Word (used lastword + bardatto’s until I could get Resounding call, double hammer so win on looks, until I could get the axe) Backup weapons: Glacierbane + Last Word Heaven’s Cacophony Charm of Bones Devil of Caroc BP (plan the resistance to complement ability choice) Ring of greater regen Ring of Focused Flame Boots of the stone The Giftbearer’s Cloth Boltcatchers Gwyn’s bridal garter Pet: Nalvi (Used Abraham until I got Nalvi)
  2. Hello my friends. I thought to try solo POTD turn based mode with special build, not sure if its will work and i want to hear your opinion and advices. The build is based on DMG over turn. Class: Blood mage / Darcozzi paladini The blood mage have good buff spells (maybe with large shield). The blood mage will make spelles dmg over turns ("chill fog" for example) and the darcozzi paladini will make "lay on hands". There is some items that can upgrade the dmg: The lay on handes will make heal and burn dmg and you can get more accuracy from ring - "Ring of Focused Flame" (and easy to get it). You can wear Shattered Vengeance and get - Shards of Woedica: 33% Chance to apply Curse of Pain on the target upon scoring Graze or Crit, increasing their damage received by 5% (Stacks 5 times). How works Shards of Woedica ? its stack on "Lay on hands" / "chill fog" ? The dmg from Lay on hands upgrade with the level of the character right ? How can i upgrade that build ?
  3. Hello folks, I’d like to ask you some clarification on the multiclassing, I am a newbie and I feel quite confused. I am mostly attracted by the monk and the Paladin, so the idea of making a Votary seems quite appealing. If I understood correctly, with a multi class character you can only employ abilities up to level VII, right? The problem is, there are some level IX abilities of the monk that I would really like to use. So my questions are: 1) is it absolutely impossible to have a multi class character with level 8 or 9 abilities (even in one of the two classes) ? 2) Assuming i’ll Make a votary, which sub-class would you suggest?consider that i’d Like to use a pale elf or a moon godlike Thank you for your help, cheers
  4. Hello again! I'm looking to build an all moon godlike party and would want for them to all be of one paladin order but I don't know which order or which multiclasses I should pick. Any thoughts?
  5. Part I: The Umbral Mystic Knights Overview: The Umbral Mystic Knight is a lonely inquisitor with the power to manipulate shadows. Umbral Mystic Knights lose access to many paladin abilities but gain a list of abilities when they reach specific power levels Description: The Umbral Mystics are a branch of the Mystic Knights paladin order that rose to prominence in tandem with Animancy in the Aedyr empire. The Umbral Mystics wear black clothing and armor. They are involved in covert operations against rogue animancers and dark creatures that result from their art. Shadows rise in servitude to their willpower and zeal, they coalesce to form their shrouded weaponry and armors Dispositions: +Deceptive and Rational -Honest and Aggressive Ability gained per power level: Shadow Strike: Adds more damage and accuracy to next attack Shrouded Blade of the Mystic Knights: Summoned weapon Shadow Walk: Invisibility Umbral Strike: Shadow Strike also blinds Rymgrin's Repulsive Visage Shadowing Beyond Rymgrin's Enervating Terror Summon Shadow: Summons a shade Form of the Umbral Knight: Ultimate Transformation (Two Umbral Swords and Umbral Plate Armor) Drawback: Loses access to Fire, Heal and Light Paladin abilities Download my mod here: https://www.nexusmods.com/pillarsofeternity2/mods/169
  6. Build Name: Adra Infused Duelist Edit: 09/09/2018 Updated Party members after full Play-Thru, made minor change to Equipment. Removed level 20 stats as its redundant and unnecessary. Born in the Deadfire, this Inquisitor follows a simple rule, do good upon others and you will be rewarded tenfold. She is fast and deadly and can strip enemy defenses down to allow allies to pummel away at those who dare stand against the Watcher of Caed Nua. Unlike many inquisitors, she cares about finding the truth, but will get it out of compassion and benevolence and not cruelty or violence, like many other inquisitors out there, that only care about getting the "truth" and not the means used to get it (I am looking at you Rhadam Asunawa, Wheel of Times Inquisitor for the Children of the Light). And in reality she has a frail constitution, but a very strong spirit that guides her through the worst of situations. Class: Inquisitor (Paladin & Cypher) Subclass: Kind Wayfarer & Soulblade Difficulty: PoTD Game Version: 2.0 Play Style: For Party Setup Party Set-up Main-Tank: Eder (Swashbuckler - Fighter/Rogue) [Melee dual wield] Healer: Tekehu (Theurge - Druid/Chanter) [Ranged with dual blunderbuss - Kitchen stove and Serafen starting weapon] DPS-Support: Xoti (Contemplative - Monk/Priest) [melee unarmed with Tuotilo for fast dps and recovery] DPS-Control: Serafen (Witch - Barbarian/Cypher) [dual wield with scimitar combos] Race: Wood Elf Starting Attributes: (Not Including Berath's Blessing or bonuses after Hasongo, Gift of the Machine and Effigy) Culture: Deadfire Backgroud: Raider or Hunter Active Skills: 5 Athletics rest into Alchemy Passive Skills: N/A Went into Metaphysics 9, rest spread for conversation options. After Nemnok fight you get a beautiful staff which scales of Metaphysics, which you can then respect out of two weapon style into two handed style combat with the staff and it gives a decent 2.7s recovery with nice damage output and long range. Active and Passive Abilities Equipment: Weapon Variants Setup: This is a very fast combat Watcher. Where s/he will attack fast and have significantly fast recovery times; because of that we can get away with using a Sword of the main hand (which gives best of piercing or slashing) and we cover crush with the flail. We could change the flail for Kapana Taga which is crush and slash as well and its also equally fast as its a club (includes +5 Accuracy as well). You want to start the fight with Sword Rival (enemy) and follow up with a Borrowed Instinct, after that use Recall Agony on high HP enemies and use Flames of Devotion to heal up your allies that may be taking too many hits and yourself, while generating a lot of focus. This will push you into a Soul Strike Annihilation. Depending on your enemy you will throw Tenuous Grasp (if there are multiples) as to increase splash damage; since Paladin is a single target kinda gal(guy). With the current setup, you will have almost immunity to Intellect, Dexterity and Constitution Afflictions. Your attacks will do high damage, and also you will be able to 2 hits most enemies while on tougher enemies you will be able to stand toe to toe with them. Conclusion: I used this build all the way to the end of the game, and I loved how fast she moved and reacted to everything, being able to heal myself as well as party members, while also doing massive damage was extremely satisfying. Like I said in the beginning, she is a little frail, but what she lacks on Hit Points, she has in healing. Hope you enjoy it as much as I did, I even went into a few fights solo, Nemnok for example, and it was a blast. I wanted to have Eden next to me since I build him using Swashbuckler build, for high survival and damage; but I was able to do it solo no problem.
  7. The answer to the question in the title is, you dodge every deflection targeting attack in the game, including ones from the final boss. I have always been a fan of wizard in rpg games, I initially started with a pure wizard but got stuck on the final boss due to the fact that I invested heavily in defense but ended up defense and damage both being mediocre, 3 meteor showers wasn't enough to carry me through the boss's phases despite meteor shower being crazy op, and I didn't want to use arcana scrolls, so I decided to reroll arcane knight for the 21 bonus defenses as well as passive/active healing. The core idea of this build is to build around the tier 1 wizard spell, wizard's double, it offers 40 deflection, highest among all the deflection buffs in the game, with a huge downside, it's gone if you are hit, even just a graze, but that downside is nonexistent if you never get hit, which is possible in this game by achieving 75 points higher defense score than enemie's accuracy score. A build using the same items and stats but as paladin/chanter probably works also, trading some deflection for 2 healing auras. Or a riposite build with trickster rogue and paladin, would do more damage and dodge all reflex attacks but won't have the spell reflect, I actually want to do a trickster/paladin build now hmm. Final boss video for those that want to see the build in action first: "https://www.youtube.com/watch?v=KXj6xAVOoNs&feature=youtu.be (anyone knows how to do the spoiler thing in text?) Character creation stats: Wizard: No subclass Paladin: Goldpact Race: Wild Orlan MIG: 2 CON: 3 DEX: 18 PER: 20 INT: 15 RES: 20 Low might: might in pillars 2 is nowhere as useful compare to previous game, due to the armor mechanics changes, and the fact that the damage bonus is additive with legendary weapon enchant and other damage+ modfiers. Low con: high life pool is useless if you never get hit. High resolve: it gives deflection, will, and reduces dot duration, every point of deflection that brings me closer to the untouchable line is worth it. High perception: accuracy is a very useful stat, but lot harder to get in this game compare to previous game, I really value accuracy, reflex is also very important. High dex: mostly for the reflex, but action speed is good dps boost. Rest into int: the duration will increase the duration of buffs and total damage of spells like chill dog and ninagauth's freezing pillar, and meteor shower if you feel like using scrolls, can trade this stat for might but I personally wanted high will ontop of everything I already have, since my fortitude stat is beyond saving. Blood pool: Eder Talents: I mostly focus on buffs on wizard side because the amount of the accuracy you can get is pretty low in this game. tier 1: wizard's double, chill dog tier 2: infused life essence tier 3: llengrath's displaced image tier 4: minor arcane reflection tier 5: llengrath's safeguard tier 6: ninagauth's freezing pillar tier 7: citzal's martial power paladin side: deep faith brand enemy weapon and shield style exalted endurance greater lay on hand clear head snake's reflex righteous soul practiced healer improved critical bull's will bear's fortitude stoic steel divine purpose Items: weapon: I used gladiator sword for the majority of my game, only switched to acolyte's frostbite hatchet for final boss for the weapon mastery skill. shield: cadhu scalth, very powerful shield that gives a lot of deflection and damage reduction, the interaction when retreiving the second quest item for this shield is currently bugged, you need a second member in your team to trigger it. armor: I wanted to use Gipon Prudensco because of it's crazy good enchant and it's interaction with miloletta's minor missles, sadly, after testing it with console I noticed that the enchant is completely broken and the item is probably not in the game atm, so I ended up using devil's caroc armor, there may be better choices out there. another option is the intimidate chest that gives deflection grimoire: grimoire of vaporous wizardry, none of the unique spells stood out too much for this build, so going for extra casts is not a bad idea. helm: rekvu's fractured casque, to counter grimoire's downsides and fighter knock downs in general, since we always get hit due to low fortitude. rings: entonia signet ring, very good ring that gives all defenses including deflection, the other ring I used ring of minor deflection but can be replaced. amulet: + 2 resolve from early drake bounty gloves: 1 dex 1 athletics / 10% mêlée action speed 1dex / 2 might 2 intimidate pet: I added Lil'babes from console for +1 dex and + 3 melee deflection for the final boss, I personally don't know where to get this cat, the pet seller in nekataka sells a dog that gives 20 life on kill and 3 melee deflection that worked really well for me early to mid game. Spoilers below Early game: If you started at level 4 then everything will be a breeze, gold pact sworn enemy adds 4 armor which is huge ontop of medium armor, which often reduces damage by 75%, the hardest fight for most solo builds should be the 3 wraith before oderisi, but with gladiator sword and large shield and proper talents the wraiths have 0 chance to hit, after that you can do a lot of easy quests in nekataka for exp. Mid game: At level 10 you can board beggar's ship and get a principi flag to do the fort deadlight quest chain, arkamyr's manor is also good source of exp. At lvl 11-12 you should have no trouble boarding 1 star ships, since they won't hit you much with llengrath's displaced image and large shield mastery ability on, go in a corner activate large shield active then just cast chill fog and auto, and because solo player exp bonus you'll quickly outscale your opponents, some fights will take longer than usual, like the giant bounty that has self regen, but they should still die in the end. Late game: Most fights should be really easy, Ninagauth pillars clear trash pretty quickly, probably want a gaze immune shield for the famyr cave though, the only fight that almost got me was the ancient lich, because of the reduced healing debuff, but he died anyway. Video for final boss. That should be it for now, might update later, overall I think the game's balance needs a lot of work, I really wish game's path of the damned difficulty got to the point where you need at least 3 members to beat. so I can actually think about class interactions, roles of tank, dps and healer and all that, or bring story companions and actually enjoy the story, as a hardcore gamer I really can't play with multiple characters knowing others have beaten the game with one, my pride disallows it. A game I played earlier called Tower of Time got the difficulty part somewhat right in comparison, if you ignore the crafting.
  8. (Keep It Stupid Simple) KISS Inquisitor Class: Inquisitor ( Soulblade/Paladin ) Difficulty: PotD+ Version: 2.0 Solo: Untested PATCH 2.1 NOTE: The low INT trick that this build was built around has now been fixed and a higher INT is now always better for overall disintegration damage. So this build's concept is now deprecated unless you just want to play a low INT Soulblade Inquisitor using Soul Annihilation and other shred abilities. DESCRIPTION: A build around the Mule's Wit ring to dump INT to the lowest value in order to shorten the time needed for disintegrate to do its maximum damage and to raise other stats that would have gone into INT. Using the paladin's innate defenses and the raw damage skills of the cipher, the KISS Inquisitor is a decent melee that can be a functional tank while still maintaining a decent DPS presence against armored single targets. The higher the RES or hostile affliction reduction on a target, the nastier disintegrate gets thanks to how fixed damage DoTs work. The build's simplicity allows it to be easily AI scripted to perform its function well enough so you can do other things with the party. In a higher damage party, you can switch out from disintegration to just Soul Annihilation or even Amplified Wave although disintegration is great for tougher targets. With its resilient bonuses from the ring and the paladin's passives, it can continue doing its thing unhindered and can be further enhanced thru other items and drugs. While its damage output does not come close to a cipher/rogue who can also benefit from low INT (deep wounds), the paladin choice was to increase disintegrate damage via sworn enemy's blanket +20% damage boost for focus generation and disintegration while being a tanky melee that has lower maintenance. GAMEPLAY: Core Style - Use sworn enemy on target. Hit them. Disintegrate. Repeat. Use Soul Annihilation in early game until you can get Disintegration or you need to quickly dump focus for an execute or getting fast focus gain from attack speed buffs. Sworn Enemy/Fire Brand Style (AoE/DoT Mode)- Cast sworn enemy/fire brand on everything. Scroll and bomb things to take advantage of brand's damage boost on the targets. Amplified Wave might be useful in this way, but its small AoE is limited. Fire Brand can also be useful too to contribute chip damage though PotD armor can reduce it quite a bit without PEN bonuses. OTHER NOTES: Ascended? The build's low INT only gives you about ~7 seconds of ascended mode. If you are in a high level party with a priest with salvation of time, you could give the priest the brilliance inspiration, which then makes them to go into a loop of constantly casting salvation of time to extend everyone's buffs. In this way you can achieve ascended long enough to chaincast disintegrate. However, you will be stuck being mediocre for majority of the game until you reach that level. DISADVANTAGES: The build's core abilities aren't exactly exciting since it's supposed to be stupidly (har har har) simple that you could script the AI to do so you will probably want to spice it up with some other micro in the party or skills/weapons. SUBCLASSES: Bleak Walker - For damage oriented builds to get more focus from the corrode lash. The sicken debuff is also awesome for stripping off CON buffs from enemies. Goldpact Knights - You will be casting sworn enemy a lot, the added AR is great for huge fights. Kind Wayfarer's - Since you are abandoning Lay of Hands thanks to your dismal INT score, the healing from FoD can be a lifesaver for the lazy. Darcozzi Paladin - Low INT reduces the buff, but the fire shield damage is alright. Lay of Hands is wasted on the build though. Shieldbearer of St. Whatever - The lay of hands boon is dismal on low INT so this subclass is the worst even for a tank paladin. RACES: Human - The boost from being bloodied is great for the extra accuracy and damage for disintegrate. Since the paladin has decent defense stats, you can stay bloodied relatively well. ATTRIBUTES: MIG - Maxed. Make that disintegrate damage as high as you can. CON - Medium. Nice to have to keep your comfort level in bloodied state. DEX - Varies. Adjust accordingly if the character will be a dedicated damage dealer or a tank. Faster hits, more focus. PER - Maxed. Disintegrate will be your bread and butter so you will want it to land as much as possible especially since it is going against fortitude defense. INT - Dump. Completely wasted with mule's wit -8INT penalty. RES - Varied. Adjust accordingly if the character will be a dedicated damage dealer or a tank. Reduces hostile debuff timers on you. SKILLS: Since the build has abandoned lay of hands. You will want something that can heal you. Arcana - It does not get affected by your low INT and can be used for pinch aoe damage, healing, and stripping off buffs from enemies. The fire +1PEN passive may be viable if going arcana for meteor showers. Alchemy - Gives good mileage from even the lowest of potions. The extended self buffs from potions are always great. Athletics - Useful for events and if you are lazy in a party with a dedicated healer. Good to have if tanking with Cadhu Scath large shield. Explosives - Useful for AoE and stripping off enemy buffs. Has healing bomb, but it also can heal enemies. CULTURE & BACKGROUND: Avoid Old Vallia for the wasted INT, but anything else should be fine. Living Lands for the MIG or White that Wends for the extra PER is my recommendation. I find the idea of being a scientist or scholar amusing for a build with the lowest INT possible, but its skills are decent for the build. Colonist is the choice I would recommend. WEAPONS & MODALS: +Good / ?Notable / -Bad There are a few strong recommendations, but you are free to choose whatever happens to be the best focus generation weapon for your encounters. ABILITIES: +Good / ?Notable / -Bad EQUIPMENT: +Good / ?Conditional / -Bad
  9. The Holy Hand Grenadier (OK, so he is really a holy hand mortar maniac… but I wanted the Monty Python reference!) Class: Holy Slayer Subclasses: Goldpact, Kind Wayfarer, or Bleakwalker / Streetfighter Description: This is a very straightforward build. You use blunderbuss modal to activate streetfighter’s amazing speed boost. The hand mortar and fire in the hole are both AOE weapons and can be used to quickly spread afflictions and Damage Over Time (DOT) to your enemies. Paladin provides a ton of defense which helps offset the downside of constantly fighting under the distracted affliction. The hat and rings make your FoD laser accurate. You can quickly move around the battlefield with escape, and your zeal will feel nearly endless for AOE ranged full attacks. Use escape to get really close, have a nice deflection, and blast enemies with hand mortar. I went with Goldpact for a more balanced, survivable build; however, if you want to maximize crowd control and AOE (Area Of Effect) DPS (Damage Per Second) I recommend Bleakwalker. The added corrode damage and sicken affliction are extremely strong when applied as an AOE. Goldpact is going to add a tremendous amount of armor which is going to go a long way to keep you alive and helps offset some of Streetfighter’s inherent weaknesses from fighting distracted. Kind Wayfarer is also great since you will be using Flames of Devotion often, but can sometimes work against wanting to stay blooded. The choice is completely up to you, the build works great with any paladin subclass, but if running Goldpact with exalted endurance, it gives you a way to keep your health at 50% in relative safety without worrying that your next FoD is going to drop your dps. Race: Human (Any will work) Race is very unimportant to this build. Pick what you like. I went with Human for the DPS boost while blooded, which is a state we like to be in anyway! Attributes – No Berath’s Might: 16 Constitution: 10 Dexterity: 10 Perception: 18 Intelligence: 18 Resolve: 6 Attributes – With Berath’s Blessing (Recommended) Might: 16 Constitution: 10 Dexterity: 10 Perception: 18 Intelligence: 18 Resolve: 18 Attributes – With Berath’s Blessing (Min Max DPS) Might: 20 Constitution: 8 Dexterity: 16 Perception: 20 Intelligence: 20 Resolve: 6 I personally hate min-maxing, so I made my character well rounded with a high resolve and nothing truly weak. Dexterity is unimportant to this build as you will get tons of speed from the synergy of streetfighter and powder burns. I like to run with a chanter in my party running Sure Handed. This build will also always dual wield. This game has a funny way of stacking speed where there is a diminishing returns on gains past a certain point of speed increase. I would keep dexterity as close to 10 as possible in your stats since the gain is quite marginal with so many sources of reload speed. Abilities: Level 1: Sworn Enemy, Flames of Devotion, Crippling Strike Level 2: Lay on Hands Level 3: Deep Faith Level 4: Zealous Aura, Blinding Strike Level 5: Two Weapon Style Level 6: Escape Level 7: Sworn Rival, Arterial Strike Level 8: Gouging Strike Level 9: Eternal Devotion or Shared Flames (if in party) Level 10: Exalted Endurance or Focus (your choice), Level 11: Strike the Bell Level 12: Finishing Blow Level 13: Deep Wounds, Psion of Flame Level 14: Eliminating Blow, Pierce the Bell or Ring the Bell (more dot damage) Level 15: Withering Strike Level 16: Virtuous Triumph, Toxic Strike Level 17: Improved Critical Level 18: Uncanny Luck Level 19: Stoic Steel, Death Blows Level 20: Whatever you want I took Strike the Bell for even more DOT stacking, but this is completely optional. Shadow step is one option, but IMHO the paralyze affliction doesn’t last quite long enough for the heavy guile cost. The core of this build is the combination of dual wielding aoe blunderbusses with rogue debuffs and using paladin’s great defenses to make you less of a glass cannon. There is actually a ton of room in the above abilities depending on your personal preferences. I stuck to ranged, so I skipped riposte and persistent distraction; however, you could easily work them in by dropping withering strike and toxic strike. You will have a ton of great damage abilities and sometimes it’s nice to have DPS do some off-tanking. Proficiencies: Blunderbuss Skills: Athletics, Explosives, History (if using Giftbearer’s) Weapons: Set 1: Hand Mortar and Fire in the Hole (upgrade for bonus damage <2m and projectile bounce) Set 2: Your favorite dual wield combo of melee weapons (Modwyr and Duskfall are great) Other Useful Gear: Head: Acina’s Tricorn, Ranged accuracy and reload speed Ring: Ring of Focused Flame, more accuracy with FoD Ring: Ring of the Marksman, more ranged accuracy and penetration Armor: Anything that improved recovery or action speed. Devil of Caroc and Miscreant Leathers are both great.
  10. That started as an answer to "the best girl tank" thread here: https://forums.obsidian.net/topic/104752-the-best-tank-in-the-game-herald-vs-crusader/, but grew in size to deserve its own topic. I'd go as far as to say, that adding Goldpact Paladin class to your multi-class provides highest possible damage avoidance and mitigation combo from one class compared to absolutely anything else. +8 free all defenses (up to +15 with 1 point investment)? Yes please! +4 armor on demand? Sure thanks! Oh, here's another +1 armor on demand (aura) just in case you need it when you run out of zeal. And just in case something vicious on PotD has enough ArPen to do more than 25% damage with their attacks late game, we give you infinite armor edit:+3 Armor as long as you don't move. Please go ahead and pull enemies to you, using corners to gather them all together. Now, if you play solo, you'd probably want to do damage: Now that you got deflection and infinite armor, why not get some infinite resource pool to outlive your enemies while they wither: Sir Sit-a-Lot Oh, standing still for long periods of time bores you? Don't worry, you can stand still for less and do more damage with: The Faceless Dancer But what if I like Streetfighter more than Trickster? Answer is simple: Stop-N-Go Want to have powerful ranged dps, tank hybrid monstrosity? With Paladin you can: The Holy Hand Grenadier In conclusion I'd like to say that paladin class is severely broken compared to others. Of course it doesn't hand out insane buffs at zero cost (looking at your Streetfighter+Blunderbuss), but the fact that Paladins can do anything at least well (tank, heal, dps), leaves them with no almost downsides and hence severely ahead of other classes imho. Downsides that are exclusive to this class are: -RP attributable to sub-classes is a mess sometimes -Weird stacking with priest deities -Not an infinite resource pool (because they are not Cipher or Chanter) -Small selection of de-buffs -Not very mobile (not so noticeable and easily fixable with investment in +deflection on disengage) Hel, who knows maybe after I'm done with my Solo+Berath's Challenge play-through, I'll go for Triple Crown+ Magran's Challenge with Sir Sit-a-Lot (summons, buffs, "everybody died? no problem, I'll clean up"), The Faceless Dancer (damage off tank), The Holy Hand Grenadier(main dps), Paladin/Druid(meaty healz), Paladin/Priest(more buffs) dream team. And just to make sure they don't accidentally die make them all Moon Godlike #teamBlueberries
  11. I am looking to build a party with a Shadowdancer or Votary. So far most builds I see are for solo play, so their synergy in the class combo is based on, well, solo play. I am trying to do a classic party. Serafen - Witch (Bar/Cyp) - Striker/Debuffer *Using Sin Tee Witch King build as it makes him a fast and reliable striker https://steamcommunity.com/sharedfiles/filedetails/?id=1399216139 Pallegina - Crusader (Pld/Fgt)- Striker/Tank *Using modified version, also, from Sin Tee Valkyrie https://steamcommunity.com/sharedfiles/filedetails/?id=1400804034 Xoti - Priest - Healer/Buffer *As she is primarily healer buffer, only taking abilities that will work towards that goal, as I don't want to use resources on attacks on her. 1. Tekehu - Theurge (Drd/Cht) - Buffer/Debuffer/Healer (Modified Sin Tee Deep Sea King Build) https://steamcommunity.com/sharedfiles/filedetails/?id=1394145549 or 2. Maia (for full martial party) - Scout (Rng/Rog)- Striker (Modified Sin Tee Reaper's Build) https://steamcommunity.com/sharedfiles/filedetails/?id=1396597008 So this leaves me, either Shadowdancer (Mnk/Rog)(fast attacks with good defense, I feel that as a Watcher I am most often than not targeted) or a Votary (Pld/Mnk). Role: This is going for an "Tanky" Striker, but I want to avoid if possible getting hit Subclass: Paladin (Wayfarer or Bleakwaker) Monk (Helwalker or no subclass) Rogue (Trickster) Reasoning: Streetfighter I don't want streetfighter rogue as I am not going to position myself to try to get the hits and I am going to be low on health (see below on stats) so 50% bloodied will be very dangerous position to be in. Nalpazca: I already had a really bad experience as nalpazca, with drug management, I ran out of drugs on PoTD Nemnok area and having that 100% healing debuff on each Arcane Dampener is not something I crave to experience again. Shattered Pillar: You only gain wounds thru Auto-Attacks, and only a max of 5 wounds total, which are enough to do most abilities, but you will not be using them often. And I feel that AI code for enemies target the Watcher a lot on different skills, unsure if its something I am doing wrong. Hence I will be able to generate wounds but getting hit, since I will be getting hit it seems. Assassin: This is a niche subclass with the mindset that you will be doing attacks from invisible and stealth; which I feel is more suitable for solo play. *Paladin's subclass all are good with little drawbacks, but as stated above, I feel I get targeted a lot by enemy attacks, so having this burst heal while doing damage is amazing. Stats: (With Berath's Blessing) MIG: 15 (17) CON: 8 (10) DEX: 15 (17) PER: 16 (18) INT: 12 (14) RES: 12 (14) Low CON, as you are trying to avoid getting hit, not soak the damage. Both builds below will function in the same way, although the Paladin has Lay on Hands and if Kind Wayfarer is chosen as its subclass each Flames of Devotion will heal you. I don't like min/max builds as I feel they have, well high strong points and also really weak ones; but you could dump CON more if you want to increase PER or DEX or even raise RES higher, but if you as choosing Rogue Trickster subclass you get so many Illusion spells that increase your Deflection that 1-3 extra points in Deflection will not make that much difference in the end. Race: Wood Elf (Dexterity Affliction resistance is nice to have, as that means my Quick from Swift Strikes or Swift Flurry will not get cancel) Skills: Alchemy, Athletics (4) As I am going to simulate Nalpazca drug abuse, but without the drug crash negatives. At level 20 you should have over 300s Drug time use. If: Going for Stalker's Patience you might want to put a better spread of points between Alchemy and Stealth (as weapon skill scale of stealth) Passive: Survival and Streetwise (they are used in many checks) Background: Deadfire & Hunter Equipment: Head: Fair Favor Chest: Miscreant's Leather or Devil of Caroc Neck: Precognition Hands: Ogre Gloves (+2 Might) Ring1: Chameleon's Touch Ring2: Entonia Signet Ring Belt: Girdle of Mortal Protection or The Amazing and Truly Incredible Instant Potion Belt Back: Cloak of Greater Deflection Boots: Boots of the Stone Weapons: Low level (1-10) Unarmed + Tuotilo as it creates great synergy with unarmed strikes and most of your attacks from monk are Primary only attacks. After level 11+ Votary: Stalker's Patience orMagram's Favor + Sungracer or Sun and Moon Shadowdancer: Stalker's Patience + Pukestabber or Rust's Poignard or Marux Amath Stalker's Patience was added because of @grasida: "Stalker’s patience works very well with the monk crit abilities, since it can be enchanted with a 20% chance to recover immediately on crit. That can proc itself and can proc off of or from swift flurry and heartbeat drumming. The 1/3, 1/4 and 1/5 attack to immediately attack again whenever you crit feed off of each other and lead to some really fearsome crit chains." and @gkathellar: Persistent Distraction means every enemy you have engaged is Flanked all the time, on account of Distracted adding Flanked. This works wonders in combination with Stalker's Patience. Shadowdancer Votary
  12. I was starting to get a little bit mystifed just how disposition influenced priest/paladin, and couldn't find any good answer for Deadfire. Instead, I found unanswered questions being asked on reddit or here that posted numbers that made no sense compared to past patch notes. So I decided to do a lot of tests and deconstruct what's happening and oy is it weird. (Someone will probably chime in and say that you could open up some game file and find this all out, but I did it the hard way.) Putting it here so that hopefully people curious about why one bad disposition is so negatively affecting their pally defenses. BACKGROUND priests/paladins have favored/disfavored dispositions. They influence the following things: For priest: Holy Radiance healing, Holy Radiance burn damage, Spiritual Weapon lash For paladin: Faith and Conviction defense bonus, Deep Faith defense bonus In all cases, only a disposition score up to 3 is counted. 4 is counted the same as 3. It's been mentioned in this forum before, but I still see people getting confused about it, but for hired adventurers, they use YOUR current dispositions. This is different from POE1 (where companion paladins scaled by level instead and companion priests not at all). This means that e.g. a priest of skaen recruit is not going to play well with you if you rolled a kind wayfarer main character (which is a perfect overlap between favored dispositions for the paladin and disfavored reputations for the priest). Dispositions are the same as in PoE1 (you can look up on wiki). I don't know what Pallegina's special subclass paladin's dispositions are, the fact that I was testing on a character with crazy reputations and Pallegina still had +8.9 neutral faith and conviction almost makes me think she has none. PRIEST HOLY RADIANCE Holy Radiance heals a base of 15 health. It starts with a base +5 disposition bonus. (So with neutral disposition you will heal 20 health). Each positive disposition gives you a +20%/rank modifier to the disposition bonus. Each negative disposition gives you a -20%/rank modifier to the disposition bonus. So if you are a priest of Wael and have 3 Clever and 3 Shady, you'll get +120% bonus, for a total of +11 disposition bonus. Importantly, like every other penalty in Deadfire, penalties go through an inversion and are treated as a "rate" multiplier, so each individual disfavored disposition will actually outweigh an equivalent-strength favored disposition. Put another way, when you only have one type of negative disposition, it's as it seems (so 3 Honest for Wael would be -60% or a net +2 disposition bonus). But in any other situation, you invert and combine them. So if you have 1 Honest and 1 Clever, your net disposition bonus is actually: +5 * reinvert(.2 clever + 1-1/(1-.2 honest)) => +5 * reinvert(.2 + -.25) => +4.75 (rounds to +4.8 displayed) where "reinvert" is a function that does: reinvert(x) { return x > 0 ? 1 + x : 1/(1/(1-x)) } Note that although a disfavored disposition will outweigh an equivalent-strength favored disposition, this equation does mean that if you only have disfavored dispositions or have more disfavored than favored, the penalty is not as severe as you would otherwise get from a purely additive or multiplicative combination. In fact, even though "15" is the base, you can't actually get this low, the lowest you can get is 15+5 * reinvert(1-1/(1-.6 bad disp) + 1-1/(1-.6 bad disp)= 15.83 (rounding to 15.8 displayed, plus a guaranteed minimum +1.5 from power scaling for 17.3) Holy Radiance is also at PL0 so it has an inherent +10% priest PL scaling to heal effect. Importantly, this and any power level scaling only applies to the base healing of 15 health; the disposition bonus is excluded. But after you apply disposition bonus and power level scaling, you get a subtotal any other modifiers (might, bonus to healing, etc.) are applied this larger subtotal. The same thing applies Holy Radiance's burn damage, except it has a base 12 burn damage, and a +5 base disposition bonus. Again, power level scaling only applies to the base burn damage, but all other modifiers apply to the subtotal you get after applying the disposition bonus and power level scaling. Again, ranks in disfavored dispositions outweigh equivalent-magnitude. The upshot is that the healing scaling is kind of meh; the difference between a blasphemous priest and a devout priest is about 10 points of healing before might and other modifiers. This is not nothing, but is a huge step down from the massive scaling you could get in poe1. On the other hand, scaling for burn damage is still significant, because even though it's still the same +5 base disposition bonus, the damage repeats every few seconds, so the difference between a neutral priest and a devout priest can be a decent chunk of change. If it were up to me, I'd fix it so that the disposition bonus also scales with power level. PALADIN FAITH & CONVICTION PLUS DEEP FAITH This is where I really tore my hair out. Because the 1.1 patch notes have this: Keep the above in mind, because these numbers have almost nothing to do with how faith & conviction and deep faith actually work and makes me suspect that either whomever wrote these lines had massive typos (likely for the faith & conviction stuff) or even Obsidian doesn't completely understand the ramifications of their double-inversion system (very likely). Basically Paladin defense bonuses work a lot like the priest Holy Radiance stuff, except for Faith & Conviction you have a "base" +8 to all defenses, and then a +.9 neutral defense bonus (you still get 20% modifiers based on your favored/disfavored reputations). Once again, disfavored dispositions outweigh equivalent-magnitude favored dispositions. Note that a ramification of this is that the range for Faith & Conviction is actually 8.2 to 10 (with in-game rounding). I have no idea how any designer at Obsidian who understood their own system thought that you could actually get down to a +6 defense, the penalties just don't work this way. (Confirmed studiously in-game). For Deep Faith, it's similar, except a +10 base to all defenses and a +2.25 neutral defense bonus (with 20% pos/negative modifiers). Once again, I have no idea how Obsidian thinks the range for this is 5-15, because the actual range is 10.6 to 15. (Confirmed studiously in-game). Note that due to the way Faith & Conviction works, disposition barely matters for a normal paladin. The difference between a blasphemous paladin and a devout paladin is 2 defense essentially, and the difference between a blasphemous paladin and a neutral paladin is virtually nothing (it is theoretically .7 defense, but very few effects in the game especially post 1.2 have fractional defense or accuracy so in practice there's hardly ever a difference between 8.2 and 8.9). For Deep Faith it'll matter a bit more, as +5 all defenses can be a significant difference. This is again unfortunately a far cry from poe1. PRIEST SPIRITUAL WEAPON Spiritual weapons use the same equation as other scaling, except it's a base +20% lash, with a +5% neutral disposition bonus, and then the 20% modifier (positive or negative) based on disposition rank. The effect of this is that the range of the spiritual weapon lash is not [20%, 30%] as the patch notes say, instead the range is actually [21.25%, 31%] (it's hard to completely verify this in game because it depends on relying on the combat log which does rounding, but for all intents and purposes I have verified this range in-game via repeated attacks on Aloth). Like the other disposition scaling stuff, negative dispositions outweigh positive dispositions. On the plus side, this range is actually slightly better than promised, a 31% versus a 30% lash is not huge, but it's also not nothing. POSTSCRIPT It's possible that the relatively weaker disposition scaling on these various effects compared to poe1 is intentional, because there's no "Untroubled Faith" equivalent. (In PoE1 there was a talent named Untroubled Faith that would erase the effect of any negative disposition.) Instead, in Deadfire, once you accumulate a disfavored disposition it will permanently negatively affect you. Even if you get a 4 in a favored disposition, the way disposition works is that it counts as a 3; the extra point does not help you offset a disfavored disposition. In a system without Untroubled Faith (which IMO was a really lame talent but apparently people around the internet used in their own games) it becomes less of a big deal if you accumulate some disfavored reputations because the stakes are much lower. Though I suspect some of the scaling with the paladin has to be buggy/unintentional... POSTSCRIPT 2 Now that I've confirmed how Spiritual Weapon's faith attuned lash works, I strongly suspect what's happening here is that there's some scripting function that gets called with two arguments, a base and the neutral modifier. Someone on staff explained it one way while (possibly mistakenly) implementing it another, and now everyone who uses this script call is copy-pasting the same mistaken understanding of the range the script function produces, because I suspect in every place it is used, designers thought it was going to give them a linear range of [15, 25] (healing for Holy Radiance), [12, 22] (damage for Holy Radiance), [6, 10] (faith and conviction), [5, 15] (deep faith), and [20, 30] (spiritual attunement) instead of the non-linear range of [15.8, 21]; [12.8, 23]; [8.2, 10]; [10.6, 15]; and [21.25, 31] respectively. On the plus side, if Obsidian feels like fixing this, it should just involve changing one script function and everything else will get updated.
  13. While disentangling how priest/paladin disposition works for this post: https://forums.obsidian.net/topic/103595-mechanics-priestpaladin-disposition-aka-does-obsidian-even-understand-their-own-math/ I came across several oddities that strike me as potential bugs. 1. The disposition-scaling factor for priest Holy Radiance does not benefit from power level scaling. It is possible that this is intentional, but in case it is not, currently power level scaling only benefits the base 15 healing and base 12 damage from Holy Radiance. 2. The paladin's faith & conviction and deep faith do not have the range that the 1.1 patch notes state they should. Instead of [6, 10] and [5, 15] the range is [8.2, 10] and [10.6, 15]. If this is intentional and the 1.1 patch notes wrong, disregard, but to me it feels like a whole lot of effort for little gain the way disposition scaling is set up particularly for the default faith & conviction (where the difference between a completely neutral paladin and a completely bad paladin in most cases is functionally 0 because it's the difference between 8.9 and 8.2 to defenses and very few effects in the game have fractional accuracy or fractional defense where that .7 difference could matter (if there even any remaining effects at all... pre-1.2 before drugs and potions could give you fractional stats but 1.2 removed this alchemy-based effect scaling, and i don't know what else there is other than deep faith/faith and conviction). To reproduce: start a new game or reload an existing game and hire a new priest or paladin and mess with dispositions and observe the different effects. You can also read my forum post and see if I'm right or wrong (though I have extensively tested in-game and even wrote a little script to ensure I could accurate predict defenses based on some input dispositions).
  14. 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
  15. I have a problem with this kind of games, where there are many choices and I can't stick with one. So help me out here.. I am trying to start the game in POTD... 1. Votary (PLD/MNK) (BleakWalker/Shattered Pillars or Nalpazca) 2. Inquisitor (PLD/CYP) (BW/Soul Blade) 3. Shadowdancer (MNK/ROG) (???/Streetfighter [unsure of subclass as well]) On all 3 builds I plan to use Two-Weapon Fighting. Also so far I do not want to be a tank, maybe offtank but not main tank in any way. For Race either Godlike Nature or Frost Elf or Human. Since I haven't reached end game yet, I have no idea of possible good helmets or if the elf or human bonus are actually good compared to the power level from Nature Godlike. For weapons I was thinking of either Battle Axes, Swords, and/or Flails. For Armor Light armor or Medium (depends if using MNK because of Swift Strikes) For Low levels I am so confused, because I feel that no matter which class combo I choose I miss a lot even with the 18 perception. MNK/ROG (Shadowdancer) Rogue Subclass: Street Fighter (This will make you very adopt a high risk fighting style, which you want to have more than 1 enemy always engaged and then squeeze into them.) But in the end I went no subclass, as no penalties are better than some for situational benefits. Monk Subclass: Nelzpaca (Constant wounds generation while drugged, and +10 P.Level to drugs Stats (Edited after a comment from AeosnLegends, I had copy pasted from a dps build the stats) (Also you can include +2 to all stats with Berath's Blessing) M:15 C:14 D:10 P:14 I:10 R:14 Traits Athletics until 5 Alchemy (after you get Athletics) (Passive not sure, use survival and others for RPG checks) Active and Passive Skills lv1: Crippling Strike & Swift Strikes lv2: Force of Anguish (retrain into backstab later on, but use this to dump wounds early game) lv3: Lesser Wounds lv4: Blinding Strike & Two Weapon Style lv5: Dirty Fighting lv6: Long Stride lv7: Riposte & Torment's Reach lv8: Swift Flurry lv9: Stunning Blow lv10: Persistent Distraction & Thunderous Blows lv11: Duality of Mortal Presence lv12: Rooting Pain lv13: Deep Wounds & Raise Torment lv14: Uncanny Luck (again this is to trigger Riposte as there is a higher chance to miss [haven't tested if Riposte triggers from this "miss"]) lv15: Stunning Surge lv16: Slippery Mind & Turning Wheel (Upgrade from Duality of Mortal Presence) lv17: Improved Critical lv18: Flagellant's Path lv19: Deathblows & Heartbeat Drumming lv20: The Dichotomous Soul Equipment: Weapon (offhand only as bare hand monk damage is superior to any and recovery speed is in par with daggers 3.0 base): Modwyr or Duskfall (which both can be acquire early in game.) Head: Fair Favor (acquired with level 2 or 3 with Serafen) Armor: Miscreant’s Leather (I enjoy the speed recovery bonus, which means hits more often and acquired without a single fight) Neck: Precognition Cape: Cloak of Greater Deflection (+7 Deflection, yes please!) Hands: Gauntlets of Ogre Might Ring1: Chameleons Touch Ring2: Entonia Signet Ring (again this is to increase deflection, Riposte, anyone?) Feet: Boots of the Stone Waist: Instant Potion Belt (you will have high Alchemy, so benefits from a potion on each encounter are great) Will be working on a Votary one next, but also build towards high dps with high survivavility
  16. How viable this class would be? Rogue is a damage-focused class and Paladin is a tank or a supporter, but the ability to buff myself, therefore increasing DPS looks promising. What attributes and abilities are recommended? Is there a soulbound greatsword?
  17. From the description it seems reviving command is supposed to drop the character down half the regained health after some period, however it is killing my full health characters after a short period.
  18. I have started the game as an Inquisitor (Paladin + Cipher) and have never retrained. The only Cipher abilities I can use are the level 1 abilities. Anything beyond that is categorized on my action bar but the abilities themselves won't show up and are not clickable. Clarification: The bug is caused by UI creating categories for abilities while they are only passive abilities, so they show up empty and weird. Savegame, outputlog and dxdiag Thanks.
  19. Finishing up my 1st playthrough as a melee War Caller (Skald/Fighter) on Veteran, so I'm looking to make a ranged Bleak Walker for my 2nd one, probably on PotD (not solo). My basic idea is the following: A Votary Bleak Walker/Helwalker who uses Dragon's Dowry's enchant to increase action speed and inflict damage on myself which generates wounds, which in turn triggers Paladin's Retribution ability while healing back up with Lay on Hands and Moon Godlike passive. Stat distribution is as follows: MIG: 15 CON: 10 DEX: 18 PER: 18 INT: 14 RES: 3 Helwalkers get a bonus to MIG with each wound, which is why I left it at 15, 18 DEX for hitting/casting fast, 18 PER so I don't miss, 14 INT for longer heals, dumped RES but not CON. Although I wonder if I should switch INT and PER since Paladins get +5 Accuracy from the aura. What do you think? Curious to see suggestions/improvements/changes you would make.
  20. [CLASS BUILD] Commander Shepard Sharpshooter/Bleak Walker Description: I'm Commander Shepard and this is my favorite gun build on the forums. Word of warning, you will need to pull mobs carefully! This is my attempt at creating a sniper arquebus build. What this build promises is an insane amount of accuracy (138 with passives), a cuddly meat tank you can lay your hands on and the ability to deal 200 dmg(around there, depending on immunities) per shot. To be honest, I just wanted to call it Commander Shepard and make stupid jokes. You can snipe squishy targets with this build though and it feels really good seeing the numbers pop. Spoiler: Ranger is actually really useful here. Not even joking. Race: No.1: Pale Elf (flame damage rating), Orlan for the crit (I used Elf for the resistance instead but the crit should be the best choice here) No.2: Moon Godlike (AOE heals, your pet will need it, trust me.) No.3: Wood Elf (for the resistance) Difficulty: POTD Solo: Yes Version: 1.02 Stats : 18 Might 10 Con 18 Dex 18 Per 10 Intelligence 3 Resolve Maxing might is obvious. Max Dex for action speed, Perception for accuracy. 3 Resolve because everything will hit you in PoTD anyway. Companion: Bear for tankiness. Skills: Go for hunter for the mechanics and flavor. Boost mechanics till you reach 6 so that you can unlock most chests. Dump the rest into stealth to breeze through the earlier levels and respec into Arcana right before tough boss fights for scroll usage. Metaphysics if you plan on using Nemnok Quarterstaff. History if you plan on wearing the fampyr cloak. Split evenly if you plan on using both. Proficiency: Arquebus: Meat of this build. YOU MUST PICK THIS UP. Rod: For AoE clears. Quarterstaff: For crush damage. The rest are up to you. Blessing of Berath: Highly Recommended: 50k gold +5k gold Recommended: Double Skill bonus and bonus attributes, Stormwind Sails (makes farming money a lot easier) Great if you have it: Unique Vendor (For the flame accuracy ring early on) Whatever: The rest. Gear: I will split it up into early/mid/late game for those who are newer. Early game: Weapon: Dragon's Dowry (Neketaka, Brass Citadel Vendor, the gun smithy guy, 45k+). This is why I highly recommend the 50k start. Absolutely critical to this build. You must get it asap. Above everything else. Get. It. Now. Enchant it with Volatile Runelock and Blazing Fury asap as well. Weapon 2: Watershaper's Focus, Tekehu's rod. Just pick him up from the Watershaper's guild in (Neketaka, Periki's Overlook). Note: This weapon is hard to upgrade but it's a pretty decent aoe weapon. Not too important but it's a backup weapon for those large crowds. Primal Water can be purchased from the vendors in periki overlook(sometimes) and you can loot 3 from the animancer quest in Sacred Stairs. You will need more but that's up to you to find. (I forgot where I got mine) Armor: Devil of Caroc: The plus resource enchantment from this breastplate is crucial to this build. Get it. (Periki's Overlook, Vendor, Metalwork something something if I'm not mistaken.) 25k+ Once again, it costs a lot to gear up this character. You can grab a decent alternative from Fort Deadlight by killing Benweth but ultimately you want Devil of Caroc. Necklace: Whatever you can get your hands on, I suggest the necklace you grab in Port Maje or Charm the Bones(from Neketaka vendor, forgot which one) until you can get Orishia (Flamewalker Velassi???). You can get it from a bounty. I managed to defeat him at level 11 though it is probably possible earlier. (I didn't try it) Gauntlets: Gatecrashers. For the might+2, essentially anything with might +2 is fine. The unique vendor in port maje has one such glove or you can just buy the fancier version in Neketaka, Queen's Berth. Burglar's gloves: for utility. +2mech Cloak: Cloak of Greater Deflection or Protection. Vendor Neketaka or the unique vendor, easy find. Rings: Anything to be honest. The flame accuracy ring from the unique vendor is pretty nifty for Flames of Devotion. I picked up a ring of regeneration for a bit of heal. Feel free to pick up anything else. Belt: Some generic +2 con belt or just nothing if you want to be fancy. Boots: Boots of the Stone for the affliction resistance. Alternatively, grab any boots with +stride. Helmet: Thaos's helmet. Recruit Aloth to grab this. If anyone has a better suggestion, feel free to tell me. I just picked this for ACC. I'm sure there are better alternatives so feel free to use them. Pet: I didn't bother with this too much but there was a pet that reduces recovery speed(Nalvi). Honestly, just pick a pet that boosts ACC. The name of the game is accuracy. With arquebus, you DO NOT want to miss a single shot. Consumables: Anything with summons. Buy the adragan from dark cauldron and the siren from dunnage(radiant Court) Late/Mid Game: Helmet: Serpent Crown. Kill the Queen of Neketaka. Pretty nice helmet. If you are going to end the game, I suggest killing her just for funsies. Gets you a nice helmet as well. Aloth helmet still works well either way. Belt: Maker's Own Power. For the heal. It's the troll bounty in Dunnage(Lifter's Refuge). You need to pick up the bounty quest from the NPC(Dessiral, Radiant Court) before he turns up (Lifter's Refuge). Optional. Honestly, belt doesn't really matter. If you have a good suggestion, feel free to tell me. Weapon Backup: If you can kill the guards leading to Nemnok's sanctuary, you can technically stealth your way to the treasure chest without fighting him and grab Veilpiercer and the quarterstaff(Not sure how you are going to lose aggro though). Alternative is to run a dual wield combination of the blunderbuss from Delver's Row and the pistol from Poko Kohora Ruins. They give a decent per use spell as well as a +25% dmg buff that causes your attacks to bounce. Before heading to Ashen Maw, make sure to kill Nemnok and grab the Veilpiercer bow . Pick the free recovery enchantment for the bow. IMPORTANT or you can't kill a damn thing in Ashen Maw Cloak: Giftbearer's Cloth. It's slightly south of Junvik and Nemnok. The area is called Fampyr's Crypt. Northwest corner of the map. You need to pull them one or two at a time. Alternatively, you can try stealing the cloak after clearing out the first two blocking off the passage. It's in a chest below. Honestly, it's pretty easy to kill them if you pull them properly. Equipment Procurement Guide: Gold/XP: Once again, buy four imperial long guns, buy a slightly improved sails/hulls and stock up on repair supplies. Buy the cheapest food and etc. Hunt down every ship you find and turn in the bounties. You can easily hit lvl 10+ like this. Fort Deadlight is a pretty easy quest to clear and you can stealth through most of it. Hasongo is a pretty easy quest to clear with decent drops. Clear the initial few mob pulls and just sneak through the rest of the areas. There's a triple archer mob area which cannot be skipped. Once again, free money so just kill them. Arkemyr's Mansion: No fighting involved. Just need mechanics 6 +2 from gloves, +2 from drugs or hylea blessing. Robbing your companions. Animancer's Tower: The first test is really easy to solo. The last boss can be kited easily. Gives primal water and spirit residue. Needed for Vailan faction quest so just do it. Double turn in. Primal Flame: Ori o Koiki Vendor. She sold me 5. Rathun fireships. Black Pearl: Ori o Koiki, throne room chest Pyrite: Radiant Court (the npc in the north, you have to enter another area) Orishia: Chances are your aoe still sucks so here's an easy way to grab this necklace. Stand as far away as possible from the first guard and use your ranger's mark to pull the naga. It will pull only two or so mobs in one go. You can easily snipe Flamewaker to death or just focus down the marauder. It should take 2-3 hits at most to kill the melee guy if you have Dragon's Dowry. You should pick up the adragan summon from Dark Cauldron(the arkemyr vendor, name might not be accurate) (Neketaka, Periki's Overlook). Feel free to grab the mini drake summon item from Arkemyr's mansion as well. Nemnok Fight: Bring enough potions (I used 7 minor and 3 moderate) because he is tanky. Kill the brat. Clear one side first and slowly pull the mobs. Even though it says immunity o mind effects, the siren summon is still able to dominate it. Slowly whittle him down and always stay in melee range unless you have corrode resistance. His melee attack sucks. I did it at 15. You can try it slightly earlier if you are feeling adventurous. Swap tanking with your bear/pet to allow yourself some breathing space. I had some penetration problems so I just went close range in both cases. Turn on your arquebus modal. Jaderferlas: Make sure you have Devil of Caroc enchanted for resolve afflictions. Make sure you have Veil Piercer enchanted for free recovery on crit. Make sure you have a greater ring of regeneration equipped (Neketaka Vendor, I think. Some vendor sells it.).Get a cup of coffee. Start of the fight bring her to the choke point near the pillar. Throw on your marks and just slowly fire at her. Make sure your bear is somewhere far away. Once she spawns a second wave of slime, pull her further into the choke point such that you are surrounded by slimes and she can't hit you. Her meteor shower hits targets near her so you can avoid it somewhat by being surrounded by slimes. With Pale Elf resistances, the slimes do 2-3 damage and your ring can easily heal through it. Turn on AI mode and wait for your character to kill her with Veil Piercer. Because there are slimes nearby, the additional attack from your ranger passive gives you an additional chance to crit and fire right away. Afk till she is dead. Alternatively, just sneak past her... If you do not wish to fight that warlord rathun guy, don't tell them you killed the dragon. He doesn't give much anyway... Guardian of Ukaizo: Save your buffs for the second phase. Use your bear to kite the initial adra spawns while you use your arquebus to take them out. One Flame of Devotion can kill off one adra or severely injure it. Because of your bouncing attack, your next FoD will definitely kill one or two adra, saving you that zeal point. Because I ran a Pale Elf and had 167 reflex, I mostly tanked through his fire/corrode effects attacks. I saved my Hylea's blessing for that additional +10 reflex. You can pick up a passive to boost your defenses if you want. I used my basic attacks to trigger his next phase. Just bring along like 3 major healing potions as insurance. You might end up using 1 or 2 to kill the boss, if you aren't careful. For the second phase where the giant sentinels spawn. Make sure you are right at the entrance of the island and have your bear near those statues. Just use it to kite the sentinels around all day. Third Phase( The point where you can damage the boss). Turn on blazing fury and spam all the flames of devotion you can. Use your empower to recover resources here. Easy kill. Don't even bother using Lay on Hands to heal yourself, just drink a potion. Make sure to avoid his frost puddle, I think it knocks you down. Avoid the purple ball of somethingness because why not. He has flame breaths but they will miss you. Assuming you are at a lower level than me, you can avoid it if you want. It only hits in a straight line. Ability Choices: (There might be some error here since I wrote this after a retrain, I think there's a bug which eats up your level one point.) Initial Abilities: Sworn Enemy(P), Marked Prey® 1-3: Lay on Hands, Deep Faith 4-6: Zealous Aura, Marksman, Inspired Defense, Gunner 7-9:Revive Companion(Meh), Eternal Devotion, Two-handed Style, Retribution, 10-12:Wounding Shot, Exalted Focus, Scion of Flame, Accurate Wounding Shot 13-15:Sworn Rival, Driving Flight,Uncanny Luck 16-18: Improved Critical, Virtuous Triumph, Survival of the Fittest, Tough 19-20: Stoic Steel, Concussive Shot(Meh), Exalted Endurance(Meh). Alternative: Dump wounding shot for Takedown Combo, great for the early stages, sort of. You can dump Exalted Endurance, Revive Companion, Concussive Shot for AoE defense passive and Will defense. Wounding Shot was taken because of the excess of ranger resource points, you can pick up more defensive abilities with this like the +armor rating on your bear but I feel that this build needs another activated offensive ability. Strategy: Open up with marked prey, sworn enemy ->cast a summon (adragan), use Kitchen Stove buff( if necessary, turn on your arquebus buff (it's per encounter) and then Flame of Devotion (FoD) the casters/ranged/melee in that order. Once you reach level 12/13 or so, your attacks start to bounce so you can prioritize those who have less health. Use your bear to try and distract the enemies (block choke points or just throw him at them, you can live with the bonded grief). Lay on Hands as necessary. Most of the time, if you pulled correctly, you won't have to cast your per rest abilities. Choices I Skipped: Takedown Combo: 100% dmg buff. I tried it, wasn't great. The bear rarely hits too. Doesn't give the OMG crits. Healing Pet spells: Lay on Hands is sufficient and that bear is kinda just a decoration except on rare occasions where you need it to buy extra time or block a choke point. Paladin buffs: Too short and too resource intensive. Other pet revive options: Waste of points and honestly, you only need it for that initial window. Just revive it once and tuck him in a safe corner. Pets are for petting not fighting. Why not XXX class? Chanter: Well, it would end up as a summoner build wouldn't it? Honestly, chanter is just too op and I wanted to give Ranger abilities a try. Chanter would probably fare better lul. Monk: Too op for my liking. Fighter: Interesting choice to toy with. I considered picking this but I just wanted to call this build Commander Shepard... If you were to pick fighter, I suggest picking up Charge for that delicious arquebus aoe spam. Discipline Barrage (the crit buff). Mob Stance/Cleave sort of doesn't work in generating additional hits but the recovery is nice. I don't suggest picking up Black Jacket. One arquebus is enough. Trust me. Cipher: I considered Soul Blade but soul annihilation is melee. You can test out takedown combo and soul annihilation, it might just work. The focus generation with this build is actually pretty good so a better cipher player might find this useful but not me. Wizard: No. Priest: Buffs take too long. Rogue: Sneak attacks do not pair too well but I can picture a melee range arquebus and perpetual distraction, deathblow build. You get more mobility. Druid: Why? Barbarian: Melee focused. This is a gun build. Pure Ranger:... Pure Paladin: You give up too many offensive passives. Why Ranger: Bouncing Attacks( Driving Flight): AoE for arquebus. Ranged passives and great accuracy options. (Gunner, Marksman, Marked Prey, Survival of the Fittest, Accurate Wounding Shot, Concussive Shot.) Yes, the active abilities are kinda crappy compared to other classes like rogue. Why Paladin: Obviously, the bear isn't going to survive long without heals. Lay on Hands is a great way to heal it and you (SYNERGY *thumbs up*). Flames of Devotion gives massive flame +corrode damage along with accuracy. Easily spammable too. Massive tankiness from passives. Nice aura. Final Thoughts: I just wanted a gun build to be honest. Ranger seemed pretty fun and the passives honestly aren't that bad. There were situations where I found myself really glad that I had driving flight to pair with Dragon's Dowry. My bear turned out to be really useful when I needed those precious 30 seconds. Keeping it alive wasn't hard with Lay on Hands, damage sucked though, but then it's the bear. Honestly, the paladin side really carried but the ranger side really surprised me at times during the leveling journey. Dragon's Dowry is only possible because of ranger IMO unless you have someway to generate free aoe attacks (Monk's Swift Flurry or perhaps charge.) However, you lose the benefit of marked prey and a number of accuracy buffs. With marked prey, I never missed a single shot especially with the arquebus modal of +20 acc. Sharpshooter was useful for penetration and honestly the recovery penalty was nothing. Pale Elf really surprised me as well. So many chickens used fire attacks to try and hit me. I guess that's why they are dragons. Given the abundance of points, it's possible to finish the game at 17-18, I ended up fighting the boss at 20 to try out the passives. They weren't really needed. Chanter would honestly be better here but chanter is better everywhere...nothing new there. Yes, I know it's ShepHErd.
  21. Bleak Walker Dual-wield Paladin How does this character work ? This paladin is an off-tank ( You have to be tanking for this build to work ! ) , melee DPS who uses Dual-Wield to achieve 0 recovery while using Sanguine Plate , coupled with other Spell-Holding items for offense and defense , you will have fair amount of abilities considering you play paladin , meanwhile keeping the character very low maintenance , it does 3 types of damage : Slash/Corrode/Fire , and turns the fight every time it receives critical hit . Monsterlash Included @ Boeroer This is Not solo Build ! Race - Human/Coastal Aumaua/Any Races that have increased might , and melee related bonuses are best choice . Culture - Living Lands , Colonist ( +2 Survival ! ) Attributes : MIG 20 ( MAX ) CON 10 DEX 10 PER 10 INT 18 RES 10 Attribute build with Sacred Immolation in mind , Consider Starting with more PER/RES and retrain @ lvl 13 to put attributes for better use before you need max INT, this is not needed however . Build : Level 1 - Flames Of Devotion Level 2 - Remember Rakhan Field Level 3 - Zealous Focus / Lay on Hands Level 4 - Intense Flames Level 5 - Sworn Enemy Level 6 - Two Weapon Style Level 7 - Reviving Exhortation Level 8 - Savage Attack Level 9 - Liberating Exhortation Level 10 - Spirit of Decay Level 11 - Deprive the Unworthy / Healing Chain Level 12 - Deep Faith Level 13 - Sacred Immolation Level 14 - Scion of Flame Level 15 - Any Level 16 - Any Pick Lay on Hands and Healing Chain if party has no priest , however healing same as scrolls is not this paladins business . Skills : Survival 11 ( +2 Sanguine Plate ) or Survival 13 Without Sanguine Plate Rest Athletics You can put some points into lore as well but this paladin build is not aimed at casting scrolls even if attributes are perfect for that , id rather spend my time auto attacking and tanking , and you have your own stuff to cast when encounter starts Items : ! - Essential Head : Maegfolc Skull Armor : Sanguine Plate (!) + Durgan Ring1 : Gathbin Family Signet / Ring of Overseeing (!) Ring2 : Gwyns Band of Union Feet : Shod-in-faith (!) Neck : Swaddling Sheet Hands : Gauntlets of Swift Action (!) Belt : Looped Rope Weapons : Bittercut (!!!) + Corrosive/Fire Lash + Durgan Refined Vent Pick + Corrosive/Fire Lash Or use Helwax Mold for 2x Legendary Bittercut Durgan Refined Corrosive Lash You dont need all these unique end game items only the ones marked with (!) , tho if you have those items , you can hardly put them in better use honestly , stacking Spell-Holding items is the key to ultimate power If you are lucky like me and get Swaddling Sheet ( Cape that proc Overwhelming Wave on crit and has Recall Agony spellbind 0_o ) this character becomes really strong . The sole armor i would swap Sanguine Plate for is Ryonas Breastplate soulbound armor from WM2 , then you kinda have to drink DAoM potion every single fight . If you can spare Mold for double Bittercuts you will witness real power of this build . Try it out !
  22. I don't understand the deal with dispositions. - Globally I understand for the main character. Cruel and agressive = bleak walkers etc. 4 rank etc. Same for prohibited dispositions. But... In my team, there 2 others paladins. One have 11.8 with deep faith (Engaged mercenary). Pallegina have 15 (deep faith include). All are level 20. What is the "key" to understand the division ? Numbers are based on what ? EDIT : Found it : p Engaged mercenary (and even Pallegina I think) : follow the actual dispositions of the players. That's why, a kind wayfarer and a bleak walker in my team... not good for defenses.
  23. I know this is a spoilers forum, but I thought I'd mark this thread anyway to help those who might accidentally wander in here. Anyways, onto the topic at hand... I cleared my first game last night, and am now looking to start a new playthrough as a Templar multi-class. I'm mostly playing for the dialogue and roleplaying potential, but I'm terrible at builds, so I thought I'd come and ask some help from the wonderful peeps here. I'm thinking about playing a Death Godlike Pal/Priest of Berath, or a Pal/Priest of Eothas for any race. Any advice on what talents or abilities you guys would recommend??? I tend to favor more melee oriented builds, so that's why I figured a templar would be better than just going straight up Priest, but what do you guys think? What's the difference? I'd appreciate any help offered. Btw, the Blackend Plate looks like it would be sick for a templar of Berath!
  24. This is just a sketch. Was thinking about old style healer. Classes: Templar Shieldbearer of st Elega Priest of Eothas Idea: Tank with small/tower shield, throw some buffs, have alot of heals, including fast ones. When bored summon pillar of fire from Priest to gain Virtuos Tryumpf. Could throw decent amount of buffs (care less about Power Level) or blind enemies. Stats: Int 18 very important buffs Mig 15 heals Res 13 need some, probably Per 12 Nice to have Con, Dex cant dump Races: Natur godlike, natural synergy with easy migh but could be nerfed Moon Godlike, more heals Pale elf (elemental defense), Mountain Dwafr/WoodElf/Hearth Orlan (resistances) Weapons: Small Shield (offensive) Tower Shield (defensive) Flail Priest Spells: Pick one more per level, it is not like we could cast more than 2. At each level need 1 spell "I am totally going to cast it always if can". Try to mix heals/buffs/dmg. So can adapt to situation. 1, Sunbeam (free) Restore 2, Withdraw (free) Pillar of Faith 3, Watchful Presence (free) Consacrated ground 4, Circle of Protection (free) Tryumph of Crusades 5, Revive the Fallen (free) Searing Seal(optional) 6, Minor Intercession (free) Pilar of Holy Fire 7, Resurrection(free) Storm of Holy Fire, Paladin Active Powers: Lay of Hands + Greater Lay of Hands (fast heal) Zealous Aura + Exalted Endurance (more heals, and defenses) Flames of Devotion + Shared Flames (buff ellies, could combo with Inspired Triumph) Glorious Beacon + Inspired Beacon (more dmg from allies) Priest (neutral) passives: Mostly buff our casting to be faster, or hit harder. Weapon and Shield Scion of Flame Practical Healer Rapid Castig Spell Resistance Potent Empower Paladin passives: Mostly survival, we can get Triumph with Priest Spell + kill steal with FoD Deep Faith Divine Purpose Aegis of Loyality Inspired Triumph Virtuos Triumph Stoic Steel Party Composition: True pure wizard nuker still welcome. Rogues synergize since they benefit from common blindness. Why Paladin/Priest No use for 28 points on pure Priest, it doesnt matter how many spells per level i know, i could cast only 2. 28 points on Paladin is nice, but could be overkill when it comes to personal defenses, and Zeal goes mostly for Lay of Hands and Inspired Bacon. Personal Defenses of Paladin make Priest last longer, and could even be front body and still cast. Lay of Hands is fast heal we need. Zeolous Aura is instant buff from start Several small buffs from Flames of Devotion, Glorious Bacon, Aegis o Loaylty. Priest spells are sometimes decent or fun. Cant argue with orbital laser. Thoughs?
  25. Hello, I am new here, so want to ask some questions about paladins. I like bleakwalker, started bleakwalker + soul blad (inq) 1. I dont understand the synergy bleakwalker + soul blad (inq) both abilities active. Should i use only soul annihilation from cypher? 2. What is best and deepest combo bleakwalker +? 3. Is it possible to get a tanky version of bleakwalker with a good dmg? And what about maxing bleakwalker: str + dex?
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