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This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. This is build 1 of 3 from that collaboration. You can find a link to that video down below. ----------------------------------------- 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 non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. ----------------------------------------- aldar G'Angreen was born amidst the wild and unpredictable landscapes of the Living Lands. Kaldar's clan, skilled hunters, had been living on some icy peaks of the Living Lands. From an early age, Kaldar was drawn to the quiet, mystical side of the world. His family, though tough and pragmatic, were also devoted followers of Berath, the god of death and the cycles of life. His mother, a revered herbalist and healer, had taught him the ways of plants, potions and scrolls. She also instilled in him a respect for the natural cycles of death and rebirth. Kaldar was always intrigued by the balance that Berath governed—how life, death, and the passing of seasons were all intertwined in the endless flow of time. In his youth, Kaldar began to serve as an acolyte in his clan’s small shrine to Berath. But while others focused on the priestly aspects of service, Kaldar felt a deep calling to combine his spirituality with the physical world. He spent time meditating on the inevitability of death and the necessity of killing for survival. While others saw death as a tragic end, Kaldar recognized that it was as much a part of nature as the birth of new life. For him, Berath was not a distant, abstract force, but an ever-present reminder of the cycles that governed his world. One fateful day, Kaldar’s life took a tragic turn when his clan's valley was struck by a massive avalanche caused by the eruption of a nearby volcano. It surged through the valley, sweeping away homes and lives. Kaldar’s family was torn apart in the disaster, and though Kaldar survived, he lost many loved ones, including his parents. In the aftermath of the disaster, he found himself standing on the edge of the ruined valley, staring into the snow that had claimed so much. His grief was immense, yet it was here that Berath’s voice first spoke clearly to him. Berath's words were not of comfort, but of purpose: "The cycle is not undone by mourning, but by accepting it." It was in this moment that Kaldar fully embraced his role as both priest and warrior. He vowed to honor the goddess by ensuring that the natural cycle of life and death continued, even in the face of chaos and destruction. His grief gave way to a profound understanding of the delicate balance of life, death, and rebirth, and he dedicated himself to both protecting his people and serving as a guide for those whose souls crossed into the afterlife. Kaldar took up his greatsword, a weapon forged by his ancestors and passed down to him on the day he took his vows. While his spiritual power could heal the dying, offer prayers and ease suffering, he knew that Berath’s will could sometimes only be carried out through action. His greatsword, capable of cleaving through the toughest of creatures, became a symbol of his devotion to the god of cycles. The sword now struck when Kaldar’s spells had done their work. After offering his prayers, he would pick up the weapon, his greatsword carving a path through enemies and ensuring that Berath’s will was done. Soon he was known as St. Gangrene. Now, Kaldar travels beyond his homeland, drawn to the Dyrwood by rumors of imbalances in the cycle of life and death. He has heard whispers of unnatural occurrences - a plague that refuses to end, souls that do not pass to the newborn and deaths that seem wrong, as if they were taken before their time. Kaldar believes that Berath is calling him to right these wrongs, and he knows that his strength and his divine connection will be crucial to restoring balance. His true purpose lies in bringing death when necessary, but also ensuring that life flourishes where it is meant to. But mostly bringing death when necessary... =================================== St. Gangrene =================================== Difficulty: PotD -------------------------------------------------------------- Class: Priest -------------------------------------------------------------- Race: Dwarf (optional) -------------------------------------------------------------- Background: The Living Lands - Colonist -------------------------------------------------------------- Stats: MIG: 21 (+1 Living Lands) CON: 10 DEX: 15 PER: 14 INT: 15 RES: 03 -------------------------------------------------------------- Skills: Survival 8, Lore 10, Athletics 8 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) 2: Inspiring Radiance® 4: The Pallid Hand® 6: Weapon Focus Soldier® 8: Aggrandizing Radiance® 10: Runner’s Wounding Shot 12: Two Handed Style 14: Apprentice's Sneak Attack 16: Savage Attack Abilities 9: Spell Mastery: Blessing 11: Spell Mastery: Holy Power®, retrain to Instill Doubt at lvl 15 bc. of Apprentice’s Sneak Attack 13: Spell Mastery: Dire Blessing 15: Spell Mastery: Devotions for the Faithful® Story Talents: - The Merciless Hand - Dungeon Delver - Song of the Heavens - Galawain's Boon (+1 MIG) --------------------------------------------------------------- Items (!=important, r=recommended): Weapon Set 1: Tidefall (!) (for hitting foes, legendary, Corrosive Lash) Weapon Set 2: Abydon’s Hammer® (more Might for casting spells) Boots: Shod in Faith® Head: Maegfolc Skull Armor: Angio’s Gambeson, Vengiatta Rugia Neck: Cloak of Comfort Belt: Girdle of the Driving Wave® Rings: Seal of Faith, Ring of Protection Hands: Gauntlets of Puissant Melee, Celebrant's Gloves --------------------------------------------------------------- Hi! Another late build for PoE - I was invited for a second interview by @Aestus again, this time for PoE: And since I talked about some PoE build ideas in the forum but never posted them, we thought this was a good opportunity to do so. St. Gangrene is a Priest of Berath who wants to hit enemies with a great sword - once all the casting is done. To do that we combine very high Might and combine it with the unique great sword Tidefall - and of course high Might is great for healing as well as damaging spells... and Holy Radiance's damage gainst vessels, too (it actually scales extremely well with MIGH in combination with tha Priest's favored dispositions, one-shotting most vessels at some point)! Later we can even use Abydon's Hammer for some extra Might when we are casting damaging or healing spells. The reason why high Might works very well with Tidefall: its wounding enchantment is a 25% raw lash, but unlike other lashes it scales with Might. More Might means higher lash damage. Higher Might also means higher weapon damage, which in turn raises the lash damage as well: win-win. You can then add some melee dmg bonuses with Savage Attack, Two-Handed Style ad Apprentice's Sneak Attack, which raises the damage further. In order to achieve ridiculos Might we maxize it during character creation (Dwarf or Aumaua, Human also works, Living Lands) and then always use the best +MIG item we can find until we get the Maegfolc Skull (+4). If combined with Holy Power, later Champion's Boon or Minor Avatar (+8 to everything) and Aggrandizing Radiance (+2 to everything, stacks) the Might score slowly grows towards 40 points. Use the Blighthollow Resting in Caed Nua for +3 extra Might, it lasts for 3 rests in the wilderness. ~40 Might means +90% damage and healing - and it turns the 25% wounding lash into a 48% lash - so to speak. Combine with a 25% elemental lash and the melee damage is pretty impressive - outright outrageous for a Priest. The healing bonus even works for healing that affects health: Wound Binding for example (you might consider taking it, it can prevent frequent resting because of los health) but also potions of Infuse with Vital Essence. If you drink such a potion before the combat ends it can restore quite some health for you. All that Might is also benefical for the second nice enchantment the weapon has: draining. With draining you'll add a portion of the damage you deal to your endurance, healing you. Lots of great sword damage = lots of healing. A Priest of Berath (starting ACC of 20 only) can use the talent "the Pallid Hand" to get +10 accuracy with great swords, which lifts him on the level of Fighters (30 base ACC). Add Weapon Focus Soldier and the usual accuracy buffs a Priest has (Blessing, Devotions, Minor Avatar etc.) and you can see that hitting enemies will not be a problem at all. It's still a Priest so the main focus is on the spells - but often, once you are finished with your spells or want to spare spells for later, you want to do something mundane with your Priest. This one can. It's also great to be able to whack some sense into backline rushers who think they can just annoy your casters. To make the melee combat more fun and interesting I added Runner's Wounding Shot (the 80% DoT stacks with Wounding) and the Girdle of the Driving Wave (which gives you Knockdown 1/encounter which can be super useful against rushers) - so you will have two special melee attacks per encounter at least. If you want to get even more you can pick up Envenomed Strikes instead of Savage Attack or Apprentice's Sneak Attack. It's 3/rest - but very strong if you take it early - and its damage scales well with Might, too. Remember: you can always retrain... Also Gatecrasher Gloves can be fun: Clear Out with high MIG and good INT is no joke. Cheers and have fun!
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Alternative title: Should it be done? Long time lurker first time poster who usually plays PotD etc. I'm still working my way through Deadfire after enjoying Pillars of Eternity. I find myself drawn into the myriad of options that Deadfire presents. I also really like priest/cleric characters in general and the idea of slamming a critical Pillar of Holy Fire on a group of charmed enemies. I wanted to get the communities read on this build concept. Right now, I’m trying to build a character (most likely a priest of Wael) with some preacher/cult leader-ish vibes and I think debonaire provides an interesting twist on the usual rogue with Charming Smile and 100% hit to crit on charmed foes. This would definitely not be solo, and the character would likely travel with a Witch Serafen and a SC Cipher Ydwin to take better advantage of the Hit to Crit. The idea would be to charm and then hit hard with some powerful spells (PoHF, Divine Mark, etc.) In theory it sounds like an interesting build but I’m seeing some issues with implementation. 1) Zealots are not the most synergistic of class multiclass combos. Although, as thelee demonstrated with his Umezawa build, the combo can work wonders a zealot is not as intuitively synergistic as say a contemplative or a cleric. 2) Aside from Pillar of Holy Fire and Storm of Holy fire the priest is lacking in friendly fire AoE spells. This can be helped somewhat by scrolls but still presents an issue. I still think this build could work and I like the flavor, but I’d like to workshop it a little before I commit to the bit.
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I'm a long time enjoyer of CRPG games and this year I've been really interested in PoE and Deadfire. I've been working my way through the first PoE (slowly I have awful restartitis) and I was wondering if there is a way to make a character similar to how the Cleric/Thief in BG2 played? The combination of divine magic and sneaky combat tricks that the C/T has always appealed to me. I know Skaen priest is likely the answer, but I don't think I can manifest the level of Starscream-ness that it would require to RP without feeling like a ****. Potentially Untroubled Faith would come in handy for a Skaen priest that's on the moral uptick but would that talent fit comfortably into a build? For reference I like to play on PotD and Expert mode so the big issue is getting the playstyle right without horrifically gimping myself. Long story short: Looking to play a Cleric/Thief type character without being cartoonishly evil or ineffectual.
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WHAT THIS IS Trying to do something different here. I'm going to discuss a character build that I had a lot of fun putting together and playing on 1.1 PotD (probably the most fun I've had in Deadfire so far), but I'm going to use it as an entrypoint to teach-by-doing various game mechanics and how to think about them and use them for your own builds. People already comfortable with min-maxing their way through Deadfire might not get much out of this, but hopefully for everyone else there's something useful here, because there's a lot of information scattered through this forum, reddit, and the in-game cyclopedia and I hope to consolidate some of it here and put them to actual use. In fact, I would say something like 90% of this is just going to be talking about game mechanics, because understanding the game mechanics thoroughly is key to understanding this character build. I hope you find this useful! Oct 2018 - Updated stats, items, build for 3.0+, added alternatives, and god challenges notes July 4 2017 - Updated stats for patch 1.2. July 3 2017 - Partially updated for patch 1.2. TABLE OF CONTENTS - Introduction - What does this build do - The build itself - TL;DR playstyle - Detailed playstyle - Details - Armor - Details - Weapons - Details - Surviving - Details - Consumables - Details - Miscellaneous spells and abilities - Details - Stats - Conclusion/Putting it all together - Alternatives - Rejected approaches - Notes for Magran's Fires - Appendix: Linear returns INTRODUCTION "What the hell is an 'Umezawa?'" Well, while I don't play it anymore, I still follow and am a big fan of Magic: The Gathering. And with one of the more recent sets out (Dominaria), I got to thinking about a couple of cards that struck me as particularly flavorful: The latter card is actually from a set more than a decade old and is/was so stupidly powerful that it's banned in one of the super-powered tournament formats (banned in Modern). The former card is just a nostalgic callback to the latter that was in Dominaria (which itself was a set all about nostalgic callbacks). It's not particularly tournament-worthy.(*) (*) If you're a M:TG lore purist out there, yes yes I know that the Umezawa on the left is not the Umezawa that the Jitte on the right is named for. Even if you don't play Magic: The Gathering, the takeaway here is a fragile, weak, but elusive hero, and a stupidly powerful tool-kit of a weapon that the hero is lorewise linked to. I liked the idea of taking a very blue (crafty, subtle, evasive) approach to stupid levels of power, and decided to personify it in Deadfire as a Streetfighter/Wael multiclass that I'll just brand here as an Umezawa build. WHAT DOES THIS BUILD DO This character is very versatile and mobile, tanking on huge packs of enemies or jumping around behind enemy lines to assassinate troublesome foes. This character is not going to be great at doing burst or area of effect damage (at least until you have a steady supply of explosives), but it will do frankly a stupid amount of sustained damage, maximizing uptime for the Streetfighter's special (at least without resorting to just being a ranged blunderbuss dummy). While this is probably not the most powerful Streetfighter build you can make (a Streetfighter/Monk is probably better for pure damage) and is fairly micromanagement-intensive, it can nonetheless be a very fun and engaging way to play. THE BUILD ITSELF Before diving into the mechanics of it all, let's just lay out the build order. UMEZAWA CLASS: zealot - streetfighter + priest of wael RACE: wood elf BACKGROUND: living lands + scientist STATS: 10 (9+1 living lands) might, 10 constitution, 17 dexterity, 16 perception, 18 intellect, 7 resolve SKILLS: roughly 2:1 ratio between Explosives to Alchemy. For your secondary skill, shove as much as you can into Religion, though you can respec out of this after a certain point. Be sure to pay 3000g each to train both Explosives and Alchemy. STORY ABILITIES: be clever at the first summons to the gods so you get Wit of Death's Herald ABILITIES: (active priest abilities with arabic numerals, active rogue abilities marked with roman numerals for their power levels, automatic priest spells in angle brackets, weapon choices in italics) Updated for 3.0: some skills reordered, dropped Searing Seal for Champion's Boon, weapon proficiency recs changed 1. Restore (1), Escape (I) <Arcane Veil (1)>; hatchet, blunderbuss 2. Fast Runner 3. Arms Bearer 4. Holy Meditation (2), Smoke Veil (II) <Iconic Projection (2)>; large shield 5. Weapon and Shield Style 6. Two Weapon Style 7. Despondent Blows (3), Riposte <Mirrored Image (3)> 8. Deep Pockets; mace, sabre, or stiletto 9. Prayer for the Spirit (3) 10. Devotions for the Faithful (4), Dirty Fighting <Llengrath's Displaced Image (4)> 11. Persistent Distraction 12. Pillar of Faith (2); mace, sabre, or stiletto 13. Barring Death's Door (5), Tough <Confusion (5)> 14. Champion's Boon (5) 15. Uncanny Luck 16. Salvation of Time (6), Smoke Cloud (V) <Arkemyr's Wondrous Torment (6)>; dagger 17. Rapid Casting 18. Pillar of Holy Fire (6) 19. Cleansing Flame (7), Deathblows <Gaze of the Adragan (7)> 20. Smoke Grenade (VII); remainder of mace, sabre, or stilleto or your favorite end-game weapon here IMPORTANT ITEMS: Sparkcrackers and Cinder Bombs as explosives. Deadeye, Potion of Ascension, Potion of the Last Stand, Potion of Deftness, Potion of Impediment, and Potion of Piercing Strikes for alchemical goods. Mix in other stuff as desired. IMPORTANT FOOD/DRINK: Meppu, Roe, Forgotten Night IMPORTANT GEAR: Miscreant's Leather, Cutthroat Cosmo (the special pig pet), Xoti's Sickle (early on), Marux Amanth (soulbound to priest), Fair Favor, Nemnok's Cloak, Entonia Signet Ring, Shorewalker Sandals RECOMMENDED GEAR: Pukestabber, Frostfall Mace, Rust's Poignard, Animancer's Energy Blade, Bronlar's Phalanx, Wintertide Bulwark, etc or whatever else floats your boat. TL;DR PLAYSTYLE Early on (when your health is super low, like levels 1-4) you are going to dual-wield a hatchet and a blunderbuss with Powder Burns enabled. You'll attack at range with a blunderbuss to trigger the Streetfighter's Heating Up bonus, then run in for melee. When the Powder Burns self-debuff has ~3.5 seconds left (first reload) or ~1-2 seconds left (subsequent reloads), you'll shoot at an enemy or ally 3-5m away and refresh the Powder Burns debuff. (Early on you may just run out of range manually and shoot your current target.) Once you have a bit more health and a bit more abilities under your belt, the playstyle is very aggressive. Instead of relying on Powder Burns, you'll rely on one of: blindly charging in and getting flanked; blindly charging in and getting your health pummeled really fast; or manually triggering your Streetfighter special by hitting yourself with Sparkcrackers or, in a pinch, Cinder Bombs. So depending on the situation, you might be tanking for your entire party, or you may be dodging back behind enemy lines to take out important casters. For boss fights, you'll drink a Potion of Impediment and try to pin the enemy down with repeated interrupts. DETAILED PLAYSTYLE This character is a "build-around" on the Streetfighter's special. To reiterate here, when you are flanked or bloodied, you get a special buff (Heating Up) which gives you a whopping -50% recovery time, along with a +50% damage bonus against sneak attack-enabled targets (effectively it is a souped up sneak attack damage bonus). If you are both flanked and bloodied, you get a special buff (On the Edge) which not only grants you the same bonuses as Heating Up but gives you a further +100% crit damage bonus. Both the damage bonuses are additive with other damage bonuses, so while they are certainly very good, it's not insane. The real star here is the -50% recovery time. -50% recovery time is equivalent to a whopping +100% action speed for your recovery, or the equivalent of getting +33 dexterity during your recovery. Furthermore, contrary to what you might think or read elsewhere, speed bonuses offer linear returns(*), so you can add on a bunch more recovery time reductions or action speed boosts and get to really fast levels (translating to high damage output). This is especially important for maximizing Potion of Impediment, which can really shine with a "Heating Up" Streetfighter's very fast attack speed. (*) Linear returns may end up being one of the most controversial things I'll say mechanically in this entire post, but is mathematically true and I will fight anyone who says otherwise . There'll be an appendix at the end that will go through the ugly math and details of it. Notably, unlike Pillars of Eternity 1, Deadfire distinguishes between action speed adjustments and recovery time adjustments and they are very different and expressed in different ways, and is responsible for a lot of confusion about how action/recovery works. The Streetfighter's bonus only applies to your recovery, leaving the attack part untouched. This means this bonus heavily favors weapon attacks, potions, and throwing bombs, because weapon attacks, potions, and bombs have very short attack times and the bulk of the time spent using them is just recovery. By contrast, spell casting has significant attack ("cast') times that will be left untouched by the Streetfighter's special. (Scrolls sit in between, having slower attack times than other consumables, but faster recovery than spells.) But the way cast times work in Deadfire is that they generally follow a pattern where spells with faster cast times have longer recovery, and slower cast times have shorter recovery; this means that, ironically, a very slow spell cast (6s) will have a much shorter recovery time (typically 2s) than even a very fast cast spell (0.5s cast, up to 4.5s recovery). (The standard progression for spell timing is 3s cast/4.5s recovery, 4.5s cast/3s recovery, 6s cast/2s recovery so the total action time spent doing a spell cast monotonically increases with slower spells, even if the recovery is less.) This means that we can still get some benefit out of the Streetfighter's special if we focus on casting fast (3s) and some average (4.5s) spells, because shaving off 2.25s or 1.5s off your recovery is still incredible (shaving 2.25s off a fast spell cast is roughly equivalent to a +42% action speed or almost like taking three stacking copies of the Rapid Casting passive talent, even though it's all weighted towards the recovery phase instead of the cast phase). The major downsides to the Streetfighter are twofold, one explicit and one implicit. The explicit downside is that while you are neither flanked nor bloodied, you get a +20% recovery time penalty. The implicit downside is that to maximize the Streetfighter, you have to be at least flanked or bloodied which is generally a very dangerous situation to be in. This character focuses on letting you survive in those situations while trying to not take away from the Streetfighter's strengths. DETAILS - ARMOR A really important piece of gear is actually your pet. The cosmo pirate pet (unlocked by doing the deadfire scavenger hunt or special non-achievement-disabling console commands) gives your main character a reduction in their armor penalty. The effect varies on armor, but this variance is because of the weird way it's implemented (which is identical to how a Fighter's Armored Grace is implemented). Internally, the game stores armor recovery penalties of +20%, +35%, and +55% roughly as coefficients of .83, .74, and .65. (What these numbers mean is not important right now.) Instead of applying a consistent effect on the listed recovery penalty, the cosmo pirate pet adds a flat .1 to these internal coefficients, which means these coefficients become .93, .84, and .75, which means the armor recovery penalty becomes +7%, +19%, and +34%. This means that the armor recovery penalty reduction is actually strongest for heavy armor, but that's not the important point here. The important part is the interaction with Miscreant's Leather (a light armor you can get for doing the first Principi quest by killing Benweth). Miscreant's Leather comes with a special enchantment that reduces recovery time by -10%. Theoretically, this was supposed to have the net effect of mitigating a majority(*) of the of the +20% light armor recovery time. However, with the cosmo pirate pig, your base armor recovery time penalty is +7%, which means the -10% recovery time enchantment makes wearing Miscreant's Leather actually faster than wearing any +0% recovery time clothing. (*) one of the ongoing confusions that one might have about recovery time is that you can't just add up your various recovery time adjustments and expect to get a sane answer. In fact, the best way to think about adjustments to your action time is that there is a different "native unit of measurement" depending on whether it's a bonus (either a +X% action speed or -Y% recovery time) or a penalty (either a -X% action speed or a +Y% recovery time). For bonuses, the native unit is "action speed," whereas for penalties the native unit is "action time." This is a weird distinction but is important for understanding how modifiers are combined. You can read the Appendix for further discussion. Anyway, for our purposes here what you need to know is that the -10% recovery time bonus needs to first be translated into its native unit as an action speed adjustment, or +11% action speed. The +20% light armor recovery time is in its correct native unit so we don't need to change it. Now (and for you people who took science classes in high school and pay attention to your bases/units this might hurt your head but is how Deadfire does it), you subtract the recovery time from the action speed and get a unitless -9%; because it's negative the effect is considered a recovery time penalty, and so the net effect of the -10% recovery time adjustment is that the armor effectively has a +9% recovery time penalty instead of a +20% recovery time penalty. TL;DR: a +20% recovery penalty combined with a -10% recovery time bonus does not equal a net +10% recovery penalty. In fact, the -10% recovery time bonus is actually more powerful than an equivalent recovery time penalty. This will come up again later, and I will go into further detail about the math then. So, as one of the few mandated pieces of gear, you should really have a cosmo pirate pig pet, and you should prioritize getting Miscreant's Leather. It will give you extra protection than cloth and be faster than cloth. Plus, it has a really useful enchantment for this build (Kidney Guard, which reduces received flanked damage by -10%). For the early part of the game before you get the leather, you should otherwise be in +0% recovery time clothing. If you're struggling a bit too much in early game, you can equip other light armor and the cosmo pirate pet. 3.0+ Update We now also have Epsilon as a good pet choice (available in Dunnage). In addition to reduced armory recovery time, its party-wide bonus is extra stride speed, which can be a much more useful bonus than Cosmo's firearms damage obnus. DETAILS - WEAPONS A hatchet and a blunderbuss (along with their proficiencies) are your absolute #1 priorities early on, followed up by a large shield. A hatchet is important because it provides a stacking +3 deflection against melee and its weapon modal applies a -10 accuracy (regardless of attack type) to the enemy, both of which you'll soon see is very important for this build. The blunderbuss is important because Powder Burns applies the Distracted affliction on you every time you attack, and conveniently for the Streetfighter, all Perception afflictions also apply Flanked which will trigger the Streetfighter special. (In fact, I'm sure many people have discovered you can create a stupidly good ranged attacker by just making a Streetfighter equip at least a blunderbuss.) Early on, using a blunderbuss at the start of the fight is a good, safe way to trigger the special, and the powder burns aoe damage is generally so low that it's ok to occasionally hit armored allies with it. Later on, Powder Burns is still a useful way to trigger your special in small fights or when you're isolated by yourself against important targets away from everyone else. An important pickle with gun reloads is that any adjustments to their reload speed is delayed by one reload. This means that after you fire your Powder Burns blunderbuss, the immediate next reload will not benefit from the -50% recovery time bonus. However, subsequent reloads will. I believe this also works in reverse. If you start reloading your blunderbuss while benefiting from the -50% recovery time bonus and Powder Burns wears off, you still benefit from the faster reload until the next time you need to reload (though by then you will already have refreshed it). For this character, you will want to dual-wield your blunderbuss with a melee weapon (early on, a hatchet). Because of game mechanics (even if it doesn't make logical sense), dual-wielding a melee weapon with a ranged weapon means that outside of melee range you only use your ranged weapon, and in melee range you only use your melee weapon, but you do both as if you were dual-wielding, so you get the -30% recovery time bonus from dual-wielding (plus an additional -15% recovery time bonus from two weapon style), even though you're just repeatedly attacking with the same weapon. In fact, in some parts of the game, you may have a melee weapon that is so good that you don't want to switch off with a weaker second melee weapon, which makes it a perfect candidate for pairing with a blunderbuss. In practice, it also means you can blunderbuss, melee, and then re-blunderbuss a ranged target (to re-trigger Powder Burns) without having to switch between weapon slots, which incurs a costly 2s recovery each time. This is a relatively painless (if micromanagement intensive) way to get 100% uptime with your Streetfighter special. Note that blunderbusses have a low range (4-5m, depending) so when you are in this melee/blunderbuss mode you should be cognizant of viable blunderbluss targets, particularly since for a good amount of that range your character will want to melee or take a step in order to melee. It is actually worth shooting your own allies (and positioning them close to do so) because for armored tanky allies they will take negligible damage that is well worth the continued uptime of Heating Up. In the worst case (if you're not engaged by your target), you can just step away from your target and fire at range. This downtime of running back and forth will still be outweighed by the significant damage boost you get from having constant uptime on your Heating Up effect. Do remember that for your first reload you need to give yourself 3-4s of time (depending on stats and gear) though subsequent reloads will only need a little more than a second. At level 4 you pick up large shield proficiency because this build has two very large weaknesses. I'll go into the second one later, but the first and most common weakness is enemy gunfire. See, this build leans on Arcane Veil heavily for protection, and Arcane Veil unfortunately offers no protection against "veil-piercing" attacks, of which enemy gunfire is the most common type. In such a situation, the large shield modal gives you an astounding defense against ranged attacks, -50% to ranged damage, on top of the natively large deflection bonus (coupled with Weapon and Shield Style) that will work against gunfire. It's such an extreme survivability difference that in any fight involving guns (at least early to mid game), you should switch to using a large shield and prioritize taking out the gunners. The downside to the large shield modal is that you are immobile, but fortunately we pick up Escape at level 1, which will let us hop around the map without having to toggle the large shield modal on and off (in addition to providing a nice, gun-effective deflection bonus for a short time). Note that even outside of gunners, many ranged attackers in Deadfire have stupidly high accuracy bonuses for their attacks that it may still be worth switching to large shield in ranged-heavy fights in early-to-mid game, both for the extra deflection, and for the significant damage mitigation. As you go up levels, you'll need to pick up some blunt weapon proficiency for damage diversity. I prefer flails and clubs for two reasons: they are fast (3s base recovery) and their weapon modals let you reduce enemy reflex or will by -25, which is huge. Clubs in particular are good because two of your most important spells (Despondent Blows and Devotions for the Faithful) target will. If you don't want your weapons lots to be oversubscribed, you can give a party member a club to do the debuffing for you. 3.0+ update With some of the rebalancing that has occured since this guide was first written (especially PotD enemy scaling) a weakness that glass cannon builds like this have is penetration. On PotD enemies can sometimes have substantial armor, and if you can't penetrate their armor, a glass cannon can't do the high damage output needed to balance out its relative fragility, which means you're just a fragile character with little upside. As a result, I no longer recommend fast blunt weapons, which lack penetration weapon modals. Instead I recommend diving into maces (which have high inherent penetration and whose weapon modal debuffs armor for everyone in the party), sabres (for access to Animancer's Energy Blade, which does raw damage; you don't technically need the weapon proficiency to take advantage of this, but sabres are just a good class of weapon to have proficiency with early on), and/or stilettos (high inherent penetration, access to Rust's Poignard). Both stilettos and sabres benefit from the Fair Favor hat, which this build already uses. In addition, as I'll mention later, I recommend picking up Champion's Boon instead of Searing Seal for the extra penetration from the Tenacious inspiration. This character will also pick up dagger proficiency. For reasons that I'll elaborate on in a moment, the weapon modal isn't too important, but what is valuable is getting the Fair Favor hat and getting a Marux Amanth soulbound to your priest class. Fair Favor gives you hit-to-crit and bonus crit damage with daggers (among other weapons). Marux Amanth has very useful abilities for this character when fully unlocked: Worthy Sacrifice (which is an instakill against Near Death targets if you hit them), Corona of the Soul (10% chance for a decent burn aoe effect), and Echoes of Faith (10% chance to re-cast any priest spell a half second after the initial cast). Echoes of Faith is a particularly good ability; 10% isn't very common, but when it does happen can be a tide-changingly good effect. We actually pick up certain spells basically because they would be really good to have duplicated (Pillar of Faith, Pillar of Holy Fire, Cleansing Flame). Still others get good benefit (Salvation of Time), and at the very least you get double chances to afflict enemies with Despondent Blows or Devotions for the Faithful. Corona of the Soul is also a decent ability and works well with this character because we will be attacking so fast that we'll be close to maximizing the number of times we can proc the burn aoe (which does ~10-20 in about ~1.5m) in any given amount of time(*). As an extra plus, imagine that the Marux Amanth is the Deadfire equivalent of Umezawa's Jitte from above . (*) Funnily enough, while trying to test some Deathblows-related issues, I discovered that Corona of the Soul has its damage boosted by damage modifiers that affect any weapon, including Deathblows itself (and any lash effect). This appears to apply to any weapon-based proc. (See below screenshots--click to enlarge--the left is a Corona of the Soul proc in the combat log and the right is a Sungrazer proc in the combat log, though unlike Corona of the Soul it doesn't have a special name in the combat log. I also tested some other procs and verified those get boosted, too.) This is both a general thing to keep in mind for your own builds, especially rogues who can sneak attack and Deathblows, but is especially good for a Streetfighter who can easily get an additional +50% from Heating Up and a further +100% from critting while On The Edge. As far as other unique weapons go, steal Xoti's Sickle as soon as you can, you'll be able to put better use to it. Not only does it have the benefit of having two damage types unlike other hatchets (giving you much-needed damage diversity), but its power-up effect (additive +5% plus .5% per religion skill to sickle damage until end of fight, up to 4 stacks) is very good and likely to trigger since this character will be doing a lot of finishing blows. I highly recommend you enchant it to have Urgent Harvest, which gives you 15% plus .5% per religion skill action speed bonus to Xoti's Sickle the moment any enemy dies anywhere, regardless of whether or not you did the killing blow. Importantly, due to stacking rules (which I'll go into further later), this combines with the Streetfighter special, with Potions of Deftness, etc so you can get stupidly fast attack speeds with the sickle. Mid-to-late game better hatchet options will open up. Acolyte's can be straight up better than a Xoti's Sickle because its Freezing Lash is always active (whereas Xoti's Sickle needs to power up upon kills) and is a multiplicative bonus with the total damage you did, which means a +15% freeze damage lash is worth much more than a +15% xoti's sickle damage. The combination of sneak attack damage (up to +60% additive) and Streetfighter special (another +50% additive) and possibly the Streetfighter On the Edge bonus (another +100% additive from crits) can make that lash worth more than a fully-powered up xoti's sickle. Later on when you have more survivability tools at your disposal and the +3 deflection bonus from a hatchet (or +6 from two hatchets) is less important and the -10 accuracy weapon modal more redundant, you can start ignoring hatchets all together. I like pairing Marux Amanth and Pukestabber together; when Pukestabber is enchanted with Mad Drunk, while under the effects of alcohol, both daggers will have +20% additive damage and +20% action speed; plus, both of them will benefit from the Fair Favor hat. Regardless of what weapons you choose, you'll have three weapon slots each with an important role: one that has a blunderbuss/melee pair, one for dual-wielding, and one for a large shield. Your dual-wielding one will be your main slot past the early game, but you'll need to be ready to switch to one of the other slots as the situation demands. And be sure to have damage type diversity, because this character will lose a lot of steam if you're stuck in a 25% No Pen situation against most of the foes in an encounter. In fact, I recommend keeping your high penetration backup weapon as your blunderbuss/melee pair - this is essentially your "boss mode" set up where you can both do high penetration and trigger self-flank at will throughout a long fight without having to repeatedly weapon switch. 3.0+ update There have been some random changes to how dual-wielding a ranged weapon and a melee weapon work. First, you can no longer attack destructibles at range if you are main-handing a melee weapon; your ranged weapon must be in your main hand. Second and more relevantly for this build, you cannot actually engage enemies unless you are main-handing a melee weapon. This is important because a good crutch for this build was to main-hand the blunderbuss, so that the range indicator properly indicates the range of the firearm so you know how far away to go before it's too far when trying to trigger Powder Burns. You can still do that, but you can no longer engage foes if you do this. Since engagement can be pretty important, if you don't need the visual aid of the blunderbuss range indicator, you should main-hand a melee weapon and keep the blunderbuss in your off-hand. DETAILS - SURVIVING The basic point of this character is getting into dangerous situations to trigger the Streetfighter special and then surviving, which is a harder task when playing on Veteran or Path of the Damned. Before we dive into the many tools that we'll lean on, we need to talk about how effect stacking works in Deadfire. On the face of it, the rule is pretty simple, paraphrasing the in-game cyclopedia: all passive effects stack, but the highest active effect suppresses all other active effects. While the rule is simple, the devil is in the details and thinking through the implications of this is important for your own gameplay. A "passive effect" can be thought of as constant item effects (like a Ring of Minor Deflection), innately triggered item effects (like Xoti's Sickle's Urgent Harvest or its damage boost or Entonia Signet Ring's defense bonuses), and passive class abilities (anything in the passive column and always-on innate effects like the Helwalker's might bonus from wounds). Everything else is an active effect, including weapon modals, paladin auras, and stances. This is relevant because one of the ways that we'll lean on surviving in dangerous situations is by having a high deflection. Veteran min-maxers will know the finer points of getting your deflection to sky-high levels, but the important detail for us is that when it comes to defensive abilities we actually have a lot of redundancy, and surviving will involve avoiding that redundancy. Look at the following table for ways that we will make it harder and easier for enemies to hit us, and what active effects fall into each stacking category (this is not a comprehensive effect of all things in the game, just common ones relevant to this character): +Deflection | +Deflection from Resolve Arcane Veil (+50 vs non-guns)| Any resolve inspiration (+5) Escape (+50) | Ripple Sponge (+2) Mirror Image (+30) | Llengrath's... (+10) | dagger modal (+10) | Coral Snuff (+5) | ------------------------------------------------------------- -Enemy accuracy | -Enemy accuracy from Perception Despondent Blows (-15 melee) | Arkemyr's Wondrous Torment (-10, jumps to -5) hatchet modal (-10) | Any perception affliction (-5) Devotions for... (-10) | Blinded affliction (-10) | ------------------------------------------------------------- -Deflection | -Deflection from Resolve Flanked (-10) | Any resolve affliction (-5) This means that any given time, you can have around a 85-point net swing in your relative deflection to the enemy's accuracy. This is by combining Arcane Veil, a resolve inspiration, a Despondent Blows debuff on the enemy, and a perception affliction on the enemy, though you will likely also have a constant -10 from being flanked. Still a 75-point net swing after being flanked is still pretty huge and this is still ignoring stackable passive effects like the hatchet innate weapon bonus (+3 deflection against melee), Entonia Signet Ring (+2 all defenses per enemy engaging you [which is different from enemies that you engage]), a large shield with weapon and shield style (+12, +6, plus an additional +2 per large shield enchantment level), Cloak of Deflection (+7), Minor Ring of Deflection (+2), Shorewalker Sandals (+1 resolve), etc. However, this also means that if you have Mirror Image active, there is no reason to have your dagger modal active. If you've hit all the enemies nearby with a blinded affliction, there is literally no reason to have your hatchet modal active and casting Devotions for the Faithful could potentially just be a waste of time. Juggling all these various stacking effects will constitute a good chunk of the micromanagement of this character. You certainly could just leave your dagger or hatchet modal on all the time, but you'd be giving up a significant chunk of damage unnecessarily. Now, a big question is, say all enemies nearby are hit with Devotions for the Faithful (-10 accuracy); is it worth the opportunity cost(*) of casting Despondent Blows on top of that (it would be a net change of an additional -5 accuracy)? Similarly, if you are already protected by Arcane Veil, is it worth the time to get a resolve inspiration? The answer, my friend is that defenses offer increasing returns(**). Basically, look at the combat log. If the enemies don't have too much of a negative penalty to their attack roll, then it's probably not worth it. If they have a pretty huge negative penalty (but less than -75), then yes it's probably worth it. Even then, this guideline isn't perfect because if you're trying to get hit to get low enough health to trigger On the Edge or a perma-Heating Up (common later on in the game), then you may never find it worth it to cast even the hard-hitting stuff to begin with. (*) "Opportunity cost" is a crucial concept for this character, and an important concept for any other character. There's an idea that there's an "action economy" in games like Deadfire, that is, you only have enough time to do so many things before combat ends, one way or the other. You certainly could cast every single buff or debuff in your arsenal willy-nilly, but then you'll spend actually very little doing anything of import. When you eventually are able to attack about once/second for a significant amount of damage (40-50 a pop, with potential Corona of the Soul triggers), you'll have to judge very carefully whether it's worth instead spending 3-6 seconds (i.e. giving up 150-300 damage) by casting a spell or using an ability. (**) Defenses offer increasing returns because of the way attack rolls work in Pillars/Deadfire. The higher the relative defenses to an attacker, the more significant each additional point of defense becomes. A pair of examples illustrating this: let's say you have 0 defense against an attacker with 25 accuracy. What would the impact of 5 additional defense be? Well, with Deadfire's rolls, you'll go from being graze/hit/crit by the attacker 100% of the time to 95% of the time. Not much of a change in your total survivability. Now, let's say that you have 95 defense against that same attacker. What would the impact of 5 additional defense be? You'll go from being grazed 5% of the time to never being touched ever again. You will have gone from having finite--if huge--survivability to literally infinite survivability: that enemy could attack you until the heat death of the universe and they will never so much as reduce your health by 1 point, where with a 5% chance to graze they could probably kill you within an hour if you do nothing but stand there. This might sound like an absurd example, but for many types of "The Ultimate" runs for Pillars of Eternity 1 (beat the entire game solo on the hardest difficulty in iron man mode) some fights could literally last for more than an hour and the difference between being grazed 5% of the time and never being touched could be the difference between a successful run and one that fails after many hours of playing. Plus, when you are surrounded by enemies in melee and targeted by enemies at range, even a 5% chance to be grazed can be significant; when there are ten enemies on the battlefield one will be expected to graze you every other attack, which will quickly add up to something fatal if you aren't killing things quickly). You'll note that I list Escape as a source of deflection. And while it lasts an extremely short time (3s), with decent intellect and stuff like Meppu/Roe it can last almost 5s. Early on it can be a way to get some extra emergency protection without burning an Arcane Veil (especially since you don't have many other non-situational Guile-spenders you can potentially just chain together a bunch of Escapes to your current location since it has only a .5s base action time and no recovery), and at all points in the game can be used so that you can jump straight behind enemy lines and have a few seconds of unconditional +50 deflection protection to buff yourself or do something else. (If you want to be tricky, you can use Salvation of Time to extend the unconditional +50 defense of Escape by 20 seconds.) Now, it's important to highlight that this character is not intended to be an immortal riposte build. We could just leave a large shield equipped and stack on all sorts of bonuses to be untouchable, but frankly I find that playstyle boring (I did that for my own The Ultimate achievement run and while it was certainly impregnable it was also tedious). What we really just shoot for is enough defenses and debuffs to not be squished into oblivion within a few seconds of being flanked, so that we can go on a killing rampage. This character picks up riposte not because we are going to rely on it for as a centerpiece for our damage, but as an accent of some additional damage in certain situations (which we maximize by dual-wielding since riposte does a full attack). In fact, in the late game, we may just want to deliberately get to near death ourselves and not worry so much about defenses, which leads me to another aspect of the survivability equation: CAN NOT DIE EFFECTS If you played Pillars of Eternity 1 with a priest, you'll be forgiven for ignoring Barring Death's Door and similar effects in Deadfire, since the effect in Pillars 1 was pretty lame. All they did was prevent you from dying, and dying in Pillars of Eternity 1 meant getting knocked down to 0 health (as opposed to 0 endurance), which would have been a permadeath instead of just a knockout. What Barring Death's Door and similar effects do in Deadfire is prevent anything from reducing your health below 1 (even instant kill effects from something like Death Ring). Fortunately for the Streetfighter, one way to trigger Heating Up is to get Bloodied or lower, and the only way to get On The Edge is a combination of being Bloodied or lower and being flanked. Both Barring Death's Door and Potion of the Final Stand give us a nearly foolproof way to trigger Heating Up and sustain On The Edge. But both Potion of the Final Stand and Barring Death's Door have low base duration. It's for this reason why we pick up something like Prayer for the Spirit (+5 intellect means an extra +25% of base duration for Barring Death's Door), invest in Alchemy (+5% duration per point in Alchemy to Potion of the Final Stand), and love food/drink like Meppu/Roe (+15% beneficial effect duration, additively stacks with intellect and power level scaling) and importantly why one of our most important late-game spells is Salvation of Time (+10 seconds to beneficial effects but as of 1.2 actually grants +20 seconds at least the first time you cast it per encounter). This stuff also helps Arcane Veil--which has a fairly short duration as well--but is more critical for these "can not die" effects because the moment they wear off with you at 1 health, you are probably going to be knocked out. This leads to the second of this character's weaknesses, and it is Arcane Dampener. It's not too common for much of the game, but during the Paradise of the Mind quest and Nemnok the Devourer quest, literally every enemy wizard will try to hit you (and especially this character) with Arcane Dampener at least once; will Arcane Dampener temporarily suspend any current protections for a long time. You can try to hope that your will defense--which will be sizable thanks to a high intellect (buffed further by Prayer for the Spirit)--protects you, but this hope is dangerous because even a graze will dispel all your protections for a few seconds, which is more than enough time for you to be interrupt-locked to your death. You have two main approaches. First, you can try to use Smoke Veil to go invisible the moment you see the Arcane Dampener icon appear above wizards' heads (they tend to all cast it at the start of the fight, so if you see one you will probably see a lot) and let the enemy wizards re-target it to another member of your party who is less reliant on spell protection for survival. Second, you can try to use Smoke Grenade/Smoke Cloud or something like Grenades or Concussion Bombs to interrupt them while they are trying to cast it. This is very risky because if you miss you don't get another chance to interrupt them, so generally prefer the first approach. Either way, you should then eliminate the enemy wizards with extreme prejudice, because some of them will hang on to their third level spell cast to try again later. DETAILS - CONSUMABLES In addition to blunderbussing with Powder Burns or charging in to get flanked/brought to Bloodied quickly, an additional way you are going to get uptime with Heating Up and On The Edge is with explosives. Sparkcrackers is the way to do it for much of the game, since it will afflict you with Distraction and with a high explosives skill can last ~30s on a hit. The catch is that it needs to hit deflection first, so it will not work very well if you have already buffed your deflection or are in the middle of an Escape. A smaller catch is that your Intellect and possibly your Resolve are high, so your will defense will be high, making it hard for Sparkcrackers to hit, so only do this if you're desperate for a buff or are under the effects of Deadeye, Potion of Deftness, or something like Potion of Perfect Aim (all of which will give you a modest boost to accuracy). Do note that with a modest intellect, Sparkcrackers will attempt to hit you twice: one upon contact and once again a second later; its distraction effect triggers every second and Sparkcrackers actually has a base aoe duration of 1s.(*) (*) Note that patch 1.2 significantly weakened the effects of Deadeye and Potion of Deftness (no additional accuracy from alchemy) and somewhat weakened Sparkcrackers (no extra duration scaling from intellect). If all else fails, you can use Cinder Bombs (or rely on a friendly wizard to cast something like Chill Fog). Unlike Sparkcrackers, Cinder Bombs don't need to hit deflection first and instead of targeting will targets reflex which may not be as high if you have a perception affliction. Note that the blinded affliction is much worse for you than being distracted, because in addition to being flanked and losing 5 perception, you will also have an additional -10 accuracy penalty and a severe +50% recovery time penalty. However, even though the +50% recovery time penalty has the same magnitude as Heating Up's -50% recovery time bonus, the recovery time bonus is much more powerful than an equivalent magnitude penalty, and so you will still gain a significant speed up from being blinded(*). Cinder Bombs can also be used suicidally in a pinch if you want to lose some health to either trigger On The Edge or get into Heating Up in the first place, but do pay attention to that ongoing damage because it would be stupid if you ended up actually killing yourself. In higher-level fights, Cinder Bombs can also be a useful protection since if you're blinded you cannot be hit by Fampyr's Dominating or Charm Gaze. (Theoretically, blinding enemies also blocks them from using gaze attacks, but as of 1.1.1 this is bugged and doesn't work.) (*) This point comes up again and seems confusing, and is a minor disagreement I have with MaxQuest's otherwise excellent work on action speed; in the pinned post he asserts that all maluses (through something he calls "double-inversion") are stronger than their equivalent magnitude bonuses. This may be true for damage, but is not quite the right way to think about this in terms of action/recovery because action/recovery has different "native units" depending on whether it's a bonus or a penalty. The true complexity is left for the appendix, but for here it serves us just to remind you that because of the different "native units" a -50% recovery time bonus is not countered by a +50% recovery time penalty. Instead, if you are at all familiar with investing or finance, it's related to why if your investment loses 10% of its value one year, you actually need more than a 10% gain the following year to make up for it, because you're starting from a smaller base. In fact, let's stick with this investment analogy and swap in numbers from Deadfire here: imagine you had $1000 worth of stocks that lost 50% of its value one year. What return would you need the next year to make it back? If you lost 50% of your $1000, you are down to $500. So you would actually need a 100% return (doubling your money) the next year to get your money back. And in fact, this holds true for the blinded/Heating Up interaction. For the blinded affliction to cancel out the -50% Streetfighter recovery time bonus, it would need to be a +100% recovery time penalty. Sure enough, you can verify this in-game by looking at your weapon recovery time and then blinding yourself. Even though you have a +50% time penalty from being blinded your recovery time will go significantly down. To get the magnitude of the specific effect, we have to convert to our native units; -50% recovery time bonus is natively a +100% action speed during your recovery; a +50% recovery time penalty is already in its correct native unit; we take the +100% and subtract the +50% recovery time penalty; the answer is positive, so we treat it as an action speed adjustment of +50%, or a net recovery time bonus of -33% which is still significant. Yes, this math is weird. Other than those explosives, you should load up on whatever else floats your boat. Remember that, like weapons, explosives have a short action time and a longer recovery, so the Streetfighter with their special will be able to spam explosives like nobody's business. because of this Grenade and Concussion Bombs are a little less useful than others because spamming bombs is a little harder to do when Grenade and Concussion bombs are knocking everyone around. For alchemical uses, Deadeye and Potions of Deftness are mostly there as accuracy bonuses (though the action speed bonus from the potions of deftness is a nice plus), not just for landing Sparkcrackers but also because even with 17 perception there's a high likelihood that you have a perception affliction, so you are going to find that sometimes you need the accuracy help. Note that once you get Devotions for the Faithful, you can just use that for a powerful if slower accuracy boost (though it may be too slow for just trying to trigger Sparkcrackers early on since you'll have to go through at least one slow spell recovery from Devotions before attempting a Sparkcrackers).(*) (*) As of patch 1.2, Devotions for the Faithful's +10 accuracy bonus is the best active common accuracy bonus that I can immediately think of. This is because patch 1.2 significantly nerfed all consumables but in particular Deadeye and Potion of Deftness by no longer letting their accuracy bonuses scale upwards with your alchemy skill, so Devotions's +10 bonus got significantly better as a result. In addition, Devotions is special because most other accuracy bonuses come from being perception inspirations (like Fighter's Disciplined Barrage), so the +10 accuracy will stack freely with other perception inspirations and importantly for this build won't counter perception afflictions. Potions for the Final Stand are a good, if uncommon, supplement to Barring Death's Door (and your main option--aside from a friendly Shieldbearer Paladin--before you get Barring Death's Door). Potion of Impediment meshes extremely well with the Streetfighter's ultra-low-recovery rate for weapon attacks; as of 1.2 you no longer get effect scaling with alchemy but with a 30% interrupt chance and a fast attack rate you can still prevent a dangerous enemy from getting much done (interrupts, in addition to countering any active ability adds a little extra time to their current recovery). And lastly, a major weakness is that the Streetfighter/Wael lacks a lot of good ways to penetrate enemy armor (you won't be picking up any weapon modals that give you bonus penetration, and there are no armor penetration skills), so when you can, keep a Potion of Piercing Strikes ready to give you bonus penetration for big, hard fights.(*) For much of the game, you'll also want Potions of Minor Healing (nothing stronger) just to help you when your health gets too low. (*) Due to the fact that damage maluses are significantly stronger than damage bonuses due to double-inversion, under-penetration can lead to severe loss of damage. 25% underpenetration cancels out upwards of +300% worth of damage bonuses (it's a similar situation to a -75% recovery time bonus requiring an equivalent +300% recovery time penalty to cancel out), which is well more than what even a Streetfighter that is On the Edge and critically sneak attacking can put out. Even just going up to a 50% underpenetration (which only cancels out +100% worth of damage bonuses) can actually more than double your damage output. E.G. a neutral might, level 20 streetfighter/wael on the edge, sneak attacking, critically hitting, at 25% underpenetration would have a net damage adjustment of almost -40% (-3 + .6 + .5 + 1 + .25 = -.65 => 1/1.65 = .61 => -39%) whereas just managing to go up to even 50% underpenetration would have a net damage adjustment of +35% (-1 + .6 + .5 + 1 + .25 = 1.35 => +35%) which is a 2.25x increase in damage. Shows you how important penetration can be. DETAILS - MISCELLANEOUS SPELLS AND ABILITIES As mentioned before, we pick up Pillar of Faith, Pillar of Holy Fire, and Cleansing Flame just to do some extra damage and cause some interrupts (for Pillar of Faith), and hopefully trigger a Marux Amanth double-cast. Remember that opportunity cost is very important; make sure with all of these that you are doing something that, on its own, is worth giving up the melee damage you are foregoing by not auto-attacking instead. For Pillar of Faith, that means trying to interrupt several enemies in one go (remember that the prone itself targets Fortitude whereas the damage targets Reflex). Pillar of Holy Fire against groups of enemies (and potentially yourself if you're trying to trigger Bloodied). Cleansing Flame to eliminate enemy buffs and when it looks likely you'll get some good jumps off of it. Holy Meditation is just for some early resolve inspiration if needed, and later on as a way to cancel out a growing number of ways that enemies can Terrify your party. This character doesn't have many offensive abilities, so Frightened is not actually that big a deal, though the resolve hit can be a liability. Searing Seal is there as an additional source of blind and a way to lure enemies and blind them for free. That's because if you cast a spell outside of combat and you stay out of combat for a few seconds, you get that spent resource back. For many abilities this is not too useful. Seals, however, have a long duration. So you can cast it, wait for your resource to come back, and either lure enemies into it or wait for them to walk over and be hit by it. In fact, so long as you cast it a decent distance from enemies away, but still close enough to alert them by its noise, they will walk over the seal and be affected just after you get your 5th level spell cast restored. Because your 5th power level of spells is going to be oversubscribed (Barring Death's Door is just so good in this build), an opportunity for a free blind is too good to ignore. 3.0+ update I no longer recommend Searing Seal and instead recommend Champion's Boon. Champion's Boon solves several problems for us. First, it gives us +2 penetration from its Tenacious inspiration; this won't stack with a sabre or stiletto weapon modal, but will stack with the mace effect (because the mace gets extra penetration by implementing it as a debuff on the enemy, not as a buff on yourself) and importantly is the only consistent way we have to boost the penetration of daggers. In fact, for daggers this is better than a weapon modal because most other bonus penetration weapon modals give you a significant recovery penalty, whereas Tenacious gives us the +2 penetration without any drawback. The second and smaller perk is that Champion's Boon gives us +3 engagement. Combined with Persistent Distraction, this means up to four nearby enemies will be Distracted. Combined with the inherent Resolute inspiration Champion's Boon gives you, this is a net 10-point hit chance swing in your favor, in a way that stacks with accuracy penalties from Despondent Blows or Devotions of the Faithful or the hatchet weapon modal. It also means your Riposte attacks have an easier chance to hit on virtually anyone attacking you. The downside to this choice is that we no longer have a "free" spell like we did with Searing Seal. Because Barring Death's Door is so important for survival, you really should evaluate your combat situation carefully and weigh whether or not you are going to need the bonus penetration or you're going to need to prevent death/trigger On The Edge. We pick up Smoke Cloud solely as a prerequisite for Smoke Grenade. And we pick up Smoke Grenade for two reasons: as an additional fast interrupt, and as a way to help enable Deathblows. Persistent Distraction will take care of Deathblows for you automatically (the free flanked that perception afflictions bestow counts as a second affliction), but Smoke Grenade will be useful for triggering Deathblows on enemies you are not able to engage and for situations where the enemy is resistant to perception afflictions (you get the weakened effect from Smoke Grenade, and then rely on either manual flanking or some other explosive or party member to apply another affliction). If you have no problem with keeping near 100% Deathblows up-time without Smoke Grenade's help and don't mind the friendly fire, you can pick up Pernicious Cloud instead for the extra damage. 3.0+ update I added a story choice to the build--to be snarky at the gods when they first summon you after leaving Port Maje. This is because this unlocks the Wit of Death's Herald upgrade to your Death's Herald watcher ability (it also fits in with Wael's preferred disposition of being clever, coincidentally). Wit of Death's Herald adds on an intellect inspiration to the base effect, so is a "free" way to cast Prayer for the Spirit once/rest without using up a PL3 slot. DETAILS - STATS The last part of this is just the easiest: why are stats the way they are? Intellect is the only mandatory max-out, because you want to squeeze as much duration and area of effect out of everything you have. Resolve/deflection is an important stat, but after the consumable nerfs of patch 1.2, this build really needs the accuracy help due to perpetually being hit with a perception affliction (and no longer able to rely on Deadeye or Potions of Deftness with a high alchemy), so we actually skip resolve and invest in perception instead. We'll eventually get Shorewalker Sandals for its +1 Resolve to get up to 10, but we don't actually want more than that, because patch 1.2 also weakened Sparkcrackers' duration, so having too high of a resolve will negate many Explosives skill points. Basically we'll rely on deflection-boosting buffs, enemy-accuracy-penalizing debuffs, and Holy Meditation for our survivability instead of requiring a high inherent resolve. If things are too rough for you early game, you can put on a Cloak of +7 Deflection or some resolve boosting gear or some such, but as you get more tools you will generally want to dump some of that stuff just so that it can be easier to self-Sparkcrackers when you need to. (By contrast, we like Entonia Signet Ring because its defense bonus only occurs while you are actively engaged by enemies and you frequently are going to be doing Sparkcrackers while you aren't actively being engaged yet. Perfect for this build.) A lower resolve means we're going to get hit more regardless of what we do, so we don't dump constitution anymore. We don't have the spare points to invest in it, but we also don't want to make ourselves squisher than we need to be. In fact we pick up Tough later on for extra buffer room against high-impact enemy spells/abilities, but it's really a double-edged sword. More health means you can stay at Bloodied or below for longer, and there's more room for mistakes (like not paying attention to the fact that your Arcane Veil just ran out or that your Arcane Veil isn't doing anything because the enemy is using guns even while you melee them), but it also means it takes a lot longer to get to Bloodied. Whatever might adjustments you make here will be generally dwarfed by the huge amount of damage bonuses you'll get from a Streetfighter sneak attack (the base +30% plus power level scaling, plus the +50% from the Heating Up special). We opt for a neutral score to put the points elsewhere (and we want to avoid a penalty because damage penalties are stronger than bonuses). We put points into dexterity because action speed stuff has linear returns (see appendix) so we'll be able to be even faster, and importantly our spell cast times aren't affected by the Streetfighter special (just their recovery), so dexterity is the main way we'll make our spell casts a little more nimbler. (Picking up Rapid Casting later on will help, too.) Wood elf background is pretty important for its Dexterity affliction resistance. This character really wants mobility, and being able to shrug off hobbling, and convert a near-lethal Paralyze into a not-bad-at-all Immobilize is pretty valuable. You can find gear that provides Dexterity resistance, but this way you can reserve those inventory slots for more interesting stuff. CONCLUSION/PUTTING IT ALL TOGETHER Whew! That was a lot of text to read. If you made it this far, congratulations! And I hope you learned a thing or two. If this build still sounds really abstract to you, here are a couple typical examples of mid-to-high level encounters and how an Umezawa would handle it. SCENARIO: mixed group of melee 0. already affected by deadeye. 1. main tank charges in, unstealthed, while Umezawa is still stealthed. Targets self with a Sparkcrackers with ~70% accuracy (which is almost a guarantee to graze/hit, and the will effect will be likely to at least graze), if the main tank pulled right maybe an enemy gets affected too. 2. Escape towards the bulk of the enemies. While you still have the +50 Escape bonus active, make sure hatchet modal is enabled (in case Riposte procs you can debuff enemy accuracy), and then self-buff with Prayer for the Spirit and then cast Despondent Blows before disabling your hatchet modal and then casting Arcane Veil. 3. DPS everything down. Throw some bombs if you feel like it. Re-cast Arcane Veil if necessary. If fight is still going on and you're out of Arcane Veil, self-empower, chain Escapes together, use Mirror Image, etc. SCENARIO: high-level mixed group of melee and casters 1. Charge in. Notice that casters start casting Arcane Dampener. 2. Use Smoke Veil to go invisible. Continue to run Umezawa towards the back while the Arcane Dampener gets retargeted to your other party members. 3. Unstealth by throwing Sparkcrackers at point-blank range with one of the back casters, hopefully affecting yourself with Distraction. Cast Prayer For the Spirit, then Barring Death's Door as enemies reconverge on you. 4. Let them bring you down to 1 health and flank you while you DPS the caster down (you can also self-target with Pillar of Holy Fire to help bring your health down), and Escape to target the next caster. If you see another Arcane Dampener start getting fired, use Smoke Veil or Smoke Grenade. 5. When all the casters are gone, DPS everything else down. Use Salvation of Time for extra Barring Death's Door time. If you're in a situation where Riposte could be relevant and you're already at 1 health, go ahead and use Arcane Veil just for the added damage from your counterattacks. If you run out of Salvations of Time and Barring Death's Door, self-empower for another round of both. SCENARIO: "deal with it" nemnok fight. 1. Let main tank unstealth and trigger everything. 2. While stealthed, Umezawa either Powder Burns or self-Sparkcrackers. 3. Carpet bomb the area with Lightning Bombs and whatever else you got (Immolator, Frost Bombs, Blister Bomb) and mix in a couple of Smoke Grenades to lower enemy fort/reflex and reduce their ability to heal back from this hellscape you're creating. 4. Watch the entire enemy fight disappear under a hail of bombs exploding every other second. SCENARIO: single-enemy tough fight 0. Start off with deadeye already enabled. 1. Start off with your melee/blunderbuss weapon slot, the melee weapon being a fast (base 3s recovery) weapon. If you are able to land a non-graze self-sparkcrackers, switch to your dual-wield. Otherwise stay with this weapon slot and just find ways to keep Powder Burns uptime for the rest of this scenario. 2. Drink Potion of Impediment. (The interrupt chance from this and Deadeye are multiplicative with each other, so you'll have a net 40% [1 - .7 * .85] chance of interrupting with any given attack.) 3. Attack the enemy with a fast weapon. While as of 1.2 you won't completely interrupt-lock the enemy, attacking almost every second with a 40% chance to interrupt will turn down the danger level of any given tough enemy a lot. 4. Use Salvation of Time if necessary. Use Cinder Bomb, Pillar of Holy Fire, or other explosive to get your health down if you also want to be On The Edge while doing this. ALTERNATIVES After having dug up how monastic unarmed training works, I suggest two alternatives that rely on picking up Monastic Unarmed Training instead of Fast Runner. (You can pick up Fast Runner later in lieu of e.g. Holy Meditation or Pillar of Faith). TL;DR: Monastic Unarmed Training gives you potentially extremely fast, high-penetration weapons, but you need to find bonus sources of PL to really get mileage out of it (ideally at least +3, hopefully even +6). Option 1: Nature Godlike Until you pick up Champion's Boon you are going to a friendly party member who can buff you with a body inspiration, but you get +1 PL, and then you can get up to another +2 PL from either food (+1 PL) or a Potion of Ascension (+2 PL). +2 PL is enough to get you better-than-superb fists pretty early on, though not quite enough to get better-than-legendary, so you'd need to start crafting/buying Potions of Ascension on a regular basis to get to better-than-legendary scaling (at level 19). This is the "consistent" option, but is dependent on party composition. Option 2: Death Godlike For much of the game you won't get much bonus PL, but once you unlock Barring Death's Door, you can hover around Near Death for +3 PL, with the possibility of another +2 PL form either food (+1 PL) or a Potion of Ascension (+2 PL). +3 PL is enough to get you better-than-legendary fists by the end of the game (level 19), and conditionally +5 PL will get that for you by level 13. Unfortunately I don't think there exists another way to stack on another +1 PL to get better-than-mythic fists by the end of the game, at least without exploiting a bug(*). If there does exist another source, do let me know (it would have to be a non-class/keyword-specific PL bonus that comes from an item). This is the "spikey" option, but doesn't require you to have a body-inspiration-buffing-capable party member. (*) The Heart-Chime Amulet (reward for Pallegina's quest) is supposed to give you a variable bonus as a godlike or watcher, but is currently bugged to always give you the bonus that a Moon Godlike should get, which is a +1 PL stackable bonus. You can use it here to get +6 PL, but be warned that Obsidian will fix this bug and it's only a matter of time before this loophole goes away. In either option your main dual-wielding set of weapons will be your fists, which you can treat as fast blunt weapons with bonus inherent accuracy, damage, and penetration and a +30% damage lash. The weapon modal proficiency for fists is an additional +2 penetration, so you could theoretically re-drop Champion's Boon and bring back Searing Seal. You'll have a strong early game due to how the monastic unarmed training talent works, and the bonus PL will help ensure that you continue to scale at a reasonable pace. Though you need to be a Death Godlike comfortable with dancing with Barring Death's Door to really take advantage of it; fortunately for this build lots of good things happen at near death, so you'd be really leaning into that "glass cannon" philosophy. You're giving up a head slot, but this build was mostly using it for Fair Favor, which you don't need if you're busy punching everything in the face. REJECTED APPROACHES One immediate alternative approach to an Umezawa build you might think of is to pair a Streetfighter with an Illusionist, or at least a Wizard. You get a lot more opportunity-cost-worth-it damage spells and ways to afflict enemies. You also get Infuse With Vital Essence with is like a super-charged version of Prayer for the Spirit (since you are mostly using it as a self-buff in this build anyway). Plus, the Wizard has access to Wizard's Double, which, with a sufficiently high deflection, its duration-less unconditional +40 deflection is the best defensive spell you can use. The problem is that the Wizard actually has its defensive spells inefficiently distributed for our purposes. Both Arcane Veil and Mirror Image are at PL2, which means a Priest of Wael actually effectively gets twice as many casts as the wizard, since for the priest Arcane Veil is at PL1 and Mirror Image is at PL3. The fact that Arcane Veil is a PL1 is also a bigger deal than you may think. For one, early-game (Port Maje) 1.1 Path of the Damned is a fair challenge, and a wizard multiclass won't get two casts of PL2 spells until level 7, which is after when you probably most desperately need it. In addition, there are several resting effects in the game that give you a bonus +1 level spell cast (The Wild Mare and the Luminous Adra Bathhouse immediately come to mind). This is great for a Priest of Wael because it potentially means 3 casts of Arcane Veil, plus an additional 2 upon a self-empower. There's basically no equivalent for a wizard. And while Wizard's Double is good, it won't be that good for much of the early game because your deflection just won't be high enough to really milk it for what it's worth, and by the time you can take advantage of it, the Wael version will be picking up new tricks. Speaking of which, wizards lack the following spells that really help tie the Umezawa together: Despondent Blows, Devotions for the Faithful, Barring Death's Door, and Salvation of Time. It makes for some great general party utility and combat versatility. While I'm sure there is a great Streetfighter/Wizard build out there, I am fairly confident that for this specific playstyle (as opposed to an immortal high-deflection riposte build, which a wizard could do better) Streetfighter/Wael is the way to go. The Umezawa build as of now is also not a solo PotD build. A soloable version of Umezawa would be closer to an immortal, high-deflection riposte build, because the way this build is now the Umezawa is a team player. Frankly, without a lot of delicate pulling of enemies or just constantly equipping a large shield, there's just no way that the Umezawa can sustain all the enemy hate in the world because while your deflection is high to mitigate a significant portion of damage, it's not going to be high enough. Even with access to Barring Death's Door, encounters would probably just take too long and you'll be left out of steam with enemies still standing. Umezawa can work great in smaller-than-5 parties, but a completely soloable build would likely be unrecognizable to the one being presented here today. NOTES FOR MAGRAN'S FIRES Abydon: not recommended. This build leans hard on certain unique weapons and armor and you can really run up an expensive repair bill versus other characters that can use generics instead. Berath: nothing relevant to worry about. Eothas: nothing relevant to worry about. Galawain: be on the look out for Unstoppable and Bullish enemies. Unstoppable can't be afflicted, but they can be flanked; important to keep in mind for keeping your DPS up. Bullish enemies interrupt and knock back at will, so make sure you don't drop your best deflection bonuses (Arcane Veil or Escape) before trying to cast something at point-blank range. Magran: if you can pull off this build along with a party on this challenge you should probably quit your job and become a professional DOTA or Starcraft 2 player. Skaen: if you want to use this character to help illuminate things, the sabre proficiency is more important early on, and then you can use the sabre-torch. If you don't have access to the sabre-torch, well... *shrug*. Normal torches are still usable but represent a huge DPS loss. APPENDIX: LINEAR RETURNS I made the assertion earlier that speed adjustments offers linear returns. I've fought similar debates re: World of Warcraft and Diablo 3, and I'll fight it again now. But before we go onto my analysis and conclusion, we need to be clear what we mean by "linear returns." If you've taken calculus, then the easiest way to express what "linear returns" means is that for a given differentiable function f where f'' is the second-derivative and f consumes a stat x to yield a metric y, then if f(x) = y, ∃x₀: ∀x > x₀ f''(x) = 0. Putting it into words, we mean that after a certain point for x the second-derivative of f(x) is 0. Analogously, "increasing returns" is when f''(x) > 0, and "diminishing returns" is when f''(x) < 0. Put in less math-y speak, a stat has "linear returns" when for a given absolute change in that stat, the resultant metric always yields the same absolute change as well, regardless of what our starting point was. By contrast a stat has "increasing returns" when for a given absolute change in the stat, the resultant metric yields continually larger absolute changes the higher our initial stat was. Similarly a stat has "diminishing returns" when for a given absolute change in the state, the resultant metric yields continually smaller absolute changes the higher our initial stat was. A key point to this is properly identifying what the "metric" is. The poster child for this is resolve(deflection) and perception(accuracy). I've talked to and read posts by people who assume that because +1 deflection gives the enemy a -1 penalty on the attack roll and a +1 accuracy gives you a +1 on the attack roll that deflection and accuracy have linear returns. Nothing could be further from the truth. Because the actual metric is "effective health." That is, how much effective health do you have? And as this is the true metric it becomes very clear that deflection/resolve has increasing returns, because at very low deflection another point hardly matters, but at the top-end each point of deflection is so important that eventually it gives you infinite survivability. Accuracy, by contrast, has diminishing returns, because it's the flip side to that deflection equation. When you go from missing all the time to grazing some of the time, you just got an infinite increase in your damage potential (which was previously zero). However, when you already have accuracy so high that you are critting all the time, another point of accuracy will do literally nothing. With regards to action speed and recovery times, a lot of people get hung up on the fact that when it comes to speed adjustments, the more bonuses you have the smaller your reduction in your action time and recovery time, and they therefore conclude that therefore the returns are diminishing. This is wrong for two interrelated reasons. One, the action time/recovery time is not actually the metric. It is in fact just a mere component of our true metric, and is in fact the denominator. Two, because it is the denominator for our true metric, the smaller our starting value, the smaller the change needs to be to accomplish the same net effect. For example, reducing your recovery time by .1s when you're starting at 1.5s is way better than reducing your recovery time by .1s when you're starting at 5s. So just the mere fact that you get less recovery time reduction the more action speed you already have does not, by itself, mean you have diminishing returns. Instead, you have to look at the true metric. So what is the true metric? Basically, damage per second, or damage over time. More generally, it is "how many things can we accomplish in a given amount of time?" Now, does this metric get linear returns from speed bonuses? Or is it diminishing? Or is it increasing? Let's imagine a hypothetical scenario where you attack and on average do 15 damage to the target, and you do so every 5 seconds. Using the action speed equation, we can draw a graph of how much damage you are capable of doing for different levels of +action speed. See that smooth diagonal line going up(*) in the graph below (click to enlargen)? That's literally the definition of linear returns. (*) Note that for a game like Diablo 2 or Diablo 3, it's not quite this simple. At a certain point, because attack animations are connected to whole numbers of frames (frames as in "frames per second"; whole numbers as in no fractional frames) you start running into a "breakpoints" where you actually get 0 returns for a while until you get enough accumulated attack speed improvements to "round" down to the next lower number of frames per attack. So at a certain point it stops being a smooth diagonal line and starts becoming a steadily embiggening staircase. It averages out to be linear returns, but in truth it no longer really is any sort of well-defined returns because the function is no longer differentiable at that point, which was an important part of defining any kind of returns above. It is possible that at the extreme, Deadfire hits similar issues, but in truth it is clear that Deadfire retains recovery time to two decimal places (even if it rounds to one-decimal place in tooltips), and it is likely that it is impossible to accumulate so much action speed so as to hit "breakpoint" issues. Plus, if Deadfire allows for fractional attack frames, then breakpoints are a non-issue altogether. Now one hiccup here is the fact that the way Deadfire treats adjustments to your action time and recovery time is that it has different native units of measurement depending on whether it's a bonus or a penalty (malus). In effect, the native stat for bonuses is action speed. The native stat for maluses is action time. So when you have a -50% recovery time bonus, it is actually truly a +100% action speed adjustment. However, if you have a -20% action speed penalty, it is actually truly a +25% action time adjustment. Why is this relevant? Because it affects how Deadfire combines the numbers behind the scenes. When you're combining bonuses, you translate anything that's not an action speed into an action speed adjustment and then just add them up; you then optionally reconvert it into whatever unit (recovery time adjustment or action speed adjustment) the tool-tip requires; e.g. a -50% recovery time penalty and a +15% action speed bonus becomes a +100% action speed adjustment and a +15% action speed adjustment which becomes a +115% action speed adjustment for the recovery, which turns into a -53.5% recovery time bonus (and just a -13% action time bonus). When you're combining maluses, you translate anything that's not a recovery time penalty into a recovery time adjustment and then just add them up e.g. two -20% action speed adjustments become two +25% recovery time penalties that add to become a +50% recovery time penalty, which you can then reconvert back for display purposes into a -33% action speed adjustment if needed. When you're combining bonuses and maluses, you convert all bonuses into positive action speed adjustments and sum them, and then convert all maluses into negative recovery time adjustments and sum them, and then you subtract the latter from the former even though they are two completely different units of measure; so a -50% recovery time bonus and a -20% action speed adjustment becomes a +100% action speed adjustment minus a +25% recovery time penalty. The resulting number's unit depends on its sign. If it's positive, the resulting answer is determined to be an action speed adjustment. If it's negative, the resulting answer is determined to be a sign-flipped recovery time penalty. This is needless to say weird. Anyway, this is to say that yes, penalties can drag your numbers down because a -20% action speed is actually much more powerful than a +20% action speed. But unlike what MaxQuest says in his otherwise really useful action speed post, it's not just maluses that do this because of double-inversion (unlike damage penalties). For similar reasons, a -50% recovery time bonus is much more powerful than a +50% recovery time penalty. It's because you have to first convert to the "native units" at which point you see that a -20% action speed is actually a +25% recovery time penalty, which is more powerful than the +20% action speed; and the -50% recovery time bonus is actually a +100% action speed bonus which has a larger magnitude than the +50% recovery time penalty. Yes, again, this is weird and confusing. This odd use of native units of measurement also has an effect on the full understanding of our linear returns. When all you have are action speed bonuses, the linear returns are easy to see as a diagonal graph going up and to the right. When all you have are recovery time penalties, it is trivial to see that e.g. each +10% recovery penalty you add to your 5s recovery is a flat .5 second, which is also linear. But when you are combining bonuses and penalties, things get a little harder to compute and things don't add up as trivially. But if you remember about "native units" then it looks a little less weird that a -75% recovery time bonus can cancel out as much as a +300% recovery time penalty (which can make it intuitively feel like there's increasing returns to time/speed modifiers) or that a -20% action speed penalty outweighs a +20% action speed bonus (which can make it intuitively feel like there's diminishing returns to time/speed modifiers). And this is why it's so important that you get x and y right when analyzing whether for an f(x) = y, that f''(x) = 0 . Now, astute observers will note that with linear returns, the more you have of something, the less any further gain is worth relative to what you already have. MaxQuest has called this "intrinsic diminishing returns" for lack of a better term. I don't quite like the terminology because "diminishing returns" has a specific meaning, but I also don't have a better suggestion. Anyway, it is certainly true that if you have +500% action speed, another net +25% action speed is going to be a relatively less impact than when you had +0% action speed. This point is relevant if you're trying to decide between investing in damage or investing in speed, because to maximize total damage over time you want to balance out your bonuses as much as possible (for the same reason that given a rectangle with sides a and b with a fixed combined length of a + b = c, to maximize the area, a = b. In other words you get more area from being a square than from being an extremely skinny rectangle). But if you're not actively concerned about a tradeoff between damage or speed (such as when choosing how to allocate points between might or dexterity) the fact that the relative gain is less and less is completely irrelevant to whether or not you get linear returns, and sort of an orthogonal point altogether. Why? In general, a good way to think about increasing, linear, and diminishing returns is this: if something has increasing returns you generally want to invest a lot in it; if something has diminishing returns a little bit of investment might be worth it but it's definitely not worth it after a certain point(*); if something has linear returns, you're always going to get value out of it. If instead of this being Deadfire and us talking about speed bonuses, we were instead talking about Baldur's Gate and equipment that gives you bonus damage to weapons (like a pair of gloves that might give you +1 to weapon damage rolls), literally no one would be saying "oh I guess you have +5 total damage bonus now. Not worth getting more" unless it was some sort of tradeoff between equipment that gave you +1 damage or one that gave you +1 extra attack. In fact, everyone would probably be trying to stack on as much weapon damage bonus as possible after maximizing their attacks per round. It's the same thing here. When you're not trading off for damage, there's basically no reason to not get more speed if you can. (*) This is very simplified and glosses over a lot of nuance. Something can have such extremely slow increasing returns that it may never be worth investing in, and something can have such extremely slow diminishing returns that over a reasonable range of stats it may never not be worth investing in. Similarly, if every action speed and recovery time adjustment in Deadfire were suddenly decimated to literally one tenth of their current value, even though speed adjustment would still be linear returns, the gains would be so small that even though they would still be linear returns, you would be getting linear crap returns. The linear returns for investment in speed works out for us players in Deadfire because in large part Obsidian purposefully balanced speed with damage (see the Might/Dexterity correspondence). So that's it. What are you still doing here? Show's over! Hope you found this useful, entertaining, or at least educational!
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So, yeah, I am completely hooked on my Priestess of Berath from the White That Wends (Death Godlike on top) and finally stopped contemplating over different classes in the Dyrwood. My main team will consist of Aloth and Pallegina, with a certain focus on Vailian related quests and NPCs (I only know of Ydwin and Fassina by accidentally spoiling them - they seem cool). But lo and behold, Deadfire is on the distant horizon. Last time I asked about Cipher MC I think, so yeah, that is thrown out of the window for the most part. Single Class Priest of Berath vs /Druid vs /Wizard vs /Cipher vs /Chanter I am mostly uncertain if i would lose a lot of singleclass power of the Priest if I went for a MC? As far as I understand it, I not only lose the last 2 spell levels of both classes (or however it is calculated with the Chanter), but also the Power Level of each class' spells is missing out on 2 levels, which would mean weaker damage/heal spells? And also I would get my spells at a much slower rate, like ~5 levels later for my 'last' tier of MC spells? Seems like a lot of wasted potential, unless I am missing something, as I look at it all from a rather uneducated perspective? Like, looking at the unique Berath spells, the final 2 tiers seem like a huge boost in damage dealer potential, especially as Berath's spells add a lot of non-fire spells, which would be pretty cool. But on the other hand, my POE1-stats are more focused on talking (12/6/15/15/15/15), so I wonder if I would even be a worthy addition to DPS anyway. Though I am doing a lot of damage in POE1... don't know how much changes in Deadfire. But then with a MC I would have a lot of versatility added. Wizard would get me both potent self-buffs and aoe debuffs (which could be subbed for with Aloth/Fassina), Druid would get me massive AOE damage spells (storms and such - the only Universalist build on the build page lists DoT as a main selling point), Cipher (Psion for passive Focus or Ascendant for powerful spells?) again with the debuffs and self-sufficient resource, Chanter with passive resource replenishment and passive buffs/debuffs. I am slightly more inclined to go for singleclass, but as usual, I am VERY unsure... Any advice is always much appreciated
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so, yeah... I struggle a lot deciding on which caster class to pick for my MC. They all are very appealing to me, I played them all up to Caed Nua on potd and loved it all. Now, as I haven't been past CN, I have yet to meat GM and Hiravias, but thanks to me spoilering back when, I know for a fact that I'd want to keep them in my active party a lot. Only, equally I want to keep Aloth and Durance in my party. Not that I will have them all 4 as 'permanent' companions, but I will probably use them all a lot... Now my question is in the title. Which caster class is getting the most out of using two of them? As far as Act 1 goes, I *think* Wizard is the best in that regard, as I can either slot different spells for different specialties on me and Aloth, *or* I can balance spell usage between the 2 and reduce my need for resting - the latter should also be true for the Druid.
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Priest spells are currently very weak . some priest spells that were amazing in poe1 (such as consecrated ground) are now useless. consecrated ground (level 3 slow healing) slowly heals 30 hp while restore (level 1 fast spell) auto restores 40 hp. in future updates they need to rebalance priests. i suggest changing some spells (specially those related to healing and defense) and increase the duration of some spells (such as circle of protection). paladins are now way better than priests in almost anything. possibly if they added "practiced healer" talent in a update it would make priest spells less bad.
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How bad of an idea is this? What stats/ability picks/gear would you suggest? I know generally how AA works, I've fixed the scaling of bues with a mod. I was thinking of using priest for AOE dmg situations and AA for big hard targets. Berath is for flavor and the end game choices of the playthrough more than anything else. I'd probably use spearcaster or dragons dowry.... This is for turn based. I'm worried about running out of bond fairly quickly, just using it on imbues and takedown combo. The alternate is the obvious paladin. Thanks in advance for any help, references, pointers, or waive-offs!
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First of all I would like to thank MaxQuest for inspiring me to try this run by posting his Fire Priest build. That inpired me to try my own priest build, wich worked vey well and was able to solo the game. CHARACTER ----------------------------------------------------------------------------- Class: Priest Deity: Skaen/Wael Background: Old Valia - Drifter Race: Wood Elf Solo: Yes PoTD: Yes Trial of Iron: If you avoid the Luminescent Caves ----------------------------------------------------------------------------- STATS -------------------------- Pre - Level 09: Mig: 18 Con: 05 Dex: 18 Per: 13 Int: 18 Res: 03 Post - Level 09: Mig: 18 Con: 03 Dex: 18 Per: 15 Int: 18 Res: 03 ------------------------ SKILLS ---------------------- Stealth: 02 Athletics: 03 Lore: 04 Mechanics: 11 Survival: 02 ---------------------- TALENTS ----------------------------------- (?) = Can be replaced. Base Weapon and Shield Style Scion of Flame Inspiring Radiance Interdiction Aggrandizing Radiance Painful Interdiction Deep Pockets Envenomed Strike (?) Event Based The Merciless Hand Gift from the Machine Song of the Heavens Blooded Hunter Dungeon Delver Hylea's Boon (?) Flick of the Wrist Dozen's Luck Sever the Soul Scale Breaker ----------------------------------- MASTERED SPELLS ---------------------------------------------------------------------- Barbs of Condemnation / Blessing/Holy Meditation Repulsing Seal / Iconic Projection Pillar of Faith / Dire Blessing Shinning Beacon / Devotions for the Faithful ---------------------------------------------------------------------- EQUIPMENT ----------------------------------------------------------------------------------------------------------------------------------- End Game Head: Maegfolk Skull Torso: Angio's Gambesson Arms: Gauntlets of Swift Action Legs: Viettro's Formal Footwear Neck: Mantle of the Excavator Waist: Girdle of Eoten Constitution Ring I: Gwin's Band of Union Ring II: Ring of Changing Heart Weapon Set I: Bittercut if they fix the Infestation of Maggots bug, otherwise: Drawn in Spring/Steadfast and Little Savior / Aila Braccia Weapon Set II: St. Ydwen's Redeemer / Abydon's Hammer Pet: Concelhaut's Skull Potions: Deleterious Alacrity of Motion, Llngrath displaced Image and War Paint Scrolls: Paralysis, Moonwel and Insect Swarm Early-Mid Game Head: Hermit's Hat Torso: Angio's Gambesson Arms: Gauntlets of Accuracy Legs: Malina's Boots / Shod In Faith Neck: Lilith's Shawn / Finrhea's Grace Waist: Blunting Belt Ring I: Ring of Defflection (Ring of Thorns if you are able to rush it) Ring II: Ring of Prottection Weapon Set I: Whispers of Yenwood and Small Shield Weapon Set II: Blunderbuss / Arquebus Pet: Tiny Spider (You will fail the game with other pet) Item Slots: Figurines, Potions of Wizard's Double and Eldritch Aim P.S. Aways carry a set of Gloves of Manipulation around ----------------------------------------------------------------------------------------------------------------------------------- STRATEGIES: ------------------------------------------------------------------------------------------------ (remove the space from the word youtube in the link) Dragons Sky: https://www.you tube.com/watch?v=54cwqbB-kwk Adra: https://www.you tube.com/watch?v=9R8UvKjtZ-4 Alpine: https://www.you tube.com/watch?v=yPuvUjX5dJw Gafonercos: https://www.you tube.com/watch?v=9yw8mfdqIeQ Turisulfus: https://www.you tube.com/watch?v=9yw8mfdqIeQ Mages Concelhaut: https://www.you tube.com/watch?v=kZ0LnKGlynA Llengrath: https://www.you tube.com/watch?v=9yw8mfdqIeQ Thaos: https://www.you tube.com/watch?v=3fhRirQZ3BQ Monsters Kraken: https://www.you tube.com/watch?v=yCYgNGdD-74 Radiant Spore: https://www.you tube.com/watch?v=G7NNgaF2560 Bounties Nalrend the Wise: https://www.you tube.com/watch?v=KUhQ86iJDWU Brynlod: https://www.you tube.com/watch?v=7ZYUguAISfI Magran's Faithful: https://www.you tube.com/watch?v=i4X6Zlxufh0 ------------------------------------------------------------------------------------------------
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I know the spell has a pretty low base damage (20), so scaling it probably isn't worth it, but you spam it so often, so I wondered what all we can scale it with. I know Secrets of Rime gets us to 24. Is there anything else? Also, I read Shining Beacon does not benefit from Scion of Flame. Is this true? Train of thought is to go Secrets of Rime Priest with 1 to 2 Seal(s) of Faith, Bonus 2nd Level spell, use things like The White Spire and Scath Gwannek, and use an unconventional damage type on Priest on a spell I'm going to be casting anyway. Any chance this isn't horrible? I would straight up consider Arms Bearer if I got multiple Scath Gwannek to spam Winter Winds.
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I just finished a playthrough with a lot of single... Naturally I wasn't attracted by single. I know it was bad but I still tested it completely. I have understand a lot of thing. Ascertainement. 1) I am a single Priest. 2) I have 2 spells to cast (ressources) by spell level (1 to 9). 3) I have more spell to choose than multiclass each level up. 4) I have the same number of ressource (2) than multiclass. 4) But number of spell is opposite to number of possible uses. (If I have 999 differents spells and only 2 uses...) To conclude, there is absolutely no argument to take a single priest. Each level of spell don't changing the world. (was not the case with devotion for the faithful at 20 accuracy. Got sooner = G.G. = eventual interrest of single class) Few idea to improve single class : 1) Casting time / 2 for single. 6s of casting ? 3s of casting time ! You can buff far quicker ! Good ! 2) +1 spell ressource by spell level. (2 now = 3) 3) Reworking the level 8-9. Awful. 4) Two uses of Empower on encounter. With that : I buy it. A single priest worth it. If not : poop.
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I have an idea for a Fire Godlike Priest of Magran that uses Condemnation and Punishment spells before shooting stuff. It's intended to a fun character played on Veteran with all of the Community Patch, but I still want it to be reasonably effective so I have a couple of questions about it. First, I want to play it as a multiclass and am heavily leaning towards Ranger. Is plain, arcane archer, or sharpshooter best for a gun build? Secondly, the gun setups I'm looking at are 1) Arquebus, 2) Dual Pistols/Blunderbusses, 3) Single Pistol/Blunderbuss, 4) Pistol/Blunderbuss w/ Bashing Shield or Melee weapon. What are some good recommendations for these and backup weapons to use to deal with Pierce resistant/immune enemies? Cheers.
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Hey all, I made a mod to add a couple of new spells into the game. You can download that from here if you want to give it a try. But I'm also looking for feedback on what other kinds of spells or abilities people might be interested in seeing, as well as feedback on what people think of new spells added. Thanks for your time!
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Hey everyone I made a mod that includes all the custom subclasses I made into one package and introduces the Priest of Ondra subclass. This mod adds three new priest subclasses to the game. The priest of Abydon, Hylea and Ondra. All come with unique abilities, progression tables and playstyle. The Priest of Hylea Custom Subclass: The Priest of Hylea is a fast and chaotic caster, hurling foes with gusts of wind and causing destruction with the turbulent dissonance in their songs and poetry. Description: Hylea is the goddess of songs, arts, language and maternity. She is the matron of sky creatures and her sphere of influence includes the sky and the wind element. Her followers are made up of poets, artists and bards. Her temples are located in mountain tops are built without roofs in order for her followers to be closer to her domain. Her priests celebrate life and live theirs to the fullest. (Favored Dispositions: Benevolent and Passionate, Disfavored Dispositions: Cruel and Agressive) The priest gains spells that correspond to Hylea when they reach a new power level. Winter Wind Summon Hylean familiars: Summon Birds from Hylea's domain. They provide a perception and power level bonus. Quite Fragile but fast. Spiritual Weapon: Summons The Harp of Hylea, a war bow that scales, has the "quickness" effect and has a chance to knock enemies prone with the power of wind. Deleterious Alacrity of Motion Hylean Squall: Extends the weapon and creates a small tornado that damages and slows enemies Cleansing Wind Resounding Discord: summons a tornado that bounces around enemies, So Singt Biting Winds o'Eld Nary Shockwave: creates a sonic shockwave that damages and knocks down enemies Wilting Wind Tornado, Incarnate: Summons a greater Storm Blight and a number of Hylean Familiars. The Priest of Abydon Custom Subclass: The Priest of Abydon focuses on defense and uses a variety of transmutation and earth like abilities. Description: God of golems, machines, industry, strength, hope, and aspiration. Favored most commonly upon the laboring class. "The Golem" is thought to have once been able to take a human-resembling form as most of the other gods are, but then been somehow killed, only to forge himself back into existence inside the shell of an immense golem. Various accounts of his death exist, and none is considered definitive. (Favored dispositions: honest and stoic, disfavored dispositions: deceptive and clever) The priest gains spells that correspond to Abydon when they reach a new power level.Spells and Abilities gained: Flames of the White Forge: Adds burn damage to attack, identical to Flames of Devotion skill, but with white flames fx Blade of the White Forge: Summons a white simmering blade made of Durgan steel. Scales similarly to spiritual weapon and has the effect "Quickness", which reduces recovery time of attacks. (similar to the "Last Blade of the White Forge" from POEI) Twin stones: the hammer of Abydon could send shockwaves across the earth Ironskin: known as the god of constructs, Abydon rebuilt himself into a being made of metal Calling the World's Maw Embrace the Earth's Tallon Rusted Armor: Corrode poorly forged armor Unbreakable: Rebuild yourself as Abydon once did (Passive) Artifacts of the Pargrunen: Fabricate weapons and a breastplate out of thin air (similar to "Citzal's Enchanted Armory"), Incarnate/ Weapons of the white forge: Expend a substatial amount of energy to summon many weapons of the Pargrunen, applies similar debuff to incarnate (-5 power levels for ~30secs), spell is similar to "They Did Sing a Song of Carnage, Fair The Priest of Ondra Custom Subclass: The Priest of Ondra is a a balanced caster, summoner and fighter. The priest specializes in buffs, healing effects and volatile watershaping. Description: Goddess of Oceans, forgotten things, loss, relentlessness, and mourning. Said to have once fallen in love with the moon, and to have tried to draw it near, with catastrophic consequences. People bring tokens to her temples of things they wish to forget, and her clergy sees the tokens cast into the sea. Her priests draw upon the lost memories of the Salt Well and the monastic practices of the Abbey of the Fallen Moon monks. (Favored Dispositions: Passionate and Aggressive, Disfavored Dispositions: Stoic and Diplomatic) The priest gains spells that correspond to Hylea when they reach a new power level. Ondra's Whip Moon's Light, Spiritual Weapon: Fists of the Low Tide Monks, they add freeze damage, scale, and can cause destructive water crush Aoe when causing a critical hit. Fragment of Ionni Brathr: Lesser Ninagauth's Freezing Pillar Overwhelming Wave Ocean Burst Cleansing Waters: heal Aoe, grants Strong Inspiration to allies Memories of the High Tide Monks: summons two Ice Clones Memories of Sen Beläfa: Symbol of Ondra, Adds to defences and suppresses afflictions for an extended amount of time Memories of the Tidebringer: Minor avatar that adds bonuses and lightning dmg to melee strikes, Memories of the White Crest Knight: Summons the legendary armor from PoEI and the Forgotten Tear of the Beloved, adds abilities that are associated with these weapons, can be cast once per encounter Download my mod here: https://www.nexusmods.com/pillarsofeternity2/mods/159
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Checking the aggregated list of character builds, I've noticed there are unexpectedly no ranged priests. So, I've made one. [Difficulty: PotD; Solo: Untested] This build is focused on buffs, healing and is also capable of some serious damage when necessity comes. It also comes in 3 flavours; bound by the same idea, but using different races, deity and equipment: The Godhammer- Boreal Dwarf - sturdy fellow which prefers arquebuses and Abydon's Hammer. Follower of Magran. Mecwyn, the Slave Queen - Wood Elf. Makes great use of Ine Gyrd sceptre. An evasive follower of Scaen. The Falling Moon (aka Moonfire) - Moon Godlike. An altruistic priestess of Eothas. STATS: - Godhammer: 20/7/17/12/19/3 - Mecwyn: 18/6/19/13/19/3 - Moonfire: 18/7/17/13/20/3 or 18/7/19/11/20/3 STATS REASONING: - The idea is to buff for as long duration as possible. To heal for as high amount as possible. To deal high damage with spells over time. And to do all this stuff as fast as possible. ROLE IN THE GROUP: - This pretty much derives from the previous paragraph. But while it is obvious how well a priest can buff and debuff, I will briefly elaborate on his potential to deal damage. Thus: DPS: Priest has quite a few damaging fire spells. The first one to attract attention probably is his Shinning Beacon: 80 base damage over 9s, in a 2.5m AoE. Factor in 36 Might, 31 Int, and it becomes 254 damage over 18.5s, in a 5.6m AoE. And yeap, it also stacks with itself. The following spell is Cleansing Flame. It has 80 base damage as well, which ends up in 236 over 10.3s. But the cool thing about it is that it speeds up the tick rate of all other dots, basically doubling their damage in that 10s interval. Four beacons have potential to deal 1000 FoE burning damage, and that amount being doubled if not tripled on three cleansed targets. All in less than a minute. And than there are symbols, storm of holy fire, envenomed strike, scrolls and spell-binded items, to keep your priest's steady dps output. Of course if it's the only priest in the party he will probably have to contribute with the buffs first (and high DEX/INT really help at that), but once the buffing phase is over, it's FIRE time! Cose really.. why not? TALENTS AND ABILITIES: - Interdiction (!) - Painful Interdiction (!) - Inspiring Radiance ® - Inspired Flame (Godhammer) / Prey on the Weak (Mecwyn) / Aggrandizing Radiance (Moonfire/Anyone) - Scion of Flame ® - Envenomed Strike - Weapon Focus Soldier (Godhammer) / Noble (Mecwyn) / Adventurer (Moonfire) | or Bonus 4th Level Spell ® - Deep Pockets or Galant's Focus or Would Binding or Field Triage or Interrupting Blows or Beast Slayer or whatever SKILLS: - athletics: 4-5 - survival: 4 or 10 - lore: 8 or 10 | Recommended scrolls: Wall of Flame, Moonwell, Fireball, Valor, Boiling Water. If solo: Mass Confusion. MASTERY: 1. Barbs of Condemnation or Blessing 2. Divine Mark or Suppress Affliction 3. Pillar of Faith or Dire Blessing 4. Shinning Beacon or Devotions for the Faithful EQUIPMENT (COMMON): Rings: Gwyn's Band of Union; Ring of Thorns; Ring of Changing Heart; Pensiavi mes Rèi Head: Maegfolc Skull or Garodh's Chorus (3mig, preserve) or nothing in case of Moonfire (but will need to get that 3 might via other items) Gloves: Celebrant's Gloves/Gloves of Quickness Cape: Swaddling Sheet; Cape of the Master Mystic (invis); Shimmering Cloak; Shroud of Mourning Amulet: Necklace of Fireballs; Nîdhen's Finger(+3con); Marked Amulet(+3con); St. Borragia's Tears(+15% healing); Engwithan Adra Ban Amulet(+3 mig); Belt: Belt of Chimes; Sentinel's Girdle (+3 mig); Girdle of Maegfolc Might (+3 mig); Belt of the Stelgaer (+3 con); Girdle of Mortal Protection (-27% from crit) Boots: Patchwork Boots; Shod in Faith EQUIPMENT (GODHAMMER): Weapons: Pliambo per Casitàs, Abydon's Hammer (when in 'caster' mode) Armor: Wayfarer's Hide Reasoning: Extra defenses against status effects are always nice. Especially +15 against paralyzed. And ofc Nature's Vigor spellbind. Also it has sort of synergy with arquebus, which being a reloading weapon won't suffer from a bit of extra recovery. EQUIPMENT (MECWYN): Weapons: Gyrd Háewanes Sténes, Abydon's Hammer (when in 'caster' mode) Armor: Raiment of Wael's Eyes Reasoning: this robe, coupled with Gyrd sceptre, will give a nice +40 def / + 20 ref bonus on being crit. EQUIPMENT (MOONFIRE): Weapons: Curoc's Brand or Cgadob's Hazel, Abydon's Hammer (when in 'caster' mode) Armor: Starlit Garb or Angio's Gambeson Reasoning: extra athletics will increase the base value of Second Wind heal. And either +10 to defences against spells or DAoM will also prove useful. EQUIPMENT (ALTERNATIVE): Weapons: Persistance Reasoning: this build was thought for an NPC companion; but if you are going to solo with it, and stumble upon an fire-immune enemy, wounding will help to get past this limitation. Especially with such high Might as this build has. (because wounding dot benefits from this stat twice; first on main hit damage calculation and then on dot appliance) Some numbers from a priest with 36 Mig and 31 Int (just gear + Minor Avatar) Ring of Ancient Forge: 20.5s stun in 9m AoE Abydon's Labor: 80-107 crush dmg Nature's Vigor (Wayfare's Hide): 131 endurance over 24.6s; + 15% max endurance Exalted Hands (Patchwork Boots): 432 endurance over 10s; or 10s stun against enemy Fireball (Necklace): 45-62 Divine Mark: 71-89 Shining Beacon: 254 over 18.5s | 5.65m AoE radius Cleansing Flames: 236 over 10.3s Storm of Holy Fire: 43-53 every 3s for 18.5s | 11.3m AoE radius Symbol of Magran: 27-45 every 3s for 41.5s | 5.65m AoE radius Hand of Weal and Woe: 44.5 dmg/endurance per second Holy Radiance: 217 dmg over 6.2s | +71 endurance | 11.3m AoE radius Envenomed Strike: 150.2 raw damage over 18.5s Pillar of Faith: 53-70 crush dmg; prone for 20.5s | 2.83 AoE radius But that's ^ theory. And here is a dps test vs Alpine Dragon in practice: link to video In-combat time: 95s (including pauses and buffing) And one more test: solo naked vs Alpine Dragon: link to video In-combat time: 3m 30s (including pauses and buffing)
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Since this was requested I will type up this build. It does require a mod from nexus to unlock Woedica Priest subclass - but if you play monk/priest you may as well go all out and play the Woedica priest because of the excellent spiritual weapon synergy on Woedica: +20% raw damage on "summoned fist" attacks that synergize with monk bonuses to fist attacks. Unmodded Skaen/Helwalker also works but is not quote-unquote absolutely optimized and "op". Note: Helwalker can be replaced by Nalpazca if you don't want to be super squishy although barring death's door kind of solves the squishiness later. This build does excellent single target and aoe damage and is very versatile. This is the general guide, for a more solo specific Contemplative playthrough check this excellent guide as it is more focused on solo play: https://forums.obsidian.net/topic/105553-build-servant-of-death/ Woedica is a more powerful priest subclass for monk combo than barath so this one is definately adabtable. Race: Human or Death Godlike - human if you want more accuracy on cc attacks and death godlike for more damage potential Stats: (no bonuses) Might 14 + 1 (Human) Constitution 7 Dex 15 Perc 18 Int 18 +1 (old Vaila) 3 +1 (Human) note this is strictly the stat distribution for party play if you are soloing you probably want to lower Might and Dex and not dump resolve or con so much - although this build can handle the low stats once you get barring death's door + salvation of time. And even in Party play going dex 10 / con 12 is not a bad idea if you want more room for error and be on the safe side of things. There are some variations in the ability selection involved ! = mandatory , r= highly recommended Leveling 1. Swift Strikes!/ Restore r default spell: Writ of Engagement 2. lesser wounds! 3. halt (early game) / later can be replaced by suppress affliction r or arms bearer or keep halt. Suppress Affliction is probably the best choice 4. Two-Weapon style! / Withdraw ! default spell: Summon Spiritual Weapon (Fists) 5. Dance of Death ! 6. Clarity of Agony or Weapon and shield style (solo), even The Long Stride is an option in strictly party play but you will probably go with either weapon+shield or Clarity of Agony in solo play or if you want to off-tank 7. Torment's Reach! / Dire Blessing! Default: Writ of Consumption 8. Lightning Strikes or Swift Flurry: choose one...Lightning Strikes probably is the more consistent dps choice, in a party setting, you may get more mileage out of Swift Flurry since the party can buff/debuff enough for you to land lots of crits. Overall Lightning Strikes is probably the more sound choice. 9. Stunning Blow r ...while optional and not a core ability to the build it is highly recommended, and the alternatives are pretty underwhelming (combat focus???? really) one of the Bulls/Snakes/Bears talents or the excellent Clarity of Agony if you haven't picked it up yet - but those are more options for solo play where some extra defensives are prioritized over offense. 10. Duality of Mortal Presence! / Scion of Flame! Default spell: Divine Terror note: here things get tricky on the priest side. Scion of Flame is the strongest selection for the end-build but you won't need it immediately so you may take Litany for the Body or Devotions for the Faithful. Out of the two I like Litany for the Body slightly more because it is a fast cast (and +2 ar on top of a good armor is very good) cast but given the aoe effect Devotion for the Faithfull is very good in a party setting. In party probably Devotions is better. Absoluely and in my opinion don't fall for the trap of taking Shining Beacon - yes it is an excellent spell, but one that can be more effectively cast from a scroll. Just keep in mind that for the end build Scion of Flame is the thing to take for the end build and all of your other tier 4 abilities will go into the monk tree. 11. Enduring Dance ! 12. Thunderous Blows 13. Raised Torment ! / Barring Death's Door ! Deafult spell: Writ of War 14. Rooting Pain r 15. Stunning Surge r 16. Turning Wheel !/ Salvation of Time ! default spell: Pillar of Holy Fire 17. Flagellant's Path r 18. Litany for the Spirit r - note: around this time it is a good idea to respec and take Scion of Flame at Priest lvl4 And take either Litany for the Spirit here (recommended) or Keep Devotions of the Faithful at level 4 Priest in addition to Scion of Flame 19. The Dichotomous Soul ! / Storm of Holy Fire ! default spell: writ of sorcery note: I now recommend Dichotomous Soul over Heartbeat Drumming as in patch 2.1 the soul summons will be buffed so in the end they will be more effective than Heartbeat Drumming. You can opt to take minor avatar instead of dichotomous soul though - it is a question if you want 2x very effective summons or if you want to boost your own stats a bit more - with the monk bonuses I personally do not think minor avatar is necessary. 20. Skyward Kick ! Alternative Variation: It is also interesting particularly when soloing, to go for a "kiting" approach: in that case you would stack stride via The Long Stride, Boots of speed etc and take The Long Pain (without upgrade) - that way you can run around and attack from range with your buffed fists. It is definitely an interesting approach. Also if solo play is the focus you should probably give up stunning surge in favor of 2 more defensive talents - definitely clarity of agony and upgrade. Overall assessment: This character is very strong from start and gets even more power to the endgame. As you see by the time you hit level 4 your damage engine is already in place: you have the Spiritual summoned fists on the Priest side and Swift strikes from the monk with generous healing abilities in withdraw, restoration and holy radiance, from there it progressively gets stronger. Another milestone is at level 13 with Barring Death's Door and finally the capper at level 19 with Storm of Holy Fire. It tested very favorably in terms of dps beating out a strong witch rdps meaning it should actually exceed aoe avenging storm blunderbuss scouts - but more importantly it does very high single target damage along with aoe damage and is efficient in doing that seamlessly especially at high levels: after casting storm of holy fire it is free to move in with high single target pressure thanks to skyward kick + stunning surge or further aoe pressure through pillar of holy fire and raised torment and flagellent's path. Further, and this is specific to the Woedica subclass of priest, not only does it get a bonus +20% raw damage to your fist attacks through the spiritual weapon, but you have access to nasty "writ" spells that can pretty much disable enemies: How does Writ of War (level 5) sound? Enemies cannot use active abilities (in a small aoe) for 20+ seconds (up to 30 seconds with high intelligence). Or Divine Terror terror (level 4) - frightened for up 40s with high intelligence. Or Finally Writ of Sorcery (level 6) - cannot cast spells for another 30 seconds. You can disable dangerous targets that way while you pummel them. Also even though I do not use ranged weapons, Acina's Trihorn hat is a very good headgear for this because it gives you +5 accuracy on such attacks. Typical play/ ai behaviour is such: (simplified) Always choose by list order First defensives: 1.) If health under 50%-> Second Wind, Holy Radiance, Restore 2.) If near death -> Bearing Death's Door, Withdraw Offensive list order Turning Wheel is active 3.) Lightning strikes 4.) Dance of Death/ Enduring Dance 5.) Storm of Holy Fire 6.) If attacking high armor target -> tenacious blows 7.) if engaging -> spiritual weapon, dire blessing 8.) If target is bloodied -> Stunning Surge 9.) If engaging/engaged by multiple enemies -> raised torment 10.)lowest fortitude -> Skyward kick 11.)weak to fire-> pillar of Holy fire If soloing you want to buff up first with barring death's door +salvation of time before going into attack mode and keep an eye on the buff bar and be ready to withdraw should you need it. Abilities like the writ abilities, summons, and others you can control by hand Recommended gear: Acina's Trihorn head if not choosing death godlike - boosts accuracy on lots of your spell attacks Armor: If you are soloing you want plate until you get death's door/ salvation of time otherwise I like High Harbinger Robes, Pale Hide, Bloody Links or Gipon Prodensco as well as Garari Cuiras. Pale Hide or Bloody Links is probably the best overall choice here. Rings: Ring of Focused Flame (especially later), after that it depends on situation, solitary wanderer if you are soloing and greater regeneration or Kuaru's Prize if you are in a party. Also Ring of Minor Protection is handy too. Neck: Strand of Favor Cloak: Greater Deflection , Frostfur are nice and of course Nemnok's Cloak if you pferer that Boots: there are boots that give you an extra second level priest cast, those are good Belt: I like The Maker's Own power here personally Bracers: Rekvu's are good when soloing because consitution afflictions are nasty, otherwise Accuracy bracers or Hylea's Talons are nice here going with the "fist" attack theme. Weapons: The beauty of summon spiritual weapon: fists is that it replaces any weapons you have equipped with summoned fists so you don't need an extra weapon slot for more versatility. Otherwise, as fire stat sticks you can't really beat Sun and Moon + Marux Amanth, though Magran's Favor + Marux Amanth may be more consistent Magistrate's Cudgel is great against kith and allows for some really nasty things like marked (+10 accuracy for 30 seconds) followed up by writ of war on the target with a very good chance to hit and poof! suddenly because of your ultra high intelligence thanks to monk they can't use active abilities for 35-40 serconds easy. Follow this up by switching to to something like Frostfall and killing things and the duration of writ of war gets extended on the target. Club (especially the modal) is crucial here to debuff enemy will save further if you want to land those nasty writ spells. And your dps bread and butter is the summoned fist attacks. With turning wheel active you get the following bonuses +10 might (if helwalker) +15% lightning strikes (non conditional), +20% fire damage (turning wheel - but average is closer to 10-15% because you won't be at max wounds all the time) , +20% raw (summoned weapon:fist), and of course there is tenacious from thunderous blows for another +2 penetration. In general to take advantage of the fire stat sticks you want to start a fight by doing storm of holy fire and pillar of fire and then transition into monk melee pummeler mode with summoned fists after buffing with dire blessing. Anyways this is a beautiful build and looks badass to play because of the vampiric summoned fists, enjoy and definitely try this one out, I think it is one of the more fun melee pummeler/offensive spell caster hybrid builds out there.
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First time poster here! So, I've been enjoying the game, and playing an Ascendant Cipher has been fun, but the duration for the übermode always feels just too short, doesn't it? Even if you can use the Salvation of Time to make it last a bit longer. (And to be honest, one Ascension is plenty against the vast majority of fights.) Now, I ran into the actual gimmick once I hit level 13 on the Cipher and got Ancestor's Memory. I discovered that the Brilliant Inspiration is busted when a slot caster class gets it. The fun here really begins when a friendly Priest gets it, and can from then on cast Salvation of Time as many times as you like (1 spellslot comes back every 3.0 seconds from Brilliant). So, buff up, Ascend, and enjoy your Eternal Ascension! No more need to build it up again, and since there are a couple of guns with nice activated abilities that basically fill your focus with one shot, it's easy livin' from there on out. This is not a superbusted thing, I feel, and not really something that one really needs, but it is a fun trick and smooths up those long boss fights considerably.
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First of all, this post will be heavily edited as i play this guy further, but he has been tested at higher lvls using console to lvl 16 to test if the concept would work, and it did. As of right now the character is lvl 13 and is a blast to play. I am currently at work, bored to death, wich is why i thought id start this post and i could edit it later when i get home, but because of this i cannot at this time be 100% accurate on my attributes or spells picked per lvl but i will edit that in when this character is all done. Class: Mystic - Ascendant/Priest of Wael Race: Wood Elf (not important tho) Attribute dist. priority: Mig: Medium Con: Low'ish Dex: Medium Per: High Int: High Res: Dump Skills: As of right now not important, that might change later but its doubtful. Key gear pieces: Weapon slot 1: Scordios Trophy + Nerian's Ward (Vs singletargets) Weapon slot2: Whisper of the Endless Paths (vs groups) Head: Whitewitch Mask Chest: Fleshmender + 1 weaponslot (The Regen HP regen is much needed) Gloves: Using 10% hit to graze gloves atm, cant find them on Wiki, later i might switch them out for something else. Neck: Charm of Bones Cloak: Cloak of Greater deflection Rings: Marksman's Ring and Ring of Greater Regeneration Belt: Trollhide belt Boots: Ahu Taka https://pillarsofeternity.gamepedia.com/Footprints_of_Ahu_Taka Pet: Abraham Food: Captain's banquett, Mohara Wraps, Glazed Chops or Brew Battered Ysae How do we play this? First, before we pull we place a spell trap on the ground in front of us, the burn+blind is solid (searing seal), then we wait so we get our resource back. Pull with borrowed instinct, before u get borrowed instinct pull with the pistol so we get two rapid shots asap. Activate shield modal if enemies have good acc, cast Litany for Spirit (Accute, +5 int +1 PL) and then Arcane Veil, keep shooting until Ascended. When we Ascend we cast another arcane veil incase it ran out, then hit urself with Salvation of Time x2, enjoy ~1min of Ascended with massive deflection and hit to graze conversion pluss very high action/recovery speed from Scordios + Captains banquett. If u want to use potions or buff scrolls, use them right before u ascend. psychovampric shield + secret horrors + shining beacon - Mind Lance spamming is an amazing combo! Keep pistol modal on at all times, we have enough ACC so we dont have to worry about, and we rather have the speed to build up action speed for spell casting rather then pistol shot crits. This character is very defensive while also being very offensive, its a great mix =) While i play this character i will record some fights and make a video to show how i play her. I will edit this quite a lot during the next couple of days
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Hey guys, in response to the new update v1.20 which gives us access to a mod manager and makes the integration of custom classes easier than ever, I thought it would be a cool idea for the community to make a library of all the class and subclass ideas they have that could be integrated into the game. One of my favorite things about Neverwinter Nights 2 and other crpgs is the sheer amount of classes and subclasses available for us to choose. While Deadfire has added to the number it never hurts to go the extra mile with mods to tailor your experience. ____________________________________________________________________________________________________________________________________ I would like to start off with the Priest of Abydon, a priest focused on defense and uses a variety of transmutation and earth like abilities. Description: Abydon is the god of duty, preservation, hope, progress, aspiration and industy. The patron of balcksmiths, laborers and the Crusible knights, the god inspires excellence in your chosen field and encourages honest work and tenacity. Abydon sacrificed himself to stop a cataclysmic event from wiping out the Entwithan civilization. He rebuilt himself from scraps of his essence and the help of Magran into the Golem, a being made of metal, however the geas that drove him towards preservation was lost. The watcher chose whether to remind him of it or let it remain forgotten. (Favored dispositions: honest and stoic, disfavored dispositions: deceptive and clever) The priest gains spells that correspond to Abydon when they reach a new power level. The Blessings of the white forge: +Deflection bonus when wearing heavy armor and if possible, can enchant normal equipment to highest level but not legendary and add lass to equipment (meant to help early game not replace unique equipment) Spells and Abilities gained: Fan of Flames: Bellows of the forge Firebrand: lose access to spiritual weapons or if these two options are in the realm of possibilities: 1. Spiritual weapon: Warhammer, crushing dmg and 2. Gift of the Forge: add burning lass to currently equiped weapon/s Twin stones: the hammer of Abydon could send shockwaves across the earth Ironskin: known as the god of constructs, Abydon rebuilt himself into a being made of metal Calling the World's Maw Embrace the Earth's Tallon Rusted Armor: Corrode poorly forged armor Unbreakable: Rebuild yourself as Abydon once did, if possible could include Symbol of Abydon: deals crushing damage and provides deflection bonus Citzal's enchanted armory: Fabricate weapons and a breastplate out of thin air, and Incarnate: Summon Steelclad Construct The Golem Reconstructed Edit: Decided to change the disposition to honest and stoic, fit better.
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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.
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Hey guys just made a new custom subclass mod. Hope you enjoy. The priest of Hylea is a fast and chaotic caster, hurling foes with gusts of wind and causing destruction with the turbulent dissonance in their songs and poetry. The priest of Hylea is a priest that focuses on evasion, range, summoning and most importantly croud control. The priest of Hylea uses a variety of buffs, familiars and wind elemental abilities. Description: Hylea is the goddess of songs, arts, language and maternity. She is the matron of sky creatures and her sphere of influence includes the sky and the wind element. Her followers are made up of poets, artists and bards. Her temples are located in mountain tops are built without roofs in order for her followers to be closer to her domain. Her priests celebrate life and live theirs to the fullest. (Favored Dispositions: Benevolent and Passionate, Disfavored Dispositions: Cruel and Agressive) The priest gains spells that correspond to Hylea when they reach a new power level. Winter Wind Summon Hylean familiars: Summon Birds from Hylea's domain. They provide a perception and power level bonus. Quite Fragile but fast. Spiritual Weapon: Summons The Harp of Hylea, a war bow that scales, has the "quickness" effect and has a chance to knock enemies prone with the power of wind. Deleterious Alacrity of Motion: Whip up winds to make your actions faster Hylean Squall: Extends the weapon and creates a small tornado that damages and slows enemies Cleansing Wind Resounding Discord: summons a tornado that bounces around enemies, So Singt Biting Winds o'Eld Nary Shockwave: creates a sonic shockwave that damages and knocks down enemies Wilting Wind Tornado, Incarnate: Summons a greater Storm Blight and a number of Hylean Familiars. Download from Here: https://www.nexusmods.com/pillarsofeternity2/mods/152/ Special thanks to everyone who discussed this class in my Class and Subclass Ideas forum! (Ps. I found it really enjoyable for, some reason, to unleash my bird familiars on all the enemies)
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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).
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Hey guys, I just made a new priest subclass, Priest of Abydon, hope you enjoy Description: God of golems, machines, industry, strength, hope, and aspiration. Favored most commonly upon the laboring class. "The Golem" is thought to have once been able to take a human-resembling form as most of the other gods are, but then been somehow killed, only to forge himself back into existence inside the shell of an immense golem. Various accounts of his death exist, and none is considered definitive. (Favored dispositions: honest and stoic, disfavored dispositions: deceptive and clever) The priest gains spells that correspond to Abydon when they reach a new power level. Spells and Abilities gained: Flames of the White Forge: Adds burn damage to attack, identical to Flames of Devotion skill, but with white flames fx Blade of the White Forge: Summons a white simmering blade made of Durgan steel. Scales similarly to spiritual weapon and has the effect "Quickness", which reduces recovery time of attacks. (similar to the "Last Blade of the White Forge" from POEI) Twin stones: the hammer of Abydon could send shockwaves across the earth Ironskin: known as the god of constructs, Abydon rebuilt himself into a being made of metal Calling the World's Maw Embrace the Earth's Tallon Rusted Armor: Corrode poorly forged armor Unbreakable: Rebuild yourself as Abydon once did Artifacts of the Pargrunen: Fabricate weapons and a breastplate out of thin air (similar to "Citzal's Enchanted Armory"), Incarnate/ Weapons of the white forge: Expend a substatial amount of energy to summon many weapons of the Pargrunen, applies similar debuff to incarnate (-5 power levels for ~30secs), spell is similar to "They Did Sing a Song of Carnage, Fair" The Golem Reconstructed You can download here: https://www.nexusmods.com/pillarsofeternity2/mods/150/?tab=description Thanks to everyone who discussed the subclass in the Class and Subclass Ideas Forum! Helped me improve my concept for the Abydon priest.
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This is a really minor bug, but from a role-playing sense seems important. At the end of the Storms of Poko Kohara quest, when you're inside the corrupted adra, you are talking to the souls there and you can try to convince some of them to leave before fighting. There's one dialogue tree where you try to explain that there's nothing divine here. One of the choices, for example, is to show them Beza's Pages. Another is unlocked, in part, if you're a Priest: Magran. (See screenshot below) Only problem is that this Priest: Magran option is a "diplomatic" option, and "diplomatic" is a disfavored reputation for a magranite priest. It seems like an oversight and an error that being a magranite priest opens up an option that Magran herself would disapprove of. It should probably not be a diplomatic option, or it should not be unlocked as a possible option for a magranite priest. Here's a dropbox link to a save right before the dialogue in question: https://www.dropbox.com/sh/di7yxu0zeps0abm/AAA_eXgWHivZTQtpf1RsbN3ta?dl=0