Cyrus_Blackfeather Posted July 2, 2018 Posted July 2, 2018 (edited) So, this is something of a direct successor to my attempt at an Arcane Knight build, and borrows a lot of the same aesthetic from that build. I wanted something that gave me access to some of the really fun Wizard spells (Fireball, Ninagauth's Shadowflame, etc) while still getting up close and personal in melee combat. I'd originally wanted an Arcane Knight because I'd thought it would offer a little more defensively in PotD, but then someone recommended Sage for the kind of build I was trying to go for, so I decided to give it a try. Also, instead of focusing on Frost/Corrode as my main damage types, I decided to focus on Frost/Fire (Because I'm completely unoriginal when it comes to elemental aspects, I suppose). This character is also meant to play into the last story-based DLC we'll be getting, which focuses heavily around the Archmages. Introducing, the Sage of... (Insert catchy name here, because I sure as heck can't think of one) This build is a HEAVY WIP, anything with a * next to it is something I'm really not sure on, and I've included a little description explaining why. The Intent: Basically, I want a character that can strike hard in melee with autoattacks or certain Monk abilities while still calling upon destructive AoE spells to rain down fiery or icy death upon larger groups of foes, making use of Swift Strikes/Swift Flurry for the Dexterity boost, as well as the chance for extra melee attacks on crit. The Build: Blessings: Bonus Attributes/Bonus Skills Race: Pale Elf Class: Monk (Nalpazca?)*/Wizard (No subclass) Culture/Background: White that Wends/Mystic Ability Focus: Alchemy (Active)/Metaphysics and Diplomacy (Passive) Stats: (With Berath's Blessing, Gift of the Machine, Racial/Culture bonuses, Chameleon's Touch factored in) Might: 16 (13+2+1) Constitution: 10 (8+2) Dexterity: 18 (14+4) Perception: 20 (16+4) Intellect: 19 (16+2+1) Resolve: 10 (8+2) Drug of Choice: Svef Abilities (Per Level) Primary Offensive Grimoire - Ninagauth's Teachings Primary Defensive Grimoire - N/A Level 1 - Swift Strikes/Thrust of Tattered Veils Level 2 - Lesser Wounds* Level 3 - Chill Fog Level 4 - Two Weapon Fighting/Bulwark Against the Elements* Level 5 - Dance of Death* Level 6 - Merciless Gaze Level 7 - Llengrath's Displaced Image/Swift Flurry Level 8 - Combat Focus Level 9 - Expose Vulnerabilities Level 10 - Ironskin/Duality of Mortal Presence Level 11 - Secrets of Rime Level 12 - Scion of Flame Level 13 - Rapid Casting/Tough Level 14 - Blast of Frost Level 15 - Enduring Dance* Level 16 - Minoletta's Precisely Piercing Burst*/Turning Wheel Level 17 - Flagellant's Path* Level 18 - Arcane Reflection Level 19 - The Dichotomous Soul/Citzal's Martial Prowess Level 20 - Heartbeat Drumming *Abilities are highly subject to change. I tried to get in a good spread of offensive and defensive Wizard spells, though I'm not sure if I neglected Monk stuff too much. I'm going very much for a 'Wound Hoarder' playstyle with this character. I'd appreciate any insight regarding which abilities I should consider dropping vs which I should definitely take. Equipment: Ooh, this'll be fun, especially since most of the entries for equipment aren't even on the wiki yet, or aren't completed. Here's what I have so far, and why. Grimoires: My primary attacking Grimoire is Ninagauth's Teachings, both because it fits the theme and because it supplements my defensive spell selection with some REALLY good unique Frost spells. Plus, it's similar to another grimoire acquired from the White March DLC, which Aloth made good use of in my PoE1 save. Other grimoire suggestions as supplements to this one would be appreciated. Is it possible to get Ninagauth's Shadowflame any other way? Armor: Devil of Caroc Breastplate Weapons: Modwyr/Whispers of Yenwood OR Watcher's Blade - Modwyr keeps with the fire/ice theme I've been going for, though I'm not sure about a secondary weapon. I'll go barehanded for extra Crush damage if needed. Rings: Chameleon's Touch and Kuaru's Prize Amulet: Claim, Refusal OR Cauldron Shard* Belt: Nature's Embrace OR The Maker's Own Power* Cloak: Nemnok's Cloak (Is it possible to get this and then just leave the Drowned Barrows and return for the rest of the quest later?) If not, Cloak of Superior Deflection until I'm high enough level for Nemnok's Helm: Horns of the Bleak Mother or the Inquisitor's Hood from the Oathbinder's Sanctum, upgrade later. Gloves: Woedica's Strangling Grasp OR Killer's Gloves* Thoughts? I'm looking for comments specifically on 1. The abilities - which should I keep, which should I swap out 2. The efficacy - Would a Sage build play well at melee range or should I consider just dual wielding rods/scepters/wands? 3. The equipment - I'm only really sold on the Devil of Caroc Breastplate. Any other equipment in this build is highly subject to change. Also, if there are conditionals towards acquiring any of the other pieces of equipment listed for this build besides the DoC breastplate, please let me know. And by "conditionals" I mean "Pillars of Eternity 1 decisions." Thank you for your time. Here's hoping this build is as fun to play as it seems to be on paper. Changelog: Edit - Changed some skills and abilities out per "knownastherat's" recommendations on my Paladin/Wizard build. Edit2 - Abilities Overhaul. Changed out several abilities for other ones to hopefully add more synergy/remove redundant abilities. All abilities that are in bold text with an asterisk by them are ones I'm not sure about, but I'd appreciate feedback on all of them. Edited July 3, 2018 by Cyrus_Blackfeather
Dorftek Posted July 2, 2018 Posted July 2, 2018 (edited) Man you must really love typing hehe. And I'm not trying to be a douche because when I'm gonna post a build I'm like: "oh man now I gotta type a lot..." And I've only posted two builds while u drop these great walls of text pretty much daily ;P Anyway I'm on the can so I don't have time to read it all, but coral snuff don't stack with swift flurry for action speed nor does its deflection stack with wizard buffs.. Well, I'm not gonna swear on it but I'm pretty sure. Go Svef for resistances, it's the only worthwhile drug now with 1.2! Edited July 2, 2018 by Dorftek
Cyrus_Blackfeather Posted July 2, 2018 Author Posted July 2, 2018 Man you must really love typing hehe. And I'm not trying to be a douche because when I'm gonna post a build I'm like: "oh man now I gotta type a lot..." And I've only posted two builds while u drop these great walls of text pretty much daily ;P Anyway I'm on the can so I don't have time to read it all, but coral snuff don't stack with swift flurry for action speed nor does its deflection stack with wizard buffs.. Well, I'm not gonna swear on it but I'm pretty sure. Go Svef for resistances, it's the only worthwhile drug now with 1.2! Haha. Well, I mostly copy/pasted my Paladin/Wizard build and swapped out the Paladin abilities for Monk ones. 1
knownastherat Posted July 2, 2018 Posted July 2, 2018 It does not have to be an issue but to note that Duality of Mortal Presence will not stack with Infuse with Vital Essence as both raise CON and INT.
Cyrus_Blackfeather Posted July 2, 2018 Author Posted July 2, 2018 It does not have to be an issue but to note that Duality of Mortal Presence will not stack with Infuse with Vital Essence as both raise CON and INT. Makes sense. Of the two, which do you think is more replaceable? Duality of Mortal Presence takes a while to unlock its upgrades, which are really what's most desirable about it right now (+10 Intellect aside, 20% Burning Lash is still pretty good). Maybe Combusting Wounds instead of Infuse With Vital Essence?
knownastherat Posted July 2, 2018 Posted July 2, 2018 It does not have to be an issue but to note that Duality of Mortal Presence will not stack with Infuse with Vital Essence as both raise CON and INT. Makes sense. Of the two, which do you think is more replaceable? Duality of Mortal Presence takes a while to unlock its upgrades, which are really what's most desirable about it right now (+10 Intellect aside, 20% Burning Lash is still pretty good). Maybe Combusting Wounds instead of Infuse With Vital Essence? Merciless Gaze you have, well, depends. With 2 casts I would probably pick a different tier, however, how about Bulwark Against The Elements? With Pale Elf and high DEX hostile elements would be of little threat. I don't really know, have not had time to think it over really. Maybe even passive.
Cyrus_Blackfeather Posted July 2, 2018 Author Posted July 2, 2018 And here's another question. Nalpazca or Helwalker? With Helwalker, I'm looking at +10 Might/+10 Intellect at max wounds, albeit with a pretty ridiculous bit of extra damage associated with it, and I wouldn't have to rely on drugs like Nalpazca does, especially with the Alchemy nerfs.
knownastherat Posted July 2, 2018 Posted July 2, 2018 While Alchemy nerfs cutting deep indeed, it still not completely useless. For example, for the potion with +2 PEN or +3 AR to name two obvious ones. Drugs still give nice bonuses and resources for Drugs and potions are relatively plentiful. Poisons are not ridiculous anymore but still provide a bonus to damage. Never played Helwalker so can't say.
Cyrus_Blackfeather Posted July 2, 2018 Author Posted July 2, 2018 While Alchemy nerfs cutting deep indeed, it still not completely useless. For example, for the potion with +2 PEN or +3 AR to name two obvious ones. Drugs still give nice bonuses and resources for Drugs and potions are relatively plentiful. Poisons are not ridiculous anymore but still provide a bonus to damage. Never played Helwalker so can't say. Alright. I might start a small sub-thread to ask for more specific thoughts about this.
Dorftek Posted July 2, 2018 Posted July 2, 2018 Id still pick Napalzca even if drugs didn't give any boost at all simply because of the constant and reliable way of generating wounds.
Cyrus_Blackfeather Posted July 2, 2018 Author Posted July 2, 2018 Id still pick Napalzca even if drugs didn't give any boost at all simply because of the constant and reliable way of generating wounds. Mhmm. Plus, it fits the theme I'm going for - someone who's plundering and pondering the secrets of the universe.
Cyrus_Blackfeather Posted July 2, 2018 Author Posted July 2, 2018 I'm also not sure about that Level 5 slot. Instead of Clarity of Agony, I'm not sure what'd be good to take. Grimoire Slam, maybe? Dance of Death? Then I could upgrade to Enduring Dance later instead of Llengrath's Safeguard or something. I'm also debating Stunning Blow and its upgrade, but I'm not sure where I'd put those. Made some edits.
Cyrus_Blackfeather Posted July 3, 2018 Author Posted July 3, 2018 Of course there's also Shattered Pillar I'm overlooking. I'd want to drop Duality of Mortal Presence for that, since I'd be playing more of a Wound spender rather than a Wound hoarder, and pick up some abilities that'd allow me to spend wounds more freely. I've heard that it's a better subclass for frontline fighters, but I'm not sure how that'd apply to a mixed melee/spellcaster like this. I'd appreciate some thoughts/theorycrafting on that, since I obviously can't pick my subclass again. So far, I've tried being as objective as possible... 1. Helwalker: Very much risk/reward. I have to get hit to gain wounds, which kind of means I have to stick my neck out more than I might want to, but I get some pretty nice benefits. 10 Wounds max - 20% Burn Damage lash from Turning Wheel - +10 Might/+10 Int/+5 Dex (From Swift Strikes/Swift Flurry) - Favors a wound hoarding playstyle - 50% damage received 2. Nalpazca: Thematically appropriate for a Sage, and reminds me somewhat of Lantry from Tyranny (Who was honestly the only companion from that game I liked). Uses Drugs to gain wounds (Though can still gain wounds from getting hit, I think?). 10 Wounds max. - 20% Burn Damage lash from Turning Wheel -+10 Int/+5 Dex/+Whatever drug bonuses - Favors wound hoarding - Bonus PL to Drug duration -Drug crash when effects wear off (Through Arcane Dampener) means no healing. 3. Shattered Pillar: I mostly see this thrown around for pure melee Monks, but it might work here. 5 Wound maximum, but gains wounds by dealing damage rather than by taking it or by using drugs. - Lesser Wounds heavily benefits this subclass, as it lowers the damage threshold required to gain a Wound. - Doesn't benefit from Duality of Mortal Presence or Turning Wheel, consider replacing with Infuse With Vital Essence for equivalent results - Favors wound spending, but can only gain wounds from auto-attacks now, not from spending resources. - Benefits from Rooting Pain (AoE interrupt on Wound gain vs Fortitude). These are, at least, the benefits/drawbacks as far as I've been able to see them. I'm leaning toward either Helwalker or Nalpazca, but I'm not sure. As I said, further insight into this from people who have played with similar builds would be greatly appreciated.
Cyrus_Blackfeather Posted July 3, 2018 Author Posted July 3, 2018 Nalpazca with drug and dance of death! So that's one vote for Nalpazca. I'm probably going to stick with that since, again, it's thematically appropriate for what I'm going for with this character.
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