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★ Jack of All Trades - Build Guide for Human (Hearth Orlan works too).

 

The Jack of All Trades has 3 distinct fighting styles (Ranged, Offensive, Defensive) but focuses mainly on high attack speed and kill stealing to snow ball into an unstoppable tornado. The Barbarian Class (even more so the Beserker) is amazing at snowballing when in Melee range but often gets stuck fighting the hard to kill Tanks while enemy Casters and Strikers stay just out of reach dealing most of the damage. By combining Beserker with Black Jacket you can use a ranged weapon to start combat and deal with Casters quickly getting a valuable kill before they can get their buffs up and then switch to Melee to wipe up the remaining mobs. You also have the option of using a 3rd weapon set with a shield in case you are being focused down by the enemy and need to buy time before help/healing arrives. 

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You start the game as a back line ranged striker because you are too squishy to solo the front lines and Confusion makes it too dangerous to have allies near you. Fighter and Barbarian have instant buffs and passives in the early game that lay the foundation for a very strong ranged Crit Striker build. Luckily Frost Seeker (one of the best Ranged Crit build weapons in the game) is available very early. Around the same time you get access to the Devil of Caroc Breastplate which makes you much tankier and you resist the Berserker Confusion (this lets you move from a back line striker to a front line striker). These two items are crucial to this build. The bow does splash damage on Crits letting you soften the enemy up before moving to Melee for the kill. The armor prevents the splash damage from hurting your party, gives you regular healing, lots of armor and gives extra resources you need to keep your buffs up and spam your abilities. All game you only need 2 active abilities (not including buffs): Penetrating Strike for softening enemies up and Barbaric Blow for finishing them off. With these Items you will have no trouble making it through to the late game. Also equipping Kitchen Stove with Thunderous Report as a 4th weapon is a great way to open combat.

 

Late game is when this build really shines. There are 3 incredible weapons/shield that you can only get at the end of the game and they are what brings this build from good to great. Bronlar's Phalanx is the easiest to obtain. It can increase your deflection by up to a whopping 28, give you +1 armor and provides healing. If you are ever in a tight spot switching to this weapon set will buy you plenty of time for healing and support. The next weapon is Slayers Claw. This is a great weapon on its own but is really only used for one reason: Stelgaer's Ferocity-Might Inspirations applied to the wielder are increased by 1 Tier. Once you activate Frenzy you get the Energized Inspiration (Crits interrupt even at Range!) Now switch to Frost Seeker and kill any pesky spell casters. Frost seeker shoots 3 projectiles combined with your amazing Accuracy and Crit buffs means you are almost guaranteed to Crit once every time you attack. This leaves the Spell caster unable to get off any spells (even if they have concentration you shoot 3 projectiles that will most likely all Crit interrupting even the most powerful spell Casters). And finally Engolierio do Espirs. If not for the -3 debuff before a kill this would probably be the strongest weapon in the game. With this build you get around the debuff by using Frost Seeker to kill the Casters while softening up any near by units. Once the Casters are dead you switch to Engolierio do Espirs activate Cleaving Stance and Lion's Sprint. Run up to any near death opponent do a Barbaric Smash/Crushing Blow and mop up anything left standing.

 

♦ Difficulty: Path of the Damned

 

♦ Role: Striker, Off-tank

 

♦ Class: Fighter (Black Jacket) / Barbarian (Berserker)

 

 

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✎ Starting Attributes:

 

4 Might

You will get ridiculous damage boost from Fighter and Barbarian and enough sources of healing that Might can be dumped. Might also increases the self Raw Damage from Berserker Frenzy.

 

15 Constitution

To keep from being too squishy you need either high Constitution or Resolve. Since we dumped Strength and pumped Intellect we need Constitution to keep our Fortitude from being too low. Also Brutes get a lot of Health per level meaning the Health % bonus from Constitution is extra effective.

 

 

21 Dexterity (+1 from Background) (+1 from witch's Potion) (+1 Effigy)

You have several nice buffs you want to get out at the start of combat and want to attack as fast as possible, the best way to do this is have high Dexterity.

 

18 Perception

This is a Crit focused Build having high perception means you Crit more often. However the higher Action Speed from Dex is better than the 1 point of Accuracy so you want to put your extra points there instead.

 

18 Intellect

You have several spammable Buffs with fairly short duration high Intellect lets you make the most of them. It also helps your Carnage and Frost Seeker Blast radius. 

 

4 Resolve

For the majority of the early game you will fight with a bow, only coming forward when the enemy is already engaged with your Tanks. Once you do start going into Melee you should have enough equipment/abilities to keep yourself safe. 

 

 

 

✎ Leveling Progression

 

 

Level 1: Frenzy & Disciplined Barrage 

 

 

Level 2: Blooded

 

 

Level 3: Arms Bearer

 

 

Level 4: Barbaric Blow & Fighter Stances

 

 

Level 5: Confident Aim (or Accurate Carnage)

 

 

Level 6: Two-Handed Style

 

 

Level 7: Bloody Slaughter & Penetrating Strike

 

 

Level 8: Disciplined Strikes

 

 

Level 9: Bloodlust

 

 

Level 10: Blood Frenzy & Vigorous Defense 

 

 

Level 11: Quick Switch

 

 

Level 12: Weapon Specialization

 

 

Level 13: Barbaric Smash (or Crushing Blow) & Armored Grace

 

 

Level 14: Conqueror Stance

 

 

Level 15: Wild Sprint

 

 

Level 16: Brute Force & Improved Critical

 

 

Level 17: Lion's Sprint

 

 

Level 18: Unflinching

 

 

Level 19: Blood Thirst & Weapons Mastery

 

 

Level 20:  One Stands Alone (or Blood Storm)

 

 

♦ Civil Skills:

 

Job: Hunter

Active: Alchemy

Passive: Intimidate

 

 

♦ Weapon Proficiency:

 

At creation:

 

1. War Bow*

 

2. Rapier (There are some decent Rapiers early game e.g. Rännig's Wrath plus the modal gives accuracy helping you Hit/Crit early game)

 

3. Great Sword (Once you start getting some 2 handed bonuses and regularly hitting enemies you can switch to Whispers of the Endless Paths as your Melee weapon)

 

Blunderbus*

 

Battle Axe*

 

Estoc*

 

Large Shield

 

 

(War Bow should be taken on creation along with any other decent 1 Handed Melee weapon you can find early as your backup weapon and a two handed back up weapon. Make sure before Level 20 you have Battle Axe, Blunderbus and Estoc and maybe even Large Shield.)

 

 

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✎ Equipment / Gear   

Blackened Plate Helm (Head): +1 Intellect +1 Perception, +1 enemies Engaged

 

Charm of Bones (Neck): +2 Intellect

 

Devil of Caroc Breastplate (Medium): -10% Recovery time, +2 Max Power Pool, Resistance to Intelligence Afflictions, +2 Health (scaling) restored per 3s on Critical Hits with your weapons.

 

Ring of the Marksman (Ring): +4 Accuracy with Ranged Weapons, +1 Penetration with Ranged Weapons

 

Voidward +2 Corrode Armor Rating, -25% Raw Damage taken (or Ring of Overseeing)

 

Boots of Stone: +1 Dexterity, +1 Resolve, +Resistance to Might afflictions

 

Undying Burden (Belt): +1 Athletics, +2 Constitution, Incoming weapon Damage is reduced as Health is lost (Max -10% Damage Reduction), Grants 2nd Second Wind. (or Girdle of Mortal Protection to save Undying Burden for your Tank)

 

Aegor's Swift Touch: +1 Dex, +5% Action Speed with Weapons, 5% Chance to avoid Ranged Attacks when over 50% Health

 

 

Shroud of the Phantasm: 1% Chance to gain Brilliant Inspiration when taking damage, Living Illusion (Great for hard fights), Mystical Celerity (not much of a bonus for you) Most fights end too quickly but you have lots of Health and Healing so Brilliant has a chance to trigger. Early Game a Cloak/Greater Cloak of Deflection is recommended. 

 

 

Nalvi (Dog): +1 Resolve, Reduces Recovery penalty for armor (varies by Armor Type)

 

 

✦ WEAPONS:

 

 

Set 1: Slayers Claw: Tier 1: Stelgaer's Ferocity (Might Inspirations applied to the wielder are increased by 1 Tier.) Tier 2: Stelgaer's Lunge (The wielder leaps forward, dealing heavy damage and knocking their foe prone.) Tier 3: Stelgaer's Rage/Independence/Restraint (10% chance when Hit to gain +1 PEN for 8.0s (Stacks 3x) / When not near allies, the wielder gains bonus Raw Damage to their weapon attacks. Tier 4: Aspect of the Stelgaer (Restores 15 Health on scoring Kill, Deals Raw Damage to nearby enemies on scoring Kill)

 

 

›› Combo with Bronlar's Phalanx. Start Combat with this set Equipped. After activating Frenzy you have the Energized 

 

 

Set 1: Bronlar's Phalanx: Tactical (gain Smart Inspiration when Engaged), Strategist (The first enemy engaged becomes confused), Stand Firm (Deflection goes up as Health goes down up to +20) Stand Firm (when under 25% Health unable to move, +1 Armor, +3 Health every 6 seconds)

 

Set 2: Kitchen Stove: Thunderous Report (Lots of damage over a big area once per encounter)

 

Set 3: Frost Seeker: +10% Damage as Freeze, Fires 3 Projectiles with reduced damage, Freeze/Slash AoE on scoring Crit, Garlands Breath (Does Freeze Damage and Paralyzes Enemies in a large cone, great if you are being overwhelmed.)

 

 

Set 4: Engolierio do Espirs: Ravenous Soul Devourer (-3 Might Constitution and Dexterity before Kill +3 after), Blade Feast (Cast Ghost Blades on Kill and Heal based on damage done).

 

Frost Seeker will be your main Weapon until the End Game. Use your high Attack Speed and Crit chance to pepper enemies from afar focusing on enemy Casters. After getting Devil of Caroc Breastplate with the Int enchantment you can start switching to Melee and flanking opponents after taking out the casters. You aren't squishy but wont have great deflection so make sure to start combat in the back line until enemies are engaged by your Tank/s. You should be the highest damage dealer in your party except for maybe Maia with Red Hand abusing Arterial Strike. If you have the Mythical Adra Stone from Berath's Blessings get Frost Seeker to Legendary then Mythic ASAP. You can get Frost Seeker early and you use it all game.

 

In the end game after getting Slayers Claw, Bronlar's Phalanx, and Engolierio do Espirs you change from being a 2nd line Striker into a devastating tornado killing any and everything really really fast. 

 

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✎ Abilities Preview

 

 

 

♦ Black Jacket Subclass:

 

Bonus: Start with an additional Weapon Set and Weapon Proficiency. Reduced Recovery time penalty by 1s when switching weapons.

 

Penalty: Constant Recovery is less effective

 

✦ Berserker subclass:

 

Bonus: Tenacious (+5 Might, +2 Penetration) and Hardy (+5 Constitution, +2 Armor Rating) are the Inspirations gained while Frenzied. 

This replaces Strong (+5 Might) and Fit (+5 Constitution) Inspirations.

Gain 30% Hit to Crit conversion on melee and carnage attacks while frenzied.

 

Penalty: Frenzy applies Confused Affliction, does Raw Damage over time, and Health bar is hidden.

 

✦ Abilities:

 

Human: +7 Accuracy, +15% Damage when Bloodied.

 

+1 Weapon sets. Gives you space for Kitchen Stove letting you open combat with Thunderous Report

 

Two-Handed Style: +15% Damage with Two-Handed Weapons

 

Improved Critical: +10% Crit Damage

 

Armored Grace: -25% Armor Recovery penalty. Faster Recovery to help you get your first Kill quickly.

 

Quick Switch: -1.5s weapon change recovery. Combined with Black Jacket lets you change weapons instantly.

 

Weapon Mastery/Specialization: +15% damage with proficient weapons.

 

Confident Aim: +30% Grazes to Hits conversion with proficient weapons.

 

Cleaving Stance: Do a full Attack to one nearby enemy whenever you personally kill an enemy. Switch to Cleaving Stance when you are about to go on a killing spree with Engolierio do Espirs. If there aren't enough enemies packed together just stay in Conqueror Stance. If you chose Smashing Blow you might not ever need to change to Cleaving stance. Ghost Blades+Carnage+ free Attacks from Blood Thirst and Smashing Blow is usually overkill.

 

Conqueror Stance: +10 Accuracy, +5 Deflection when Hurt or above. +5 Accuracy, +10 Deflection when Bloodied or below. Use it to start the fight so you do even more Crits with Frost Seeker.

 

Disciplined Strike: +5 Perception, +50% Grazes to Hits and +25% Hits to Crits conversion. A big bonus to Crit chance.

 

Penetrating Strike: a Full Attack with +20% bonus damage and +3 penetration. This is your main attack. Use this until enemies are Near Death.

 

Vigorous Defense: +20 All Defenses and concentration for 15s. Use this at the start of combat to boost survivability and to gain concentration. For harder fights save 2 discipline to trigger this in case you go down to Near Death. (This can give you time to get back healed up.)

 

Accurate Carnage: +5 Accuracy for Carnage Attacks

 

Blooded: +25% Damage when below 50% Health. Combined with Human bonus you will do 40% more damage with 8 Acc making you all the more dangerous.

 

Bloody Slaughter: 20% Hit to Crit vs Near Death Targets, +50% Crit Damage vs Near Death Targets. A big boost to kill sniping helping you snowball all the faster.

 

Blood Lust: 20% Action Speed for 10s after a kill.  This Build is based on attack speed and getting kills. Blood Lust improves this even further.

 

One Stands Alone: +1 Enemy need to be Flanked, +20% Damage when near 2 or more Enemies. Adds damage for when you rush in to Melee and the flanking bonus is also nice.

 

Unflinching: When over 50% Health Resistant to all Body Afflictions. This keeps pesky Casters and Rogues from being able to disable you in the beginning of combat. By the time you are Bloodied they should for the most part all be taken care of.

 

Brute Force: Attack Fortitude instead of Deflection if it is Lower. Increases your Crit Chance significantly against certain enemies.

 

Blood Thirst: Recover immediately after a Kill. With so many on Kill Effects you will soon get a Kill every Attack and have 0 Recovery.

 

Blood Frenzy: 4 Raw Damage per 3s for 6s on Crit. Bonus damage that works with Ranged Weapons.

 

Barbaric Smash/Crushing Blow: Full Attack +20% Damage, +50% Carnage Area of Effect, +30% of Hits to Crits, +50% Crit Damage, If Opponent Killed refund cost or Recover instantly. (Crushing Blow stacks with Blood Thirst giving 2 free Attacks) Use this whenever an enemy is Near Death to almost guarantee a kill. I Prefer Barbaric Smash because Shroud of the Phantasm doesn't trigger as often as I would like and with such high action speed you will fly through your Class Resources, maybe Crushing Blow is better though.

 

Lion's Sprint: Nimble (+5 Dex, 100% Stride) and Immune to Engagement for 6s, +15 Accuracy on next Attack. Use this just before you rush into Melee, double Stride and Immunity to Engagement means you can get to any Near Death enemy incredibly fast without the risk of Disengagement Attacks. The extra Accuracy just helps ensure you Crit.

 

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✎ Summary

 

A very powerful end game build that is playable all the way through. You can easily set up an AI that does most of the work for you. You just have to decide when to switch from ranged ice storm mode to a tornado of Ghost Blades. I hope you have as much fun playing it as I had developing it!

 

 

 

 

 

Posted (edited)

While I generally like concepts that leave well-trodden paths I can't see which high dmg bonuses you will get from Fighter and Barbarian that "balance out" the low MIG. There's Blooded, One Stands Alone (+45%, conditional) and Weapon Mastery (+15%). And those don't come early.

 

Don't forget that dmg maluses are calculated with double inversion which means that as soon as you have a dmg bonus in your calculation your -21% from MIG turns into a value of effective -32%. That's rather harsh. Same with healing but also with self damage of course.

 

I mean I'm sure it's totally viable at some point, but is it a good approach right from the start? On a Helwalker maybe... :)

 

Blood Frenzy's raw DoT will be lower. Bleeding Cuts as well I suspect. Carnage will suffer a lot since it scales with MIG and Power Level. The bonus you'll get through PL will be eaten up immediately. The already low Constant Recovery from Black Jacket will be diminished further (no problem in his case though).

 

The biggest advantage might indeed be the lower self dmg which can really reach annoying numbers at higher levels. And because of this I'd say instead of using Voidward (or in addition) it could be smart to lower MIG that much in the late game because then also legendary enchantments can indeed dwarf the dmg malus. But the early game might be a huge pain. Good thing that Black Jacket makes the game somewhat easier by being able to immediately switch to the perfect setup.

 

Rogue bonuses are somewhat overrated. Even if you stack +500% dmg bonus on a Scout you might end up with numbers that are somewhat disappointing considering all the effort you put in. It's "only" base weapon dmg *6 after all. On the other hand very high attack speed (multiplicative), decent dmg bonuses and more than +35% lash (multiplicative) can bring you there. That's why Streetfighter/<something with lashes> is usually so powerful. And in the late game -21% from MIG won't matter much to weapon dmg (but to Carnage and raw DoTs). But the early game... phew. ;)

 

Also being able to prevent underpenetration (Black Jacket) itself can mean a huge damagse increase. Underpenetration is more severe the higher it gets due to double inversion. If you can switch to a penetrating weapon instead of suffering -3 underpenetration you can gain up to +300% (additive) dmg.

Edited by Boeroer
  • Like 1

Deadfire Community Patch: Nexus Mods

Posted

Yes, with levels, abilities, legendary mods you can eventually overcome that low Might.

Then again, if you didn't start with that penalty, you'd be in a better place still.

Posted

I think the main point is to avoid the high self dmg of the Berseker. It can make you quite squishy and knocked out chars don't deal damage. ;)

Deadfire Community Patch: Nexus Mods

Posted

There are tons of damage bonuses in the game. First of all as I said you get Frost Seeker very early in the game. It is not that hard to save enough money to upgrade it to Legendary (Mythic with Berath's Blessings) which is 60% (75%) damage bonus this alone is enough to justify dumping Might.

 

Right from the start you will do +40% Damage when under 50%hp (15 from Human, 25 from Bloodied) This is not hard to trigger due to the self damage from Frenzy. Don't forget Frenzy increases Might 5 points bringing you to 9 Might not including other bonuses. You get 2 Handed style at level 6 (also very early) another 15%. Then another 15% from Weapons Mastery (10% comes at level 12 not that late in the game). One Stands Alone adds another situational 20% it comes late but before the Endgame you focus mostly on ranged combat. These are just the regular Damage bonuses.

 

Most attacks will be abilities (Penetrating Strike/Barbaric Blow). Penetrating Strike does 20% bonus Damage and 3 bonus Penetration. Barbaric Blow/Smash does 20% bonus Damage and +2 Penetration and 50% Crit Damage. These abilities scale with Power level. 

You have very high Penetration +2 from Berserker Frenzy +1 from Ring of Marksman, +up to 5 from Upgrading your weapon, + from your abilities, and if needed you can always toggle Overdraw/Vulnerable Thrust for yet another +2, finally Crits increase Penetration by 50%. You will almost never under Penetrate and often trigger over Penetration.

Finally this Build has very high Accuracy, hit to Crit chance and bonus Crit damage. High perception,+4 Accuracy from Ring of Marksman (only ranged), Disciplined Strikes(+5 Perception), +10 Accuracy from Fighting stance (when not using Cleave and over 50%hp, +5 when under) +8 Accuracy when under 50% hp from Human. As well as Brute force targeting Fortitude if it is lower.
25% hit to Crit from Disciplined Strikes, 30% hit to Crit with Barbaric Blow/Smash, 30% hit to Crit with Melee from Frenzy, 20% hit to Crit vs Near Death Opponents. 
Crits increase Damage by another 25%, +50% from Barbaric Blow/Smash, +50% vs Near Death opponents (Being able to switch to Ranged weapons and instantly pick off Near Death opponents is incredibly useful because of this)

Might is simply not that useful for this build. In the end Might barely changes your overall Damage and also increases raw Damage which you can't defend against. Dexterity increases Action speed which is much harder to buff than Damage (25% from Frenzy, 20% from Bloodlust,5% from Aegor's Swift Touch). High Perception is needed in PODT and much more useful than Might (this Build has many Bonuses on Crits ect). Intellect increases duration for the many Buffs and increases area of Frost Seeker Crit as well as Carnage. Finally Constitution or Resolution is needed to keep from being too squishy. As I said in the Build Guide Constitution is better because of the high Brute Hp per level and to balance out Fortitude defenses.

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