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Posted

Hello for all :)

I am looking for a build to run PotD solo.

I want wizzard for for sure but i dont know about multi-class .

I love magics rether then male, and i prefer wand or scepter as wapeon.

 

Can you advice on multiclass with alot of magics and defance?

 

 

Also which wand or scepter can be good ?

Posted (edited)

I played a trickster/illustionist who used the scepter from wael.... you can get it straight after getting your boat sailing again - there is nothing to fight. It has an enchartment to increase illusion power levels.

 

It can als be used in Melee - it does't have the unfit for melee penalty that other implements have.

Edited by ArnoldRimmer
Posted (edited)

I played a trickster/illustionist who used the scepter from wael.... you can get it straight after getting your boat sailing again - there is nothing to fight. It has an enchartment to increase illusion power levels.

 

It can als be used in Melee - it does't have the unfit for melee penalty that other implements have.

 

How did you get past Fyrgist without fighting him?  IIRC he more or less camps the dock point.  Also doesn't the door back close forcing you to hit that switch which spawns everything?

 

Solo Wizard no subclass is probably viable.  CW + Flame Wall is straight busted and Phantoms are strong summons.  Worth considering a blunderbuss and a shield to proc additional hits.  In general I'd advocate for no subclass on Wizard as my general feeling is that the +PL is not enough to compensate for the lack of flexibility.

 

Wizard/Ranger is underrated.  The accuracy bonuses on Rangers are 20+ and that helps a lot with landing spells.  It's not uncommon to see enemies on PotD upscaled to make their saves without a large accuracy bonus.  Pet also helps with grouping mobs which makes landing AoEs without your face more tenable.  Or just go ghost heart and not have to worry about bonded grief.

 

Wizard/Any Rogue is solid. 

  • Assassin stealth bonus applies to spells which really helps not only land massive AoEs, but also with spells like Enervating Terror in making their will checks.
  • Streetfighter works really well here as Wizard's deflection and armor boosters help stay in the blooded pocket.  High martial offensive capability of Streetfighter works here to provide a non stop damage engine which overcomes the primary weakness of casters: limited resources.
  • Trickster allows you to avoid spending resources on defense spells and allows your wizard to spend their spells on damage.
  • No real benefit to picking normal Rogue, just take a subclass.

Wizard/Paladin is broken.  Make a Wizard/Goldpact and deflection stack and have a build that is mathematically impossible to hit.

 

Those are the ones that stand out.  Personally I wouldn't overly focus on wands and scepters as that heavily constrains your options and leaves a lot of much better tools on the table.  Early game especially can be a bit rough without a large shield.  Unless you're doing it for flavor and then in which case knock yourself out.

Edited by guildwriter
  • Like 1
Posted

Any class can use any item type, multiclassing with a class like Fighter or Paladin doesn't prevent you from being a skinny nerd in a dress with a magic stick if that's your thing.

 

Caster/Caster has challenges because the abilities from subclasses or talents don't necessarily cross over, so your wizard spells won't benefit from a Druid gaining better elemental spells or whatever. The other classes are less magic, but the rogue subclass trickster provides free spells you can use instead of your wizard slots and many are defensive.

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Posted

If you want magic, go wizard(no sub)/druid(lifegiver). They complement each other very well, wizard giving defenses abd druid healing. Both have excellent debuffs and damage spells.

Posted

How did you get past Fyrgist without fighting him? 

 

 

If this is the ship that tries to intercept you I just let him turn then put my back to him and sale away (potd with beraath's sails)... it was difficult until I dscovered you could do this

Guest Psychovampiric Shield
Posted (edited)

Wands strike me as rather poor weapons. Modal is interesting, but relatively short range decreases its utility if you want it precisely for debuffing from distance, and melee penalty decreases utility if you want it as defensive debuff against melee attackers. Furthermore, low penetration coupled with pierce damage type is also bad. I suggest scepter or pistol (pistols are nice, because you can make a shot, skip reload altogether and throw a spell).

If there is some clever way to use/abuse wands, I would certainly want to know though.

Edited by Psychovampiric Shield

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