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Here is a build I am thinking about using for my MC in my next playthrough, on PotD difficulty with upscaling, Turn Based mode. I'd appreciate any constructive feedback!

I also want to turn this into a proper build, since there are so few 5.0 Turn Based builds out there. So, I'll be editing this post as I (hopefully) get feedback.

Fighter/Rogue (Swashbuckler)
Subclasses: Devoted/Streetfighter
Race: Human
Background: Aedyr, Mercenary
Weapon Proficiency: Greatsword (Alternative option: Morningstar)
Attributes: 18 Mig - 10 Con - 12 Dex - 18 Per - 12 Int - 8 Res
Skills: Mechanics, Insight
Role: Single target DPS, Off-tank


Level ups:
1: Disciplined Barrage, Escape
2: Crippling Strike
3: Fast Runner
4: Fighter Stances, Two-Handed Style
5: Confident Aim
6: Determination
7: Disciplined Strikes, Dirty Fighting
8: Penetrating Strike
9: Riposte
10: Weapon Specialization, Persistent Distraction
11: Adept Evasion
12: Finishing Blow
13: Unbending, Deep Wounds
14: Conquerer Stance
15: Devastating Blow
16: Armored Grace, Improved Critical
17: Clear Out
18: Uncanny Luck
19: Unbending Trunk, Deathblows
20: Unbreakable


Gear:
Head: Helm of the Falcon
Neck: Precognition
Armor: Reckless Brigandine or Devil of Caroc Breastplate
Feet: Boots of the Stone
Cape: Mirrorback
Hands: Gatecrashers
Waist: The Undying Burden
Rings: Voidward, Chameleon's Touch
Weapon: Karabörü or Sanguine Great Sword
Alternatively: The Willbreaker - if chose Morningstar proficiency

 

Some aspects I'd especially like feedback on:

- I personally won't use Reckless Brigandine, so I'll only have 1 engagement. Is that enough? Is there any way to improve that which is also worth it, like getting Hold the Line in place of something else? Any gear besides the armor that adds engagement?

- I upgraded to Arterial Strike, because of Persistent Distraction already causing Distracted. Also, a ranged Scout will already have Debilitating Strike in my party. Should I keep Arterial, or Debilitating is still better in this case, too?

- I added a Morningstar as an option to pick, as I know it is a better choice than Greatswords overall because of its great modal. I'll still use Greatswords though. Will it be fine on PotD difficulty? 

- I'll also have Edér as a Swashbuckler main tank, club+shield, in my party at all times. Two Swashbucklers are fine, right? It's not like I lose anything if I still have e.g. a Scout, Herald and Battlemage in the party?

Thank you in advance if you comment!

Edited by Adexrekt
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IMO you should really prioritize Unbending - get it ASAP at level 13, as its the biggest game-changer (unless you rely on Barring the Death's Door all the time).

The difference between being an offtank/flanker and charging head-first into enemy ranks.

I think I'd also take Rapid Recovery along the way. Determination is one of my favorite Fighter passive defense buffs.

Not sure Arterial Strike is actually needed in melee - will you run away from wounded enemies? Maybe not worth upgrading Crippling at all.

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2 hours ago, Haplok said:

IMO you should really prioritize Unbending - get it ASAP at level 13, as its the biggest game-changer (unless you rely on Barring the Death's Door all the time).

The difference between being an offtank/flanker and charging head-first into enemy ranks.

I think I'd also take Rapid Recovery along the way. Determination is one of my favorite Fighter passive defense buffs.

Not sure Arterial Strike is actually needed in melee - will you run away from wounded enemies? Maybe not worth upgrading Crippling at all.

Thanks! I'll look into all of this. I'll definitely prioritize Unbending, then.

If Arterial is not good, what do you suggest should be the main damaging skill I spend Guile on? Should it be just the basic Crippling Strike? Or should I somehow fit in Confounding Blind?

Where do you suggest I should fit Rapid Recovery and Determination, what do I replace?

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Yeah, base Crippling Strike is good enough. It accumulates a lot of Power Level bonuses and remains useful throughout the game.

Confounding Blind could be nice to up the crit chance. Then again, it is a bit costly and in turn-based just how many single hits are you gonna land on a single enemy.

Determination could be taken instead of Arterial.

Rapid Recovery on 2nd thought, might not be as great in Turn-Based (not sure).

 

Edited by Haplok
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Posted (edited)
6 minutes ago, Haplok said:

Yeah, base Crippling Strike is good enough. It accumulates a lot of Power Level bonuses and remains useful throughout the game.

Confounding Blind could be nice to up the crit chance. Then again, it is a bit costly and in turn-based just how many single hits are you gonna land on a single enemy.

Determination could be taken instead of Arterial.

Rapid Recovery on 2nd thought, might not be as great in Turn-Based (not sure).

 

Thanks.

As far as I can see, I could not even pick Blinding Strike without wasting a skill point, because if I skip Crippling Strike, there is nothing else to pick before level 4. Fast Runner is already something I picked because there is nothing else.

Constant Recovery is actually really good in Turn Based, at the start of my turns I often get a good chunk of health back. That might mean Rapid Recovery is good, too?

Edited by Adexrekt
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Yeah, Rapid Recovery is a strong upgrade for Constant Recovery.

Think I'd pick Knockdown over Fast Runner. An Interrupt move can be handy. Also sometimes it is better to target Fortitude over Deflection.

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15 minutes ago, Haplok said:

Yeah, Rapid Recovery is a strong upgrade for Constant Recovery.

Think I'd pick Knockdown over Fast Runner. An Interrupt move can be handy. Also sometimes it is better to target Fortitude over Deflection.

Doesn't Crippling Strike interrupt on hit?

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6 hours ago, Haplok said:

Yeah, Rapid Recovery is a strong upgrade for Constant Recovery.

What exactly does Rapid Recovery do. How much does it actually boost the healing of Constant recovery. The in game description is very vague, I believe.

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  • 1 month later...
On 8/24/2020 at 7:37 AM, Haplok said:

Yeah, Rapid Recovery is a strong upgrade for Constant Recovery.

Think I'd pick Knockdown over Fast Runner. An Interrupt move can be handy. Also sometimes it is better to target Fortitude over Deflection.

I thought Knockdown was worthless on turn-based?

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Knockdown is a very effective Interrupt. The big issue in Turn Based is getting a turn in the window of time between enemy starts and finishes casting. Sadly I don't think there are any tools that allow control over this, making Interrupts very unreliable.

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