tackthumb Posted June 10 Posted June 10 (This was posted on another forum for Deadfire but thought I would share it here as well) Alvesa was born to minor Vailian nobility who've spent generations wandering Eora in hopes of restoring the prestige and wealth lost in the fall of Grand Vailia. A genteel disdain for any labor or trade seen as beneath their former station, however, has made it difficult for the family to improve their lot in life. While other expatriates from Old Vailia found success in profitable business ventures with the Republics or blighting the trade lanes with the Príncipi sen Patrena, Alvesa's family continued to drift from port to port, clinging to their faded pedigree and dwindling family fortune. Young Alvesa did not inherit her family's delusions for a bygone past and instead took this lesson to heart: “Accept no truth but your own.” Eschewing materialistic concerns, Alvesa turned towards the spiritual and became initiated in the mysteries of Wael whose domain of revelation appealed to a poor, itinerant child unmoored by the earthly attachments of her family. Not content to scour only libraries or temples for knowledge, Alvesa would also explore the back alleys and slum of the cities where her quick wit granted her access to the kind of illicit and disreputable dealings that her family never would've deigned to dirty their hands with. Undeterred by even the revelation of her patron god's true origins, Alvesa continues to seek out truth by uncovering the many mysteries of Eora. As someone who loves making a lot of crit-focused builds, I really appreciate Priests as an invaluable source of accuracy with their party-wide buffing spells. Because of that particular emphasis, I also tend to not want to multiclass them too often as I don't want to delay their access to these crucial spells. By a similar token, I also find action economy an issue with Priest multiclasses as they need to devote a lot of their time getting out their buffing spells before they can perform any other function. One of my personal white whales for a Priest multiclass has been finding a combination that not only justifies their slower ability progression from multiclassing but also overcomes the possible dilution of effectiveness by tacking on an ill-suited role to the Priest's kit. I believe this rather unorthodox Priest of Wael/Trickster build solves these issues by using several techniques and pieces of gear that allows them to not only get out their buffing spells in a timely manner but also lets them serve as a capable frontline fighter, profiting directly from their own buffs, and a disabler par excellence who can become a veritable gorgon able to turn their enemies to stone and keep them locked down for much of the encounter. Character Creation Class: Zealot (Priest of Wael + Rogue Trickster) Race: Ocean Folk | Culture: Old Vailia | Background: Dissident Other than the multiclass selection, these elements can change depending on your roleplaying preferences. Besides the thematic considerations, the Intellect and Stealth bonuses from my character creation choices also happen to suit the build mechanically. Attributes 10 Might | 3 Constitution | 18 Dexterity | 18 Perception | 19 Intellect | 10 Resolve This attribute distribution is fairly unusual and will probably seem controversial for a build that will also function as a frontline melee striker. The low Might is slightly counteracted by spells and supplementary damage buffs, though it should be accepted that this build won't be much of a healer unfortunately. The low Resolve score is similarly mitigated by the plethora of defensive spells available to this build. However, there is simply no getting around the liability of the low Constitution score, and some care and compromises must be taken with this build due to their low health. (If you play with the Berath's Blessings attributes bonus, I would definitely sink the extra points into repairing the Constitution score and slightly raising Might or Resolve for an overall smoother experience). The high Dexterity, Perception, and Intellect is in service of efficiently getting out spells and maximizing action economy and the efficacy of their crowd control ability. Skills Active: Stealth Passive: Bluff Stealth should be pumped exclusively because it will help action economy, which I will get into later, and also increase melee damage. You have more leeway with the passive skill choice. Keep in mind that Priests of Wael have Shady as one of their favored dispositions, and Bluff often acts as a corresponding skillcheck for a lot of Shady dialogue options in the game. However, you don't necessarily need a high Bluff in order to max out the Shady disposition, and disposition bonuses for Priests in Deadfire only affects the healing potency of Holy Radiance spell (and this build won't be doing a lot of healing) and the damage potency of your summoned spirit weapon, which this build won't be using at all. In short, feel free to let roleplay dictate your passive skill choice – I actually chose a mix of Streetwise and Bluff for this playthrough because it matched my character's background. Weapon Sets 1. Stalker's Patience + The Eye of Wael 2. Variable Equipment Devil of Caroc Breastplate, Whitewitch Mask, Charm of Bones, Cloak of the Theocrat, Gauntlets of Accuracy, Ring of Overseeing, Ring of Prosperity's Fortune, Girdle of Eoten Constitution, Footprints of Ahu Taka Abilities – (bolded are auto-learned abilities) 1: Arcane Veil, Arkemyr's Dazzling Lights | Suppress Affliction, Interdiction, Escape, Defensive Roll, Fast Runner 2: Ionic Projection, Mirrored Image | Two Weapon Style, Weapon and Shield Style, Dirty Fighting 3: Mirrored Image, Ryngrim's Repulsive Visage | Dire Blessing, Combat Focus, Riposte, Bear's Fortitude, Snake's Reflex, Bull's Will 4: Llengrath's Displaced Image | Devotions for the Faithful, Adept Evasion, Persistent Distraction 5: Confusion | Champion's Boon, Tough, Farcasting, Rapid Casting, Uncanny Luck, Deep Wounds 6: Arkemyr's Wonderous Torment | Salvation of Time, Improved Critical, Spell Resistance 7: Gaze of the Adragan | Deathblows Strategy You may be wondering why this multiclass chooses Priest of Wael and Trickster as their subclasses, given that they offer seemingly redundant access to automatically learned Illusion-keyworded abilities at every ability tier. This is a deliberate choice as it enables the build to A) not have to invest in active abilities as much and instead put those ability points into passives that amplify their strengths and fortify their weaknesses and B) have two resource pools to draw from to use these powerful, cross-class abilities. The endgame, centerpiece ability is Gaze of the Adragan which this build will be able to cast multiple times as both a spell and as a Rogue ability that costs 2 Guile per use. With bonuses that give additional points to the Rogue resource pool such as The Devil of Caroc Breastplate and the Adratic Glow bonus you get from paying for a dip into the Luminous Bathhouse's pool, this build is able to cast Gaze of the Adragan a whopping total of SEVEN times every encounter when using up all its Guile and AT7 Priest spellcast. This build also maximizes the duration of every cast of Gaze of the Adragan by every means possible, including A) power level bonus from the Illusion-keyworded gear Whitewitch Mask and the The Eye of Wael, B) high accuracy enabling crits which gives a bonus to duration on debuff spells, and C) high native Intellect further boosted by items such as the Charm of Bones and Cloak of the Theocrat. Furthermore, Gaze of the Adragan when used as a Rogue ability is technically an AT6 ability (though Tricksters still only get access to it at AT7) which means that it gets additional, native PL scaling for a slightly longer duration compared to the Priest version – this is actually very beneficial as the bulk of this build's Gaze of the Adragan usage will be from its Rogue side (though this does mean that they don't benefit from Rapid Casting, which is a small downside). Before going any further, I should explain why Gaze of the Adragan is such a good ability/spell that's worth specializing a build around. It's most noteworthy feature is that it applies Petrified, a Dexterity Affliction that is functionally identical to Paralyzed but technically counts as a tier higher than Paralyzed which is already at the highest Tier 3. This means that even enemies who have Dexterity Resistance (such as the common Wood Elf among kith enemies) will only be able to downgrade Petrified to Paralyzed, thereby still suffering the identical effects of being completely locked down. This doesn't make Gaze of the Adragan's Petrified effect the be-all and end-all of all crowd control abilities because there are still enemies with outright Dexterity Immunity or Body Immunity who can nullify it, but it does make it just a little more effective among the other hard crowd control Afflictions. Petrified/Paralyzed also grants a hefty hit-to-crit conversion against afflicted enemies, a feature that this build will also exploit to maximum effect. The way this build manages action economy issues as a spellcaster hybrid that needs to get out several lengthy buffs before moving onto any other action is mainly through Stealth. While in Stealth mode, actions get a -85% recovery reduction bonus which allows for a speedy follow up action. What might be unclear is that non-hostile abilities do not break stealth mode, meaning classes such as Priests with multiple non-hostile, party buffing spells can cast several in a row while benefiting from the drastically reduced recovery time. By investing heavily into Stealth and placing them further back into the formation so that enemies don't inadvertently bump into them, this build will be able to cast the requisite Devotions for the Faithful and Dire Blessing spells at the start of combat to boost their overall accuracy without being slowed down too much (do note that Devotions for the Faithful has a hostile, enemy debuffing component to it so you should be careful not to also hit any enemies with it lest it break you out of Stealth mode). After casting these spells, this build still has an AT3 and AT4 spellcast to use on Mirrored Image or Llengrath's Displaced Image, which should be used separately as the other wears off since their deflection bonus won't stack concurrently; this is both an action and resource economy save as it uses Priest spellcasts to activate defenses, saving Guile to be used for Gaze of the Adragan, and they are instant cast spells. The build also has double castings of Salvation of Time to further extend any of its buffs as needed. While it's not an Illusion-keyworded spell, the PL1 Arcane Veil eventually gets up to a decent duration with power level scaling, giving the build yet another fallback defensive spell to have in a pinch. Once accuracy has been pumped up, defenses boosted, and enemies locked down, this build is able to join the fray to great effect thanks to their dual-wielded Stalker's Patience and The Eye of Wael loadout. While a dual-wielded ranged and melee configuration may be suboptimal on a class like Rogue with Full Attack abilities in normal circumstances, this is less of a concern on this build where all Guile is being spent on Gaze of the Adragan anyway. In fact, the split weapon types is actually ideal in this situation as it means only the spear will attack when in melee distance and the scepter will only attack while at range. Dual-wielding a melee and ranged weapon at the same time like this is a useful technique when you want to profit from the Two Weapon Style passive and have a weapon with an effect that you want to maximize the chance of proccing, and this is true with both weapons. In the case of Stalker's Patience, it has an incredible enchantment that gives it a chance to instantly recover on crits, which means this build's high accuracy and crit conversion turns into a high volume of potentially chainable, instant-recovered attacks. With Rogue bonus damage modifiers like Sneak Attack, Deep Wounds, Deathblows, and the spear's enchantment that grants a damage bonus that scales to the build's synergistically high Stealth score, this weapon is optimized to dish out a lot punishment in a small window of time, delivering devastating coup de graces against their helpless foes before Gaze of the Adragan wears off, whereupon they will cast it again and continue preying on their enemies. The same principle applies to The Eye of Wael, which isn't just an inert statstick that amplifies spells for this build but a decent ranged weapon in its own right. If the Priest of Wael/Trickster is out of spells, or their defensive and accuracy buffs wear off, or they're facing pierce-immune enemies, or it's just too dangerous to go toe-to-toe with a boss, they can fade back to range and blast things with their scepter. The Eye of Wael delivers slash/blunt damage to diversify the spear's pierce damage and will benefit from the increased action speed of Two Weapon Style while attacking solely with the scepter at range. Like Stalker's Patience, The Eye of Wael has a chance to proc effects including debuffing Illusion spells and random Afflictions, making it so that build can still profit from Deathblows/Sneak Attack and debuff enemies even after they've run out of spells. It even has a chance to make you semi-invisible – though it's not a true invisibility that works with effects like Assassinate or Backstab, it does prevent enemies from attacking you and serves as a nice defensive effect. In tandem, I think this weapon set is a neat package that fits the craftiness and ingenuity of a Priest of Wael/Trickster character. This build so far has focused mainly on the endgame with a setup that doesn't come online until AT7/Level 19 for a multiclass, which may seem shortsighted. The cool thing about this build though is that its access to free spells and abilities at different ability tiers and via different resource pools allows it to continually take on different iterations and change up its configuration as it levels up. So for the early game at AT1, you will notice that I place a lot of stock in abilities that apply Dazed or allows you to break free of engagement; this build was played on POTD difficulty with all upscaling, and I developed a healthy respect for being able to displace and get out of danger in the early game when this build is at its weakest. However, as soon as AT2 is reached, this build can start to more comfortably stand on the frontlines as it will be able to use its Guile to cast Mirrored Image for a hefty, repeatable deflection bonus. I also take Weapon and Shield Style and opt to wear a small shield like the Outworn Buckler which doesn't come with an accuracy penalty. You can wear a medium or large shield if you find you need even more deflection, however I wouldn't take any bashing shield as it will take away attacks from Stalker's Patience and be an overall reduction in DPS (and you can of course respec out of Weapon and Shield Style later in the final form of this build). AT3 is where it gets interesting because you then get access to Ryngrim's Repulsive Visage, an aura that Terrifies foes. This gives you a short-range hard CC effect where your high accuracy now becomes part of your defense, disabling enemies all around you and making it a very decent stand-in Rogue ability to spend your Guile on until you unlock Gaze of the Adragan later. The spear's modal ability and shield setup actually remains a relevant loadout with Ryngrim's Repulsive Visage as it provides additional engagement to help you farm disengagement attacks when enemies try to flee from your aura. You can supplement this later on with Persistent Distraction and Champion's Boon (though do note that the later's Might Inspiration doesn't stack with the Might coming from Devotions for the Faithful) for even more engagement slots. Another school of thought is to equip a morning star for its modal effect that drops enemies Fortitude by -25 since the Terrify aura targets Fortitude. This is more if you want to go all-in on with using Ryngrim's Repulsive Visage as your main form of defense, but I think it makes your more vulnerable against ranged/backline enemies since the Terrify aura will only reach immediately surrounding enemies and I actually think Stalker's Patience and its instant-recover will end up out DPSing even the two-handed morning star, especially when it has its negative damage modal active. Another setup that you can use before the endgame is going ranged with a rod weapon; I really like Rod of the Deep Hunter on a Rogue multiclass, especially one with high Intellect, because the AoE effect added by the Blast modal and its stacking deflection debuff can lead to some juicy hits. With a more dedicated ranged setup, you can wear lighter armor, respec into Two-Handed Style, and use your Guile more for active Rogue attack abilities rather than frontline defenses. Yet another option available to this build is going with the previous suggestion but using the Spiritual Weapon spell to summon Priests of Wael's unique scaling Rod weapon, which also has Blast and a scaling Shock lash – if you've maxed out your Shady and Clever dispositions at that point, it could be a very effective delivery system for AoE damage. As you can see, you have a lot of interesting ways of transforming yourself to tackle challenges at different stages of the game, sort of mimicking the shifting visage of this build's patron god, which I think is very thematically fitting for a Priest of Wael/Trickster. 5
thelee Posted June 10 Posted June 10 (edited) neat build. one thing that might be worth calling out (apologies if you did and i missed it) is that you also double up on arkemyr's wondrous torment. you probably don't want to waste the guile from the rogue side (better spent on gaze), but priest gets it and you might as well. with wondrous torment, you can really cripple enemy resolve and will defenses, which can be a really great way to get stupid long durations on each cast of gaze of the adragan. it'll only really affect one enemy dependably (you have to wait too long for it to split and bounce), but can be really useful for making each gaze last during boss fights or other tough enemies. Edited June 10 by thelee 2
tackthumb Posted June 10 Author Posted June 10 That is worth pointing out: both priest and rogue sides learn duplicated AT 4-7 powers so can use them with different class resource pools (I was just being lazy and not wanting to list them out twice in my abilities section). I do like reserving my AT6 priest spellcasts for Salvation of Time to extend my buffs in case they are about to wear off since my priest spellcasts have to do double duty for defensive buffs, leaving me no extra room to recast them if necessary. But for a lot of combat encounters, a single casting of a buff is often enough and you can more freely cast Arkemyr's Wonderous Torment, which as you point out is a really nice spell to use on bosses. It's a good empowering candidate to start the ball rolling and breaking through a boss's high defenses, allowing you to hopefully land subsequent afflictions and other debuffs. I do dislike the fact that it only splits after the original effect expires on the first target, which means you functionally treat it as single-target spell since high duration boosts that you would normally want on a debuff renders its jumps moot. I would almost take an even lesser effect on the splits if it was able to jump to two additional targets immediately, or just wish that it would also jump upon death of the original target but I'm not sure how hard that would be to program. 1
Boeroer Posted June 10 Posted June 10 Awesome. I especially like the first part where you explain why and how you arrived at this unusual combination and style of play. Because your initial description of "problems" with priest multiclasses is what bothers me in most cases, too. 1 Deadfire Community Patch: Nexus Mods
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