Sunday at 10:02 PM1 day Firstly, please accept my apologies if this is the incorrect place to post; this is my first time using these forums.Up until now, I have been playing as a Priest and reached level 6. However, I have found myself restarting several times as I find the gameplay quite challenging☠️ and I think it is because of my build.I have decided that I want to fully commit to a Spellsword character, which is my preferred playstyle in other games, such as Morrowind. I enjoy playing as a fighter/mage hybrid (using medium armour, a sword, and a shield) who employs magic primarily to enhance their melee combat prowess.I have been browsing the Builds & Strategies forum for a suitable guide but haven't found exactly what I am looking for. The closest match was The Royal Court Battlemage, but I am struggling to modify it to suit my preferences. If that is indeed the best guide to follow, I would appreciate some help adapting it. Specifically, I am aiming for a Sword & Shield setup with Medium Armour. I am not interested in min/maxing and simply wish to enjoy the game on Normal difficulty.
22 hours ago22 hr Hi,first of all: the early game is pretty hard - noticably harder than what comes afterwards until the late game. It is most likely not your Priest build's fault that you feel that way but a combination of:Picking a class that is not very strong at the beginning of the game. Although the Priest will become your most impactful party member soon amd is considered the most powerful class overall, it starts rather slow. Classes like Fighter, Ranger or Monk start a lot stronger because they have higher base stats and don't rely on per-rest spells (which are scarce so early in the game). They will not become as powerful as a Priest (or Wizard or Druid for example) but the early game is easier with them.Not knowing the mechanics well (yet) - this will solve itself over timeThe early game being quite hard as I said - nothing you can do about that except:accepting that you don't have to fight every enemy in sight. Sneaking around and avoiding fights (alltogether or come back later after more level-ups) are valid options. The game doesn't give much XP rewards for fighting. Instead, exploring and quests are the main source of XP.using some sneaky tactics like: kiting/pulling/separating enemies, using chokepoints or even lure certain enemies towards other enemies (example: lure wolves to a bandit camp in Valewood, lure some trolls to a bandit camp in Black Meadow or luring the Sly Cyrdel bounty group towards the group of Gramrfel the Wayfarer in Magran's Fork a bit later in the game)Anyway, my understanding is that you want to play a melee Wizard. This is a good choice if you keep a few things in mind:The best weapon options for a melee Wizard are always his summoned weapons. They are vasty more powerful than any other weapon the wiuard can use, especially at level 1. At level 1 you pick Concelhaut's Parasitic Staff. It has a lot more base damage than a normal two handed weapon (20-30), has exceptional quality (which is awesome that early in the game and balances out the bad base accuracy of the Wizard) and drains endurance for you with every successful attack. Later use Citzal's Spirit Lance which has the same high base damage but also AoE capabilites and speed. If you feel that that's not enough summoned weapons and that you burn through them to quickly you can also pick up the Belt of the Royal Deadfire Cannoneer and Forgemaster Gloves during the early(ish) game. That will give you 6 casts of Firebrand per rest, a summoned fire great sword that also has the same high base damage.Try to not be in the front line too much in the early game. The Staff and the Lance are reach weapons so you can stand in the second line and still hit enemies who attack your front line.Infuse with Vital Essence is a great spell to regain lost health. Endurance can be healed during the encounter, but health usually only gets healed during a rest. Infuse with Vital Essence however will give you "temporary" bonus health. The thing is though that it's not really temporary but just stays there as if you had healed. It works even better if you use some items that give you incresed healing, for example the early amulet of Fulvano (or Fulvano's Amulet) which increses all healing you receive by 25% and a survival/camping bonus for increased healing. High Might also increases the effect.Use the Survical skill and put it to 4 points asap. This gives you access to a neat accuracy bonus based on the kind of enemy you face. If you can bring it up to 10 asap (this takes time). This can also be done by skilling it to 8 only and then use an item that grants +2 survival (there are several) and put it on before camping/resting in the wilds. You don't need to wear it all the time. This will give you an even bigger accuracy bonus gainst certain enemies. You need to scout ahead a bit an check out the tyoes of enemies which are awaiting you (if you don't know already) but this bonus reall helps. If you will face kith enemies: there's no survival bonus for them so go for increased healing instead (tier II grants +40% healing). It stacks with the amulet's effects (25%+40% = 65% more healing received ).If you feel too squishy pick Veteran's Recovery. It heals very well if combined with the bonus healing options I mentioned above and will keep you alive without you having to cast Corrosive Siphon or a party member needing to use a healing spell on you.Use Concelhaut's Corrosive Siphon to heal even more if necessary.Talents which are great for a melee Wizard:Veteran's Recovery as I said above if you feel too squishyWeapon Focus for whatever your backup weapon is. Summoned weapons can use any weapon focus, they are universal in that regard. So if you want a backup weapon (I suggest Durance's Staff) you pick Weapon Focus Peasant and this will apply to the quarterstaff and the Spirit Lance as well.Aspirant's Mark: this is a -8 delfection and reflex spel that is 1/encounter which is awesome. You can cast this in every fight right at the start - best is after the Priest hit you with an Inspiring Radiance (+10 accuracy). This doesn't have to be done by your wizard and could be used by any of your party members (it's especially good on a Fighter with Disciplied Barrage).Two Handed Style: since the summoned wepaons have high base damage, all damage bonuses you can get have a visible impactArcane Veil: great to have in a pinch when you get damaged too much. Also great to demotivate enemy rushers to pick you as target in the first placeSavage Attack: only later in the game where accuracy isn't an issue anymore (because of Priest buffs, good debuffs on enemies and so on)Apprentice's Sneak Attack: as I said: bonus dmg works well with summoned weaponsGood spells to use as a melee Wizard (I mean there are tons but these ones I cast more frequently than others as a melee Wizard):Chillfog: one of the best spells and especially early on. Just don't step into its AoE yourselfConcelhaut's Parasitic StaffDeleterious Alarity of Motion: raises your melee dps a ton because your recover twice as fast, especially great with the speed of the Spirit Lanceall defensive self-buffs, especially Llengrath's Safeguard which stacks with all deflection-only-buffs such as Arcane VeilInfuse with Vital Essence as I described aboveConcelhaut's Corrosive SiphonPull of Eora: very good in combination with Spirit Lance in order to pull enemies into tight fomations where your lance AOE can hit them allCitzal's Martial Power once you are done with buffing/summoning stuffEldritch Aim is great as Spell Mastery imo (at level 9 you can pick a spell you already know which turns from per rest into 1/encounter)Attributes:above average MIG since it boosts not only damage but also healing you do (to yourself). It's also one of the few things that boosts spell damage. But it doesn't need to be maxed or anything. I'd say ~12.mediocre CON is enough (~10)decent DEX and PER (~14)high INT (~18)mediocre RES (~10)shifting a few points here and there doesn't make a difference. Tthe attributes are not crazy impactful like in other games Edited 22 hours ago22 hr by Boeroer Deadfire Community Patch: Nexus Mods
22 hours ago22 hr PS: What you can also do is to play a Fighter with high INT and use Lore for scrolls (potentially very powerful) and so-called spellbinding gear. Those are items that contain per-rest spells of Wizards, Druids and Priests (and sometimes even Ciphers) and can be used by anybody. A Fighter is a good candidate because the spells work especially well with the high accuracy the Fighter class has.For examle there's Bots that contain Jolting Touch 3/rest, a sabre that contains Fireball 3/rest, an Amulet and an armor which both contain Sunburst 3/rest each (so in total 6 casts of Sunburst per rest), an Estoc that has Blizzard 3/rest and so on. You can then add some talents such as Aspirant's Mark, Prestidigitator's Missiles, Enigma's Charm... (all 1/encounter).That way you can build a very accurate Fighter who's good with weapon (because... Fighter) and has some nice spells from items, talents and scrolls, too. Deadfire Community Patch: Nexus Mods
21 hours ago21 hr 11 hours ago, Frozeal said:Firstly, please accept my apologies if this is the incorrect place to post; this is my first time using these forums.Up until now, I have been playing as a Priest and reached level 6. However, I have found myself restarting several times as I find the gameplay quite challenging☠️ and I think it is because of my build.I have decided that I want to fully commit to a Spellsword character, which is my preferred playstyle in other games, such as Morrowind. I enjoy playing as a fighter/mage hybrid (using medium armour, a sword, and a shield) who employs magic primarily to enhance their melee combat prowess.I have been browsing the Builds & Strategies forum for a suitable guide but haven't found exactly what I am looking for. The closest match was The Royal Court Battlemage, but I am struggling to modify it to suit my preferences. If that is indeed the best guide to follow, I would appreciate some help adapting it. Specifically, I am aiming for a Sword & Shield setup with Medium Armour. I am not interested in min/maxing and simply wish to enjoy the game on Normal difficulty.Yeah, it was not the best place to post, but I have moved it to correct one. Just in case, I am replying to you to, so the notification pops up, and it will be easier for you to find your thread again. 🙂 Sent from my Stone Tablet, using Chisel-a-Talk 2000BC. My youtube channel: MamoulianFH Latest Let's Play Tales of Arise (completed) Latest Bossfight Compilation Dark Souls II - Scholar of the First Sin - New Game (completed) Let's Play/AAR Europa Universalis 1: Austria Grand Campaign (completed) Let's Play/AAR Europa Universalis 2: Xhosa Grand Campaign (completed) My PS Platinums and 100% - 30 games so far (my PSN profile) 1) God of War III - PS3 - 24+ hours 2) Final Fantasy XIII - PS3 - 130+ hours 3) White Knight Chronicles International Edition - PS3 - 525+ hours 4) Hyperdimension Neptunia - PS3 - 80+ hours 5) Final Fantasy XIII-2 - PS3 - 200+ hours 6) Tales of Xillia - PS3 - 135+ hours 7) Hyperdimension Neptunia mk2 - PS3 - 152+ hours 8.) Grand Turismo 6 - PS3 - 81+ hours (including Senna Master DLC) 9) Demon's Souls - PS3 - 197+ hours 10) Tales of Graces f - PS3 - 337+ hours 11) Star Ocean: The Last Hope International - PS3 - 750+ hours 12) Lightning Returns: Final Fantasy XIII - PS3 - 127+ hours 13) Soulcalibur V - PS3 - 73+ hours 14) Gran Turismo 5 - PS3 - 600+ hours 15) Tales of Xillia 2 - PS3 - 302+ hours 16) Mortal Kombat XL - PS4 - 95+ hours 17) Project CARS Game of the Year Edition - PS4 - 120+ hours 18) Dark Souls - PS3 - 197+ hours 19) Hyperdimension Neptunia Victory - PS3 - 238+ hours 20) Final Fantasy Type-0 - PS4 - 58+ hours 21) Journey - PS4 - 9+ hours 22) Dark Souls II - PS3 - 210+ hours 23) Fairy Fencer F - PS3 - 215+ hours 24) Megadimension Neptunia VII - PS4 - 160 hours 25) Super Neptunia RPG - PS4 - 44+ hours 26) Journey - PS3 - 22+ hours 27) Final Fantasy XV - PS4 - 263+ hours (including all DLCs) 28) Tales of Arise - PS4 - 111+ hours 29) Dark Souls: Remastered - PS4 - 121+ hours 30) Mortal Kombat 11 - PS4 - 200+ hours 31) Dark Souls II: Scholar of the First Sin - PS4 - 246+ hours 32) Star Ocean: Faithlessness and Integrity - PS4 - 185+ hours
19 hours ago19 hr Author Thanks @Mamoulian War for the understanding and @Boeroer for the complete posts! The fighter with high INT sounds interesting 🙂So, if I have understood correctly, it would be better to create a two-handed melee wizard rather than using a sword and shield, especially as the summoned weapons are two-handed?🧙
17 hours ago17 hr 1 hour ago, Frozeal said:So, if I have understood correctly, it would be better to create a two-handed melee wizard rather than using a sword and shield, especially as the summoned weapons are two-handed?🧙Yes, the two handed summoned weapons are a lot better than what you can buy/find at those times and a Wizard with weapon + shield isn't a very good setup.That is: unless you just want the protection of a shield and don't care about your weapon damage - in that case hatchet + small shield is a good option because they provide decent deflection and some reflex that stacks with your self buffs. But your weapon damage will be pretty atrocious compared to the summoned weapons.Medium and large shields will negatively impact your casting accuracy (-4 for medium shields and -8 for large ones) so I wouldn't recommend them. Wizards' base accuracy is already weak enough... ;)You can also take a look at a melee Cipher: that class combines weapon damage with spellcasting. In fact you need to deal weapon damage in order to cast spells. Deadfire Community Patch: Nexus Mods
16 hours ago16 hr Author 30 minutes ago, Boeroer said:Yes, the two handed summoned weapons are a lot better than what you can buy/find at those times and a Wizard with weapon + shield isn't a very good setup.That is: unless you just want the protection of a shield and don't care about your weapon damage - in that case hatchet + small shield is a good option because they provide decent deflection and some reflex that stacks with your self buffs. But your weapon damage will be pretty atrocious compared to the summoned weapons.Medium and large shields will negatively impact your casting accuracy (-4 for medium shields and -8 for large ones) so I wouldn't recommend them. Wizards' base accuracy is already weak enough... ;)You can also take a look at a melee Cipher: that class combines weapon damage with spellcasting. In fact you need to deal weapon damage in order to cast spells.Thanks for your patience and for the helpful comments! I think I’ll go for the weapon and shield.Is there anything else I should be mindful of when playing as a melee wizard?
16 hours ago16 hr 34 minutes ago, Frozeal said:Thanks for your patience and for the helpful comments! I think I’ll go for the weapon and shield.Is there anything else I should be mindful of when playing as a melee wizard?If you don't play on the highest difficulty setting (Path of the Damned) you carry around up to 4 camping supplies. So resting is not an issue. Don't hold back your spells too much or you will end up resting because of low health but not because you used all your spells. Players tend to hold on to spells "just in case a big fight comes" - but if you save the game regularly (and it also does auto saves for you) you can reload of you got into a big fight totally unprepared and rest before that fight.Having said that: melee Wizards can contribute in many fights without casting too many spells. Their Arcane Assault (2/encounter) and a single weapon summon spell go a pretty long way. Edited 16 hours ago16 hr by Boeroer Deadfire Community Patch: Nexus Mods
12 hours ago12 hr Author 3 hours ago, Boeroer said:If you don't play on the highest difficulty setting (Path of the Damned) you carry around up to 4 camping supplies. So resting is not an issue. Don't hold back your spells too much or you will end up resting because of low health but not because you used all your spells. Players tend to hold on to spells "just in case a big fight comes" - but if you save the game regularly (and it also does auto saves for you) you can reload of you got into a big fight totally unprepared and rest before that fight.Having said that: melee Wizards can contribute in many fights without casting too many spells. Their Arcane Assault (2/encounter) and a single weapon summon spell go a pretty long way.Any tips on party building? I’m planning to use Aloth for crowd control, Edér (unsurprisingly) as a tank, and Durance as a support priest, but I can’t quite decide on which other to bring... probably Pallegina?
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