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Chanters basic attacks, how?


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I wanna try to build a chanter on my first playthrough but i have a doubt:

 

 

they are buffing and summoning, ok but..meanwhile, how it's better to let them attack? I mean, they're melee? ranged? what kind of weapons they use, they have to stay really behind like wizards ..or what?

Edited by Mazisky
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Anything you want, they have better health, base deflection and base accuracy than the other casters. Base deflection/accuracy is quite close to the Paladin. Chants don't cover the entire battlefield so think about the role you want the chanter to fulfill. They have buff that are better for ranged (i.e. reload speed buff) and others for melee (i.e. DR buff or enemies debuff).

 

Invocation goes from melee conic range to summons which don't need to be cast melee. They are less impacted than other classes by recovery time because you need to build up to cast invocation. As for weapons, went are people going to understand there is no class limitation in PoE? You can use whatever you want. Unless you are DPS obsessed...

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Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.


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You have alot of freedom in choices for weapons. 

I forget how the chanters fill up they're power. Either by damage or hits.

Obsidian wrote:
 

​"those scummy backers, we're going to screw them over by giving them their game on the release date. That'll show those bastards!" 

 

 

 Now we know what's going on...

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You have alot of freedom in choices for weapons. 

 

I forget how the chanters fill up they're power. Either by damage or hits.

 

Chants are composed of phrases that each have their own effect while that phrase is active. There is a phrase counter that is incremented at the start of each new phrase.

 

Chanters also have invocations. These invocations can be cast once the phrase counter hits a specific number (this depends on the invocation). Once an invocation is cast, the phrase counter zeroes out.

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Keep in mind that while any class can use any weapon you'll only be able to get good at one or two.

One of my concerns is that many times some weapon types are seriously under represented in a game.  BUT - with the enchantment system they plan this probably won't be a significant issue ... assuming you can afford the enchantments.

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Keep in mind that while any class can use any weapon you'll only be able to get good at one or two.

One of my concerns is that many times some weapon types are seriously under represented in a game.  BUT - with the enchantment system they plan this probably won't be a significant issue ... assuming you can afford the enchantments.

That's not really true. Weapon specialisations are bundled so that they each include about four different weapons and while some weapon types may be underrepresented in the beta slice I suspect the full game will include a much broader selection - if only because one of Josh's gripes with the BG games is that some weapon specialisations were trap choices because some weapons were pretty rare.

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Ah, but if you want to double up the Weapon Focus Talent with a Weapon Style Talent, then yeah, there's less overlap.

 

Weapon Focus Groups:

  • Adventurer - Pollaxe, Estoc, Flail, Wand, War Bow.
  • Knight - Battle Axe, Sword, Morning Star, Crossbow
  • Noble - Dagger, Rapier, Mace, Sceptre, Rod
  • Peasant - Hatchet, Spear, Quarterstaff, Hunting Bow, Unarmed
  • Ruffian - Sabre, Stiletto, Club, Pistol, Blunderbuss
  • Soldier - Great Sword, Pike, War Hammer, Arbalest, Arquebus

(That's +6 accuracy for the chosen weapons.)

 

Weapon Styles

  • Two Weapon (Faster Attacks)
  • One-Handed (More Hits instead of Grazes)
  • Two-Handed (More Damage)
  • Weapon and Shield (More Deflection and Reflex)
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Chants are composed of phrases that each have their own effect while that phrase is active. There is a phrase counter that is incremented at the start of each new phrase.

 

 

Is the speed of phrase accumulation affected by dexterity or any other factor, or is it a set timer?

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Chanters also have invocations. These invocations can be cast once the phrase counter hits a specific number (this depends on the invocation). Once an invocation is cast, the phrase counter zeroes out.

Not to get nitpicky with words here, but I'm genuinely curious:

 

If the "specific number" varies from invocation to invocation, then that means you can have your phrase counter reach, say, 5, and have Invocation A require that 5, while Invocation B only requires 3 (for example). So, when you say casting an Invocation "zeroes out" the phrase counter, does it actually set "Phrase_Counter = 0"? Or does it "spend" X number of phrase counter points?

 

In other words, if you're phrase counter is 5, and you cast an Invocation that requires 3PP (phrase points, we'll call them), then do you have 2 left over, and after one more phrase round, are able to cast another 3PP Invocation?

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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Chanters also have invocations. These invocations can be cast once the phrase counter hits a specific number (this depends on the invocation). Once an invocation is cast, the phrase counter zeroes out.

Not to get nitpicky with words here, but I'm genuinely curious:

 

If the "specific number" varies from invocation to invocation, then that means you can have your phrase counter reach, say, 5, and have Invocation A require that 5, while Invocation B only requires 3 (for example). So, when you say casting an Invocation "zeroes out" the phrase counter, does it actually set "Phrase_Counter = 0"? Or does it "spend" X number of phrase counter points?

 

In other words, if you're phrase counter is 5, and you cast an Invocation that requires 3PP (phrase points, we'll call them), then do you have 2 left over, and after one more phrase round, are able to cast another 3PP Invocation?

 

Zero.

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I think there is a set timer, i guess it is better to build them tankish so they can summon stuff before dying

Set timer also means that they can chant regardless of recovery time, and thus can wear heavy armors and shields with minimal penalty to their primary function.

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You have alot of freedom in choices for weapons. 

 

I forget how the chanters fill up they're power. Either by damage or hits.

 

Chants are composed of phrases that each have their own effect while that phrase is active. There is a phrase counter that is incremented at the start of each new phrase.

 

Chanters also have invocations. These invocations can be cast once the phrase counter hits a specific number (this depends on the invocation). Once an invocation is cast, the phrase counter zeroes out.

 

haha I was thinking cypher, lol...  there is very little ocntent in the beta so, i played through it once and forgot mostly everything I learned.

 

We really hope (if I can speak for many toher sin the same position) that things are better explained in the release when its live, like a tutorial for every class or something. Or at least have a downloadable manual.

Obsidian wrote:
 

​"those scummy backers, we're going to screw them over by giving them their game on the release date. That'll show those bastards!" 

 

 

 Now we know what's going on...

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Not to get nitpicky with words here, but I'm genuinely curious:

 

If the "specific number" varies from invocation to invocation, then that means you can have your phrase counter reach, say, 5, and have Invocation A require that 5, while Invocation B only requires 3 (for example). So, when you say casting an Invocation "zeroes out" the phrase counter, does it actually set "Phrase_Counter = 0"? Or does it "spend" X number of phrase counter points?

 

In other words, if you're phrase counter is 5, and you cast an Invocation that requires 3PP (phrase points, we'll call them), then do you have 2 left over, and after one more phrase round, are able to cast another 3PP Invocation?

Zero.

 

That's... admittedly a bit disappointing. I mean, if it takes 10 seconds, let's say (because I don't know, and the exact amount of time is irrelevant to my point), to build up 3 "charges" of chant. Then, you could fire off an Invocation, right? But you wait 20 seconds to do so. I don't see why you shouldn't be able to fire off 2 Invocations (if you can build up 6 charges, that is... I comprehend a maximum limit on charges stored, so you can't build up 700 or anything). If you had fired one off earlier, you could've fired another one off now. But, you just waited (and survived) twice as long. *shrug*

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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Well, sure, but, like I said, there could be a maximum. If the max were 6, and some more powerful Invocations required 6, then you've already got the same principle in place -- wait twice as long as you'd wait to cast a 3pp Invocation, and instead cast this way more powerful one. You couldn't just wait longer and cast 2 6ers back-to-back, because limits. But, it just seems silly to burn away your pp (phrase points).

 

It's now ALWAYS a terrible idea to not-cast an Invocation immediately whenever you reach the appropriate amount of points. Waiting to cast that 6-pointer, but when you get to 5, something happens in combat, and you decide to cast a 3-pointer instead? You just wasted 2 points worth of time.

 

A Cipher can build up Focus, then use two abilities back to back if he has enough Focus for them, can he not?

 

It just seems strange, on principle. That's all.

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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I just rolled up a chanter to see hat all this is about. Very interesting class, I only briefly read the lore on them too, but, they seem pretty powerful to me. 

I could potentially just stand back and use them like a caster class, with the ancient knowledge and whatever feats they are supposed to basically heal the party too.
(Though testing it, its basically pointless, combat in most encounters is only  a few rounds.. thus you waste a talent to maybe add 3-4 health/endurance overall)

anyways, I have a question : what are the stats of the summons we summon with the chanters abilities ? AND..do they get stronger based on our stats, like does intelligence or resolve or such make them stronger or does it only affect the usual, like distance we can cast the spell/invocation etc...

I really have alot of mixed feelings towards the chanter class, it seems great but there are many limiting aspects to it too. You really can't make a great front liner with a chanter, though don't get me wrong, they have the defence, just not the endurance.

Obsidian wrote:
 

​"those scummy backers, we're going to screw them over by giving them their game on the release date. That'll show those bastards!" 

 

 

 Now we know what's going on...

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Honestly Chanters should have average endurance instead of low. Why should they be as fragile as a book leanred class when they are more drifter types obtaining their abilities through travel and exploration instead of soley books. I realize its a balance issue but doesn't male sense when considering the concept of the class.

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Heh. There currently is no listed "Average" Endurance. Just Very Low, Low, High and Very High.

 

But if there was an Average Endurance/Health, the Chanter would be right there - on par with the Druid and Rogue. (Also Ranger and Priest, if only looking at Endurance, not health. Better health than a Priest, but less than a Ranger.)

Edited by Ark Evensong
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I just rolled up a chanter to see hat all this is about. Very interesting class, I only briefly read the lore on them too, but, they seem pretty powerful to me. 

 

I could potentially just stand back and use them like a caster class, with the ancient knowledge and whatever feats they are supposed to basically heal the party too.

(Though testing it, its basically pointless, combat in most encounters is only  a few rounds.. thus you waste a talent to maybe add 3-4 health/endurance overall)

 

anyways, I have a question : what are the stats of the summons we summon with the chanters abilities ? AND..do they get stronger based on our stats, like does intelligence or resolve or such make them stronger or does it only affect the usual, like distance we can cast the spell/invocation etc...

 

I really have alot of mixed feelings towards the chanter class, it seems great but there are many limiting aspects to it too. You really can't make a great front liner with a chanter, though don't get me wrong, they have the defence, just not the endurance.

 

Spells do not scale, so it is very unlikely that the chants will scale either. This may cause problems for the class as it reaches higher tiers. The summons have been effectively to me in the Backer Beta, but it's been several versions since I've given them a thorough play-through or vetting. Don't expect them to be terribly powerful, as Mr. Sawyer has an aversion to summoning.

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