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Advice for 2h dps fighter (unanswered questions)

fighter dps

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#21
constantine

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My protagonist is a 2H dps fighter.

I maxed MIG, INT (have both at 19, human+ old valia background), left rest at 10.

I stronly believe the Estoc is THE No1 dps choice b/c of DR bypass.

Firstly, I chose to max MIG so I could have the highest possible per hit dmg. Talent selection also helps with that (two-handed weapon style, fighter specialization). DEX didn't seem as the better choice, but I believe the build can work with max DEX, or even with a distribution of points between MIG/DEX. But I am very satisfied with my choice, as my dps fighter is first in dmg dealt and kills total in the party (protagonist- Eder- Sagani- Aloth- Grieving Mother- Durance).


Next to the bread and butter of the build: max INT. As the OP states, knock-down is not only a disable skill but also a dps one and my 19 INT increases the duration to 7.3secs ! To add to that, the 1 per encounter skill 'Disciplined Barrage' has a duration of 22secs, which is enough for the whole encounter. Disc Barr is very important to the dps fighter, as higher ACC is always higher dmg.

Skill-Talent selection:
Pretty much self-explanatory. Passive talents that increase per-hit dmg, Disciplined Barr and weapon focus for the ACC increase. Bonus Knock-down is also a must- another 7+secs of disabling a foe.


Equipment:
Estoc is maybe the best choice for dps. You may keep a seperate 2H weapon (Greatsword or Poleaxe) for situations where pierce dmg type is the bad choice- just remember that even then, Estoc's DR bypass may render it the better choice.

As for armor, know that this build is squishy, but that does not necessisate you wear bulky armor. As long as you have a tank absorb aggro, you may as well walk in regular (or enchanted) clothing, thus attacking considerably faster. But if things get messy and enemies target you, it will be a short trip to your downfall. Actually, I dress mine in heavy armor and I don't have to worry so much about survivabity, but it's your preference on that.


A bonus of the build is that with 19 MIG and INT you will have excellent Fortitude and Will defences, and your equipment selection can either focus on your weaknesses or strengthen your strong points even more, making you untouchable in thoses defenses.


Hope that helps :)
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#22
Exoduss

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Int : AoE+Duration+Will on some skills ( this is minor for fighter except Will is good stat for a frontliner vs charm )

also, people forget that all characters can use scrolls in this game.  putting a few points in lore will allow your dps fighter to buff himself with some rather excellent spells, and you want those spells to have decent duration.

by and large though, i think the reason a lot of people forgo scrolls is because overall combat is not that difficult.  at the moment, anyway.  future patches or mods might change that.

 

 

fan of flames scroll on 3 frontliners when engaging is triplewin on POTD almost as good as 3 figurines popped for like 10 summons 


Edited by Exoduss, 14 April 2015 - 08:31 PM.


#23
Maximvs

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I suggest another class than warrior if you plan on going full dps. Might as well get a barbarian or something.



#24
Sir Davion

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Just my thoughts on this topic since i have wondered about stats myself since im playing a 2-hand bleak walker. I'm playing on PotD.

 

Stat importance:

1. Might: 2-Handed weapon have high base damage and benefit more from a damage increase than fast weapons. Fast weapons attack faster of course but they get dimishing returns per hit becasue of DR.

2. Resolve: I wondered a while if dexterity or resolve is more important. But i think resolve is more beneficial for most melee dpss. It gives deflection, will and conc and can thus also be seen as an increase in DPS/Attack Speed. Since you have higher defense and concentration you get hit less often and if you do get hit you get interrupted less often and attack more often than a char with lower res. Since my Paladin is often tanking hits when hes flanking the enemies my fighter is engaging i prefer it to dexterity

3. Dexterity: Also nice to have. Imo dexterity is superior if you can make sure your DPS doesn't get hit. Only than you eliminate the disadvantage of lower def/will and have really higher dps.

 

I guess you could make calculations with what would be a close to optimal combination of dex/resolve for your melee dps if you assume some sensible average attacks with average accuracy with average interrupt value per fight on your character if you can't max both.

 

Since i'm lazy and it's my first playthrough i went for the more defensive/safer choice and kept dex at 10 and maxed might and res since i considered all the other stats (Per:def, Int: dur, ae, Con: you got good hp gain as paladin) not worth dropping under 10 with paladin. For warrior i imagine you can drop int since you don't have much buffs or abilities whose duration gets influenced by int and raise dex instead.


Edited by Sir Davion, 15 April 2015 - 01:25 AM.


#25
Fessels

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Would higher dex have been more beneficial?

 

 


Dex makes you attack faster, so you get higher dps that way. So let's say you're doing around 30 per hit, attacking about every 2.5 seconds. That's 12 dps. If you have 18 dex instead of 10, you'll attack 24% faster or 1.9 seconds between swings, giving you a dps of 15.8. 

 

 

 

Yeah I thought about it a bit more and having a faster attack and as such more damage because of high DEX is preferable over higher CON. ( Which a Barbarian gets more then enough of, as mentioned. )
 
Thanks Infares. 


#26
Maverick87

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Thanks for all the usefull information. I like the fact that different players had different input and a variety of ideas. I ended up with the following stats.

 

Might: 20
Con: 8
Dex: 18
Per: 10
Int: 3
Res: 19

Reasons behind it: I sacrificed Int (therefore the knockback duration) to max some others stats. I chose to max Res over Per cause since my focus is to be a tanky dps i dont want to get interupted at all. Especialy with the slow swinging 2h sword. Interuptin enemies on the other hand is good but its not dps related. Furthermore the deflection from those stats is the same weather u have them 14/15 or 10/19 and we need the will save more than the reflex cause we dumped int. Maxing might and dex are pretty much self-explanatory. I left con at 8 based on your input guys, that its not that big a deal. I hope this topic helps more watchers out there whether building a fighter or anything else.
 


Edited by Maverick87, 15 April 2015 - 04:32 AM.


#27
BramSd

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OK, hoping to get your thoughts on a 2-h Rogue build.

 

I want to focus on critical hits and damage on single target. My idea is to use a pike (extra range) as main weapon with the intent on getting Tall Grass as soon as possible, granting more crits and prone on crit.

 

Talents of the Rogue are interesting in that they can help you set up more sneak attacks. Sneak attack is great, as it procs on hit in the first 2 secs of a battle and on any target that is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened. So, if I set up my character and party in such a way that I get as many targets as possible viable for sneak attack... Profit!

 

Anyway, to the build:

 

I want to use a Hearth Orlan for the extra crit chance. Talents focus on Sneak Attack, Reckless Assault, Blinding Strike, Savage Attack, Deathblows etc.

 

I need your help deciding on the Attributes. Obviously with a 2H build focussing on damage, I want to max Might and Dexterity. I want Might at 18, so I will use the Living Lands culture to offset my -1 race penalty.

 

Currently, this is what I'm thinking about:

MIG: 18 (incl. Living Lands)
CON: 8
DEX: 18
PER: 12
INT: 17
RES: 5

 

MIG and DEX are kinda obvious. I chose to dump RES and CON mainly, because I don't intent on getting hit too often. Intellect for the duration of prone etc. and Perception mostly for the extra dialogue options and deflection.

 

I'd like your input on this. Am I doing the wrong thing dumping Resolve; should I dump CON instead? Is Perception even in any way necessary? What's your take on this?

 

Also, if you'd like to take a look at the post that inspired me: http://forums.obsidi...vice/?p=1655566



#28
KDubya

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OK, hoping to get your thoughts on a 2-h Rogue build.

 

I want to focus on critical hits and damage on single target. My idea is to use a pike (extra range) as main weapon with the intent on getting Tall Grass as soon as possible, granting more crits and prone on crit.

 

Talents of the Rogue are interesting in that they can help you set up more sneak attacks. Sneak attack is great, as it procs on hit in the first 2 secs of a battle and on any target that is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened. So, if I set up my character and party in such a way that I get as many targets as possible viable for sneak attack... Profit!

 

Anyway, to the build:

 

I want to use a Hearth Orlan for the extra crit chance. Talents focus on Sneak Attack, Reckless Assault, Blinding Strike, Savage Attack, Deathblows etc.

 

I need your help deciding on the Attributes. Obviously with a 2H build focussing on damage, I want to max Might and Dexterity. I want Might at 18, so I will use the Living Lands culture to offset my -1 race penalty.

 

Currently, this is what I'm thinking about:

MIG: 18 (incl. Living Lands)
CON: 8
DEX: 18
PER: 12
INT: 17
RES: 5

 

MIG and DEX are kinda obvious. I chose to dump RES and CON mainly, because I don't intent on getting hit too often. Intellect for the duration of prone etc. and Perception mostly for the extra dialogue options and deflection.

 

I'd like your input on this. Am I doing the wrong thing dumping Resolve; should I dump CON instead? Is Perception even in any way necessary? What's your take on this?

 

Also, if you'd like to take a look at the post that inspired me: http://forums.obsidi...vice/?p=1655566

 

 

Is the duration of the prone effect caused by a crit with Tall Grass affected by your intellect?

 

If it is not I might swap your intellect and resolve, as getting interrupted with a pike is bad. No one plans on getting hit but it sure seems like it happens a lot :)

 

If the choice is between dex and might, dex will add more damage. As a rogue you will have a lot of damage modifiers and all are additive. A higher dex gets you more attacks all of which are affected by all of you damage modifiers. As in you get  0.24 might, 0.5 sneak, 0.5 deathblow, 0.2 reckless, 0.2 savage, 0.45 superb for a total of 3.09 damage multiplier at 1.24 attack rate with 18 might and dex for 3.83 damage per base attack speed . A  17 might and 19 dex gets you 3.06 at 1.27 attack rate for 3.88 damage per base attack speed.

 

The more modifiers that are present the less importance there is on might. It matters most in the beginning when you do not have all of the damage modals nor expert weapons.



#29
voad1

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OK, hoping to get your thoughts on a 2-h Rogue build.

 

I want to focus on critical hits and damage on single target. My idea is to use a pike (extra range) as main weapon with the intent on getting Tall Grass as soon as possible, granting more crits and prone on crit.

 

Talents of the Rogue are interesting in that they can help you set up more sneak attacks. Sneak attack is great, as it procs on hit in the first 2 secs of a battle and on any target that is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened. So, if I set up my character and party in such a way that I get as many targets as possible viable for sneak attack... Profit!

 

Anyway, to the build:

 

I want to use a Hearth Orlan for the extra crit chance. Talents focus on Sneak Attack, Reckless Assault, Blinding Strike, Savage Attack, Deathblows etc.

 

I need your help deciding on the Attributes. Obviously with a 2H build focussing on damage, I want to max Might and Dexterity. I want Might at 18, so I will use the Living Lands culture to offset my -1 race penalty.

 

Currently, this is what I'm thinking about:

MIG: 18 (incl. Living Lands)
CON: 8
DEX: 18
PER: 12
INT: 17
RES: 5

 

MIG and DEX are kinda obvious. I chose to dump RES and CON mainly, because I don't intent on getting hit too often. Intellect for the duration of prone etc. and Perception mostly for the extra dialogue options and deflection.

 

I'd like your input on this. Am I doing the wrong thing dumping Resolve; should I dump CON instead? Is Perception even in any way necessary? What's your take on this?

 

Also, if you'd like to take a look at the post that inspired me: http://forums.obsidi...vice/?p=1655566

 

 

Is the duration of the prone effect caused by a crit with Tall Grass affected by your intellect?

 

If it is not I might swap your intellect and resolve, as getting interrupted with a pike is bad. No one plans on getting hit but it sure seems like it happens a lot :)

 

If the choice is between dex and might, dex will add more damage. As a rogue you will have a lot of damage modifiers and all are additive. A higher dex gets you more attacks all of which are affected by all of you damage modifiers. As in you get  0.24 might, 0.5 sneak, 0.5 deathblow, 0.2 reckless, 0.2 savage, 0.45 superb for a total of 3.09 damage multiplier at 1.24 attack rate with 18 might and dex for 3.83 damage per base attack speed . A  17 might and 19 dex gets you 3.06 at 1.27 attack rate for 3.88 damage per base attack speed.

 

The more modifiers that are present the less importance there is on might. It matters most in the beginning when you do not have all of the damage modals nor expert weapons.

 

 

 

So then for say a barbarian it would be wisest to invest heavily in Dex and Int. You could leave might at 10 and invest the rest in resolve or perception to help with survivability? Your just basically giving up a 30% damage modifier for survivability and there are plenty other damage modifier to take. And is it best to take fast or slow 2 handed? I also read that 2 weapon style only affects recovery and not attack speed.

 

Also for 2 handers. Is Tidefall better than any estoc because of enchants? Better than say b lade of endless paths?



#30
KDubya

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OK, hoping to get your thoughts on a 2-h Rogue build.

 

I want to focus on critical hits and damage on single target. My idea is to use a pike (extra range) as main weapon with the intent on getting Tall Grass as soon as possible, granting more crits and prone on crit.

 

Talents of the Rogue are interesting in that they can help you set up more sneak attacks. Sneak attack is great, as it procs on hit in the first 2 secs of a battle and on any target that is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened. So, if I set up my character and party in such a way that I get as many targets as possible viable for sneak attack... Profit!

 

Anyway, to the build:

 

I want to use a Hearth Orlan for the extra crit chance. Talents focus on Sneak Attack, Reckless Assault, Blinding Strike, Savage Attack, Deathblows etc.

 

I need your help deciding on the Attributes. Obviously with a 2H build focussing on damage, I want to max Might and Dexterity. I want Might at 18, so I will use the Living Lands culture to offset my -1 race penalty.

 

Currently, this is what I'm thinking about:

MIG: 18 (incl. Living Lands)
CON: 8
DEX: 18
PER: 12
INT: 17
RES: 5

 

MIG and DEX are kinda obvious. I chose to dump RES and CON mainly, because I don't intent on getting hit too often. Intellect for the duration of prone etc. and Perception mostly for the extra dialogue options and deflection.

 

I'd like your input on this. Am I doing the wrong thing dumping Resolve; should I dump CON instead? Is Perception even in any way necessary? What's your take on this?

 

Also, if you'd like to take a look at the post that inspired me: http://forums.obsidi...vice/?p=1655566

 

 

Is the duration of the prone effect caused by a crit with Tall Grass affected by your intellect?

 

If it is not I might swap your intellect and resolve, as getting interrupted with a pike is bad. No one plans on getting hit but it sure seems like it happens a lot :)

 

If the choice is between dex and might, dex will add more damage. As a rogue you will have a lot of damage modifiers and all are additive. A higher dex gets you more attacks all of which are affected by all of you damage modifiers. As in you get  0.24 might, 0.5 sneak, 0.5 deathblow, 0.2 reckless, 0.2 savage, 0.45 superb for a total of 3.09 damage multiplier at 1.24 attack rate with 18 might and dex for 3.83 damage per base attack speed . A  17 might and 19 dex gets you 3.06 at 1.27 attack rate for 3.88 damage per base attack speed.

 

The more modifiers that are present the less importance there is on might. It matters most in the beginning when you do not have all of the damage modals nor expert weapons.

 

 

 

So then for say a barbarian it would be wisest to invest heavily in Dex and Int. You could leave might at 10 and invest the rest in resolve or perception to help with survivability? Your just basically giving up a 30% damage modifier for survivability and there are plenty other damage modifier to take. And is it best to take fast or slow 2 handed? I also read that 2 weapon style only affects recovery and not attack speed.

 

Also for 2 handers. Is Tidefall better than any estoc because of enchants? Better than say b lade of endless paths?

 

 

Might is still very important, its just that grabbing the Living Lands for the +1 Might is probably not as good as grabbing. from a pure DPS standpoint, the  +1 dex from Deadfire Archipelago.

 

A barb is going to have less total damage mods than a rogue so Might will have a larger overall effect. A barb also has several attack speed modifiers which will make better use out of a higher Might.

 

A fighter gets to increase his passive endurance regen plus add to his total damage with a higher Might.

 

A barb gets to increase his total damage which then increases his carnage and is amplified by his attack speed increasing abilities.

 

A spellcaster has only Might available to increase his damage output, beyond the small elemental boost talents. Might is very important for casters.

 

A rogue gets so many additional damage modifiers than everyone else that stealing a few points from Might will not be noticeable.

 

 

For weapon types I am partial to big two handers to punch through enemy DR.

 

My time with barbs has been limited and with poor results, the inherent sturdiness and durability of fighters fit my gameplay style more than the crazy, all out assault style that barbs are better at. There are interactions between attack speed and carnage that affect dual wielding more beneficially than slower, bigger two handers, or at least that is what I've picked up from the forums.

 

Barbs have a low deflection to start and frenzy drops it even more. I am not sure how successful you can be trying to get deflection into the 90+ range without really adversely affecting your damage output. It does not mean it can not be done, but I am not sure that I've read any barb builds that went for a more tanky approach, most have been something like get OSA, reflection gear, firegod, ........., profit.



#31
dudex

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for 2h rogue from my experience I would max intel especially if u gonna make use of Tall Grass and other on hit status.

 

If u dump intel (3/4 itel) the prone only last like 2 seconds making it almost useless because u cant get in another hit before they get back up.

 

I would also have higher constitution and just dump resolve and perception. Mages, shadows, archers, and other enemies with big range tend to want to target those with the lowest HP. (at least that is what I notice with my rogue)

 

Max str, dex, intel,

rest in con

dump res, per

 

tho with this build ur dialouge option is severely limited so i dont recommend as your first playthru



#32
BramSd

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In the end I went with a Hearth Orlan Rogue with:

MIG: 17

CON: 8

DEX: 19

PER: 12

INT: 17

RES: 5

 

I can see how you would choose to put some more in CON and/or RES and dump PER instead. Right now it's still quite easy (playing on Hard now), but I tend to be a little fragile. Massive damage with my pike though, that's quite nice. I use Eder and Aloth atm and both focus on knocking down, blinding, confusing or otherwise hindering enemies.

I only get in trouble with enemies like Shadows when they attack in packs of 4+, as they bypass Eder and go straight for me or Aloth.

 

It still looks like a fun build.



#33
Exyll

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I always wonder if the min-max crowd are playing on easy mode. IMHO if your building a Dps fighter for PoTD, then giving him resolve/perception is a good idea - and typically means you cant afford max dex. The fighter is probably the only class in the game that can build deflection, while still outputting respectable damage.

too situational, unless you're making your own - short of a tough boss fight I rarely go looking for extra firepower



#34
Bryy

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With fighters as my main, I'm kiinda locked into dumping into at least 15 INT for RP purposes. I hate being a dumb jock. I feel that, as a war vet or a ship crewman, I'd be a bit smarter.


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