I'm planning on running:
Fighter
Barbarian
War Chanter
Battle Mage or Regular Wizard
Wizard
Rogue
Build suggestions welcome. Or should I sub a Priest in?
I'm planning on running:
Fighter
Barbarian
War Chanter
Battle Mage or Regular Wizard
Wizard
Rogue
Build suggestions welcome. Or should I sub a Priest in?
You definitely could do with a healer. I recommend an Island Aumaua priest of Magran buffer/gunner with quick switch. Stats something like: 21 13 12 8 16 8
Edited by pacman, 07 May 2015 - 08:29 PM.
Ditch the rogue or battle mage for a cipher, I think. Rogue is just damage, no utility, and having a lot of flexibility is useful to deal with ****ty situations.
This is v3 of my hireling rogue build.
Male
Godlike>Death Godlike>Elf
Rogue
Aedyr
Mercenary
M: 15
C: 10
D: 14
P: 15
I: 13
R: 11
Abilities and Talents
01 - Sneak Attack, Crippling Stike
02 - Marksman
03 - Dirty Fighting
04 - Vicious Fighting
05 - Deep Wounds
06 - Penetrating Shot
07 - Coordinated Positioning (or Escape)
08 - Envenomed Strike
09 - Withering Strike
10 - Shadowing Beyond
11 - Deathblows
12 - Grab bag (Shot on the Run or Fast Runner)
Skills (Stealth, Athletics, Lore, Mechanics)
01 - 1, 1, 1, 2
02 - 1, 3, 1, 4
03 - 2, 3, 2, 5
04 - 2, 4, 2, 6
05 - 2, 4, 2, 7
06 - 2, 4, 2, 8
07 - 3, 4, 2, 8
08 - 3, 4, 2, 9
09 - 3, 4, 2, 10
10 - 3, 5, 2, 10
11 - 3, 5, 2, 11
12 - 4, 5, 3, 11
Weapons Set 1: Arbalest
Weapons Set 2: Mace/Stiletto
Recommended Fighter build can be found here
Those are base stats. I generally don't worry too much about kitting out my hirelings, so I don't have solid advice on what to do with him as a full-time party member. I will say that he's in my party for most of Act I and any time I head into Od Nua. With that said, you could probably parade him around naked and not have a problem. Just keep him out of trouble and let him snipe away.
More advice: Don't worry too much about boosting Dexterity. My v2 rogue had Weapon Focus: Peasant and a hunting bow. Unfortunately his rate of fire actually ended up being too fast which is why I switched to something slower. Thus far, I'm pretty happy with the arbalest. If you do opt to to boost Dex or go with a faster weapon, you may want to drop his Int down a bit. Otherwise you end up leaving DoT on the table with Deep Wounds.
If I were to boost anything, it would be Might and/or Perception. There's a +3 Might belt that you'll get at the beginning of Act III. There's a +2 Perception amulet available toward the end of Act II.
Godlike get +1 to DEX and INT. Aedyr background is +1 Resolve. 15 more points to spend.
5 for Might
3 for Dexterity
5 for Perception
2 for Intelligence
---------------------
15
Starting again today. I'm thinking my War Chanter will have nigh-max might, int, and dex.
I'm deciding to play around with a fighter-thief build. Although I know I won't be able to hit 11 Mechanics like I would want if I also go Athletics. Is this possible?
Edited by Achilles, 08 May 2015 - 01:09 PM.
So far, I think I've perfected my War Chanter, Interrupt BEAST, and Rogue Warrior/Dashing Rogue builds.
I need some firepower up in here. Ranged.
I know for at least Act I, I'm keeping Eder in just for quest purposes. I'm swapping in pre-mades for their quests (except, like, Durance whose quest flags are completely random).
I'm planning on grabbing that triple crown as well. The party I'm planning is a custom one.
Paladin Shieldbearer as my main. Yeah I know boring meatbag but it works, and no I won't be taking might 2. His role is to cast Shielding flames to beef up his fellows deflection and will be running a zealous endurance for that extra DR. This frees up some spells and actions for the priest who can skip casting Circle of Protection and DR buff at early levels (which are the hardest IMO). I'm still deciding if I'll make him a coastal Aumaua for that extra knockdown and stun resistance or a Pale Elf for extra Fire/Ice DR (Great for tanking Shades)
Barbarian Battlerager, Moon Godlike.
Who needs deflection? The idea is to stack DR with the Zelous Endurance, DR from crucible knights,Thick Skin ability and put him in at least exceptional plate and the blunting belt. Max might and max dex and dual wield sabers. The alternative is to make him a Fire Godlike for that extra DR when under 50% endurance but I think the healing benefits the party more.
Pale Elf Druid offensive tank. Heavy armour and a shield. High Might, Int and Resolve as to not get interrupted while she casts her spells.
Ranged Cipher. I'm still trying to decide if I'll go wood elf or coastal aumaua? +5 accuracy for spells and guns is very nice but also an extra arquebus. As I'll have to spend my talents on weapon focus, Marksman,Gunner and Quic Switch, skippin arms bearer might be worth it.
Ranged Priest of Maghran. I'll think I'll have him a wood elf with an Arquebus. Ranged support, heals and buffs.
Pale Elf Wizard. Thinking of making a spellsword hybrid with a Quick Switch talent so I can easily switch between nukes and self buffs.
All in all I feel like I'm playing it rather safe with 2 Shield tanks and an off tank dmg dealer and 4 casters who can provide CC, Buffs, Heals and Damage.
No.
In general, don't pick situational talents, pick talents that improve your ability across all circumstances. (Fast Runner and Deep Pockets are exceptions, because they're 'situationally' very useful for many solo characters.)
In many cases it will be about establishing the right equilibrium where you're hitting them faster, more accurately, and harder than they hit you. You have potions and scrolls for last-minute health/endurance healing if things aren't going well, but you shouldn't waste your talent slots on something that's only going to help you (and not help you very much) in such cases.
There are too many better talents to take. For anyone going melee you'd want a Fighting Style (2h, 1h, etc) or possibly Wpn/Shield (even for a melee wizard), and sometimes, a Weapon Style (Peasant, etc). For many, it's also important to take Penetrating Shot or Vulnerable Attack to get past DR. Then for ranged characters Marksman and/or Gunner is often a no-brainer. Factor in character-specific abilities, and you've already got all your choices filled up to high levels.
Edit: Apologies. Being an idiot, I thought this was the TCS solo. Well, that changes things a bit - but I'd still say they're not worthwhile. Again, potions, spells, scrolls, abilities mean there are ample ways to heal endurance. As for health, it shouldn't be too often that you get into a situation where you absolutely need 50, 70 extra health on one guy. I think my comments about 'general talents' still apply to some extent in a party, though I've never played a 6-party game, so take that as you will.
Are Field Triage and Wound Binding worth it?
"Worth it"? No. Helpful? Yes.
I wouldn't purposely add them to a build, but I will say that they are useful when Kana and Pallegina have them. Example: you have an encounter. Most of your team comes through unscathed, but Aloth took a bad hit. You could rest (not knowing if you'll need those camping supplies later)...or Kana goes over, does a little thing, and Aloth is good to go for next round.
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