MasterCipher Posted October 18, 2015 Share Posted October 18, 2015 (edited) If you don't mind micro CC/debuffs and a min/max party. Darcozzi Paladin might still work instead of Druid, but the other classes seem mandatory. Try to kill any enemy outside the CC zone (most likely a melee that penetrated your party formation), wizards, priests, then archers first. General fight strat. Pre-fight: dex and int are your best friends when it comes to CC 3 dex Training Ground Rest bonus 2 mig/2 dex/2 int/2 per food for everyone ondra's gift brothel boon for protagonist "Round" 1 Cipher - stealth and cast lvl 1 confusion at max range (most mobs will fight this guy first couple rounds) Druid - cast tangled (-20 ref) Wolf - move in front of Cipher Wizard - deleterious alacrity Chanter - chant +25% fire lash, optional throw an item summon in front of Cipher, or hold shots till after buff/debuff Ranger - pew pew Priest - devotion of the faithful (+20acc +4 mig) Round 2 Cipher - shoot closest soft target for focus Druid - sunbeam (-25 def/ref) Wolf - hold position in front of Cipher or engage dragon leaping beserker Wizard - slicken but don't move up too close; if engaged by dragon leaping beserker, dimensional shift with summon or druid (druids have 15m range spells so honey druid don't care) Chanter - shoot zerker or closest soft target Ranger - pew pew Priest - bless Round 3 Cipher - mental binding beserker, pain block wolf or character(s) that have taken most damage, or ectoplasmic crush wolf Druid - sunbeam enemies that aren't blind yet Wolf - beam before bite (swing out wide to avoid disengagement attacks and setup ectoplasmic crush) Wizard - renew slicken as needed or cast noxious burst (sicken -10 fort/will) Chanter - shoot closest soft target, move up if needed to continue chant buffing wizard Ranger - pew pew Priest - holy radiance (+5 acc) Round 4 Cipher - repeat Druid - repeat Wolf - repeat Wizard - renew slicken as needed or cast AoE damage; optionally cast combusting wounds or expose vulnerabilities before starting AoE damage Chanter - repeat Ranger - pew pew Priest - champion's boon druid Round 5 Cipher - repeat Druid - repeat Wolf - repeat Wizard - repeat Chanter - repeat Ranger - pew pew Priest - painful interdiction (weaken -20 fort/will) Round 6 plus Priest - shining beacon (-10 all defense and strong dot); priest can start using halt or lvl 2 knockdown trap to keep def/ref debuffed as wiz runs low on slicken Druid - Send the druid in for some shape-shifted melee cleanup Cipher - antipathic beam or mind lance; recall agony targets at barely injured or above; optional wild leech or borrowed intellect the strongest target (last to die) Chanter - white worms to explode corpses All party member base stats: mig 18 dex 18 con 3 per 15 int 18 res 3 Was able to do the named fight with 10 or so mercenaries in nw part of map with 0 knockouts. Don't have Durgan yet, so druid is full plate (don't have sanguine yet, but the idea is frenzy proc before shapeshift) and everyone else in cloth. Damage dealt according to personal character sheet and eyeballing chat window for wolf (single fight): wizard 845 cipher 660 druid 520 ranger 490 chanter 350 wolf 51 priest 35 total 2,916 Thoughts: Yes, no tank class and everyone has 3 con and 3 res. No returning storm procs on the ranger, so output was on the low side. I forgot about my chanters invocations and runners wounding shot. Only started recently playing druid. When I command consoled a lvl 14 one, I got a claw crit for 180 (not fully buffed and no bloody slaughter). The tiger claws build suggests cat for 20% encounter haste and is missing the white march monk multi-class talent. I prefer stag for 1/rest carnage. I've gotten 80 crit carnage at lvl 9 which outperforms the wiz gish build because your duel wielding. You can make up for the haste with potions. You don't need the carnage every fight. I have 1 of each godlike for maxing the dex and int mainly. Moon (priest) & Fire (druid) are theoretically useful, but Death (wizard) and Nature (ranger - party beatdown before combat to trigger) are the racials I benefit from since hardly anyone is taking damage. Wildstrike belt is only gear that works for Druid's when spirit-shifted. So losing helm-slot doesn't hurt them here but gaining a racial helps. Seems unlikely with how short fights are, but if you need to stay shifted longer than the 21s duration priest can cast salvation of time to extend. Edited October 18, 2015 by MasterCipher Link to comment Share on other sites More sharing options...
Boeroer Posted October 19, 2015 Share Posted October 19, 2015 Again: Novice's Suffering doesn't work on spiritshifted druids and never will. Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
MasterCipher Posted October 19, 2015 Author Share Posted October 19, 2015 Thanks, I didn't know that - frees up another talent for the druid. Link to comment Share on other sites More sharing options...
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