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I think you can put the Becklash Beldam off the list because of this: http://forums.obsidian.net/topic/83186-class-build-the-backlash-beldam-melee-multiretaliation-cipher-tank/page-5?do=findComment&comment=1793464

 

Don't know why they nerfed this. Maybe it's just a bug - don't know. Maybe it stopped working because of the changes they did to "Amplified Thrust generating focus"... 

Deadfire Community Patch: Nexus Mods

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One more issue with "batsht crazy disabling druid tank"

 

http://http//forums.obsidian.net/topic/83775-class-build-batsht-crazy-disabling-druid-tank/

 

Should be the last one

 

Amended; thanks, Tigranes!

 

I think you can put the Becklash Beldam off the list because of this: http://forums.obsidian.net/topic/83186-class-build-the-backlash-beldam-melee-multiretaliation-cipher-tank/page-5?do=findComment&comment=1793464

 

Don't know why they nerfed this. Maybe it's just a bug - don't know. Maybe it stopped working because of the changes they did to "Amplified Thrust generating focus"... 

 

I'll leave there for now, out of my profound conviction that it is a bug.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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  • 2 weeks later...

I was curious, what kind of level of testing do people want for a Class Build? The original "How to post a class build" guidelines say completion of the game before you post it, but going solo PotD and trying to do a completionist run with WM I and II takes a long time.

 

For my current build, I've set myself the limitation of no respec-ing so every time I've thought of a tweak I want to make to it I've restarted (which I'm going to do again today) - however one of the early iterations of the build was played well into Act III (most quests before Sun in Shadow), went down to level 13 of the Endless Paths and got most of the way through WM I going solo PotD so I didn't know if that was enough for me to make a post of it. I think if an early poor iteration can make it far into the game, my new and improved design would assuredly be better - however it's going to take 100 hours to approach completion and test it out comprehensively.

Edited by Jojobobo
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My personal training ground foro solo build is craghold cliffs. You can find in one place a lot of different High lvl battles ( first test are the two guards, after you can go for the "boss" Orlan monk or the Group fight on North or East. If you can solo survive this battles than the build is good enough.

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Andrea, I think I can say that the Immortal Martyr is not viable for solo play. :) I think you can exchange "Untested" with somthing like "No way!" :)

 

Ha! For a moment there I thought "I wonder why, usually Boeroer's builds are pretty good and could work in solo play"...

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I finally got around to starting the party aptly named Boeroer's Six.

 

MC - The Engineer - but wielding Hammers instead of Clubs. Using an upgraded Shatterstar to help hold foes long enough for my ranged team members to decimate the enemy.

 

Drake's Ambassadar - Corrode version

 

Immortal Martyr - Instincts keep me healing him but need to stop doing so to fully reach his potential....It's hard to let a party member die!

 

Mad Hornet - with the way the AI chooses targets these days I was worried about his survivability. But he is awesome and seldom targeted.

 

Caster Clipper - weakest member of the group. MH is already fulfilling the clipper role... Need to rethink this choice. My try the melee Ranger instead.

 

Fulmineo Prondroni - This both a fun build and looks cool as hell. Had the Fampyrs running in circles while MH gave them a doses vessel slaying arrows.

Edited by Blades of Vanatar

No matter which fork in the road you take I am certain adventure awaits.

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:)

 

Yeah - you maybe don't want to use the Dull Runner, the Engineer and Fulmineo in one team. Too much single target focus and not enough CC.

 

Maybe you should try Batsh!t. I always had the impression he's the most useful of them all.

 

Also, a guy like the Hurtstacker can be even better nowadays because the on-crit effects of implements now work with blast and you have Pull of Eora, which is like made for a blaster wizard. This is such a nice combination: pull the enemies together and then blast-cc them.

Deadfire Community Patch: Nexus Mods

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  • 2 weeks later...

Pff ... They'll do as they're told. If I say, "Morph!" they morph!

 

 

J/k; fixed ;)

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"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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  • 2 months later...

Quite sure the Chillfog chanter's already there ;) Will add the others over the weekend.

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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  • 4 weeks later...

I like the builds on this list but I feel like some basic builds for every class would be really nice.

Some of these are a really specific I think and having some basic ones should set beginners on the right track.

Items don't have to be included in such builds, just some recommended attributes and first couple talents or a brief description of them and how they can be used most effectively.

Edited by svdk
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Hi everyone! New PoE addict here.

Just started playing last weekend and got totally sucked in. It is almost like it was with BG1 and IWD back in 90's when I was a kid.)

 

But I'm a bit overwhelmed with all the new mechanics and choices availible. I would be eternally grateful if some experienced PoE vet compiled a quick database of 'do's and dont's' for each class or archetype. Some spines for the commonly efficient builds that can be used with 'blue' mundane items and can be further improved or narrowed by the player themselves.

 

For example: 1. Fighter. 1a. Sword'n'board tank - preferred stats / talents / equipment type. 1b. 2h offtank/dps - same ...; 2. Wizard 2a. Blaster - stats / talents / noteworthy spells 2b. CC mage - ... 2c. Gish wizard.

 

Because all this highly minmaxed builds are undoubtly awesome ... on a 10th playthrough, but doesn't help new players that much.

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Not all of these builds are highly minmaxed. And the most important part of them is not the Attributes or gear list, but the explanations of why the builder choose those Attributes and gear, and description of the games mechanics. Read through those descriptions, look for the "Attack Speed" thread, and you will understand some of the most esoteric game mechanics.

 

And don't care too much about builds when playing. Respec was introduced for a reason, and it wasn't cheesing dragon fights. In fact, half of the fun is testing ideas you had yourself when you found a nice piece of gear.

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@DreamWayfarer Well, reading through this builds I indeed figured out some core concepts like: go heavy armor for dualwield, medium armor for 2h/sword'n'board, light or no armor + high dex for ranged; nothing beats sabers in DPS, close second are BotEP and Tidefall for specialised builds and so on. But it took me hours. I think I spent more time reding this forum than playing a game. :mellow:

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Haha - as we all do I guess. :)

 

Another important thing is: don't focus your build on all the high level late game stuff. The game is most difficult in Act I, after the "tutorial" maps of the caravan camp and Cilant Lis. If you can manage that, the rest is also doable. After that it's pretty difficult to completely misskill your charater. The build in this forum are not all minmaxed, some or most are also fitting a special theme and don't sacrifice everything to power. So you can take them as an inspiration, but you don't have to follow them till the last iota.

 

In early levels the differences of the class are pretty obvious because of the different starting values like deflection, endurance and accuracy. Also, some classes' development curve in the early level ups is rather steep, while others' are not. A rogue for example starts with great damage, but during the first levels his performance won't change much. A barb seems to be supersquishy, but after some levels his higher endurance bonuses per level start to make him sturdier. A monk seems to be no good because he can only take a few wounds before going down. He, too, becomes a lot sturdier with every level up because wound costs stay the same, but his endurance pool gets bloated up pretty quickly. And so on.

That's also a reason why heavy armor is very effective in the early game. Enemies don't do a lot of damage and the high DR of a plate (12 and higher against most attacks) eats up almost all of the damage while your endiurance pool is small. You can feel a huge difference between plate and no armor. Later on you'll have more endurance and enemies deal more damage than most armors can absorb, making the difference between 12 or 8 DR not so important as in the beginning.

 
This game rewards flexibility: don't stick to a certain weapon or armor all the time. I mean you can do that and it's all doable, but the game will be way easier if you adapt to your enemies. For example if you sneak around and see oozes (deal corrode damage), you should change your preferred hide armor to something with more DR against corrode damage, like scale armor - or even put on a robe. It has the same corrode DR as a hide armor but is 10% faster.

Or if you meet pierce immune flame blights you might want to put your war bow with that burning lash into the stash and take a wand.

An enemy fighet might wear a mail armor, which is very good against slash damage, but poor against crush: you shoud switch from dual sabres to dual clubs. That makes the fight a lot easier. Things like that. So always have a backup set of armor and weapons for special enemies in the stash and scout before going into combat (if you don't know what's coming next). There's a reason you have 2 weapon sets (and it's not only to switch between ranged and melee). ;)

 

And the most important thing: It's all about accuracy vs. defense. So try to get as high ACC as possible and lower enemies' defenses as much as possible and the game will be easy. And vice versa: try to have high defenses and lower enemies ACC and you won't go down. That's the reason why crowd control, buffs and debuffs in this game are way more important than simple damage output. If you are in doubt whether to use a buff/debuff/cc ability or a damaging one, take the first. ;) 

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

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Ok, so, as I understand, earlygame you go hatchet+shield+light armor for casters, whatever+shield+heavy armor for tanks, dualwield+heavy armor for DPS. Then what is the point of all armors besides full plate and robes? Special abilities? And where can you find full plate in earlygame?

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