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[CLASS BUILD] Chillfog (cool soothing chanter tank)

class build chanter

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#41
Lampros

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If you installed MaxQuest's mod then it's fixed. :)

Oh, good ;)



#42
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Ok, so Boerer, I have gotten to level 13 with this guy, and I have a few questions and comments.

 

First of all, I continue to love this guy. I think he will be my permanent tank on every playthrough. Almost indestructible and still does high DPS - and all those things with near zero-micromanagement. A lazy man's dream. (Now only if I can find a girl who does not demand to "reciprocate"!)

 

Having said all that, here are the questions:

 

1. Why Bear's Fortitude? I followed your stat and talent distributions to the letter, but I am not sure about Bear's Fortitude. Is there a fight upcoming that requires this? So far I have had zero problem with survivability. He's the only who has yet to be knocked out, and he's never come close to being knocked out. And I send him first and hold everyone back at first even. At the moment, I have done up to Act 2, 7 levels of Endless Paths, about a third of WM 1, and all of non-WM bounties. Will the Dragon fights require more Fortitude? I have 86 at level 13.

 

2. Equipment: Here are a lot of differences indeed. Let me go through one at a time.

 

To begin with, I do not like activation items as a general rule, because that's more micro-management. But in particular, I find Scath Gwannek to be more of a headache than it's worth, because it is not foe-only AoE. Other than thematic reasons, is there a game-play rationale? The "Bash" skill also seems to actually lower my DPS and does not add much other utility - unless there is a mechanics benefit I am overlooking.

 

Also, why stack healing items rather than avoidance items? It seems to me that if anything is going to trouble a Chanter tank, it's probably a streak of big hits spike, given the low relative Endurance of Chanters. So isn't it better to stack Deflection and Defense rather than heals?

 

Finally, once again I know that you said the armor choice was partly thematic. But is not -1 Movement on a tank quite crippling? I have worn it since I got it, but I am thinking of getting rid of it soon.

 

3. Just a minor question on Skills: It seems like your Skill distribution is kind of all-over for a lot of your builds. For instance, here you have no Stealth, whereas in the Drake tank Chanter build, you have a whopping (for a tank) 5! Any particular reasons? As a general matter, I am kind of clueless on how to distribute Skills - other than the need to have a Mechanic monkey. I suppose Athletics 5 and Survival 7 most is bare minimum for most - but anything beyond that? Perhaps Lore 4 so you can at least use some non-offensive scrolls?

 

Thanks in advance!



#43
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The items are mostly for the ice theme. I like spell bindings a lot, but they are not mandatory for this build. So feel free to use different ones. Also the case with the White Spire. It just looks so cool on this build with the rest of the items. ;)

 

Bear's Fortitude helps against nasty afflictions like Lagufaeth blowdarts and banshee cries and so on (if you hane no priest).

 

The whole build's idea was to stack as much regeneration as possible. This way you can be a good tank while having enough offensive potiential. In a party you normally don't need a tank who can survive for ages but can't deal damage himself. Although the weapon & shield version already has high RES.

 

As for the skills: in between the implementations of skills got changed a lot. Nowadays survival can give you several bonuses while camping, athletics will give you Second Wind and so on. THis was not always the case. For example in the earlier days of this game you got fatigue after long travels and athletics helped. It gave no Second Wind. Survial only gave you longer potion duration and nothing else. So the skill distribution of my older builds will be a lot different than my newer ones.


Edited by Boeroer, 07 September 2017 - 01:40 PM.

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#44
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The whole build's idea was to stack as much regeneration as possible. This way you can be a good tank while having enough offensive potiential. In a party you normally don't need a tank who can survive for ages but can't deal damage himself. Although the weapon & shield version already has high RES.

 

As for the skills: in between the implementations of skills got changed a lot. Nowadays survival can give you several bonuses while camping, athletics will give you Second Wind and so on. THis was not always the case. For example in the earlier days of this game you got fatigue after long travels and athletics helped. It gave no Second Wind. Survial only gave you longer potion duration and nothing else. So the skill distribution of my older builds will be a lot different than my newer ones.

 

That's the beauty of tanking Chanters though: You don't need to equip for DPS and yet you still do more DPS than the DPS-ers themselves! ;)

 

In terms of skills, so what skill distributions would you suggest today? Most of your builds seem from 2015 or early 2016 - and not sure if they are pre- or post-change.



#45
Lampros

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What do you think of Malina's Boots to off-set the speed debuff from the armor in this build? Azzuro sold me 3 (!), and the huge Defense while Prone or Stunned is not bad either (albeit not as good as Defense against those attacks).


Edited by Lampros, 08 September 2017 - 10:43 AM.


#46
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They are ok-ish. :)
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#47
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They are ok-ish. :)

 

Well, alternatives to Boots of Stability? ;)

 

So far items are beginning to get plentiful, but helmet and shoe slots do not look all that impressive. Maybe it will stay that way.



#48
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Fenwalkers are nice.
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#49
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I must be doing something wrong because on lower levels having a chanter tank just gets annihilated in two or three hits in PoTD. Even with the high deflection his hp and endurance is just way too low and reflex defense is low so you get wrekced by aoe's. I find a barb or fighter as a main tank to be so much more effective. Thoughts???


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#50
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I must be doing something wrong because on lower levels having a chanter tank just gets annihilated in two or three hits in PoTD. Even with the high deflection his hp and endurance is just way too low and reflex defense is low so you get wrekced by aoe's. I find a barb or fighter as a main tank to be so much more effective. Thoughts???

 

Interesting. The Chillfog tank was amazing in my playthrough, but I played at Normal, so I have no idea how it would perform in PoTD. Perhaps focus a bit more on "survival" stats and then re-spec once you hit level 9?



#51
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Reflex defense is as high or low as with any other class. Yes, his endurance and health is pretty low. You can counter that by taking Veteran's Recovery after Weapon & Shield, then Ancient Memory, then Beloved Spirits. In the meantime push survival to 8 and take healing bonus II and put on Fulvalno's Amulett. This helps.

 

After a few levels the lower endurance and health isn't a problem any more. In the first few levels it is. I already said that this is a late bloomer. :)

Still I wonder which enemy downs you in two or three hits? Are you wearing plate?


Edited by Boeroer, 16 September 2017 - 08:25 AM.

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#52
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Reflex defense is as high or low as with any other class. Yes, his endurance and health is pretty low. You can counter that by taking Veteran's Recovery after Weapon & Shield, then Ancient Memory, then Beloved Spirits. In the meantime push survival to 8 and take healing bonus II and put on Fulvalno's Amulett. This helps.

 

After a few levels the lower endurance and health isn't a problem any more. In the first few levels it is. I already said that this is a late bloomer. :)

Still I wonder which enemy downs you in two or three hits? Are you wearing plate?

Yeah probably just me being impatient. But the reflex defense is very low with only 4 dexterity and 10 perception but I guess it doesn't really matter as the game progresses due to the reflex bonus from using a shield. I probably exaggerated when i said three hits but it was close. When I went to cad nua the spirits just annihilated my tank due to daze etc. He fell unconcious in seconds lol.



#53
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Yeah - Caed Nua is a spike in difficulty because of the phantoms and other spirits. Phantoms cause stun on graze, hit and crit and also deal Sneak Attack. Being a pale elf and wearing Rhymrgand's Mantle helps a lot. After Caed Nua, in Defiance Bay, the game gets a lot more easy and you can level quickly.

I also never use one main tank who's supposed to take all the heat. It's at least two, more often three sturdy frontliners who are not 100% defensively build but can also contribute other things to the party. That's why I seldomly have the problem that my "tanks" are not tanky enough - even in the early game. In my opinion this MMORPG-approach of having tanks that take aggro and can't do much else while having glass cannons in the back doesn't work well in PoE.
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#54
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Yeah - Caed Nua is a spike in difficulty because of the phantoms and other spirits. Phantoms cause stun on graze, hit and crit and also deal Sneak Attack. Being a pale elf and wearing Rhymrgand's Mantle helps a lot. After Caed Nua, in Defiance Bay, the game gets a lot more easy and you can level quickly.

I also never use one main tank who's supposed to take all the heat. It's at least two, more often three sturdy frontliners who are not 100% defensively build but can also contribute other things to the party. That's why I seldomly have the problem that my "tanks" are not tanky enough - even in the early game. In my opinion this MMORPG-approach of having tanks that take aggro and can't do much else while having glass cannons in the back doesn't work well in PoE.

I used to use that approach, I used to send a fighter in with enormous deflection who was virtually invincible but I got tired of that approach. I don't use a single tank anymore, I generally use two tanky dps such as a dual wield barb with massive healing bonus from high survival and belt of bountiful healing and a dual wield fighter with high hp recovery.

 

I kind of have this thing that I need a dps fighter in the group mainly becuase they are so damn good at taking down dragons lol. I think I might just be bad. PoTD run I did was with two priests and two fighters LOL. 


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#55
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Well the chanter is not a great early game tank - same as druid and also barb to an extend. All three are really awesome at becoming "useful" tanks later on but you have to drag them a bit through Act I as frontliners. It's def. a plus if they are not alone in the fray. For me it's fun that way and the reward is that they deliver a very satisfying performance once the build idea manifests more firmly.

Yes, also my no. 1 reason why I'd bring a fighter are dragons. :)
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#56
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Well the chanter is not a great early game tank - same as druid and also barb to an extend. All three are really awesome at becoming "useful" tanks later on but you have to drag them a bit through Act I as frontliners. It's def. a plus if they are not alone in the fray. For me it's fun that way and the reward is that they deliver a very satisfying performance once the build idea manifests more firmly.

Yes, also my no. 1 reason why I'd bring a fighter are dragons. :)

In my opinion fighter and priest are the two most overpowered classes. I am going to see how I go with chanter for a while though. 

 

Do you always love having a barb in the team also? A high dps barb with high intellect just obliterated an entire gang in a second with heart of fury lol. I remember once at the start of magran's faithful bounty I just leapt into the mass zerg with my barb, hit heat of fury and they all just exploded lol. Sometimes it lags out my computer its so satisfying.



#57
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Yes, it's the no.1 melee dmg class once it has Heart of Fury and if you know what to do. If you combine it with AoE debuffs and Combusting Wounds it gets really crazy. I like barbs - also because they usually are low maintenance AoE dmg dealers with the option to also do some auto CC as side effect. But they are not especially effective against the tough single enemies - but I think that was the plan all along. ;)

Monks are also very powerful if you know them in and out, but require a lot more micromanagement.

 

I can't say that I consider the fighter especially powerful, but he has his niches where he's really usefull - like against dragons. And he's one of the most powerful classes in the early game (together with ciphers, monks and and rogues) and that's also worth something. Regeneration and +20 accuracy nearly right from the start are very good.


Edited by Boeroer, 17 September 2017 - 02:46 AM.

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#58
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Yeah - Caed Nua is a spike in difficulty because of the phantoms and other spirits. Phantoms cause stun on graze, hit and crit and also deal Sneak Attack. Being a pale elf and wearing Rhymrgand's Mantle helps a lot. After Caed Nua, in Defiance Bay, the game gets a lot more easy and you can level quickly.

I also never use one main tank who's supposed to take all the heat. It's at least two, more often three sturdy frontliners who are not 100% defensively build but can also contribute other things to the party. That's why I seldomly have the problem that my "tanks" are not tanky enough - even in the early game. In my opinion this MMORPG-approach of having tanks that take aggro and can't do much else while having glass cannons in the back doesn't work well in PoE.

I used to use that approach, I used to send a fighter in with enormous deflection who was virtually invincible but I got tired of that approach. I don't use a single tank anymore, I generally use two tanky dps such as a dual wield barb with massive healing bonus from high survival and belt of bountiful healing and a dual wield fighter with high hp recovery.

 

I kind of have this thing that I need a dps fighter in the group mainly becuase they are so damn good at taking down dragons lol. I think I might just be bad. PoTD run I did was with two priests and two fighters LOL. 

 

 

Can 2 front-liners without a shield actually tank the harder difficulties? If so, I might try. I guess they have to be Fighters or Paladins?



#59
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Sure. Depends what you have in the backline, too. If you for example have a backline with reliable and disabling CC then it's no problem. If you go for the self-healing approach then it's an advantage to have classes that have a decent health pool. But I also did a run with Priest of Berath + Tidefall in the middle flanked by dual hammer fighter and dual sabre barb, using Veteran's Recovery and all that self healing stuff. At first the priest had to rest a lot because of low health (not so bad because that also made me spend my spells), but it quickly got better.


Edited by Boeroer, 17 September 2017 - 04:09 AM.

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#60
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Sure. Depends what you have in the backline, too. If you for example have a backline with reliable and disabling CC then it's no problem. If you go for the self-healing approach then it's an advantage to have classes that have a decent health pool. But I also did a run with Priest of Berath + Tidefall in the middle flanked by dual hammer fighter and dual sabre barb, using Veteran's Recovery and all that self healing stuff. At first the priest had to rest a lot because of low health (not so bad because that also made me spend my spells), but it quickly got better.

 

I am thinking something along this line:

 

1st line: 1 dual wield Paladin (main), 1 2H Paladin

2nd line: 2 Pike Chanters (probably Tall Grass and Jena's Lance?)

3rd line: 1 Priest, 1 Wizard

 

I might just run 1 Pike Chanter and convert the 2nd Pike Chanter to a War Bow Chanter (Borresaine).

 

Would this be too painful early on?

 

Edit: At least 1 Paladin will be a Wayfarer for the extra heals. And 1 of them will be running Zealous Endurance for the extra DR. So the extra heals and DR will provide some additional survivability to compensate for the lack of a conventional shield user. If that's not enough, I could also make the 2nd Paladin a dual wield as well, but give this guy some disabling weapons like the stun Warhammer.


Edited by Lampros, 17 September 2017 - 05:07 AM.






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