MasterCipher Posted May 25, 2016 Posted May 25, 2016 (edited) v3.02.10008 WM2 Fighter "#1 Stunner" Pale elf Old Valia Colonist MIG 15 DEX 19 CON 3 INT 19 PER 19 RES 3 TALENTS weapon focus spear/hunt bow (peasant) bonus knockdown hold the line (increases engaged targets from 1 to 2) fast runner rapid recovery or scion of flame 1 hand style (15% hit to crit in beta atm) superior deflection apprentice sneak attack ABILITIES knockdown disciplined barrage overbearing guard **confusion and nearby ally with lower deflection sets up free disengagement attacks** into the fray vigorous defense take the hit sundering blow triggered immunity SKILLS Stealth 5 Athletics 2 (+1 class) Lore 7 (+1 class) Mechanics 0 Survival 9 (+1 class)(+2 background)(+2 platemail) Slot Item R Hand 1 MIG stun on crit w/+4acc when attacking same target as ally spear L Hand empty R Hand 2 soulbound hammer L Hand 2 N/A Armor 2 PER frenzy sanguine plate 3DR slash Head Sicken when hit (grand adventure) Neck 3DR pierce/crush retaliate Hiro mantle Hands 5 ACC Waist 2 CON stuck when hit (avg adventure) Ring 1 3 DEX 5 reflex 20 def stun-prone Ring 2 9 deflection Feet 3 consecrated ground boots Early/Alt Gear: Tallgrass maybe, cloak of comfort, soulbound bp, thought is 3 triggered immunities for dragon: pierce/slash/breath scroll: binding web (helps tackle hard encounters at earlier levels) scroll: paralysis (helps tackle hard encounters at earlier levels) figurine: wood beetle alacrity potion boosts recovery to 97% Rationale: Primary tank and secondary controller, all-around makes life very unpleasant for enemies High accuracy, high DR, high mobility, passive self heals, stun locker, passable dps, decent deflection (for cipher mindweb -> rogue riposte) 10DR cold/fire from pale if is very nice for a tank - getting to Maerwald is laughably easy. 14 survival lets you increase DR 3, healing received by 60% or accuracy vs enemy type by 15 I passed on the stun neck because I want +3DR for all melee and retaliate interrupts. Disciplined barrage + scrolls are intended to beeline to durgan steel/white march gear several levels earlier than normal. Build Choices, sequence matters: Knockdown: 7 sec prone on hits, 10 sec on crit, 3/enc + endless vs disengagers Into the fray: 5m pull and daze to put reposition enemies where you want them Fast runner: You will want to move around battlefield until all enemies are prone or otherwise disabled Rapid recovery: Scales with level and eventually doubles the healing of constant recovery, but scion boosts weapon damage mod by +10% with weapon and chanter lash Vigorous defense: Aside from the obvious +20 all defenses, enemy AI prefers lower defense targets. Overbearing guard when they try to run away Sundering blow: Highest DR debuff in game (eight DR bypass). Simultaneously deals damage and 2/enc Start combat with soulbound hammer equipped, switch to hammer and shield after the 4m radius 10 second 1/enc stun then switch to single target stun spear When enemies hit you, bad things happen to them and good things happen for party, notably stuck (-20 deflection, -20 reflex, -5 accuracy, AoE shock). Give an enemy a free disengagement attack to seek out another target to kd & it gets stuck in place & sickened(-10 will,-10 fort,-1 all stats) Was originally considering vent pick/TUB for is 15% chance of bonus +20acc full attack which includes another soulbound dagger hit with another 10% chance of firebug, but firebug is MUCH better on rogue with deathblows. Bloody Slaughter: If a knockdown or overbearing guard brings enemy below 10%, it can help upgrade the prone duration to a crit - still not worth it in this build. Not that this party will actually have to, but I think this guy can dragon tank with 3 con/3 res with painlink and debuffs - stats look squishy - gear/talents and party strat are not. Edited June 14, 2016 by MasterCipher
AlexDeLarge Posted May 28, 2016 Posted May 28, 2016 Do you respec these stats vs major bosses so you are more durable?
MasterCipher Posted May 28, 2016 Author Posted May 28, 2016 (edited) I've played into WM1 with 3 CON/3 RES for entire party and haven't had to respec. Quick control is central to 6 member party design and enemies don't get a lot of actions off. Hard encounter tactics: Priest sets an AoE knockdown trap with lvl 2 spell before fight starts. Chanter can set an item trap. I don't use a wizard, but they can create chill fog pre-fight. **Start fight with confuse at max range because all the other enemies blow their initial actions beating on the poor confused target. **Throwing a figurine summons in front of party buys time for buffs - debuffs. ****Fighter uses disciplined barrage then scrolls - fighters have highest accuracy in the game, this is also why wood elf**** Cipher chain casts Prone/Paralyze/Stun/Charm/Dominate until nothing can fight back Fighter assists with Prones, think whack-a-mole. You're going to get hit and want to get hit, but you don't get hit a lot. Edited May 28, 2016 by MasterCipher
AlexDeLarge Posted May 28, 2016 Posted May 28, 2016 Were you able to tank the Alpine Dragon with 3 res/con as well?
AlexDeLarge Posted May 28, 2016 Posted May 28, 2016 I see. I'm guessing you're not playing for Triple Crown either. This party looks way to squishy to handle a ToL run.
MasterCipher Posted May 29, 2016 Author Posted May 29, 2016 I only play on POTD and wish there was a higher difficulty or some slightly different design that situationally required tanking. Triple crown is only for solo toon right? I've soloed past Maerwald Rogue and Ranger, but got bored with it; it's just not my play style. I've a watched a successful proof of concept solo video of a Ranger soloing Alpine. Unless something has changed recently, this party can similarly stuck/hobble Alpine and ranged kill.
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